________    ______    ___   __   __    _______       __________
     /  _____/   /  __  \  |   \ |  | |  |  /  __  /      /          \
    (  (_____   /  /  \  \ |    \|  | |  | /  /  \/      /________    \
     \____   \ |  /   /  | |     `  | |  |(  (             _______)   |
     _____)  | \  \__/  /  |  |\    | |  | \  \__/\     .·Ż           /
    /_______/   \______/   |__| \___| |__|  \______\   /   ________.·'
        ___         ____       ____        ___   ___  /   /__________
  //\  ||  \ \\  / ||_   ||\ |  ||  ||  | ||__) ||_  /              /
 //ŻŻ\ ||__/  \\/  ||___ || \|  ||  \\__/ ||  \ ||_ /______________/

             COMPLETE
                       GUIDE    _____________
                               | VERSION 0.7 |
      _______________           ŻŻŻŻŻŻŻŻŻŻŻŻŻ
     /       |       \
a)  / Nathan | Jason  \              Hey readers! As this FAQ is in
    \  Tsui and Tsui  /              very primitive stages, this title
     \_______|_______/               isn't done yet! So we need your
       | (c) 2001  |                 help deciding which of the two
        ŻŻŻŻŻŻŻŻŻŻŻ                  author-ship thingies on the left
 ____________or____________          to use. Drop us a line at our
                                     e-mail, or catch us on AIM (see
      _______________                chapter [1c]: Contact Info) and
     /  Nathan Tsui  \               tell us which one YOU like better!
b)  /    _________    \
    |___|copyright|___|
    |   | (c)2001 |   |      THE ORIGINAL SONIC ADVENTURE 2 FAQ!
    \    ŻŻŻŻŻŻŻŻŻ    /       (the first FAQ released for SA2!)
     \  Jason Tsui   /
      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

 For detailed notes on how updates are coming along, visit the site at
                 http://www.angelfire.com/dc/segaholic2


=======================================================================
   T A B L E   o f   C O N T E N T S
=======================================================================

[ 1] Introduction
         [1a] Welcome!
         [1b] About the Authors
              [1b.1] Nathan Tsui
              [1b.2] Jason Tsui
         [1c] Contact Info
[ 2] Basics
         [2a] Game Basics
         [2b] VMU Saves
         [2c] Options
[ 3] Characters and Upgrades
         [3a] Sonic the Hedgehog
         [3b] Knuckles the Echidna
         [3c] Miles "Tails" Prower
         [3d] Shadow the Hedgehog
         [3e] Rouge the Bat
         [3f] Dr. Eggman
[ 4] Items and Enemies
         [4a] Items
         [4b] Enemies
*[ 5] Story Mode
         [5a] Hero Side
         [5b] Dark Side
         [5c] Last Side
[ 6] Bosses
         [6a] Hero Side
         [6b] Dark Side
         [6c] Last Side
**[ ?] Stage Missions
**[ ?] 2-Player Mode
**[ ?] Big the Cat Sightings
**[ ?] Miscellaneous
[ 7] F.A.Q.s
         [7a] Game F.A.Q.s
         [7b] Guide F.A.Q.s
[ 8] Credits
         [8a] Special Thanx
[ 9] Version History
[10] Coming Soon
         [10a] Unwritten Chapters
         [10b] Incomplete Chapters
         [10c] Current Work
[11] Copyright Info

*PARTLY FINISHED
**COMING SOON



=======================================================================
 [ 1]  I n t r o d u c t i o n
=======================================================================
This FAQ is still in very VERY primitive stages... You can see that the
final layout isn't done, the ASCII title isn't finished, etc... But
seeing how the game has just been released, this is just a prototype to
get the actual thing going. We're gonna make it bigger, badder, and
better than anything else out there! (we hope) Our vision for this FAQ
is that we'll be able to finish it and make it the definitive complete
walkthrough on the Internet. Also, to my knowledge, this is the first
FAQ/walkthrough ever written for Sonic Adventure 2. :)

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* The newest version of this guide can always be found at these sites *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
*               http://www.angelfire.com/dc/segaholic2                *
*                        http://gamefaqs.com/                         *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

-----------------------------------------------------------------------
 [1a]  W e l c o m e !
-----------------------------------------------------------------------
Welcome to Nathan and Jason Tsui's Complete Guide to Sonic Adventure 2.
Seeing how the game has just been released, we'll be updating and
writing this walkthrough as we go through the game!

-----------------------------------------------------------------------
 [1b]  A b o u t   t h e   A u t h o r s
-----------------------------------------------------------------------
This section will just introduce us, the two authors of this guide. We
each wrote our own section, and we hope our personal flair shows
throughout this walkthrough. :)

------------------------------
 [1b.1] Nathan Tsui
------------------------------
Name: Nathan "Segaholic2" Tsui
E-Mail: segaholic2@yahoo.com
AOL Instant Messenger: Segaholic2
Web Site: http://www.angelfire.com/dc/segaholic2

Yo! I'm Nathan Tsui, also known as Segaholic2! I have been playing
videogames since the old Mario Brothers and Sonic the Hedgehog, but
Sonic is the guy that really got me into videogames... as in hard-core!
And as Sonic Adventure 2 celebrates Sonic's 10th anniversary, I thought
it would be appropriate for us to write a complete guide for what might
be Sonic's biggest game ever... not to mention his last appearance on a
Sega system.

I'm the older of the two of us, and that's about all I can say.

------------------------------
 [1b.2] Jason Tsui
------------------------------
Name: Jason "Double -S-" Tsui
E-Mail: stkrule@yahoo.com
AOL Instant Messenger: DoubleS DX

Jason here, otherwise called (aside from real life) Double -S-. Not
much to say here... let's just say thanks to all my real life friends!
Nathan (NOT my bro), Sam, John, Elizabeth, James A., James T., Matthew,
umm... that's all I think. :) Thanks for just being there!

OK this next chapter is about my experience in videogames.

I've played videogames just about as long as my bro, from Mario to
Sonic the Hedgehog to Virtua Fighter to Mario 64 and now to the
Dreamcast era, so I know how big it is for a videogame mascot to last
10 years. Eagerly anticipating this game would be a major under-
statement. Though it is sad to see SEGA pulling out of the hardware
business, the Blue Blur's legend looks like it'll keep on running.

Bring it on.

-----------------------------------------------------------------------
 [1c]  C o n t a c t   I n f o
-----------------------------------------------------------------------
If you have any comments, questions, or suggestions, please feel free
to send them to Nathan Tsui at segaholic2@yahoo.com or Jason Tsui at
stkrule@yahoo.com. Also e-mail us with any errors or info we don't
already have and you'll get your name in the Credits in the next
update!

Regarding questions: Do NOT ask me questions that are answered in this
guide. READ the guide before sending me questions. I do not enjoy
receiving e-mails asking questions that are clearly answered in this
walkthrough.

If you want to contact me quickly, use AOL Instant Messenger. I
practically live on it now that I have DSL. ;) Anyways, I'm almost
always on Instant Messenger, so give me a ring on that. My handle is
"Segaholic2", and Jason's is "DoubleS DX".


=======================================================================
 [ 2]  B a s i c s
=======================================================================
This section will detail all the basics of the game that you should
know. More coming soon!

The main theme of Sonic Adventure 2 is the Hero / Dark idea which has
been focused upon before in books, movies, games, etc... Even the age-
old idea of Yin / Yang and such have that one theme: Hero / Dark. But
which wins in an epic battle such as Sonic Adventure 2? Our heroes and
villains for this game are:

               H E R O   S I D E  vs.  D A R K   S I D E

            Sonic the Hedgehog    vs.    Shadow the Hedgehog

          Knuckles the Echidna    vs.    Rouge the Bat

          Miles "Tails" Prower    vs.    Dr. Eggman

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

Here are the basic controls for the game:

            __/                           \__
           /   ___        _______            \_______
          / 1 /   \      |       |            \      \
          |  (  o  )     |       |   3 (Y)    |    5. L and R Triggers
          |   \___/      |       |   (X) (B)  |       behind controller
          |       _      |_______|     (A)    |
          |     _| |_                         |
          |    |_   _|                        |
          |    2 |_|                          |
          |                  /\               |
          |               4 /__\              |

+---+---------------------+-----------------------+-------------------+
| # |       Button        |    During the Game    |   Menu Controls   |
+---+---------------------+-----------------------+-------------------+
| 1 |   Analog Joystick   |    move character     |    move cursor    |
+---+---------------------+-----------------------+-------------------+
| 2 | Digital Pad (D-Pad) |     (no function)     |    move cursor    |
+---+---------------------+-----------------------+-------------------+
| 3 |     (A) Button      |         jump          |      select       |
+---+---------------------+-----------------------+-------------------+
| 3 | (B) and (X) Buttons |        action         | cancel ((B) only) |
+---+---------------------+-----------------------+-------------------+
| 3 |     (Y) Button      |  cycle action window  |   (no function)   |
+---+---------------------+-----------------------+-------------------+
| 4 |    START Button     |      pause game       |      select       |
+---+---------------------+-----------------------+-------------------+
| 5 |  L and R Triggers   |     rotate camera     |   (no function)   |
+---+---------------------+-----------------------+-------------------+

Moves that are common to all characters:

Move -
Buttons: Press the Analog Joystick in the direction you want to move
   your character.
Effect: Your character will move. Duh! :p

Jump -
Buttons: Press (A). The longer you hold the button down, the higher you
   will jump.
Effect: Your character will jump.

Whistle -
Buttons: Cycle through the Action Menu with (Y) until you find the
   "Whistle" command". Press (X) or (B) to Whistle.
Effect: Perform this move in front of a pipe to call animals out.

-----------------------------------------------------------------------
 [2a]  G a m e   B a s i c s
-----------------------------------------------------------------------
This section discusses the basic game-related info of Sonic Adventure
2.

The gameplay in Sonic Adventure 2 is split up into 3 main styles:

Sonic the Hedgehog / Shadow the Hedgehog
   (traditional Sonic-style platform action)
You make an insane high-speed dash to the Goal Ring. Classic Sonic
gameplay now in 3d! :)

Knuckles the Echidna / Rouge the Bat
   (treasure hunting)
You search a fairly large stage for 3 items, usually pieces of the
Master Emerald.

Miles "Tails" Prower / Dr. Eggman
   (shoot-'em-up)
You make your way through the stage in your mech... blowing anything
that gets in your way to pieces.

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

The lives system in Sonic Adventure 2 is basically the same as all the
previous Sonic outings... Rings are your source of life for all the
characters except for Tails and Eggman.

With Sonic, Shadow, Knuckles, and Rouge, as long as you have at least
one Ring on you, you can take a hit. Whenever you're hit your Rings
will scatter around in a circle... but only about 20 of your Rings will
scatter if you have more than that. If you're hit when you have no
Rings, you die.

With Tails and Eggman, you have a Health Meter on the bottom of your
screen. Pick up Rings and Chaos Drives to restore your Health Meter
slightly. Grab the Health Kit item to fully restore your health. When
your Health Meter reaches 0, you die.

-----------------------------------------------------------------------
 [2b]  V M U   S a v e s
-----------------------------------------------------------------------
The Sonic Adventure 2 save file takes up 18 blocks.
The Chao data file is 52 blocks.
The Chao Adventure 2 mini-game takes up 128 blocks.

Each Sonic Adventure 2 save file is individual. Unlike Sonic Adventure,
which could hold 3 save files in one 10 block file, Sonic Adventure 2
saves are 18 blocks EACH. In other words, if you want two Sonic
Adventure 2 save files, you'll have to have 36 blocks of memory free on
your VMU. If you want three, you'll need 54 blocks free, etc...

More info coming soon.

-----------------------------------------------------------------------
 [2c]  O p t i o n s
-----------------------------------------------------------------------

Listen to BGM (Sound Test) -
Lets you listen to the music in the game. The more levels, bosses, etc
you've beaten, the more tracks become available. There appears to be a
strange bug that will cause the game to not save the songs that you
have acquired. In most cases, the Main theme of the game (Live and
Learn), does not save (to the annoyance of most). We ourselves have not
encountered this bug.

Change file -
Lets you change which game file you play from.

The VMUs that you have inserted into the Dreamcast's controller ports
will show up after you select this option.

If you select a VMU with Sonic Adventure 2 saves, a side window will
pop up and give you a little information on the save, such as how many
Emblems you have collected, how long your playing time has been, and
the last level you played (or saved after). If the VMU contains
multiple saves of Sonic Adventure 2, the other saves will be displayed
on the same side window. There will be another small box on the side
window which will show either "Not enough memory".

Selecting a VMU without any Sonic Adventure 2 saves in it will cause
side window will pop up and show either "No save file" (??) if you have
enough free blocks, or "Not enough memory" (??) if you don't have
enough free blocks.

Change Jump Pack setting -
Lets you choose whether or not to have the rumble feature on. This will
not affect your game if you do not have a Jump Pack.

Change Stereo / Mono -
Lets you choose between Stereo and Mono sound.

Select language for voice and text (Language Select) -
Lets you pick what language the subtitles and speech is in. You can
pick from Japanese, English, French, Spanish, and German subtitles and
Japanese or English speech.

Change menu screen theme -
Lets you choose from menu screen themes that are available for download
at the Official Sonic Adventure 2 Homepage.


=======================================================================
 [ 3]  C h a r a c t e r s   a n d   U p g r a d e s
=======================================================================
This section details the moves for each of the characters in the game,
as well as where to locate all of their upgrades (called "Level Up
Items" by the manual). Now we've got all the character upgrade charts,
and complete move lists for all the characters!

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

To read the Level Up Item charts:
Upgrades are listed in the order you must receive them. Upgrades that
   are not mandatory are listed in Stage order at the bottom.
The # column indicates which number upgrade that item is. NA means the
   upgrade is not mandatory.
The Name column is the name of the upgrade.
The Location column tells which stage you can find the upgrade in.
The Requirements column tells which upgrades you'll need to obtain the
   upgrade.

EXAMPLE:

+---+----------------+-----------------+------------------+
| # |      Name      |    Location     |   Requirements   |
+---+----------------+-----------------+------------------+
| 1 | Light Shoes    | Stage 4:        | (none)           |
|   |                | Metal Harbor    |                  |
+---+----------------+-----------------+------------------+
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
+---+----------------+-----------------+------------------+
| N | Magic Gloves   | Stage 1:        | Bounce Bracelet, |
| A |                | City Escape     | Flame Ring       |
+---+----------------+-----------------+------------------+


-----------------------------------------------------------------------
 [3a]  S o n i c   t h e   H e d g e h o g
-----------------------------------------------------------------------
First appearance: Sonic the Hedgehog (1)
System: Sega Genesis
Date: June 23, 1991

------------------------------
 [3a.1] Moves
------------------------------
Jump Dash -
 Buttons: Jump, then press (A) when no target-able objects are around.
 Effect: Sonic will jump and shoot forward, getting you up to running
   speed.

Home-Attack -
 Buttons: Jump, then press (A).
 Effect: Sonic zooms at the nearest target-able object, which includes:
   enemies, item boxes, and a various objects in certain levels.

Grind -
 Requirements: Soap Shoes :P (none)
 Buttons: Jump onto a Rail
 Effect: Sonic will grind along the Rail, looking extremely cool and
   getting points!

Somersault -
 Buttons: Press (X) or (B).
 Effect: Sonic will roll and destroy anything in his path. A very
   useful move, not to mention you have to use it to get under tight
   spots.

Somersault Kick -
 Buttons: Press (X) or (B) three times.
 Effect: Sonic will roll and then roll again (with more force) and
   destroy anything in his path.

Spin Dash -
 Buttons: Hold (X) or (B), then release.
 Effect: Sonic will stop and spin in place, shooting off when you let
   the button go. His speed depends on how long you hold (X) or (B).
   Don't hold too long, though, or you'll lose the charge!

Fake Somersault -
 Buttons: Press (X) or (B) and then immediately press (A).
 Effect: Sonic will perform a Somersault, then quickly jump backwards.
   Useful against the Shield Hunters.

Somersault Backflip -
 Buttons: Press (X) or (B) and then press (A) while holding up on the
   joystick.
 Effect: Sonic will perform a Somersault, then backflip into a jump,
   letting you Jump Dash and get back to running speed.

Light Dash -
 Requirements: Light Shoes
 Buttons: Press (X) or (B) when you're in front of a trail of Rings and
   the option appears in the Action Window.
 Effect: Sonic will zoom along the line of Rings until it ends. Very
   useful for grabbing all the Rings in a line AND speeding up. Can
   also act as an attack, but only if there is an enemy at the end of
   the trail of Rings.

Light-Speed Attack -
 Requirements: Ancient Light
 Buttons: Hold down (X) or (B) until Sonic stops spinning and says
   "Ready...". Release to perform the Light-Speed Attack.
 Effect: Sonic will zoom around the screen, attacking any of the
   target-able objects around him and continuing on until there are no
   more objects within a certain vicinity of him.

Bounce Attack -
 Requirements: Bounce Bracelet
 Buttons: Jump, and then press (X) or (B).
 Effect: Sonic will bounce up and down. You can bounce higher and
   higher if you do it repeatedly. Can you say "Water shield"?

Magic Gloves -
 Requirements: Magic Gloves
 Buttons: Press (Y) until "Magic Gloves" comes up in the Action Window,
   then press (X) or (B) to use it.
 Effect: If an enemy is close enough to Sonic, Sonic will suck him into
   his arms, ready to throw the enemy at anything else. Not exactly
   useful, since you have to find it in the Action Window and have to
   be close enough to your target.

------------------------------
 [3a.2] Level Up Items
------------------------------
+---+----------------+-----------------+------------------+
| # |      Name      |    Location     |   Requirements   |
+---+----------------+-----------------+------------------+
| 1 | Light Shoes    | Stage 4:        | (none)           |
|   |                | Metal Harbor    |                  |
+---+----------------+-----------------+------------------+
| 2 | Bounce         | Stage 11:       | (none)           |
|   | Bracelet       | Pyramid Cave    |                  |
+---+----------------+-----------------+------------------+
| 3 | Flame Ring     | Stage 15:       | (none)           |
|   |                | Crazy Gadget    |                  |
+---+----------------+-----------------+------------------+
| N | Magic Gloves   | Stage 1:        | Bounce Bracelet, |
| A |                | City Escape     | Flame Ring       |
+---+----------------+-----------------+------------------+
| N | Ancient Light  | Stage 5:        | (none)           |
| A |                | Green Forest    |                  |
+---+----------------+-----------------+------------------+
| N | Mystic Melody  | Stage 16:       | (none)           |
| A |                | Final Rush      |                  |
+---+----------------+-----------------+------------------+

Light Shoes -
Stage 4: Metal Harbor
Requirements: (none)
In Metal Harbor, there is a platform with a trail of Rings ahead. That
is the only possible route (forwards, at least). There is a tower to
the left of the Rings with a Pulley in it. Simply grab onto the Pulley
and there's the Light Shoes!

Bounce Bracelet -
Stage 11: Pyramid Cave
Requirements: (none)
Umm... it's right in your path. You can't miss it. People who ask about
this should be ashamed of themselves. Very. Very, very ashamed.

Flame Ring -
Stage 15: Crazy Gadget
Requirements: (none)
After the 3rd Checkpoint in Crazy Gadget, after you cross the pool of
green stuff and flip the gravity until you're right side up, head back-
wards and jump on the Spring. Go up and there's the Flame Ring!

Magic Gloves -
Stage 1: City Escape
Requirements: Bounce Bracelet, Flame Ring
Right after the long run down the building, head forward a bit. There
are 4 metal crates in the ground. Use the Bounce Attack to get down
there and claim your prize: the Magic Gloves!

Ancient Light -
Stage 5: Green Forest
Requirements: (none)
The Ancient Light for Sonic is in the Green forest level, just after
the one and only half-loop (there are 2 full loops before this). At the
end of the loop, it'll dump you onto some Springs. The Springs will
bounce you up onto a platform with a HUGE tree that you go underneath
ahead. Don't go underneath, though, instead turn the camera around. See
that row of robots? Home-Attack them across to a platform where the
Ancient Light is!

Mystic Melody -
Stage 16: Final Rush
Requirements: (none)
Sonic's Mystic Melody is kind of hard to explain its exact location.
Hmmm... it's a bit after the fifth (I think) Checkpoint. Continue on
until you pass by an Ancient Ruin thing and there's a Rail with loops
ahead. On that Rail, before the loops, jump off and land on the 2 plat-
forms to the left. Take the Rocket and then follow the platforms to
the Mystic Melody.

-----------------------------------------------------------------------
 [3b]  K n u c k l e s   t h e   E c h i d n a
-----------------------------------------------------------------------
First appearance: Sonic the Hedgehog 3
System: Sega Genesis
Date: February 2, 1994

------------------------------
 [3b.1] Moves
------------------------------
Punch -
 Buttons: Press (X) or (B).
 Effect: Knuckles will punch, damaging anything in front of him.

Double Punch -
 Buttons: Press (X) or (B) twice.
 Effect: Knuckles will punch twice, damaging anything in front of him.

Double Punch to Uppercut -
 Buttons: Press (X) or (B) three times.
 Effect: Knuckles will punch twice, then perform an uppercut, damaging
   anything in front and above him.

Tornado Claw -
 Buttons: Press (X) or (B) three times while running.
 Effect: Aside from the bad Marvel vs. Capcom pun there, this move is
   pretty cool. You'll punch twice and dive forward while spinning in a
   flurry of fist. Very similar to the move we named it after. :p

Spiral Upper -
 Buttons: Rotate the joystick in a circle, then press (X) or (B)
   quickly.
 Effect: Knuckles will perform a spiral uppercut. Shoryuken!

Glide -
 Buttons: Press and hold (A) while in the air. Release to drop.
 Effect: Knuckles will glide, similar to Tails' hover, only more
   effective.

Wall Climb -
 Buttons: Jump or glide into a wall.
 Effect: Knuckles will grab onto the wall, allowing you to climb up and
   reach otherwise unattainable heights.

Dig -
 Requirements: Shovel Claw
 Buttons: Press (Y) until 'Dig' appears in the Action Window. Press (X)
   or (B) to dig. On walls press (X) or (B). The easier and faster way
   to dig is to jump and press (X) or (B), performing the Drill Claw
   and burrowing yourself underground in one swift action.
 Effect: Knuckles will dig in the ground, possibly finding Item Boxes,
   or Emerald Pieces.

Drill Claw -
 Requirements: (none) **Shovel Claw needed in order to Dig**
 Buttons: Press (X) or (B) while in the air. Press (A) to cancel.
 Effect: Knuckles will spiral downwards at great speeds, hitting
   anything in his way and digging if the terrain allows it. A very
   useful move to dig quickly, and great in the fight against Rouge.

------------------------------
 [3b.2] Level Up Items
------------------------------
+---+----------------+-----------------+------------------+
| # |      Name      |    Location     |   Requirements   |
+---+----------------+-----------------+------------------+
| 1 | Shovel Claw    | Stage 6:        | (none)           |
|   |                | Pumpkin Hill    |                  |
+---+----------------+-----------------+------------------+
| 2 | Hammer Gloves  | Stage 12:       | (none)           |
|   |                | Death Chamber   |                  |
+---+----------------+-----------------+------------------+
| N | Mystic Melody  | Stage 2:        | Shovel Claw      |
| A |                | Wild Canyon     |                  |
+---+----------------+-----------------+------------------+
| N | Air Necklace   | Stage 8:        | (none)           |
| A |                | Aquatic Mine    |                  |
+---+----------------+-----------------+------------------+
| N | Sunglasses     | Stage 14:       | Hammer Gloves    |
| A |                | Meteor Herd     |                  |
+---+----------------+-----------------+------------------+

Shovel Claw -
Stage 6: Pumpkin Hill
Requirements: (none)
It's right in front of you at the start of the level! Glide across to
the small island in front of you.

Hammer Gloves -
Stage 12: Death Chamber
Requirements: (none)
In the passage between the room where you start (red room) and the main
room, there is a hidden room on the right (if you head straight from
the start). Hit the Hourglass to open the door and break the wooden
boxes in the right wall. Through there are the Hammer Gloves.

Mystic Melody -
Stage 2: Wild Canyon
Requirements: Shovel Claw
Ride the air to the upper area, then glide down one of the two canyons.
Dig through the painting above the whole statue (not the canyon with
the statue head). It's in there.

Air Necklace -
Stage 8: Aquatic Mine
Requirements: (none)
Set the water to level 3. (Have the water at level 1 and climb up the
central pillar. Grab onto the Pulley to get taken to the top-most area
which holds the 3rd water level switch.) Then go back to the starting
point of the level. Glide across to the wall on the opposite side of
the room. Climb down and left and go down the vertical shaft. A short
walk will lead you to a LONG swim (you have just enough time to make
it through without drowning). At the end is the Air Necklace!

Sunglasses -
Stage 14: Meteor Herd
Requirements: Hammer Gloves
See the weird gray/blue meteors lying around this level? Those can be
given a quick punch to send them flying. Knock 'em into doors and some
of 'em will open.

Do this for the Meteorite sitting on the platform just away from the
main building. Take a running start and punch it into the door on the
building. If you're not going fast enough, the meteorite won't fly far
enough and you'll have to wait for it to "re-spawn" (not too long).
When you successfully break open the door, go to the opening and break
open the steel crate and hit the Switch inside. Now go and climb up the
pillar to get into the middle of the building. Drop down into the lava
area and land on the middle platform. There are the Sunglasses!


-----------------------------------------------------------------------
 [3c]  M i l e s   " T a i l s "   P r o w e r
-----------------------------------------------------------------------
First appearance: Sonic the Hedgehog 2
System: Sega Genesis
Date: November 24, 1992

------------------------------
 [3c.1] Moves
------------------------------
Volkan Cannon -
 Buttons: Press (X) or (B).
 Effect: Shoots one shot that travels in a straight line.

Homing Missile -
 Buttons: Hold (X) or (B), then acquire a target by sweeping the laser
   over an object, and release to shoot. Can target multiple objects.
 Effect: Shoots a Homing Missile that never misses, except on Bosses
   and 2P mode.

Propeller Punch -
 Buttons: Press (X) or (B) when your target is directly in front of
   you.
 Effect: Punches the target, knocking them backwards. Looks pretty
   funny in 2P mode. Must be very close to target.

Hover -
 Requirements: Booster
 Buttons: Jump, then press and hold (A).
 Effect: Hovering will slow your fall and makes platform jumping much
   easier.

------------------------------
 [3c.2] Level Up Items
------------------------------
+---+----------------+-----------------+------------------+
| # |      Name      |    Location     |   Requirements   |
+---+----------------+-----------------+------------------+
| 1 | Booster        | Stage 7:        | (none)           |
|   |                | Mission Street  |                  |
+---+----------------+-----------------+------------------+
| 2 | Bazooka        | Stage 13:       | (none)           |
|   |                | Eternal Engine  |                  |
+---+----------------+-----------------+------------------+
| N | Laser Blaster  | Stage 3:        | Bazooka          |
| A |                | Prison Lane     |                  |
+---+----------------+-----------------+------------------+
| N | Mystic Melody  | Stage 10:       | Bazooka          |
| A |                | Hidden Base     |                  |
+---+----------------+-----------------+------------------+

Booster -
Stage 7: Mission Street
Requirements: (none)
In the level, you will come across a gap that's too wide to jump across
normally. Omochao will tell you some junk about that. :P Head down the
left path and jump over the obstacles to reach the Booster.

Bazooka -
Stage 13: Eternal Engine
Requirements: (none)
When you come to the part where there a bunch of steel crates blocking
a passage in a wall, hit the Switch in the middle of the platform and
then hit the Spring and use the floating platforms to get up into an
opening in the wall. That's where you'll find the Bazooka upgrade.

Laser Blaster -
Stage 3: Prison Lane
Requirements: Bazooka
At the end of the stage, don't jump into the Goal Ring, instead, kill
all the enemies in the room (there is one hiding in an upper corner) to
open up the gate on the left. Blow up the steel crates and go through
the passage to reach the Laser Blaster.

Mystic Melody -
Stage 10: Hidden Base
Requirements: Bazooka
Umm... kind of hard to give an exact location. A while before the 2nd
Checkpoint, and after taking the Pulley up to some Kikis, there is an
area below the main path. Drop down there and blow away the four steel
crates in the wall. Take a few jumps and you'll see the Mystic Melody
up ahead.


-----------------------------------------------------------------------
 [3d]  S h a d o w   t h e   H e d g e h o g
-----------------------------------------------------------------------
First appearance: Sonic Adventure 2
System: Sega Dreamcast
Date: June 21, 2001

------------------------------
 [3d.1] Moves
------------------------------
Jump Dash -
 Buttons: Jump, then press (A) when no target-able objects are around.
 Effect: Shadow will jump and shoot forward, getting you up to running
   speed.

Home-Attack -
 Buttons: Jump, then press (A).
 Effect: Shadow zooms at the nearest target-able object, which
   includes: enemies, item boxes, and a various objects in certain
   levels.

Grind -
 Buttons: Jump onto a Rail
 Effect: Shadow will grind along the Rail, looking extremely cool and
   getting points!

Somersault -
 Buttons: Press (X) or (B).
 Effect: Shadow will roll and destroy anything in his path. You have to
   use it to get under tight spots.

Somersault Kick -
 Buttons: Press (X) or (B) three times.
 Effect: Shadow will roll and then roll again (with more force) and
   destroy anything in his path.

Spin Dash -
 Buttons: Hold (X) or (B), then release.
 Effect: Shadow will stop and spin in place, shooting off when you let
   the button go. His speed depends on how long you hold (X) or (B).
   Don't hold for too long, though, or you'll lose the charge!

Fake Somersault -
 Buttons: Press (X) or (B) and then immediately press (A).
 Effect: Shadow will perform one Somersault, then quickly jump
   backwards. Useful against the Shield Hunters.

Somersault Backflip -
 Buttons: Press (X) or (B) and then press (A) while holding Up on the
   joystick.
 Effect: Shadow will perform a Somersault, then backflip into a jump,
   letting you Jump Dash and get back to running speed.

Light-Speed Dash -
 Requirements: Air Shoes
 Buttons: Press (X) or (B) when you're in front of a trail of Rings and
   the option appears in the Action Window.
 Effect: Shadow will zoom along the line of Rings until it ends. Very
   useful for grabbing all the Rings AND speeding up. Can also act as
   an attack, but only if there is an enemy at the end of the trail of
   Rings.

Light-Speed Attack -
 Requirements: Ancient Light
 Buttons: Hold down (X) or (B) until Shadow stops spinning and says
   "There's no time to play games!". Release to execute.
 Effect: Shadow will zoom around the screen, attacking any of the
   target-able objects around and continuing on until there are now
   more objects with a certain vicinity of him.

------------------------------
 [3d.2] Level Up Items
------------------------------
+---+----------------+-----------------+------------------+
| # |      Name      |    Location     |   Requirements   |
+---+----------------+-----------------+------------------+
| 1 | Air Shoes      | Stage 9:        | (none)           |
|   |                | White Jungle    |                  |
+---+----------------+-----------------+------------------+
| N | Flame Ring     | Stage 4:        | Air Shoes        |
| A |                | Radical Highway |                  |
+---+----------------+-----------------+------------------+
| N | Ancient Light  | Stage 11:       | (none)           |
| A |                | Sky Rail        |                  |
+---+----------------+-----------------+------------------+
| N | Mystic Melody  | Stage 14:       | (none)           |
| A |                | Final Chase     |                  |
+---+----------------+-----------------+------------------+

Air Shoes -
Stage 9: White Jungle
Requirements: (none)
At a point later into the level, you'll come to an area that you can't
pass without the ability to do a Light Dash. Hmm... See that crate to
the right in the fencing? Yes? Break it. Drop down to get the Air
Shoes.

Flame Ring -
Stage 4: Radical Highway
Requirements: Air Shoes
After the first Pulley (near the first Chao container), when you take
the Springs up and head right (or forward, according to the camera),
stop and go back. Somersault under the spinning barrel-thing and use
Light Dash on the trail of Rings. The Flame Ring should be just ahead
of you.

Ancient Light -
Stage 11: Sky Rail
Requirements: (none)
Close to the beginning of the stage, head past the first Rocket instead
of taking it. Use the Beetle to get to the platform on the other side.
Ignore the Spring and break open the Chao Box that's sitting behind the
pole. Walk very cautiously to the edge to the left of the Chao Box...
A Beetle should appear. Use it and the ones that appear after it to get
to a Spring Beetle that will bump you to the platform with the Ancient
Light! 

Mystic Melody -
Stage 14: Final Chase
Requirements: (none)
After the 3rd Point Marker. In the part with lots and lots of the
spinning gravity drums. Get on the top of the 5th drum in this section.
You'll see a very tall drum with an electric fence in the middle of it
in front and a little to the right of you. Jump high and onto the drum
(make sure you clear the electric fence so you're on top of it). Use
the Spring at the top of the drum to send you where the Mystic Melody
sits.


-----------------------------------------------------------------------
 [3e]  R o u g e   t h e   B a t
-----------------------------------------------------------------------
First appearance: Sonic Adventure 2
System: Sega Dreamcast
Date: June 21, 2001

------------------------------
 [3e.1] Moves
------------------------------
Kick -
 Buttons: Press (X) or (B).
 Effect: Rouge will kick, damaging anything in front of her.

Double Kick -
 Buttons: Press (X) or (B) twice.
 Effect: Rouge will kick twice, damaging anything in front of her.

Double Kick to High-Kick -
 Buttons: Press (X) or (B) three times.
 Effect: Rouge will kick twice, then perform a rising kick, damaging
   anything in front and above her.

Dashing Flip Kick -
 Buttons: Press (X) or (B) three times while running.
 Effect: Rouge will kick twice and then do a flip while kicking any
   items or enemies in front of her.

Screw Kick -
 Buttons: Rotate the joystick in a circle, then press (X) or (B)
   quickly.
 Effect: Rouge will jump up, kicking, doing just about the same thing
   as Knuckles' Spiral Upper move.

Glide -
 Buttons: Press and hold (A) while in the air. Release to drop.
 Effect: Rouge will glide, similar to Tails' hover, only more
   effective.

Wall Climb-
 Buttons: Jump or glide into a wall.
 Effect: Rouge will grab onto the wall, allowing you to climb up and
   reach otherwise unattainable heights.

Dig -
 Requirements: Pick Nails
 Buttons: Press (Y) until 'Dig' appears in the Action Window. Press (X)
   or (B) to dig. On walls press (X) or (B). The easier and faster way
   to dig is to jump and press (X) or (B), performing the Drill Drive
   and Digging in one swift action.
 Effect: Rouge will dig in the ground, possibly finding Item Boxes, or
   Emerald Pieces.

Drill Drive -
 Requirements: (none) **Pick Nails needed in order to Dig**
 Buttons: Press (X) or (B) while in the air. Press (A) to cancel.
 Effect: Rouge will spiral downwards at great speeds, hitting anything
   in her way and digging if the terrain allows it. A very useful move
   to dig quickly.

------------------------------
 [3e.2] Level Up Items
------------------------------
+---+----------------+-----------------+------------------+
| # |      Name      |    Location     |   Requirements   |
+---+----------------+-----------------+------------------+
| 1 | Pick Nails     | Stage 5:        | (none)           |
|   |                | Egg Quarters    |                  |
+---+----------------+-----------------+------------------+
| 2 | Iron Boots     | Stage 12:       | (none)           |
|   |                | Mad Space       |                  |
+---+----------------+-----------------+------------------+
| N | Mystic Melody  | Stage 2:        | Pick Nails       |
| A |                | Dry Lagoon      |                  |
+---+----------------+-----------------+------------------+
| N | Treasure Scope | Stage 8:        | Iron Boots,      |
| A |                | Security Hall   | Mystic Melody    |
+---+----------------+-----------------+------------------+

Pick Nails -
Stage 5: Egg Quarters
Requirements: (none)
Go into the Egg Fish Chamber, or easier recognized as "the blue room",
and fire the Rocket in there. Go through the passage it makes and in
that room are the Pick Nails!

Iron Boots -
Stage 12: Mad Space
Requirements: (none)
Glide up to the Spherical Planet. That would be the only planet that is
REALLY round. Go into the building on it. The Iron Boots lie there.

Mystic Melody -
Stage 2: Dry Lagoon
Requirements: Pick Nails
In the first room of the stage, go to the lower area of the wall to the
right (from the camera angle where you start) and dig in the center of
the painting (it looks a lot like the paintings that Knuckles has to
dig through).

Treasure Scope -
Stage 8: Security Hall
Requirements: Iron Boots, Mystic Melody
>From where you start, head to the right. Get onto the second level of
the outer wall, where you'll find an Ancient Ruin. Play the Mystic
Melody and jump up the platforms to the Steel Crates. Break 'em open
and pass through. Ahead you'll see the Treasure Scope.


-----------------------------------------------------------------------
 [3f]  D r .   E g g m a n
-----------------------------------------------------------------------
First appearance: Sonic the Hedgehog (1)
System: Sega Genesis
Date: June 23, 1991

------------------------------
 [3f.1] Moves
------------------------------
Volkan Cannon -
 Buttons: Press (X) or (B).
 Effect: Shoots one shot that travels in a straight line.

Homing Missile -
 Buttons: Hold (X) or (B), then release acquire a target by sweeping
   the laser over an object, and release to shoot. Can target multiple
   objects.
 Effect: Shoots a Homing Missile that never misses, except on Bosses
   and 2P mode.

Punch -
 Buttons: Press (X) or (B) when your target is directly in front of
   you.
 Effect: Punches the target, knocking them backwards. Must be very
   close to target.

Hover -
 Requirements: Jet Engine
 Buttons: Jump, then press and hold (A).
 Effect: Hovering will slow your fall and makes platform jumping much
   easier. In Dark Stage 13: Cosmic Wall, hovering at the peak of your
   jump will make you rise.

------------------------------
 [3f.2] Level Up Items
------------------------------
+---+----------------+-----------------+------------------+
| # |      Name      |    Location     |   Requirements   |
+---+----------------+-----------------+------------------+
| 1 | Jet Engine     | Stage 6:        | (none)           |
|   |                | Lost Colony     |                  |
+---+----------------+-----------------+------------------+
| 2 | Large Cannon   | Stage 7:        | (none)           |
|   |                | Weapons Bed     |                  |
+---+----------------+-----------------+------------------+
| N | Laser Blaster  | Stage 1:        | Large Cannon     |
| A |                | Iron Gate       |                  |
+---+----------------+-----------------+------------------+
| N | Mystic Melody  | Stage 3:        | Jet Engine       |
| A |                | Sand Ocean      |                  |
+---+----------------+-----------------+------------------+
| N | Protection     | Stage 13:       | (none)           |
| A | Armor          | Cosmic Wall     |                  |
+---+----------------+-----------------+------------------+

Jet Engine -
Stage 6: Lost Colony
Requirements: (none)
In the dark room where you end up going around in circles; it's on one
of the upper ledges. It's required to get to the next area.

Large Cannon -
Stage 7: Weapons Bed
Requirements: (none)
When you come to the point where there's steel crates in your way and
Omochao is asking you if you've found the Large Cannon, head back and
left. In one of the hangers on the left side is the Large Cannon.

Laser Blaster -
Stage 1: Iron Gate
Requirements: Large Cannon
After the first elevator ride and the first Checkpoint, instead of
continuing to the right as normal, head forward and break open the
steel crates. Go through the passageway where the Laser Blaster awaits!

Mystic Melody -
Stage 3: Sand Ocean
Requirements: Jet Engine
At the very beginning of the level, jump onto the spinning platform.
Take a leap of faith (no thanks to the uncontrollable camera here) to
the left of the camera and hover. In a second or two the camera will
shift and allow you to see where you're going. Land on the platform
and there's the Mystic Melody!

Protection Armor -
Stage 13: Cosmic Wall
Requirements: (none)
After the second Checkpoint, after the part where you climb up a bunch
of platforms. When you've crossed over the top and are going downwards,
there is a Rocket to fire on the left. Fire it, and jump over to the
area that the Rocket just blew open. The Protection Armor is there.


=======================================================================
 [ 4]  I t e m s   a n d   E n e m i e s
=======================================================================
(NOTE: Names of the enemies and a few of the objects were taken from
Prima's Official Strategy Guide since we were too lazy to come up with
names ourselves. Except for some of the stuff that we knew already.
Like Kiki, Dash Panels, Rings, Kiki, Rockets, Pulleys, Kiki, Goal
Rings, Springs, Kiki, Hourglasses, Time Stop Switches, Kiki, Rails,
almost all of the objects except for Jump Plates, and, oh yeah... Kiki.
Kiki rocks.)

-----------------------------------------------------------------------
 [4a]  I t e m s
-----------------------------------------------------------------------
These are items that you can interact with throughout the game, the
game items (Capsules, Rings, etc...), the interactive objects in stages
(Dash Panels, Rockets, Checkpoints, etc...).

------------------------------
 [4a.1] Items
------------------------------

Rings -
Umm... who doesn't know about these? Staples in the Sonic library,
these Rings are your source of life. For Sonic, Shadow, Knuckles, and
Rouge, taking a hit with Rings will cause you to drop all of the Rings
you are carrying, but you will be able to grab some of them back up. If
you take a hit WITHOUT any Rings, you will lose a life and have to
start back from the last Checkpoint you hit (or the beginning of the
level). For Tails and Eggman, Rings will slowly recharge their Health
Meter. Oh yeah, getting 100 Rings will also snag you an extra life. Bet
ya didn't know that. >:P

Chaos Drives -
All of GUN's robots drop these after being destroyed. Walk over them to
pick them up. They will appear on the bar on the bottom-right of your
screen. Give them to your Chao to raise their stats. These will also
restore the same amount of health for Tails and Dr. Eggman as a Ring
does.

Item Capsules -
These gumball machine-looking things hold different items in them,
depending on the picture inside the capsule. Break them open to receive
the item. You can receive Ring Capsules, Basic and Magnetic Shields,
High-Speed Shoes, Invincibility, Smart Bombs, 1-Ups, and Health Kits
inside Item Capsules.

Ring Capsules (5, 10, 20) -
Bust open these capsules to obtain a certain amount of Rings (5, 10, or
20). The picture is a Ring with the number of Rings you receive in the
bottom left corner. These can be gotten by running through Checkpoints
with a certain number of Rings.

Basic Shield -
A green orb in the Item Capsule, this shield will protect you from one
hit. If you take a hit or get the Magnetic Shield, this shield will
vanish.

Magnetic Shield -
Identifiable by the blue orb in the Item Capsule, the Electric Shield
will protect you from one hit while attracting all the rings around you
to it. This means that you don't have to bother going out of your way
to grab rings while you have this shield. Disappears after you take a
hit or you get the Basic Shield.

High-Speed Shoes -
The little red sneakers will allow your character to run faster while
it lasts. Lasts approximately 15 seconds.

Invincibility -
This item's picture is a green/yellow sparkly-thing. When you get this
item, your character will be invulnerable to enemy attacks until the
power-up runs out. If your character touches an enemy, it will destroy
it. Lasts approximately 15 seconds.

Smart Bomb -
The bomb will destroy all enemies in a certain vicinity of the Capsule.
It is an instant-use item; once you break the Capsule open, it is used
and gone.

1-Up Capsule -
Your character's head will be in the picture of this item. Getting it
will grant you an extra life. (Most gamers should know what this does)

Health Kits -
Only for Tails and Eggman, this item will fully restore Tails or the
Doctor's Health Meters. Identifiable by the picture of a white box with
a red cross on it (easily recognized by most people).

Balloons -
These big red balloons with yellow stars on them will give you dif-
ferent items. So far I have seen the Balloons contain: 5 Rings, 10
Rings, 20 Rings, Basic Shields, or a Health Kit.

------------------------------
 [4a.2] Interactive Objects
------------------------------

Checkpoints (or Point Markers in the instruction manual) -
Checkpoints/Point Markers will save your progress in the level
(assuming you run through it correctly). If you die later in the level,
you will start back at the last Checkpoint you hit. The correct way to
activate a Checkpoint is to run through it, hitting the yellow balls.
You can tell if you activated it by the balls spinning around and
ending upright, and by the time shown in the bottom right corner. By
passing through a Checkpoint when you have a certain amount of Rings,
you will receive a certain item:

   More than  20 Rings  -  5 Rings
   More than  40 Rings  -  10 Rings
   More than  60 Rings  -  20 Rings
   More than  80 Rings  -  High-Speed Shoes
   More than  90 Rings  -  Basic Shield
   More than 100 Rings  -  Magnetic Shield (??)

Ancient Ruins -
These aren't usable until you have the Mystic Melody Level Up Item.
After you have obtained it, walk up next to the Ancient Ruin and press
(X) or (B) when the choice "Mystic Melody" becomes available in the
Action Window. One of a few things will happen. A door that is colored
like the Ruin will open, a portal will arrive nearby, a trail of rings
will appear somewhere, or some platforms will warp in. These are
almost always used to rescue the Lost Chao (Mission 3 of almost all
levels).

Goal Rings -
Run into these to finish the level you're in... that's all. Oh, yes,
they are usually located at the END of a level. :P

Missiles -
Step onto the green button at the base of the platform to launch these
Missiles off. They will usually destroy something that is obstructing
your way. In some of the later levels, you must activate the Missile by
hitting a Switch.

Switches -
These are white balls that have a yellow star on them. They will do
various things, such as open doors, activate Missiles, halt Traps from
falling, etc...

Time Stop Switches -
These Switches are dark colored with two white rings circling them. A
clock face is on the top of the middle ball. They will stop time for
a set amount of time (varies on each Switch), making inaccessible pas-
sages available for travel.

Pipes -
These look like little white drainage pipes, and are usually hidden off
in a corner. Stand next to one and press (X) or (B) when "Whistle"
appears in the Action Window. An animal will pop out.

Traps -
These big black weight-looking things will come crashing down, rise up,
crash down again, rise up, etc... Don't stay under the shadows of these
guys... they don't give friendly greetings. Thankfully it's not instant
death, but it's still quite painful-looking. At times you will have to
jump on top of one and ride it up to get to the next area in a level.

------------------------------
 [4a.3] Transportation Objects
------------------------------
These objects will help you get to different areas of the level. All
characters can use these (except for Tails and Eggman with the
Rockets).

Dash Panels -
New additions in Sonic Adventure (though the Genesis Sonic games had
different objects that would speed you up), these will give you a quick
burst of speed.

Jump Plates -
These will send you flying through the air. Just run onto them to be
shot over to your destination.

Springs -
Almost as big staples in the Sonic series as the Rings, though unlike
the rings, they've changed appearance over the years. Jump or walk onto
these to go flying through the air.

Rockets -
Walk into the handle on these Rockets (located on the back) to be sent
screaming across the level. (By the way, wouldn't that burn your face?)

Pulleys -
On the small side, these Pulleys could be missed by a careless eye.
They are colored red, yellow, and black on the handles. Jump into the
handle to grab onto it and be raised or lowered.

------------------------------
 [4a.4] Character Specific
------------------------------
The following objects are only accessible as the following specified
characters.

Sonic the Hedgehog
-----
Rails -
Stage(s): All
Rails. They're everywhere. Almost anything that looks like a Rail can
be grinded on. Just jump onto them and watch Sonic travel in style. Oh,
yeah, you need to keep balance by pressing the joystick left or right,
otherwise you'll slow down bad (especially on turns).

Ramps - 
Stage(s): City Escape... (??)
Run on these and press (A) while on the orange and white area to
perform a trick. The faster you are moving, the better trick you will
pull off, and hence, the more technique points you will receive.

Bars -
Level(s): City Escape, Pyramid Cave
Jump, spring, or ramp onto these to start yourself a-swingin'. Press
(A) in the "red zone" to fling yourself off in style (and allow
yourself to reach higher places). Sonic's been getting pretty extreme
recently, eh?

Vines -
Level(s): Green Forest
You will automatically grab onto these after flying into one. You will
go flying around and automatically let go and drop into the next area.

Pipes -
Level(s): Crazy Gadget
These are orange pipes that look a lot like the Rails, except they're
hanging from the ceiling. Jump up onto the start of one to grab on and
take a ride down.

Key Doors -
Level(s): Pyramid Cave
These doors have the Keyhole right in front of them. The Keys usually
aren't too far off, either. The Keys look like little greenish blobs.
Not exactly a helpful description, but don't worry, the first time you
meet a Key Door, the Keyhole and Key are right in front of it.

Gravity Switches -
Level(s): Crazy Gadget
The little green arrow signs with a lever underneath them are the
Gravity Switches. Stand on the little triangle, right in front of the
red lever, and press (X) or (B) when "Switch" appears in the Action
Window. The gravity will change in the direction of the green arrow.

High-Speed Warp Tube -
Level(s): Crazy Gadget
Break open the green glass covering the entrance to these and jump in.
Enjoy the ride! Omochao will notify you when you reach the first of
these, since they're kind of hard to describe (the entrance, I mean).


Knuckles the Echidna
-----
Hint Boxes -
Level(s): All
These boxes will give you clues as to where to find the Master Emerald
pieces or the Gate Keys. You can only read 3 hints for each piece,
though. When you get 3 hints, the Boxes will stop working until you
find that piece. Then you can get 3 clues again. To read a Hint Box,
stand near it and press (X) or (B). To view hints after you've read
them, press START and use the L and R Triggers to cycle between hints.

Meteorites -
Level(s): Meteor Herd
These objects lying around the Meteor Herd level aren't used too much.
Punch them to send them flying around and break open doors and certain
structures. The faster you're running while delivering the punch, the
farther the Meteorites will travel.

Square Heads on a Track -
Level(s): Wild Canyon
Heh heh... not a good name for these but what else could you call them?
They're big square stones with faces engraved on them, and they're on
short tracks. Stand next to one and press (X) or (B) when "Push" (??)
appears in the Action Window. Move along the track to move the Square
Head on a Track that way.

Warp Walls -
Level(s): Wild Canyon, Death Chamber
These are paintings on the wall with blue designs on them. The center
is an oval shaped design with an empty spot in the middle. Dig through
that spot to get to a different area. They usually will stand out a
little from the wall they're on.
(NOTE: You must have the Shovel Claw to use these)


Miles "Tails" Prower
-----
Dynamite Packs -
Level(s): Mission Street, Hidden Base, Eternal Engine
These explosives will blow up and either knock down or destroy the ob-
ject that it's attached to. They can be targeted and will count as an
x1 in a combo.

Lifts -
Level(s): Prison Lane
These are visible by dark gray squares on the ground with yellow and
black stripes tracing the outsides. Get onto one of them and enjoy
the (short) ride.

Door Locks -
Level(s): Cannon's Core... (??)
Target and shoot all of these to open the door they are on.

Container Tanks -
Level(s): Prison Lane, Eternal Engine... (??)
Shoot all the target-able parts on these objects to destroy them to
either find objects underneath them or use the remaining metal as a
platform for a height boost. There are two kinds of these: vertical and
lateral. The vertical versions will leave you the platform, while the
lateral versions may have Switches or other items underneath.

Radioactive Explosives -
Level(s): Eternal Engine... (??)
Shoot these green pillar objects and they'll explode with a big blast
radius. Not useful except for in the second boss battle with Eggman.


Shadow the Hedgehog
-----
Rails -
Stage(s): Radical Highway, Sky Rail, Final Chase... (??)
These Rails are scattered throughout all of Shadow's stages, and they
have the same properties as the Rails Sonic uses. Jump onto them to
start grinding and hold (X) or (B) to crouch and gain speed. Use the
Analog Joystick to steady yourself.

Ramps -
Stage(s): Radical Highway
Run on these and press (A) while on the orange and white area to
perform a trick. The faster you are moving, the better trick you will
pull off, and hence, the more technique points you will receive.

Bars -
Level(s): Radical Highway
Jump, spring, or ramp onto these to start spinning around on it. Press
(A) when you're inside of the "red zone" to go flying off and reach
higher areas.

Vines -
Level(s): White Jungle
Shadow will automatically grab onto these. You will go flying around
and automatically let go and drop into the desired destination.

Bungie Vines -
Level(s): White Jungle
Walk up to these to grab on and be flung upwards or forwards. They are
vines being held in place by an orange/red bar.


Rouge the Bat
-----
Hint Boxes -
Level(s): All
These boxes will give you clues as to where to find the Master Emerald
pieces, the Gate Keys, or the Chaos Emeralds. You can only read 3 hints
for each piece, though. When you get 3 hints, the Boxes will stop work-
ing until you find that piece. Then you can get 3 clues again. To read
a Hint Box, stand near it and press (X) or (B). To view hints after
you've read them, press START and use the L and R Triggers to cycle
between hints.

Warp Walls -
Level(s): Dry Lagoon
These are paintings on the wall with blue designs on them. The center
is an oval shaped design with an empty spot in the middle. Dig through
that spot to get to a different area. They usually will stand out a
little from the wall they're on.
(NOTE: You must have the Pick Nails to use these)

Turtles -
Level(s): Dry Lagoon
Jump onto the Turtles that are lying on the surface of the water and
press (X) or (B) to ride them to the other area of the level. Grab onto
the backside (...) of a Turtle swimming underwater by pressing (X) or
(B) to take a ride through some currents that you can't normally pass.
Beware, though, as you can still drown during the latter ride.


Dr. Eggman
-----
Dynamite Packs -
Level(s): Sand Ocean, Lost Colony (??), Weapons Bed  (??)
These explosives will blow up and either knock down or destroy the ob-
ject that it's attached to. They can be targeted and will count as an
x1 in a combo.

Lifts -
Level(s): Iron Gate
These are visible by dark gray squares on the ground with yellow and
black stripes tracing the outsides. Get onto one of them and enjoy
the (short) ride.

Door Locks -
Level(s): Iron Gate
Target and shoot all of these to open the door they are on.

Container Tanks -
Level(s): Iron Gate, Sand Ocean, Weapons Bed... (??)
Shoot all the target-able parts on these objects to destroy them and
use the remaining metal as a platform for a height boost.


-----------------------------------------------------------------------
 [4b]  E n e m i e s
-----------------------------------------------------------------------
There are basically 10 classes of robots (counting all of Eggman's
robots as one class), listed here. The classes of the robots are re-
arranged from the Official Strategy Guide to the order we felt they
seemed the most orderly (i.e.: flying types, ground types, etc...).

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

To read the individual enemy type listings:
The name of the enemy is listed first.
The Point item is how many points the enemy is worth (points were taken
 from Prima's Official Strategy Guide).
The Description item is a brief description of the enemy and its
 attacks.
The Tactic item are tactics to use against these enemies.

EXAMPLE:

Mono Beetles - 
Points: 100
Description: These guys sit on their bums and do NOTHING. Almost always
 used as a trail for Sonic and Shadow, or enemies to mindlessly blow
 away as Tails and Eggman.
Tactic: Tactic? What tactic? These guys won't hurt you in any way, un-
 less you walk right into them. Attack them with whatever attack you
 feel like.

------------------------------
 [4b.1] Beetle
------------------------------
The Beetle series of robots aren't the active type. They don't like to
fly around much. They just hover there, making convenient stepping
stones for Sonic and Shadow.

Mono Beetles - 
Points: 100
Description: These guys sit on their bums and do NOTHING. Almost always
 used as a trail for Sonic and Shadow, or enemies to mindlessly blow
 away as Tails and Eggman.
Tactic: Tactic? What tactic? These guys don't hurt you in any way, un-
 less you walk right into them. Attack them with whatever attack you
 feel like.

Spark Beetle - 
Points: 100
Description: These guys also sit on their bums. But they have a form of
 defense, at least. They have an electrical field that will pop on and
 off every few seconds. Don't attack them when the force field is up.
 Obviously.
Tactic: Wait for these guys to let down their guard, then attack them.
 I'm not sure if you see these guys as Tails or Eggman, but if you do,
 I doubt you'll have to wait for them to let down the electricity. Just
 blow them up into itty bitty pieces.

Gun Beetle - 
Points: 100
Description: These guys do the same thing as all the Beetles, but with
 a gun that they shoot you with. No problem.
Tactic: As Sonic, Shadow, Rouge, or Knuckles, run around until they get
 a shot at you, then rush and attack them. As Tails or Eggman, blast
 them before they blast you.

Bomb Beetle - 
Points: 100
Description: The most lethal of the Beetles (if you want to even call
 it lethal at all), Bomb Beetles will just drop bombs on you. Don't
 stay too close under them, as they could drop bombs right onto your
 head.
Tactic: Umm... stay out from under them and try to get to their height
 level as quickly as possible.

Spring Beetle - 
Points: 100 (according to Prima, I haven't destroyed one of these my-
 self)
Description: Even less dangerous than the Mono Beetles, maybe. These
 guys will sit there with a Spring attached to their backs. Jump onto
 them from the top to go "springing" (lame pun) through the air.
Tactic: Not like you're going to attack these guys. Jump onto their
 backs to... I won't say it again.

Gold Beetle - 
Points: 1000
Description: There's only one of these Beetles per level. They don't
 move around at all and will appear and disappear very quickly, so you
 have to react fast in order to have a chance at destroying them. They
 pack a nice, big, and juicy 1000 points.
Tactic: Umm... attack them quickly before they disappear. They act the
 same as Mono Beetles while they're around.

------------------------------
 [4b.2] Wing
------------------------------
Similar to the Beetles in design, but they have wings and can fly
around, making themselves a bit more of a hazard. There are only 2
variations of this robot, the Gun type and the Bomb type.

Gun Wing - 
Points: 500
Description: Basically the same as the Gun Beetles, except that they'll
 fly around while shooting at you.
Tactic: About the same as the Gun Beetles, just adjust for their move-
 ments. Don't bother trying to destroy these guys if they're flying out
 over a bottomless pit.

Bomb Wing - 
Points: 500
Description: They're Bomb Beetles, except they can fly around (making
 them more annoying).
Tactics: Get up to their height as quickly as possible. Avoid lingering
 anywhere near underneath these guys as MUCH as possible.

------------------------------
 [4b.3] Hawk
------------------------------
The Hawk robots are big and clunky looking. However, they're rather
hazardous as Tails and Eggman, since most variations of them will come
rushing at you while you're trying to set up a big combo. As the other
characters, though, they usually don't present much of a threat.

Gun Hawk -
Points: 200
Description: The Gun Hawks will fly around, shooting a burst of 3 shots
 every so often. Keep an eye out for these guys as Tails or Eggman.
Tactic: Sonic, Shadow, Knuckles, and Rouge have an easy time with these
 guys; rush 'em and take them down quick. Tails and Eggman will have to
 keep moving while targeting them to avoid being shot.

Laser Hawk -
Points: 200
Description: Basically the same as the Gun Hawk, except they fly around
 a bit faster and shoot lasers at you. Sometimes they'll charge and try
 to ram you, too.
Tactic: Since these guys move pretty fast they're a hazard for Tails
 and Eggman. Stay out of their flight paths and blast 'em as fast as
 as fast as you can. For the other characters, just Jump attack them.
 (noticed how Tails and Eggman always have different tactics from the
 other characters?)

Sky Hawk -
Points: 500
Description: These guys drop down from the sky and impale (not really)
 you with their spikes. Hard to avoid, since you usually can't see them
 coming.
Tactic: Sky Hawks will usually hover high in the sky above your path,
 then come crashing down on your unsuspecting character. VERY hard to
 avoid if you run right underneath their hiding place (from my exper-
 ience), especially if you're using the slower characters (i.e.: Tails
 or Eggman). You'll have to spot them ahead of time and pull back
 before they drop on you.

------------------------------
 [4b.4] Hornet
------------------------------
The Hornets are robots with a bunch of bombs attached to them. Blow out
the main robot, and the bombs will go. As Tails and Robotnik, you can
target the main robot and all the bombs to get a good combo (especially
on the 9 bomb variations!).

Hornet-3 -
Points: 100
Description: All of the Hornet-# units are basically the same, except
 they carry different number of bombs on them. These guys have 3, which
 they will throw at you within a few seconds of spotting you. 
Tactic: Attack the middle part as Sonic, Shadow, Knuckles, or Rouge.
 Tails and Eggman have to shoot out the middle to destroy it.

Hornet-6 -
Points: 200
Description: This Hornet carries 6 bombs on him, launching them at you
 about the same time that the Hornet-3 will. These enemies are pretty
 much the same thing for all characters (attack the middle) except
 Tails and Eggman, where they'll want to target the bombs to get a nice
 combo. 
Tactic: Attack the middle part as Sonic, Shadow, Knuckles, or Rouge.
 Tails and Eggman have to shoot out the middle to destroy it.

Hornet-9 -
Points: 300
Description: 9 bombs here means that Tails and Eggman can get a 10 hit
 combo for nice bonus points. Same tactic as the previous Hornets. 
Tactic: Attack the middle part as Sonic, Shadow, Knuckles, or Rouge.
 Tails and Eggman have to shoot out the middle to destroy it.

Laser Hornet -
Points: 100
Description: These robots are slightly different from their brethren.
 They will sit there, looking like a Hornet-3, except they'll shoot
 lasers at you. I'm not sure if they'll launch their bombs at you too,
 I'll have to look into that. 
Tactic: Attack the middle part as Sonic, Shadow, Knuckles, or Rouge.
 Tails and Eggman have to shoot out the middle to destroy it.

Phoenix -
Points: 100
Description: I actually haven't SEEN one of these, but the strategy
 guide says they're there. They don't say much about them, though. DOH!
 I'll write about these once I see one. 
Tactic: Haven't seen one of these, and Prima doesn't say anything about
 these, so I don't know the tactics. <:(

------------------------------
 [4b.5] Blue Eagle
------------------------------
There's only one type of Blue Eagle, and it's the only kind of enemy
that looks very much like something us people are familiar with. :P

Blue Eagle -
Points: 500
Description: They're worth a nice 500 points, but they are usually fly-
 ing around at such high speeds that it's illogical to attack them as
 anyone besides the mech warriors (Tails and Eggman, since they don't
 move when they're attacking). They'll usually fly low and fast, drop-
 ping bombs that will explode on impact at you. 
Tactic: Avoid the bombs they drop (you can see them as they fall). The
 high speeds at which they travel make them hard to attack. Usually you
 should ignore them.

------------------------------
 [4b.6] Hunter
------------------------------
These Hunters are humanoid robots that will shoot at you. Sometimes (in
only a few cases) they'll actually move around, but most of the time
they are immobile.

Gun Hunter -
Points: 100
Description: An easy enemy. They'll sit there, tracking you and shoot-
 ing at you every once in a while. Really not much of a threat to the
 fast characters (i.e.: everyone but Tails and Eggman) 
Tactic: Attack them anywhere; they're vulnerable all around.

Laser Hunter -
Points: 100
Description: Almost identical to the Gun Hunters, except they'll shoot
 at you with a different weapon. I think the lasers they shoot travel
 just slightly faster than the Gun Hunter's shots. 
Tactic: Attack them anywhere again. Keep moving to avoid their laser
 shots.

Shield Hunter - 
Points: 200
Description: These guys have shields that they'll hold in front of
 their bodies, making them invulnerable to frontal attacks. 
Tactic: As Sonic and Shadow, Somersault at their feet (underneath the
 shield) to destroy them. You can also jump WAY above and over them and
 Home-Attack their back. Knuckles and Rouge have to run around behind
 them and punch their backs. Tails and Eggman should target them and
 wait for them to move their shields away, then pull the trigger (also
 known as letting go of (X) or (B)).

------------------------------
 [4b.7] Rhino
------------------------------
Rhinos crawl along the ground, mostly trying to ram into you. They
resemble modern-day tanks (kind of).

Rhino Jet -
Points: 100
Description: These guys will roll around slowly until they see you.
 Once you get in their range, they'll turn and charge at you. Step out
 of their way quickly.
Tactic: Sonic and Shadow have no problem dealing with these guys; just
 use a Home-Attack. Tails and Eggman should just shoot them while jump-
 ing out of the way. Knuckles and Rouge have to time their attacks well
 (or could just jump on it).

Rhino Cannon -
Points: 100
Description: These guys look like modern day tanks. They won't charge
 you, they'll roll around and shoot bombs at you instead.
Tactic: Simply avoid the bombs and attack the robot. Easy once you get
 around the bombs.

Rhino Spike -
Points: 100
Description: These guys are basically the same as the Rhino Jets, but
 they have spikes on their backs, preventing you from jumping on them.
Tactic: Charge them and Somersault attack them as Sonic or Shadow.
 Knuckles or Rouge can just punch or kick them. I don't know if Tails
 or Eggman encounter the Rhino Spikes yet, but you'd probably just
 shoot them normally.

Rhino Metal -
Points: 100
Description: The Rhino Metals will charge you just like the Rhino Jets.
 I haven't toyed around with these guys enough so I don't know how to
 destroy them. Just run past these guys as quickly as you can.
Tactic: These Rhinos appear to be invincible, from my current exper-
 iences. I need to try and get an Invincibility and run into them. No
 attacks appear to damage it.

------------------------------
 [4b.8] Artificial Chaos
------------------------------
These robots are like robotic Chaos (from Sonic Adventure). They're the
most annoying enemies, too.

Artificial Chaos P-1
Points: 200
Description: These types of Chaos will either use both an arm attack
 and an eye-beam attack, or just the eye attack. The arm attack is when
 the Chaos will extend two "arms" of water and whack you (very hard to
 avoid). The Chaos will watch you and their eyes will glow yellow
 before they shoot at you with the eye-beams.
Tactic: Rush these guys. Do not wait. They will hit you with the arm
 attack before you can react. Rush them and jump high and towards them
 as they do their arm attack. If their eyes glow yellow, then move left
 or right before hitting their head. Tails and Eggman can just blast
 them from far away.

Guard Type -
Points: 200
Description: These Chaos have the same attacks as the P-1 type, but
 these kinds will hide their heads inside themselves, making them in-
 vulnerable to attack until they pop their heads back out. Thankfully,
 they will not attack when either heads are retracted.
Tactic: As Sonic or Shadow, run up to them and wait for their heads to
 pop out, then Home-Attack them quick. Tails and Eggman should lock
 onto them and wait for their heads to pop out... but that can be
 dangerous with other enemies in the room. Knuckles and Rouge... do
 they even fight these guys?

Float Type -
Points: 200
Description: The Float Types look like big balls (they resemble Chaos 2
 in Sonic Adventure while he's bouncing around the room). They use the
 same attacks as the other Chaos types.
Tactic: As Sonic or Shadow, run quickly at them and jump high towards
 them. Home-Attack the head. Knuckles and Rouge should glide straight
 at the head, while Tails and Eggman can just shoot them.

Artificial Chaos P-100 -
Points: 200
Description: These dudes look identical to the floating types, except
 when you get close to them, they'll break up into a bunch of little
 pieces.
Tactic: For all of the characters, destroy the main part that's still
 floating in the air. The little pieces on the ground (called "Cells")
 can attack you and are only worth 10 points. Destroying the main part
 will get rid of the Cells automatically.

------------------------------
 [4b.9] Ghost
------------------------------
These little buggers look very similar. There are two main types, the
holding type, and the attacking type.

Boo (attack) - 
Points: 100
Description: The attacking Boos will fly around and hurt you if you
 touch them.
Tactic: Simply attack them to make them disappear.

Boo (holding) - 
Points: ?
Description: They look similar to the attacking Boos, but instead of
 hurting you, they'll latch hold of you and restrain you, usually doing
 so in a room full of shooting enemies.
Tactic: Somersault into them as Sonic or Shadow, while Knuckles and
 Rouge will have to time their attacks very carefully in order to avoid
 being grabbed. If there are other enemies in the room, dispose of the
 others before attempting to deal with the Boo.

Boom Boo - 
Points: 300
Description: They sit around, and will fly at you. Running into them
 will hurt you. They look bigger than the other Boos.
Tactic: Attack it to shrink it down.

------------------------------
 [4b.10] Eggman's
------------------------------
All of Eggman's robots have animals in them (he hasn't changed a bit),
which you can use in the Chao Gardens. Most of these robots should be
familiar to those of you who have played Sonic games on the Genesis.

E-1000 -
Points: 200
Description: Don't they look familiar? Looks like Eggman decided to
 mass-produce these guys (without personalities). They have dual arm
 guns. Otherwise, they're pretty much the same as the Gun Hunters.
Tactic: Run at them and keep moving to avoid getting blasted. Attack
 them once they shoot.

Unidus -
Points: 100
Description: Unidus is just like those spike ball enemies in the Launch
 Base Zone in Sonic the Hedgehog 3 for Genesis. They're rather hard to
 hit without getting poked by the outer spiked balls. They don't have
 any actual attacks.
Tactic: Run up to them and attack the center, timing your attack so you
 avoid the spiked balls. Tails and Eggman can just shoot the main part
 to destroy it.

Gola -
Points: 100
Description: Very similar to the Unidus, except with fire. I'm not sure
 if I've seen this (if I have, I don't remember). 
Tactic: Probably the same as the Unidus.

Kiki -
Points: 100
Description: Hanging around the Sonic series since Sonic 2... the same
 old monkeys who chuck stuff at you. Except now in the Adventure series
 they throw bombs.
Tactic: Avoid the bombs and attack them any way.

(NOTE: Bombs can be picked up [just like in Sonic Adventure] and used 
 to solve puzzles for Knuckles and Rouge.)


=======================================================================
 [ 5]  S t o r y   M o d e
=======================================================================
Here we have the basic walkthrough of the Story Mode. The 5 Missions
will most likely be broken off into a separate chapter later. For each
Stage we list the number and name of the Stage, the character who plays
the Stage, and what Level Up Item is in the Stage.

The Story Mode walkthroughs contained here are only short walkthroughs
for the first mission. Only short guides for the levels are in this
section. Section numbers are referenced for Boss details.

These Story Mode walkthroughs are very incomplete right now.


-----------------------------------------------------------------------
 [5a]  H e r o   S i d e
-----------------------------------------------------------------------
The Hero Side story starts with a nifty cut-scene with Sonic escaping
from GUN's helicopter, then immediately dumps you right into the first
level.

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

Hero Stage 01: City Escape
Character: Sonic
Level Up Item: Magic Gloves (Flame Ring and Bounce Bracelet required)

Mission 1: Escape the military pursuit!
The first mission is always just "beat the level". You'll start with a
street boarding section, with the 3 Ramps to pull tricks off of. The
first Ramp is on the left side of the road, and the second and third
are in the middle.

After you dump the board for your trusty feet, run forward and grind up
the Rail. A Gun Hunter robot will drop down to the right, so don't run
into it. Either ignore it or destroy it, whichever, continue down the
left path and run up the wall to snag the 20 Rings capsule. Destroy the
next Hunter and Somersault into the wooden crates in your way. Grind
down the Rail and Jump Dash at the end of the first one to get to the
next one. Get past the hole via the stairs or jumping across, then hit
the first Checkpoint and continue on down the hill.

Another downhill section; this time you're on foot, though. There are 3
Ramps again, but they're all in a row, so if you hit one, you'll hit
the others after it. Once this section is done, you'll climb up a bunch
of stairs, which harbor some Gun Hunters. Take them out and proceed to
a short hilly area. Hit the Ramp on the right to grab some Speed Shoes
and a 1-up (it's hard to get both, though). As you run through the
"doorway" jump up and hit the Spring above to get extra speed for the
grinding session. Now you can either choose to go up the left side or
head right. The left side leads to the Gold Beetle of this level, so if
you're going for points, it might be a little useful, while the right
path is slightly faster. The left path also holds a 20 Ring Capsule via
the trail of Springs.

After this you'll come across a big park. There are 2 Ramps, a Gun
Hunter, and 2 Mono Beetles here. By taking either one of the Ramps or
using the 2 Beetles, you can get up to a ledge that has a trail of
Rings. You can use the Light-Speed Dash (acquired in Hero Stage 04:
Metal Harbor) to warp quickly to the loop.

Run down the building and when you hit the Springs, hold forward and
slightly to the left on the joystick. Try to grab onto the Bars right
in the middle of the pathway (above the Rail) Swing off the Bars (press
(A) in the red area) and (if you lined yourself up right) snatch the
Invincibility Capsule out of the air. Home-Attack across the long line
of Mono Beetles and proceed through the opening. A Gun Hunter will drop
down on you, so Home-Attack him and land on the Rail. Grind down the
Rail and get ready to Jump Dash at the 2 gaps. After this you'll have a
Bar to swing off of.
(WARNING: If you are going too fast by crouching too much on the Rail,
you will fly up and over the Bar, plummeting down into the bottomless
pit.)

Land, hit the Checkpoint, Somersault underneath the barrier... and run
like mad from the killer rig. In this area the groups of Rings are on
the right side, then the left side (with a Ramp after the flat section
of road), left, right, left (with another Ramp directly after it), and
lastly, one group in the middle. The level is over after this part
finishes.

Heh heh, I wrote this without the game running, 'cuz I have this level
memorized from the demo. :)

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

BOSS: F-6t Big Foot
Character: Sonic
See Section [6a.1] for details

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

Hero Stage 02: Wild Canyon
Character: Knuckles

Level Up Item: Mystic Melody (Shovel Claw required)

Mission 1: Find 3 pieces of the Master Emerald!
Search out the shards of the Master Emerald. Omochao will give you
information on the stage's features, while the TV screens will hand out
clues about the shards' locations. You can only have 3 hints for each
piece, and the more clues you use, the less points you get for finding
the emerald. The time it takes you to find each piece will affect how
many Technique Points you get, also.

A basic tip for most of Knuckles' levels is to skim around the whole
level. The radar will light up and starting "ding"-ing at you when
you get in the vicinity of the level. This is much faster than going
around the whole level slowly, searching in every crack and chest.

The stage has 2 basic levels. The underground cave, and the upper above
ground level. You start on the bottom level, and the only way to get to
the upper level is to use the middle "windy" area. It's in the middle
of the whole level, and when you're in the bottom level it is easily
seen (it's where the sunbeam cuts in; jump into the light to get lifted
up to the upper level). To get back down, there are two holes nearby
where you come out (from the wind).

On the upper level, there is a middle area where the wind comes out. It
is lower than the rest of the upper level. There are also two canyons,
going to two opposite ends of the upper level.


Some of the clues that the Hint Boxes refer to are listed here:

Wild canyon track   =  The upper level of the underground cave. May
                        sometimes mean that the emerald piece will be
                        circling around the track being propelled by
                        some strange force (Whaa...?).

Lonely statue       =  The single statue at the end of a valley on the
                        upper floor.

Sphinx head         =  The giant statue head across from the Lonely
                        Statue.

Square buildings    =  The... square buildings. They have boxes cover-
                        ing their opening, and they're in the valley
                        with the Lonely Statue. There is also one in
                        the bottom level, on the Wild canyon track.

Swirl tiles         =  The tiles that have a swirling design on them.
                        Mostly in the underground cave, a few above.
                        Also referred to as "swirling arrow".

A pair of earrings  =  Right next to the Sphinx Head in the canyon.

A high place        =  On the upper level of the level: the area with
                        the canyons. Not a very helpful clue.

Down below          =  Doy! Somewhere in the bottom level of the stage.
                       Just about as helpful as the "high place" clue,
                       but it seems to be used less often.

Near a windy place  =  Ummm... this is kinda obvious. It's around the
                       wind which takes you to the upper level of the
                       stage. It can either be in the bottom level or
                       the top level.

Under the weight    =  Underneath the Trap on the upper level of the
that is moving up      stage by a wall. Run underneath the Trap and
and down by a wall     grab it.


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

BOSS: Dr. Eggman
Character: Tails
See Section [6a.2] for details

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

Hero Stage 03: Prison Lane
Character: Tails

Level Up Item: Laser Blaster (Bazooka required)

Mission 1: Find the core of the Prison!
Whoo! Here's the complete walkthrough I was talking about. COMPLETE
complete. :)

At the start of the level, lock onto and shoot all the Beetles in front
of you. Head forwards and shoot the Hawk that flies at you. Continue
onwards past the steel crates, and blow up the Gun Hunter and Beetle
around the left turn.

Get onto the lift (identifiable by the dark gray square on the ground)
to continue. Take the right turn and board another lift. Two Gun
Hunters wait behind the iron bars. Destroy them to open the gate. Head
through the open doorway and when you come to another door, blow up the
Beetle robots. Continue forwards where a Hunter and Beetle are waiting.
After this, a Hunter will drop down from the sky just beyond the steel
crates. Destroy it and jump onto the crates to get onto the platform.

Grab the 10 Ring Capsule and destroy the wooden crates with the Volkan
Cannon. Another Hunter will drop down just in front of the lift ahead.
Dispose of it, and get ready for a Hornet-3 at the top of the lift
ride. Once you destroy that and go through the tunnel, 2 Wings will fly
in and try to ram into you. Avoid them or destroy them; either way, you
will end up getting to the first Checkpoint.

Destroy the sleeping Hunter before he wakes up to make the gates open
up. Once you enter the next room, 2 Gun Hunters and a Gun Wing will
open fire at you. Take 'em out quick and then grab a ride on the lift.

Drop into the next room where 4 Beetles and a 10 Ring Capsule lie. Go
through the hallway, blowing away the 2 Beetles. Destroy the container
by shooting the left side and the right "leg". Head forwards and jump
onto the elevator. Ride it up and target the 6 Beetles on the way. At
the top are 2 more Beetles and the second Checkpoint.

Go forwards and shoot the wooden crates and the Hunter to open up the
gate. Ahead are 3 Beetles, which you must destroy to open up the next
door. Follow the path and shoot the Hunter that drops behind the door.
Ahead is a lift on the right, which you can ride up to get a 20 Ring
Capsule and a Shield Capsule. Drop back down and head through the left
passageway. Continue down the path and watch out for the Hornet-3. Take
the next couple of lifts and you will encounter another Hornet-3.

Now you'll face a door with no enemies in the immediate vicinity. Look
across the chasm to spot some Hunter robots. Shoot them to make the
door open. Now head forwards and follow the only route. Jump up the
boxes and onto the next lift. The level's Gold Beetle will appear
briefly in front of you. At the top of the lift ride, destroy the 2
Hunters.

Head down to the passage on the right and shoot the Hunters. Go through
the opened doorway and destroy the under at the right turn. Follow the
hallway to the next room. Watch out, though, as another Hunter will
drop down just before you enter the room. In the room will be the third
Checkpoint.

Destroy all the Hunters down the inaccessible hallway. The door will
open. Head through and destroy the 3 Beetles to make the gate go down.
3 Hunters will now drop from the sky. Destroy them, and turn right and
get onto the other lift. Ride it up and shoot the Beetle hiding in the
corner to open up the door. 3 sleeping Hunters are in the following
hallway, so blast them before they react to your presence. Now head
forwards and destroy all the robots in the Goal Ring room to open the
door. The Goal Ring awaits.
(NOTE: If you let the enemies in the Goal Ring room see you, then back
away, they will shoot and destroy the Hunter standing directly in front
of the door. Just a little thing to see.)

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

Hero Stage 04: Metal Harbor
Character: Sonic

Level Up Item: Light Shoes

Mission 1: Escape from the military base!
>From the start of the level run forward and take the loop. Head down
the curving slope and fly across to the next platform. Take the Springs
and ignore the upper floor there this time through... it's only useful
after you have the Light Dash. Head forward to the first Checkpoint and
use the Springs to get to the next section.

Use the upcoming trail of Mono Beetles (with the Gold Beetle and a 1-
Up) to get to the next section. Now there's a trail of Rings here...
what to do, what to do? Head over to the structure to the left and go
underneath it. Ride the Pulley up to the Light Shoes! Whee! Head back
down and walk up to the trail of Rings. When "Light Dash" appears in
the Action Window, press (X) or (B) to go zooming to the aircraft
carrier.

Head forward and venture to the left side, where you will see a group
of Mono Beetles appear. Home-Attack up them and snag the 1-Up. Head
right and hit the Dash Panels and use the Light Dash again at the end
of the carrier. Hit the second Checkpoint there.

Run forward a short bit and use the Light Dash again, then follow the
road forward. After you hit the Jump Panel and fly over the water, you
will come to a structure similar to the one where you found the Light
Shoes, except that there is a barrier and little green arrows pointing
downwards. Somersault underneath the barrier to receive some Technique
Points and then grab onto the Pulley. Repeat for another one of these
structures. Run down the loop and the right turn in the path, then
Somersault underneath another structure and use the Homing-Attack on a
chain of Beetles. Run through the third and last Checkpoint.

Take the Rocket and run around until you get to the end of the
structure, where there is a spring right next to the rocket. Now, if
you have more than 7-8 seconds on the clock, you can Home-Attack across
the trail of Beetle robots very quickly and run up the slope. Light
Dash across the trail of Rings and make your way to the next Spring.
Hit the spring to grab onto the higher handle. This will count as ans
Extreme trick - worth 1500 Technique Points.

If you have less than that time, though, just hit the Spring to grab
the handle here.

After this you start boarding down a short path. The control here is
weird and people complain about it, but, hey, you're heading straight
down! What do you think it'd control like? Anyways, there's 10, 20, and
5 Ring capsules, and a 1-Up. After this you'll run through a loop and
fly to the goal.

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

BOSS: Shadow
Character: Sonic
See Section [6a.3] for details

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

Hero Stage 05: Green Forest
Character: Sonic

Upgrade Item: Ancient Light

Mission 1: Escape from the Island in 8 minutes!
Run down the slope and fly across the water.  Here you can either take
the Spring on the left, or follow the path on the right (littered with
Gun Hunters). If you opt for the left path, use the Light Dash there
and take the loop. You'll hit some Springs and land in front of the
first Checkpoint. The Right path basically takes you to the same spot,
it's just slower. So for most missions, take the left route.

After the first Checkpoint, use the Light Dash on the 5 Rings and run
up the slope. If you do it right, you'll grind down and hit the Spring.
Go forward and hit the Springs to go to the next area. Run down
the next slope (there are Vines above the tunnel that act as rails
available for grinding) and take the loop. Head up to the half-loop and
hit the Springs. Right behind you is the Ancient Light Level Up Item
(See Section [3a.2] for details). Go underneath the tree for now and
either go below the tunnel and get Rings, or go above for grinding.
Either way, you'll get to the end and hit the Springs to swing around
on the Vine.

Head forward and hit one of the Springs to get propelled to the next
area. Hit the Checkpoint, take the loop and then work your way up the
tree. Get up to the top and run around to the last Checkpoint. Go down
the slope and take the loop, following the half-pipe to the Spring. Hit
it and jump up the shifting ground to the Spring on the left side. Hit
that and you'll be shot over to the goal.

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

Hero Stage 06: Pumpkin Hill
Character: Knuckles

Level Up Item: Shovel Claw

Mission 1: Find 3 pieces of the Master Emerald! *Not complete

(I am too lazy to work on this just yet... Knuckles' and Rouge's levels
are pains to write)

Just use the Hint Boxes and try to decipher them as well as you can.
Talk to Omochao a lot to learn the ropes of the level.

**NOT COMPLETE**

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

Hero Stage 07: Mission Street
Character: Tails

Level Up Items: Booster

Mission 1: Elude enemy pursuit! *Not fully complete
I'm not going into detail about this, just a few brief overviews.

There are lots of robots dropping from the sky in this level. Stay on
your toes.

Also, you will come to a jump that you cannot cross with a regular
jump. Turn around and grab the Booster right behind you (hard, no?) to
make it across.

There's also a spot where there is a dark shadow on the ground. Jump
and hover over this to avoid setting this Trap off or hit the Switch to
the right (it's hidden in a box) to deactivate the Traps. Later in the
level, if you didn't set them off, there will be a gap in the road with
2 of those weight things (those are the Traps). When you step on those,
they will drop down. Don't fall down with them unless you like re-doing
parts of a level.

Another note: watch out for the crumbling walkways. Do these things and
you should be fine.

**NOT COMPLETE**

(Full walkthrough coming... eventually)

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

Hero Stage 08: Aquatic Mine
Character: Knuckles

Level Up Item: Air Necklace

Mission 1: Find 3 pieces of the Master Emerald! *Not complete
Argh! I hate writing Knuckles' and Rouge's parts. I'll finish this in a
later update. The emeralds being in random locations doesn't help the
complexity of writing these sections, either. Just try and decipher the
clues as well as you can... and once again, talk to Omochao everywhere
you see him.

**NOT COMPLETE**

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

Hero Stage 09: Route 101
Character: Tails

Mission 1: Chase the President's limousine
Simply finish the course. It's very simple, with no edges to
fall off and a very lenient time limit. Just remember that you get
boosts every 20 Rings, the balloons are instant boosts, and you can't
hold more than one boost at a time.

**NOT COMPLETE**

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

Hero Stage 10: Hidden Base
Character: Tails

Mission 1: Find the entrance to Hidden Base!
This mission was pretty easy for me. It was a little annoying since the
Checkpoints are so far apart, though. It's a pretty much straight-
forward level... I can't remember the details since I'm doing this
without the game again. Sorry, I will get around to this sometime...

**NOT COMPLETE**

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

Hero Stage 11: Pyramid Cave
Character: Sonic

Level Up Item: Bounce Bracelet

Mission 1: Infiltrate Eggman's Hidden Base!
Run down the big tunnel-like area (there are no hazards here). Jumping
through the hoops will score you some points. When you clear this area,
you'll hit the first Checkpoint.

Home-Attack the Hourglass and run underneath the door before it closes.
Run ahead and jump on the Spring to grab onto the Pulley. Ride it up,
jump off, and take the pathway to the right. Jump up and grab onto the
Bar. Swing off of it and the next Bar to get quickly to the next area.

If you don't grab the Bar, you'll fall down to an area with 2 10
Ring Capsules, a Chao Box, and an Hourglass. Hit the Hourglass to make
platforms come out of the walls. Jump up the platforms to get to the
next area.

Hit the Hourglass and run up the slope. Take the loop and fly (auto-
matically) over the chasm. Run up and Home-Attack the E-1000 robot,
holding (A) to get up to the next ledge. Ahead of you is the Bounce
Bracelet. Get it, then continue up ahead. Either kill both of the 'bots
and then use the Bounce Attack to get up the ledge, or Home-Attack one
of the E-1000s and hold (A) to get up instead (easier and faster). Up
ahead is another Hourglass. Hit this one and jump up to the higher edge
with the E-1000 on it. Home-Attack the E-1000 and then the Spring. Run
ahead and Somersault underneath the door before it closes.

Ahead is a puzzle that takes no effort to solve. Grab the... key thing
beyond the circle. Put it onto the circular "Keyhole" to open up the
next door.

Run up and grind on the Rail to skip the following paragraph.

Run down a slope and Bounce Attack up to a platform where there is a 10
Ring Capsule and a 1-Up Capsule. Jump and Home-Attack the 20 Ring
Capsule floating in the air. Continue on (you can't swing on the bars
there) and destroy the 2 E-1000 robots. Take the Dash Panels up the
slope, where you'll find spiked balls swinging around. Avoid them and
use the Bounce Attack to get up the wall. Avoid the E-1000 and head to
the left to find a Smart Bomb Capsule. Go up to ledge.

Run ahead and kill the E-1000 robot quick. Jump and grind on the Rail
to skip the next paragraph.

Run down the area and kill the E-1000 robot hidden behind the wall. Go
forward and Bounce Attack to reach either of the Pulleys.

Head forward and up the slope. Grab the "key thing" quickly and back-
track. Hit the Hourglass and run under the door. Jump up the boxes and
stuff to get up the ledges. Hit the Dash Panels and run up the slope,
then deposit the key into the "key hole" to open up the door.

Hit the Hourglass and RUN. If you don't clear this area in time, the
door will close and you'll have to do it over again. At one point, a
trail of rings will be on the left wall. If you can, use the Light Dash
on it, but don't go out of your way to hit it. Get under the closing
door to continue on.

Whack the next Hourglass and get under the doors. Somersault underneath
the last one if you need to. If you don't make it through, there are
some Rails on the sides to grind on that will lead around the doors,
however, you will not get the 300 Technique Points you would if you
made it under the doors.

After this, Somersault underneath the barrier and take the 2 loops. Go
forward after them and destroy the E-1000. Bounce Attack up the wall
and get to the next platform. Bounce Attack again and destroy the E-
1000 robot waiting there. Snag the floating 1-Up and continue forward.

Grind on the Rail. If you don't you'll have to face spinning spiked
balls, ghosts, and some platform jumping. Hit the Hourglass and make
your way up the platforms that appear.

Hit the next Hourglass and then hold (X) or (B) to Spin Dash. Let go
after a second and blaze up the slope to get under the door with plenty
of time.

Take the last couple of loops and fly to the Goal Ring.

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

Hero Stage 12: Death Chamber
Character: Knuckles

Level Up Item: Hammer Gloves

Mission 1: Find 3 Gate keys!
Find the keys. Not much I can do to help except for list where some
of the clues point to... which I will do later once I go back and play
this level extensively.

**NOT COMPLETE**

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

BOSS: King Boom Boo
Character: Knuckles
See Section [6a.4] for details

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

BOSS: Egg Golem
Character: Sonic
See Section [6a.5] for details

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

Hero Stage 13: Eternal Engine
Character: Tails

Mission 1: Destroy the colony's power generator!
This stage sports a bunch of Dynamite Packs on the walls and walkways.
However, it is not very beneficial to shoot these ones, as destroying
them will usually blow out part of the wall or walkway. The holes left
in the walls will suck you out into space, relieving you of a life,
while the destroyed walkways will just be a hole to jump over. But
leaving either type intact will make your life easier.

>From the beginning of the level, head forwards and just follow the only
path, shooting all the enemies you see. Later in the level there will
be a room with a Bomb Beetle above. Destroy some of the wooden crates
in the room and jump up the metal crates to the Springs.

Continue on and pay attention to Omochao's advice. When you get to the
room similar to the previously mentioned Bomb Beetle, blow open the
container between the Springs. Hit the Switch to stop the Trap above
from triggering. Now jump onto the left Spring (the right one won't
bump you high enough) and get onto the Trap. Jump onto the Pulley
from there and ride up to the next area.

Continue on and avoid blowing away the Dynamite Packs on the walls and
beware of the Artificial Chaos. Some of them located throughout the
level can hit you before you can even see them.

**NOT COMPLETE**

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

Hero Stage 14: Meteor Herd
Character: Knuckles

Mission 1: Find 3 pieces of the Master Emerald!
Here's yet another annoying treasure hunting level... and this one's
REALLY annoying, 'cuz the level is so dang tall. You can go up and up
and up for a very long time before you reach the top. Use the previous-
ly mentioned tips. Talk to Omochao, and use Hint Boxes. The exception
is the tip to skim around the level... it's pretty much futile in this
level since it's mostly vertical.

**NOT COMPLETE**

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

BOSS: Rouge
Character: Knuckles
See Section [6a.6] for details

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

Hero Stage 15: Crazy Gadget
Character: Sonic

Mission 1: Hurry and find Eggman!
Head forward and watch it; there's a Gun Hunter right in front of the
5-Ring Capsule. Turn left and use the Pipe on the ceiling to ride
forward. There's an Artificial Chaos right at the end of the ride.
Break open the Steel Crate on the right to get a Shield. Jump up and
hit the Gravity Switch and head forward some more. There's another
Switch to change gravity back to normal after another Artificial Chaos.
After a short while you'll have to use your Bounce Attack to reach the
Pulley if you don't catch it after another Artificial Chaos. You'll
have to Switch Pulleys to reach the top and the first Checkpoint.

Break the glass by Jump Dashing into it to take your first High-Speed
Warp Tube. After the ride you'll come to a gap with two Spark Beetles
and a Spring Beetle. Simply Home-Attack your way across and push
forward to hit the Smart Bomb Capsule (which comes in handy). Head
forward some more, hit the Gravity Switch, and break the Wooden Crates
to hit the Spring. Push forward and Somersault under the arrow sign to
reach the second Checkpoint.

Grind along the Rail to cross the green pit of doom. You'll come to
three Gravity Switches. The easy way down is to hit the middle Switch
and hold right on your Joystick to land on the edge of the wall and
jump onto the Rail. Another Artificial Chaos (don't ya just love those
guys?) and a right turn. Watch for the Spark Beetles on the down-hill
slope. You can either take them all out, or simply avoid them. Hit the
Dash Panels and jump before falling off the edge to snag the 1-Up. Take
out the P-100 Chaos at the bottom by Bounce Attacking the head. Head
forward for the third Checkpoint.

There are two Pipe rides down the slope. At the bottom you'll come
across another green pit, this time with four Spark Beetles and a trail
of Rings. Wait for the Beetles' shields to go down, and Home-Attack
them. Hold down (A) after the fourth Beetle to get maximum height, and
position yourself in front of the trail of Rings. Hit (X) or (B) right
in front of the trail of Rings to Light-Speed Dash to safety. There's a
Chao Box and the fourth Checkpoint on the other side. 

Another High-Speed Warp Tube after that. Head right after the ride and
make your way forward to the three Artificial Chaos. Don't worry,
they'll just shoot lasers forward. :p After you take care of them, head
forward and hit the Gravity Switch. After Gravity Switches, head
backwards and hit the Spring in the corner to get the Flame Ring.

Head back forwards and hit the Gravity Switch on the ground. Break the
Steel Crates to open the thin passageway. Somersault underneath to get
through. Jump high to get the advantage on the Artificial Chaos and hit
the Triple-Spring. Grind on the Rail, take out the Chaos, and hit the
Triple-Spring. Light Dash on the trail of Rings and break open the
Steel Crates to find a Spring. Hit the Spring to Switch gravity. Head
forward and Light Dash on the long trail of Rings. Take out the P-100
Chaos and head right. Destroy the Spark Beetle and ride down the Pipe.
Two Shield Hunters and the Gold Beetle guard the next High-Speed Warp
Tube. Three Chaos wait for you. Don't worry, two of them mindlessly
shoot lasers. You'll come to a thin walkway with two spinning spike
balls. If you're good, you can run across and make it to the door;
otherwise just drop down. After dropping down, head forward and use the
Bounce Attack to make it to the high ledge. Hit the Triple-Spring in
the corner to progress. Defeat the Gun and Shield Hunter to reach the
fifth Checkpoint.


Hit the Switch to open the doors. Run through and hit the Gravity
Switch to land on the Purple Block. Head left down the Purple Block and
continue to meet up with the Gun Beetle. Hit the Gravity Switch to
Switch to the Green Block.

Head left and down to reach two Metal Crates. Get on top of them and
Bounce Attack to reach the high area of the Green Block. Hit the
Gravity Switch and float to the Yellow Block.

Head forward and up. Home-Attack the Beetle (holding down (A) to get
maximum height) and push forward to take the jump across to the Blue
Block.

Head right to the Gravity Switch, and use it to drop down to the Yellow
Block.

Take out the Chaos and head back to grab a Basic Shield. Head back
forwards and hit the Gravity Switch to change gravity to the other side
of the Yellow Block.

Watch out for the Metal Crates that will come sliding down. If you are
underneath them, they will shove you through the Block and to your
doom. Hit the Spring and pull down to reach the top area of the Yellow
Block.

Jump on the Spring and do NOT hold any direction on the Joystick and
get on the Rail. Grind across to the Green Block and avoid the Spark
Beetles to reach the Spring that will launch you to the Purple Block.

Head forward and Light Dash to reach the Blue Block.

Hit the Gravity Switch and you'll float back to the Purple Block. Head
forward and down and MAKE SURE TO HIT THE SWITCH! (the Switch brings up
the Rocket that is needed to end the level) Hit the Gravity Switch
right next to it to float to the Red Block.

Take out the maniac laser Chaos and head down to find the Gravity
Switch behind two Metal Crates. Use it to land on the final Gray Block.

Use the Rocket (you DID hit that Switch, right?) to break the green
stuff and open the Goal Ring. If you don't see the Rocket, you'll need
to hit the Spring at the close end of the Gray Block to repeat the
whole Block section. 

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

BOSS: Dr. Eggman
Character: Tails
See Section [6a.7] for details

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

Hero Stage 16: Final Rush
Character: Sonic

Mission 1: Hurry and find the point of the Cannon!
Woohoo! I love this level! :) It's kinda complex to write a complete
walkthrough for it, though... I'm just gonna list the path that I nor-
mally take. Oh, yeah, and make sure you've gotten grinding down as a
second nature. :P

Just a little challenge for you, can you get to the second Checkpoint
without touching the ground at all (excluding the very first cut-scene
where you grab onto the rocket, as one of my friends so graciously
notified me)? I (Double -S-) can.


You start by grinding down the first Rail. At the end of it, where the
green lights are, press (A) to bust a trick. Land on the platforms
ahead and step onto the Rail on the right. Grind down and run forward
at the end of this purple Rail. Jump over the purple Rail at the end
of this platform and Home-Attack the Hornet-3 on the floating platform.

Now take the orange Rail and follow it all the way down to the first
Checkpoint. Jump over to the downward hill and jump onto the orange
Rail hovering in the air. After the Spring bounces you up and you get
the 20 Ring Capsule, you'll land on another orange Rail.

Ride it down and another Rail will appear on the right. If you want,
Switch Rails quickly to snag a 1-Up Capsule. The Rail will end soon, so
Switch back to the normal Rail. Again a Rail will come up on the right,
but this time, don't jump onto it immediately. Wait until you see a
Capsule and a few warning "X" signs ahead, then switch Rails. Hold
right on the joystick to lean and grab another 1-Up, along with a 10
Ring Capsule. Switch Rails again quickly and continue forward. (You can
just go through this area without Switching Rails at all, not getting
the 1-Ups.)

When you hit the row of Springs and go flying into the air, Home-Attack
the Smart Bomb Capsule to destroy the Floating Chaos robots easily.
Hold forward on the joystick to get to the second Checkpoint.

**NOT COMPLETE**

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

BOSS: Shadow
Character: Sonic
See Section [6a.8] for details


-----------------------------------------------------------------------
 [5b]  D a r k   S i d e
-----------------------------------------------------------------------

Dark Stage 01: Iron Gate
Character: Dr. Eggman

Level Up Item: Laser Blaster (Large Cannon required)

Mission 1: Get to the core of the military base!
This Mission is very easy. Just head forwards taking out all the
enemies. When you come to a door, shoot the four targets in the corners
of the door to reach the first Checkpoint.

Ride the Lift up and use the Volkan Cannon to take out the Wooden
Crates. Keep progressing forward to reach the Level 2 Security Door.
Ride the Elevator down, go through the door, and hit the second
Checkpoint.

Ahead is a room with a bunch of Ring Capsules. Snag them all and head
right. Head forward and take out the Level 3 Security Door. Turn right
and navigate the walkways. Hit the Dash Panels to the left and snag the
four Item Capsules guarded by the Gun Hunter. Head back and turn left
to progress. Drop down the holes and continue forward to the third
Checkpoint.

Break down the Level 4 Security Door and ride the Elevator down.
Destroy the Wooden Crates and get through the Level 5 Security Door.
Break down more doors and keep pushing forwards. When you come to the
hallway that shows the quick cut-scene of all the locked doors, head
backwards and use the Lift to reach the Rocket. Shoot the Green Switch
on the left control panel to fire the Rocket and break down all the
doors. Rush down the hall to reach the Goal Ring!

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

BOSS: B-3x Hot Shot
Character: Shadow
See Section [6b.1] for details

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

Dark Stage 02: Dry Lagoon
Character: Rouge

Level Up Item: Mystic Melody (Pick Nails required)

Mission 1: 

**NOT COMPLETE**

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

Dark Stage 03: Sand Ocean
Character: Dr. Eggman

Level Up Item: Mystic Melody (Jet Engine required)

Mission 1: Return to Hidden Base!
Head forwards from the start and jump onto an end of the rotating
platform. Take care of the Beetles and Wings (specifically the Bomb
Beetle hovering above the platform), and jump off onto the opposite
side of where you started. Head across and destroy the Hawk that drops
down right in front of you.

Make your way across the quicksand via a few moving platforms. 

**NOT COMPLETE**

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

Dark Stage 04: Radical Highway
Character: Shadow

Level Up Item: Flame Ring (Air Shoes required)

**NOT COMPLETE**

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

Dark Stage 05: Egg Quarters
Character: Rouge

Level Up Item: Pick Nails

**NOT COMPLETE**

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

Dark Stage 06: Lost Colony
Character: Dr. Eggman

Level Up Item: Jet Engine

**NOT COMPLETE**

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

Dark Stage 07: Weapons Bed
Character: Dr. Eggman

Level Up Item: Large Cannon

**NOT COMPLETE**

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

BOSS: Tails
Character: Dr. Eggman 
See Section [6b.2] for details

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

Dark Stage 08: Security Hall
Character: Rouge

Level Up Item: Treasure Scope (Mystic Melody and Iron Boots required)

**NOT COMPLETE**

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

BOSS: R-1/A Flying Dog
Character: Rouge 
See Section [6b.3] for details

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

Dark Stage 09: White Jungle
Character: Shadow

Level Up Item: Air Shoes

**NOT COMPLETE**

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

BOSS: Sonic
Character: Shadow 
See Section [6b.4] for details

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

Dark Stage 10: Route 280
Character: Rouge

**NOT COMPLETE**

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

Dark Stage 11: Sky Rail
Character: Shadow

Level Up Item: Ancient Light

**NOT COMPLETE**

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

BOSS: Egg Golem
Character: Dr. Eggman 
See Section [6b.5] for details

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

Dark Stage 12: Mad Space
Character: Rouge

Level Up Item: Iron Boots

**NOT COMPLETE**

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

BOSS: Knuckles
Character: Rouge 
See Section [6b.6] for details

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

Dark Stage 13: Cosmic Wall
Character: Dr. Eggman

Level Up Item: Protection Armor

**NOT COMPLETE**

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

BOSS: Tails 
Character: Dr. Eggman 
See Section [6b.7] for details

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

Dark Stage 14: Final Rush
Character: Shadow

Level Up Item: Mystic Melody

**NOT COMPLETE**

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

BOSS: Sonic
Character: Shadow 
See Section [6b.8] for details


-----------------------------------------------------------------------
 [5c]  L a s t   S i d e
-----------------------------------------------------------------------

**WARNING**
Minor spoilers follow.

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

Final Stage: Cannon's Core
Characters: Tails, Dr. Eggman, Rouge, Knuckles, Sonic

**NOT COMPLETE**

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

BOSS: Biolizard
Character: Shadow 
See Section [6c.1] for details

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

BOSS: FinalHazard
Character: ??????
See Section [6c.2] for details


=======================================================================
 [ 6]  B o s s e s
=======================================================================
Here ya go! This section now contains detailed strategies on all the
bosses in the game, making this the first completed chapter in the FAQ!
Woohoo!

-----------------------------------------------------------------------
 [6a]  H e r o   S i d e
-----------------------------------------------------------------------

------------------------------
 [6a.1] F-6t Big Foot
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|    Cockpit    |     4     |
+---------------+-----------+
|     Character: Sonic      |
+---------------------------+

As a first boss, this guy isn't meant to offer much of a challenge...
and he doesn't. GUN has trapped Sonic in a small parking lot with 4
crates. (There are other crates, but you can't get on them) The boxes
are very useful, so try not to destroy them and keep Big Foot from
destroying them.

First thing you should do is grab a Ring, since you always start with
zero. His first attack is to fold his legs up and start flying around
the arena machine-gunning everything underneath him. A very easy attack
to avoid, and you can even counter-attack it. Jump up on top of one of
the crates before he starts flying. When he comes straight at you, jump
high and towards him, and home attack the cockpit. If you connect,
he'll flash red and back off, and then fly around machine-gunning
again. Holding him in this routine for the whole battle is the easiest
way to beat him. If you don't manage to get a hit in, though, he'll
land. It looks like a nice time to attack him, but you shouldn't. He'll
start shooting Missiles at you almost immediately. Run around the arena
to avoid them. Once he stops shooting, jump as high as you can and
home-attack the cockpit. Repeat as necessary.

------------------------------
 [6a.2] Dr. Eggman
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     4     |
+---------------+-----------+
|     Character: Tails      |
+---------------------------+

Dr. Eggman is pretty much an introduction to Tails' game. The battle
area is an aircraft carrier's deck, and it's so big you probably won't
see all of it during your shootout with Doctor R. Rings are scattered
about in a few places; it's a pretty basic arena.

At the beginning of the fight, immediately lock-on to Robotnik and fire
a Homing Missile. He usually doesn't move at the beginning of the
fight, so it's a free hit. Once he recovers and starts to fight for
real, don't ever stop moving. One nice strategy is to shoot a Homing
Missile at him, and when he starts running, blast a regular shot (tap
(X) or (B)) in his path. Repeat this, and don't forget to gather Rings
if you're low on health!

------------------------------
 [6a.3] Shadow
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     3     |
+---------------+-----------+
|     Character: Sonic      |
+---------------------------+

Shadow is also pretty easy, as your greatest danger is not Shadow, but
falling off of the small platform you're battling on. It's a small
grassy square-shaped area, with a circle of Rings.

Grab a Ring, and let Shadow rush you. The moment he jumps, jump. Let
him home-attack you (you're protected when you're jumping), and then
immediately attack him when he lands. Continue with this tactic, and
you should eventually defeat him. If this doesn't work for you, just
keep in mind that the only time you can damage him is when he is
standing still (which is usually directly after he attacks). This boss
isn't too hard. It is sometimes safer to roll into him instead of home-
attacking him since you might throw yourself over the ledge on
accident.

------------------------------
 [6a.4] King Boom Boo
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|  Shrunk body  |     4     |
+---------------+-----------+
|    Character: Knuckles    |
+---------------------------+

This guy is annoying, not only by his tactics, but with his sound
effects (just listen to that laugh!). This battle arena is a big thick
column in the center with a Ring around it. With only a sparse amount
of Rings in the arena, you'll want to only pick up one at a time.

To defeat this boss, grab a Ring (as always) and run away from him.
Keep on running away from him, around the circle and to his back. See
the little ghost holding the Hourglass? Run up and whack him. However,
if you hear King Boom Boo cackle crazily, rotate the joystick in a
quick turn and reverse your direction. DO NOT yank the joystick in the
opposite direction, or you will stop abruptly and Boom Boo will whack
you. Do not put too much distance between you and Boo, just far enough
to be out of his reach, or he will just cackle and turn around again.
If necessary, run in a small circle to keep up your momentum and let
Boom Boo get slightly closer. Keep running away from him when he starts
throwing stuff at you. Avoid them and get ready to put the pedal to the
metal if Boo stops, inhales deeply, roars, and you can hear wind
blowing. Now's your chance to race around the circle and whack the
little ghost behind Boom. Panels will open and light will come into the
room. Boom Boo will go underground and start moving around. Follow his
shadow and Drill Dive (or dig, but that's too slow) him out. He'll pop
out and run - err - float around the circle. Chase him down quickly and
punch him. The panels will close again and Boom Boo will come back out.
Repeat this process. The only thing different is where Boom Boo will
hide after you open the panels.

1st hit: On the ground
2nd hit: On the column in the middle
3rd hit: Either ground or column
4th hit: Both ground and column

TRICK: You can hit King Boo twice in one run by digging him out
quickly, hitting him once, and chasing him at top speed and cutting
corners. When you're right next to him, punch again and you've just hit
a double!

------------------------------
 [6a.5] Egg Golem
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|  Top of head  |     5     |
+---------------+-----------+
|     Character: Sonic      |
+---------------------------+

This big giant holds bears a resemblance to the Sandopolis Zone boss in
Sonic & Knuckles. He's pretty easy, though, especially since falling
off the circular platform isn't instant death. Nope, you'll drop into
quicksand, which you can escape from by mashing jump (A). There are
also Ring capsules and Pulleys (which take you back up to the platform)
down there.

Golem has 3 attacks:
The first and most common one is a fist-slam. He'll rear one arm back
(warning sign), and smash it onto the platform you were on (or ARE on,
if you're too slow). He'll immediately do the same for his other arm,
so be careful you don't get whacked by it. The platforms that he hit
will sink one level.

His second attack is to place his hands on the platform circle and
twirl around. This attack is easy to avoid, especially if he has
already knocked a few platforms down. Simply get on the lower platforms
and his arms won't touch you. Otherwise, just run against his arms and
jump over them. Either way, quickly get around to his back.

His third attack only effects a small area, so it's fairly easy to
avoid. He'll rear both his arms backwards, then smash the area directly
in front of him HARD. After that he'll head-butt the ground in between
his arms. This is easy to avoid and a great opportunity to attack him.
Simply run around the platform at top speed, jumping across gaps until
he smashes the walkway. Make your way behind him so you can attack him
using the following method.

Get onto the platforms sticking out of his back. Jump up the 3 bottom
platforms, and then jump and home-attack the 3 yellow lights and the
button on top of Egg Golem's head. Damage him like this 5 times and
he'll give it up.

------------------------------
 [6a.6] Rouge
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     4     |
+---------------+-----------+
|    Character: Knuckles    |
+---------------------------+

Knuckles' duel with Rouge is in a square arena, with 4 pillars; one in
each corner. Each pillar is connected to the pillar next to it by a
ledge. 2 levels of this makes it slightly hard to find your opponent
when the fight elevates (hahaha). There's Rings on some of the ledges
and a circle of Rings on the bottom level. During the fight, the floor
will sometimes open and hot air will you force you upwards. After a
while it will close and the room will return to normal.

This fight's strategy consists mostly of keeping 1-4 Rings on you all
the times and being super aggressive. Keep punching Rouge to bounce her
backwards, then pummel her when she's not attacking. Sometimes when the
floor opens and you are both blown upwards, Rouge will say, "Here I
come! Get ready!". Start moving the instant you hear that. The camera
will show her close up and she'll attack you with some weird force. If
you keep moving, though, she won't be able to hit you. Also, be careful
when climbing the pillars, especially if Rouge is above you. She can
drop down and get your unprotected head when you're climbing. That's
about all there is to this fight.

------------------------------
 [6a.7] Dr. Eggman
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     4     |
+---------------+-----------+
|     Character: Tails      |
+---------------------------+

The small area you are confined to has NO Rings. There are 2 things in
this stage that you can shoot at: Eggman, and a radioactive pillar that
comes out periodically and explodes when it's hit.

The pillar proves to be a very useful asset in your strategy. First
off, blast both the pillar and Eggman with Homing Missiles. As Eggman's
running around, shoot regular shots at him. More likely than not,
Eggman will be hit by something. After 2 hits, Robotnik will begin to
use his special attacks. He'll say, "All right, no more games!", then
he'll say either "Take this!" which means he'll be shooting a barrage
of missiles, or he'll say "You're no match for me!", signaling he's
going to shoot a super big beam that resembles the Shinkuu Hadouken. :P
The missiles are easy enough to avoid, but the beam... jump and hover
to the left or right IMMEDIATELY after he says "You're no match for
me!". If you successfully avoid it, you can get a free potshot at him
while he shoots the big beam. This guy is pretty hard, so be patient.

------------------------------
 [6a.8] Shadow
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     5     |
+---------------+-----------+
|     Character: Sonic      |
+---------------------------+

Sonic's battle with Shadow takes place on a straight, average width
(never ending) walkway. Rings will come in the middle, on the left, or
on the right. All you do this fight is run.

However, the strategy is to NEVER get ahead of Shadow. And don't fall
too far behind either; the pathway will break up, and Shadow might use
Chaos Spear! There are 2 ways to attack him: either run up and home-
attack him until you connect, or you can run DIRECTLY behind him and
roll. The latter is safer, since Shadow can bounce you backwards (and
sometimes dangerously close to edges) when you home-attack. After the
first 3 hits, though, he becomes much harder to whack. For the second
last hit, the same strategy will work... it's just harder to pull off.
For the last hit, you could get really lucky and have him Chaos Control
right in front of a line of Rings, allowing you to Light Speed Dash
through them and hit him, but that's way too rare.

The more reliable tactic for the last hit is to stop and charge up your
Spin Dash until Shadow says, "Time to put this to rest!", then let go
and zoom towards him. As you rush towards him, jump up and home-attack
him. That should put it to rest, all right.


-----------------------------------------------------------------------
 [6b]  D a r k   S i d e
-----------------------------------------------------------------------

------------------------------
 [6b.1] B-3x Hot Shot
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|    Cockpit    |     4     |
+---------------+-----------+
|     Character: Shadow     |
+---------------------------+

This guy is just the same as Sonic's Big Foot, just with one extra
attack. The arena is pretty much the same, too, with a few Rings and
some wooden crates.

First thing you should do is grab a Ring, since you always start with
zero. His first attack is to fold his legs up and start flying around
the arena machine-gunning everything underneath him. A very easy attack
to avoid, and you can even counter-attack it. Jump up on top of one of
the crates before he starts flying. When he comes straight at you, jump
high and towards him, and home attack the cockpit. If you connect,
he'll flash red and back off, and then fly around machine-gunning
again. If you don't manage to get a hit in, tough, he'll land. It looks
like a nice time to attack him, but you shouldn't. He'll start shooting
Missiles at you almost immediately. Run around the arena to avoid them.
Once he stops shooting, jump as high as you can and home-attack the
cockpit. After 2 hits, he'll start using a laser beam. You have plenty
of preparation time for this attack, though, as he has to target you.
Just keep running until he shoots it. Easy enough.

------------------------------
 [6b.2] Tails
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     4     |
+---------------+-----------+
|   Character: Dr. Eggman   |
+---------------------------+

Tails is exactly the same as Eggman. The battle area is an aircraft
carrier's deck, and it's so big you probably won't see all of it during
your shootout with Tails. Rings are scattered about in a few places;
it's a pretty basic stage.

At the beginning of the fight, immediately lock-on to Tails and fire a
Homing Missile. He usually doesn't move at the beginning of the fight,
so it's a free hit. Once he recovers and starts to fight for real,
don't ever stop moving. One nice strategy is to shoot a Homing Missile
at him, and when he starts running, blast a regular shot (tap (X) or
(B)) in his path. Repeat this, and don't forget to gather Rings if
you're low on health!

(exactly the same as Tails' version)

------------------------------
 [6b.3] R-1/A Flying Dog
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|    Cockpit    |     4     |
+---------------+-----------+
|     Character: Rouge      |
+---------------------------+

Flying Dog is almost identical to Hot Shot, except he doesn't have
legs, so he is always flying. The arena is identical, except for
different crate placements and 2 walls to climb up.

The walls are very useful in avoiding Flying Dog's machine gun attack.
Just climb up to the top and he can't touch you. When he stops and
shoots Missiles at you, glide around the room, and then Drill Drive or
glide into him when he stops. Later when he starts using the laser
beam, simply glide from the wall over to him and attack the cockpit.

(GUN really needs to get more creative with their assault mechs, don't
they?)

------------------------------
 [6b.4] Sonic
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     3     |
+---------------+-----------+
|     Character: Shadow     |
+---------------------------+

Sonic is easy, as your greatest danger is not Sonic, but falling off of
the small platform you're battling on. It's a small grassy square-
shaped area, with a circle of Rings.

Grab a Ring, and let Sonic rush you. The moment he jumps, jump. Let him
home-attack you (you're protected when you're jumping), and then
immediately attack him when he lands. Continue with this tactic, and
you should eventually defeat him. If this doesn't work for you, just
keep in mind that the only time you can damage him is when he is
standing still (which is usually directly after he attacks). It is
sometimes safer to roll into him instead of home-attacking him since
you might throw yourself over the ledge on accident.

(exactly the same as Sonic's version)

------------------------------
 [6b.5] Egg Golem
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|Targets in body|    ??     |
+---------------+-----------+
|   Character: Dr. Eggman   |
+---------------------------+

The Egg Golem turns against Robotnik after Sonic destroys the
restraining device Eggman planted on it. This fight would be a lot
harder if the bottom level stayed the same as Sonic's version...
however, the bottom level has changed. Watch out for the quicksand,
because since Eggman's walker is alot heavier than Sonic, you can't
escape once you fall in. Good thing there's a bunch of small square
platforms down here... The capsules are still here: 6 Ring capsules,
and 2 new Capsules: a Health Kit and an Extra Life.

This version of Golem has lost the spinning attack, leaving him with
only 2 attacks, which are:

The first one is the fist-slam. He'll rear one arm back (warning sign),
and smash it onto the platform you were on (or ARE on, if you're too
slow). He'll immediately do the same for his other arm, so be careful
you don't get whacked by it. The platforms that he hit will sink one
level. If they get hit enough times they'll break.

His second attack is the head-butt. It only effects a small area, but
it's harder to avoid since the Eggman's walker is slower than Sonic.
He'll rear both his arms backwards, then smash the area directly in
front of him HARD. After that he'll head-butt the ground in between his
arms.

This version is very different from Sonic's (in the way you damage it).
Simply shoot the Golem a whole bunch with regular shots, and weak spots
will open up on its chest. There are 3 weak spots (which only appear
one at a time), and each target has 3 "target"-able spots. When you
destroy all of them Golem will die (again).

------------------------------
 [6b.6] Knuckles
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     4     |
+---------------+-----------+
|     Character: Rouge      |
+---------------------------+

Knuckles' duel with Rouge is in a square arena, with 4 pillars in each
corner. Each pillar is connected to the pillar next to it by a ledge. 2
levels of this makes it slightly hard to find your opponent when the
fight elevates (hahaha). There are Rings on some of the ledges and a
circle of Rings on the bottom level. During the fight, the floor will
open and hot air will you force you upwards. After a while it will
close and the room will return to normal.

This fight's strategy consists mostly of keeping 1-4 Rings on you all
the time and being super aggressive. Keep kicking at Knuckles to bounce
him backwards, then pummel him when he's not attacking. Sometimes when
the floor opens and you are both blown upwards, Knuckles will say, "Now
witness my power!". Start moving the instant you hear that. The camera
will show him close up and he'll zap you with lighting (How? HOW?!). If
you keep moving, though, he won't be able to hit you. That's about all
there is to this fight. Drill Driving him works pretty well, too.

(exactly the same as Knuckles' version)

------------------------------
 [6b.7] Tails
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     4     |
+---------------+-----------+
|   Character: Dr. Eggman   |
+---------------------------+

The small area you are confined to has NO Rings. There are 2 things in
this stage that you can shoot at: Tails, and a radioactive pillar that
comes out periodically and explodes when it's hit.

The pillar proves to be a very useful asset in your strategy. First
off, blast both the pillar and Tails with Homing Missiles. As Tails is
running around, shoot regular shots at him. More likely than not, Tails
will be hit by something. After 2 hits, Tails will begin to use his
special attacks. He'll say, "I'll show you how powerful the Cyclone
is!", then he'll say either "Fire!" which means he'll be shooting a
barrage of missiles, or he'll say "High powered laser!", signaling he's
going to shoot a super big beam. The missiles are easy enough to avoid,
but the beam... jump and hover to the left or right IMMEDIATELY after
he says "You're no match for me!". If you successfully avoid it, you
can get a free potshot at him while he shoots the big beam. "Fox boy"
is pretty hard, so be patient.

(exactly the same as Tails' version)

------------------------------
 [6b.8] Sonic
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
|      N/A      |     5     |
+---------------+-----------+
|     Character: Shadow     |
+---------------------------+

Shadow's battle with Sonic takes place on a straight, average width
(never ending) walkway. Rings will come in the middle, on the left, or
on the right. All you do this fight is run.
 
However, the strategy is to NEVER get ahead of Sonic. Don't fall too
far behind; the pathway will break up, and he might use Sonic Wind!
There are 2 ways to attack him: either run up and home-attack him until
you connect, or you can run DIRECTLY behind him and roll. The latter is
safer, since he can bounce you backwards when you home-attack. After
the first 3 hits, though, he becomes much harder to whack. For the
second last hit, the same strategy will work, it's just harder. for the
last hit, stop and charge up your Spin Dash until Sonic says, "I'm not
done with you yet!", then let go and zoom towards him. As you rush
towards him, jump up and home-attack him.

(Exactly the same as Sonic's version)


-----------------------------------------------------------------------
 [6c]  L a s t   S i d e
-----------------------------------------------------------------------

------------------------------
 [6c.1] Biolizard
------------------------------
+---------------+-----------+
|  Weak Point:  |   Hits:   |
| Life support  |     6     |
+---------------+-----------+
|     Character: Shadow     |
+---------------------------+

This big lizard is not happy. The arena is a big ring around the boss
and is surrounded by orange water. There are 2 breaks in the ring,
which have water rushing through them and will suck you out if you fall
in it (and that will kill you). So don't fall in. Obviously.

At the beginning of the fight, run backwards, away from the monster,
and grab a few Rings along the edge of the circle. Keep away from the
its gaping mouth, but not too far, or he'll suddenly Switch to his
tail, and you probably won't be able to change direction fast enough.
When he stops and opens his mouth, gasping, run up to him, jump, and
grind up the pipe near his mouth with red lights flashing on it. Jump
up when you reach the big red light, and home-attack it. As you fly
off, make sure you don't fall into a gap in the arena and get sucked
out (it can happen, and it sucks! :P).

After this, the lizard will repeat the chasing part, then it'll stop
and shoot black/blue energy balls at you. They will fly towards you
either low or high; jump over the low ones, and Somersault under the
high ones. If you get hit by one, the boss will stop for a few seconds,
allowing you to scoop your Rings back up. After he's done spitting
stuff at you, he'll gasp again, so go grind and whack the life support
system again. He'll repeat the chasing and spitting part again with
slightly faster movements. Go and bash the life support system again
(same tactic).

After this he'll repeat the chasing and spitting again, even faster,
and then he'll call out a BUNCH of little pink floating balls. These
will fly at you, one at a time, and damage you if they hit you. Home-
attack these all the way up near the life support system (HINT: jump
high and wait a bit to make sure you target a pink ball accurately),
then fall down as close to the red button as you can before home-
attacking again, so you don't target anything else. After you hit him,
he'll repeat the chasing, spitting, and pink blob sequence again. Hit
him another time and he'll change his strategy. Without chasing you or
shooting blobs of energy, he'll roar and call up the pink balls again,
this time removing gravity somehow. Don't sit around or the balls will
hit you, and you can't get the Rings back since they'll fall to the
floor (in other words you can only take two hits before you die). Rush
towards the life support system, navigating around the balls, and whack
the red light for the final hit.

------------------------------
 [6c.2] The FinalHazard
------------------------------
**WARNING**
Minor spoilers follow, especially if you know your Sonic.

+---------------+-----------+
|  Weak Point:  |   Hits:   |
|   Red Sores   |     6     |
+---------------+-----------+
|     Character: ??????     |
+---------------------------+

The Biolizard is really determined to pull off the Professor Gerald's
plan, isn't he? Well, for the last boss, your controls are very
different. Use the joystick to navigate backwards and forwards, and use
(A) to ascend and charge, and (X) or (B) to descend and charge. That's
all! The only other thing you need to know about the battle area is
that if you go under or over the boss, you'll Switch places. Any player
who knows Sonic knows what he needs to do now. If you don't... you'll
figure it out soon enough. There are no Rings lying around in this
battle.

For the first hit, all you have to do is navigate around the red balls
and hit the red blister on FinalHazard's side while charging. On the
second and third hit, he'll shoot a beam at you, which is also rather
easy to avoid. On the fourth hit, he'll shoot two beams. After this,
he'll have a combo of 2 beams and lots of red balls. These last two
hits can be very annoying, but keep at it. Switch characters as needed
during the fight if you're running low on Rings (fly over or under the
FinalHazard), since you lose the battle if you lose a character.

Once you beat him, sit back and enjoy the ending!


=======================================================================
 [ ?]  S t a g e   M i s s i o n s
=======================================================================
COMING SOON
(here for layout purposes only)


=======================================================================
 [ ?]  2 - P l a y e r   M o d e
=======================================================================
COMING SOON
(here for layout purposes only)


=======================================================================
 [ ?]  B i g   t h e   C a t   S i g h t i n g s
=======================================================================
COMING SOON
(here for layout purposes only)


**NOTE**
DO NOT SEND ME MORE MAIL ABOUT BIG THE CAT!!! I have received at least
50-60 e-mails already regarding Big the Cat locations, most of which I
already know! This section is NOT COMPLETE and I know almost all of the
locations. I just haven't had time to type them all up yet. So please
DO NOT send me anymore e-mail about where I can find Big the Cat. Thank
you.


((**FINAL STAGE: Cannon's Core
With rouge, it's when you start off and climb the poles there is a big
spike hanging from the ceiling, he's at the top of that. and with tails
it's in the beginning when you go down while attached to the small
square platform, you get to the end and you stop in front of a wall
with 5 pieces of dynamite.  he is down to the top right of your view.))
**info submitted Big Fisher

((Tails' Mission Street
On the part when the bridge begins to break, and you have to leap up to
a platform by standing on the a can, jump off the left edge, and hover
down. You'll die, but you'll see Big!))
**info submitted by Pepperidge

((in the first sonic Vs. Shadow in green forest theres a grate in the
ground look down into that grate and theres big fishing!))
**info submitted by Three Tails 2001


=======================================================================
 [ ?]  M i s c e l l a n e o u s
=======================================================================
COMING SOON
(here for layout purposes only)


=======================================================================
 [ 7]  F . A . Q . s
=======================================================================
These are some of the more common questions that people ask. Questions
compiled and answered by Nathan (Segaholic2). Questions are divided
into two categories: questions concerning the game Sonic Adventure 2,
and questions that concern this FAQ/Guide itself.

By the way, F.A.Q. stands for Frequently Asked Question. :p

-----------------------------------------------------------------------
 [7a]  G a m e   F . A . Q . s
-----------------------------------------------------------------------
Q. Where is Shadow's Bounce attack upgrade?
A. He doesn't have one!

Q. Where can I get the Birthday Pack?!?
A. Sorry... Looks like most places have sold out by now. :(

Q. Is Big the Cat really in the game?
A. YES! Look for a section dedicated to him coming soon!

Q. What's this fifth 2-Player Mode I've been hearing about?
A. This is just a false rumor being spread around. There is no fifth 2-
   Player Mode featuring Super Sonic and Super Shadow.

Q. Why the !@#$ is Knuckles' part in Cannon's Core so hard?!?
A. Get the Air Necklace upgrade so you can breathe underwater forever.
   (see Chapter [3b.2])

Q. I get to Dr. Eggman's part in Cannon's Core, but all I see is a
    black screen and my character dies.
A. This appears to be a bug in certain copies of the game. Return it
   and get your copy replaced.

**SPOILERS**
Q. Can I use Super Sonic and Super Shadow in any other places besides
   the final fight?
A. NO. You can only use them in the final fight, and that is all.

-----------------------------------------------------------------------
 [7b]  G u i d e   F . A . Q . s
-----------------------------------------------------------------------
Q. Can I help you write some of the sections and be a co-author?
A. No. I do not need help writing the sections, and me and my brother
   are already co-authors anyways. We do welcome info, and if we add
   the info you've submitted, you will be credited.

Q. I submitted something and you haven't added it/credited me yet.
A. Either somebody already submitted the info, I haven't finished the
   update yet, or I already knew that.

Q. Can you send me what you've written for the next update so far?
A. No. I do not and will not release unfinished updates.

Q. I really like your FAQ. Can I use it on my site?
A. Yes, just make sure to credit us two. However, you are responsible
   for keeping up with updates yourself. I do not have time to submit
   this FAQ to 10+ websites. You can always find the newest version at
   http://gamefaqs.com/ and http://www.angelfire.com/dc/segaholic2

Q. Are you going to write a Chao section?
A. It depends. I'm really busy currently and I might later if I have
   time.

Q. Your FAQ isn't complete!
A. I know that. >:p

Q. When will you finish ((section here))??
A. Soon enough. We DO have lives outside of this game and guide. :p We
   try to update as often as we can, but sometimes it just isn't
   possible to update everyday, although we wish we could.


=======================================================================
 [ 8]  C r e d i t s
=======================================================================

Nathan "Segaholic2" Tsui-
   E-Mail: segaholic2@yahoo.com
   AOL Instant Messenger: Segaholic2
   Web Site: http://www.angelfire.com/dc/segaholic2
I conceived the idea and did a lot of the work. I did some of the hard-
writing, as in actual FAQ content. Mostly though I did clean-up work,
layout design, and editing. Oh yeah, we both did work on the ASCII
title... and playing the game. ;)

Jason "Double -S-" Tsui-
   E-Mail: stkrule@yahoo.com
   AOL Instant Messenger: Double S DX
I did a bunch of work on this FAQ, like ALL of the Bosses section, and
some of the Story Mode. I wrote the stuff and Nate proof-read it. That
is it. 

Isambard-
A fellow GHZer with me (Segaholic2). Good thing I gave him a preview
version; this guy pointed out that I was missing such important stuff
like Credits and Version History! Man, I'm rusty... Anyways, he's a
|_337 PSO player who wants to give credit to Sonic Team for creating
such awesome games! ...and taking away his social life. >:P

Valentin Zukovsky "Micky"-
   E-Mail: Bigfisher8888@aol.com
   AOL Instant Messenger: Bigfisher8888
So far he's been the one finding Big the Cat's cameos for me... I'll
have the section up soon enough. :)

Jesse "Pepperidge" Betteridge-
   E-Mail: pepperidge@hotmail.com
   AOL Instant Messenger: Peporbinaut
Another fellow GHZer who's been buggin' me with lotsa questions. :p But
hey, he also found some stuff for me. :) He's also staff at Sonic HQ,
one of the best Sonic fan-sites on the web! Go check it out at
http://www.sonichq.org/

Tapam Norn-
Corrected me on some grammar and context errors. Thanx!

jrcoms-
   E-mail: jrcom_99@yahoo.com
   AOL Instant Messenger: jrcoms
This guy reminded me to put in WHO fights what boss in the bosses
section! Thanx for reminding me dude! Not to mention he's one of my
(Nathan's) good online friends. :)

-----------------------------------------------------------------------
 [8a]  S p e c i a l   T h a n x
-----------------------------------------------------------------------
Here's where the kudos go. :) Thanx y'all!

Our parents-
Without them, we wouldn't be here. 'Nuff said, don't you think? ;)

S.W.G. (MadDog SOC)-
   AOL Instant Messenger: GrasshopperLVL3
He da man! He helped us get and build our PC, not to mention he also
helped us track down and obtain the elusive Sonic Adventure 2 Birthday
Pack. Give him your respect! Also, big thanx to his mom. She rox! :)

Nathan (Segaholic2)'s online friends-
I love y'all. Moral support, comedy relief, advice, inspiration, and
just flat-out being my friends and playing online games with me... You
guys provide it all. Scott, Clayton, Roger, Ben, Rob, and Jason... you
know who you are. ;)


=======================================================================
 [ 9]  V e r s i o n   H i s t o r y
=======================================================================

Version 0.1 beta (12.8 kb)- Work Started 10:22 AM 6/13/2001
                            Work Completed 9:47 PM 6/18/2001
I (Nathan) was rushing to get this version of the FAQ out before Sonic
Adventure 2 actually hit the shelves... So sorry if this is short or
looks incomplete (as it is) or anything. We should be updating this
much more often over the course of the next few days.
   -Basic ASCII art created
   -Finished essential Chapters (Introduction, Credits, Version
      History, and Copyright Info)
   -Finished Chapter [2]: What We Know
   -Added Isambard to Credits

Version 0.2 (35.9 kb)- Update Completed 1:36 AM 6/22/2001
Looks like the 0.1 beta version was never released. Guess there wasn't
enough info in it... Oh well. :\ After receiving the game and playing
it straight for a whole night and day, we've beaten the Hero and Dark
Sides, and also finished up the Last Side with the final bosses. Well,
we got the Hero Side bosses section finished. Also all the charts with
basic locations of the Level Up Items. Some other info here and
there... Much more coming very soon! Here's hoping this version makes
it through... O_O
   -Removed Chapter [2]: What We Know
   -Finished basic layout of Table of Contents
   -Finished Hero Side boss strategies
   -Finished Level Up Item charts
   -Updated Credits and added Special Thanx

Version 0.3 (65.0 kb)- Update Completed 7:56 AM 6/23/2001
Dangit I need sleep now... I am extremely tired after working all night
on this update as well as other stuff. On a good note, I have already
received three IMs from people about this FAQ. :) Keep the comments and
questions comin'! Now I really need to take a rest... @_@
   -(Hopefully) fixed the ASCII title
   -Finished Dark Side boss strategies
   -Finished Last Side boss strategies
   -Finished complete moves list for all characters
   -Added Chapter [7]: F.A.Q.s

Version 0.4 (88.8 kb)- Update Completed 9:53 PM 6/26/2001
Small update here... We had a C++ programming test that we hadn't been
studying for. :p We only got part of the Hero Side walkthrough complete
and a few small updates here and there. Anyways, I have to go now and
we'll hopefully have another update ready for tomorrow! "Hold onto your
butts!"
   -Yay! ASCII title is fixed! ^_^
   -Added who fights which bosses (Thanx jrcoms!)
   -Added more Questions and Answers to F.A.Q.s
   -Hero Side walkthrough partly complete.

Version 0.5 (88.9 kb)- Update Completed 10:07 PM 6/26/2001
There was much confusion over this and Version 0.4... I had left some
problems in Version 0.4. Right after submitting it I discovered these
and changed them. However, I had already changed the Version number to
0.5... So Version 0.4 came as Version 0.5. My bad. -_-
   -Fixed problems left in Version 0.4
   -Changed Version Number to 0.5... on accident.

Version 0.6 (102 kb)- Update Completed 4:57 PM 6/29/2001
Another update! Woohoo! We've FINALLY finished all the exact locations
of all the upgrades!!! Check 'em out! Also, the Hero Side Story Mode
walkthrough is almost complete... I've finished up the basic layout for
the Dark and Last Side as well. We'll be gone all weekend as we have
guests over. Updates will resume next week. :)
   -Finished exact locations of all upgrades
   -Finished Basics section (still more to come...)
   -Some more of the Hero Side Story Mode walkthrough completed
   -Finished basic layout of the whole Story Mode walkthrough

Version 0.65 (134 kb)- Update Completed 10:13 PM 7/3/2001
Small update here... We've been really busy. :p Couple of incomplete
updates. We've started work on the Items and Enemies Chapter, which is
almost complete. Also a walkthrough for Tails' Prison Lane Stage for
the Hero Side. We'll be gone tomorrow (July 4th) through possibly
Saturday. :\ We'll try to update as often as possible. Watch the site
for details!
   -Added Chapter [4]: Items and Enemies (almost complete)
   -Added Prison Lane walkthrough to Hero Side Story Mode
   -Added incomplete Final Rush walkthrough to Hero Side Story Mode

Version 0.7 (159 kb)- Update Completed 7:35 PM 7/13/2001
Eek... Haven't updated in over a week. :( Anyways, there's quite a bit
in this version, and hopefully most of the big stuff is over so we'll
be able to update more often. 
   -Added Game Basics to Chapter [3]: Basics
   -Finished Chapter [4]: Items and Enemies
   -Added Crazy Gadget walkthrough to Hero Side Story Mode
   -Added Iron Gate walkthrough to Dark Side Story Mode
   -Fixed enemy listed as "Hawk" to "Wing" in Prison Lane walkthrough
   -Fixed some errors in Metal Harbor walkthrough
   -Fixed error in Shadow's move list (Light-Speed Dash was listed as
     Light-Speed Attack)


=======================================================================
 [10]  C o m i n g   S o o n
=======================================================================
Here's the stuff that needs to be added and what we're currently
working on. If you want us to work on a specific section, just tell us!
We'll start working on it right away! ;)

-----------------------------------------------------------------------
 [10a]  U n w r i t t e n   C h a p t e r s
-----------------------------------------------------------------------
The following chapters haven't been written yet:
   -Stage Missions
   -2-Player Mode
   -Big the Cat
   -Secrets
   -Downloads
   -Chao (maybe)

-----------------------------------------------------------------------
 [10b]  I n c o m p l e t e   C h a p t e r s
-----------------------------------------------------------------------
The following chapters are incomplete:
   -Story Mode

-----------------------------------------------------------------------
 [10c]  C u r r e n t   W o r k
-----------------------------------------------------------------------
We are currently working on these sections/chapters:
   -Story Mode


=======================================================================
 [11]  C o p y r i g h t   I n f o
=======================================================================

Sonic Adventure, Sonic the Hedgehog, and all other related characters
and titles are (c)Copyright and Trademark Sega Enterprises, Ltd.

This FAQ is Copyright (c)2001 Nathan Tsui (segaholic2@yahoo.com) and
Jason Tsui (stkrule@yahoo.com). You may distribute this FAQ as long as
it is unaltered and NOT SOLD FOR MONEY. Nathan and Jason Tsui alone
reserve the right to make changes to or update this FAQ. Any un-
authorized changes are not approved of by Nathan and Jason Tsui and
are prohibited by law.

What that basically means is that you can give it to whoever you want
as long as you do not change one letter of it and don't put your name
where ours are (a.k.a. stealing).


                   /##===--------------------===##\
                  {      Sonic Adventure 2 FAQ     }
                   \-> by Nathan and Jason Tsui <-/
                     \ (c)2001 Nathan and Jason /
                      \===---->  Tsui  <----===/
                       \ All rights reserved. /
                        \##===----------===##/