Sonic Unleashed Xbox 360
Walkthrough
By sonictrainer
Introduction
----------------------------------------
Hi, my name is Ryan aka Sonictrainer and this is the second guide I’ve posted
online and the first full walkthrough I’ve ever done for any game. I made this
guide to help people while they play the Xbox 360 version of Sonic Unleashed.
If you own the PS3 Version, I believe my guide may be able to help you as well.
(>v<) I finally downloaded the new downloadable levels….and they are awesome!
Some of them are very complex as far as shortcuts and length, so I’ll need
some time to make walkthroughs for them. Also, if you download the DLC Acts,
the Sandra Art Book 40 glitch will be fixed and she will reappear in Shamar.
I’m starting another file to make sure I didn’t miss anything…besides Art Book
#8’s exact location.
Updates
----------------------------------------
6/17/09 Did some editing
Changed Table of Contents
Added DLC info to several sections
4/28/09 Reorganized Table of Contents
Updated FAQ and Legal Stuff
3/26/09 Added to the Table of Contents
Found all the Art Books
Added to Werehog’s moves and completed all Skill Lists
Score/Rank Info Updated
Added more info to Hot Dog Trials in Missions Section
Downloadable Content Questions posted in FAQ Section
Art Book 40 Questions also Updated in FAQ Section
Special Thanks Section and Contact Info Updated
2/14/09 Finished Walkthroughs for all 9 Countries
Fixed Collectible Errors in Cool Edge and Arid Sands
All Bosses covered
Completed all Mission Descriptions
2/9/09 I did Walkthroughs for Acts in Apotos and Spagonia
I added controls for the Bobsled to Sonic Abilities Section
Missions in Apotos, Spagonia, and Mazuri have complete descriptions
I changed and added info to Hot Dog Trials in Missions Section
Updated Enemies and Achievements Sections
2/3/09 I did a Walkthrough for Windmill Isle Night Act 1 and Eggmanland
Fixed an Error in Jungle Joyride Night 1
1/28/09 I found the Art Books I missed except #29
Added scores to certain levels
Fixed minor errors in guide
Changed and added questions to FAQ Section
Small Update to Contact Info
1/23/09 I added some Skill Lists to the Sonic’s Abilities Section
All Bosses covered except Egg Dragoon and Dark Gaia
1/21/09 I fixed some minor errors in different parts of the guide
Added to the Sonic’s Abilities Section
Added a few Gimmicks I forgot about
I found every Videotape, Record, and Medal location
I finished the Story Map in the Levels Section
Added scores to certain levels
Added more info in the Missions Section
More people added to the Special Thanks Section
1/12/09 Guide posted online
Table of Contents
----------------------------------------
1) Background Info
-Sonic’s History
-Summary of Opening Movie
-Important Characters
2) Sonic’s Abilities
Hedgehog
-Moves
-Special Shoes
Werehog
-Moves
-Grabbing
-Critical Attacks
-Skill Lists
3) Items and Unlockables
Basic Items
Gimmicks
Collectibles
-Sun and Moon Medals/Levels
-Food
-Mission/Star Items
-Art Books/Artwork
-Videotapes/Movies
-Records/Soundtracks
-Souvenirs
4) Other Gameplay Mechanics
-The Results Screen
-Experience
-Scavenging
5) Areas within each Country
Town Stages
-Townspeople
-Traveling Salesman Wentos
Entrance Stages
Acts
Prof Pickle’s Lab
6) Downloadable Content
7) Story Map/Checklist
8) Levels
Apotos
-Town Stage
-Entrance Stage
-Windmill Isle Day Act 1
-Windmill Isle Day Act 2
-Windmill Isle Day Act 3
-Windmill Isle Day Act 1-2 (Hard Mode)*
-Windmill Isle Day Act 4*
-Windmill Isle Night Act 1
-Windmill Isle Night Act 2
-Windmill Isle Night Act 3*
Tornado Defense Act 1
Spagonia
-Town Stage
-Entrance Stage
-Rooftop Run Day Act 1
-Rooftop Run Day Act 2
-Rooftop Run Day Act 3
-Rooftop Run Day Act 4*
-Rooftop Run Day Act 5*
-Rooftop Run Day Act 1-2 (Hard Mode)*
-Rooftop Run Day Act 2-2 (Hard Mode)*
-Rooftop Run Night Act 1
-Rooftop Run Night Act 2*
-Rooftop Run Night Act 3*
-Rooftop Run Night Act 4*
-Boss-Egg Devil Ray
Mazuri
-Town Stage
-Entrance Stage
-Savannah Citadel Day Act 1
-Savannah Citadel Day Act 2
-Savannah Citadel Day Act 3
-Savannah Citadel Day Act 4*
-Savannah Citadel Day Act 5*
-Savannah Citadel Day Act 1-2 (Hard Mode)*
-Savannah Citadel Day Act 3-2 (Hard Mode)*
-Savannah Citadel Night Act 1
-Savannah Citadel Night Act 2
-Savannah Citadel Night Act 3*
-Savannah Citadel Night Act 4*
-Boss-Egg Beetle
Holoska
-Town Stage
-Entrance Stage
-Cool Edge Day Act 1
-Cool Edge Day Act 2
-Cool Edge Day Act 3*
-Cool Edge Day Act 4*
-Cool Edge Day Act 1-2 (Hard Mode)*
-Cool Edge Day Act 2-2 (Hard Mode)*
-Cool Edge Night Act 1
-Cool Edge Night Act 2*
-Cool Edge Night Act 3*
-Boss-Dark Moray
Chun-nan
-Town Stage
-Entrance Stage
-Dragon Road Day Act 1
-Dragon Road Day Act 2
-Dragon Road Day Act 3
-Dragon Road Day Act 4*
-Dragon Road Day Act 1-2 (Hard Mode)*
-Dragon Road Day Act 3-2 (Hard Mode)*
-Dragon Road Night Act 1
-Dragon Road Night Act 2
-Dragon Road Night Act 3*
-Dragon Road Night Act 4*
-Boss-Dark Gaia Phoenix
Shamar
-Town Stage
-Entrance Stage
-Arid Sands Day Act 1
-Arid Sands Day Act 2
-Arid Sands Night Act 1
Arid Sands Night Act 2*
-Boss-Dark Guardian
Empire City
-Town Stage
-Entrance Stage
-Skyscraper Scamper Day Act 1
-Skyscraper Scamper Day Act 2
-Skyscraper Scamper Day Act 1-2 (Hard Mode)*
-Skyscraper Scamper Night Act 3
Adabat
-Town Stage
-Entrance Stage
-Jungle Joyride Day Act 1
-Jungle Joyride Day Act 2
-Jungle Joyride Day Act 3
-Jungle Joyride Day Act 4*
-Jungle Joyride Night Act 1
-Jungle Joyride Night Act 2
-Boss-Egg Lancer
Tornado Defense Act 2
Eggmanland
-Town Stage
-Act
-Boss-Egg Dragoon
-Boss-Dark Gaia/Perfect Dark Gaia
9) Missions
-Trials
-Quizzes
-Deliveries
-Exorcisms
-Hot Dog Trials
10) Enemies
-Eggman Robots
-Dark Gaia’s Minions
11) Achievements
12) Checklists
13) FAQ
14) Legal Stuff
15) Special Thanks
16) Contact Info
*These are the downloadable content Acts
1. Background Info
----------------------------------------
Sonic’s History
===============
Sonic the Hedgehog is a videogame icon who has been around for over 17 years.
From his first game in 1991, he has become very popular to gamers in the
United States, Japan, and other areas in the world. Besides games he has also
had 4 animated series, a movie, and a comic book made by Archie Comics. Right
now, Sonic Unleashed is his latest adventure in the videogames.
Summary of Opening Movie
==========================
In the beginning, we watch as Sonic infiltrates Eggman’s space armada. When
Sonic uses the 7 Chaos Emeralds to transform into Super Sonic, Eggman quickly
tries to escape into a strange looking spaceship. Once Super Sonic catches up
to Eggman, Eggman pleads for forgiveness. It seems that the battle is pretty
much won so Sonic agrees to let Eggman go and begins to leave. But then Eggman
pulls a switch and an energy cage forms around Sonic. The machines that
released the cage now separate Sonic and the Chaos Emeralds, as Eggman reveals
the space ship is actually some sort of cannon. He then uses the energy coming
from Sonic and the emeralds and fires a ray at the Earth. The results of this
cause the planet to break up into pieces, floating above the Earth’s core,
while awakening a dark energy being known as Dark Gaia. Since Super Sonic was
being used to power the energy transfusion, Sonic’s body absorbed some of Dark
Gaia’s power causing a new transformation everyone now calls the “Werehog”.
Happy to accomplish his plans, Eggman ejects Sonic and the drained Chaos
Emeralds, sending them towards the Earth’s atmosphere. Dark Gaia then spreads
his essence over the entire planet…
Important Characters
====================
Sonic the Hedgehog- a blue hedgehog who’s well known for his superpower:
speed. Sonic can run faster than the speed of sound and enjoys travel and
going on adventures. He can also use his speed to curl into a ball, spin, and
cut through different materials including metal. Although he is impatient
sometimes, he always helps those in need and hates to see injustice. His only
weakness is water. At high speeds, he can hydroplane, but he can’t swim.
Sonic the Werehog- since Super Sonic was being used to power the energy
transfusion, Sonic’s body absorbed some of Dark Gaia’s power causing this
transformation. Due to the fact Dark Gaia’s power becomes active at night
explains why Sonic only turns into this form once he isn’t exposed to extreme
sunlight. In this form, Sonic gains more upper body strength and his limbs can
expand and stretch out over certain distances. Though he can’t break the sound
barrier at night, he can dish out punches, kicks, and other devastating blows
in a matter of seconds.
Chip- He is a strange little creature that looks like a purple and white dog
with wings. Sonic found him after somehow surviving his fall from space and
believes that caused his amnesia. Although Chip forgot who he is, he seems to
have knowledge of Sonic’s abilities, places, and points out things people
would probably miss. He also loves to eat sweet foods and seems to have an
endless supply of chocolate. As Sonic saves the planet, Chip will eventually
recover his memories and his purpose.
Tails (Miles Prower) the Fox- Sonic’s best friend who’s IQ and mechanical
abilities almost mess those of Dr. Eggman’s. His real name is Miles Prower but
he was given the nicknames “Tails” due to the fact that he has 2 instead of 1.
He can use them to spin like a propeller and fly around for periods of time.
When traveling long distances or to airborne places, Tails uses his
biplane “The Tornado”, which he has modified over past adventures. In this
game, he repainted it its original Red color and made a spot for Sonic to
stand and fire weaponry at enemies.
Amy Rose- A pink Hedgehog who believes she is Sonic’s girlfriend. It’s wise
not to make her angry otherwise she will go into her own form of “Unleash
Mode” and attack with her Piko Piko Hammer, which she can create out of thin
air. She loves Sonic so much that she has mistaken other male hedgehogs for
him. Sonic became depressed when she didn’t recognize him in his Werehog form.
Prof Pickle- a Professor at Spagonia University that is the leading expert on
Dark Gaia. He loves cucumber sandwiches.
Dr. Eggman (Ivo Robotnik)- a mad scientist is who bent on taking over the
world. His plan to create a place called “Eggmanland” which will be his base
of operations as he sends attacks around the world. As always, Sonic is the
only thing standing is the way of his dreams. Will that be the same case this
time?
Dark Gaia- a dark energy being that slept inside the core of the planet. He
was awakened when Eggman used the Chaos Emeralds to separate the planet. Since
it wasn’t the “Time of Awakening”, he couldn’t maintain his body, so when the
planet split into pieces, he did too. Every Dark Gaia minion you encounter
during the nighttime is a part of Dark Gaia. Some of them became stronger and
changed shape by feeding on people’s negative actions and emotions.
2. Sonic’s Abilities
----------------------------------------
In this game, Sonic has some of his old abilities from past games and some new
ones, especially in his Werehog form. This game also has an experience system
which can be used to level up his current abilities in either form.
Hedgehog
===========
This is Sonic’s regular form and the form he uses during the daytime.
Moves
++++++++++++++++++++++++++++
These are all the moves Sonic the Hedgehog can do.
Move Around: To walk and run move the Left Analog stick in the direction you
want to go.
Crouch/Spin Kick: Press the B Button when not moving or on a rail to crouch
down. Move the Left Analog stick too to crawl. Use this to dodge and to get
under places when you forget to slide.
Slide: Press the B Button when running to slide under certain areas.
Jump: Press the A Button while standing or running to jump. Depending on how
hard you press down the button affects how high he jumps. If you press it
lightly he hops, if you press it harder he jumps his highest.
Homing Attack: The Buttons for the homing attack have been changed in this
game. First press the A button first and then move the left analog button to
choose a target and press X to hit it.
Sonic Boost: Press the X Button when the Ring Energy has is filled to move
faster, destroy incoming enemies, and run on water. If you press A while still
holding the X Button, you can jump while still keeping speed. Any rings Sonic
pass will be drawn towards him.
Sonic Drift: To turn around certain curves in certain levels use the B/LT/RT
to turn while still running. Hold the B to for long turns, and hold the LT
(turning left)/RT (turning right) while doing close turns.
Note: This move takes some practice. You can also do this move while still
boosting.
Stopping: In order to stop running or slow down, move the Left Analog in the
opposite direction that Sonic is running.
Ring Energy: This is the gauge shown on the bottom of the screen. When it’s
empty Sonic cannot perform regular boosts or Air Boosts. To fill it up,
collect rings and destroy enemies.
Bobsled/Roller Coaster Car: In Cool Edge, Sonic will use these to travel down
icy slopes. The controls change slightly.
Left Analog Stick- Tilt it to the left or right to slide in that direction.
Learn to use your momentum to your advantage.
A: Press it to jump.
Special Shoes
++++++++++++++++++++++++++++
Similar to the Sonic Adventure games, there are Power-Up items that Sonic
needs in order to progress in the story, get all Collectible items, and play
certain DLC Acts. In this game, they recognized as Shoes that can be found in
4 different Entrance Stages. They only affect Sonic’s Hedgehog form.
1. Stomping Shoes
Location: Holoska Entrance Stage during the Daytime
Ability: Stomp
In order to do a stomp, press the B button once after jumping.
2. Wall Jump Shoes
Location: Spagonia Entrance Stage during the Daytime
Ability: Wall Jump
In order to do a wall jump, press the A button as soon as you touch a high
area of a wall. Press A again as soon as you jump to the other wall on the
opposite and again to reach the top of the walls.
Note: I found this ability to be very useful, especially when combined with
the Air Boost Ability. In certain areas where you accidently run off a
platform to certain death, Sonic can Wall jump to stop his fall, Air Boost to
reach the other wall, and repeat to eventually get to safety. Watch your
timing though.
3. Air Boost Shoes
Location: Chun-nan Entrance Stage during the Daytime
Ability: Air Dash
In order to do an Air Dash, press the X button once after jumping.
Note: Once you have this ability, be very careful when trying to do Homing
Attacks. If you don’t remember to move the Left Analog stick, Sonic will fly
past his target to his death.
4. Light Speed Dash Shoes
Location: Shamar Entrance Stage during the Daytime
Ability: Light Speed Dash aka Ring Dash
In order to do a Ring Dash, press the Y button when you’re near a row of rings.
Note: This move has changed since the past games. Sonic will only follow a
trail of rings in the form of a horizontal line, not in a circle.
Werehog
==========
This is a new form Sonic turns into when night falls.
Moves
++++++++++++++++++++++++++++
These are all the moves Sonic the Werehog can do.
Walk: To walk around, use the Left Analog stick in the direction you want to
go.
Dash: To dash, hold the LT or RT while moving the Left Analog stick.
Jump/Double Jump: Press the A Button to jump. Press the A Button again after
jumping, in midair, to do a double jump.
Note: The double jump gets more height and distance while Sonic is moving.
Dash Jump: While Dashing press the A to do a wide jump. Some areas require
this move in order to for Sonic to access them. There are also moves that
Sonic can learn that require this technique.
Straight Attack: Press the Y Button to attack enemies from a distance who are
in front of Sonic.
Wide Attack: Press the X Button to attack enemies who are close and
surrounding Sonic.
Grabbing
Sonic can grab and carry different things by pressing the B Button, but the
Buttons change depending on what’s being held. Press the X Button when trying
to grab large enemies to cancel the grab.
Small Enemy
A: Jump while holding the enemy
B: Smash the enemy into the ground. It hurts other enemies who are in the way.
X: Throw the enemy. A cursor normally appears when other enemies are around so
you can throw it at them.
Holding Y: Swing an enemy, hitting all surrounding enemies in the way. A
cursor will appear showing where the enemy will be thrown. You can’t swing
forever so choose a target.
Note: When you have one small enemy, you can grab another small enemy, and
carry both in each hand. The controls are the same as holding a single enemy.
Medium Size Enemy
A: Jump while holding them
Repeatedly B: Sonic swings the enemy in front and back into the ground,
hitting anything in the way
X: Same as Small Enemies
Holding Y: Same as Small Enemies
Note: After a while enemies may break free of Sonic’s grasp if you wait too
long or get attacked.
Jump Grab: After jumping, press B to grab an enemy, to jump up. Mostly used on
Dark Bats.
Boxes/Barrels
A: Jump while holding it
B: Gently set it down
X: Throw it
Repeatedly Press Y: Do a combo where Sonic swings it
Note: When holding something, press LT/RT to move faster.
Ledges
Sonic can grab ledges and climb around the side.
Opposite Direction of where the pole is + A: Jump in that direction
Tightrope Ledges
Sonic has to walk across these to get to certain areas. Sonic can hang on the
side of them like the regular Ledges, but some can’t be grabbed or have spikes
on them. If you move Sonic to a point where he starts to tilt back and forth,
move to keep his balance, because if he stays in that position for a certain
amount of time he will fall. Sonic can hop across certain corners, if you
check the distance first.
Vertical/Climb Poles
A: Jump off
Left Analog (Up) + A: Sonic climbs up the pole faster
Swing Poles
A: Jump off
X/B: Let go of the pole
Side Poles
Up + A: Jump up above the pole
Left + A: Jump to the left of the pole
Right + A: Jump to the right of the pole
Opposite Direction of where the pole is + A: Jump in that direction
Critical Attacks
++++++++++++++++++++++++++++
These are finishing QTE moves Sonic can pull off on certain enemies after
they’ve taken damage and have an icon above their heads that look like a
burning arrow, facing up. To do a Critical Attack stand near the enemy with
the icon, press the B Button, and press the Buttons that show up before the
line makes a complete circle.
- Critical Attacks are different for every enemy
- doing a Critical Attack gives more experience than when you normally defeat
enemies. However, some enemies are sent flying and made release their Chaos
Orbs near bottomless pits
- If you fail a Critical Attack, you will take damage instead while the enemy
you tried it on will recover full health
- the time it takes to pull off Critical Attacks, changes depending on how
much health the enemy has left. Really low health enemies have longer time
periods for Critical Attacks
- If you’re trying to perform a grab instead of a Critical Attack, knock them
to the ground and then grab them
- While doing a Critical Attack you will be unaffected by outside attacks
until the QTE is over
LB: Shield
This creates a shield that protects Sonic from certain attacks. If your shield
breaks, it will slowly recover. There are some techniques that Sonic can do
after shielding.
RB: Unleash Mode
Once the Dark Gaia Force goes past the White marker in the Unleash Gauge, you
can go into Unleash Mode. When Sonic enters this mode, he becomes stronger,
faster, and immune to most enemies attacks. Use it wisely, because once you
enter Unleash Mode you can’t get out of it until the gauge is empty.
Skill Lists
++++++++++++++++++++++++++++
At the beginning of the game the Werehog starts out with a few attack combos.
As you increase his Combat Stat (See Experience in Section 4), he’ll learn
more effective and stronger techniques. To see what moves the Werehog can do,
press the Start Button, and choose the option skills. On this menu, it splits
all the combos into 4 categories and shows the Button sequences. Here I put
down all info involving every technique, in that same order.
(Key)
Name
Combat Level: The Combat level Sonic has to reach or past to learn that attack
Button Sequence: the buttons that have to be pressed to do the attack
Description: Describes how Sonic does the attack
Summary: Tips and notes about attacks that I’ve noticed
Straight Attacks
These are all attacks that start with the Y Button.
Were-Hammer
Combat Level: 1
Button Sequence: Hit the Y Button 4 times/repeatedly
Description: Sonic throws several straight punches.
Summary: This is the basic Straight Attack that’s good when attacking enemies
from a distance.
Double Kick Combo
Combat Level: 1
Button Sequence: Hit the Y Button once and then the X Button twice
Description: Sonic punches once, does a sliding front kick, and finally jumps,
throwing both feet at an enemy.
Summary: A good attack when facing 1 Medium Sized Enemy or smaller enemies.
Sho-hog-ken
Combat Level: 1
Button Sequence: Press the Y Button twice and then press the A Button
Description: Sonic punches twice and does an uppercut that sends an enemy up
in the air.
Summary: Use this attack to send enemies up into the air and finish them off
with Aerial Attacks.
Donkey Kick Combo
Combat Level: 2
Button Sequence: Press the Y Button twice and then press the X Button 3
times/repeatedly
Description: Sonic does 2 punches, turns on the ground and does a back kick
that sends any enemy flying.
Summary: Good to use also when you’re surrounded.
Double Axle Combo
Combat Level: 6
Button Sequence: Hit the Y Button 3 times and then press the X Button
twice/repeatedly
Description: Sonic does 2 punches, 1 claw attack, spins, does a karate chop,
lands towards the enemy, and does several kicks before landing on the ground.
Summary: This is a good attack, but watch out for outside attacks.
Feral Were-Hammer
Combat Level: 15
Button Sequence: Hit the Y Button 5 times/repeatedly
Description: Same as Were-Hammer except Sonic ends the combo with a straight
double punch.
Summary: The double punch at the end sends enemies flying, so this allows you
to make room when surrounded by several enemies. As your strength increases it
also becomes good when taking out enemies.
Werewheel Rush
Combat Level: 17
Button Sequence: Hit the Y Button 4 times and then hit the X Buttons
repeatedly while simultaneously moving the left analog stick in the direction
you want to go in
Description: After doing the Were-Hammer, Sonic does a cartwheel, hurting all
enemies in his path, jumps up into the air, and bashes the ground, making any
enemy near the impact dizzy.
Summary: This is an awesome technique to use if you can pull it off without
inference from outside attacks.
Vertical Were-Hammer
Combat Level: 19
Button Sequence: Hit the Y Button 4 times and then hit the A Button
Description: After doing the Were-Hammer, Sonic jumps high in the air, punches
the ground, and sends every enemy within the radius of the attack into the air.
Summary: You can use this to lead into Aerial Attacks, but be careful not to
press the A Button twice.
Knuckle Sandwich Combo
Combat Level: 28
Button Sequence: Press the Y Button twice, then the X Button twice, and
finally the Y twice
Description: Similar to Donkey Kick Combo except Sonic ends it by slamming his
right hand down and throwing both hands up.
Summary: A good attack that throws enemies off balance.
Unleashed Knuckle Sandwich
Combat Level: 30
Button Sequence: Press the Y Button twice, the X Button twice, the Y Button
twice, and finally the X Button twice
Description: Same as Knuckle Sandwich Combo except Sonic ends it with a series
of fast punches and finally a giant arm/fist punch.
Summary: The best Straight Attack. Personally I found it harder to pull off
than Unleashed Wild Combo, so watch out for outside attacks when surrounded by
enemies.
Hook Attacks
These are all attacks that start with the X Button.
Wild Whirl
Combat Level: 1
Button Sequence: Hit the X Button 4 times/repeatedly
Description: Sonic does several wide claw attacks.
Summary: This is the basic Hook Attack that’s good when attacking enemies that
are close and surrounding Sonic.
Rolling Kick Combo
Combat Level: 1
Button Sequence: Hit the X Button once and then the Y Button twice
Description: Sonic does a claw attack, a spinning kick, and ends with a break
dance spin.
Summary: Good to use when moving forward and making room.
Sho-claw-ken
Combat Level: 1
Button Sequence: Press the X Button twice and then press the A Button
Description: Sonic does 2 claw attacks and an uppercut that sends an enemy up
in the air.
Summary: Use this attack to send enemies up into the air and finish them off
with Aerial Attacks.
Egg Scrambler
Combat Level: 2
Button Sequence: Press the X Button twice and then press the Y Button 3
times/repeatedly
Description: Sonic does 2 claw attacks, 2 more while spinning forward, and a
cross attack to enemies in front of him.
Summary: Good to use when attacking several enemies and finishing off 1 of
them.
Wereclap
Combat Level: 7
Button Sequence: Hit the X Button 3 times and then press the Y Button
twice/repeatedly
Description: Sonic does 3 Wide Claw attacks, puts both fists together, swings
them, and stops while doing a large clap on enemies in front of where he’s
standing.
Summary: This attack will temporarily daze an enemy for a few seconds or
defeat them.
Feral Wild Whirl
Combat Level: 16
Button Sequence: Hit the X Button 5 times/repeatedly
Description: Same as Wild Whirl except Sonic ends with a spinning attack.
Summary: This is good to use when surrounded by enemies.
Earthshaker
Combat Level: 18
Button Sequence: Hit the X Button 4 times and then hit the Y Buttons repeatedly
Description: After doing the Wild Whirl, Sonic enlarges his fists and
repeatedly slams them into the ground. He ends it by slamming both fists
simultaneously that sends all enemies within the impact in the air.
Summary: This is an awesome technique to use if you can pull it off without
inference from outside attacks.
Wild Whirl Were-Hammer
Combat Level: 20
Button Sequence: Hit the X Button 4 times and then hit the A Button
Description: After doing the Wild Whirl, Sonic jumps high in the air, punches
the ground, and sends every enemy within the radius of the attack into the air.
Summary: You can use this to lead into Aerial Attacks, but be careful not to
press the A Button twice.
Ultimate Wild Combo
Combat Level: 29
Button Sequence: Press the X Button twice, then the Y Button twice, and
finally the X twice
Description: Similar to Egg Scrambler except Sonic ends it by stretching out
his arms and swinging in front of him and behind.
Summary: A good Hook Attack even though the technique is not perfected.
Unleashed Wild Combo
Combat Level: 31
Button Sequence: Press the X Button twice, the Y Button twice, the X Button
twice, and finally the Y Button twice
Description: After doing the Ultimate Wild Combo, Sonic swings his fists in a
half circle, jumps up into the air, and sends 2 Missile Punches into the
ground.
Summary: One the best attacks in the Werehog’s arsenal. This technique alone
can defeat an entire group of enemies.
Aerial Attacks
In order to do these, first press X, X, A, or Y, Y, A to get airborne. If you
try doing these after double or Dash jumping, they may not go through the
entire combo.
Flying Double-Punch
Combat Level: 1
Button Sequence: While in midair, press the Y Button twice.
Description: Sonic does 2 straight punches while in midair.
Summary: A basic Aerial Attack to start out with. This can be used after
jumping.
Aerial Claw Slash
Combat Level: 1
Button Sequence: While in midair, press the X Button twice.
Description: Sonic does 2 wide claw attacks while in midair.
Summary: A basic Aerial Attack to start out with. This can be used after
jumping.
Diving Bodypress
Combat Level: 1
Button Sequence: While in midair, press the A Button.
Description: While in midair, Sonic spreads his arms, claws, and legs out and
body slams the ground, hitting any enemy within the impact.
Summary: You can only use this after using Sho-hog-ken, Sho-claw-ken, Were-
Hammer, or Wild Whirl Were-Hammer.
Aerial Piledriver
Combat Level: 1
Button Sequence: While in midair, press the B Button when near a medium sized
enemy.
Description: While in midair, Sonic grabs a medium sized enemy and smashes
them into the ground, hitting all enemies with the impact’s range.
Summary: This Attack is perfect to use at the end of other Aerial Attacks. It
cannot only defeat one enemy but damage others waiting for you at the bottom.
Flying Double-Punch Crush
Combat Level: 4
Button Sequence: While in midair, press the Y Button twice and then press the
A Button.
Description: Same as Flying Double Punch except Sonic ends with a forward kick.
Summary: This attack sends enemies flying.
Aerial Claw Slash and Spin
Combat Level: 5
Button Sequence: While in midair, press the X Button twice and then press the
A Button.
Description: Same as Aerial Claw Slash except ends by spinning forward.
Summary: This attack can also push Sonic pass certain areas while in midair.
Shooting Star Combo
Combat Level: 8
Button Sequence: While in midair, press the Y Button 3 times and then press
the A Button.
Description: Same as Flying Double Punch except Sonic does a forward cartwheel
and swings both fists down, knocking an enemy into the ground.
Summary: Without the last A Button press, this gives Sonic an extra attack to
Flying Double Punch. With the last A Button press, the enemy sent into the
ground sends all enemies on the ground near it flying backwards.
Typhoon Combo
Combat Level: 9
Button Sequence: While in midair, press the X Button 3 times and then press
the A Button.
Description: Same as Aerial Claw Slash except ends by doing a wide claw attack
and spinning forward.
Summary: Without the last A Button press, this gives Sonic an extra attack to
Aerial Claw Slash. With the last A Button press, Sonic finishes the enemy or
attacks any other flying enemies in the air.
Crescent Moon Strike
Combat Level: 21
Button Sequence: Press the Y Button twice, the X Button twice, and immediately
press the A Button afterward
Description: After doing a Flying Double-Punch, Sonic does a flip and a series
of straight punches, and bashes the enemy into the ground like the Shooting
Star Combo.
Summary: Without the last A Button press, Sonic sends the enemy flying. With
the last A Button press, the enemy is sent into the ground sending all enemies
on the ground near it flying backwards. This Attack is perfect for defeating 1
enemy quickly and then focusing on the others.
Hurricane Combo
Combat Level: 22
Button Sequence: Press the X Button twice, the Y Button twice, and immediately
press the A Button afterward
Description: After doing an Aerial Claw Slash, Sonic stretches and swings his
arms in front and back of him, then spins, and does a reverse spin roundhouse
punch.
Summary: Without the last A Button press, Sonic spins in the air with his arms
wide out damaging any enemies already in the air. With the last A Button
press, they are sent flying. Personally, I prefer without the last A Button
press because his arms are further out then with any other attack and enemies
sent into the air are already defeated.
Special Attacks
These are moves that require different Buttons besides Y and X.
Were-Claw Charge
Combat Level: 10
Button Sequence: Press the X Button while Dashing.
Description: While Dashing, Sonic does a slow cross chop.
Summary: Good when doing long Combos.
Triple Wild Claw
Combat Level: 11
Button Sequence: Press the Y Button while Dashing.
Description: While Dashing, Sonic does several claw attacks.
Summary: Good when doing long Combos.
Spinning Needle Attack
Combat Level: 12
Button Sequence: Do a Dash Jump and press the Y Button.
Description: Sonic does a Dash Jump and spins forward like a saw.
Summary: A perfect attack to use to get pass enemies and make room while
causing a lot of damage at the same time.
Were-Rush
Combat Level: 13
Button Sequence: Do a Dash Jump and press the X Button.
Description: Sonic does a Dash Jump and performs a cross chop.
Summary: This one is stronger than the Were-Claw Charge and takes out weaker
enemies easily.
Tricky Tornado Uppercut
Combat Level: 23
Button Sequence: While holding/Press LB, Y, and pull the Left Analog down
simultaneously.
Description: (While guarding) Sonic does a forward somersault and does a
spinning uppercut into the air.
Summary: It’s similar to Sho-claw-ken and Sho-hog-ken except Sonic does 2 hits
instead of just 1
Wild Werewhip
Combat Level: 25
Button Sequence: While holding/Press LB, X, and pull the Left Analog down
simultaneously.
Description: (While guarding) Sonic stretches his arms behind him and swings
them over his head, smashing the ground in front of him.
Summary: Not very strong but it’s quick.
Missile Punch
Combat Level: 14
Button Sequence: Hold the Y Button for 2 seconds and release.
Description: Sonic focuses energy into his hand and releases it, sending a
huge arm and fist in the forward direction.
Summary: This technique can KO enemies that take the full impact of the punch.
The key is charging and knowing when to release.
Comet Punch
Combat Level: 26
Button Sequence: Hold the Y Button for 4 seconds and release.
Description: Similar to Missile Punch except Sonic focuses more energy into
the attack, making his arm and fist stay out longer.
Summary: Same as Missile Punch.
Were-Tornado
Combat Level: 24
Button Sequence: Hold the X Button for 2 seconds and release.
Description: Sonic focuses energy into his hand which goes into his arms. When
he releases it, he spins, stretching his arms out hitting anyone within
distance.
Summary: A great attack to use when surrounded and/or in a small area. It will
send enemies flying.
Were-Cyclone
Combat Level: 27
Button Sequence: Hold the X Button for 4 seconds and release.
Description: Similar to Were-Tornado except Sonic focuses more energy into the
attack, which he uses to do a reverse spin after the first spin.
Summary: Same as Were-Tornado.
3. Items and Unlockables
----------------------------------------
There are different varieties of items that can be collected and used in this
game.
Basic Items
============
These are items that can easily be found throughout Entrance Stages and Acts.
Rings: Rings are the most important item to collect in the Daytime levels
because they allow Sonic to take hits from enemies, spikes, bombs, and other
obstacles that do damage. If Sonic is hit when he doesn’t have any rings, he
will lose one life. This doesn’t apply to the Werehog but collecting rings
will replenish his life bar. When you collect 100 Rings, you will get an extra
life. Also, all rings you collect in Entrance Stages, Acts, and Missions can
be used to buy items from shops.
10 Rings: These rings are 10 rings in 1. When the Werehog collects these his
health goes up more.
Hint Rings: If you touch these, Chip will give you a hint about how to use
certain abilities, items, gimmicks, enemies, and other things.
Heal Ring: These are rings that have green crystals inside of them. When Sonic
touches them, his health bar becomes full. They appear when you hit and
destroy things and defeat enemies during the Night Acts.
Chaos Orbs: These are yellow diamonds that appear after defeating enemies.
These add experience to your Experience Gauge.
Dark Gaia Force: These are white and purple balls that appear when you hit and
destroy things and defeat enemies during the Night Acts. Collecting these will
fill your Unleash Gauge. The ones that glow brightly will make your Unleash
Gauge full.
Shield Charge: They resemble the shield counter above the Unleash Gauge and be
found inside certain objects in Night Acts. These fully refill your shield
counter.
Power Shield: These are floating shields that can be found inside certain
objects in Night Acts. They give Sonic an aqua green glow and lower the amount
of damage he takes from enemies for a period of time.
Super Claw: These are floating “Claw Gloves”, that can be found inside certain
objects in Night Acts. This gives Sonic a red glow and increases the power in
his attacks towards enemies for a period of time.
Gimmicks
============
These are items that Sonic must use to get around in stages. Some allow him to
find secret items and shortcuts.
Springs: These appear only in the Day Acts and send Sonic to other points. He
can home attack them from a distance. There are 4 types of springs:
Regular- these are red, round, and have a yellow star on them. Simply touch
them to be taken to other areas. Some are floating while some are on the
ground.
QTE- these are blue. Hitting these will send Sonic flying towards pads that
require one button to be pressed in order for Sonic to jump off them. If the
pads have a button on them, you always have to press that button each time you
play that Act. If it has a ?/Question mark, then it will always be random
Flip- these look like regular springs, but they on spikes under them. After a
period of time they flip over and the spikes be hit instead of the spring. Be
careful!
Egg- these are red, rectangular, and have Eggman’s icon on them. They laugh
when you hit them and are normally placed to block you or send towards
obstacles and bottomless pits.
Dash Panels: These are red devices that make Sonic move faster and increase
speed in a certain direction in Day Acts. There is also a type that appears on
rails.
Directional Launchers/Jump Selectors- these are circular devices that send
Sonic in a certain direction depending on what Button you press. The button
normally shown is the one that sends Sonic on the regular path. However, where
the Button sends you is the same for all of them:
A: Sends Sonic up into the air
X: Sends Sonic in the direction the device was originally facing
B: Sonic goes down
If you don’t press any Buttons after a period of time, it will drop Sonic down
Ramps
These appear in Day Acts. Depending on whether Sonic is boosting or not when
he runs through them affects how high Sonic is sent into the air. The white
and yellow ramps trigger a QTE where you have to hit 3 or more Buttons to send
Sonic on a higher path. If you press the wrong button or don’t press them all
in time, Sonic takes a lower path or dies.
Colored Rings
These are big wide rings that Sonic can jump through in Day Acts. The Red ones
send Sonic flying in a certain direction. The Rainbow ones do the same thing
but give 1000 points the first time Sonic goes through them. Sometimes they
lead to shortcuts and items.
Switches
There are 6 types of switches in the game that have to be triggered to
continue the story or find shortcuts:
Step- stand on these once to make something happen. Some require having items
being put on top in order to keep a door open. In Adabat, there is also a
Flower type, in which Sonic has to step on them in order of which a flower
grows.
Stomp- once you get the Stomping Shoes, Sonic can use the stomp on green
switches that go into the ground during Day Acts
Balloon- these are white balls on red poles that have targets on them. They
appear during Night Acts. All of them have to be hit at the same time to
trigger something.
Levers- only the Werehog can pull these. Some come in a turntable style and
move back to their original position after a period of time
Throw- at night, Sonic has to throw enemies at these to activate platforms.
They are familiar in Mazuri
Stone Keys and Alters- In some Night Acts, Sonic will have to find and put the
Stone Keys in the Stone Alters of the same color. Once all the Alters are
filled, it triggers something
Poles
There are many types of poles that Sonic can use during the Day and Night:
Spring Poles- these appear on the sides during the daytime. Landing on the red
part will send Sonic the highest
Swing Poles- during the day Sonic can home attack and swing into these poles
to get across. Press A at the right time and do it quickly, because he won’t
spin forever. In Night Acts, Sonic can swing from these (See Section 2).
Side Poles- at Night Sonic can use these to scale the walls (See Section 2)
Fling Poles- these appear with a circle in the ground next to them. Stand on
the circle and repeatedly press the B button to send Sonic flying. You can
only use these at Night.
Climb Poles- Werehog only (See Section 2)
Some of these poles break after being used once or pop in and out after a
period of time. Use them quickly.
Movable Objects
There are some items Sonic can move around the stage:
Movable Crate- Sonic can move these in order to jump on them. At night, press
B to grab them and LT/RT to move faster while moving it.
Barrels/Crates- Night Acts Only (See Section 2)
Collectibles
=============
These are items that can be collected throughout the game by searching through
the Town Stages, Entrance Stages, Acts, buying them from the shops, or getting
them as rewards for Missions. Once you get them, you can leave a level if you
choose to.
Sun and Moon Medals/Levels
+++++++++++++++++++++++++++++
These are collectibles that allow you to unlock new Acts in the Entrance
Stages. Sun Medals unlock Day Acts and the Moon Medals unlock Night Acts. When
you collect them, your Sun and Moon levels will go up. Certain Gaia Gates
(portals to Acts) only open once you’ve reach a certain Sun or Moon level. For
example, in order to open Sun Level 4 Gaia Gates, your Sun Level has to be 4
or higher. In order to collect Medals you have to find them in the Town
Stages, Entrance Stages, Acts, Missions, and even by giving Prof Pickle a
souvenir. If you see a medal that’s transparent, that means you’ve already
collected it. There are 200 of each kind of Medal so there 400 medals that can
be collected.
Notes:
-in the Town stages, Moon Medals will only appear during the Day and Sun
Medals only appear during the night.
-Day Acts have more Moon Medals than Sun Medals and Night Acts have more Sun
Medals than Moon Medals.
-you can look at the number of Medals you need to reach the next Sun/Moon
medal by standing on the Gaia Gate and having Chip tell you or by looking at
the gauges in the “Status” on the Pause Screen
Level Number of Sun/Moon Medals needed to achieve
2 15
3 30
4 45
5 60
6 80
7 120
Food
++++++++++++++++++++++++++++
When you go to the shops in the Town Stages, you can buy food that Sonic
and/or Chip can eat. When Sonic eats food he gains experience. When Chip eats
food you increase his friendship level. There are also 3 Videotapes you can
get by feeding Chip in certain countries. In order to figure out what Chip
needs to eat, I only fed him these foods:
Video
57. Feed Chip 8 Lin’s Meat Buns while in Chun-nan
58. Feed Chip 16 or more Smoked Mohn in Holoska
59. Feed Chip 14 Bananas in Adabat
Note: When I was in Holoska, I fed him 11 Canned Horror and 1 Perma Meat, so
my results for Video 58 may be off. Also, food can only be eaten in Town
Stages.
If you’re trying to get the BFF Achievement, these are the foods that Chip
likes:
-Apple
-Baguetti
-Bananas
-Baobab Fruit
-Big G Steak
-Boelk Cream
-Candy
-Canned Juice
-Chai
-Cheese
-Chirped Peas
-Chocolate
-Cookie
-Dondora Fruit
-Donut
-Elastic Ice Cream
-Fried Chicken
-Fried Suncake
-Grapes
-Hamburger
-Hero Sandwich
-Kebabwich
-Lin’s Meat Buns
-Molsk
-Meat Buns
-Paaf
-Pasta alla Paccico
-Peach
-Peach Buns
-Pizza
-Pitch Nuts
-Popcake
-Sandwich (without the Question mark/?)
-Sparkle Gelatin
-Strawberry Cake
-Sundae Supreme
-Tomato
-Tropic Juice
-Wang’s Boxed Lunch
-Wang’s Noodles
Mission/Star Items
++++++++++++++++++++++++++++
These are items that are usually found in the Entrance Stages or given by a
townsperson to deliver to someone else. In the “Inventory” on the “Pause”
screen, these items have an icon showing a white star in a green circle. What
they are basically are items that have to be given to a Townsperson. Check the
Missions Section under Deliveries. Check the Levels sections for exact
locations.
List of Mission Items Location
Blue Tea Apotos Entrance Stage
Crystal Ball Shamar Entrance Stage
Green Tea Adabat Entrance Stage
Gift Receive from the Boss
Maiden Statue Apotos Entrance Stage
Pick-Me-Up Chun-nan Entrance Stage
Red Tea Shamar Entrance Stage
Turquoise Tea Mazuri Entrance Stage
Violet Tea Holoska Entrance Stage
White Tea Empire City Entrance Stage
Yellow Tea Chun-nan Entrance Stage
Art Books/Artwork
++++++++++++++++++++++++++++
These are items that can be viewed in Prof Pickle’s lab after saving Prof
Pickle and buying a Bookshelf. They contain pages of artwork based on several
areas of the game. They can be found in Acts, purchased from shops, and
received from Townspeople after completing a Mission or Prof Pickle after
giving him a souvenir. There are 71 Art books in the game. Check the Levels
sections for exact locations.
List of Art Books Location
1. Apotos Windmill Isle Day Act 2
2. Apotos Windmill Isle Day Act 3
3. Spagonia Rooftop Run Day Act 1
4. Spagonia Rooftop Run Day Act 2
5. Mazuri (Hut) Savannah Citadel Day Act 1
6. Mazuri Savannah Citadel Day Act 2
7. Chun-nan Dragon Road Day Act 1
8. Chun-nan Dragon Road Day Act 2
9. Holoska (Village) Cool Edge Day Act 1
10. Holoska Cool Edge Day Act 2
11. Shamar Arid Sands Day Act 1
12. Shamar Arid Sands Day Act 1
13. Shamar Arid Sands Day Act 1
14. Empire City Skyscraper Scamper Day Act 1
15. Adabat Jungle Joyride Day Act 1
16. Adabat Jungle Joyride Day Act 2
17. Eggmanland Eggmanland Act
18. Guiding Pulse Eggmanland Act
19. Eggman’s Hideout Give Prof Pickle a souvenir
20. Pickle’s Lab (Shamar) Give Prof Pickle a souvenir
21. Opening (Space Armada) Apotos Entrance Stage
22. Opening (Laser Impact) Windmill Isle Day Act 3
23. Opening (Laser opening) Rooftop Run Day Act 2
24. People of Apotos Windmill Isle Night Act 1
25. Anastasia Apotos Entrance Stage
26. People of Apotos (Sketches) Windmill Isle Night Act 1
27. People of Spagonia Rooftop Run Day Act 3
28. Franco Rooftop Run Night Act 1
29. Otto Rooftop Run Night Act 1
30. Dora Spagonia Entrance Stage
31. People of Spagonia (Sketches) Spagonia Entrance Stage
32. People of Chun-nan Dragon Road Day Act 3
33. Chun Chun-nan Entrance Stage
34. Zonshen Dragon Road Night Act 1
35. People of Mazuri Savannah Citadel Day Act 3
36. Yaya Savannah Citadel Night Act 1
37. Gwek Savannah Citadel Night Act 2
38. People of Mazuri (Sketches) Mazuri Entrance Stage
39. People of Holoska Cool Edge Day Act 2
40. Sarianna Receive from Sandra?
41. Jari-Pekka Holoska Entrance Stage
42. People of Shamar Shamar Entrance Stage
43. Hizir Arid Sands Day Act 1
44. Yasmine Receive from the Boss (See Section 6)
45. Layla Arid Sands Night Act 1
46. People of Empire City Skyscraper Scamper Day Act 2
47. Louie Montaine Skyscraper Scamper Day Act 1
48. Lil’ Kate Skyscraper Scamper Night Act 1
49. People of Adabat Jungle Joyride Day Act 2
50. Kaeo Adabat Entrance Stage
51. People of Abadat (Sketches) Jungle Joyride Day Act 3
52. Professor Pickle Give Professor Pickle a Souvenir
53. Prof. Pickle’s Asst. Give Professor Pickle a Souvenir
54. Ice Cream Vendor Windmill Isle Night Act 2
55. Hot Dog Vendor Buy from Wentos
56. Hot Dog Vendor (Faces of all 9) Buy from Wentos
57. Wentos Buy from Wentos
58. Interceptor Rooftop Run Day Act 1
59. Egg Burst Jungle Joyride Night Act 1
60. Thunder Ball Eggmanland Act
61. Gold Aero-Cannon Arid Sands Night Act 1
62. Egg Shooter Dragon Road Night Act 2
63. Egg Blizzard Cool Edge Night Act 1
64. Dark Bat Sniper Windmill Isle Night Act 1
65. Big Mother Buy from “Treeshade”/the Mazuri Shop
66. Dark Eel Eggmanland Act
67. Titan Eggmanland Act
68. Killer Bee Jungle Joyride Night Act 2
69. Egg Devil Ray Buy from Josef’s/the Spagonia Shop
70. Dark Moray Cool Edge Night Act 1
71. Dark Gaia Buy from Eggshop/the Eggmanland Shop
Videotapes/Movies
++++++++++++++++++++++++++++
These are items that can be viewed in Prof Pickle’s lab after saving Prof
Pickle and buying a TV. They contain cut scenes from the story. They can be
found in Acts, purchased from shops, and received from Townspeople after
completing a Mission or Prof Pickle after giving him a souvenir. Chip will
give away 3 of them, under certain conditions. There are 59 Videotapes in the
game. Check the Levels sections for exact locations.
List of Movies Location
1. Opening Windmill Isle Day Act 2
2. A New Journey Savannah Citadel Night Act 1
3. Special Sundae Rooftop Run Day Act 1
4. The First Night Dragon Road Day Act 1
5. Tails in Trouble! Cool Edge Night Act 1
6. To Spagonia! Savannah Citadel Day Act 1
7. Kidnapped Rooftop Run Night Act 1
8. Same As Ever Savannah Citadel Day Act 1
9. Gaia Manuscripts Cool Edge Day Act 1
10. Eggman Again Chun-nan Entrance Stage
11. The Egg Beetle Dragon Road Night Act 1
12. Temple Entrance Cool Edge Day Act 2
13. Temple Activated! Rooftop Run Night Act 1
14. Planet Pieces Chun-nan Entrance Stage
15. Tails’ Report Cool Edge Night Act 1
16. Amy’s Mistake Skyscraper Scamper Day Act 1
17. Midnight Dance Brenda in Empire City (See Section 6)
18. Rescuing Amy Buy from “Treeshade”/the Mazuri Shop
19. The Divine Beast Buy from Wang’s Emporium/the Chun-nan Shop
20. The Key Cool Edge Night Act 1
21. Chun-nan Temple Skyscraper Scamper Day Act 2
22. Back to Normal Buy from Josef’s/the Spagonia Shop
23. Eggman’s Idea Cool Edge Night Act 1
24. Spagonian Temple Sa’id in Adabat (See Section 6)
25. Guiding Pulse Shamar Entrance Stage
26. A Monster on Ice Skyscraper Scamper Day Act 1
27. Holoskan Temple Jungle Joyride Night Act 2
28. Project Dark Gaia Arid Sands Day Act 1
29. Shamaran Temple Jungle Joyride Day Act 3
30. Chip’s Change Buy from Flying Fish Beach Shop/the Adabat Shop
31. Chip’s Memories Buy from Golden Trading Company/the Shamar Shop
32. No Reason Buy from Flying Fish Beach Shop/the Adabat Shop
33. Eggmanland Buy from the Counter of Dreams 2/the Empire City Shop
34. The Final Temple Buy from Flying Fish Beach Shop/the Adabat Shop
35. The 7th Continent Buy from Golden Trading Company/the Shamar Shop
36. Congratulations Buy from Eggshop/the Eggmanland Shop
37. Pickle’s Message Buy from Flying Fish Beach Shop/the Adabat Shop
38. The Egg Dragoon Buy from Golden Trading Company/the Shamar Shop
39. Planet’s End Buy from Eggshop/the Eggmanland Shop
40. Dark Gaia Appears Buy from the Counter of Dreams 2/the Empire City Shop
41. Shrines in Flight Buy from the Counter of Dreams 2/the Empire City Shop
42. Hour of Awakening Buy from Golden Trading Company/the Shamar Shop
43. Charge! Buy from Flying Fish Beach Shop/the Adabat Shop
44. Let’s Finish This! Buy from the Counter of Dreams 2/the Empire City Shop
45. Spreading Darkness Buy from Eggshop/the Eggmanland Shop
46. Dark World Buy from Wang’s Emporium/the Chun-nan Shop
47. Hope and Despair Buy from Ursule’s Trading Post/the Holoska Shop
48. The Final Form Buy from Golden Trading Company/the Shamar Shop
49. Darkness and Light Buy from the Counter of Dreams 2/the Empire City Shop
50. Annihilation Buy from Flying Fish Beach Shop/the Adabat Shop
51. A Score Settled Buy from Eggshop/the Eggmanland Shop
52. Rekindled Light Give Prof Pickle a souvenir
53. Begin Anew Buy from the Counter of Dreams 2/the Empire City Shop
54. Save the Speech Buy from Eggshop/the Eggmanland Shop
55. To the Surface Buy from Ursule’s Trading Post/the Holoska Shop
56. Always Buy from Eggshop/the Eggmanland Shop
57. Sonic and Chip in Chun-nan Get from Chip (See Food)
58. Sonic and Chip in Holoska Get from Chip (See Food)
59. Sonic and Chip in Adabat Get from Chip (See Food)
Records/Soundtracks
++++++++++++++++++++++++++++
These are items that can be viewed in Prof Pickle’s lab after saving Prof
Pickle and buying a Gramophone. They contain music of from Town Stages, Acts,
and Boss Battles. They can be found in Acts, purchased from shops, and
received from Townspeople after completing a Mission or Prof Pickle after
giving him a souvenir. There are 62 Soundtracks in the game. Check the Levels
sections for exact locations.
List of Soundtracks Location
1. Orchestral Theme- World Adventure Windmill Isle Day Act 2
2. Vocal Theme- Endless Possibility Spagonia Entrance Stage
3. Dear My Friend-Ending Theme Give Prof Pickle a Souvenir
4. Opening Movie-Part 1 Windmill Isle Night Act 1
5. Opening Movie-Part 2 Savannah Citadel Night Act 1
6. Windmill Isle Suburbs-Day Apotos Entrance Stage
7. Windmill Isle-Day Windmill Isle Day Act 2
8. Savannah Citadel-Day Savannah Citadel Day Act 1
9. Cool Edge-Day Cool Edge Day Act 1
10. Rooftop Run-Day Rooftop Run-Day
11. Dragon Road-Day Dragon Road Day Act 1
12. Arid Sands-Day Arid Sands Day Act 1
13. Skyscraper Scamper-Day Skyscraper Scamper Day Act 1
14. Jungle Joyride-Day Jungle Joyride Day Act 1
15. Eggmanland-Day Eggmanland Act
16. Werehog Battle Theme Savannah Citadel Night Act 1
17. VS. Titan & Big Mother Buy from Surfside Seagull Sundries/the Apotos Shop
18. Intro: Windmill Isle-Night Windmill Isle Night Act 2
19. Windmill Isle-Night Windmill Isle Night Act 1
20. Intro: Savannah Citadel-Night Savannah Citadel Night Act 2
21. Savannah Citadel-Night Savannah Citadel Night Act 1
22. Intro: Cool Edge-Night Cool Edge Night Act 1
23. Cool Edge-Night Cool Edge Night Act 1
24. Intro: Rooftop Run-Night Rooftop Run Night Act 1
25. Rooftop Run-Night Rooftop Run Night Act 1
26. Intro: Dragon Road-Night Dragon Road Night Act 1
27. Dragon Road-Night Dragon Road Night Act 1
28. Intro: Arid Sands-Night Arid Sands Night Act 1
29. Arid Sands-Night Arid Sands Night Act 1
30. Intro: Skyscraper Scamper-Night Empire City Entrance Stage
31. Skyscraper Scamper-Night Skyscraper Scamper Night Act 1
32. Intro: Jungle Joyride-Night Jungle Joyride Night Act 1
33. Jungle Joyride-Night Jungle Joyride Night Act 2
34. Eggmanland-Night Eggmanland Act
35. Boss Battle-Day Holoska Entrance Stage
36. Boss Battle-Night Dragon Road Day Act 1
37. VS. Egg Dragoon Buy from Eggshop/the Eggmanland Shop
38. VS. Dark Gaia Buy from Eggshop/the Eggmanland Shop
39. Super Sonic VS. Perfect Dark Gaia Buy from Eggshop/the Eggmanland Shop
40. Tornado Defense-1st Battle Rooftop Run Night Act 1
41. Tornado Defense-2nd Battle Eggmanland Act
42. Apotos-Day Buy from Surfside Seagull Sundries/the Apotos Shop
43. Apotos-Night Buy from Surfside Seagull Sundries/the Apotos Shop
44. Mazuri-Day Mazuri Entrance Stage
45. Mazuri-Night Mazuri Entrance Stage
46. Holoska-Day Buy from Ursule’s Trading Post/the Holoska Shop
47. Holoska-Night Buy from Ursule’s Trading Post/the Holoska Shop
48. Spagonia-Day Buy from Josef’s/the Spagonia Shop
49. Spagonia-Night Buy from Josef’s/the Spagonia Shop
50. Chun-nan Day Buy from Wang’s Emporium/the Chun-nan Shop
51. Chun-nan Night Buy from Wang’s Emporium/the Chun-nan Shop
52. Shamar-Day Buy from Golden Trading Company/the Shamar Shop
53. Shamar-Night Buy from Golden Trading Company/the Shamar Shop
54. Empire City-Day Buy from the Counter of Dreams 2/Empire City Shop
55. Empire City-Night Buy from the Counter of Dreams 2/Empire City Shop
56. Adabat-Day Buy from Flying Fish Beach Shop/the Adabat Shop
57. Adabat-Night Buy from Flying Fish Beach Shop/the Adabat Shop
58. Eggmanland Entrance Eggmanland Act
59. Stage Clear Apotos Entrance Stage
60. Boss Stage Clear Savannah Citadel Day Act 2
61. Result Screen Shamar Entrance Stage
62. Result Screen-E Rank Buy from Wentos
Souvenirs
++++++++++++++++++++++++++++
These are items that can be purchased from certain shops and given to Prof
Pickle. When you give him souvenirs, he gives you extra hints about levels,
missions, and bosses, depending on where you bought it from. He may also give
you 6 Sun Medals, 6 Moon Medals, Art Books 19, 20, 52, 53, Record 3, and 3
extra flashes for your camera but when you get them is random. There are 2
achievements that require giving Prof Pickle souvenirs (See Section 7). There
are 45 souvenirs in the game. Check the Levels section for costs and
requirements and check Section 5 for Wentos and his wares.
List of Souvenirs Location
1. Photo Frame (Apotos) Buy from Surfside Seagull Sundries/the Apotos Shop
2. Miniature Flag (Apotos) Buy from Surfside Seagull Sundries/the Apotos Shop
3. Potpourri Buy from Surfside Seagull Sundries/the Apotos Shop
4. Lace Tablecloth Buy from Wentos
5. Water Jug Buy from Surfside Seagull Sundries/the Apotos Shop
6. Photo Frame (Spagonia) Buy from Josef’s/the Spagonia Shop
7. Miniature Flag (Spagonia) Buy from Josef’s/the Spagonia Shop
8. Maschera Buy from Josef’s/the Spagonia Shop
9. Spagonian Glass Buy from Wentos
10. Spagonian Cameo Buy from Josef’s/the Spagonia Shop
11. Photo Frame (Chun-nan) Buy from Wang’s Emporium/the Chun-nan Shop
12. Miniature Flag (Chun-nan) Buy from Wang’s Emporium/the Chun-nan Shop
13. Censer Buy from Wang’s Emporium/the Chun-nan Shop
14. Lantern Buy from Wentos
15. Urn Buy from Wang’s Emporium/the Chun-nan Shop
16. Photo Frame (Mazuri) Buy from “Treeshade”/the Mazuri Shop
17. Miniature Flag (Mazuri) Buy from “Treeshade”/the Mazuri Shop
18. Earthenware Pot Buy from “Treeshade”/the Mazuri Shop
19. Equine Carving Buy from “Treeshade”/the Mazuri Shop
20. Talismanic Mask Buy from Wentos
21. Photo Frame (Holoska) Buy from Ursule’s Trading Post/the Holoska Shop
22. Miniature Flag (Holoska) Buy from Ursule’s Trading Post/the Holoska Shop
23. Nesting Dolls Buy from Ursule’s Trading Post/the Holoska Shop
24. Model Sled Buy from Ursule’s Trading Post/the Holoska Shop
25. Whale Ornament Buy from Wentos
26. Photo Frame (Shamar) Buy from Golden Trading Company/the Shamar Shop
27. Miniature Flag (Shamar) Buy from Golden Trading Company/the Shamar Shop
28. Shamaran Sand Buy from Wentos
29. Lunisolar Charm Buy from Golden Trading Company/the Shamar Shop
30. Carpet Buy from Golden Trading Company/the Shamar Shop
31. Photo Frame (Adabat) Buy from Flying Fish Beach Shop/the Adabat Shop
32. Miniature Flag (Adabat) Buy from Flying Fish Beach Shop/the Adabat Shop
33. Hammock Buy from Wentos
34. Chehaya Charm Buy from Flying Fish Beach Shop/the Adabat Shop
35. Anji Sculpture Buy from Flying Fish Beach Shop/the Adabat Shop
36. Photo Frame (Empire City) Buy from the Counter of Dreams 2/the EC Shop
37. Miniature Flag (Empire City) Buy from the Counter of Dreams 2/the EC Shop
38. Magazine Buy from Wentos
39. Jenny Buy from the Counter of Dreams 2/the Empire City Shop
40. Jack-O’-Lantern Buy from the Counter of Dreams 2/the Empire City Shop
41. Photo Frame (Eggmanland) Buy from Eggshop/the Eggmanland Shop
42. Miniature Flag (Eggmanland) Buy from Eggshop/the Eggmanland Shop
43. Egg Balloon Buy from Eggshop/the Eggmanland Shop
44. Eggman Poster Buy from Eggshop/the Eggmanland Shop
45. Egg Goggles Buy from Eggshop/the Eggmanland Shop
4. Other Gameplay Mechanics
----------------------------------------
This is section explains some of the other game mechanics in the game.
Result Screen
++++++++++++++++++++++++++++
The Result Screen appears at the end of each level. It shows you if you made a
new record time wise and gives you a Rank based on certain things within the
stage. The ranks range from S being the highest while E is the lowest.
Day Act
Time: How long it took to beat the level
Rings: How many rings you had at the end
Speed: Points given depending on how fast you went through the Checkpoints
Enemy: Points given for enemies defeated
Tricks: points given for going over Ramps, Rainbow Rings, and passing QTE
Gimmicks
In order to get high ranks in the Day Acts, speed through the Checkpoints, go
through the Gimmicks, collect a lot of rings, and get to the Goal Ring quickly.
Night Act
Time: How long it took to beat the level
Rings: How many rings you had at the end
Enemy: Points given for enemies defeated
Combo: Points given for the number of Combos done
Crush: Points given for the destroying objects in the background
In order to get high ranks in the Night Acts, take your time, smash
everything, collect Dark Gaia Force, defeat certain enemies with Critical
Attacks, and try not to lose a life. You don’t necessarily need Combos to get
higher ranks, but it does increase the total a little.
Boss Acts
To get higher ranks in the Boss Acts, beat the boss as fast as possible.
Tornado Defense Acts
Time: How long it took to beat the level
Enemies Defeated: Points given for enemies defeated
Max Combo: Points given for the highest number of successive hits
Shield: Points given for amount of shield left
Experience
++++++++++++++++++++++++++++
Similar to Sonic and the Secret Rings, this game has an experience/level up
system that allows Sonic to become faster during the Daytime and stronger
during the Nighttime. After eating food or collecting Chaos Orbs from enemies
in levels, you can choose to increase Sonic’s levels either by going to the
Status option on the Pause Screen while on the World Map, Town Stage, or
Entrance Stage, or wait until you complete an Act or Mission and do it after
the Results Screen. When comparing experience points and bars, 1 Experience
Bar=100 Experience Points. However, it’s easier to calculate experience points
received from food then enemies. Once you’re on the Status Screen, you will
see a top bar showing how much experience you have collected and underneath it
bars for different stats (to switch between Hedgehog and Werehog Stats press
LB/RB). To fill a level, just pick the stat and press the A button to fill up
the meter. Depending on how much experience points you have in the top meter
affects how much you can put in. For example, if 1 stat requires at least 10
Experience bars/1000 experience points to level up and your bar has 12
Experience bars/1200 experience points, you can fill up all 10 bars and have 2
Experience bars/200 experience points left over. If you have less than 10
bars, say 8 for example, you can fill it in but it will still need 2 bars/200
more points to reach the next stat level. As far as collecting Experience
goes, you’ll collect more from Werehog Acts, eating Don Fachio’s Hot Dogs (70
experience points each), eating Dureeks from Wentos (50 Experience Points
each), and completing other Missions. Also, enemies give more experience when
you use Critical Attacks.
Hedgehog Stats
Speed: Increases how fast Sonic can go.
Max Level is 11.
Ring Energy: Increases Sonic’s maximum ring energy and makes it deplete
slower.
Max Level is 6.
Werehog Stats
Combat: This gives Sonic more attacks and combos he can use in battle. This is
the most important stat to level up because Sonic will need certain moves in
later levels. If you want to know how to do these attacks, press start, and
select “Skills”.
Max level is 31.
Strength: This makes Sonic’s attacks do more damage against enemies.
Max level is 11.
Life: Increases the length of Sonic’s health bar.
Max level is 11.
Unleash: Increases the amount of energy the Unleash gauge holds and lowers the
bar so Sonic can use “Unleash Mode” quicker.
Max level is 11.
Shield: Increasing this will increase the number of shields you can use.
Max level is 11.
Combat List:
Lv. Earned/Name
2. Donkey Kick Combo
3. Egg Scrambler
4. Flying Double-Punch Crush
5. Aerial Claw Slash and Spin
6. Double Axle Combo
7. Wereclap
8. Shooting Star Combo
9. Typhoon Combo
10. Were-Claw Charge
11. Triple Wild Claw
12. Spinning Needle Attack
13. Were Rush
14. Missile Punch?
15. Feral Were-Hammer
16. Feral Wild Whirl
17. Werewheel Rush
18. Earthshaker
19. Vertical Were-Hammer
20. Wild Whirl Were-Hammer
21. Crescent Moon Strike
22. Hurricane Combo
23. Tricky Tornado Uppercut
24. Were Tornado?
25. Wild Werewhip
26. Comet Punch
27. Were-Cyclone
28. Knuckle Sandwich Combo
29. Ultimate Wild Combo
30. Unleashed Knuckle Sandwich
31. Unleashed Wild Combo
Scavenging
++++++++++++++++++++++++++++
There are 2 goals when playing the Acts in this game: getting high
Ranks/Scores and Scavenging. Scavenging focuses more on collecting all the
items in the Act instead worrying about high scores, losing lives, and getting
to the Goal late. My suggestion for Scavengers and people trying to get high
Ranks/Scores: don’t try to do both, unless you’re doing a Night Act that’s not
difficult. The reason is that some of the Collectible items in the game are
hidden in places where Sonic may have to slow down, or lose a life because of
being missed or for being on a different path. Of course, that doesn’t mean
that if you want to grab an item that happens to be on the way, ignore it. I’m
just saying that when you’re Scavenging, focus on the items, not your score.
5. Areas within each Country
----------------------------------------
Within each country there are 3 areas Sonic can go. This explains each area so
people don’t confused.
Town Stages
=============
The Town Stages are the first areas Sonic goes to when he first arrives to a
Country. In these stages Sonic can talk to Townspeople to get information on
the story or Missions, buy items from different shops, and get access to the
Entrance Stages. On the World Map, when you select a Country, choose “Go to
Capital/Village” if you want to go to the Town Stage. When the loading screen
comes up, it shows a map of the area, with symbols that represent the World
Map Gate, Shop, Entrance Stage Gate, and for Spagonia and Shamar, Prof
Pickle’s Lab. The World Map Gate takes you back to the World Map Screen and
has 2 small globes to the side. The Entrance Stage Gate takes you to the
Entrance Stage and has a circle floating inside it with the sun and the moon
rotating. Most shops have people standing behind a counter, but in some places
they’ll be standing around, so talk to everyone you meet.
Traveling Salesmen Wentos
++++++++++++++++++++++++++++
After defeating Egg Beetle, when you return to the Mazuri Town Stage, you may
notice a man in a green suit, wearing a green hat, and holding a briefcase in
one hand and a Chao hand puppet in the other. This fellow’s name is Wentos and
he’s a traveling salesman who doesn’t come from any Country (he’s number 98 in
the Directory on the bookshelf). After he gets over his shyness, you will be
able to buy stuff from him. Once you buy something from him he goes off to a
different Country. Where he travels to next and what he sells can be entirely
random. Some of the stuff he sells can be bought at other shops but he changes
the prices of his items each time you meet. When you do spot him in the Town
Stages, check to see how many rings you have before speaking to him, because
some the items he sells are exclusive and can’t be purchased anywhere else.
Note: From what I’ve studied, he travels everywhere except Eggmanland.
How to get Wentos to sell his wares
After beating Egg Beetle for the first time, talk to Wentos (in the name bar
it will say “A mysterious youth”) near the World Map Gate in Mazuri. Choose an
option when you speak to him and he’ll run off. Then do the same when you see
him in Holoska, and Spagonia (talk to him twice). When you reach Shamar, talk
to him twice, and he will sell stuff to you.
Non-exclusive Items:
Aurora Oil 30, 60, or 120 Rings
Baobab Fruit 5 or 40 Rings
Chili Dog 20, 50, or 100 Rings
Cookie 10, 20, or 40 Rings
Fried Chicken 20, 50, or 100 Rings
Exclusive Items:
Art Book 55 50 Rings
Art Book 56 50 or 200 Rings
Art Book 57 200 Rings
Boelk Cream 30, 60, or 120 Rings
Chao Chugger 20, 50, or 100 Rings
Chirp Peas 30, 60, or 120 Rings
Chocolate 20, 50, or 100 Rings
Dureek 50, 100, or 200 Rings
Empire Coffee 5, 20, or 40 Rings
Fried Suncake 20, 40, or 80 Rings
Hammock 60 or 130 Rings
Hero Sandwich 30, 90, or 180 Rings
Lace Tablecloth 200 or 400 Rings
Lantern 120 Rings or 240 Rings
Magazine 300 Rings
Pizza 20, 50, or 100 Rings
Power Vitamin 30, 60, or 120 Rings
Record 58 50 Rings
(Result Screen- The Lowest Rank)
Sandwich? 30, 60, or 120 Rings
Sandwich 30, 60, or 120 Rings
Shamarian Sand 140 Rings
Spagonian Glass 70 or 240 Rings
Talismanic Mask 130 or 260 Rings
Whale Ornament 120 Rings
Entrance Stages
================
These are the hub areas in the game where you can play Acts and certain
completed Missions, collect rings, extra 1-Ups, Special Shoes, and certain
Collectible items. After you defeat Egg Beetle, you’ll find Hourglasses in the
Entrance Stages that allow you to switch between Day and Night. Some areas of
the Entrance Stages can also be accessed by the Hedgehog than the Werehog and
vice versa.
-The Portals to the Acts are called Gaia Gates. The Day Act Gaia Gates are
only open during the daytime and the Night Act Gaia Gates are only open during
the Nighttime
-You won’t be able to access Act 2 or 3 Day/Night Gaia Gates until you have
enough Sun/Moon Medals and you have cleared Act 1.
-Not every Entrance Stage has a Day Act 3, Night Act 2, or Boss
Acts
======
These are the actual levels in the game. Like past games, the basic objective
is to reach the Goal Ring, but it’s not the same for every Act. After you’ve
cleared an Act (beat it at least once), you can play it again from the World
Map in Select Stage.
Prof Pickle’s Lab
==================
After you defeat Egg Beetle, you’ll be able to go to Prof Pickle’s Lab in
Spagonia through the Town Stage or by using the “Go to the Lab” option on the
World Map (after beating the game). Here you can talk to him to find out where
you should go next (which will unlock other Countries) and look at hints. When
you give him souvenirs, more hints will be added. After you’ve bought the TV,
Bookshelf, and Gramophone from Josef’s/the Spagonia Shop, you’ll be able to
look at artwork, see the Townspeople and enemies you’ve met, watch cut scenes
from the story, and listen to music.
Note: To view/listen to music in Professor Pickle’s Shamar Lab, buy the Audio
System from the Golden Trading Company/Shamar Shop
Hints Souvenir that unlocks it
The Gaia Manuscripts
Dark Gaia
The Chaos Emeralds
The shattered planet
Restoring the planet
The Gaia Temples
Dr. Eggman
Chip
Monsters at Night
Sonic’s transformation
Is there a cure?
The Entrance Stages
Sun and Moon Medals
Sun and Moon Power
The Gaia Gates
Boss Gates
Boss Keys
The Professor’s Camera Get the Uncanny Camera
Using the Camera Get the Uncanny Camera
Fighting by day Spagonia Photo Frame
Boost Consumption Rate Equine Carving
Pushing Blocks Spagonia Miniature Flag
Landing faster Chun-nan Miniature Flag
Fighting by night Mazuri Photo Frame
When climbing walls Water Jug
The Werehog’s Combo Holoska Photo Frame
Becoming Chip’s BFF Shamar Photo Frame
The Townsfolk Shamar Miniature Flag
Enemy types Empire City Photo Frame
A world of souvenirs Empire City Miniature Flag
Mission count Adabat Photo Frame
Medal Collection Adabat Miniature Flag
Trial Missions Hammock
Mission Info, part 1 Lantern
Mission Info, part 2 Shamarian Sand
Mission Info, part 3 Tailsmanic Mask
Mission Info, part 4 Spagonian Cameo
Mission Info, part 5 Magazine
Mission Info, part 6 Holoska Miniature Flag
Windmill Isle Day Apotos Photo Frame
Savannah Citadel Day Earthenware Pot
Rooftop Run Day Spagonian Glass
Cool Edge Day Model Sled
Dragon Road Day Chun-nan Photo Frame
Dragon Road Day, part 2 Urn
Arid Sands Day Lunisolar Charm
Skyscraper Scamper Day Jenny
Jungle Joyride Day Anji Sculpture
Windmill Isle Night Apotos Miniature Flag
Savannah Citadel Night Mazuri Miniature Flag
Rooftop Run Night Maschera
Cool Edge Night Nesting Dolls
Dragon Road Night Censer
Mission Info, part 7 Carpet
Skyscraper Scamper Night Jack o lantern
Jungle Joyride Night Chehaya Charm
Tornado Defense Lace Tablecloth
Egg Beetle Egg Balloon
Dark Gaia Phoenix Potpurri
Egg Devil Ray Egg Googles
Dark Moray Whale Ornament
Dark Guardian Eggman Poster
Egg Lancer Eggmanland Photo Frame
Egg Dragoon Eggmanland Miniature Flag
6. Downloadable Content
----------------------------------------
If you have Xbox Live, or get connected for a period of time, you can download
new Acts for all the Countries except Eggmanland. They cost 250 points each.
-Empire City and Adabat *Newest*
-Apotos and Shamar
-Mazuri
-Holoska
-Spagonia
-Chun-nan
Here are some notes about DLC:
-You can download them at any point in the game, however you won’t be able to
play them until you’ve unlocked their respective Countries
-some will require a specific move in order to play (See Special Shoes in
Section 2)
-there are no Collectible items in DLC levels
-when you download any of the DLC levels, the Art Book 40 Glitch is fixed
-some of the Acts are great for collecting rings, experience, and extra lives
-in Night DLC, everything you smash will give you experience
-most DLC Acts range from normal to hard difficulty
7. Story Map/Checklist
----------------------------------------
Follow these directions if you want to complete the story first. Make sure you
check the Act’s Sun/Moon Medal requirement in the Levels Section so you can
access it.
1. Go to the Entrance Stage and clear Windmill Isle Day Act 1
2. Go to the Entrance Stage and clear Windmill Isle Night Act 1
3. Clear Tornado Defense Act 1
4. Go to Professor’s Pickle’s Lab/University in Spagonia
When you get here, follow the path to reach the Lab. Go up the stairs, and
through the pillars to go into the lab. After the cut scene, talk to the
Townspeople until someone says he was seen in Mazuri. Then talk to Tails at
the World Map Gate.
5. Go to Mazuri, enter the Entrance Stage, and clear Savannah Citadel Night
Act 1
6. Go to Mazuri again, enter the Entrance Stage, and clear Savannah Citadel
Day Act 1
After the cut scenes, talk to the Townspeople in Spagonia to found out about
the Temple in Mazuri. Then you’ll get a tutorial about using the World Map.
After the other cut scene, go into the Entrance Stage and stand on the Gaia
Gate to go to the level.
7. Defeat Egg Beetle
8. After the boss battle, Tails will explain what you can do next and how
the “Wait until Day/Night” option in the Pause Screen works. After you listen
to this, you have to do 2 things, in any order you choose:
-Go to Spagonia during the Nighttime to see a cut scene and go to Professor
Pickle’s Lab and talk to him. Doing this will open the Spagonia Entrance
Stage. Go inside and clear Rooftop Run Night Act 1.
After you clear it, Tails will give you a camera, and you’ll get a tutorial on
how to use it. After the cut scene, you’ll do the first Exorcism, watch
another cut scene, and continue from there.
-Go to Holoska during the daytime and enter the Entrance Stage. Get the
Stomping Shoes and clear Cool Edge Day Act 1.
After going to Holoska and getting the Stomping Shoes, you can use them to get
the Wall Jump Shoes in the Spagonia Entrance Stage during the Daytime. If you
do this now, it will make things easier.
9. Go to Chun-nan
After completing #8, return to Prof Pickle’s Lab and talk to him to unlock
Chun-nan. Go there during the Night and talk to Lin. Choose to help them and
talk to Wang to get access to the Entrance Stage. Then clear Dragon Road Night
Act 1.
If you have the Stomping Shoes and the Wall Jump Shoes, you can get the Air
Boost Shoes from the Chun-nan Entrance Stage during the Daytime. If you do
this now, it will make things easier.
10. Defeat Dark Gaia Phoenix
11. Return to Spagonia and talk to Prof Pickle
Here’s what you have to do next:
- If you don’t already have the Wall Jump Shoes from the Spagonia Entrance
Stage and the Air Boost Shoes from the Chun-nan Entrance Stage, get them now.
- clear Rooftop Run Day Act 1
- clear Dragon Road Day Act 1
12. Defeat Egg Devil Ray
Talk to Prof Pickle after completing #11 and go to the Spagonia Entrance Stage.
13. Talk to Prof Pickle
After you do this, return to Holoska during the Nighttime, and clear Cool Edge
Night Act 1.
14. Defeat Dark Moray
15. Prof Pickle’s Shamar Lab
Return to Spagonia and talk to Prof Pickle. After you talk to him and leave,
you will automatically be sent to Shamar. Once you get there go to Prof
Pickle’s Shamar Lab. After you talk to him, you can:
-go inside the Entrance Stage and get the Light Speed Dash Shoes and clear
Arid Sands Day Act 1
-go to Empire City during the Nighttime, enter the Entrance Stage, and clear
Skyscraper Scamper Night Act 1
16. Talk to Prof Pickle
Once you talk to him, Adabat will be accessible
-clear Arid Sands Night Act 1. Once you do that you can enter the Boss Gate
for Dark Guardian in Shamar Entrance Stage.
-clear Skyscraper Scamper Day Act 1
-clear Jungle Joyride Night Act 1
17. Defeat Dark Guardian if you haven’t already
18. Clear Jungle Joyride Day Act 1
After completing 16 and 17, go to Adabat during the daytime, enter the
Entrance Stage, and clear Jungle Joyride Day Act 1.
19. Defeat Egg Lancer
Go to the Boss Gate in the Adabat Entrance Stage.
20. Get ready for the final battle
Go to Shamar during the Daytime and talk to Prof Pickle. Then talk to Tails
and tell him you’re ready to go.
Note: Tails only appears in the lab during the Daytime.
21. Clear Tornado Defense Act 2
22. Clear Eggmanland
23. Defeat Egg Dragoon
24. Defeat Dark Gaia/Perfect Dark Gaia
8. Levels
----------------------------------------
This is the main section of the guide that tells how to navigate through the
Countries, find items within the levels, and how to defeat the bosses. Look at
the Story Map in Section 6 to figure out where you have to go to progress in
the game.
(Key for World Map)
Country Name
Availability: Tells when you’ll be able to have access to this area
Medals: Tells how many Sun and Moon Medals is available altogether in that
Country’s Town Stages, Entrance Stages, Acts, and Missions
Acts and Missions: This is the number shown above the number of Sun and Moon
Medals on the World Map when the cursor is on a Country. It is different for
the Daytime and Nighttime and only increases when you clear Acts and Missions
for the first time. (This doesn’t include Exorcisms. Also, there’s a glitch
that prevents the numbers from increasing in certain areas)
(Key for Town Stages)
Town Stage: Tells you where to find the Entrance Stage, Shop, Prof Pickle’s
Lab, and a description of the Map
Townspeople: Lists all the Townspeople who live and are from the same country
Shop: Tells the name of the shop and what the shop sells
Medal Locations: Lists all Medal locations in the Town Stage during the
Daytime and Nighttime.
(Key for Entrance Stages)
Availability: tells when and where you can go there
Gaia Gates: shows you how to the portals to Acts
Collectibles: List and directions on how to get to Collectible items
(Key for Acts)
Sun/Moon Level/Gaia Keys Needed: Tells you how/many Medals/Gaia Keys you need
in order to unlock the level
Special Shoes Needed: Shows moves Sonic needs to know to play a DLC Day Act
Summary: Description of the level
Walkthrough/Battle Style: Shows the regular/easiest/quickest way to get
through the level or Boss
Collectibles: List and directions on how to get to the Collectible items in
the level
Ranks: Shows the markers for the Ranks and gives tips for S Rank
Apotos
========
Availability: First Area in the game
Medals: 23 Sun Medals and 20 Moon Medals
Acts and Missions: Day 6, Night 7
Town Stage
++++++++++++++++++++++++++++
This area is small and has 3 pathways. You can go straight or go around the
arch pathway to reach the Entrance Stage. In the arch pathway, you’ll find the
shop.
Townspeople
++++++++++++++++++++++++++++
Milos, Lambros, Alexis, Eric, Village Elder Gregorios, Lucas, Sandra,
Anastasia, Ice Cream Vendor, Apotos Hot Dog Vendor
Surfside Seagull Sundries
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Potpourri 150
Water Jug 120*
Sundae Supreme 60
Pitch Nuts 50
Lemon 50
Orange 50
Kebabwich 60
Chili Dog 50
Canned Juice 40
Donut 50
Peach 30
Record 15 100
(VS Titan & Big Mother)
Record 40 100
(Apotos-Day)
Record 41 100
(Apotos-Night)
*Appears sometime later (after clearing Rooftop Run Night Act 1/Cool Edge Day
1)
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. From the World Map Entrance, go straight as if you were heading towards the
Entrance Stage. Make a left on the second big flower pot/tree and you’ll find
it at the end of an alley.
2. Go up the stairs near the Entrance Stage and you’ll find it to the left
near a tree.
Nighttime
1. From the World Map Entrance, go straight until you see the first table.
It’s behind it.
2. In an alley to the left of the Shop
Entrance Stage
++++++++++++++++++++++++++++
Availability: After clearing Windmill Isle Day Act 1
1st Time: When you first enter the area as the Hedgehog everything will be
blocked off. The only thing you can do is use the Gaia Gate for Windmill Isle
Day Act 2.
2nd Time: After clearing that level and returning to the Entrance Stage as the
Werehog, you still won’t be able to access the bridge or certain areas above
ground. You can get some of the Records floating around the stage.
Gaia Gates
The Gaia Gates for Windmill Isle Day Act 2 and Night Act 1 are in the middle
area as soon as you walk into the Entrance Stage. The Gaia Gate for Night Act
2 is in the room near the stairs with the breakable door (only the Werehog can
break it down). When you go across the bridge, Home Attack the Spinners to the
left, and you’ll reach the area with the Day Act 3 Gaia Gate.
Collectibles: 2 Sun Medals, 2 Moon Medals, Art Books 21 and 25, Records 4
(Suburbs of Windmill Isle-Day) and Record 59 (Stage Clear), Blue Tea, Maiden
Statue
1. To the right of the Day Act 2 Gaia Gate is a Record.
2. (Daytime only) to the left, from the Town Stage Gate, is a crack that Sonic
can slide under and find 3 items. The Blue Tea is on a bench, the Art Book 25
is in a corner behind a flower pot, and the Sun Medal is underneath the blue
boxes (jump on top/stomp them).
3. In the blue boxes to the left of the bridge is a Moon Medal.
4. (Daytime only) Near the Day Act 3 Gaia Gate is a Sun Medal, floating in the
air to the right.
5. (Nighttime only) Use the vertical poles to reach an area with a Moon Medal
and Art Book 21.
6. (Nighttime only) In the upper area above Day Act 2 is a Record. Go
straight, there’s a pole and a ledge with the item “Maiden Statue”.
Windmill Isle Day Act 1
======================
Sun Level Needed: First level in the game/already available
Summary: This is the first level in the entire game and is the Tutorial for
Daytime levels. Come here again if you wish to practice certain moves.
Walkthrough: Run down the hill and collect rings. Keep running even when you
see the gap up ahead. Jump up the hill, Home Attack the spring, and Grind it
to the Checkpoint.
Checkpoint
Home Attack the enemies to make the pulley come down. Then Home Attack the
other enemies, and run down the path. Dodge the spikes and you’ll reach the
Goal Ring.
Collectibles: None
Ranks:
S-150000 or more
A-139121-149999
B-118711-130220-?
C-?
D-?
E-? or less
Windmill Isle Day Act 2
======================
Sun Level Needed: Available after clearing Windmill Isle Day Act 1
Summary: This level is sort of a tutorial of Sonic’s other moves besides what
you learned in Windmill Isle Act 1. This is truly level 1 for the Daytime Acts.
Walkthrough: Boost through the path from the starting point. When you hit the
spring at the end, you’ll hit a rainbow ring, and land in an area with 3 Egg
Fighters. Defeat them to make the pulley come down.
Checkpoint #1
Home Attack the Spinners in order to get across the gap. After you land, boost
to the next Checkpoint.
Checkpoint #2
Continue boosting and slide when the B Button shows up on the screen.
Checkpoint #3
You’ll eventually land on a 3 way rail. Move from the middle rail to avoid the
spike and boost from here. You’ll go over a ramp that sends you into the next
Checkpoint.
Checkpoint #4
Switch from the middle rail to avoid the spike and switch back to it once it’s
passed. Boost from here and go into the Directional Launcher. After going up
in the air you’ll see a moving platform, an Egg Spring, and a Spring Pole. Do
not use a Homing Attack here. Just wait for the platform to come down and jump
on top of the spring pole to get up. Boost and hold the slide Button to go
into a series of springs and Dash Panels. When you see the Egg Fighter, Home
Attack it and the Spinners, and land on the other side. Up ahead is a QTE
Ramp. If you pass it you will take a shortcut.
Checkpoint #5
From here is a fork in the road. It doesn’t matter which path you choose
because you’ll end up sliding under a crack towards the end. Hit the spring
and use the pulleys to get up to the checkpoint.
Last Checkpoint
Jump to the platform and then Home Attack the Spinners to get to the other
side. Boost from here to get to a 2D area. Once you get to the other side
you’ll hit another QTE Ramp. If you pass it you’ll take another shortcut. Jump
over the spikes and hit the Rainbow Ring to avoid the next set of spikes. Then
hit the spring and land on the Goal Ring.
Collectibles: 3 Sun Medals, 7 Moon Medals, Art Book 1, Videotape 1, and Record
5 (Windmill Isle-Day)
1. From the start, run and jump into the incoming Red Ring. You’ll land near a
Sun Medal and a small ramp.
2. From #1, continue towards the area with the first rails in the level. Use
the left path with the enemies and hit the next set of springs. After you run
over the ramp, stop. To the left is a green platform with a Moon Medal.
3. Right in front of the first checkpoint.
4. From #3, use the Spinners to home attack your way to the top area to the
right to get the Moon Medal.
5. From #4, instead of boosting through to the next area, walk. When you see
the stairs, go up the right stairs, through an Arched Entrance, to a path that
leads to a Moon Medal.
6. After you slide under the second crack, boost to be sent up a higher rail
which has a Medal.
7. In front of the next checkpoint.
8. From #7, there’s a Record behind the 3 small ramps before the same
checkpoint.
9. When you’re in the second 2D section and hit the spring that sends you to
the above rail, lean the left analog stick to the left to land on a platform.
Jump on the platform next to it to get a Sun Medal.
10. (Need the Wall Jump Shoes) When you see the area where you have to slide,
jump high, and wall jump to reach the record.
11. When you see the fork in the road take the left path. When you hit the
spring/pulley, home into the Ring to reach the upper area and grab the Sun
Medal.
12. When you see the checkpoint go to the right and you find a row of stairs.
Go down to find a Moon Medal.
13. In the last 2D section, when you hit the Directional Launcher, press A,
home attack the Egg Fighters and land to the right. Instead of continuing to
the QTE ramp go left to find a Videotape.
14. From #12, fail the QTE, and stop when you reach the wide circular area. To
the right is an Art Book.
Ranks:
S-150000 or more
A- ?-149999
B-113121
C-97365
D-25833
E-? or less
Windmill Isle Day Act 3
======================
Sun Level Needed: 3 (30 Sun Medals)
Summary: This level tests your skills when it comes to grinding on rails. I
wouldn’t suggest doing this Act until after you’ve gotten the Air Boost Shoes
at least, for areas where you’ll have to wide jumps. Also, this helps you when
you are scavenging.
Walkthrough: From the start, jump into the Rainbow Ring. From here keep
jumping into Rainbow Rings to reach the next rail.
When it changes to 3D, switch rails to avoid the spikes and hit the spring at
the end.
From there carefully, jump across and/or Air Boost to get to the next rails.
On the last set of rails, jump instead so you don’t hit the spikes. Boost from
the end rail going up to get to the next rail. Once you reach the end rail
boost to be sent into the air where 2 Thunder Spinners are (Be careful!).
If you end up on the bottom rail from this section, boost to reach the last
rails.
In this area switch rails to reach the Goal Ring. DON’T BOOST HERE!
Collectibles: 1 Sun Medal, 2 Moon Medals, Art Books 2, and 22
1. When you get to the 3D area that has Sonic switching back and forth between
3 rails, stay on the right one to get a Moon Medal close to the spring.
2. From #1, jump up to the upper rail from the incline to get a Sun Medal.
Jump to the next upper rail to get an Art Book
3. (Need Air Boost Shoes) In the last 3D area, where you’ll have to switch
rails from the middle, jump and Air Boost to the next middle rail to get a
Moon Medal. From that rail, don’t boost and move to the left when the rail
you’re on is about to end. Eventually, you’ll reach the Art Book.
Ranks:
S-100000 or more
A-90000-99999
B-80000-89999
C-70000-79999
D-60000-69999
E-59999 or less
Windmill Isle Day Act 1-2 Hard Mode (Downloadable Act)
=================================================
Special Shoes Needed:
Summary: This is a longer and more challenging version of Windmill Isle Day
Act 1.
Walkthrough:
Checkpoint #1
Home Attack the Spinners in order to get across the gap. After you land, boost
to the next Checkpoint.
Checkpoint #2
Continue boosting and slide when the B Button shows up on the screen.
Checkpoint #3
You’ll eventually land on a 3 way rail. Move from the middle rail to avoid the
spike and boost from here. You’ll go over a ramp that sends you into the next
Checkpoint.
Checkpoint #4
Switch from the middle rail to avoid the spike and switch back to it once it’s
passed. Boost from here and go into the Directional Launcher. After going up
in the air you’ll see a moving platform, an Egg Spring, and a Spring Pole. Do
not use a Homing Attack here. Just wait for the platform to come down and jump
on top of the spring pole to get up. Boost and hold the slide Button to go
into a series of springs and Dash Panels. When you see the Egg Fighter, Home
Attack it and the Spinners, and land on the other side. Up ahead is a QTE
Ramp. If you pass it you will take a shortcut.
Checkpoint #5
From here is a fork in the road. It doesn’t matter which path you choose
because you’ll end up sliding under a crack towards the end. Hit the spring
and use the pulleys to get up to the checkpoint.
Last Checkpoint
Jump to the platform and then Home Attack the Spinners to get to the other
side. Boost from here to get to a 2D area. Once you get to the other side
you’ll hit another QTE Ramp. If you pass it you’ll take another shortcut. Jump
over the spikes and hit the Rainbow Ring to avoid the next set of spikes. Then
hit the spring and land on the Goal Ring.
Ranks:
S-150000 or more
A- ?-149999
B-?-?
C-?-?
D-?-?
E-? or less
Windmill Isle Day Act 2-2 Hard Mode (Downloadable Act)
=================================================
Special Shoes Needed:
Summary: This version of Windmill Isle Day Act 2 has spikes in certain places
where Sonic will have jump, slide, and in other locations. Also, some of the
rails are missing.
Walkthrough: Boost through the path from the starting point. When you hit the
spring at the end, you’ll hit a rainbow ring, and land in an area with 3 Egg
Fighters. Defeat them to make the pulley come down.
Checkpoint #1
Home Attack the Spinners in order to get across the gap. After you land, boost
to the next Checkpoint.
Checkpoint #2
Continue boosting and slide when the B Button shows up on the screen.
Checkpoint #3
You’ll eventually land on a 3 way rail. Move from the middle rail to avoid the
spike and boost from here. You’ll go over a ramp that sends you into the next
Checkpoint.
Checkpoint #4
Switch from the middle rail to avoid the spike and switch back to it once it’s
passed. Boost from here and go into the Directional Launcher. After going up
in the air you’ll see a moving platform, an Egg Spring, and a Spring Pole. Do
not use a Homing Attack here. Just wait for the platform to come down and jump
on top of the spring pole to get up. Boost and hold the slide Button to go
into a series of springs and Dash Panels. When you see the Egg Fighter, Home
Attack it and the Spinners, and land on the other side. Up ahead is a QTE
Ramp. If you pass it you will take a shortcut.
Checkpoint #5
From here is a fork in the road. It doesn’t matter which path you choose
because you’ll end up sliding under a crack towards the end. Hit the spring
and use the pulleys to get up to the checkpoint.
Last Checkpoint
Jump to the platform and then Home Attack the Spinners to get to the other
side. Boost from here to get to a 2D area. Once you get to the other side
you’ll hit another QTE Ramp. If you pass it you’ll take another shortcut. Jump
over the spikes and hit the Rainbow Ring to avoid the next set of spikes. Then
hit the spring and land on the Goal Ring.
Ranks:
S-150000 or more
A- ?-149999
B-?-?
C-?-?
D-?-?
E-? or less
Windmill Isle Night Act 1
======================
Moon Level Needed: It’s available after clearing Windmill Isle Day Act 2
Summary: This is the first Werehog level in the game and help people go
through the basics of using the Werehog.
Walkthrough: Smash through the gate and head straight. Defeat the Little Red
and continue straight. Jump up the steps and smash the next gate to reach a
fight area with Little Rex and Nightmares. After you defeat all of them, grab
the ledges, and continue down the path. When you get towards a white door go
to the left, smash the flower pots, and stand on the Step Switch. Go through
the door and defeat all the Little Rex and Egg Fighters. Pull lever to make
the active the platform, grab the ledges, and use it to get to the other side.
Now grab the Vertical Pole and climb up towards the Checkpoint.
Checkpoint #1
Go down the hill and lift the movable door. Defeat all the Little Rex and
Nightmares to open the next door. Run through it, grab the next ledge, and go
through the next Checkpoint.
Checkpoint #2
Storm through the Little Rex, Red Rex, and Nightmares and hop up the platforms
to the Tightrope Ledge. Carefully walk across it, and defeat the Egg Fighter
in front of the Checkpoint.
Checkpoint #3
Defeat the waves of Dark Frights and Red Frights to make the barrier go down.
Lift the door you’ll be in an area with Little Rex, Nightmares, and a Dark
Nightmare. After you defeat them all you have to find the Stone Keys, pick
them up, and place them on the Alters.
Red Stone Key: Inside the first room to the right of the Stone Alters
Green Stone Key: Go to the left to find 4 doors. Inside the furthest door to
the left is the Green Stone Key.
After you place both of them on the alters, grab the ledges and climb up to
the Checkpoint (watch out for the Egg Fighter)
Checkpoint #4
Carefully walk across the Tightrope area. If you tilt to the sides, Sonic will
switch to his ledge climbing position, which is easier and faster. Once you
reach the wall stay in that position to move past the rock, and grab the ledge
above it. Continue to the right and carefully jump to reach the platform with
the Checkpoint.
Checkpoint #5
Use the Swing Poles and Vertical Poles to reach the right side of the area,
where the Egg Knight is. Lift the movable door and run across to the
Checkpoint.
Last Checkpoint
Pull the lever to open the door and enter a fight area. Defeat the Titan to
make the Goal Ring appear.
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Books 24, 26, 64, and Records
16 (Windmill Isle-Night), 61 (Opening Movie-First Half)
1. Smash the wooden door of the room to the right in the first wide fighting
area.
2. From #1, go to the right corner and smash stuff. You should see the Moon
Medal.
3. Inside the room to the left near the breakable fence.
4. From #3, smash the wooden door to a room on the right side. When you do a
Deep Nightmare will also appear.
5. There’s Record behind the press switch that opens a door up ahead.
6. There’s a Moon Medal floating above the moving platform. Wait till the
platform moves to the top to get it.
7. Behind the checkpoint to the right.
8. Inside the room to the left after the movable door.
9. In front of the checkpoint to the left.
10. There’s a Medal behind the stairs to the side on the left.
11. On the tightrope ledge above the water.
12. There’s an Art Book behind the barrel to the left, behind the checkpoint.
13. From #12, there’s a Medal to the right of the checkpoint (turn the camera).
14. After you defeat all the enemies in the area with the Stone Keys, pick up
the Blue Box to the right. Walk to the right of the Stone Key Alters and hop
up the stairs. At the top step place the box down (press B), hop on top of it,
and hop up to grab the medal.
15. From #14, head to the left. In the first room on the left is an Art Book.
In the room across from it, on the right, is a Sun Medal.
16. From #15, walk to where the Egg Fighter is and go up the stairs to the
right.
17. From the checkpoint, you should be able to see the Art Book to the left.
Carefully maneuver your way over to it.
18. From #17, follow the ledge to the left and you find the last Sun Medal.
19. From #18, continue through the usual path. When you see the Dark Bat, jump
up, grab it, jump up again, pull the pole, and carefully jump to the next pole
to get the last Moon Medal. If you miss go back and try again.
20. In the area with the Titan, to the left is a Record inside of a Flower Pot.
Ranks:
S-300000 or more
A-?-299999
B-?
C-127832
D-?
E-? or less
Windmill Isle Night Act 2
======================
Moon Level Needed: 3 (30 Moon Medals)
Summary: In this area, you have to open certain doors to find the Stone keys,
put them on the Stone alters, go to the final room, and defeat the Titan. Each
time you open a door, enemies will appear.
Walkthrough: There are 14 rooms in the first area. I listed into each one in a
clockwise pattern, from where the locked door is, from left to right.
Rooms:
1. Nothing but 16 Rings
2. Blue Stone Key
3. Sun Medal
4. Red Stone Key
5. Green Stone Alter and a Moon Medal
6. Nothing but Rings
7. Heal Ring
8. Green Stone Key
9. Sun Medal
10. Blue Stone Alter
11. A Record
12. Sun Medal
13. Rings
14. Red Stone Alter and an Art Book
In this level, you won’t get any Chaos Orbs, Dark Gaia Force, or Score Points
from the enemies except for the Titan in the last area. So don’t worry about
trying to do Critical Attacks on the Nightmares and Egg Fighters. When you
reach the last area, be careful because there’s less room to move around and
avoid the Titan’s attacks.
Collectibles: 4 Sun Medals, 1 Moon Medal, Art Book 54, and Record (Intro:
Windmill Isle-Night)
1. Inside Room #3
2. Look behind the Green Stone Alter in Room #5
3. Inside Room #9
4. Inside Room #11
5. Inside Room #12
6. Inside Room #14
7. In the area with the goal ring, it’s behind the flower pot in the southeast
corner
Ranks: This is the easiest level to get an S Rank. Make sure you collect
rings, smash things, and use a Critical Attack on the Titan.
S-150000/160000 or more
A-?
B-?
C-?
D-?
E-? or less
Tornado Defense Act 1
====================
Availability: After clearing Windmill Isle Night Act 1. You have to beat this
level for the first time in order to continue the game. Once you’ve cleared
it, you can play it again on the World Map in Stage Select in Spagonia Day or
by finding the gate in the Spagonia Entrance Stage.
Summary: This entire level is based on Quick Time Elements, where all you have
to is hit the buttons shown on the screen when you see them. When you make
successive hits you make combos. If you press the wrong button or press
buttons when nothing is shown the combo ends and you can’t shoot momentarily.
When this happens, press LB/RB alternately to recover.
Boss: Egg Cauldron
There are 2 ways to defeat this boss. You can either defeat it or keep your
shield from hitting 0 until time runs out (2 minutes). When a larger Button is
shown with a number next to it, press it the number of times to do damage to
Egg Cauldron. Still, watch out for missiles when it does appear onscreen.
Ranks:
S-? or more
A-410286
B-200000-266355
C-191728
D-?
E-?or less
Spagonia
===========
Availability: After Clearing Tornado Defense Act 1
Medals: 30 Sun Medals and 35 Night Medals
Acts and Missions: Day 12, Night 4
Town Stage
++++++++++++++++++++++++++++
This is one of the larger Town Stages in the game. There’s a shortcut if you
want to go from the World Map Gate to Prof Pickle’s Lab: From the World Map
Gate, jump on the 4 platforms in the right alley, and ride the rail to the
Lab. To get to the Shop, from the World Map Gate, go straight, make a right at
the corner, and it’s to the left. The Entrance Stage Gate is to the left of
Prof Pickle’s Lab and the Hot Dog Vendor is to the right.
1st Time: All the side streets and the Entrance Stage are closed off. You can
still get 3 Moon Medals, though.
2nd Time: After saving the Professor, the side streets and the Shop will be
open. However, the Entrance Stage Gate is still closed and missions won’t be
accessible yet. You can get all the Sun Medals though.
Townspeople
++++++++++++++++++++++++++++
Gigi, Otto, Barbara, Irma, Josef, Marcantonio, Ciccio, Denise, Aida, Natalia,
Franco, David, Raimondo, Federica, Lilli, Dora, Elio, Mauro, Lucia, Ippolita,
Prof Pickle’s Assistant, Prof Pickle, Spagonian Hot Dog Vendor
Josef’s
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Maschera 150*
Spagonian Cameo 200
Cheese 70
Pasta alla Paccico 80
Baguetti 40
Tomato 30
Chili Dog 50
Strawberry Cake 60
Donut 50
Canned Juice 40
Bookshelf 300***
TV 1000***
Gramophone 500***
Art Book 69 100
Record 46
(Spagonia-Day) 100
Record 47
(Spagonia-Night) 100
Videotape 22 100**
* Appears sometime later (after clearing Rooftop Run Night Act 1/Cool Edge Day
1)
**Appears after watching it
***Appears in Prof Pickle’s Lab after purchase
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. To the right of Prof Pickle’s Lab.
2. At the top of the stairs to the left, inside of a Flower Pot
3. Jump up to the rail above the middle of the Town Stage to get it.
4. Use a rail on the left side street
Nighttime
1. Inside the barrel on the first corner
2. To the left of where Gigi and Barbara are standing
3. At the top of the stairs to the right, inside of a Flower Pot
4. In the alley, past where Irma and Ippolita stand
Entrance Stage
++++++++++++++++++++++++++++
Availability: Speaking to Prof Pickle in his Lab after defeating Egg Beetle.
1st Time: Only Night Act 1 and Tornado Defense Act 1 is available
Gaia Gates: The Night Act 1 Gaia Gate is near the hourglass as soon as you
enter the Entrance Stage. Go straight to find an area you can Wall Jump, to be
put on a rail. Follow it to the spring and do a stomp at the right time to
land on the platform with the Day Act 1 Gaia Gate. If you take the same rail
and jump and hit the spring to the right, Home Attack/Air Boost into the
Rainbow Ring to be taken to the Tornado Defense Act 1 Gaia Gate. Use the Step
Switches to get out of that area. On the opposite side of Day Act 1, on the
ground, is the Egg Devil Ray Boss Gate. Behind it is a Wall Jump area that
goes to the Day Act 3 Gaia Gate (time your Wall Jump so you don’t hit the Egg
Springs). The Day Act 2 Gaia Gate is underground. First, go to the area where
you found the Wall Jump Shoes, and attack the hourglass near the level. Now
pull the lever and get inside the elevator. Once you’re underground, hit the
hourglass, grab some rings, boost across the water, and you’ll reach the Day
Act 2 Gaia Gate.
Collectibles: 2 Sun Medals, 2 Moon Medals, Wall Jump Shoes, Art Book 30, 31,
and Record 2 (Vocal Theme “Endless Possibility”)
1. (Daytime only) To get the Wall Jump Shoes, do several stomps on the switch
on the right, and grab the pulley that comes down. Grab it, to be taken to the
area on the right. On the side of the pillar to the left of it is another
pulley. Take it to the top and use a Homing Attack on the spring, then do a
timed Stomp on the switch in the middle. Now you can get the Shoes.
2. Above where you got the Wall Jump Shoes, is a Sun Medal
3. On top of one of the 4 pillars is an Art Book
4. There’s another pillar that you can Wall Jump that has a Moon Medal.
5. (Need Light Speed Dash Shoes/Daytime Only) From #4, there’s a row of rings
you can Ring Dash that will take you to an Art Book.
6. (Werehog Only) In the underground area, punch the White Switch to open a
gate, and then use the side poles to the left to reach a Sun Medal and a
Record. There’s also a moving platform with a Moon Medal on it.
Rooftop Run Day Act 1
===================
Sun Level Needed: 3 (30 Sun Medals)
Summary: Sonic runs through the town, on the rooftops, through the streets,
and up the clock tower. There are several pathways you can take while running
through the level. This also is the first introduces the Skydive and the Aero
Chasers. Once you’ve collected Sonic’s other shoes, you’ll find some nice
shortcuts.
Walkthrough: From the start boost down the path. After the rail section, boost
to the right, where the flower pots are, and take the left rail. When you see
the spikes switch to the right rail and boost. Jump onto the fountain to be
sent into the Directional Launcher. Then travel to the right until you run
over the ramp and Wall Jump. Run into another Directional Launcher and Wall
Jump up the side. Boost from here and at the corner drift to the left or run
into the rail. Then move and dodge corners until you hit the ramp. Continue
boosting ahead.
Checkpoint #1
Hit the Directional Launcher and run into the spring and Wall Jump. You’ll end
up at the Skydive pit. In here move to the sides and press the X button to
boost to the bottom. It doesn’t matter where you land because you’ll always
land safely in the middle.
Checkpoint #2
From here, keep moving forward and you’ll be in the first Aero Chaser area.
Boost while dodging there attacks and use the Egg Fighters to beat them. Then
boost all the way from here to the rooftop section. When you see the Egg
Fighters watch for areas that might trip Sonic.
Checkpoint #3
Boost while dodging the Red Barrels. After hitting the spring, defeat the Egg
Fighters to make the pulley come down. Boost until you reach the Directional
Launcher. Press A and Home Attack the Spinners and land to the right.
Checkpoint #4
Hit the spring to be sent to a 2D area. Use the platforms and balloons to get
to the right side, left side, and then the right side again. Home Attack the
Spinners and pulley, run, and hit the QTE Spring. If you fail the QTE, you
will die. Once you land, boost into the next checkpoint.
Checkpoint #5
From here, travel to the right side using the rails above or the rooftops
below. When you hit the second Directional Launcher press A and land on the
rail and boost from here.
Last Checkpoint
It doesn’t matter if you pass or fail the QTE, just boost down the path. Here
is the 2nd Aero Chaser section. In the rail part, stay on the middle rail,
then switch when it ends, and switch back to it. After the rail section, boost
and dodge their attacks until you reach the Goal Ring.
Collectibles: 3 Sun Medals, 7 Moon Medals, Art Book 3 and 58, Videotape 3,
Record 8 (Rooftop Run-Day)
1. From the start don’t take the rails. Walk down the stairs and go left to
get a Sun Medal
2. From #2, go straight, past the enemies, and to the left is a Moon Medal in
a fenced off area.
3. In the first Wall Jump area, go backwards and Wall Jump in the area before
the regular one to reach a Sun Medal
4. Pop the balloons instead of sliding to reach an Art Book
5. There’s a Moon Medal on the way
6. In the skydive pit there are 2 items: A Videotape to the left and a Moon
Medal farther below in the middle. When you’re over top of it, press the X
Button, to grab it, and then move to aim for the Moon Medal.
7. From #6, use the rail and fountain to get airborne and home attack the
Spinners to get the Record to the left.
8. After drifting or using the rail to the left, instead of using the left
incline, go right and use the fountain to reach a Sun Medal
9. In front of the next checkpoint is a Moon Medal, so slow down!
10. After leaving the Clock Tower, boost from there and you’ll run into the
fountain. Once you’ll up in the air move to the left to hit the Directional
Launcher and press the A Button to get the Moon Medal. Now, try to land near
the same fountain (watch out for the Egg Knight). From there, head to the left
to find an Art Book.
11. If you pull off the QTE for the QTE Ramp and QTE Springs, you will get the
last Medal.
Ranks:
S-150000 or more
A-130000-149999
B-?
C-68687-93420
D-41602
E-? or less
Rooftop Run Day Act 2
===================
Sun Level Needed: 4 (45 Sun Medals)
Summary: A 3 Lap Act in the highest part of Spagonia. Don’t go too fast/boost
or you’ll fall to your death. Don’t try this Act until you’ve collected all
the Special Shoes.
Walkthrough: Jump on the platforms, go into the Rainbow Rings, press when
inside the Directional Launchers, and grab the pulleys. Home Attack the
Spinners and run though the ramps without boosting. Jump on the next set of
platforms and Home Attack the Spinner to land on the platform with the Rainbow
Ring. Jump through the Rainbow Rings and use the Spring Poles to get up the
wall. Fall down and Home Attack the Egg Fighter, then Wall Jump up the wall
and fall down to a Rainbow Ring.
Lap 2
Boost through the Checkpoint and Home Attack the Spinners into the Rainbow
Ring. Defeat the Egg Fighter and continue by jumping on the platforms and
using Home Attacks on the Balloons. Use the Ring Dash and Home Attack the
Spinners. Watch out for the Thunder Spinner and the Egg Launcher’s missiles.
Next is an area with Directional Launchers. Use the correct Buttons to get
across to the other side and Home Attack the Egg Shooter. Next you have to use
the Rainbow Rings and your momentum to jump over spikes. When you land on the
platforms, run across and jump into the Rainbow Ring. Use the next set of
Rainbow Rings to get over the walls and fall down on the Spring Pole.
Final Lap
Ring Dash and Home Attack the Egg Shooter, Spinners, and the Egg Fighter. Then
Home Attack the Spinners and Ring Dash across to the platform. Home Attack the
3 Egg Fighters and after the third one move to the right and Home Attack the
Spinners and the Egg Launcher. Jump and Ring Dash, run across the platforms
and Home Attack the Egg Flame. Jump into the Rainbow Rings and Home Attack the
Spinners while dodging the spiked balls. When you land on the last platform,
run and jump over the moving spiked ball, and jump into the Rainbow Ring to
reach the Goal Ring.
Collectibles: 1 Sun Medal and 2 Moon Medals, and Art Books 4 and 23
1. (1st Lap Only) Home Attack the pulley to get an Art Book
2. There’s a Moon Medal floating above a platform
3. (1st Lap Only) In the area you drop down, there’s an Art Book
4. (2nd Lap Only) Use the Direction Launchers to get the Sun Medal
5. (Last Lap Only) Grab the Moon Medal as you jump towards the Rainbow Ring
Ranks:
S-9000 or more
A-80000-?
B-?
C-?
D-17500-24916
E-? or less
Rooftop Run Day Act 3
===================
Sun Level Needed: 4 (45 Sun Medals)
Summary: In order to clear this Act, you have to find all 10 Chao located
throughout the entire level. There are no Checkpoints, so if you die you start
over without any Chao.
Walkthrough:
1. Jump and Home Attack across to the right.
2. Jump and Home Attack/Air Boost across and slide.
3. Do a Wall Jump and go to the left.
4. From #3, jump to the right and Home Attack the Egg Flame. Wall Jump off the
right to get the Chao
5. Air Boost/Ring Dash to the left, and jump on the Spring Pole. Home Attack
the balloons to the right, then Home Attack the Egg Fighter and go to the right
6. From #5, stomp the box to the left and Air Boost to the right or use the
moving platform.
7. From #6, Home Attack the Spinners and Egg Shooter and hop over the spike.
8. From #7, Jump in the Directional Launcher and press A
9. From #8, go towards where #7 was, fall down the space, and Home Attack the
Flip Spring.
10. From #9, wait for the platform to reappear and jump to the right to land
on fast platform and jump again and Air Boost to the right to get the last
Chao.
Collectibles: 1 Sun Medal, 2 Moon Medals, and Art Book 27
1. Jump on the 2nd platform to get a Moon Medal
2. To the left of the box you have to smash is a Sun Medal
3. In a Wall Jump section is a Moon Medal
4. Where the 3 Spinners are, there’s an Art Book underneath them to the left
Ranks:
S-120000 or more
A-?
B-77502
C-66955
D-?
E-? or less
Rooftop Run Day Act 4 (Downloadable Content Act)
==========================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-200000 or more
A-?
B-?
C-?
D-?
E-? or less
Rooftop Run Day Act 5 (Downloadable Content Act)
==========================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Rooftop Run Day Act 1-2 (Downloadable Content Act)
===========================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Rooftop Run Day Act 2-2 (Downloadable Content Act)
==========================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Rooftop Run Night Act 1
======================
Moon Level Needed: 2 (15 Moon Medals)
Summary: You’ll find a lot of items and Collectibles in the rooms in certain
areas. This is also the first Act Sonic will fight with Big Mother.
Walkthrough: Go straight and Little Rex will appear. Defeat them and go to the
left and defeat the 4 Nightmares. Now grab the ledge and Side Poles to reach
the Checkpoint.
Checkpoint #1
Defeat the wave of Little Rex and Red Rex. This will activate the Side Pole.
Use it to get up the ledge, run to the right, and jump. In the area with the
Egg Fighters and Nightmares, defeat them all to open the door (inside a flower
pot to the right is a Heal Ring).
Checkpoint #2
Smash the flower pots to the left and grab the Red Stone Key. Take it over to
the Stone Alter to the right and then grab the Green Stone Key which is close
by.
Checkpoint #3
As soon as you go in, Nightmares and Red Rex appear (to the right is a barrel
that has a Super Claw). Defeat them and go to the left to where the lever is,
which is surrounded by flower pots. When you do Egg Fighters will appear.
After you beat the Egg Fighters, pull the lever. Then head towards where the
gate was broken. Defeat the Egg Shooters that appear and continue into the
gate (to the right of the Stone Alter is a barrel with a Heal Ring). Here
you’ll find the Yellow Stone Key and a Big Mother. If you want experience go
into Unleash Mode, lower her health, and defeat her using a Critical Attack.
Checkpoint #4
Go straight, and a gate will appear. Defeat the Nightmares and continue going
straight. Another gate will appear and you’ll have to defeat the Egg Fighters
and Egg Shooters. Continue straight, make a left at the corner, and go
straight. 4 Nightmares will appear. To the right of them is the Checkpoint.
Checkpoint #5
Pull the lever to release the giant barrel. Then go though the path to the
next checkpoint.
Checkpoint #6
Once you get pass or defeat the Egg Fighters, take either one of the paths,
and defeat the Big Mother in order to open the door.
Checkpoint #7
Grab the gear platforms, Side Poles, Swing Poles, Vertical Poles, and ledges
to reach the top.
Checkpoint #8
Grab the gear platforms, Side Poles, Swing Poles, Vertical Poles, and ledges
to reach the top.
Warning: If you fall from this height you’ll lose a life.
Checkpoint #9
Grab the gear platforms, Side Poles, Swing Poles, Vertical Poles, and ledges
to reach the top.
Warning: If you fall from this height you’ll lose a life.
Last Checkpoint
Go outside and turn the lever all the way until the clock bell rings. Use the
Side Poles to get up to the clock hands and move quickly to the left. Grab the
ledge and use the next set of clock hands and the Dark Bats to land on the
bottom platform. When the 3 Dark Bats will appear, use them to reach the other
side, and then defeat all the Nightmares. Then the Goal Ring will appear.
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Books 28, 29, Videotapes 7,
13, and Records 38 (Tornado Defense-1st Battle), 23 (Intro: Rooftop Run-
Night), and (Rooftop Run-Night)
1. Room to the left from the start
2. Second room to the right. Smash the door and you’ll find a Video
3. Room near the ledge
4. After defeating the enemies and getting the pole to work, get on top of the
house, go to the right and you’ll find a Sun Medal
5. From #4, as you head to the left side, stop. In the background you should
see a ledge with an Art Book
6. From #5, drop down and grab the Yellow ledge and follow it to the right to
reach a Sun Medal
7. After the second checkpoint, go left, and you’ll find it to the right, on
the opposite side of the Red Stone Key
8. When you go into the area with the first Big Mother, grab the ledge to the
right, grab the Explosive Box and you’ll find another Sun Medal
9. After the fourth checkpoint, go straight and enter that room to find a Video
10. Go to the left, jump on the movable crate, and grab the ledge. Inside the
room is a Moon Medal.
11. After the Gate springs up, go inside the room underneath the ledge
12. From #11, grab the ledge to reach the upper area, and follow the path to a
Moon Medal
13. Inside a room, with a shade above the door
14. Inside another room near the 4 Nightmares, to the left, is an Art Book
surrounded by Flower Pots.
15. There’s Moon Medal where the second Giant Barrel was sitting
16. From #14, go into the second area, before the checkpoint, and go left to
find a Record behind a flower pot
17. From #15, go right to find a Sun Medal behind a flower pot
18. When approaching the second Big Mother, use the left path and you’ll find
a Moon Medal
19. On a gear behind the Electric Beams
20. left near the vertical poles
21. On the way is a Record in plain sight
22. To the right, near the last Checkpoint
23. On the ledge before grabbing the last 3 Dark Bats, behind 3 flower pots
Ranks:
S-300000 or more
A-219171-299999
B-?
C-100000
D-?
E-? or more
Rooftop Run Night Act 2 (Downloadable Content Act)
=============================================
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Rooftop Run Night Act 3 (Downloadable Content Act)
=============================================
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Egg Devil Ray
**************
Gaia Keys Needed: Rooftop Run Day Act 1, Night Act 1, and Dragon Road Day Act 1
Summary: A metal piranha that being controlled by Little Fighters. Compared to
the other Daytime Egg Bosses, this is the easiest.
Battle Style: The Egg Devil Ray has a shield that can be broken by boosting
into the robot once, so in order to damage it, you need to boost into it
twice. The only problem is that the track is very wide and you can’t get
certain rings by pressing LB/RB while also dodging laser attacks. However, it
shouldn’t be too hard to fill up your Ring Energy. You may be able to ram it 3
times in a row but it sometimes throws its electric shield back up immediately
after being hit so be careful.
The Egg Devil Ray has 2 types of attacks: lasers and fireballs. When running
straight towards it, it will use lasers. When the camera changes to a bird’s
eye view, it switches between lasers and different patterns of fireballs. When
it changes to 2D, all the floating lasers move around in a circular formation.
You can run pass the high ones, hop over the medium ones, and slide under the
big ones. Even when the view changes, boost into it twice to do damage and put
the view back to normal.
So far, I’m not sure how to predict the view changes, so be ready when it
happens.
Collectibles: 2 Sun Medals and 3 Moon Medals
1. Middle
2. Right
3. Middle
4. To the left behind some barrels
5. Middle
Ranks: To get an S Rank beat it in less than 1:30 and collect over 80 rings.
S-50000 or more
A-40000-49999 (Example: 47971)
B-30000-39999
C-20000-29999
D-10000-19999
E-Under 10000
Mazuri
=========
Availability: After going to Prof Pickle’s Lab for the first time and finding
out about where he was last seen
Medals: 27 Sun Medals and 26 Night Medals
Acts and Missions: Day 6, Night 9
Town Stage
++++++++++++++++++++++++++++
It’s a small area. The shop is straight ahead from the World Map Gate and the
Entrance Stage Gate is to the left of the shop. The Hot Dog Vendor is to the
right of the World Map Gate.
1st Time: The shop is closed, missions won’t be accessible yet, and you won’t
be able to leave until clearing Savannah Citadel Night Act 1. You can collect
the Moon Medals though.
2nd Time: The shop is closed, missions won’t be accessible yet, and you won’t
be able to leave until clearing Savannah Citadel Day Act 1 and defeat Egg
Beetle. You can collect the Sun Medals though.
Everything will be accessible after beating Egg Beetle.
Townspeople
++++++++++++++++++++++++++++
Village Elder Gwek, Kwami, Essie, Yawa, Kofi, Ana, Kwod, Yaya, Mazuri Hot Dog
Vendor
“Treeshade”
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Earthenware Pot 150*
Equine Carving 100
Broiled Ibanga 60
Melloyam 60
Caqueo 40
Dondora Fruit 30
Chili Dog 50
Strawberry Cake 60
Cookie 20
Grapes 40
Apple 30
Art Book 65 100
Videotape 18 100**
*Appears sometime later (after clearing Rooftop Run Night Act 1/Cool Edge Day
1)
**Appears after watching it
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. To the right of where Yaya stands
2. Left of the World Map Gate
Nighttime
1. Between the buildings to the left
2. Behind the hut to the left of the Entrance Stage Gate
Entrance Stage
++++++++++++++++++++++++++++
Availability: Same as Town Stage
1st Time: Only Night Act 1 is available
2nd Time: Only Day Act 1 is available
Gaia Gates: Day Act 1 is surrounded by 3 Egg Fighters so it’s hard to miss.
Behind it, at the top is the Night Act 1 Gaia Gate. To the right is a ramp
Sonic can run up. Run up it and Home Attack the Spinners to get to the Day Act
2 Gaia Gate. Near there is an area Sonic can Wall Jump that has a rail that
leads to the Day Act 3 Gaia Gate. On the left side, where the tightrope ledge
section is, is the Night Act 2 Gaia Gate. The Egg Beetle Boss Gate is to the
right.
Collectibles: 2 Sun Medals, 2 Moon Medals, Art Book 38, Records (Mazuri-Day)
and (Mazuri-Night), Turquoise Tea
1. On a rock floating to the left is a Record.
2. Behind the Gaia Gate for Savannah Citadel Night Act 2 is a Sun Medal.
3. In the tightrope ledge area, to the left.
4. In the center of the tightrope ledge area, is the Mission item Turquoise
Tea.
5. (Daytime Only) There’s a spring behind the Day and Night Act 1 Gaia Gates,
that has a Moon Medal floating above it
6. (Daytime Only) When heading toward the Day Act 2 Gaia Gate, Home Attack the
left Spinners to reach a Moon Medal.
7. Behind the ramp is another Record
Savannah Citadel Day Act 1
=========================
Sun Level Needed: After clearing Savannah Citadel Night Act 1
Summary: This is the only Act in the game to have Swing Poles during the Day
and the first one where Sonic has to run on a wall.
Walkthrough: Boost and drift around the corners.
Checkpoint #1
Boost and get to the area with the Swing Poles. Swing up to the Red Rings and
boost on the rail.
Checkpoint #2
Boost straight ahead.
Checkpoint #3
Use the Swing Poles to get across. If you land in the bottom section, defeat
the Egg Fighters to make the pulley come down. When you reach the wall, boost
into the spring. DO NOT JUMP.
Checkpoint #4
Choose a path from the Directional Launcher and boost. When you get to the
area with the Egg Flame, wait for it to simmer down before using a Homing
Attack. From here jump into the Rainbow Ring and boost.
Checkpoint #5
Boost to the next Checkpoint.
Last Checkpoint
Run into the QTE and pass it. Boost and slide under the crack, and go into the
Directional Launcher. Press A and Home Attack the Spinners and Egg Fighters
and land on the Spring Poles to a rail. From there, boost and Home Attack the
Egg Fighter. Jump on the platforms and hit the Dash Panel to the last Swing
Pole area. Use the Swing Poles to reach the platform and hit the QTE ramp. If
you pass it, you’ll hit a few Rainbow Rings before touching the Goal Ring.
Collectibles: 3 Sun Medals, 7 Moon Medals, Art Book 5, Videotapes 6 and 8, and
Record 6 (Savannah Citadel-Day)
1. From the first Checkpoint, boost the entire way
2. When you get towards the poles, instead of hitting the spring, jump over it
and the spikes to get a Videotape
3. Now hit the spring and jump up to the highest pole. Carefully jump upwards
to get the Sun Medal
4. Hit the Directional Launcher to go up and Home Attack the Egg Flame to get
the Moon Medal
5. On the way to the next Checkpoint
6. There’s a Record to the right, in front of the second checkpoint
7. After leaving the wall, instead of going to the right through the
checkpoint, go to the left to get an Art Book
8. In the area with the Egg Blaze, there’s a platform behind the one you
normally stand on that has a Sun Medal
9. After hitting the spring in the area, land on the Spring Pole to reach the
Spinners and Home Attack them to get the Moon Medal
10. There’s one on the way to the last Checkpoint
11. There’s 2 ways to get this Sun Medal:
-In the area with the Egg Fighter, go backwards and jump over the Dash Panel
and hit the Sun Medal
-come back after getting the Wall Jump Shoes and swing up to it from the
bottom area where you normally slide
12. When you get to the 2 floating platforms, ride the first one to the top,
and go backwards to reach the Moon Medal
13. In the last area, with the poles, drop to the bottom section and get the
Moon Medal to the right
14. When you return to the pole section again, press the A Button when you hit
the Direction Launcher and try to reach the highest pole. There’s a Videotape
floating above it
Ranks:
S-150000 or more
A-130000-149999
B-120006
C-?
D-?
E-? or more
Savannah Citadel Day Act 2
=========================
Sun Level Needed: 3 (30 Sun Medals)
Summary: This is a 3 Laps Act that tests your drifting skills. This is also
timed.
Walkthrough: On the first turn, drift using B. On the second turn drift using
LT. On the third corner, drift using B. On the fourth turn, drift using LT.
Then repeat it again for the 2nd and last lap. Watch your position and speed
on the track when you drift.
Collectibles: 1 Sun Medal, 2 Moon Medals, Art Book 6, and Record 60 (Boss
Stage Clear)
1. When you get to the ramps, you can get 2 collectibles:
-boost on the left side (2nd ramp to the left) to get an Art Book
-boost on the right side to get a Moon Medal
2. Moon Medal on the track
3. Sun Medal on the track
4. There’s a record in the air in front of the goal line
Ranks:
S-100,000 or more
A-?
B-?
C-50160
D-47168
E-?
Savannah Citadel Day Act 3
=========================
Sun Level Needed: 3 (30 Sun Medals)
Summary: This is a small 3 Lap area where Sonic runs around a tree.
Walkthrough: Boost, Wall Jump, and Home Attack the Egg Fighter. Boost on the
rail, hit the springs, and land on the platform. Home Attack the Egg Fighter
and the spring and then quickly jump on the Spring Pole. Boost and jump over
the incoming spikes. Jump and Home Attack the Egg Fighter and Spring Pole and
boost through the Shuttle Loop again. Keep boosting and you’ll have to do a
Ring Dash. Then boost into the Goal Ring.
Collectibles: 1 Sun Medal, 2 Moon Medals, and Art Book 35
1. On the second rail, jump over the Dash Panel, and land on the upper area to
find a Moon Medal
2. From #1, continue the path from there, jump over the Dash Panel, and hit
the upcoming spring. This will send you into a Sun Medal.
3. From #2, grab the Swing Pole, and jump at the right time to reach the upper
area. There’s a Moon Medal in front of some spikes.
4. The second time you go through the Shuttle Loop, Home Attack the Spinners,
and hit the Red Ring to get an Art Book
Ranks:
S-100,000 or more
A-?
B-?
C-?
D-43255
E-? or less
Savannah Citadel Day Act 4 (Downloadable Act)
=======================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Savannah Citadel Day Act 5 (Downloadable Act)
=======================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Savannah Citadel Day Act 1-2 (Downloadable Act)
=========================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-150000 or more
A-?
B-?
C-?
D-?
E-? or less
Savannah Citadel Day Act 3-2 (Downloadable Act)
=========================================
Special Shoes Needed:
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-50000 or more
A-?
B-?
C-?
D-?
E-? or less
Savannah Citadel Night Act 1
=========================
Moon Level Needed: After coming from Spagonia
Summary: This introduces the Movable Crate and Turntable Lever, which Sonic
will have to move in order to reach certain areas and beat the Act. This is
also the first Act with Dark Flowers and Dark Bat Sniper.
Walkthrough: From the start, go straight and defeat the Dark Flowers and Egg
Fighter. Grab the Movable Crate to the right and move it on top of the Step
Switch. Inside the next room, defeat all the Egg Fighters and Dark Flowers and
go to the Turntable Lever to the right. Turn the Turntable Lever to make the
platform go to its highest and jump to it from the Movable Crate. Then push
the 2nd Movable Crate across the bridge to the left onto the Step Switch to
open the door.
Checkpoint #1
Smash your way through the Little Rex and Red Rex and lift the door. Defeat
the Egg Fighters and the Dark Flowers to make the barrier come down. Instead
of defeating the Little Rex, grab it and throw it at the Switch on the wall on
the other side of the pit to activate the platform. Then jump across and go
through the door.
Checkpoint #2
Drop to the bottom area and defeat the Egg Fighters, Little Rex, and Red Rex.
Move the Turntable Lever to make the platform go up and move the Movable Crate
next to it. Hop up to the ledge, jump across the moving platforms, get to the
ledge on the wall, and jump across to the next area.
Checkpoint #3
Grab the Side Poles to reach the platform and then use the Dark Bats to reach
the next platform. Grab one of the Little Rex and throw it towards the switch.
Jump on the platform and wait for it to go to its highest. Once it does, jump
from it and grab the ledge. Then go to the left and carefully maneuver around
the saws on the ledge by jumping and grabbing. Once you’re past the saws, grab
the Swing Poles and grab the ledge or Vertical Pole.
Last Checkpoint
Lift the door and defeat the Dark Flowers and Egg Fighters. Then push the
Movable Crate onto the unmoved platform, turn the first Turntable Lever to
make the platform as high as you can jump to and move the Movable Crate to the
right platform. Now move the second Turntable Lever as high as you can jump to
from the first movable platform, and hop up to the area to the left. Now lift
the door and defeat the 4 waves of 4 Egg Fighters to make the Goal Ring appear
(There’s a Power Shield).
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Book 36, Videotape 2, Records
14 (The Battle: Theme of Werehog), 18 (Savannah Citadel-Night), and 62
(Opening Movie-Last Half)
1. From the Start go to the left, in the grass and into the corner. There
you’ll find a Sun Medal.
2. From Collectible #1, head straight and go to the left side of the door into
the corner. You’ll find another Sun Medal.
3. From Collectible #2, head to the right corner of the door to find a Record.
4. Once you move into the second area go to the right and you’ll find a Medal
behind the tree to the right.
5. When you get into the second area and hop onto the wooden movable platform,
move the camera a little you’ll see a pole going in the opposite direction.
Grab it and swing towards a Moon Medal and another Record.
Note: If you hit the switch on the other platform coming this way, this will
automatically open the door instead you having to move the block over top of
the other switch.
6. Right of 1st Checkpoint
7. When you get to the first area where you have to throw the Green Rex at the
switch, fall into the bottom area to get the Moon Medal.
8. Once the Platform activates, use it to jump up to get the Sun Medal. After
getting it, instead of heading straight through the door, make a sharp right
when you land. You’ll find a Moon Medal off to the side.
9. In the next area, after reaching the upper wooden from the 2 moving
platforms, go left. You’ll see an area you can jump to and find a Sun Medal
and an Art Book.
10. From #9, there’s a ledge above the regular one you jump to get to the next
area that has a Sun Medal.
11. When you get to the second area where you have to throw a Green Rex at the
switch it’s to the left.
12. From #11, activate the switch and grab the second one and hop onto the
platform. When the platform goes all the way to the top, throw the Green Rex
at the other switch that’s off the right side. This will activate another
platform which will take you towards a Moon Medal and a Videotape.
13. From #12, jump and use the Dark Bats to get to the platform with the Moon
Medal. If you miss, go back to where the platforms are and try again (use
shield/Unleash Mode to make it easier). Once you get the Medal, drop down to
the bottom area to get the Sun Medal.
14. The bottom area under the next Checkpoint has a Sun Medal.
15. In the area with 2 movable crates, jump on top of the first movable crate
to the left to reach a Moon Medal.
16. Once you get up to the ledge, go backwards and grab the Dark Bat to reach
an area with a Record.
Ranks:
S-300000 or more
A-?-299999
B-?
C-?
D-?
E-? or less
Savannah Citadel Night Act 2
=========================
Moon Level Needed: 3 (30 Moon Medals)
Summary: The first area tests the Werehog’s tight rope ability while the
second area tests your jumping skills.
Walkthrough: Be patient and move slowly to get over to the checkpoint and move
the camera to keep your path linear.
Checkpoint
Jump across the platforms. Some of the platforms at the top will fall when he
jumps on them so move quickly. Once you reach the other side, you have to
defeat the Big Mother to make the Goal Ring appear.
Collectibles: 4 Sun Medals and 1 Moon Medal, Art Book 37 and Record 19 (Intro:
Savannah Citadel-Night)
1. From the start, turn around and beat the pots to the left to get a Sun
Medal.
2. Carefully walk towards the Sun Medal to the left.
3. Walk to the right, double jump up onto the ledge, and carefully walk and
jump over the moving spike ball. Then jump to reach the Record.
4. Jump in place to get this Sun Medal
5. From the Checkpoint do a timed jump and as soon as you touch the Moon
Medal, press A again to get on the platform.
6. When you jump onto the platform high above the lower platforms, quickly do
Dash jumps across the other platforms to reach the Sun Medal.
7. From #6, jump and grab the Dark Bats and position yourself to grab the Art
Book. If you miss, just double jump, grab the Dark Bat, and try again.
Ranks:
S-160000 or more
A-?-159999
B-?
C-?
D-?
E-? or less
Savannah Citadel Night Act 3 (Downloadable Act)
========================================
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-150000 or more
A-?
B-?
C-?
D-?
E-? or less
Savannah Citadel Night Act 4 (Downloadable Act)
========================================
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-? or more
A-?
B-?
C-?
D-?
E-? or less
Boss-Egg Beetle
****************
Gaia Keys Needed: Clear Savannah Citadel Day Act 1
Summary: This is the first Daytime Boss and the first boss you actually face
in the entire game. Personally, the Egg Beetle looks like an Egg Spider but he
doesn’t have 8 legs. Anyway, even though it is the first boss, it’s still
tricky. Both of the hedgehog’s Stats will affect the outcome of this battle.
Battle Style: The first thing you need to focus on in this battle is
collecting rings. The Egg Beetle’s Pinchers prevent Sonic from attacking
directly but once he opens them, you’ll be able to use the boost to attack
him. In order to do this get close enough so that you’re near the pinchers
(but don’t touch them). When Eggman sees this he’ll open the pinchers. After
you boost and hit him once, keep holding the X Button and you’ll be able to
ram into him 2 more times. That’s why it’s important that you fill up your
Ring Gauge as soon as possible.
The second thing you need to focus on is dodging using the LB/RB Buttons. The
Egg Beetle uses 2 types of projectiles: Missiles and Bombs. Both to dodge but
you need to be careful when boosting, because you can’t jump over the missiles
and they fall down fast.
Whenever the Egg Beetle stops moving and its pinchers start glowing quickly
dodge and run past it and the level will switch from 3D to 2D. Here the Egg
Beetle will still fire Missiles and Bombs, but you’ll only be able to dodge by
running back and forth, and jumping. If he opens his pinchers during this
part, you can either avoid them or wait and do a homing attack
Other things about this boss:
-even though you can also Home Attack the Egg Beetle after it opens its
pinchers, Boosting does more damage against it
-you can tell which attack the Egg Beetle will use depending what Eggman
shouts. If he says “Bombs Away!” it will use bombs. If he says “Are you fast
enough to dodge this?!” it will use missiles. When he says “How about this?!”
that means he’s going to do the charged attack and you need to dodge
-after hitting him 3 times, boost towards him to repeat the sequence again.
Watch your distance though
Collectibles: 2 Sun Medals, 3 Moon Medals
1. Middle
2. Middle
3. Right
4. Right
5. Middle
Ranks: In order to get an S Rank, defeat Egg Beetle less than a 1:10 and
collect over 100 Rings
S-40000 or more
A-30000-39999
B-20000-29999
C-10000-19999
D-8400-99999
E-? or less
Holoska
===========
Availability: After beating Egg Beetle for the first time
Medals: 22 Sun Medals and 22 Night Medals
Acts and Missions: Day 6, Night 5
Town Stage
++++++++++++++++++++++++++++
This area is really small and easy to walk through. To get to the shop just
talk to Ursule (the Elderly Woman) and the gate to the Entrance Stage is on
the other side.
Townspeople
++++++++++++++++++++++++++++
Jari-Pekka, Ursule, Jari-Thure, Sarianna, Marketa, Holoska Hot Dog Vendor
Ursule’s Trading Post
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Nesting Dolls 140**
Model Sled 160*
Smoked Mohn 60
Canned Horror 100
Perma-Meat 50
Prehistoric Ice 50
Chili Dog 50
Sparkle Gelatin 30
Cookie 20
Candy 10
Record 44 100
(Holoska-Day)
Record 45 100
(Holoska-Night)
Videotape 47 100***
Videotape 55 100***
*Appears sometime later (after clearing Rooftop Run Night Act 1/Cool Edge Day
1)
**Appears sometime later
***Appears after watching it/beating the game
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. Inside the snowman on the right
2. behind the Igloos
Nighttime
1. In front of World Map Gate to the left (when exiting)
2. Inside a Snowman behind the shop
Entrance Stage
++++++++++++++++++++++++++++
Availability: Same as Town Stage
1st Time: Only Day Act 1 will be open
Gaia Gates: Grab the rings to fill your Ring Energy and boost across the
water. Stomp on the Stomp Switch to make the door open and go inside to access
the Day Act 1 Gaia Gate. From that side of the water, jump to the right side
and walk to the left to find the Day Act 2 Gaia Gate. At night, grab the ledge
to the left and walk over to the 3 levers straight ahead. To open the door,
all three have to be pulled, which will change their colors to blue. Once that
happens, the door opens and you’ll find the Night Act 1 Gaia Gate and the Dark
Moray Boss Gate.
Collectibles: 2 Sun Medals, 2 Moon Medals, Stomping Shoes, Art Book 41, Record
(vs. Boss Day) and Violet Tea
1. (Daytime Only) Use the rings to fill your Ring Energy and Boost across the
water. The Stomping Shoes should be right there in front of the Stomp Switch
2. (Daytime Only) After getting the Shoes, go to the right of the switch to
get a Sun Medal.
3. (Daytime Only) Behind the Gaia Gate for Day Act 1 is a Sun Medal
4. (Daytime Only) Walk towards the Town Stage Gate, and jump to the left. Use
a Stomp to break the ice. In the left Ice Pit is an Art Book and in the right
one is the Violet Tea.
5. Though it seems that you can only get this Moon Medal by using the
Tightrope Ledge, you can also get it by hopping on the rocks to the right, and
jump to it from there.
6. There’s a Moon Medal to the left of the 3 levers.
7. (Nighttime Only) Inside the room with the Night Act 1 and Dark Moray Gaia
Gates is a Record
Cool Edge Day Act 1
=================
Sun Level Needed: 2 (15 Sun Medals)
Summary: This area has only one problem-it’s very slippery. Be careful in
certain areas so you don’t fall off the ledges. Also, in this level Sonic has
to use a Bobsled (See Section 2).
Walkthrough: From the start, boost forward but watch out for the purple
crystals. Use the Directional Launcher to go up, go through the Rainbow Rings,
and run into a spring. Jump into the Red Rings and across the platforms to a
3D ice path. Carefully move forward using the Dash Panels without sliding off
to your death. Hit the spring to reach an area with a Stomp Switch, defeat the
enemies, and stomp on the switch to open the door.
Checkpoint #1
Using the Bobsled, carefully turn to avoid the Purple Crystals. After the
whale flings you into the 2D area, jump only to get over the Purple Crystals
and pits.
Checkpoint #2
Avoid the pits and falling Icicles and boost across the water. Keep going
straight and use the Dash Panels to keep your direction. You’ll eventually hit
the springs and get to an area with another Stomp Switch and 3 Egg Fighters.
Checkpoint #3
From the incline, stomp the ice, and boost into a Directional Launcher. Press
the X Button to move forward, push the block, Home Attack the spring, and jump
into the Red Rings. Home Attack the Egg Blizzard and Egg Fighter, move to the
right, and stomp on the ice. Boost when you land.
Last Checkpoint
Boost across into the spring and you’ll reach the last Bobsled section. From
here move to dodge the Purple Crystals and bombs while hitting the ramps and
Dash Panels at the end.
Collectibles: 3 Sun Medals, 7 Moon Medals, Art Book 9, Videotape 9, and Record
7 (Cool Edge-Day)
1. Inside of a giant snowball on the regular path is a Sun Medal
2. Press the X Button when you hit the first Directional Launcher (Moon Medal)
3. In front of the Stomp Switch is a Moon Medal
4. In the first Bobsled part, you’ll see a Sun Medal to the right
5. Jump as soon as you go through the second ice wall
6. After the checkpoint (Moon Medal)
7. On the iceberg with 7 Egg Fighters, there’s a Moon Medal to the right
8. (Need Wall Jump Shoes) Boost from the second to last Checkpoint and Wall
Jump to hit the Rainbow Ring. Boost from there and you’ll get an Art Book
9. (You might need the Wall Jump Shoes) If you can’t do #8, or have already
done it, come back, to the same checkpoint, but this time don’t boost. Once
you go off the first ramp, hop over the second one to reach a Moon Medal
inside of a circle.
10. Once you the Directional Launcher from the lower path press A to reach a
Record
11. The next items are tricky. In order to get them you have to hit the 2th
and 3th ramps
12. On the last Ramp that takes you to the Goal Ring, lead to the left when
you hit it
Ranks: To get an S rank, get through the level without getting hit and take as
many shortcuts as possible. Be careful in the last Bobsled section.
S-160000 or more
A-?-159999
B-?
C-78134-126656
D-28040
E-10700 or less
Cool Edge Day Act 2
=================
Sun Level Needed: 4 (45 Sun Medals)
Summary: This is a 3 Lap Act where Sonic runs across the water.
Walkthrough: From the start boost without stopping. In the second area keep
boosting while jumping over the Purple Crystals. Keeping boosting in the
second 2D area and watch out for the falling Icicles in the last area by
staying close to the wall.
Lap 2
Jump over the Purple Crystals while still holding the X Button. In the second
area more Purple Crystals have appeared and you may have to jump at certain
points. When you hit the Directional Launcher press A and hit the Rainbow
Rings. In the last section, watch out for the falling Icebergs. You may have
to jump over the tip of the last one that falls.
Final Lap
Jump into the Rainbow Ring and over the Purple Crystals and Egg Spring. Hit
the QTE Spring at the end and pull it off to keep going. The Purple have been
moved to the sides and front in the second area and there’s a QTE Ramp in the
third area (which you have to past). In the last area, you have to dodge
Icicles and Icebergs.
Collectibles: 1 Sun Medal, 2 Moon Medals, Art Books 10, 39, and Video 12
1. (1st Lap) Boost without jumping to a Moon and an Art Book
2. On the way is another Moon Medal
3. In the water section with the falling icicles and icebergs there is an Art
Book, Sun Medal, and Video.
Ranks:
S-100000 or more
A-?-99999
B-?
C-54906-61558
D-?
E-? or less
Cool Edge Day Act 3 (Downloadable Act)
==================================
Summary:
Walkthrough:
Checkpoint #1
Checkpoint #2
Checkpoint #3
Checkpoint #4
Last Checkpoint
Ranks:
S-? or more
A-?-?
B-?
C-?
D-?
E-? or less
Cool Edge Day Act 4 (Downloadable Act)
==================================
Summary:
Walkthrough:
Checkpoint #1
Checkpoint #2
Checkpoint #3
Checkpoint #4
Last Checkpoint
Ranks:
S-? or more
A-?-?
B-?
C-?
D-?
E-? or less
Cool Edge Day Act 1-2 (Downloadable Act)
===================================
Summary:
Walkthrough:
Checkpoint #1
Checkpoint #2
Checkpoint #3
Checkpoint #4
Last Checkpoint
Ranks:
S-? or more
A-?-?
B-?
C-?
D-?
E-? or less
Cool Edge Day Act 2-2 (Downloadable Act)
===================================
Summary:
Walkthrough:
Checkpoint #1
Checkpoint #2
Checkpoint #3
Checkpoint #4
Last Checkpoint
Ranks:
S-? or more
A-?-?
B-?
C-?
D-?
E-? or less
Cool Edge Night Act 1
==================
Moon Level Needed: 4 (45 Moon Medals)
Summary: Same as the Day Acts, the terrain is slippery. Also, most of the
Tightrope areas can’t be grabbed if you fall, so be careful.
Walkthrough: Run straight and defeat the Red Rex and Nightmares. Then hop
across the ice to the next Checkpoint.
Checkpoint #1
Grab the Egg Flame to the right and burn the enemies or beat them with
Attacks. Then hop up the platforms to the left and Dash Jump across and grab
the ledge. The Stone Key is in front of the door. Go back the way you came and
put it on the Stone Alter to open the door.
Checkpoint #2
Go through past the saws and defeat the enemies to activate the Side Pole.
Checkpoint #3
Defeat all the Red Rex and Deep Nightmares to make an Egg Flame appear. Grab
it and use it to melt the ice on the door and then pull the lever.
Checkpoint #4
Dash across the ice and jump across the Vertical Poles quickly.
Checkpoint #5
Defeat the Deep Nightmares and pull the lever near the frozen door. Now, step
on top of the Step Switch.
Checkpoint #6
Defeat the enemies around the Turntable Lever and turn it to make the platform
come out. Jump on top of the platform and use the ledges to get up the side.
Run to the left, hop up the platforms, and use the Swing Poles to reach the
next area. Once you reach the top of that platform, carefully walk across the
Tightrope Ledge.
Checkpoint #7
Dash across the ice and jump across the Vertical Poles again. Defeat all the
enemies except the Egg Flames and grab one to melt part of the giant Ice
Rectangle/Pillar. Then attack it to make it come down. Walk across to the next
Checkpoint.
Checkpoint #8
Use the Side Poles and Swing Poles to get to the top of the platform.
Checkpoint #9
Get pass the enemies and go down the slide. Grab one of the Egg Flames to the
right, burn the Deep Nightmares, and melt the ice on the door. Finally, step
on the Step Switch.
Checkpoint #10
Go down the slide, grab the Icicle, and hop across the platforms to the next
slide. Continue across the next 2 slides and run across the ice to the right
and use the Icicles to reach the Checkpoint.
Checkpoint #11
Avoid the saws and Egg Typhoons to reach the door. There defeat the Egg
Fighters, Egg Shooter, and Power Master to make the Egg Flame appear, melt the
ice on the door, and pull the lever.
Last Checkpoint
Carefully go down the slide (If you go to fast, jump to slow down). Next,
defeat the Egg Shooters, Egg Fighters, and the Cure Master. Finally, defeat
the Egg Fighters, Egg Shooters, Cure Master, and 3 Power Masters to make the
Goal Ring appear.
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Books 63, 70, Videotapes 5,
15, 20, 23, Records 20 (Cool Edge Night), and 21 (Intro: Cool Edge-Night)
1. On an ice platform in the water (Sun Medal)
2. There’s a Video inside a snowman to the right of the Stone Key
3. (Defeat the Enemies first) climb the pole the vertical pole to reach a Sun
Medal that’s inside of a snowman
4. From #3, inside the room to the left is a Sun Medal
5. From the 3 vertical poles, quickly get over to the upper area and slowly
walk over the Tightrope ledge to get the Moon Medal near a 10 Ring
6. On an ice platform in the water is a Moon Medal. Also, there’s a Sun Medal
above the movable platforms
7. Below 2 of the Swing Poles is a Sun Medal
8. Inside a snowman, near the “Penguin Tower”, is an Art Book
9. From #8, go around the side to find a Sun Medal
10. There’s Record inside of an Igloo to the right of the Ice Bridge
11. From #10, go inside the room to the left (Moon Medal)
12. In front of the Checkpoint is a Videotape inside of an Igloo and a Sun
Medal to the left
13. When sliding jump up to reach the Sun Medal. If you miss, you can double
jump back up the slide
14. Move the movable crate and jump on top of it to get to the upper area to
find an Art Book inside the Igloo and a Sun Medal surrounded by 4 10 Rings
15. Time your jump when you try to get the Moon Medal above the slide
16. From #15, get the Videotape on the second platform
17. From#16, carefully double jump to get the Sun Medal above the next slide
18. From#17, when you land on the 2nd collapsing platform, Dash Jump to the
icicles to the left to reach the Moon Medal surrounded by 4 10 Rings.
19. On the bottom section, underneath #18, is a Videotape to the left (behind
the giant snowballs)
20. In the last area, on the front sides are 2 items: on the left is a Moon
Medal and the right is a Record
Ranks:
S-300000 or more
A-214187-299999
B-?
C-?
D-?
E-? or less
Cool Edge Night Act 2 (Downloadable Act)
===================================
Summary:
Walkthrough:
Checkpoint #1
Checkpoint #2
Checkpoint #3
Checkpoint #4
Checkpoint #5
Checkpoint #6
Checkpoint #7
Checkpoint #8
Checkpoint #9
Checkpoint #10
Checkpoint #11
Last Checkpoint
Ranks:
S-? or more
A-?-?
B-?
C-?
D-?
E-? or less
Cool Edge Night Act 3 (Downloadable Act)
===================================
Summary:
Walkthrough:
Checkpoint #1
Checkpoint #2
Checkpoint #3
Checkpoint #4
Last Checkpoint
Ranks:
S-? or more
A-?-?
B-?
C-?
D-?
E-? or less
Boss-Dark Moray
*****************
Gaia Keys Needed: After clearing Cool Edge Night Act 1
Summary: He looks more like an Ice Dragon but then again he doesn’t have
wings. Your strength level of the Werehog will greatly affect the time it
takes to beat this boss.
Battle Style: When the battle starts you can’t attack him directly due to a
barrier. In order to take down the barrier, you have to defeat the Mini
Morays. The easiest way to do this is to break the ice off the capsules, grab
them, and throw them at them to freeze them, and then throw one attack to kill
them. Once this happens, the barrier will come down and you can jump onto the
upper area. Just as you took out the Mini Morays, you have to freeze Dark
Moray first before attacking. Once he’s frozen you have to find the Green spot
on its body and attack there in order to do damage. One of Prof Pickle’s hints
says to start off with weak attacks before doing more powerful hits. I believe
that prevents Dark Moray from Breaking out of the Ice faster.
Once he breaks out, you will be sent back to the lower area and repeat the
process.
1st Spot: It’s on the front of his stomach
2nd Spot: The second time you reach the upper area and freeze Dark Moray, the
Green Spot will move to his back. Use Aerial Attacks
Warning: After this point, he’ll start to do a spinning attack as soon as he
puts his head down. Jump off the stage and wait for him to stop, before
jumping back off. He also does an Ice Breath attack after you finished off the
2nd spot
3rd Spot: The last spot is his head. In order to hit this, you have to freeze
him after he does his head attack. Once you do, use Aerial Combos to finish
him off
Collectibles: 3 Sun Medals and 2 Moon Medals
3 of the Medals are on the Upper area with Dark Moray, while 2 of them are on
the bottom section.
Ranks:
S-? or more
A-78382-83787
B-73456
C-?
D-?
E-?
Chun-nan
=========
Availability: Clear Rooftop Run Night Act 1 and Cool Edge Day Act 1. Then talk
to Prof Pickle.
Medals: 28 Sun Medals and 26 Night Medals
Acts and Missions: Day 13, Night 8
Town Stage
++++++++++++++++++++++++++++
Similar to Holoska, this is a small Town Stage. The shop is to the left and
the Entrance Gate is straight ahead. You can walk in the water here, it not
deep enough to drown Sonic.
Townspeople
++++++++++++++++++++++++++++
Village Elder Zonshen, Lin, Shuifon, Wang, Jinlin, Hualin, Chun, Yilin, Chun-
nan Hot Dog Vendor
Wang’s Emporium
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Censer 180*
Urn 170*
Lin’s Meat Buns 60
Peach Buns 40
Wang’s Box Lunch 60
Wang’s Noodles 60
Chili Dog 50
Peach 30
Candy 10
Donut 50
Apple 30
Record 48 100
(Chun-nan-Day)
Record 49 100
(Chun-nan-Night)
Videotape 19 100**
Videotape 46 100**
*Appears after clearing Dragon Road Day Act 1
**Appears after watching it/beating the game
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. To the left of the Waterfall
2. In the area to the left, with lots of pots, behind the Gog
Nighttime
1. Underneath the bridge
2. Near the Waterfall
Entrance Stage
++++++++++++++++++++++++++++
Availability: Talk to Lin and agree to find the Elder. Then talk to Wang in
front of the Entrance Stage.
1st Time: Only Night Act 1 will be open.
Gaia Gates: To get to Day Act 1, Wall Jump to the left, and go to where the
Air Boost Shoes are. Next, Air Boost into the Rainbow Rings and you’ll land
near the Gaia Gate. Then Night Act 1 Gaia Gate is inside the temple/room in
the back. You’ll find it if you follow the rings and go up the stairs. To the
left of the temple is the Day Act 3 Gaia Gate. To get to the Day Act 2, jump
up the rock formation to the left of Day Act 3 and hit the spring to the
right. To get to Night Act 2, grab the Fling Pole to the right of the Temple
steps. Finally, the Boss Gate is next to the Wall Jump area.
Collectibles: 2 Sun Medals, 2 Moon Medals, Air Boost Shoes, Art Book 33,
Videotapes 10 & 14, Pick-Me-Up, Yellow Tea
1. (Daytime Only/Need the Wall Jump Shoes) In order to get the Air Boost
Shoes, Wall Jump up the walls to the left.
2. Jump up the rock mountain with the Fling Pole to get the Pick-Me-Up
3. From #2, use the Fling Pole to get a Moon Medal
4. (Daytime Only/Need Air Boost Shoes) From #2, turn the camera and Air Boost
towards the Rainbow Rings to reach a platform with the Yellow Tea. Also,
there’s a Sun Medal in one of the Rainbow Rings.
5. There’s a Videotape behind the same rock mountain as #2
6. There’s an Art Book on the right rock mountain
7. (Nighttime Only) From #6, climb using the ledge and grab the side pole to
get the Moon Medal.
8. (Daytime Only) On the right side of the Day Act 1 Gaia Gate is a Sun Medal
9. On a lower section underneath the Day Act 1 Gaia Gate is a Videotape
Dragon Road Day Act 1
====================
Sun Level Needed: 4 (45 Sun Medals)
Summary: This stage has several different pathways, water areas, a skydive
area, and introduces the Interceptor at the end.
Walkthrough: Boost down the path and stay in the middle to avoid the bombs.
Jump over the step, boost into the Egg Fighters and spring, and boost straight
into the QTE Ramp.
If you pass it, you’ll reach the upper path. Jump and Home Attack the Aero
Cannon, and hit the Dash Panel.
If you fail it,
Boost down the Dragon path to hit a Red Ring and a spring, then Home Attack
the Spinners and Stomp on the Dash Panel. Boost into the boxes, grab the
Pulley, Home Attack the Spinners, and hit the Red Ring to get to a rail. Run
into the spring and Home Attack the Egg Fighter and the next spring.
Checkpoint #1
Home Attack the Egg Fighters and jump across the Turntables. On the fourth
one, you should be able to Home Attack the spring after reaching the top.
Checkpoint #2
Boost on the rail, switch to the right rail, switch to the left or right rail,
and back to the middle rail. You land near the next Checkpoint.
Checkpoint #3
Boost across the water. If you keep going straight from the Checkpoint, you’ll
hit Dash Panels that will keep you going in the right direction. Go over the
ramp to land on near the next Checkpoint.
Checkpoint #4
Run through the path and at the end jump and Home Attack the Egg Fighter. Grab
the Pulley, boost forward, jump over the steps, and use the springs at the end.
Checkpoint #5
Use the Directional Launcher, grab the pulley, and Home Attack the Egg
Shooter. From there jump into the Red Ring to the right, hit the spring,
boost, stomp on the springs, and use the spring poles and spring/slide under
the crack to reach the other Dragon path.
Checkpoint #6
Avoid the Egg Launcher’s missiles, Home Attack the Spinner, and stomp on the
2nd Egg Launcher. On the middle Turntable, Home Attack the Egg Fighter to the
left, and jump on the top middle Turntable. Then jump to the next one and get
to the next Checkpoint.
Checkpoint #7
Boost into the firework and boost into the Turntable. Then jump across the
Turntables while avoid Egg Launcher missiles and Home Attack the Thunder
Spinner, hit the Red Rings, and Home Attack the Firework.
Last Checkpoint
Boost and avoid the Interceptor’s attacks and move to avoid the bombs. Then
boost into the Goal Ring.
Collectibles: Sun Medals, Moon Medals, Art Book 7, Videotape 4, Records 9
(Dragon Road-Day), and Record 34 (vs. Boss-Night)
1. Run and Boost into the right Green Box to be sent to a rail. Once you land
on it, DO NOT BOOST OR LEAVE THE RAIL. As soon as you hit the Moon Medal, hit
the LT Button.
2. From #1, as soon as you land and hit the upcoming Dash Panels, boost. When
you get to the top of the dip, jump but while still holding the X Button. When
the Red Ring comes into position, press the X Button again to hit it and get
the Moon Medal. This one may take some tries. If your Ring Energy Gauge
becomes empty, go backwards to collect more Rings and defeat the enemies.
3. As you go through the Shuttle Loop, jump to hit the Red Ring and Home
Attack the spring to get the Moon Medal
4. On the 3rd Turntable is an Art Book to the right
5. After the Checkpoint, when you land on the Rail DON’T BOOST. Press LT after
you get the Medal.
6. From #5, jump off the rail once you’re inside the building and you’ll find
a Moon Medal
7. There are 2 ways of getting this Record:
- From #6, take the right rail from the middle, and jump when you see the
little island to the side with the Record
- From #6, head to the next Checkpoint, turn around, and Boost towards the
island from there
8. Over the water is a Sun Medal
9. At the end of the water is a Red Ramp. Boost over this and use an Air Boost
to hit the Red Rings to be sent onto the Rooftop and get a Moon Medal
10. From here there are 2 paths you can take:
-After the Checkpoint stand on the platform in front of the Egg Fighter and
it’ll drop taking you to a lower area. Once you see the 3 Spinners, look
underneath the first one to get a Record
-Home Attack the Egg Fighter and Air Boost from there into a spring that takes
to the bottom of the Dragon’s Tail with a Sun Medal
11. When you run to the area with the Spring Poles, slide underneath them to
get a Sun Medal
12. In the 2nd Turntable area is a Videotape to the right
13. From #12, there is a Moon Medal on the last turntable before the
checkpoint on the left
Ranks:
S-150000/160000 or more
A-?
B-?
C-76396
D-26531
E-? or less
Dragon Road Day Act 2
====================
Sun Level Needed: 5 (60 Sun Medals)
Summary: A 3 Lap Act that has no Checkpoints. It’s a lot easier once you
collect all the Special Shoes.
Walkthrough: From the start, jump, and Home Attack to the right to land on the
rail. Boost, jump over the spikes in the water, hit a series of springs, boost
again, Home Attack the Egg Fighter and Spinners, and boost into the Egg
Fighter with the Spring Shield. Hit the Dash Panel and jump to avoid the
spikes. Hit the spring at the end and press A quickly as soon as you get into
the Directional Launcher. Destroy the Egg Launcher and boost down the path.
Lap 2
Boost up the incline and hit a Red Ring. Boost again, pop the balloons, hit
the Red Ring, and boost until you get inside the Directional Launcher and
press A. Boost again jump onto the platform and over the Egg Springs. Boost,
hit another series of springs, and quickly defeat the Egg Launcher. Above is a
trail of rings, so Ring Dash across and jump to Home Attack the balloon and
land on a rail.
Final Lap
At the end of the rail, jump into the Red Ring. Jump into the next Red Ring
above the Egg Fighter and run into another series of springs. Jump/Air Boost
over the spikes, boost and slide under the Wall, jump over the spring and hit
the Egg Shooter, and boost up the rail. Home Attack the Egg Launcher and
carefully jump across the platforms into the Red Ring. In the next area jump
up to the platform, run down, jump again and Home Attack the Balloons and
springs, press A once you’re inside the Directional Launcher and Air Boost
over the spikes into the Goal Ring.
Collectibles: 1 Sun Medal, 2 Moon Medals, and Art Book 8
1. From the start, run:
- and follow the bottom rail, boost, jump over the spike in the water, Home
Attack the Spinners, and jump through the Rainbow Ring to get a Moon Medal
- and take the higher rail, jump up to the next higher rail, jump over the
spring, and into the Red Rings, Home Attack the balloons, and you’ll land on a
rail with a Sun Medal
2. On the 2nd lap, boost up the incline, and hit the red ring
3.
Ranks:
S-? or more
A-?
B-?
C-55903-72313
D-?
E-? or less
Dragon Road Day Act 3
====================
Sun Level Needed: 3 (30 Sun Medals)
Summary: This is a short level made where you’ll have to jump across
turntables. Time your jumps and watch out for spikes.
Walkthrough: Jump across the Turntables, while on the third one, stand on the
Turntable part in order to jump to the next part. When you get to the Thunder
Spinners, wait for the first one to stop discharging before using a Home
Attack. Boost across the platform into the spring, and hop across the next
Turntables. Ring Dash across into the spring and land on the Turntable. Wait
for the next Turntable section to appear before homing into the spring. Jump
up the section to the platform, jump onto the platform, and Home Attack the
Egg Fighters. When you land on the Dash Panel, you have to jump to reach the
Goal Ring.
Collectibles: 1 Sun Medal, 2 Moon Medals, and Art Book 32
1. Jump into the caged area from the top layer on the left turntable to get
the Moon Medal
2. Use the second spring and your momentum to get this Sun Medal floating in
the air
3. From #2, on the second turntable is an Art Book to the left
4. Jump to get the last Moon Medal
Ranks:
S-? or more
A-?
B-?
C-72313
D-41600
E-? or less
Dragon Road Day Act 4 (Downloadable Content)
========================================
Summary:
Walkthrough:
Collectibles: None
Ranks:
S-100000 or more
A-?
B-?
C-?
D-?
E-? or less
Dragon Road Day Act 5 (Downloadable Content)
========================================
Summary:
Walkthrough:
Collectibles: None
Ranks:
S- or more
A-?
B-?
C-?
D-?
E-? or less
Dragon Road Night Act 1
=====================
Moon Level Needed: 3 (30 Moon Medals)
Summary: This is the first level to introduce the Fling Pole and the Red
Killer Bee, Thunder Ball, and Master enemies.
Walkthrough: Go straight and defeat the Dark Frights and Red Frights. In the
next area defeat all the Dark Flowers and Frights and destroy the rock wall to
the left. Next, defeat the Nightmares, Frights, and Dark Flowers and pull the
lever.
Checkpoint #1
Go to the left and defeat the Nightmares and Dark Nightmares. Next, grab the
Thunder Ball and chuck it at the Dark Flowers to take them out and cross the
path easily. Grab the ledge and defeat the Green Rex and Red Killer Bee. Here
stand to the next to the Hint Ring and grab the Fling Pole.
Checkpoint #2
Grab the next Fling Pole, land on the platform, jump on the box, and grab the
Side Pole to reach the ledge. Then defeat the Killer Bees, Red Fright, and
Cure Master (To the left is a Heal Ring inside of a jar). Jump over the saw,
grab the ledge, and defeat the Deep Nightmares and Lightning Master. Grab the
Fling Pole to the left, press A as soon as you’re close to the Swing Pole,
jump, and grab the ledge. Defeat the Nightmares, Dark Flowers, Power Master,
and other enemies (to the left is a Heal Ring inside of a jar). Climb the
Vertical Poles and use the Swing Poles to reach the fight area with Little Rex
and Red Killer Bee (don’t worry about the Dark Bat Snipers). Use the Dark Bats
to reach the platform and grab the Side Pole once it activates.
Last Checkpoint
Defeat all the enemies or avoid them, Dash to the lever, pull it, and run to
the Goal Ring.
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Book 34, Videotape 11, Record
24 (Dragon Road-Night), and 25 (Intro: Dragon Road-Night)
1. Behind the start
2. In the rock to the right (break the rock wall)
3. In the 3rd Room to the right
4. In front of the first Checkpoint (right)
5. In front of the first Checkpoint (left)
6. Go right, defeat all the enemies, and go towards the house. On the left
side of the house is a Record and on the right side is a Moon Medal
7. After breaking the barrier, jump in front of the second house to the right.
On the inside is a Sun Medal and on the left side is another Sun Medal.
8. From where Thunder Ball is, throw him towards the Dark Flowers, and then
jump on the boxes to the left to reach the Moon Medal
9. In front of the Checkpoint is a Moon Medal at the bottom of the ledge.
Touch the Checkpoint first and then grab the ledge. Quickly let go and regrab
it to get the Moon Medal.
10. From the same Checkpoint as #9, there’s an Art Book to the left
11. From the Fling Pole, Press the A Button to jump out, and grab the Dark
Bats. Use them to get the Sun and Moon Medal and reach the upper ledge above
the regular one.
12. Follow the ledge from #11 to reach the Dragon Road. Follow this path and
you’ll find 2 Dark Bat Snipers with a Record in between them. Also, at the end
of this path is a Moon Medal in the Dragon’s mouth
13. After touching the last Checkpoint, run past the enemies to the left side.
Once you’re over there, you should see 2 boxes in the water. Use them and the
side pole to reach an area with a Videotape, Sun Medal, and a Thunder Ball.
14. Perform a Dash Jump to the right side of the Goal Ring and you’ll find a
Sun Medal and a Moon Medal
Ranks:
S-300000 or more
A-?-299999
B-?
C-?
D-?
E-?
Dragon Road Night Act 2
=====================
Moon Level Needed: 4 (45 Moon Medals)
Summary: This entire level tests your item carrying skills, as you take the
Stone Keys to their Stone Alters. Be careful because this can be difficult.
Walkthrough: Go down, pick up the Red Stone Key and take it across the
Tightrope Ledge to the Red Stone Alter.
Checkpoint #1
Defeat the Little Rex and Red Rex. Grab the Sky Blue Stone Key and hop across
the small platforms while holding LT/RT while Sonic’s feet touch the edge of
the platform.
Checkpoint #2
After making it to the Sky Blue Stone Alter, grab the Red Stone Key and jump
over the saws. Quickly place on the Red Stone Alter and defeat the Nightmares.
Then grab the Aqua Blue Stone Key, hop across the platform, and place it in
the Aqua Blue Stone Alter.
Checkpoint #3
Defeat the Frights and grab the Yellow Stone Key. Carefully walk across the
Tightrope Ledge.
Checkpoint #4
Put the Yellow Stone Key on the Yellow Stone Alter to the right and defeat the
Killer Bees. Grab the other Stone Key to the left and put it on the other
Stone Alter, and pull the lever.
Last Checkpoint
After touching the Checkpoint, go back the way you came, grab the other Stone
Key. Get to the other side, put it in the Stone Alter, and go to the right to
reach the Goal Ring.
Collectibles: 4 Sun Medals, 1 Moon Medal, and Art Book 62
1. From the start, on the right step is an Art Book
2. On the way is a Sun Medal
3. On the side of the small platform with a barrel on it is a Moon Medal
4. On the ledge of the 2nd fight area is a Sun Medal
5. On the moving platforms is a Sun Medal
6. On the ledge of the 3rd fight area is a Sun Medal
Ranks:
S-? or more
A-?
B-98920
C-?
D-?
E-? or less
Boss-Dark Gaia Phoenix
*********************
Gaia Keys Needed: Clear Dragon Road Night Act 1
Summary: This is the first Nighttime boss in the game. Your Strength and
Combat Stat will affect the battle.
Battle Style: In order to defeat this boss, you have to put its fire out with
water barrels and take it down 3 times.
1st Round: At the beginning, dash over to the right/left platform, quickly
grab the ledge, hop on the platform, grab the water barrel, and throw it at
the Phoenix. Now run over to where it lands, and do several attacks. After
that a QTE will occur and you’ll have to hit 2 hit buttons. After you hit
them, round 1 will end.
2nd Round: While it flies around the stage, go to a platform with a water
barrel, and wait. As soon as it stops and dives, throw the barrel as soon as
it comes within range. If you hit it, quickly dodge its attack, get to the
next platform with a water barrel, and throw it when you have a clear shot.
Then go to where it lands and attack it to trigger another QTE. This time
there are 4 Buttons.
Final Round: Repeat what you did in Round 1 and 2. The QTE has 3 Button
presses and ends with hitting the A Button 6 times. After this the boss battle
is over.
Other things about this boss:
-if you fail any of the QTE you’ll have to do the round all over again
-if you attack Dark Gaia Phoenix after putting its fire out and before it
lands on one of the platforms, you can actually skip some of the QTE, all of
the QTE, or an entire round when you get to the platform where it lands and
attacks(depending on how much health it has left). In order to do this, the
Dash Jump and do Aerial Attacks (like Crescent Moon Strike without the last A
Press) immediately after throwing the water barrel.
-it has 2 attacks: a homing projectile and feathers. To avoid them use your
shield or Dash behind the platform with a side platform
-if you’re having trouble trying to hit it with a water barrel, wait for it to
go into the center to rest. Then try to hit it.
Collectibles: 3 Sun Medals and 2 Moon Medals
1. Floating in the center
2. Right side from the Start
3. Ledge of 1 Platform
4. Bottom Ledge of the same platform as #3
5. Behind another platform
Ranks: In order to get an S Rank, beat it in under 3:30.
S-80000 or more
A-74355-79999
B-?
C-?
D-?
E-1400 or less
Shamar
=======
Availability: Talk to Prof Pickle after defeating Dark Moray
Medals: 24 Sun Medals and 26 Night Medals
Acts and Missions: Day 9, Night 5
Town Stage
++++++++++++++++++++++++++++
Like Spagonia, this is one of the biggest Town Stages in the game. Walk to the
left side to find the Shop, the Entrance Stage Gate west of the Shop, and Prof
Pickle’s Lab to the right of the Entrance Stage Gate.
Townspeople
++++++++++++++++++++++++++++
Ehsan, Hizir, Raniya, Iman, Utba, Mufid, Erhan, Labib, Sa’id, Latif, Ara,
Dimah, Musaid, Shadi, Sammar, Layla, Safi, Sadiq, Samia, Yasmine, Shamar Hot
Dog Vendor
Golden Trading Company
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Lunisolar Charm 150*
Carpet 320**
Paaf 30
Chai 50
Elastic Ice Cream 60
Curry 60
Chili Dog 50
Sparkle Gelatin 30
Cookie 20
Candy 10
Audio System 500
Record 50 100
(Shamar-Day)
Record 51 100
(Shamar-Night)
Videotape 31 100***
Videotape 35 100***
Videotape 38 100***
Videotape 42 100***
Videotape 48 100***
*Appears after clearing Arid Sands Day Act 1
**Appears after defeating Dark Guardian and clearing Skyscraper Scamper Day
Act 1 and Jungle Joyride Night Act 1
***Appears after watching it/beating the game
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. Underneath a gap to the left (from where the World Map Gate is)
2. From the World Map Gate, go straight, underneath the bridge, and look to
the right
3. In the back, middle section to the left
4. up the stairs to the right
Nighttime
1. In an area to the right (when you enter from the World Map)
2. Behind the Fortune Teller
3. Inside a flower pot near the Entrance Stage
4. Inside the room to the right of Prof Pickle’s Lab
Entrance Stage
++++++++++++++++++++++++++++
Availability: After talking to Prof Pickle in his Shamar Lab
1st Time: Only Day Act 1 will be open
Gaia Gates: To reach Day Act 1, jump on the rock formation, follow the curve,
and jump into the Rainbow Ring. Hop up to where the Light Speed Dash Shoes
were and Ring Dash the row of rings to the gate. To the left of where the
shoes were is the Day Act 2 Gaia Gate, surrounded by Egg Flames and Egg
Blizzards. The Night Act 1 Gaia Gate is in front of the fountain when you come
in from the Town Stage. The Boss Gate is in a room underneath where the Shoes
were.
Collectibles: 2 Sun Medals, 2 Moon Medals, Light Speed Dash Shoes, Art Book
42, Video 25, Record 57 (Result Screen), Crystal Ball, and Red Tea
1. (Daytime Only) To get the Shoes, jump on the rock formation, follow the
curve, and jump into the Rainbow Ring. Then hop up to the right and touch them.
2. Behind the Night Act 1 Gaia Gate is an Art Book
3. To the right inside the room is a Sun Medal and Video 25
4. Moon Medal to the left of the first Flip Spring
. On the left side of the Dark Guardian Boss Gate is a Record
Outside of the area where the Boss Gate is there’s a Moon Medal to the left
. Behind Day Act 1 is a Sun Medal
Arid Sands Day Act 1
==================
Sun Level Needed: 5 (60 Sun Medals)
Summary: There are many pathways to take in several areas of the level. In the
last area there are 2 Wall Sections.
Walkthrough: Move straight and drift around the first 2 corners. Hit the Dash
Panels and dodge to hit the Checkpoint.
Checkpoint #1
Boost ahead, drift around the next corner, and continue boosting. You’ll hit a
QTE Ramp covered by boxes. If you pass the QTE, you avoid the spikes below and
collect some extra rings.
Checkpoint #2
Jump to avoid the Egg Spring, defeat the Egg Launcher, and travel to the
Shuttle Loop.
Checkpoint #3
Boost off the ramp and immediately Wall Jump. Ring Dash across to get a
shortcut. Boost, jump over the walls, and slide under the crack to reach the
next Checkpoint.
Checkpoint #4
1. Jump, Home Attack the Spinner and land on the rail. When you land in the
Directional Launcher, press X, Home Attack the Spinner and spring, and boost
ahead to the next Checkpoint.
2. If you boost through instead, you can Wall Jump to the rail or stomp the
boxes to get to a secret Directional Launcher, Home Attack the Egg Fighter and
Spring, and jump into the Red Ring.
Checkpoint #5
Run into the Dash Panels, drift to the right, and boost to clear the gap.
Checkpoint #6
Slide under the pillar and boost through the Shuttle Loop. In the bottom
section, hit the spring, Home Attack the Egg Launcher, hit the spring behind
it, and jump across the platforms to the moving platform. Wait for the flames
to go down, get to the spring to the left, press A when you hit the
Directional Launcher, and Air Boost across the spikes. Boost over the ramp,
Shuttle Loop and QTE Ramp.
Checkpoint #7
Boost and avoid the falling pillars and rocks.
Checkpoint #8
Run through the Shuttle Loop and jump over the Egg Spring. Defeat the Egg
Fighter and Stomp on the boxes. Press A when you’re inside the Directional
Launcher, Home Attack the spring, and Stomp the box when the platform is
underneath it. Jump into the Red Ring to hit a series of springs and land on a
rail. Boost into the spring, Home Attack the Spinners, land on the platform,
and Ring Dash into the next rail. Boost across to the next Checkpoint.
Checkpoint #9
Slide under the moving platform and Wall Jump into a Red Ring. Boost into a
spring, Home Attack the Spinner and Egg Fighter, and Stomp on the boxes. Boost
through the Shuttle Loop, get to the rail, defeat the Egg Shooter, and Stomp
on the boxes.
Checkpoint #10
Jump on the moving pillars. If you jump as soon as they reach the highest
point, the momentum will help collect the rings in the air. Once you jump off
the third pillar boost.
Checkpoint #11
Go straight and avoid the falling pillars and spiked balls.
Last Checkpoint
Boost and press LB and RB on the first wall. On the second wall, press LB once
you past the rock edge, LB again, and RB once you past that rock edge. Once
you land near the Egg Launchers, boost to the Goal Ring.
Collectibles: 3 Sun Medals, 7 Moon Medals, Art Book 11, 12, 13, 43, Video 28,
and Record (Arid Sands-Day)
1. Use the Ring Dash at the beginning to go up and use a Stomp as soon as
you’re close to the Sun Medal. Instead of using the rail/hitting the Dash
Panel, walk to the left of the area to find an Art Book.
2. There’s a Moon Medal to the right of where the 3 Egg Launchers are, in a
corner.
3. At the corner, make a right. To the right is a Record.
4. In the next drifting area, go to the left early and hit the Dash Panels to
get a Moon Medal.
Note: 5 and 6 can be done in any order you choose.
5. From the Checkpoint, jump, hit the spring, press A when you land in the
Directional Launcher, and use your momentum to land on the platform to the
right. Use a Ring Dash to get the Moon Medal.
6. Land on the bottom section and boost to the left. Once you reach the left
side (past the first wall that you go under) wall jump off that wall, land on
the tent, and Air Boost to the right to get the Sun Medal.
7. After hitting the 3rd Checkpoint, slow down and go to the left to get an
Art Book (it’s before the ramp).
8. From #7, drop into the area with the Egg Shooter/Fighter, hit the springs,
and go into the left corner (to the left) to find a video.
9. From #8, stay on the right side/RB and boost. You’ll hit a ramp that will
send you into a Moon Medal.
10. From #9, boost past the next Checkpoint. From there, Wall Jump and you’ll
see a Moon Medal under the rail.
Note: 11 and 12 can be done in any order you choose.
11. From the 6th Checkpoint, slide under the pillar and you’ll go through a
Shuttle Loop. As soon as you reach the end, jump! If you did it correctly, you
will land on a rail. Boost from here and you’ll get a Moon Medal that’s inside
of a Red Ring.
12. From the 6th Checkpoint, follow the regular path. Take out the Egg
Launcher and Wall Jump on the left side to reach an Art Book.
13. When you hit the Directional Launcher in the 2D area jump up and try to
land near the first/bottom moving platform. To the left of it is Art Book 11.
14. Pull off the QTE to get a Sun Medal.
15. Behind the second to last Checkpoint, is a bottom area with the last Moon
Medal.
Ranks:
S-200000 or more
A-?-199999
B-178362
C-?
D-?
E-25819 or less
Arid Sands Day Act 2
==================
Sun Level Needed: 4 (45 Sun Medals)
Summary: This is a short level that tests your QTE skills. Be careful not to
fall to your death.
Walkthrough: Boost and jump over the spikes. Hit the QTE Spring, slide under
the pillar, jump over the spikes, Home Attack the enemies, and go into the
next QTE Spring. Next you’ll hit a QTE Ramp, a QTE Spring, and 2 more QTE
Ramps. After the second QTE ramp, watch out for the spikes. The Goal Ring is
behind the Egg Fighter at the end.
Collectibles: 1 Sun Medal and 2 Moon Medals
1. Behind the end of the pillar to the right in the second area.
2. In the 3rd area to the right is a Sun Medal.
3. From #2, head to the right of the QTE Ramp to find the other Moon Medal.
Ranks: Collect all the rings, defeat all the enemies, and slow down in the
last area to avoid the spike.
S-100000 or more
A-80000-99999 (Example: 93071)
B-60000-79999
C-40000-59999 (Example: 57375)
D-20000-39999 (Example: 32937)
E-19999 or less
Arid Sands Night Act 1
===================
Moon Level Needed: 6 (80 Moon Medals)
Summary: This is the first Act to introduce the Fire Master. At the end is a
Titan.
Walkthrough: From the beginning defeat the 3 Fire Masters and Red Frights.
Next go to the next area and defeat all the enemies.
Checkpoint #1
Defeat the Fire Master, Dark Frights, and Red Frights. Then go straight and to
the right and defeat another wave of Fire Masters, Dark Frights, and Red
Frights.
Checkpoint #2
In the next area you have to defeat the enemies and take all 4 Stone Keys to
their Stone Alters.
Blue Stone Key: After defeating the waves of Fire Master and Killer Bees, go
to the water to the right of where you entered from
Green Stone Key: In the middle of the middle grass section
Yellow Stone Key: Behind the bars and flower pots to the right
Red Stone Key: Go all the way to the right and defeat the waves of Fire
Masters and Red Killer Bees. It’s sitting to the left in a corner
Last Checkpoint
Avoid the fire and grab the ledges. Defeat the Cure Master, Fire Master, and 2
Dark Eels and push the Movable Crate over to the right side of the water. Then
grab the Side Pole and Swing to get up the ledge. Defeat the Titan to make the
Goal Ring appear.
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Book 45, 61, and Records 27
(Intro: Arid Sands-Night), and 26 (Arid Sands-Night)
1. From the start, jump to the right of where you’re are standing. It’s in the
corner.
2. In the area with the fountain and the statue, grab the box in the room and
sit it on the switch to the left of the locked door. Inside the room is a
Record.
3. From #2, defeat the second Fire Wizard and go into the room with the
movable box. Move it to where the floating Sun Medal is to the left.
4. From #3, grab the tiny pole close to where the Sun Medal was, jump to the
right, and use the Dark Bat Sniper, to get to the upper section above the
Checkpoint. When you land, make a right down the hallway to find a Moon Medal.
5. From #4, go to the left side of the upper area to find a Sun Medal.
6. From #5, go back the way you came, fall to the ground, and go to the
checkpoint. Same as #3, there’s a hallway to the right of the checkpoint.
Smash the boxes and you’ll find a Sun Medal next to a 10 Ring.
7. From #6, go through the checkpoint and look to the right to find a Moon
Medal over the water (close to where the Blue Switch is).
8. To the left of #7, you’ll find a Medal between the palm trees.
9. As you head towards the second fight area (with the 2 waves of Red Killer
Bees and Fire Wizards), go into the left fenced off section, smash the flowers
pots, and you’ll find a Sun Medal.
10. In a room further down from #8, to the left, is another Sun Medal.
11. From #10, go up the stairs in the right corner to the right of the upper
area to find a Record and a Sun Medal. Warning: When you go up here, you have
to fight at least 4 waves of enemies in order to leave.
12. After you’ve put all 4 Stone Keys in the right alters, go through the
door. When the camera switches back to Sonic, you should see a Sun Medal to
his left.
13. When you reach the rows of flamethrowers, jump over the first over the
first one but wait for the second one to die down. There’s a Sun Medal to the
left.
14. From #13, grab the ledge, climb up, and go inside the room to the right.
15. From #14, go to the columns to the left. There’s one behind the right one.
16. After defeating all the enemies, move the movable box to where the columns
are. Quickly grab the small poles on the right columns and carefully jump to
where the Moon Medal is. To get the Art Book, hop back up to the top of the
pillar. Now do a midair double jump to get it.
Note: It’s probably better to get the Art Book first and then jump back over
to the Moon Medal, but it may take some tries.
17. In the last area, where the Titan and Wizards are, go inside the room to
the left to find the last Moon Medal.
18. There’s an Art Book behind the Goal to the right
Ranks:
S-300000 or more
A-282398-299999
B-?
C-?
D-?
E-? or less
Boss-Dark Guardian
******************
Gaia Keys Needed: After Clearing Arid Sands Night Act 1
Summary: According to the Bestiary on the Bookshelf in Prof Pickles’ Lab, Dark
Guardian was created when the temple absorbed enough moonlight. Therefore,
that is its weakness.
Battle Style: In order to beat Dark Guardian you have to move all 3 blocks to
the other side of the level, with the blue alter, and then beat the last of
his remaining health out of him. If you want to do this quick and easy, move
them in order of largest to smallest than the other way around. When you first
start the level, run over, and start whaling on him. When he falls back,
choose the block you want to move, and start pushing it towards the other
side. Watch the fences because they pop up and down randomly each time the
boss falls back. Also, be aware of when he gets back up, because he may use a
lightning attack from a distance instead of attacking directly. Once the
blocks reach the line at the bottom of the blue alter, they will automatically
slide up and take a chunk out of his health. Repeat this 2 more times and then
go attack him dead on to finish the level. Try to push the blocks one at a
time, because Dark Guardian and the Nightmares will try to push the blocks in
the opposite direction.
After you successfully push 1 block into the alter line, a few things will
change during the fight:
-if Dark Guardian starts to glow after already being revived and he walks
around in a blue aura, he may do an attack that triggers a QTE. Be ready when
he starts sliding
-Deep Nightmares will appear along with the Nightmares
Collectibles: 3 Sun Medals, 2 Moon Medals
1. To the left of the start is a Sun Medal
2. There are 2 Medals floating in the air. Use the medium or large sized block
to jump up to them.
3. On the sides of the blue alter is a Sun Medal and a Moon Medal
Ranks: Finish in less than 2 Minutes
S-60000 or more
A-50000-59999
B-?
C-?
D-33904-38671
E-? or less
Empire City
============
Availability: After talking to Prof Pickle in his Shamar Lab
Medals: Medals: 20 Sun Medals and 20 Night Medals
Acts and Missions: Day 6, Night 8
Town Stage
++++++++++++++++++++++++++++
The Town Stage is a circle. The shop’s to the left and the Entrance Stage Gate
is on the other side of the fountain.
Townspeople
++++++++++++++++++++++++++++
Louie Montaine, Boss, Def Big, Elizabeth, Charles, Robert, Lil’ Kate, Brenda,
Empire City Hot Dog Vendor
Counter of Dreams 2
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Jenny 180**
Jack-o’-lantern 150*
Hamburger 70
Big G Steak 90
Popcake 50
Nuclear Taquo 70
Chili Dog 50
Cookie 20
Fried Chicken 50
Grapes 40
Apple 30
Record 52 100
(Empire City-Day)
Record 53 100
(Empire City-Night)
Videotape 33 100***
Videotape 40 100***
Videotape 41 100***
Videotape 44 100***
Videotape 49 100***
Videotape 53 100***
*Appears later (after clearing Skyscraper Scamper Night Act 1?)
**Appears later
***Appears after watching it/beating the game
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. On a table under a Red/Yellow Umbrella
2. Right of Shop
Nighttime
1. Right side near a Hot Dog stand
2. Behind an Ice Cream stand to the left of the Shop
Entrance Stage
++++++++++++++++++++++++++++
Availability: Same as Town Stage
1st Time: Only Night Act 1 is open
Gaia Gates: During the Day, hop on the platforms to the left and use the
Directional Launchers at the top to reach Day Act 1. To reach Day Act 2, use
the Directional Launchers again but on the second top one, press A instead of
X and Home Attack the pulley. Then turn to the right, run, and do an Air Boost
to the Rainbow Rings. If you time it just right the Rainbow Rings will put you
by the Day Act 2 Gaia Gate. At Night destroy one of the Electric Barrier
Generators to the right to get to the Night Act 1 Gaia Gate.
Collectibles: 2 Sun Medals, 2 Moon Medals, Art Book 42, Videotape 25, Record
29 (Intro: Skyscraper Scamper-Night), and White Tea
1. Behind the platforms to the left is a Record
2. (Daytime Only) Use the Directional Launcher that normally sends towards the
Day Act 1 Gaia Gate and press the A Button. This will allow you to hit the
pulley and get a Sun Medal.
3. There’s a Moon Medal in the back on the ground
4. (Nighttime Only) Use the Side Poles on the building to reach a Moon Medal
5. (Nighttime Only) Pull the lever to the right and use the Side Poles to get
a Sun Medal
6. To the right side of the Day Act 2 Gaia Gate is an area with the White Tea.
There’s a Wall Jump section to the right of it and Side Poles the Werehog can
climb.
Skyscraper Scamper Day Act 1
==========================
Sun Level Needed: 5 (60 Sun Medals)
Summary: Since we’re high up above the buildings, watch your speed in certain
areas of the stage.
Walkthrough: From the Start, collect some rings, and boost down the incline.
After breaking the toll gate, Drift to the right, and go through the Shuttle
Loop. Once you hit the spring, Home Attack the Spinners, and land on one of
the rails. Boost down and hit the ramp, hit the spring, and hit a QTE Ramp. If
you …
-finish the QTE, slide under the crack and Home Attack the spring.
-fail the QTE and Home Attack the enemies. After you destroy the Aero Cannons,
wait for the moving platform to be down before hitting the spring. Land on the
platform, jump to the next section, and Ring Dash into the QTE Spring.
Checkpoint #1
Go through the tunnel, slow down or drift to the right by pressing B, and
boost the entire way from here.
Checkpoint #2
Home Attack the Spinners going to the middle platform/straight. Run across the
circular platform with the moving spikes, Home Attack the spring, and land on
the platform. Jump across, Home Attack the next spring when the Thunder
Spinner isn’t giving off electricity, and Home Attack the pulley.
Go to the right and boost into the Egg Fighters and the ramp. While in midair
hit the Y Button to Ring Dash to avoid the bottom section. Avoid the Egg
Launcher’s missiles and then hit the Dash Panel or Home Attack the spring.
Checkpoint #3
Boost from here. Once you run through the Shuttle Loop:
Shortcut: Stomp as soon as you see the Egg Launcher. This will send on you on
an upper path.
Regular Way: Go over the ramp, Home Attack the Egg Knight, and grab the
pulley. Ring Dash across the gap, then slide under the crack, and Wall Jump
(Watch out for the spikes!). Then hit the Dash Panel, Boost into the spring,
and immediately do an Air Boost.
Boost through the next section and Home Attack the Egg Shooter.
Checkpoint #4
Pull off the QTE. If you fail the QTE you will die. In this area you will be
chased by an Interceptor. After that, Aero Chasers will appear. At the end of
the path is a spring.
Last Checkpoint
Boost on the rail and switch them once they come close to ending. After
hitting the spring, Home Attack the Spinners and go through the Rainbow Ring
to get to the other rail. Once you’re on the 3 rails take the left rails over
to an area with enemies and boost over to the QTE Ramp. Hit the springs, boost
up the wall, and dodge the bombs. If you hit a bomb on the first and third
walls, you’ll land on a platform with rings, 2 Egg Launchers, and a spring
that will send you back on the wall. Once you get past the wall you land on a
rail again. Switch to the left rail, hit the spring, and Home Attack the Egg
Fighters. Hit the spring at the end, land on the rail, and boost. You’ll land
on a platform with a statue and 5 Egg Fighters. Defeat them to make the Goal
Ring appear.
Collectibles: 3 Sun Medals, 7 Moon Medals, Art Book 14, 47, Videotapes 16, 26,
and Record 11 (Skyscraper Scamper-Day)
1. In front of the first Checkpoint is a Moon Medal
2. When you run up the building, hit the Red Rings, and move forward to hit
the Moon Medal
3. From #2, hit the Checkpoint, take the Spinners to the lower path and run
across the rotating platform with the spikes. There’s a video to the right on
top of a Metal Crate.
4. From #3, hop across to the next section to find an Art Book to the right
5. After getting # 4 and grabbing the pulley and reaching the top, jump off to
the left side, use the springs to get your balance, and land to the left of
them. Carefully, destroy the first Egg Typhoon, and home attack the second to
get a Moon Medal.
6. From 5, hit the springs to go back to where you were and smash the boxes to
the left. Hit the spring to be taken to an area with a Moon Medal.
7. In the next area with an Egg Launcher, avoid the Dash Panel and walk to the
left to get a Sun Medal floating above a telephone booth. Now walk back to
where you landed and go to the right corner (corner diagonal to where you
found the Sun Medal) to find a Record.
8. From #7, hit the Dash Panel. When you reach the end of the Shuttle Loop, do
a stomp as soon as you see the Egg Launcher to hit some springs and hit a
Rainbow Ring. Jump to the second platform instead of using a Ring Dash and
jump to get video 26, which is floating in the air.
9. Boost to hit a ramp and you’ll see a Moon Medal while in the air. You may
need to Air Boost to get it. Once you land, go backwards to get an Art Book.
10. In the next area with glass underneath you, instead of stomping, Wall Jump
from the wall and the floating platform and Air Boost to reach that upper area
with glass to get a Moon Medal.
Note: You could chose to do 11 and 12 in any order you please, but you’ll have
to start over or lose a life to get the other.
11. When you hit the spring and have to home attack the Spinners, attack the
ones on the bottom to reach a QTE Spring to the right. Once you land on the
rail, stay on it and prepare to jump up to the upcoming rail. This will take
you to an area with a Sun Medal.
12. When you hit the spring and have to home attack the Spinners, attack the
top ones and hit the Rainbow Ring. When you end up in between 2 other rails,
hit LB twice to reach an area with Egg Fighters and Egg Launchers. The Sun
Medal is straight to the left.
13. On the last rail, hit LB to avoid the Red Ring and get the last Moon Medal.
Ranks:
S-200000 or more
A-?-199999
B-?
C-112246-128452
D-?
E-? or less
Skyscraper Scamper Day Act 2
==========================
Sun Level Needed: 5 (60 Sun Medals)
Summary: A short Act that tests your ability on narrow pathways.
Walkthrough: From the start, boost across into the spring. Boost to the right,
jump over the spikes, and Home Attack the Spinners. Jump over to the rings in
the air and Ring Dash to the platform. Once you land boost to the spring, and
carefully position yourself onto the platform.
Checkpoint: Run across and jump into the 2 upcoming Rainbow Rings. Home Attack
the Egg Shooter and then Home Attack the Spinners and Rainbow Ring to get
across. Carefully run and jump into the Rainbow Ring, pass the mallets and Air
Boost to the next platform. Now carefully run and jump across the platforms
and Air Boost to the Goal Ring.
Collectibles: 1 Sun Medal, 2 Moon Medals, Art Book 46, and Video 21
1. There’s a videotape on the front of the third pathway
2. In the air after hitting the spring is a Moon Medal
3. Inside the boxes to the right in the next area is a Moon Medal
4. In between the moving hammers is a Sun Medal
5. Inside the boxes to the left in the next area is an Art Book
Ranks:
S-100000 or more
A-92674-99999
B-86313
C-?
D-?
E-? or less
Skyscraper Scamper Night Act 1
===========================
Moon Level Needed: 5 (60 Moon Medals)
Summary: This area has spiked Tightrope Ledges, falling Tightrope Ledges, and
introduces the Electric Barrier Generators. There are also 2 Titans.
Walkthrough: Go to the left, defeat the enemies, and destroy the signs. Jump
across the Vertical Poles and walk across the Tightrope Ledge.
Checkpoint #1
Use the Swing Poles and destroy the Electric Barrier Generator. Use the Swing
Poles, Vertical Poles, and Side Poles, and ledges to get to the next
Checkpoint. Be careful when you get to the saws.
Checkpoint #2
Defeat the enemies and jump across the moving platforms. Defeat the Red Rex
and Egg Fighters with Electric Shields. From here you can either walk across
the Tightrope Ledge or use the platforms below. If you take the platforms,
you’ll skip an optical Checkpoint, but it’s much faster.
Checkpoint #3
Walk across the Tightrope Ledge, defeat the enemies, and pull the lever. Then
walk across the Tightrope Ledge that was recently filled with electricity.
Checkpoint #4
Defeat the Deep Nightmares and pull the lever. Use the Vertical Poles, Swing
Pole, and Side Pole to reach an area with a Titan.
Checkpoint #5
Be careful when you’re fighting the Titan because his attacks can send you
flying off the platform. After you defeat it, the Yellow Stone Key will
appear. Take to it to the Yellow Stone Alter to activate the platform.
Checkpoint #6
Defeat the enemies and smash the door. Then quickly cross the Tightrope Ledge.
In the maze like area destroy the Electric Barrier Generator and jump across
the Vertical Poles.
Checkpoint #7
Go to the right side of the building and destroy the Electric Barrier
Generator. Then push the Movable Crate over the Step Switch, go inside the
room, and pull the lever. Jump across the Vertical Poles, grab the Swing Pole,
and grab the Side Pole.
Checkpoint #8
Defeat the Titan to open the door and get to the Goal Ring. Just as before his
attacks can send you off the building, so be careful.
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Book 48, and Record 28
(Skyscraper Scamper-Night)
1. On a ledge on the way
2. After the 2nd Checkpoint, destroy the Yellow Containers to the right to get
a Sun Medal. On the same side of the building is a Moon Medal on the ledge.
3. Take the Tightrope ledge to the straight to the optional Checkpoint. Behind
the red barrels is a Sun Medal.
4. From #3, walk the rest of the Tightrope ledge to reach a Record.
5. From #4, get to the area with the lever. Underneath the red umbrella to the
left is a Moon Medal.
6. After the next Checkpoint, grab the red breakable ledges and use them to
reach a Sun Medal.
7. From #6, there’s a Sun Medal behind 2 signs to the left. When you get there
2 Egg Fighters with Shields appear.
8. In the air above a breakable tightrope ledge is a Sun Medal.
9. To the side in the area with the Electric Barrier Generator.
10. In the middle of the Vertical Poles is a Moon Medal
11. After the checkpoint on the ledge to the right is a Moon Medal.
12. From #11, push the movable crate on top of the square tile with the sun on
it and jump up to get the Sun Medal
13. From #12, move the movable crate to where the Electric Barrier Generator
was to reach an area with a Moon Medal and an Art Book on a ledge to the left.
14. From #13, before jumping on the floating vertical poles, grab the ledge
and follow it to a Sun Medal
15. From #14, there’s a Sun Medal between the same vertical poles
16. Behind the goal ring is a Moon Medal
Ranks:
S-300000 or more
A-?-299999
B-?
C-?
D-?
E-? or less
Adabat
========
Availability: Talk to Prof Pickle after clearing Arid Sands Day Act 1 and
Skyscraper Scamper Night Act 1
Medals: 26 Sun Medals and 25 Night Medals
Acts and Missions: Day 7, Night 5
Town Stage
++++++++++++++++++++++++++++
Though it seems big, this Town Stage is actually pretty small. The shop is
north to the left and the Hot Dog Vendor is further to the left. The Entrance
Stage Gate is north to the right. Sonic can walk on the water here so don’t
worry if you fall off the deck.
Townspeople
++++++++++++++++++++++++++++
Teanchai, Jamal, Kaeo, Rudi, Nagi, Adabat Hot Dog Vendor
Flying Fish Beach Shop
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Chehaya Charm 150*
Anji Sculpture 160**
Banana 40*
Tropic Juice 30**
Live Honker 60*
Molsk 30
Chili Dog 50
Grapes 40
Peach 30
Sparkle Gelatin 30
Record 54 100
(Adabat-Day)
Record 55 100
(Adabat-Night)
Videotape 30 100***
Videotape 32 100***
Videotape 34 100***
Videotape 37 100***
Videotape 43 100***
Videotape 50 100***
*Appears later (After the Jungle Joyride Day Act 1 Gaia Gate opens)
**Appears later after clearing Jungle Joyride Day Act 1
***Appears after watching it/beating the game
Medal Locations
++++++++++++++++++++++++++++
Daytime
1. On the side near the Tornado
2. In the Center
Nighttime
1. Island to the right of the Tornado
2. Down the Stairs near World Map Gate
Entrance Stage
++++++++++++++++++++++++++++
Availability: Same as Town Stage
1st Time: Only Night Act 1 will open
Gaia Gates: To get to the Act 1 Gaia Gate collect some rings and boost across
the water to the Island to the right. To get to Day Act 2 and 3 and Night Act
1, Wall Jump between the walls to the left and Home Attack the spring to get
to the other side. To get to Night Act 2, hit the Hourglass to the left and
grab the Fling Pole at the edge of the cliff. This will send Sonic flying
towards the same Island with Day Act 1, where Night Act 2 is. Finally, the
Boss Gate is on the dock at the end of the beach.
Collectibles: 2 Sun Medals, 2 Moon Medals, Art Book 50, and Green Tea
1. There’s a Moon Medal on the right side of the beach
2. On the right side of the cliff there’s a Sun Medal on the left side of the
Night Act 1 Gaia Gate and an Art Book on the other side. There is also a Moon
Medal near the Fling Pole.
3. (Nighttime Only) Grab the Swing Pole to get this Moon Medal
4. Behind the Day Act 1 Gaia Gate is the Green Tea
Jungle Joyride Day Act 1
======================
Sun Level Needed: 7 (120 Sun Medals)
Summary: The longest out of all the Daytime Acts.
Walkthrough: From the start, go to the right, collect the rings, and boost
once you dodge the spikes. Use LB/RB to switch platforms and B to slide under
the pendulum. If you boost into the water, quickly jump back on the docks.
Checkpoint #1
Boost unto you run into the Directional Launcher. Press A to take the higher
path or X to take the lower path. If you take the lower path, hurry across
because some of the platforms will break apart. In the 2nd Directional
Launcher, press A to hit the Rainbow Ring to take a straight path with a
Movable Crate and Red Rings or X to take a path where you have to jump over an
Egg Spring to continue.
Checkpoint #2
Run into the springs to the right. Home Attack the enemies, land on the
platforms, jump across, and carefully evade the pendulums. Ring Dash from the
Extra Life, Home Attack the Egg Flame and spring, Home Attack the Spinner and
next spring, and boost into a QTE Ramp. If you fail it, you’ll lose a life.
Checkpoint #3
Boost into an Aero Chaser area.
Checkpoint #4
Boost across the water and to the right. Hit the Dash Panels on the islands to
stay on course and avoid the falling pillars. On the last island, hit the
springs to reach the next Checkpoint.
Checkpoint #5
Boost through an Interceptor area.
Checkpoint #6
Boost on the rail above the water and go to the right when the sign icon
appears. Boost onto the platform with the springs and from there, boost
forward, into the Dash Panels, and reach land. Stomp on the Stomp Switch, go
through the door, and hit a QTE Spring.
Checkpoint #7
Boost into the springs and use the Left Analog Stick to move into some of
them. Watch out for the Flip Springs. Once you reach the top, boost over the
ramp, and jump inside 2 Directional Launchers.
Checkpoint #8
Jump over the rocks and Home Attack the Egg Fighter. Wait for the water to
stop, then boost into a ramp, which will send you into a QTE Ramp. Pass the
QTE to hit several Rainbow Rings, then hit the spring at the end and Ring Dash
into a rail. From the rail, dodge the bombs, boost into the ramp on the right
side, and hit the Dash Panels.
Checkpoint #9
Boost through the path, jump over the hole (or use it to avoid the spikes),
slide under the pillar, hit a Directional Launcher, press A, and hit a Rainbow
Ring. Avoid the crushing walls, go into the Rainbow Ring and hit the QTE Ramp.
Once you land boost to the other side of the platform, jump into the Rainbow
Rings, hit a QTE Ramp, pass it, and boost.
Last Checkpoint
Boost into a series of Red Rings, jump across the platforms, and grab the
pulley. Home Attack the Egg Fighters and springs, jump over the spikes, and
Stomp on the Stomp Switch. After the flames go down, Wall Jump into the Red
Rings, Home Attack the Spinners, land on the rail, and boost into a spring.
Land on the next spring, Home Attack the enemies and spring near the spring
near the Egg Flames. Home Attack the enemies near the first spiked turntable
to make the fire wall go down. Then jump on the platforms, Home Attack the
Aero Cannons and Spinners, and land on the rail to reach the Goal Ring.
Collectibles: 3 Sun Medals, 7 Moon Medals, Art Book 15 and Record 12 (Jungle
Joyride-Day)
1. From the start, take the left path and jump into the Rainbow Ring to get to
the upper dock and get a Moon Medal. Then go backwards, on the bottom section
to get a Sun Medal.
2. After the 2nd Checkpoint is a Moon Medal up ahead
3. From #2, carefully go through the fence to the left and get a Moon Medal.
4. After the 4th Checkpoint/Aero Chasers is a Moon Medal above the water.
5. After #4, when you see the fork in the road, take the left path to an
island with a Sun Medal and 2 Egg Shooters.
6. From #5, run to the right and hit the island with the Dash Panels. As you
head towards the first big island, travel to the right of it and try to drift
into an area on the right side of it to find a Moon Medal.
7. After being chased by the Interceptor, run on the water and hit the springs
at the end of one platform. This will send Sonic on a runway with a Moon Medal
on it.
8. In the 2D area with the springs, after hitting the second one move to the
right to get the last Moon Medal
9. After leaving the Directional Launcher, take the high route until you hit a
spring. To the left of it is a path with a Spiked Platform and an Art Book
10. After hitting the last Checkpoint, go to where the last stomp switch is.
After Wall Jumping, to the left of the Red Ring is a Record
11. In the area with the Egg Fighters and Egg Flames go to the right to find a
Sun Medal
Ranks:
S-200000 or more
A-?-199999
B-152492
C-?
D-70075
E-19800 or less
Jungle Joyride Day Act 2
=====================
Sun Level Needed: 5 (60 Sun Medals)
Summary: This is a 3 Lap Act that’s shaped like a square. Watch out for new
obstacles that appear in each lap.
Walkthrough: Run to the right side, use the platforms, springs, and rails, and
slide under the cracks. In the East section, Wall Jump, Air Boost, and use the
Spring Poles to reach the top. Then run down to the left, jump over the spikes
and platforms, and boost and slide to the start.
Lap 2
Boost into the spring and Home Attack the Spinners to land on a rail. Near the
sliding area are 3 Egg Fighters, so be careful if your Ring Gauge is empty. In
the East Section, the wall now has moving platforms, which you have to Wall
Jump from. Boost down the hill, jump over the springs, and boost and slide to
the start again.
Final Lap
Jump and Home Attack the Spinners to avoid the spiked balls. Then continue to
the Wall section while boosting into enemies. There are Rainbow Rings in there
now that you have to jump into. Also there are now flames where the spikes and
boxes once were. Once you jump over them, Ring Dash into the Rainbow Ring,
boost and slide under the crack to reach the Goal Ring.
Collectibles: 1 Sun Medal, 2 Moon Medals, Art Books 16, and 49
1. From the start, jump on the platforms and rail and Home Attack the Spinner.
Aim for the top Rainbow Ring to get the Sun Medal
2. There are 2 ways to get this Moon Medal:
- Wall Jump to it
- On the 3rd lap, hit the springs
3. On the Spring Pole section in the first lap is an Art Book on the highest
Spring Pole
4. From #3, Wall Jump and Air Boost to get the last Moon Medal
5. As you get towards the ledge that takes you back to the start, jump to grab
the Art Book or Wall Jump to grab it.
Ranks:
S-50000 or more
A-40000-49999
B-30000-39999
C-20000-29999
D-10000-19999
E-9999 or less
Jungle Joyride Day Act 3
=====================
Sun Level Needed: 5 (60 Medals)
Summary: This Act will test your LB/RB skills. Whichever path you take will
affect how fast you get to the Goal Ring.
Walkthrough: Run, slide under the pendulum, and hop up to the next platform.
Go to the right of the Spiked Turntable and Boost into the Egg Launcher and
ramp. Take the upper section, slide under another pendulum, and hit the second
ramp on the bottom section. In the second half, take the left path, slide
under the pendulum, and take either path from here on out. Hit the spring at
the end to get the Goal Ring.
Note: If you boost into the water, quickly jump back on the docks.
Collectibles: 1 Sun Medal, 2 Moon Medals, Art Book 51, and Videotape 29
1. Attack the first Egg Knight to reach an upper area and boost over the ramp
to get a Moon Medal
2. There’s a video on the left side of the Spiked Log Turntable
3. Boost into the next ramp to reach an upper area with an Art Book
4. Slow down once you get the Sun/Moon Medal because they’re both on the
opposite sides of each other
Ranks:
S-70000 or more
A-60000-69999
B-50000-59999
C-40000-49999
D-30000-39999
E-29999 or less
Jungle Joyride Night Act 1
=======================
Moon Level Needed: 5 (Moon Medals)
Summary: This area has a Big Mother and a Titan to face. It also introduces
the Flower Step Switches. Surprisely, there are no Eggman Robots here.
Walkthrough: Defeat the 2 waves of Little Rex, Red Rex, and Dark Flowers as
you head over the bridge to the left. Defeat the 2 Red Killer Bees, go to the
right and defeat a wave of Dark Flowers and Deep Nightmares, and grab the
Fling Pole.
Checkpoint #1
Destroy the barrel to get a Power Shield and defeat a wave of Dark Flowers and
Little Rex, and a wave of Nightmares and Deep Nightmares. Then go straight,
destroy the barrels, run across the dock to the left, and grab the Fling Pole.
Checkpoint #2
Lift the door and defeat the Big Mother. Run to the Step Switch and jump
across the activated platform.
Checkpoint #3
Warning: In this area, wait for the waterfalls to stop before jumping.
Jump to the right, grab the ledge and use the Side Poles. From the Side Poles,
use the Swing Poles to the left to reach a platform with a Step Switch. Step
on it and go to the left, defeat all the enemies, and go to the island to the
left. Grab the Red Stone Key, put it on the Red Stone Alter, grab the
activated Side Pole, pull the lever, and go through the door.
Last Checkpoint
Defeat the Titan. Next, you have to step on all the Flower Step Switches in
order to make the waterfall disappear in front of the Goal Ring:
1. Go to the right ledge
2. Jump across the middle using the Dark Bats
3. Then travel to the left using the Side Poles
4. Continue to the left using the Swing Poles
Collectibles: 10 Sun Medals, 6 Moon Medals, Art Book 59 and Record 30 (Intro:
Jungle Joyride-Night)
1. On a rock near the start is a Sun Medal
2. From #1, before going through the bridge, look to the right to find an Art
Book. 2 Dark Flowers will appear to guard it.
3. On the way is a Sun Medal
4. Go straight, crush the rock wall, and you’ll find an island with a Record
5. After defeating all the enemies, break the rock wall to the right, and step
on the switch. Take the platforms quickly to reach a Sun Medal. Use the Fling
Pole to get back to get another Sun Medal.
6. Under the ledge is a Moon Medal
7. Go straight to reach a Moon Medal. On the left side is a Sun Medal on a
ledge
8. In the grass next to the checkpoint is a Sun Medal
9. To the left in the area with the Big Mother is a Moon Medal
10. Floating between platforms in the waterfall section is a Sun Medal
11. On the highest Side Pole to the right jump up to reach a Sun Medal
12. To the left of a locked door is a Moon Medal
13. On the ledge of the island with the Stone Key is a Moon Medal
14. In the room with the Titan, inside a bush to left of the room, near one of
the switches, is the last Moon Medal
15. From #14, on the left of are some side poles that take you to a Sun Medal.
Use them quickly!
16. From #15, use the Dark Bats to reach the Sun Medal in the middle of the
room
Ranks:
S-300000 or more
A-?-29999
B-160000
C-?
D-?
E-? or less
Jungle Joyride Night Act 2
=======================
Moon Level Needed: 5 (Moon Medals)
Summary: There are many waves of enemies to fight here. Still, there are no
Eggman Robots to be found.
Walkthrough: Wait for the moving platform to come out of the water, jump
across the platforms going straight and grab the Dark Bats to get to the dock.
Checkpoint #1
Here you’ll fight a wave of Dark Flowers, Fire Masters, and Dark Bat Snipers
and a wave of Deep Nightmares and a Fright Master (inside pots in the north is
a Power Shield, right is a Heal Ring, to the right is a Super Claw and Heal
Ring, and in the south is a Full Dark Gaia Force).
Checkpoint #2
Step on the Step Switch to make the barrier go down. Quickly jump across the
platforms and jump on the moving one once it comes out of the water. Grab the
Dark Bats and the ledge to step on the 1st Flower Step Switch (Inside the
barrel next to it is a Heal Ring). Then jump down, grab the Vertical Pole, and
pass the Checkpoint.
Checkpoint #3
Here you’ll fight 2 waves of enemies including 2 waves of Dark Frights, Killer
Bee, Red Killer Bees, and 2 waves of Red Frights, Deep Nightmare, and
Lightning Master (Inside the barrels is a Heal Ring, Full Dark Gaia Force,
Super Claw, Power Shield, and Shield Count). After defeating the enemies, step
on the switch to the left, then step on the switch to the right. Go back the
way you came and step on the switch to the left. When the Dark Bats appear use
them to get to the Side Poles and climb up to the Checkpoint.
Last Checkpoint
Defeat 4/5 waves of Nightmares, Deep Nightmares, Red Killer Bees, Cure Master,
and Power Master (There’s barrels of Heal Ring and Full Gaia Force near the
Checkpoint, Heal Ring and Super Claw to the left, and Power Shield in the
north). Use Unleash Mode and use your best Attacks immediately. Once all the
enemies are defeated, go through the door, and touch the Goal Ring.
Collectibles: 4 Sun Medals, 1 Moon Medals, Art Book 68, Videotape 27, and
Record 31 (Jungle Joyride-Night)
1. Behind the start is a Sun Medal
2. From #1, go towards the moving platforms. From the 3rd platform, Dash Jump
to the 2nd platform to the right, hop on the 3rd one, grab the Side Pole, and
grab the ledge. Touch the Checkpoint and hop up to the right to get an Art
Book. When you fall to the right there’s a Sun Medal close by.
3. Use the Dark Bats to reach a Moon Medal behind the Thunder Bat.
4. At the last Checkpoint, jump on top of the barrel to the left and grab the
ledge to get a Record. Behind that area is a Video on a pillar.
5. From #4, in the last fight area is a Sun Medal
Ranks:
S-300000 or more
A- ?-299999
B-179854
C-?
D-?
E-?
Boss-Egg Lancer
****************
Gaia Keys Needed: Clear Jungle Joyride Day Act 1
Summary: The Egg Lancer has all the strengths of Egg Beetle and Egg Devil Ray.
This plus the terrain you’re fighting on makes him hard to defeat but you’ll
get used to his fighting patterns.
Battle Style: This is basically a Lap Act with a Boss.
1st Lap: From the Start, move to either the left or the right to grab some
rings, and move back into the center. When you land on the ground, stay in the
middle, and wait for Egg Lancer to open its pinchers. When he does, boost into
him. Now collect rings as you head towards the wall. While you’re on the wall,
dodge by moving the Left Analog Stick and by using LB/RB. When the Egg Lancer
appears, wait for him to open his pinchers, and boost into him again. As you
jump off the wall section, be prepared to dodge by jumping, sliding, and
pressing LB/RB. At the end, boost once Egg Lancer opens its pinchers. The
final part of the map is the QTE Spring. There are 4 QTE and if you pull them
off you’ll hit him one last time before Lap 2.
2nd Lap: From the beginning, move to the right or left to avoid the lasers in
the middle. Boost after that to hit Egg Lancer. On the wall section, use the
LB/RB to avoid the lasers and bombs. For both, stay in the path of one
obstacle and dodge once it comes towards you. Boost again to hit the boss. On
the bottom section, use LB/RB to dodge the fireballs and boost to hit Egg
Lancer again. Then pull off the QTE to finish the battle.
Collectibles: 2 Sun Medals, 3 Moon Medals
1. Middle (Sun Medal)
2. Left (Moon Medal)
3. Middle (After the wall)
4. Do the QTE 3 times
5. When you get to the wall section the second time it’s on the bottom, where
the 2nd to the bottom laser is.
Ranks: If you pull off every boost attack and QTE twice you will get an S Rank.
S-100000 or more
A-?-99999
B-?
C-?
D-?
E-? or less
Tornado Defense Act 2
====================
Availability: After defeating Egg Lancer, talking to Prof Pickle in Shamar,
and talking to Tails. You have to beat this level for the first time in order
to get to Eggmanland. Once you’ve cleared it, you can play it again on the
World Map in Stage Select in Eggmanland or by going to the gate in the
Eggmanland Town Stage.
Summary: This entire level is based on Quick Time Elements, where all you have
to is hit the buttons shown on the screen when you see them. When you make
successive hits you make combos. If you press the wrong button or put buttons
when nothing is shown the combo ends and you can’t shoot momentarily. When
this happens, press LB/RB alternately to recover. There are more enemies than
the 1st Act but by now you should be used to the QTE.
Boss: Egg Cauldron
There are 2 ways to defeat this boss. You can either defeat it or keep your
shield from hitting 0 until time runs out (3 minutes and 30 seconds). When a
larger Button is shown with a number next to it, press it the number of times
to do damage to Egg Cauldron. Still, watch out for missiles when it does
appear onscreen.
Ranks:
S-? or more
A-?
B-?
C-368024
D-?
E-? or less
Eggmanland (The Town/Entrance Stage)
=================================
Availability: The Town Stage for Eggmanland isn’t unlocked until after beating
the game.
Medals: None
Acts and Missions: 5
Town Stage
++++++++++++++++++++++++++++
Unlike any of the other Town Stages, Eggmanland doesn’t have any medals and
has Gaia Gates. You can buy stuff from the robot to the right but make sure
you only buy the food once and that Sonic eats it because Chip doesn’t like it
and it only gives Sonic 1 experience point. Do you notice anything familiar
about the robot’s names?
Townspeople
++++++++++++++++++++++++++++
EF-DC1998, EF-MD1991, EF-XB2006, Eggmanland Hot Dog Vendor
Eggshop
++++++++++++++++++++++++++++
Photo Frame 100
Miniature Flag 100
Egg Balloon 120
Eggman Poster 100
Egg Goggles 150
Egg Candy 40
Egg Dog 50
Poppin’ Eggcorn 60
Egg Puff 50
Egg-squisite Lunch 80
Art Book 71 100
Record 35 100
(VS Egg Dragoon)
Record 36 100
(VS Dark Gaia)
Record 37 100
(Super Sonic VS Perfect Dark Gaia)
Videotape 36 100
Videotape 39 100
Videotape 45 100
Videotape 51 100
Videotape 54 100
Videotape 56 100
Eggmanland (The Entire Act)
=========================
Availability: After Clearing Tornado Defense Act 2
Summary: After years after ideas, plans, and failures, Eggman finally creates
Eggmanland, an amusement park/factory powered by Dark Gaia’s energy. This is
the longest and hardest level in the entire game. The biggest challenge of
this level is trying to get through it without dying once. As you go through
certain sections, you may notice familiar scenes from other Sonic games like
the Roller Coaster from Twinkle Park (Sonic Adventure), the Domes from Egg
Factory (Sonic Riders), and other elements. Use every skill you’ve learned to
conquer this Act.
Walkthrough: I divided the walkthrough for this level into 6 parts that Sonic
goes through as he switches between his Hedgehog and Werehog forms.
Hedgehog Area 1
From the start, carefully jump over the first set of lasers, and stomp once
you’re over them. Home Attack the Electric Spinner and, while still in midair,
Home Attack the Egg Shooter, and the 4 Egg Launchers. Once they’ve been
destroyed, the lasers to the right will go down. Boost into the spring and
Ring Dash across the room into the Dash Panel and the QTE Ramp. If you fail
the QTE, you will die.
Checkpoint #1
From here there are several ways you can go:
Quickest Way- Boost down the incline, jump before the second incline, and
you’ll land in the middle of 3 rails. Take the right rail without boosting,
Home Attack the Spinners and Air Boost over the upper rail to land on a rail
further north. At the end of that rail you’ll hit a Directional Launcher.
Press A and Ring Dash across to another rail and boost the rest of the way. At
the end of the rail, home attack the Spinners and the Egg Launcher, hit the
Dash Panels, and hit the hourglass.
Werehog Area 1
Checkpoint #2
Run across the room and defeat the 5 Egg Knights (In the left barrel is a Heal
Ring). Then jump across and use the Swing Poles to reach a platform with 2
more Egg Knights (In the barrel in the north is a Heal Ring). Pull the lever
to make a platform start coming down, grab it, and use it to get the upper
area. After you defeat the next 5 Egg Knights pull the next lever to start the
conveyer belt and grab one of the pots (to the left there’s a barrel with a
Power Shield in one corner and a Heal Ring in the other). Lean to the left and
jump once you see the circular platform. Defeat all 3 waves of enemies (Egg
Knights and Egg Shooters) and pull the lever to activate another platform.
Jump to it, jump on the platform with an hourglass, hit it, and Home Attack
the spring.
Hedgehog Area 2
Checkpoint #3
After you run over to the platform with Egg Face, jump, and do a Homing Attack
to hit an Egg Fighter. Once you jump over the beams, wait for the egg face to
move forward and jump on top it to reach the next platform. From here Home
Attack the Spinner, run to the right of the conveyor belt, and Wall Jump past
the vanishing platforms to reach the next area. From here there are 2 ways you
can go:
Regular Way: Run to the right and use the middle moving platform to jump over
the beams. Use the Egg Faces to reach the side with the Egg Shooter, Wall
Jump, run to the right while avoiding the fan and you’ll reach the Checkpoint.
Shortcut: Jump on top of the top moving platform and do a timed Wall Jump past
the fans.
Checkpoint #4
Home Attack the Egg Shooter and, while in midair, Stomp on the green boxes in
between the spikes to be taken down a pipe that leads to a Roller Coaster. At
a certain point the car Sonic is in will break off on a path and will be
controlled like the Bobsled in Cool Edge Day Act 1. Turn to avoid the beams
and spiked bombs. If they appear in the middle of your path and the area is
narrow, jump! Use the ramps to avoid most of the obstacles. After the 4th
ramp, jump over the beams, hit the ramp, and the bobsled will crash. Sonic
will regain his footing and from here you can either boost towards the QTE
Ramp or Home Attack your way over there. If you fail the QTE, you will die.
Werehog Area 2
Checkpoint #5
From here jump onto the middle pipe and carefully go straight towards the
boiler. Grab its ledge and go to the right, jump off and grab the Side Pole.
Drop down from the Side Pole and carefully walk on the pipe straight, grab the
ledge and into the first fight area. Defeat the 2 waves of enemies (2 Cure
Masters, 2 Power Masters, and 4 Egg Knights) and pull the lever and go through
the door (Inside the barrels to the right is a Power Shield and a Full Dark
Gaia Force. In the barrels in the right corner is a Heal Ring and a Super
Claw. To the left are 2 Heal Rings and a Shield Charge).
Checkpoint #6
From here go across the pipe, grab the platform, grab the side of the boiler
and get to the other side. From here there are several different ways to go:
Regular Way: Carefully land on the bottom pipes and maneuver your way over to
a big pipe with a Timed Side Pole. Grab it and jump over to the swing pole.
Use the Swing pole to reach the Checkpoint.
Checkpoint #7
From there land on the big pipe and jump to the other one. Walk across while
jumping over the spikes. Once you get to the door pull the lever.
Checkpoint #8
Here you’ll face 3 waves of 4 Egg Knights and 1 Egg Shooters/15 enemies
(Inside the barrel to the right is a Full Dark Gaia Force and a Shield Charge.
To the left is a Heal Ring). Pull the lever, go through the door, hit the
hourglass, and Home Attack the spring.
Hedgehog Area 3
Checkpoint #9
There are 2 ways to go from here:
Shortcut: Wall Jump and Air Boost using the Egg Faces and follow that path and
you’ll fall down a pit into a Directional Launcher. Press X to reach the other
Directional Launcher.
Regular Way: Head right towards the Egg Faces and Home Attack the Egg Fighter.
From there land on the Dash Panel and you’ll go into a Directional Launcher.
Boost into the Egg Shooter to hit the spring, land on the Egg Face, and
carefully jump across to the other side. From there carefully time your jump
on the Egg Faces to reach the top area with the other Egg Face (You may have
to use an Air Dash and a Wall Jump).
Checkpoint #10
On the conveyor belt, jump at the end and Home Attack the spring. On the
second conveyor belt, run across, Air Boost into the wall, and Wall Jump into
the Directional Launcher. After you use the last Directional Launcher follow
the path to the Checkpoint.
Checkpoint #11
Jump over the spikes and stomp into the boxes. Press the buttons shown on the
first 2 Directional Launchers and stand all the way to the right to avoid the
fan. Use a Wall Jump to hit the next Directional Launcher and continue to
press the buttons shown. Once you hit the Red Ring, boost.
Checkpoint #12
Eventually, you’ll hit a QTE Spring. After the QTE jump over to the conveyor
belt and get to the pulley on the other side. Press A to hop over the beams
and move the Left Analog Stick forward along with the Boost to maintain speed.
Use LB/RB to dodge.
Checkpoint # 13
Hit the QTE Ramp. It doesn’t matter if you fail it or not, but it can be a
shortcut. Home attack the enemies to make the platform come down and ride it
to the top and hit the spring. Wait for the Egg Faces to be in position before
attacking the Spinner and use them as well as the vanishing platforms to get
across. After using the Directional Launchers and land on the next platform,
jump to hit a Red Ring. Then wait for the Egg Face to move and go back in to
go pass it and slide into the Egg Knight with the Spring Shield. Run into the
spring to hit a Directional Launcher and go up. Jump on the vanishing
platforms to get to a spring. Grab the pulley, Home Attack the Egg Fighter,
and walk over to the checkered platform. Once it raises and you hit the red
spring, land, and boost forward to hit a spring. While in midair, Home Attack
the Egg Fighter and the QTE spring.
Checkpoint #14
Boost into the QTE Ramp. If you fail it, you will die. If you passed it you
will move into a skydive pit. Carefully dodge the beams and fans and position
yourself towards the platform and the Dash Panels. Unlike Rooftop Run Day Act
1, you won’t automatically land on the platform as you get towards the bottom.
Final Area
Checkpoint #15
From here there are actually 2 ways you can choose to go.
Hedgehog Shortcut: Go to the right of the lever and Wall Jump. Jump to the
right and run inside the vent. Avoid the fans and you’ll reach a room with an
Hourglass. Hit it and lift the movable door. From here you’ll be in the
endless robot room.
Regular Way:
In the room, walk over to the left and punch the pink panels. Pull the switch
to open the door. Slide down the pipe and avoid the fans. You’ll end up in a
room with a fan in the center and Dark Bats floating above. Here you have to
defeat all the Dark Bats and then pull the lever to open the door. Use the
Side Poles and Aerial Combos like the Hurricane Combo without the A Press.
Once you’re out slide down the next pipe to the Checkpoint.
Checkpoint #
There are 2 ways to get through this area.
Shortcut: Double Jump behind the checkpoint to land on a gear like platform.
Then Double Jump and grab the ledge.
Checkpoint #
Slide down the pipe to reach another endless robot room. Smash the middle Pink
Panel room to find the lever. Pull it and run through the door.
Last Checkpoint
From here pull the lever (there’s a Power Shield inside the barrel to the
right). In the next room you have to defeat the Titan to continue. There are
also 2 waves of 2 Egg Knights and Lightning Masters (To the south is a barrel
with a Heal Ring and to the right of the door is a barrel with a Super Claw.
In the next room is another lever (in the barrels to the right there’s a Heal
Ring, Full Dark Gaia Force, and a Power Shield). In the last room, you have to
defeat both of the Titans to make the Goal Ring appear. There are also 3 waves
of Power Masters and Cure Masters. Defeat the Cure Masters first and then
attack the Titans (There are 2 Heal Rings and a Super Claw inside the barrels
to the right of this area).
Collectibles: Art Books 17, 18, 60, 66, 67, and Records 13 (Eggmanland-Day),
32 (Eggmanland-Night), 39 (Tornado Defense-2nd Battle), and 56 (Eggmanland
Entrance)
1. After the first Checkpoint, boost, and jump to the 3 rails. Take the right
rail and Home Attack the Spinners to a higher rail. This rail will take you to
an area with a Record.
2. In the 2nd Hedgehog Area there is a Record to the right after the
Checkpoint. After you get it, go back to the left and Wall Jump pass the fans
to reach an Art Book
3. In the 2nd Werehog Area, get to where the enemies are and grab the Side
Pole to the right. Carefully use the pipe to get to the ledge of the boiler,
travel along the side, jump to the other boiler’s ledge, and travel along the
side there to get an Art Book.
4. After getting # 3 and hitting the next Checkpoint, go to the right side.
Carefully jump on the pipes to reach the Art Book and a high big pipe. From
there go and grab the boiler to the left, travel along the side, and jump on a
platform. Jump from that platform to a ledge with a Checkpoint. Go through it
and jump to the boiler, grab the ledge, travel along the side, and jump to the
other side. Jump up to the Heal Ring and Extra Life, grab the Swing Pole, and
grab the Record. Now instead of going straight jump to where you first entered
the section and pull the lever to make the platforms come down. Use the
platforms to get back over to the right side of the room, jump and grab the
Side Pole and quickly jump to the Swing Pole. Now from the Swing Pole double
jump to the boiler to the left to get an Art Book.
5. In the 3rd Hedgehog Area, Wall Jump and Air Boost to the Upper Area after
going through the Checkpoint. Follow that path and you’ll fall down a pit with
a Record and Directional Launcher at the bottom.
6. In the middle of the skydive pit is an Art Book.
Ranks:
S-600000 or more
A-450000-599999
B-382134-449999
C-?
D-?
E-? or less
Boss-Egg Dragoon
******************
Availability: After Clearing the Eggmanland Act
Summary: You’d think that after conquering Eggmanland, Eggman is going to use
one of the strongest robots he’s ever created. Instead he decides to use the
same robot he tried to crush Sonic with in the Opening Movie, upgrade its
cannon, change the other gun into a rocket drill, and powers it using Dark
Gaia’s energy….which is the same energy Were Sonic uses. Though we may never
know what Eggman was thinking, this boss is easy. You could get an S Rank with
a full life bar on your first time fighting it.
Battle Style: First run around to avoid the gunfire. Then stand to the north
of the platform and attack the green spot with combos. Stay near that green
spot. If he tries to do a slash attack, you can stand near the green spot or
go to the other side to avoid it. When the Egg Fighters appear, ignore them,
and attack the Green spot.
Once you push his health pass the line on his health meter, a 5 button QTE
that ends with hitting the A Button 10 times.
After the first QTE, Eggman will break the platform and send you falling. Move
around to avoid gunfire and to land on the next platform.
Once you land on the next platform repeat the process.
Other notes about this boss:
-After the first QTE, he does an ice attack. Jump to avoid its shockwave rings.
-He may beat the platform again before you push it pass the second line
-the final QTE require 7 buttons including having to press Y 14 times
-if you fail the QTE, you’ll have to do it over
Collectibles: None
Ranks:
S-80000 or more
A-70000-?
B-?
C-?
D-?
E-? or less
Boss-Dark Gaia/Perfect Dark Gaia
******************************
Availability: After Defeating Egg Dragoon. If you get a Game Over during this
level, you will have to fight Egg Dragoon again before fighting Dark Gaia.
Summary: This boss has 2 different forms and you’ll switch between Sonic and
Gaia Colossus.
Battle Style: In order to use Gaia Colossus:
X: to Boost
Hold LT/RT and release: to punch fire balls
LB: to Block
In these parts, boost past the fireballs thrown at you through the openings,
hold a punch if there are no openings, and block when he’s about to release a
beam. When you get to him the screen will change to a QTE. Here hit all the
Buttons shown to be taken to the Sonic Areas. If you miss 2 times, you’ll have
to start all over again.
Sonic Area 1
Run and jump over the purple vain. Boost over the ramp and collect rings. On
the rails switch from right to left, jump, and Ring Dash across to the QTE
ramp. Pass it.
Gaia Colossus 2
Dark will throw 5 fireballs now so be careful when you look for openings.
Sonic Area 2
From the start, jump into the Rainbow Rings to get a shortcut. Then Hit the
QTE Spring, pass it, and run through the Shuttle Loop to the QTE Ramp.
Gaia Colossus 3
The fireballs will come faster so be ready to push more often if you don’t see
an opening.
Sonic Area 3
From the start, boost to the right, and boost off the ramp there for a
shortcut. Jump over the upper area and into the Rainbow Ring. Jump and slide
over the purple veins and stay on the left to get an extra life. Boost on the
wall or into the spring, jump and slide over the purple veins, and Air Boost
across the tilted platforms, and boost to the QTE Ramp.
Super Sonic Part 1
Go down and boost to collect rings. Try to collect as many as you can even if
the gauge looks full. Avoid the rocks!
Super Sonic Part 2
Once you get to the shield, wait for the small cutscene, and boost around the
Dark Gaia Dragons. Boost into them several times to defeat them. Once you
defeat all 8 the shield will go down.
Other notes about this part:
-sometimes the Dragons will pop inside the shield when you get towards them.
If that happens, wait for them to pop out again or boost to the Dragon Head
-some Perfect Dark Gaia will shot beams and fire balls at Sonic. Boost to
avoid them.
-Avoid the rocks!
Final QTE
Once the shield is down, there will be a 6 Button QTE. Finally, you’ll have to
hit the X Button 60 times to end the fight.
Collectibles: None
Ranks:
Note: The first time you beat this boss, it won’t show a results
screen/rank/score.
S-Beat both forms in under 9 Minutes and 34 seconds
A-Beat both forms between 9:35-10:00
B-84693
C-?
D-?
E-? or less
9. Missions
----------------------------------------
There are 100 missions that have to be completed in order to get certain
achievements, extra experience and items, and fully complete the game. In
order to start a mission, you have to talk to a Townsperson during the day or
nighttime in the Town Stages. When you complete certain missions, you can play
them again in Stage Select.
Note: You won’t be able to do any Missions until you defeat Egg Beetle.
Trials
======
These are missions that require Sonic to run through special versions of
different levels and talk to people.
Note: Skip to Exorcisms if you haven’t exorcised a person for a particular
mission yet
(Key)
Name of Mission
How to get it: The Townsperson and their location. You may have to talk to
people again after playing another level, leaving the country, or coming back
from the Entrance Stage.
Objective: What you have to do to end the level.
Difficulty: How difficult the level is.
Tips: How to beat the level if you’re having a hard time.
Medals: Some Missions have 1 Sun or Moon Medal floating around somewhere.
Gregorios’ Missions
++++++++++++++++++++++++++++
The Elder’s Doubt
How to get it: After exorcising him, return to Apotos during the Night and
talk to him again.
Objective: Get to the end of the level and grab the glasses.
Difficulty: Easy
Tips: Use the Swing Poles from the beginning and then the Dark Bats to reach
the other side. Then smash your way through the enemies to get to the lever,
open the door, and grab the glasses. You can pull off over 50 Combos here.
Medals: None
The Elder’s Plans
How to get it: After clearing the Mission “The Elder’s Doubt”, go to the World
Map, come back, and talk to Gregorios.
Objective: Defeat the Nightmares and Deep Nightmares while preventing them
from touching Gregorios.
Difficulty: Medium
Tips: If anyone of the enemies touches him, you fail the mission. Once they
see Sonic though, they’ll focus on attacking him instead. Be careful when you
attack so you don’t send enemies flying in his direction. Use Straight Attacks.
Medals: None
The Elder’s Book
How to get it: After clearing the Mission “The Elder’s Plan”, go to the World
Map, come back, and talk to Gregorios.
Objective: Get to the Elder’s book before time runs out.
Difficulty: Easy
Tips: Jump over the saws and land on the Step Switch. Then defeat all the
enemies and get the book.
Medals: There’s a 1 Sun Medal underneath the Swing Pole.
The Elder’s Trial
How to get it: After clearing the Mission “The Elder’s Book”, go to the World
Map, come back, and talk to Gregorios.
Objective: Bring Gregorios the item “Maiden Statue,” which can be found in the
Apotos Entrance Stage. (See Section 5)
Difficulty: Easy
Tips: None
Medals: None
Elio, Ciccio, Natalia, and Aida’s Missions
++++++++++++++++++++++++++++
Elio’s Nights
How to get it: After clearing Rooftop Run Night Act 1, talk to Ciccio in
Spagonia.
Objective: Reach Elio before time runs out.
Difficulty: Easy
Tips: Watch the spikes when you jump to and from the Vertical Poles.
Medals: There’s a Sun Medal on the way.
Lunch Thief!
How to get it: After clearing the “Elio’s Nights” Mission, talk to Natalia
during the Daytime.
Objective: Reach Lucia before time runs out
Difficulty: Hard
Tips: This Mission level is based on the second half of Rooftop Run Day Act 1.
However, a few things have changed:
1. Bombs are placed in the first Aero Chaser area.
2. If you use the rail, jump to avoid the Egg Fighter with the Electric Shield.
3. The ramp has been replaced with bombs, so jump over them and boost up the
incline to avoid the set of spikes.
4. Spikes and bombs have been placed on the rooftop area.
5. There’s Egg Fighter with an Electric Shield at the end of the barrel
dodging area.
6. After you grab the pulley boost and jump over the Egg Fighter to avoid the
spike.
7. The ramp is missing, so jump so you don’t fall into the bottom area.
8. If you have the Ring Dash Ability, you can still use the shortcut. If not
there’s an Egg Launcher on the right side now, so be careful.
9. Wait for the Thunder Spinner to discharge before using a Home Attack.
10. The QTE springs are random.
11. There are spikes and Egg Fighters with Electric Shields on the path ahead.
12. From here take the higher path.
13. You have the pass the QTE ramp in order to continue
14. The ramp is missing at the beginning of the second Aero Chaser section
15. The Aero Chaser’s attack pattern doesn’t change but there are bombs on the
path now
Medals: From the beginning Home Attack the fountain. While in midair Home
Attack the balloons to reach the Moon Medal
A Miffed Mom
How to get it: After clearing the Mission “Dinner Thief”, go to the World Map,
come back, and talk to Ciccio during the Daytime.
Objective: Collect 10 Oranges and reach the Goal Ring.
Difficulty: Easy
Tips: Focus on reaching the goal because oranges are placed everywhere and are
easy to get.
Medals: None
Elio’s Loss
How to get it: After clearing the Mission “A Miffed Mom”, go to the World Map,
come back, and talk to Elio during the Daytime.
Objective: Collect 100 rings or more and get to the Goal Ring.
Difficulty: Medium
Tips: From the beginning move to the left and while you’re on the rail, move
to the middle, then the right, then the middle, then the left, then right
again. From here avoid the Aero Chasers’ lasers and the bombs.
Medals: After switching to the middle rail switch to the right rail to get the
Moon Medal.
Working Dad
How to get it: After clearing the Mission “Elio’s Loss”, go talk to Ciccio.
Objective: Go to Apotos, pick up the “Pretty Bouquet” from the shop and return
back to Ciccio.
Difficulty: Easy
Tips: None
Medals: None
Money Troubles
How to get it: After clearing the Mission “Working Dad”, speak to Aida.
Objective: Talk to Elios to get the Old Necklace, then go back to Aida and
she’ll give you the “Lovely Ring”. Give the “Lovely Ring” to Elio.
Difficulty: Easy
Tips: None
Medals: None
Happy Birthday
How to get it: After clearing the Mission “Money Troubles”, talk to Elios
during the night.
Objective: Find Natalia and tell her to meet her family. She’s at the end of
the left side street.
Difficulty: Easy
Tips: None
Medals: None
Marcantonio’s Missions
++++++++++++++++++++++++++++
Tower Terror
How to get it: Talk to him in Spagonia near the Entrance Stage after defeating
Egg Devil Ray.
Objective: Touch both ghosts and land on the Goal Ring.
Difficulty: Medium
Tips: They are both on the left side. After you’ve positioned yourself press X
to grab them.
Medals: If you don’t move from the start, you’ll grab the Moon Medal.
Jungle Fright
How to get it: After clearing the Mission “Tower Terror”, go to Adabat during
the Night and talk to him again.
Objective: Touch both ghosts.
Difficulty: Easy
Tips: Go to the right first then travel to the left side. Defeat the Deep
Nightmare on the dock there to make the platform come down, and jump on the
Step Switch to make the platforms in the water come up.
Medals: On the ledge where the 2 Red Killer Bees are, is a Sun Medal to the
left.
Kwami’s Missions
++++++++++++++++++++++++++++
Before the Ritual
How to get it: After exorcising him, talk to him during the daytime in Mazuri.
Objective: Get to the plant.
Difficulty: Easy
Tips: Pull off all the QTE. Watch out for the Thunder Spinner and the extra
spikes.
Medals: None
Spooky Shadows
How to get it: After clearing the Mission “Before the Ritual”, wait until Day,
and talk to Kwami.
Objective: Defeat all enemies to make the Goal Ring appear and touch it.
Difficulty: Easy
Tips: Home Attack the Spinners and Aero Cannons and boost through the Egg
Fighters. Towards the end, jump on the platforms to get to the other side.
Medals: Home Attack the Egg Fighter at the end of the path to get the Moon
Medal
Yaya’s Missions
++++++++++++++++++++++++++++
Run Yaya Run
How to get it: Talk to Essie during the daytime. Then wait until Night and
you’ll find Yaya, who will be standing out in the open. When you speak to her,
she’ll run away. Talk to Essie to begin the mission.
Objective: You have to climb up to the top of the area and get to Yaya.
Difficulty: Easy
Tips: When you get to the top and have to defeat the enemies, grab one of the
crates and throw it to defeat them all in 1 hit.
Medals: There is one Sun Medal in an area where Yaya was hiding.
Yaya’s Request
How to get it: Return to Mazuri after completing the “Run Yaya Run” Mission
and talk to Yaya.
Objective: Go to Apotos, buy a Sundae Supreme, and bring it back to Yaya.
Difficulty: Easy
Tips: Make sure you have at least 60 rings.
Medals: None
Ana’s Missions
++++++++++++++++++++++++++++
Ana’s Dream 1
How to get it: After defeating Egg Devil Ray, return to Mazuri and speak with
Ana.
Objective: Talk to everyone in the village and then report back to Ana.
Difficulty: Easy
Tips: None
Medals: None
Ana’s Dream 2
How to get it: After completing the “Ana’s Dream 1” Mission, talk to Ana in
Spagonia during the daytime.
Objective: Talk to all the college males and Prof Pickle’s Assistant and
report back to Ana.
Difficulty: Easy
Tips: None
Medals: None
Soul Mates
How to get it: After completing the “Ana’s Dream 2” Mission, talk to Ana in
Shamar during the daytime.
Objective: Find Musaid and tell him “There’s a Mazuri girl…” Then go back to
Ana.
Difficulty: Easy
Tips: He’s near the Entrance Stage Gate.
Medals: None
WARNING: After completing this mission leave or come back another time. I had
a glitch where Musaid went back to his regular spot after I exorcised Sa’id
(This was before I cleared Arid Sands Day Act 1).
Heir Wanted
How to get it: After completing the “Soul Mates” Mission, go to the World Map,
come back, and talk to Ana again.
Objective: Find Sadiq and return back to Ana.
Difficulty: Easy
Tips: None
Medals: None
Elder’s Call
How to get it: Talk to Ana in Mazuri, then Talk to Kwami.
Objective: When you talk to Kwami, choose the options “You’re wrong.”, “You
should trust Ana.”, and “Why not test them?”
Difficulty: Easy
Tips: None
Medals: None
Final Exam
How to get it: talk to Ana.
Objective: Get to the Goal Ring before time runs out.
Difficulty: Easy
Tips: There are 2 ways of getting to the Goal Ring:
1. Once you swing across and jump from the highest Side Pole to the ledge,
jump down to the area with the Egg Fighters. Defeat them then go back up, use
the Tightrope Ledge to get to the 2nd Vertical Pole, and climb it. Defeat the
Egg Fighter up there and the platforms will move. Jump across and drop down to
the area with the 2 Egg Fighters. Defeat them and use the Side Poles to the
left to get to the Goal Ring.
2. Once you swing across and jump from the highest Side Pole to the ledge,
jump and grab the ledge above the enemies. Continue following the ledge and
use it to get to the area with the Vertical Pole, climb the pole, and do a
Dash Jump to the platform. If you land successfully, do another Dash Jump to
reach the Goal Ring.
Medals: On the left side of the Goal Ring, use the Side Poles all the way to
the top reach the Sun Medal.
Jerri-Pekka’s Missions
++++++++++++++++++++++++++++
A Promise Made
How to get it: After exorcising him and defeating Dark Moray, go to Holoska
and talk to him during the night.
Objective: Defeat the Nightmares and Deep Nightmares while preventing them
from touching Jerri-Pekka.
Difficulty: Medium
Tips: If anyone of the enemies touches him, you fail the mission. Once they
see Sonic though, they’ll focus on attacking him instead. Be careful when you
attack so you don’t send enemies flying in his direction. From the beginning,
do a Comet/Missile Punch and then defeat the rest.
Medals: There’s a Sun Medal in the back.
A Promise More
How to get it: After clearing the Mission “A Promise Made”, go to the World
Map, come back, and talk to Jerri-Pekka.
Objective: Go to Apotos, buy some “Pitch Nuts”, and come back.
Difficulty: Easy
Tips: None
Medals: None
Love is Jerky
How to get it: After clearing the Mission “A Promise More”, go to the World
Map, come back, and talk to him during the day.
Objective: Get to the Jerky at the end of the level.
Difficulty: Medium
Tips: This Mission level is based on the first half of Cool Edge Day Act 1.
However, a few things have changed:
1. There are more Purple Crystals in the beginning. Run to the sides to avoid
them
2. They are also Purple Crystals in the slippery ice part. However, they
didn’t put any in the shortcut if you boost through the wall to the left but
there are a more enemies
3. There are more enemies near the Stomp Switch
4. There are more Purple Crystals in the Bobsled part
Medals: There’s a Moon Medal on the regular slippery path in the middle
Chun, Yilin, Charles, and Village Elder Zonshen’s Missions
+++++++++++++++++++++++++++++++++++++++++++++++
Checkup Time
How to get it: Talk to Zonshen in Chun-nan during the nighttime after clearing
Dragon Road Day Act 1.
Objective: Defeat all 50 enemies.
Difficulty: Easy
Tips: Defeat all the enemies in an area before continuing a path.
Medals: None
Find A Cure
How to get it: After clearing the Mission “Checkup Time”, go to the World Map,
come back, and talk to Zonshen.
Objective: Collect 10 Herbs.
Difficulty: Easy
Tips: Slow down and collect any you missed.
Medals: None
Get Pumped
How to get it: After clearing the Mission “Find A Cure”, go to the World Map,
come back, and talk to Zonshen during the Daytime.
Objective: Get to the Goal Ring without taking damage.
Difficulty: Medium
Tips:
1. In the water section jump over the bombs while boosting and drift while
boosting to continue
2. After the ramp hit the Red/Rainbow Rings to reach the upper section and
jump over the spikes at the end
3. Towards the end, slow down and jump to see enemies up ahead and avoid bombs
and spikes
Medals: There’s a Moon Medal after the water section in front of the bottom
part.
Chronic Ailment
How to get it: After clearing the Mission “Get Pumped”, wait until night and
talk to Zonshen.
Objective: Collect all 3 medicine components.
Difficulty: Easy
Tips: Collect them in this order
1. Use the Vertical Poles and boxes to the left
2. Defeat the enemies to make the barrier to the left go down
3. Defeat the Nightmares and double jump to the Dark Flower to the right and
take it out to make the barrier come down
Medals: Next to the last Medicine Component is a Sun Medal, to the left of the
door.
Forbidden Arts
How to get it: After clearing the Mission “Chronic Ailment”, wait until Day
and talk to Zonshen.
Objective: Bring Zonshen the item Pick-Me-Up from the Entrance Stage.
Difficulty: Easy
Tips: None
Medals: None
Energy Boost
How to get it: Complete the “Forbidden Arts” Mission, return to Chun-nan/wait
until Night, and talk to Chun and Yilin.
Objective: Collect the 5 bottles located throughout the stage.
Difficulty: Easy
Tips:
1. Defeat the 3 Killer Bees to make the barrier go down
2. After the Fling Pole, walk to the Dark Flowers and defeat them
3. After hitting the Balloon Switch, go down the path
4. Defeat the Dark Flower and destroy the Rock Wall behind it
5. Defeat all the enemies and go right
Medals: In the room with #4 is a Sun Medal
Meat Bun Trial
How to get it: After completing the Mission “Energy Boost” and clearing
Skyscraper Scamper Day Act 1, talk to Charles in Empire City. Tell him you’ll
talk to Zonshen, go to Chun-nan, talk to Zonshen, and return to him and talk
to him. When you go to Chun-nan after that, talk to Charles.
Objective: Buy 3 Lin’s Meat Buns from the Chun-nan shop and bring them to
Charles.
Difficulty: Easy
Tips: They cost about 60 rings each so you just have to collect 180 rings,
come back, and buy them.
Medals: None
Hide & Seek Trial
How to get it: Complete the “Meat Bun Trial” Mission, return to Chun-nan/wait
till the next day, and talk to Charles.
Objective: Get to the end of the level to where Yilin is
Difficulty: Easy
Tips: You basically have to run through a part of Dragon Road Day Act 1.
Nothing has changed so use shortcuts or the regular way quickly.
Medals: None
Deliver-A-Doc
How to get it: Complete the “Hide & Seek Trial” Mission, return to Chun-
nan/wait till the next day, and talk to Charles.
Objective: Bring the item “Medicine” to Sarianna, the woman walking near the
Hot Dog vendor, in Holoska during the Day.
Difficulty: Easy
Tips: None
Medals: None
Shuifon’s Missions
++++++++++++++++++++++++++++
Kung Fu Flex
How to get it: After exorcising Shuifon, talk to him 3 times during the
daytime in Chun-nan.
Objective: Defeat 30 enemies.
Difficulty: Medium
Tips:
1. From the start, Home Attack the Thunder Balls. Then Home Attack the
Spinners to the right.
2. While boosting try to hit a couple of the enemies while avoiding bombs
3. After running out off the water section, aim for the Red Rings and Rainbow
Rings to get a shortcut and defeat the enemies.
4. After you Home Attack the Egg Fighter by itself, a pulley will come down.
5. Instead of using the right path, get to the bottom section to defeat more
enemies after leaving the Directional Launcher.
Medals: None
Kung Fu Speed
How to get it: After completing the “Kung Fu Flex” Mission, return to Chun-
nan/wait till the next day, and talk to Shuifon.
Objective: Get to the Goal Ring before time runs out
Difficulty: Hard
Tips: This Mission level is based on the first half of Dragon Road Day Act 1.
However, a few things have changed:
1. There are more bombs and spikes in the beginning area. Press A slightly to
hop over the spikes.
2. Hit the right green box to use the rail shortcut.
3. If you want to save more time, jump from the incline and Air Boost into the
Red Ring (where the 2nd Moon Medal is normally located in the actual level).
If you decide not to, be careful because the QTE Ramp has been moved and an
Egg Fighter with a Spring Shield is in the way.
4. If you fail the QTE Ramp, you’ll have to start over.
5. You have to Home Attack the pulley, so Wall Jump to prevent yourself from
falling if you forget to jump
6. At the end of the Shuttle Loop, jump to hit the Red Ring, Ring Dash, and
boost across the Dragon path.
7. Use your momentum to jump over the second Egg Fighter with a Spring Shield.
8. Quickly jump over the Turntables. Watch out for the Egg Launcher’s missile.
The rails haven’t changed, so boost and switch to avoid the spikes.
Medals: There’s a Moon Medal on way the after the QTE Ramp
Sammar and Safi’s Mission
++++++++++++++++++++++++++++
(This doesn’t have a name)
How to get it: Find Sammar in Apotos after getting the Uncanny Camera.
Exorcise her and she’ll go to the following places:
1. Apotos
2. Mazuri
3. Holoska
4. Empire City
5. Chun-nan
6. Adabat
After she appears in Adabat, go to Shamar and talk to her brother Safi. Then
go to Adabat and talk to her and she’ll remember the note.
Objective:
Difficulty: Easy
Tips: None
Medals: None
Yasmine and Samia’s Missions
++++++++++++++++++++++++++++
Committee Call
How to get it: After clearing Arid Sands Day Act 1, talk to Yasmine in Shamar
during the daytime.
Objective: Destroy 10 boxes.
Difficulty: Easy
Tips: Boost and slide to destroy them.
Medals: None
Urgent Mission
How to get it: After clearing the Mission “Committee Call”, leave, come back,
and talk to Yasmine during the daytime.
Objective: Collect 10 Oranges.
Difficulty: Easy
Tips: Collect everyone you see.
Medals: There’s a Moon Medal on the way
The Hideout
How to get it: After clearing the Mission “Urgent Mission”, leave, come back,
and talk to Samia during the daytime.
Objective: Go to the right of Prof Pickle’s Lab to find Yasmine. Talk to her,
then talk to her sister, and come back to hear their conversation.
Difficulty: Easy
Tips: None
Medals: None
Missing Sister
How to get it: After clearing the Mission “The Hideout”, leave, come back, and
talk to Samia during the daytime.
Objective: Get to Yasmine.
Difficulty: Hard
Tips: This Mission level is based on the second half of Arid Sands Day Act 1.
However, a few things have changed:
1. From the beginning drift to the right. There are spikes on the ledge now so
be careful not to hit them. If you do, go back, and get a running start to get
over the gap.
2. Jump over the Egg Fighter ahead to avoid the bomb.
3. After going through the Shuttle Loop, jump, land on the rails, and boost.
Boost even after going through the Red/Rainbow Ring.
4. Boost until you get to the 2D section. There are spikes near the
Directional Launcher, and you can’t use the upper area, to get to the other
platform.
5. On the rail, jump, and Home Attack the Spinners and QTE Spring and boost
all the way.
6. Jump over the Egg Fighter with an Electric Shield and stomp the boxes.
7. After the Shuttle Loop, jump into a Red Ring, and Air Boost across to an
upper area.
8. Boost on the first wall but on the second wall, don’t boost
9. Once you’re past the wall, jump over the spikes and boost to the end
Medals: None
Shamarian Peace
How to get it: After clearing the Mission “Missing Sister”, leave, come back,
and talk to Yasmine during the daytime.
Objective: Defeat 30 enemies.
Difficulty: Medium
Tips: Hit every enemy you see.
Medals: There’s Moon Medal in the middle before the second corner.
Mufid’s Missions
++++++++++++++++++++++++++++
Ice Dream
How to get it: After clearing Arid Sands Day Act 1, talk to Mufid in Shamar
during the Daytime.
Objective: Get to the end of the level
Difficulty: Easy
Tips: After the QTE Ramp, jump to hit a series of Red Rings.
Medals: There’s a Moon Medal in the air after you hit the spring.
(This doesn’t have a name)
How to get it: After completing the “Ice Dream” Mission, talk to Mufid.
Objective: Go to Apotos and talk to the Ice Cream Vendor. Then go talk to
Mufid again and go to Apotos and hear their conversation.
Difficulty: Easy
Tips: None
Medals: None
Labib, Shadi, Lil’ Kate, and Def Big’s Missions
++++++++++++++++++++++++++++++++++++++
Curt Craftsman
How to get it: Talk to Shadi at Night in Shamar and choose the “Shoot me now”
response. After clearing Arid Sands Day, go to Shamar during the Daytime and
talk to Shadi and Labib.
Objective: Choose the option “Your son’s right”
Difficulty: Easy
Tips: None
Medals: None
Missing Son
How to get it: After completing the “Curt Craftsman” Mission, talk to Labib
during the nighttime.
Objective: Find the Stone Keys and place them into the Alters to get to Shadi
Difficulty: Medium
Tips: There are 2 ways to clear this level:
Shortcut: Jump onto the side pillar or grab a barrel and stand on it, double
jump, and grab the platform ledge and get the Yellow Stone Key.
Regular Way: Go all the way to the right and defeat the Deep Nightmares. Grab
the Red Stone Key in the room and put it in the Red Stone Alter to the left.
Grab the Green Stone Key out of this room and go to the bars to the left. Put
it in the Green Alter, grab the Blue Stone Key, and put it in the Blue Stone
Alter in front of the opposite bars. Go inside there and Step on the Step
Switch to activate the platforms and make enemies appear. Jump across the
platforms to get the Yellow Stone.
Once you have the Yellow Stone Key, place it in the Yellow Stone Alter, and
touch Shadi.
Medals: There’s a Sun Medal in the middle grass section.
A Rising Star
How to get it: After completing the “Missing Son” Mission, talk to Shadi in
Empire City during the Night.
Objective: Get to Def Big.
Difficulty: Easy
Tips: Defeat all the enemies in the first area to make the Electric Beams go
down. Be careful on the Tightrope Ledges.
Medals: None
A Dead End
How to get it: After completing the “A Rising Star” Mission, leave, return,
and talk to Shadi.
Objective: Get to Def Big.
Difficulty: Medium
Tips: Defeat all 4 waves of enemies, Dash Jump to the moving platform, and
reach Def Big.
Medals: Stand on the moving platform to get the Sun Medal
No Appointment
How to get it: After completing the “A Dead End” Mission, talk to Lil Kate
during the Daytime.
Objective: Get to Def Big.
Difficulty: Easy
Tips: From the start, you can Air Boost to the circular bridge. Also, pass the
QTE Ramp.
Medals: None
Which One?
How to get it: After completing the “No Appointment” Mission, wait until Night
and talk to Shadi and Lil’ Kate. Then talk to Def Big twice.
Objective: Basically, you have to pick the phrase with the last word that
rhymes.
Difficulty: Easy
Tips: The choices are always the same.
Medals: None
Louie Montaine‘s Missions:
++++++++++++++++++++++++++++
Passion Power
How to get it: After clearing Day Act 1, talk to him in Empire City.
Objective: Defeat 20 enemies.
Difficulty: Medium
Tips: After the Shuttle Loop, Stomp the glass, and Home Attack the Spinners.
Then go backwards and defeat the Egg Fighter. In the last part with the glass,
Home Attack the Spinners, and Air Boost into the glass.
Medals: There’s a Moon Medal on the way.
Play it Cool
How to get it: After completing the “Passion Power” Mission, wait until Night
and talk to him again.
Objective: Get to the Goal Ring.
Difficulty: Easy
Tips:
-From the start go straight.
-defeat all the enemies.
-To get to the lever on the floating platform, you have to Dash Jump.
-Be careful on the Tightrope Ledges.
Medals: None
Sonic Presents
How to get it: After completing the “Play it Cool” Mission, leave, come back,
and talk to him.
Objective: Get to the area with the Titan and defeat it to get the Goal Ring
to appear.
Difficulty: Easy
Tips: Watch out for the Titan’s attacks before they can send you from the
platform.
Medals: There’s a Sun Medal floating about the activated platform.
Deliveries
=========
These missions are all about taking or finding items and giving them to
people. If you’ve found any Mission/Star items, these are the people you want
to give them to.
Gigi’s Mission
++++++++++++++++++++++++++++
Kitchen Lab
After you exorcise his wife Barbara, he’ll ask you to buy some Broiled Ibanga
from Mazuri and Canned Horror from Holoska. Bring them to him to complete the
Mission.
Iman’s Mission
++++++++++++++++++++++++++++
Divine Diviner
Talk to her and she’ll ask you to look for her tools of augury (The Mission
Item Crystal Ball). After you find it in the Shamar Entrance Stage, bring it
to her.
The Boss’ Missions
++++++++++++++++++++++++++++
After you defeat Egg Beetle for the first time, you’ll see the Boss in the
Mazuri. Talk to him to start a series of missions where you have to deliver
gifts to Ippolita, the little girl who lives in Spagonia. After his last
Mission he will give you Art Book 44.
Charming Girl
Location: Mazuri
Take the item “Gift” to Ippolita in Spagonia and go back to Mazuri to tell him.
Boss’s Heart
Location: Apotos
Take the item “Gift” to Ippolita in Spagonia and go back to Apotos to tell him.
Boss’s Empathy
Location: Shamar
Take the item “Gift” to Ippolita in Spagonia and go back to Shamar to tell him.
A Final Gift
Location: Empire City
Take the item “White Flowers” to Ippolita in Spagonia and go back to Empire
City to tell him.
Miracle Cure
Talk to Ippolita in Spagonia, then talk to the Boss. Then go to Chun-nan and
talk to Zonshen to get the Miracle Cure. Return to Ippolita and then talk to
the Boss.
Sa’id’s Missions
++++++++++++++++++++++++++++
Sai’d is a resident of Shamar who loves tea. After you exorcise him, each time
you see him and give him the tea he requests, you will complete each mission.
Normally, tea is found in each of the Entrance Stages (except Eggmanland).
Once you give him all the teas, speak to him again to get videotape #24.
Tip Top Tea 1
Location: Shamar
Bring him the Red Tea from the Shamar Entrance stage.
Tip Top Tea 2
Location: Chun-nan
Bring him the Yellow Tea from the Chun-nan Entrance stage.
Tip Top Tea 3
Location: Mazuri
Bring him the Turquoise Tea from the Mazuri Entrance stage.
Tip Top Tea 4
Location: Apotos
Bring him the Blue Tea from the Apotos Entrance stage.
Tip Top Tea 5
Location: Holoska
Bring him the Violet Tea from the Holoska Entrance stage.
Tip Top Tea 6
Location: Empire City
Bring him the White Tea from the Empire City Entrance stage.
Tip Top Tea 7
Location: Adabat
Bring him the Green Tea from the Adabat Entrance stage.
Quizzes
=======
Some missions require you to answer a certain number of questions correctly
before time runs out. They’re not too hard because the questions are always
the same and if you fail, you can just try again and pick a different answer
for the question if it comes up again.
Sandra
++++++++++++++++++++++++++++
After a certain point in the game, a lady from Apotos named Sandra will travel
to other places. When you meet her she will ask trivial questions about the
area and the Townspeople that live there.
Quiz Lady 1
************
Location: Apotos
Q: How does the mysterious Lucas laugh?
A: Heh Heh Heh
Q: Anastasia is the lady who lost her dentures. Who is her husband?
A: Eric
Q: What is the shop in front the building where Gregorios normally stands?
A: An Ice Cream Shop
Q: Oh, and how do you spell the name of this place?
A: Apotos
Q: What is the name of Lambro’s Son?
A: Alexis
Q: Which of the following items is not for sale at the shop here?
A: Mellowyam
Quiz Lady 2
************
Location: Mazuri
Q: Which of the people here is very curious about other countries?
A: Ana
Q: Just how many houses do you figure there are in this village total?
A: Six
Q: How would you describe Yaya? She’s a girl here in the village. Real tiny
thing.
A: Extremely shy.
Q: What is the name of the taciturn and enigmatic eldery gentlemen?
A: Kwami
Q: Just making sure here: what is the name of the country we’re in?
A: Mazuri
Q: Tell me one true fact about the village here, would you? Anything’s fine.
A: It has butterflies by day
Q: Can you name the animal that comes to the village Entrance at night?
A: Elephant
Q: What’s Kofi usually up to when he doesn’t have any customers in his shop?
A: Beating a drum
Q: Four symbols are on the homes here: Bird, Fish, Alligator, and …what?
A: Lizard
Quiz Lady 3
************
Location: Chun-nan
Q: How many bridges are there spanning the river?
A: Three
Q: Talk to me about the distinctive features of this village, will you?
A: There’s a huge waterfall
Q: Describe that aged angel of the meat bun in one tidy phrase.
A: Mini and Mischievous
Q: What is Shuifon’s area of expertise?
A: Kung Fu
Q: What are the old man and little girl seated on the benches doing?
A: Playing a game
Q: What is the name of the resident medical expert Zonshen’s granddaughter’s
name?
A: Yilin
Q: What is the spirited Hualin’s Mother’s name?
A: Jinlin
Q: What’s the name of the little boy who’s always hungry?
A: Chun
Q: Do you remember the color of the playful Yilin’s barrette?
A: Red
Quiz Lady 4
************
Location: Spagonia
Q: What is Denise’s job, other than dealing with the prankster Mauro?
A: hair stylist
Q: What is sprouting from the University water fountain…besides water?
A: Wings
Q: Do you remember the name of the head master of the dormitory?
A: Otto
Q: What kind of shop does the fashionable Aida run?
A: Jeweler
Q: Can you name the person who always wears a hat?
A: Irma
Q: Name the shy University student who’s always too embarrassed to speak.
A: Dora
Q: Tell me something about this village. What’s one of its features?
A: It has dark alleys.
Q: Which of the following shops won’t you find in this town?
A: Pet Shop
Quiz Lady 5
************
Location: Empire City
Q: What engages the mind of the brilliant and self-centered Charles?
A: Medicine
Q: Did you see the fountain in the park? Can you tell me what’s on top of it?
A: A Globe
Q: This plaza has vendor stands right? Name something they sell.
A: Ice Cream
Q: Do you know the color of Freelance writer Brenda’s Sunglasses?
A: Cool Pink
Q: What is the name of the most pumped and prolific producer in town?
A: Def Big
Q: Louie Montaine is the man to ask about what topic?
A: Love
Q: Even an urban spot like this has wildlife, right? What lives here?
A: Pigeons
Q: The Lil’ Kate has a dream. What is it?
A: To be a singer.
Q: What color is the bag of the brilliant and self-assured Charles?
A: Yellow
Quiz Lady 6
************
Location: Shamar
Q: What do the people do here at night?
A: Thank the moon.
Q: Jus what is Chai, anyway?
A: Locally grown tea.
What do Shamar’s guardians Yasmine and call themselves?
The Pretty Committee
Q: What does Shadi, the rug store owner’s son, want to become in the future?
A: A singer
Q: Have you met Eshan? If you have, tell me something distinctive about him.
A: His nose is always stuffy
Q: What is the name of the diligent student studying under Professor Pickle?
A: Layla
Q: What is that worrywart Safi latest hang-up?
A: His missing sister
Q: What color is Ranyla’s head covering?
A: Blue
Q: What did Fortune Teller Iman lose recently?
A: Her tools of augury
Brenda
++++++++++++++++++++++++++++
She’s a reporter from Empire City who first appears after you defeat Egg
Beetle. She normally appears after boss battles and will ask trivial questions
about Sonic and about the story. When you complete all 5 of her quizzes,
you’ll find her in Empire City, and she’ll give you videotape #17.
Brenda Blurb 1
**************
Location: Chun-nan (After defeating Dark Gaia Phoenix)
Q: What was the name of the Temple Guardian?
A: Dark Gaia Phoenix
Q: Speaking, of which, the Chun-nan Temple Guardian is…?
A: A Massive Flaming Bird
Q: Who is behind the Planet getting broke like this?
A: Dr. Eggman
Q: And the name of the big scary thing that emerged from the core?
A: Dark Gaia
Q: What are the gems with the power to heal the planet called?
A: Chaos Emeralds
Brenda Blurb 2
**************
Location: Spagonia (After defeating Egg Devil Ray)
Q: How many Chaos Emeralds are there in total?
A: Seven
Q: Where was it you met up with your friend Tails?
A: Apotos
Q: What color was the Chaos Emerald restored at the Spagonia Temple?
A: Blue
Q: What attack did the Spagonia Temple Guardian specialize in?
A: Laser Beam
Q: I hear the professor studying this incident has a favorite food?
A: Cucumber Sandwiches
Brenda Blurb 3
**************
Location: Holoska (After defeating Dark Moray)
Q: Tell me what the Holoska Temple Guardian was like.
A: A Giant Eel
Q: You transform at night, right, Sonic? What do you call your other form?
A: Sonic the Werehog
Q: What color was the Chaos Emerald restored at the Holoska Temple?
A: Light Blue
Q: What was the guardian of the first temple you went to like?
A: A beetle-shaped robot
Q: Does Tails’ custom jet have a name?
A: The Tornado
Brenda Blurb 4
**************
Location: Shamar after defeating Dark Moray, clearing Skyscraper Scamper Day
Act 1, and clearing Jungle Joyride Night Act 1
Q: What color was the very first Chaos Emerald you restored, Sonic?
A: Green
Q: I’ve been hearing a lot of rumors about Tails. Which of these is true?
A: He flies using his tails
Q: Where did you meet up with Amy? That charming pink hedgehog girl?
A: Spagonia
Q: And what was the name of the guardian waiting in the Shamar Temple?
A: Dark Guardian
Q: What color was the Chaos Emerald you restored in the Shamar Temple?
A: Yellow
Brenda Blurb 5
**************
Location: Adabat
Q: What’s Eggman’s deal? What sort of guy is he?
A: A genius with a 300 IQ
Q: What color is the last Chaos Emerald?
A: White
Q: I hear there’s an old document about the planet. Know its name?
A: the Gaia Manuscripts
Q: What’s your favorite food?
A: Chili Dog
Q: Is there anything you CAN’T do, Sonic? Any weaknesses?
A: I can’t swim.
Exorcisms
==========
After clearing Rooftop Run Night Act 1, Tails will give you the “Uncanny
Camera”, which releases Dark Gaia’s minions from Townspeople at night.
Sometimes when you talk to people, you might notice that they’re acting
abnormal, they have purple smoke around their heads, or it even says something
extra next to their name in their word bubbles (Example: Kwami Acting
Strangely). When you notice one of those 2 things happening, that means you
can exorcise that person. In order to start the Exorcism, press the Y Button
when in front of them. Once this happens, you’ll be thrown into time trials
where you have to defeat the enemies before time runs out. Not only do these
missions allow you to get experience and get other missions from the people
you save, they also allow you to get the “Get on the Exorcise Bandwagon”
achievement (See Achievements Section).
Other notes about Camera:
-to recharge your camera talk to Prof Pickle or his assistant
-Some people have to be exorcised before doing their other missions
-you’ll randomly collect more flashes after giving Prof Pickle souvenirs
(Key)
Person: Tells you who you have to exorcise
Location: Tells where the person is
Time: How much time you have in order to defeat the enemies
Enemies: Number and type of enemies in the Exorcism
Person: The first Exorcism you have to complete.
Location: Spagonia
Time: 5 Minutes
Enemies: 4 Nightmares
This one is pretty easy. Just beat them up.
Person: Ice Cream Man
Location: Apotos
Time: 1 Minute
Enemies: 15 (Nightmares and Little Rex)
Person: Elder Gregorios
Location: Apotos
Time: 1 Minute
Enemies: 50 (Little Rex and Red Rex)
Person: Sammar
Location: Apotos
Time: 4 Minutes
Enemies: 40
1st Wave: Nightmares & Little Rex
2nd Wave: Nightmares, Deep Nightmares, and Cure Master
3rd Wave: Little Rex, 2 Deep Nightmares, and Cure Master
Person: Barbara
Location: Spagonia
Time: 4 Minutes
Enemies: 50
1st Wave: 4 Nightmares and Little Rex
2nd Wave: Dark Frights
3rd Wave: Nightmares and Little Rex
4th Wave: Dark Frights and 2 Lightning Masters
Person: Aida
Location: Spagonia
Time: 6 Minutes
Enemies: 60
1st Wave: Little Rex and Nightmares
2nd Wave: Nightmares
3rd Wave: Frights and Nightmares
4th Wave: Lightning Masters, Little Rex, and Deep Nightmare
5th Wave: Deep Nightmares and Frights
Person: Kwami
Location: Mazuri
Time: 1 Minute
Enemies: 15 (Red Rex, Nightmare, Deep Nightmare, and Lightning Master)
Take out the Lightning Masters first, and then the Deep Nightmares. Then take
out the Nightmares, and finish off the Red Rex. If you’re fast, throw the Red
Rex at the other enemies. Use Y Button combos until you have fewer enemies.
Person: Jari-Pekka
Location: Holoska
Time: 2 Minutes
Enemies: 15 (2 Waves of Deep Nightmares and Red Frights)
Person: Shuifon
Location: Chun-nan
Time: 5 Minutes
Enemies: 25
1st Wave: 2 Red Killer Bee, Lightning Master, and Dark Frights
2nd Wave: 2 Killer Bees, Red Frights, and Lightning Master
3rd Wave: 2 Killer Bees and 2 Red Killer Bees
Person: Sa’id
Location: Shamar
Time: 5 Minutes
Enemies: 20
1st Wave: Little Rex and 2 Red Killer Bees
2nd Wave: 4 Killer Bees, 1 Lightning Master, and 1 Power Master
Person: Med School Student Charles
Location: Empire City
Time: 5 minutes
Enemies: 40 (Green Rex, 2 Wizards, Deep Nightmares, and 1 Titan)
Person: Nagi
Location: Adabat
Time: 5 Minutes
Enemies: 40
1st Wave: 18 Little Rex
2nd Wave: 2 Nightmares and 2 Deep Nightmares
3rd Wave: 9 Red Rex and 2 Red Killer Bees
4th Wave: 4 Little Rex, 2 Killer Bee, and 1 Red Killer Bee
Hot Dog Trials
=============
Once you clear the first Day or Night Act for the first time in any area, a
Hot Dog Vendor will appear in the Town Stage of that same area depending on
the time of day. For example, when you clear Rooftop Run Day Act 1 and Night
Act 1 for the first time, you find the Hot Dog Vendor in the same place in the
Spagonia Town Stage during the Day and Night. If you only just cleared the
first Night Act, the Vendor will only appear in the Night. Basically, the
Vendors each have Missions that cost rings and reward Sonic with Hot Dogs.
During the Daytime the missions are Ring Trials, Time Trials, and Trials.
During the Night there are only Survival Trials and Time Trials. Not only that
but each trial has 3 levels of difficulty. When you complete Lv.1 Trials, they
become Lv.2 Trials and will reward you with 2 Hot Dogs instead of 1 when
completed. The same can be said for Lv.3 but those are supposed to be the
hardest to tackle.
Time Trials-Clear the level before time runs out
Battle Trials-Clear the level with the requested number of defeated enemies or
more
Ring Trials-Clear the level with the requested number of rings or more
Survival-Clear the level without healing
Notes:
-Sonic’s stats will have a great impact on the difficulty and time it takes to
complete each trial
-If it’s not a Time Trial, slow down, and take your time, especially for
Battle Trials
-there are shortcuts in both the Day and Night Acts and some pathways are
quicker than others
-all of these Hot Dogs give 70 Experience Points
Apotos- Breezy Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 4 Minutes and 30 Seconds
Lv.2- 3 Minutes and 30 Seconds
Lv.3- 2 Minutes and 30 Seconds
Battle Trial
Lv.1- 15 Enemies
Lv.2- 20 Enemies
Lv.3- 25 Enemies
Ring Trial
Lv.1- 100 Rings
Lv.2- 200 Rings
Lv.3- 300 Rings
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Mazuri- Scorcher Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 4 Minutes and 30 Seconds
Lv.2- 3 Minutes and 30 Seconds
Lv.3- 2 Minutes and 30 Seconds
Battle Trial
Lv.1- 20 Enemies
Lv.2- 30 Enemies
Lv.3- 40 Enemies
Ring Trial
Lv.1- 100 Rings
Lv.2- 200 Rings
Lv.3- 300 Rings
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Spagonia- Brainiac Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 7 Minutes
Lv.2- 5 Minutes and 30 Seconds
Lv.3- 4 Minutes and 30 Seconds
Battle Trial
Lv.1- 30 Enemies
Lv.2- 50 Enemies
Lv.3- 80 Enemies
Ring Trial
Lv.1- 100 Rings
Lv.2- 500 Rings
Lv.3- 800 Rings
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Holoska- Chilly Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 7 Minutes
Lv.2- 5 Minutes
Lv.3- 3 Minutes
Here are a few shortcuts and tips:
1. After passing the Thunder Spinner, going off the 2D ramp, and running on
the slippery part, boost into the wall to the left. Keep boosting to go
through a shortcut with springs at the end that will send you towards the
Stomp Switch area
. Boost up the incline using your momentum to touch the wall to the right, and
Wall Jump into the Rainbow Ring. Then boost off the ramp.
Battle Trial
Lv.1- 20 Enemies
Lv.2- 40 Enemies
Lv.3- 60 Enemies
Not hard to pull off. Just take your time. In Battle Trial Lv.3, in the last
Bobsled Section hit as many Egg Fighters as you can.
Ring Trial
Lv.1- 100 Rings
Lv.2- 300 Rings
Lv.3- 500 Rings
Be careful in areas with the Purple Crystals and falling Icicles. Don’t worry
about shortcuts here and focus on collecting rings. In the Bobsled parts,
watch out for Egg Fighters who look like they’re throwing a punch early. In
Ring Trial Lv. 3, try to get through the level without getting hit.
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Chun-nan- Historic Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 8 Minutes
Lv.2- 6 Minutes
Lv.3- 4 Minutes
Battle Trial
Lv.1- 10 Enemies
Lv.2- 20 Enemies
Lv.3- 30 Enemies
Ring Trial
Lv.1- 100 Rings
Lv.2- 300 Rings
Lv.3- 500 Rings
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Shamar- Sandy Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 7 Minutes
Lv.2- 5 Minutes
Lv.3- ? Minutes
Battle Trial
Lv.1- 30 Enemies
Lv.2- ? Enemies
Lv.3- ? Enemies
Ring Trial
Lv.1- 100 Rings
Lv.2- ? Rings
Lv.3- ? Rings
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Empire City- Urban Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 5 Minutes
Lv.2- ? Minutes
Lv.3- ? Minutes
Battle Trial
Lv.1- 35 Enemies
Lv.2- ? Enemies
Lv.3- ? Enemies
Ring Trial
Lv.1- 100 Rings
Lv.2- 200 Rings
Lv.3- ? Rings
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Adabat- Seafood Dog
++++++++++++++++++++++++++++
Time Trial (Day)
Lv.1- 10 Minutes
Lv.2- ? Minutes
Lv.3- ? Minutes
Battle Trial
Lv.1- 30 Enemies
Lv.2- ? Enemies
Lv.3- ? Enemies
Ring Trial
Lv.1- 100 Rings
Lv.2- 200 Rings
Lv.3- ? Rings
Time Trial (Night)
Lv.1- 20 Minutes
Lv.2- 15 Minutes
Lv.3- 10 Minutes
Survival
Lv.1- Full Health Bar
Lv.2- Half Full Health Bar
Lv.3- Quarter of a Full Health Bar
Eggmanland- Doggone Dog
++++++++++++++++++++++++++++
Time Trial
Lv.1- 75 Minutes
Lv.2- 65 Minutes
Lv.3- 45 Minutes
10. Enemies
----------------------------------------
Other than the Bosses, there are over 26 Eggman Robots and 20 Dark Gaia
Minions. Once you can come in contact with them, they become recorded in the
Bestiary on the Bookshelf in Prof Pickle’s Lab.
Eggman Robots
=============
These enemies appear in both Day and Night Acts, while some are only seen
during the Day.
Egg Fighter
Critical Attack Bonus: 6500
Egg Fighter with Shield
Egg Fighter with Spring Shield
Egg Fighter with Electric Shield
Egg Fighter Knight with Electric Shield and Sword
Egg Fighter Knight with Spring Shield and Big Sword
Egg Fighter with Shield and Sword
Egg Fighter with Sword
++++++++++++++++++++++++++++
QTE for Critical Attack: 2 Buttons
Summary & Tips: The Egg Fighter is the most common Eggman Robot you’ll
encounter. However, sometimes they’ll be caring swords and shields, some even
called Knights. During the daytime, Sonic can boost into them, slide into
them, hit them by drifting, and Home Attack them except for when they’re
holding a Spring Shield. When you Home Attack them, the spring will bounce you
up in the air and you may fall off the track. Use the slide or avoid them all
together when you see them in the way. When you see the Egg Fighters with the
Electric Shield, watch for the shield to turn off before attacking. The Egg
Fighters normally attack by punching. During the night levels, the robots
don’t block too much when they’re not carrying a shield, and may do a spinning
attack on the ground. After attacking them or trying a Critical Attack,
they’ll eventually drop their shields and swords, turning them into regular
Egg Fighters. Be careful when facing Egg Fighters with Electric Shields during
the Night Acts also.
Egg Shooter
++++++++++++++++++++++++++++
Critical Attack Bonus: 7500
QTE for Critical Attack: 2 Buttons
Summary & Tips: They look similar to the Egg Fighters except they’re brown and
attack using the guns on their arms. They can only shoot in a line so move
around to avoid their attacks. If an Egg Shooter is in sight, use a shield to
protect yourself from the shots or attack it ahead of time.
Little Fighter
++++++++++++++++++++++++++++
Summary & Tips: According to the Bestiary, these used to be the guns of Egg
Shooters that appear once you defeat one. Either way they also don’t pose most
of a threat. At night, they are the strongest small enemies to use as weapons
against other enemies.
Egg Launcher H
Egg Launcher V
Egg Launcher H+V
++++++++++++++++++++++++++++
Summary & Tips: These robots shoot 2-4 missiles at Sonic during the Day Acts.
They lock on so try to move around to avoid getting hit. Once they use up all
their missiles, they just stand there. They can still do a spin attack though,
so even then they’re not completely harmless.
Spinner
Thunder Spinner
++++++++++++++++++++++++++++
Summary & Tips: They act as stepping stones for Sonic during the Day Acts.
Watch out for the Thunder ones because they release electricity repeatedly.
Egg Shackle
Egg Burst
++++++++++++++++++++++++++++
Summary & Tips: These little guys stick to Sonic during the Day Acts. One
sucks away rings while the other explodes. Quickly get them off by pressing X
repeatedly.
Egg Typhoon
Egg Blizzard
Egg Flame
++++++++++++++++++++++++++++
Summary & Tips: The Egg Blizzard isn’t much of a threat because it only
freezes Sonic. Once Sonic breaks out by shaking the Left Analog Stick, he’s
back to normal. The others are more of a problem. In the Day Acts, wait for
them to stop blowing before using a Homing Attack. In the Night Acts, Sonic
can pick them up, and press Y to use their attacks against other enemies. If
you use the Egg Blizzard, you have to punch enemies while they’re frozen to do
damage.
Thunder Ball
++++++++++++++++++++++++++++
Summary & Tips: They guys follow the trails Sonic makes. In the Night Acts,
Sonic can throw them at enemies, especially near water, to electrocute them.
Aero-Cannon
Gold Aero-Cannon
++++++++++++++++++++++++++++
Summary & Tips: They’re basically Spinners with guns. Be careful when you Home
Attack them because their gunfire can be fast and precise.
Mole Cannon
++++++++++++++++++++++++++++
Summary & Tips: These appear in the Day Acts. The only way to defeat them is
to Stomp on them.
Aero Chasers
++++++++++++++++++++++++++++
Summary & Tips: They appear in certain Day Acts and run in front of Sonic,
shooting 1 way beams, flames, and electric beams (jump over them). To defeat
them, you have to boost into 1 or 2 Egg Fighters on their path, which will fly
into them and destroy them. Sometimes they even destroy themselves by flying
into walls. When they are attacked, they can’t use their attacks making your
path easier to get through as you boost into more Egg Fighters.
Interceptor
++++++++++++++++++++++++++++
Summary & Tips: This robot just won’t quit. It appears in 3 of Sonic’s Daytime
Acts and can’t be destroyed. The only thing to do is avoid its attacks using
the LB/RB and boosting. It has 5 different attacks:
Beam from the left shoulder- Only hits the left side of terrain.
Beam from the center- Only hits the middle of terrain.
Beam from the right shoulder- Only hits the right side of terrain.
Shockwave- it smashes the ground sending a shockwave towards Sonic. Jump to
avoid it.
Roundhouse Punch- If its close enough, it may try to punch Sonic. I believe
you can jump to avoid it, or just keep boosting.
Sometimes the beams may move from the center to the left or right side.
Dark Gaia’s Minions
==================
These enemies only appear in the Werehog levels.
Nightmare
Critical Attack Bonus: 6000 Points
Deep Nightmare
Critical Attack Bonus: 8500 Points
++++++++++++++++++++++++++++
QTE for Critical Attack: 2 Buttons
Summary & Tips: Nightmares are the most common enemies you’ll face in the
game. They have some as the same moves as the Werehog such as the Straight
Punch, and they’ll block when you attack sometimes. The Deep Nightmares are
more troublesome than the regular ones, so keep an eye out when you see them.
Little Rex
Red Rex
++++++++++++++++++++++++++++
Summary & Tips: They aren’t very strong and don’t pose a threat to Sonic. When
Sonic uses them to bash or throw at other enemies, they can cause a lot of
damage.
Dark Fright
Red Fright
++++++++++++++++++++++++++++
Summary & Tips: These little enemies have the same strength as the Rexes, but
they are faster and can fly. They don’t pack the same punch when Sonic uses
them as weapons, though.
Evil Flower
++++++++++++++++++++++++++++
Summary & Tips: These plants shoot energy balls in straight paths towards
Sonic from a distance. However, they are very weak and can’t move. If you see
them try to take them out first before focusing on other enemies.
Dark Bat
Dark Bat Sniper
Thunder Bat
++++++++++++++++++++++++++++
Summary & Tips: Every Dark Bat serves as a stepping stone for Sonic to get
across to other areas. The normal ones are harmless. The Snipers will try to
hit you with energy balls before you can grab them. The Thunder Bats release
electricity periodically. If you have trouble grabbing while avoiding their
attacks, use Unleash Mode.
Killer Bee
Critical Attack Bonus: 6500 Points
Red Killer Bee
Critical Attack Bonus: 8500 Points
++++++++++++++++++++++++++++
QTE for Critical Attack: 1 Button
Summary & Tips: These guys are ruthless. They’re fast and attack from a
distance and up close when they’re near Sonic and dodge by flying above when
you to attack. The Red ones are even more of a nuisance when in groups. The
good news is that you can grab them without having to deal hits first and bash
them into the ground and towards other enemies. Also, their Critical Attacks
only require one Button push, but you have to be quick to finish it.
Dark Eel
++++++++++++++++++++++++++++
Summary & Tips: These guys pop out of the ground and shoot energy balls at
you. They are similar the Evil Flowers, except for the fact that they can fire
3 energy balls, pop back into the ground when you get closer, and they can
take more hits. All you have to do is shield against their attacks and wait
for them to them to come back out of the ground. Take them out, so you can
focus on other enemies and not have to worry about dodging their attacks.
Cure Master
Critical Attack Bonus: 7000
-Heals other enemies
Fire Master
Critical Attack Bonus: 9000
-attacks with fire balls
Note: Throw water barrels at it to put the fire out and attack directly or
Comet/Missile Punch it
Fright Master
Critical Attack Bonus: 8500
-summons more Dark Frights to the field
Lightning Master
Critical Attack Bonus: 8500
-attacks with lightning balls
Power Master
Critical Attack Bonus: 8000
-makes other enemies stronger
++++++++++++++++++++++++++++
QTE for Critical Attack: 1 Button
Summary & Tips: When dealing with a group of enemies that don’t have a Big
Mother or Titan, these are the guys you want to take out first. Besides Fire
Master, attack them before they finish their magic circles and take them out.
If you don’t they will electrocute you, burn you, create more enemies to
fight, make the other enemies stronger, or heal the other enemies to full
health. They aren’t light, so be careful when trying to pick them up. If
they’re too far away to attack, throw smaller enemies at them before they
finish the spell. Be careful when they swing their staffs in the air, because
they can knock you to the ground.
Big Mother
++++++++++++++++++++++++++++
Critical Attack Bonus: 20000
QTE for Critical Attack: 3 Buttons
Summary & Tips: She is the second strongest Dark Gaia Minion you have to face.
She tries to smack Sonic and do a spin attack with her long arms. She may also
release Little Rex from the mouth on her stomach.
Titan
++++++++++++++++++++++++++++
Critical Attack Bonus: 40000
QTE for Critical Attack: 3 Buttons
Summary & Tips: The strongest Dark Gaia Minion you will have to deal with.
He’ll neither try to smack you, hit you with his wooden club or create a
shockwave by jumping or with his club that knocks Sonic out. Whenever you have
to deal with these guys, use Unleash Mode. Then go in and do some attacks,
dodge, and attack again. As soon as the Critical Attack Icon shows, use it to
finish him off. You can also use his strength to your advantage, because his
attacks can take out surrounding enemies. If you get hit by his Jump Shockwave
and see another coming, don’t hit the A Button yet, because if Sonic is lying
down he will avoid the second hit.
11. Achievements
----------------------------------------
There are 50 achievements that players can get in this game. Here they are as
follows:
Story Achievements
===================
These achievements are given as you progress through the story.
Still Broken- Defeat Egg Beatle for the first time
Looking Better- Defeat Dark Gaia Phoenix for the first time
Still a Jigsaw Puzzle- Defeat Egg Devil Ray for the first time
Picking Up the Pieces- Defeat Dark Moray for the first time
Almost There- Defeat Dark Guardian for the first time
One More to Go- Defeat Egg Lancer for the first time
World Savior- Defeat Dark Gaia for the first time
Easiest Way to get: Follow the Story Map in Section 5
Hedgehog Achievements
=====================
These are achievements that can only be obtained while using Sonic the
Hedgehog.
Lay the Smackdown- Get the Steel Boots and do a smash attack
Wall Crawler- Get the Spring Boots and do a Wall Jump
Airdevil- Get the Wing Shoes and do an Air Boost
Hyperdrive- Get the Rings Shoes and do a Lightspeed Dash
Getting the Hang of Things- Get an S Rank for the first time on any Hedgehog
level
Easiest Way to get: Defeat Egg Lancer
Blue Meteor- Reach the Goal of Windmill Isle Act 2 in less than 2 minutes and
35 seconds
Day Tripper- Clear all Hedgehog levels for the first time
Blue Streak- Bring the Hedgehog’s Speed and Ring Energy stats to their Max
levels
Speeding Ticket- Clear Arid Sand Day Act 1 in less than 2 minutes and 50
seconds
Werehog Achievements
====================
These are achievements that can only be obtained while using Sonic the Werehog.
Basher-Raise the Werehog’s Combat level to Lv.5
Smasher-Raise the Werehog’s Combat level to Lv.10
Crasher-Raise the Werehog’s Combat level to Lv.15
Thrasher- Raise the Werehog’s Combat level to Lv.20
Combo King-Do 10,000 combos.
Creature of the Night-Get an S Rank for the first time on any Werehog level
Easiest Way to get: Complete Windmill Isle Night Act 2, Jungle Joyride Night
Act 1, or defeat Egg Dragoon without dying.
Power Overwhelming- Bring all of the Werehog’s stats to their Max levels
Hard Day’s Night-Clear all Werehog levels for the first time
Either Form Achievements
You can earn these achievements whether you’re using Sonic during the day or
night.
Knockout Brawler-Defeat 1,000 enemies
Ring Leader-Collect 5,000 rings
Partly Cloudy-Collect 100 Sun Medals
Sunny-Collect all 200 Sun Medals
Half Moon-Collect 100 Moon Medals
Full Moon-Collect all 200 Moon Medals
Easiest Way to Get: Read the guide
Ace Pilot- Clear Tornado Defense Act 1 without taking damage/with your shield
at 100%
Easiest Way to get: When you get to Egg Cauldron focus all attacks on enemy
fire
Townspeople Achievements
========================
You can get these achievements by interacting with people in the Town Stages.
Social Butterfly-Talk to all the townspeople from every country at least once
Easiest Way to Get: Talk to everyone in a Town Stage the first time you get
there during the day and the night. To see who you’ve met, check the directory
on the bookshelf (you have to buy it) in Prof Pickle’s lab.
Helping Hand-Complete all missions for a Townsperson
Easiest Way to Get: Exorcise the Ice Cream Vendor in Apotos
I Ain’t Afraid of No Ghost-Complete both missions from Marcantonio
Get on the Exorcise Bandwagon-Exorcise everyone who was possessed at night
Hedgehunk-Complete all missions for Ana and Louie
Item Achievements
=================
You can get these achievements by buying and using certain items.
Oh, You Shouldn’t Have!-Give 1 Souvenir to Prof Pickle
That’s Enough, Seriously-Collect all of the Souvenirs and give them to Prof
Pickle
First Time Customer-Buy something from Wentos for the first time
Hungry Hungry Hedgehog-buy/obtain every food item at least one, including 1 of
every Hot Dog from all 9 Countries
Gyro with Relish-Clear all Day and Night Hot Dog Missions in Apotos
Pig in a Blanket-Clear all Day and Night Missions in Spagonia
Exotic Toppings-Clear all Day and Night Hot Dog Missions in Mazuri
Sausage Fried Rice-Clear all Day and Night Hot Dog Missions in Chun-nan
Iced Hotdog-Clear all Day and Night Hot Dog Missions in Holoska
Kebab on a Bun-Clear all Day and Night Hot Dog Missions in Shamar
Ketchup and Mustard-Clear all Day and Night Hot Dog Missions in Empire City
Fried Clam Roll-Clear all Day and Night Hot Dog Missions in Adabat
Hard Boiled-Clear all Hot Dog Missions in Eggmanland
BFFs-feed Chip the food he likes
12. Checklists
----------------------------------------
This section was made to make sure people didn’t miss anything in their game,
as far as Medals and Missions go.
Medals
========
Here are the areas where you can find Sun and Moon Medals:
Where/When Sun Moon
Apotos
++++++++++++++++++++++++++++
Town Stage Day 0 2
Town Stage Night 2 0
Entrance Stage 2 2
Windmill Isle Day Act 2 3 7
Windmill Isle Day Act 3 1 2
Windmill Isle Night Act 1 10 6
The Elder’s Book 1 0
Windmill Isle Night Act 2 4 1
Total 23 20
Spagonia
++++++++++++++++++++++++++++
Town Stage Day 0 4
Town Stage Night 4 0
Entrance Stage 2 2
Given by Prof Pickle 6 6 (See Section 10)
Rooftop Run Day Act 1 3 7
Lunch Thief! 0 1
Elio’s Loss 0 1
Tower Terror 0 1
Egg Devil Ray 2 3
Rooftop Run Day Act 2 1 2
Rooftop Run Day Act 3 1 2
Rooftop Run Night Act 1 10 6
Elio’s Nights 1 0
Total 30 35
Mazuri
++++++++++++++++++++++++++++
Town Stage Day 0 2
Town Stage Night 2 0
Entrance Stage 2 2
Savannah Citadel Day Act 1 3 7
Spooky Shadows 0 1
Egg Beatle 2 3
Savannah Citadel Day Act 2 1 2
Savannah Citadel Day Act 3 1 2
Savannah Citadel Night Act 1 10 6
Run Yaya Run 1 0
Final Exam 1 0
Savannah Citadel Night Act 2 4 1
Total 27 26
Holoska
++++++++++++++++++++++++++++
Town Stage Day 0 2
Town Stage Night 2 0
Entrance Stage 2 2
Cool Edge Day Act 1 3 7
Love is Jerky 0 1
Cool Edge Day Act 2 1 2
Cool Edge Night Act 1 10 6
A Promise Made 1 0
Dark Moray 3 2
Total 22 22
Chun-nan
++++++++++++++++++++++++++++
Town Stage Day 0 2
Town Stage Night 2 0
Entrance Stage 2 2
Dragon Road Day Act 1 3 7
Get Pumped 0 1
Kung Fu Speed 0 1
Dragon Road Day Act 2 1 2
Dragon Road Day Act 3 1 2
Dragon Road Night Act 1 10 6
Chronic Ailment 1 0
Energy Boost 1 0
Dark Gaia Phoenix 3 2
Dragon Road Night Act 2 4 1
Total 28 26
Shamar
++++++++++++++++++++++++++++
Town Stage Day 0 4
Town Stage Night 4 0
Entrance Stage 2 2
Arid Sands Day Act 1 3 7
Urgent Mission 0 1
Shamarian Peace 0 1
Ice Dream 0 1
Arid Sands Day Act 2 1 2
Arid Sands Night Act 1 10 6
Missing Son 1 0
Dark Guardian 3 2
Total 24 26
Empire City
++++++++++++++++++++++++++++
Town Stage Day 0 2
Town Stage Night 2 0
Entrance Stage 2 2
Skyscraper Scamper Day Act 1 3 7
Passion Power 0 1
Skyscraper Scamper Day Act 2 1 2
Skyscraper Scamper Night Act 1 10 6
Dead End 1 0
Sonic Presents 1 0
Total 20 20
Adabat
++++++++++++++++++++++++++++
Town Stage Day 0 2
Town Stage Night 2 0
Entrance Stage 2 2
Jungle Joyride Day Act 1 3 7
Egg Lancer 2 3
Jungle Joyride Day Act 2 1 2
Jungle Joyride Day Act 3 1 2
Jungle Joyride Night Act 1 10 6
Jungle Fright 1 0
Jungle Joyride Night Act 2 4 1
Total 26 25
13. FAQ
----------------------------------------
This section will answer any questions I’ve heard being asked repeatedly.
Q: What is the Downloadable Content?
A: It adds a certain amount of Day Acts and Night Acts to certain countries.
There is DLC for every country except Eggmanland. Some of them are harder
versions of regular Acts.
Q: Should I buy this game/Would I like this game?
A: Personally, I enjoyed it and I’m glad to add it to my collection of Sonic
games. If you’re not sure whether or not to buy it, rent it first. Just don’t
let reviews prevent you from playing a fun or potentially good game.
Q: What are the differences between the Xbox 360 Version and the Wii/PS2
Versions of Sonic Unleashed?
A: Although I’ve never actually played the other versions, here’s what I’ve
seen and heard:
-World Map
-Town Stages (you can’t walk through the Town Stages in the Wii/PS2 versions)
-Entrance Stages
-Acts (Some levels like Empire City are exclusive to the Xbox 360/PS3 Versions)
-Controls
-Graphics (they’re better on the Xbox 360/PS3)
-Boss Battles (some are more challenging on the Xbox 360/PS3 while others are
better)
-Medals (there are more Sun and Moon Medals to collect in the Xbox 360/PS3
Versions)
-Items
-Missions
-Order of Cutscenes
Q: What are the differences between the Xbox 360 and PS3 Versions of Sonic
Unleashed?
A: Like I said before, I’ve only played the Xbox 360 version of this game.
However, I have heard that the PS3 version has more frame rate problems and
doesn’t show a cut scene of Sonic changing from Hedgehog to Werehog in the
Town and Entrance Stages.
Q: Are Knuckles and/or Shadow in this game?
A: No. The only well known Sonic characters from past games, besides Sonic and
Eggman, are Tails and Amy.
Q: Can you raise Chao in this game?
A: No, but you do see them in the game:
-Wento’s Chao hand puppet and the item he sells (Chao Chugger)
-you have to collect 10 in Rooftop Run Day Act 3
-they appear on the signs in Shamar and Arid Sands during the day
-in Skyscraper Scamper Night Acts and Missions, there’s a neon sign that
says “Chao Beans”
Q: Can you play as Super Sonic through the regular levels?
A: No. Just in the final boss battle.
Q: Where’s the Day Act 3/Night Act 2/Boss for…?
A: Not every country has a Day Act 3, Night Act 2, or Boss Battle. The only
levels to play are listed in the Table of Contents and Levels Section.
Q: When do I get to do the Ring Dash?
A: When you find the Shoes in the Shamar Entrance Stage.
Q: I just finished an Act…where do I go next?
A: Read the Story Map in the Levels Section.
Q: I’m missing a Sun Medal/Moon Medal/Art Book/Soundtrack/Videotape…
A: Check Section 3 to find out what you’re missing and where it is, then check
Section 5 to find out how to get it.
Q: Where’s the best place to get Rings?
A: Entrance Stages, Night Acts and Missions, and Ring Trials
Q: Where’s the best place/way/food to get Experience?
A: -Werehog Acts and Missions
-Don Fachio’s Hot Dogs eating
-Dureeks
-Critical Attacks (Depending on where the enemy is sent after the attack
affects where the Chaos Orbs fall)
Q: Where’s the best place to get Medals?
A: Anywhere. Some are easier to find than others while others are pretty well
hidden.
Q: What’s up with your Record List?
A: My list is based on the same order as the one in Prof Pickle’s Lab.
However, some Records found are given numbers that don’t go in that order. I
believe I fixed all the mistakes but if you see one, please contact me (See
Section 11).
Q: WHERE ON EARTH IS ART BOOK NUMBER 40?!!!
A: I heard that Sandra gives it to you after doing all her quizzes, but I’m
not sure if it’s a glitch or a version exclusive thing. Some people have
received it from her while others have her disappear from Shamar altogether
(which is what happened in my game).
I heard that the new download fixes the Art Book 40 Glitch and has the Quiz
Lady appear in Shamar if she didn’t before. I might still experiment to see
what causes the glitch.
Q: What’s up with the number on the World Map, above the Sun and Moon Medal
total?
A: That number represents Acts and Missions during the Daytime and Nighttime.
For some Countries there’s a glitch that prevents it from becoming complete,
like 11/13 for Chun-nan, even when you do all the Missions.
Q: I’m missing some Sun and Moon Medals in Spagonia and I’ve collected them
all in the Town Stage, Entrance Stage, Acts, and Missions…
A: There are 6 Sun Medals and 6 Moon Medals that are added to Spagonia after
giving Prof Pickle a souvenir. When he gives you one is random and it doesn’t
matter if you give him souvenirs when he’s in his Spagonia Lab or Shamar Lab.
14. Legal Stuff
----------------------------------------
This may not be reproduced under any circumstances except for personal private
use. No one is allowed to use this guide on their website or take info from
this guide and place it in their own guide without my permission. If this rule
is broken, it will be a violation of the copyright.
Copyright 2009 Ryan Spriggs
15. Special Thanks
----------------------------------------
Sega and Sonic Team- For making a great Sonic game, once again
Aker75- the first person who posted info about Sonic’s Max experience levels
Knacker_kid- for letting me use info from his guide in my guide regarding the
food items (what Chip likes, how much experience Sonic gets from eating
certain foods, and prices of Wento’s food)
DDC20XL, finalrush7, BattleAxeRX, bcornelia, Tony, petri6, Chronos_5- sending
Rank/Score info so I calculate the marks for certain Ranks (in the Levels
Section)
dtg69, gmYoshi, Sanek-ULF, Skarmory60, Mr. Meteos, GOLD-sonic, STHX100, Will,
Martin, Dwaggie- people who informed me of corrections/errors in the guide
Billysan- first person to find the location of Videotape 27
JustinDWalker- found Art Book 29’s location
Best Buy- the only place that had a copy of this game on the release date in
my area (^v^)
Readers- the people that I hope have at least read this far in my guide (>v<)
16. Contact Info
----------------------------------------
Please send your Scores/Rank info, so I can calculate the markers for certain
Ranks.
If you still have questions, notice some corrections I need to make, have
comments, or have something you think I should add to my guide, please email
me at sonictrainer@verizon.net. Please don’t send hate mail (-_-)*.
If you have a Gamespot/Gamesfaqs account, you can also post in the Sonic
Unleashed 360 Forum Board Topic “Walkthrough Discussion Topic” or “Message me”
on www.gamespot.com.
All contributions will be added to the Special Thanks Section.