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    FAQ/Walkthrough by Kirby021591

    Version: 1.0 | Updated: 07/01/05 | Search Guide | Bookmark Guide

    Sonic Adventure 2 Battle
    ------------------------
    
    Copyright 2004-2005 Brian McPhee
    Author: Brian McPhee (Kirby021591)
    E-mail: Kirby0215@aol.com
    Most Recent Update: July 1, 2005
    Originally Created: December 24, 2004
    Version: 1.0
    
    --------------------------------------------------------------------------------
    -------------------------------Table of Contents--------------------------------
    --------------------------------------------------------------------------------
    
    Section 1*
    
    Introduction*
    Navigation*
    Storyline*
    Items*
    
    Section 2*
    
    Hero Story*
    Dark Story*
    Last Story*
    
    Section 3*
    
    City Escape*
    Wild Canyon*
    Prison Lane*
    Metal Harbor*
    Green Forest*
    Pumpkin Hill*
    Mission Street*
    Aquatic Mine*
    Route 101*
    Hidden Base*
    Pyramid Cave*
    Death Chamber*
    Eternal Engine*
    Meteor Herd*
    Crazy Gadget*
    Final Rush*
    Iron Gate*
    Dry Lagoon*
    Sand Ocean*
    Radical Highway*
    Egg Quarters*
    Lost Colony*
    Weapons Bed*
    Security Hall*
    White Jungle*
    Route 280*
    Sky Rail*
    Mad Space*
    Cosmic Wall*
    Final Chase*
    Cannon's Core*
    
    Section 4*
    
    Kart Race*
    Boss Attack*
    Other Emblems*
    Rank Conditions*
    
    Section 5*
    
    Level-Up Items*
    Chao Garden*
    Battle Mode*
    Secrets and Glitches*
    The Console Wars*
    FAQ*
    
    Section 6*
    
    Credits and Legal Information*
    --------------------------------------------------------------------------------
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      /                                                                          \
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    ||--------------------------------Section 1*----------------------------------||
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      \__________________________________________________________________________/
    
    ================================================================================
    =================================Introduction*==================================
    ================================================================================
    
    Ah, it's been a long time since I wrote for a Sonic game.  There doesn't seem to
    be any pattern to the way I write my guides, but if you look closely at the
    order for a long enough period of time, you may be able to start seeing a
    pattern.  If you do, e-mail me so I can adhere to it.  Anyways, like I said,
    it's been a while, Sonic.  It was eleven walkthroughs ago that I wrote about a
    Sonic game, and it's about time that I wrote about Sonic Adventure 2.  Of
    course,
    SA2 "Battle" is the same game as Sonic Adventure 2, but it has a multiplayer
    mode and a few other additions.  Now I shall give my review of the game.
    
    Let's face it, people.  The original Sonic Adventure was no prize.  I didn't
    like it very much at all and it took my about two days to beat it to completion
    having never played before.  This game, the anticipated sequel (not so
    anticipated anymore), is a million and three halves times better than Sonic
    Adventure.  Why?
    
    Well, I've been studying the matter for about ten minutes and I think I've come
    to a conclusion.  First, there is the matter of having three stories.  Yes, in
    Sonic Adventure there were six different playable characters that you could
    unlock, each with their own very similar and short modes of play.  This game, on
    the other hand, also has six playable characters.  There are tons of levels for
    everyone and each level has five different missions.
    
    The controls to this game are similar to those of Sonic Adventure (or even Sonic
    Heroes).  That is, they are easy to learn and very fun to use.  Each playable
    character has a dark/good counterpart that is essentially the same as them, but
    the levels and stories are much different.  There's also an upgrade system in
    this game in which you can find secret items.
    
    Not to mention that there's a Chao Garden in this game.  I swear there must be
    subliminal messages in that garden because it is just way too addictive.  All in
    all, this game is all-around better than Sonic Adventure and some would even
    call it superior to Sonic Heroes.  Enjoy.
    
    By the by, if you see my guide on any site other than www.GameFaqs.com (GameSpot
    is allowed, as it is an affiliate of GameFaqs), please alert me.  I'd be very
    grateful.  With your help, we can stop plagiarists (it is illegal).  Thanks a
    bunch.
    
    ================================================================================
    ==================================Navigation*===================================
    ================================================================================
    
    You may have noticed all the asterisks (*) by the various section titles.  Sure,
    they are pretty festive, but they serve another purpose.  On your keyboard,
    press CTRL and F at the same time.  If you have a Mac, press Apple and F at the
    same time.  This is the "Find/Search" command and it is used to search the
    document for specified text.  Type in a section name and be sure to include the
    asterisk.  Press "Find/Search" and you'll be brought to the first time it was
    mentioned in the document (the Table of Contents).  Search again and you'll be
    brought to the desired section.  It is very handy in such a large document as
    this.  Try it everywhere; it works in most documents.  Glad I could be of
    service.
    
    Also, since I only write it once in the guide anywhere, you can use this tip
    to find the exact location of the level you're looking for.  Type in this
    when you search if you want a particular level.
    
    Stage #: _______
    
    The # is the number assigned to the stage by the game.  The _______ is where
    you put the name of the stage.  Perhaps this will help break down the guide
    further for you.
    
    ================================================================================
    ===================================Storyline*===================================
    ================================================================================
    
    I think that the plot in this game is spectacular.  It will keep you guessing
    until the very end.  So, with further ado, here it is.  It's time to save the
    world.  or conquer it!
    
                              +-------------------------+
                              |    Storyline Summary    |
                              +-------------------------+
    
    Hero Story: Sonic has been arrested by a mysterious military group called G.U.N.
    In his effort to escape the confines of a high-security helicopter he meets a
    dark hedgehog named Shadow, who was obviously mistaken for Sonic.  In order to
    clear his good name, and stop the evil Eggman, who has declared his intentions
    for world conquest, Sonic and friends must stop the dastardly duo from realizing
    their dark designs.
    
    Dark Story: Dr. Eggman was searching for a top-secret weapon in a military base
    called "Shadow."  After infiltrating the base, Eggman discovers that Shadow is
    actually a black hedgehog that claims to be the ultimate life form.  For their
    mutual benefit, Shadow takes Eggman to Space Colony ARK, an abandoned project
    that was terminated by the mysterious G.U.N. forces.  On it is a currently un-
    powered structure called the Eclipse Cannon.  If the maniacal scientist can find
    a power source for the cannon, he can destroy the world in a single shot.  With
    that kind of machine at his disposal, he and Shadow will be able threaten the
    earth's inhabitants and seize control.
    
    One of the serious flaws in Eggman's plan was announcing to the world his plan.
    This is only the tip of iceberg (the part of the story revealed after the first
    levels of play).  But there are many more characters than just Sonic, Shadow,
    and Eggman.  There are three other playable characters and three other important
    characters.  Here is my list.
    
                                +----------------------+
                                |    Character Cast    |
                                +----------------------+
    
    Sonic the Hedgehog: Sonic has been the star of his own series since Sonic the
    Hedgehog for the Genesis.  Sonic hails from South Island, where Dr. Robotnik
    (Eggman's formal name) kidnapped the animal residents to man his robotic army.
    Sonic stopped him single-handedly and he's had a rival ever since.  Sonic hates
    injustice and loves speed.  He's the world fastest hedgehog and he's come quite
    a way since his debut on the Genesis.
    
    Shadow the Ultimate Life Form: Regardless of his title, Shadow is a hedgehog
    that is very similar to Sonic in form and abilities.  They have different
    colorings, but there is another important difference.  Professor Gerald
    Robotnik,
    the grandfather of Eggman, created Shadow.  Shadow lived his entire life before
    meeting Eggman on the Space Colony ARK, where he spent his time with Maria
    Robotnik, a cousin of Eggman's.  G.U.N., a military group, deemed the colony
    dangerous and destroyed it, killing both his creator and his only true friend.
    Shadow has hated the world below ever since that day.  But beneath his arrogant
    exterior is a deeply philosophical creature.  Shadow spends much of his time
    lost in thoughts of Maria.
    
    Miles "Tails" Prower: Tails is a fox born with a birth defect - he has two
    tails.
    As a result, Tails can propel himself to speeds that almost match those of Sonic
    and he can fly and swim quite well.  But Tail's real value to the good guys is
    his mechanical ingenuity; he designs many helpful machines for Sonic to use,
    among them the Tornado and the Tornado II.  The Tornado was his plane, which was
    destroyed in Sonic Adventure by the Egg Carrier.  The Cyclone, the vehicle that
    Tails uses all throughout all the game, is a specially created ship that can
    "transform" into other vehicles.  Regardless of his newfound talent, Tails is
    still very young and very attached to Sonic.
    
    Dr. Ivo "Eggman" Robotnik: Eggman was once known as Dr. Robotnik, but I guess
    Sonic and him have gotten friendlier.  Robotnik is a self-proclaimed evil
    genius,
    boasting an IQ of 300.  He is responsible for countless mechanical
    monstrosities,
    such as Metal Sonic, the Death Egg, the Egg Carrier, and, more recently,
    additions to the Eclipse Cannon on Space Colony ARK.  Eggman is repeatedly
    foiled by Sonic, each and every time he attempts to rule the world.  This is one
    of the first times you can control Eggman (if you count the kart games), who
    goes the game in a large walker similar to the Cyclone.  Eggman's lasting
    ambition is to collect all seven of the Chaos Emeralds, extremely powerful items
    that he intends to use to power the Eclipse Cannon.  With the Eclipse Cannon,
    Eggman plans to finally kill that meddlesome Sonic (even though Sonic spares
    Eggman each and every time).
    
    Knuckles the Echidna: Originally, Knuckles was Sonic's fiercest rival.  He is
    the Master Emerald kept on Angel Island, his home.  The Master Emerald has the
    ability to negate the effects of the Chaos Emeralds.  He is also guardian of the
    Chaos Emeralds (originally), but they seem to forget that in this game.  You
    see,
    Knuckles was convinced by Eggman that Sonic was out to collect and misuse the
    Chaos Emeralds.  Although now they are allies, Knuckles is an iffy friend of
    Sonic and Tails.  In this game, the Master Emerald has been shattered and
    Knuckles must collect the shards.
    
    Rouge the Bat: Rouge is a jewel-collector who was out to get the Master Emerald.
    It was broken while she tried to take it, and the result was a quest for the
    shards.  With the intentions to attain all the shards of the Master Emerald and
    make herself rich, she has joined Shadow and Eggman, but her true intentions are
    unknown to them both.  She goes on into future games, and she is Knuckles's new
    adversary.
    
    Amy Rose: She is not actually one of the playable characters, but she does play
    an important role in the game.  Amy, although she and Sonic are pretty young,
    has been madly in love with Sonic ever since she saved him from Metal Sonic long
    ago.  Amy's goal in life is to marry Sonic, and she makes it known to everyone.
    She is a character in both Sonic Heroes and Sonic Adventure, but she didn't find
    her way into this game.  In "Battle," though, you can control her, along with a
    few other characters.
    
    Professor Gerald Robotnik: Robotnik's grandfather, Gerald was one of the most
    brilliant minds of his day.  He worked on Project Shadow while he was alive and
    his presence can still be felt in Space Colony ARK.  I assure you, he is dead,
    but he will have his say in things in the end.
    
    Maria Robotnik: Maria is the cousin of Eggman and the only person that truly got
    to know Shadow.  She was killed by G.U.N. soldiers, but Shadow still remembers
    her vividly and frequently.  Maria left Shadow with words that he holds close to
    his heart, as will be exampled.
    
    Those are all of the important characters.  You'll get to know them much better
    as you progress through the game.  All of them effect the outcome in the end.
    
    ================================================================================
    =====================================Items*=====================================
    ================================================================================
    
    There is a wide array of items to get in this game.  Many are from the early
    Sonic games.  Here I will list them and record their effects.
    
                              +-------------------------+
                              |    Items and Objects    |
                              +-------------------------+
    
    Omochao: Omochao is the annoying helper Chao that flies around you when touched
    and gives advice.  Sometimes there's no getting around them.
    
    Ring: This is the fundamental item that you use as health.  If you are hit and
    you have no rings, you die.  If you have rings, you lose them and you can
    collect them around you.  Getting 100 gets you an extra life, and you can only
    drop 20 rings maximum.
    
    Chao Container: There are three of these in every course.  The most important
    item within is the Chao Key, which lets you go to Chao World after the stage is
    over.
    
    Point Markers: I will call these items checkpoints in the game.  In the guide,
    reaching one of these starts a new paragraph.  If you go through it, you're
    point in the level is saved.  That way, if you lose a life you won't have to
    start from the beginning of the stage.  Depending on how many rings you have,
    there are different effects for passing through them.  If you have 20 + when
    going through, you get 5 rings.  40 +, ten rings, 60 +, twenty rings, 80 +,
    speed up, and if you have more than 90, you get a shield.
    
    Technique Points: You are awarded points in the level for your style when
    playing the level when Sonic or Shadow(pressing the buttons at specific points
    in the level to get bonuses), the number of rings you have, your completion
    time,
    the number of enemies you defeated while in lock-in (Tails and Eggman), and not
    taking hints in search levels (Knuckles and Rogue).  Technique points determine
    your level grade, which can be used to unlock certain secrets in the game.
    
    Animals: Animals can be given to Chao to enhance their natural abilities in Chao
    Garden.  In each Sonic/Shadow level there are 20, 15 in Tails/Eggman levels, and
    10 in each Knuckles/Rouge course.  This does not include the Chao Container
    animals and the ones that result from enemies.  If you collect all the animals
    in a course, you get a 1-Up.
    
    Chaos Drives: Collectively, you can carry up to ten animals and Chaos drives at
    a time for your side (hero or dark).  Chaos Drives are given to you when you
    defeat enemies and are also used to enhance Chao, but they are less effective
    and they do not change your Chao's physical appearance like animals do.
    
    Emblem: You get an Emblem each time you clear a mission, beat a boss, clear a
    mini-game, etc.  The more Emblems you have, the more things you unlock.
    
                                +---------------------+
                                |    Capsule Items    |
                                +---------------------+
    
    High-Speed Shoes: For a limited time your character becomes much faster than
    normal.
    
    Ring: You can find bundles of rings in Capsules, the glass containers found
    around levels.  They come in 5, 10, and 20-ring bundles.
    
    Magnetic Shield: This acts as a regular shield and can block attacks for you
    without causing you to lose rings, but this type of shield attracts rings to
    you.
    
    Health: Picking up health packs restores all your health when you are Tails or
    Eggman.
    
    Invincibility: You destroy enemies simply by touching them and you earn double
    points in the process for a brief period of time.
    
    Shield: This is good for one hit.  You lose no rings when you hit by it, meaning
    that you can be hit three times (more, really, because you can collect rings
    that drop out) with this on.
    
    Bomb: This item systematically destroys all enemies on the field in a wave.
    
    Extra Life: I will call these 1-Ups.  This adds one life to your total.  You can
    also get one of these by collecting 100 rings.
    
    Those are all the items in the game.  Now it is time to get down to the good
    part, the walkthrough.
    --------------------------------------------------------------------------------
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    ||--------------------------------Section 2*----------------------------------||
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      \__________________________________________________________________________/
    
    ================================================================================
    ==================================Hero Story*===================================
    ================================================================================
    
                            +-----------------------------+
                            |    Stage 01: City Escape    |
                            +-----------------------------+
    
    Sigma Alpha-2 has the detainee on board and is flying over the capital city.
    Quite unexpectedly Sonic breaks loose and rips of the helicopter to use as his
    snowboard.  I won't comment on this.  However, it does make for a very fun first
    level.
    
    Just slide down the first part.  If you press A with good timing while in air
    you can perform a trick.  At the very end Sonic is ejected into the real
    beginning of the level.  Run up the stairs and run through the tunnel.  A robot
    falls down.  This is the perfect opportunity to practice the homing attack.
    Press A to jump and then A again to home in on it.  Continue down the slope and
    try running up the wall.  Do so to reach a capsule with 10 rings.
    
    When you get back on land, defeat the robot and you'll see two crates.  Press B
    to roll and destroy them both.  Next you'll see some rails.  Jump on and grind
    down.  Press B to grind (which is faster) and jump at the breaks in the rail.
    At the end, use the booster to get on top of the white structure.  Once up there
    look at the capsule in the distance.  Home attack it and perform another home
    attack to cover the gap.  The home attack is a very useful move.  Make sure to
    use the jump to its full potential.  When you land run through the checkpoint.
    
    Run into the booster and you'll be blasted onto the streets as high speeds.
    Avoiding cars is optional, here.  Use the ramps to get some points and at the
    end you'll fly to a spring.  Use it to jump up and then run up the stairs.  Jump
    over the robots here and go through the tunnel.  Run down the street and jump
    when you reach the opening to be bounced from a spring to another rail.  Grind
    down, collecting the rings on the way, and at the end is another white
    structure.
    If you're not going fast enough to run up it, you can roll up by holding B,
    building up some energy, and releasing.  At the top is the golden robot of the
    course (they give extra points).  Home attack the spring on the wall to be
    bounced to the second checkpoint.  Go through it.
    
    Follow the path here.  If you run straight down you'll bump into a robot and
    possibly lose your rings.  At the end of the path you'll be boosted into a half-
    loop that ends with Sonic running down the face of the building.  At the end
    you'll be sprung forward and you'll land on a bar.  Swing around until you're at
    your peak and release to be brought to the next bar.  Do the same here and
    you'll be sent to a platform ahead.  If you missed the bars, you'll have to take
    the lower route (which may actually be easier.  Jump from platform to platform).
    If you take the high route, home attack across the gap using the enemies.  At
    the end, grind down the rail and you'll reach another bar.  Either drop down or
    swing to the next checkpoint.
    
    This is the last stretch of this rather easy level.  Roll through the gap and
    you'll be boosted down a road with a huge G.U.N. truck chasing you.  Here, you'd
    almost have to know in advance where the ramps are to utilize them.  Your
    primary concern in running, so reach the end and you'll be boosted to the Goal
    Ring.  It marks the end of the level.
    
    Boss: F-6t Big Foot
    
    You may've noticed the posters for "Chao in Space 2" in the city.  In the arena
    is a poster with Chaos Zero on it.  Anyways, this boss is easy to defeat.  Big
    Foot, a specialized machine, has been sent out to capture you.  Run around in
    circles so that it cannot hit you with its gunfire.  When it lands on the ground
    to start bombarding you with missiles, jump up and home attack the cockpit.  It
    then takes to the skies and resumes flying around the arena.  Repeat the process
    and after five hits you'll win.
    
    After defeating Big Foot, Shadow appears on its top.  He has one of the Chaos
    Emeralds.  Sonic figures out that the military has mistaken him for Shadow.  But
    as he tries to attack, Shadow uses Chaos Control, a move that warps time and
    space.  Shadow easily outmaneuvers Sonic, and then he takes off just as the
    G.U.N. reinforcements arrive.
    
                            +-----------------------------+
                            |    Stage 02: Wild Canyon    |
                            +-----------------------------+
    
    Knuckles and Rouge are starting each other down at the site of the Master
    Emerald.  It can neutralize the effects of the Chaos Emeralds, but as they talk
    Eggman drops in and steals it.  Knuckles tries to get it back, but he shatters
    it.  Now Knuckles has to restore it.
    
    This is somewhat hard to do considering that the location is random each time.
    Instead of writing a comprehensive guide on where to find all of the many, and I
    mean MANY, places that the emerald ends up, I'll just describe the hunting
    process.  First, you should know that Wild Canyon is very easy.  It has no item
    requirements whatsoever and the emeralds are pretty obvious.
    
    First, don't go after A ranks on your first try.  Use the monitors (like the one
    you start by) to get hints on the locations of the shards.  This reduces your
    score dramatically, so don't expect an A.  Use the radar (flashing "!" mark) and
    use it well.  When it is green, you are in range of it.  Yellow indicates that
    you're getting closer and red means that you're right on top of it (not
    necessarily on top of it.  It's a figure of speech).
    
    As for Knuckles's moves, they couldn't be easier.  Jump with A and press A again
    to glide forward.  Gliding to walls results in you climbing the wall.  B has his
    standards attacks, which are punches for the most part.  Remember that enemies
    can have emeralds and that they can be in containers.  Remember that the emerald
    may also move.
    
    Wild Canyon itself is a pretty easy course.  The initial area is a large indoors
    area.  To see if you pick up anything on your radar, glide around all four
    sides.
    To exit the initial area, glide to the wind tunnel in the center.  You'll rise
    into daylight.  At that point there are two directions to take, both of which
    may have emeralds in them.  To return to the starting area, fall through one of
    the holes around the vent.  There are always three emeralds in total.  If you
    cannot seem to find one, lose a life.  This resets the emerald locations (to new
    locations).  With this in mind, you should be able to get all the emeralds quite
    easily in this course.
    
                            +-----------------------------+
                            |    Stage 03: Prison Lane    |
                            +-----------------------------+
    
    Tails is flying in his Tornado II to Prison Island.  Tails doesn't believe that
    Sonic could've committed those crimes.  Tails sees Amy and Eggman below and he
    transforms into the Cyclone to save her.
    
    Boss: Dr. Eggman
    
    This isn't too tough.  Tails does not use the ring system that the others use.
    He has a health gauge.  Health packs found in capsule heal his robot.  You can
    shoot with B and you can lock on by holding B.  In this battle, though, it is
    much easier just to continually pelt Eggman with bullets by rapidly pressing B.
    It depletes his health very quickly.
    
    Eggman comes up with an excuse for his loss and takes off.  Amy thanks you and
    Amy says that she's here to save Sonic.  Tails bravely goes in her stead.
    Here's how Tails operates.  First, you can jump with A.  Press B to fire lasers.
    These lasers direct where Tails fires a missile (when you lock-on).  You get
    more points by locking on to multiple enemies.  Now to begin the guide...
    
    Target the three enemies, take them out, and advance to the next room.  Go down
    the hall (clearing enemies as you go) and follow the path to a mechanical lift.
    Step on it and rise up to the next walkway.  Follow it to another lift and
    you'll reach a gate.  Target and destroy the enemies on the other side to open
    the gate.  Go through and you'll reach another door.  Target the flying enemies
    beyond the bars and you can open it.  Continue forward and rise up with the
    lift.
    Use the metal crates to step up to the next level.  Use Tails's Volkan Cannon to
    break the wooden crates.  Behind them is another lift.  Use it to rise up and
    you'll see an enemy with bombs around it.  Target it (wait for the bombs to be
    released so that you have more targets) and fire.  Go through the hall and watch
    out for the flying robot that comes out.  At the end is a checkpoint.
    
    Target the machines in the hall and destroy them to force an entryway.  At the
    end shoot the gunners and the gates lower.  Behind it is a lift.  Use it to
    reach the next hallway.  In it, go forward, drop down, and decimate the enemies.
    This opens a door.  Go through and destroy all the enemies (you can destroy the
    capsule) to reach a huge elevator.  Target as many of the robots as you can.
    This is a great place to get points.  At the top, run through the checkpoint.
    
    Run through the halls, defeating any enemies that you encounter along the way to
    open the halls, and you'll reach a fork in the path.  Personally, I prefer
    taking the lift.  It is much easier than going through the hall.  Assuming you
    take my advice, use the lift to reach the top of the hall.  Target and shoot the
    capsules to get a Shield and 20 rings.
    
    Now drop down to land to the left.  Shoot the bomber robot to make the gate drop
    ahead.  Go forward and take the lifts at the end to yet another region of the
    compound.  Defeat as many of the gunman bots before you advance any further.
    This causes the door to the hall to open.  Go through and then use the wooden
    containers to reach the next tier.  It is short, however.  Use the lift directly
    in front of you to reach another path.  The golden robot is in the distance from
    this lift.  At the top, enter the hallway.  At the end of the hall (defeat
    enemies to open doors) is the checkpoint.
    
    Defeat the enemies on the other side of the door to open it.  At the end of the
    hallway, repeat the process.  You may have to use one of the lifts in the room
    to hit an enemy in the air (the camera would never let you see it otherwise).
    When you've successfully opened the door by means of destroying the robots, use
    the lift to enter a hallway.  At the end, shoot the enemies and touch the Goal
    Ring.
    
                            +------------------------------+
                            |    Stage 04: Metal Harbor    |
                            +------------------------------+
    
    Tails finally reaches Sonic's cell.  Of course, Amy gets there first.  I like
    how Sonic refers to Shadow as "it."  Amy tells Sonic that the black hedgehog
    came with Dr. Eggman.  As the level starts, Sonic is outside and must escape the
    base.  You start the level in a long loop sequence.  After it, run down the path
    to a booster.  It sends you to another track of metal path that leads to some
    springs.  They bounce you to more track.  Bounce up and you'll see the
    checkpoint dead ahead.
    
    Run to the spring and you'll be bounced into a series of springs that end in an
    "island" with a series of hovering enemies in front of you.  Home attack to one
    and then the next repeatedly to bridge the gap.  At the end it seems that you've
    reached the end of your rope.  Look left for a pulley.  Use it to rise up and
    then jump off to see a glowing light.
    
    UPGRADE: Light Shoes
    
    I wrote in all caps to catch your attention.  The Light Shoes are one of the
    best upgrades in the game.  When by a trail of rings, press B to perform a Light
    Dash.  This takes you across the rings, collecting each.
    
    Drop down and Light Dash across the gap to reach the other end of the gap.  If
    you fall when performing the dash, use the rocket you land by to get across.
    Either way, you'll land by the checkpoint.
    
    Run forward and Light Dash on the rings for a shortcut.  Continue forward for a
    loop sequence that ends with you at a booster.  When you land roll under the low
    ledge to reach a pulley.  Use it to go up.  At the top, jump off and roll under
    another low ledge.  Rise up and jump off.  Run forward at sonic speeds to
    another loop.  Continue running forward to be boosted across a gap to more of
    the path.  Roll under the ledge and you'll be boosted to the edge of the road.
    Home attack across the gap, ending with a ten-ring capsule, and then walk
    through the checkpoint.
    
    Grab onto the bar of the rocket to take it across the water.  Run up the catwalk
    around the rocket and spring up to it before your 15 seconds are up.  As it
    rises, Sonic drops down and somehow has a metal board like in City Escape.  Try
    to take the prizes in the capsules.  At the bottom you'll be boosted off your
    board and into a loop.  It ends in the Goal Ring.
    
    Boss: Shadow
    
    Sonic reappears in the forest.  There he sees him, the black hedgehog.  The
    fight starts when Shadow says, "You're not even good enough to be my fake,"
    followed by, "I'll make you eat those words!"  Anyways, this is not a
    challenging battle.  Jump and Shadow will also jump.  Hold A to remain jumping
    after he does his home attack.  When he does, wait for him to land and then home
    attack him.  This will more than likely result in you hitting him.  It takes
    three hits to beat him.
    
                            +------------------------------+
                            |    Stage 05: Green Forest    |
                            +------------------------------+
    
    Shadow's communicator sounds with Eggman telling him that the island will blow
    up in eight minutes.  They give you more than enough time on this mission.  As
    you start, run straight down and boost on the path to the next section.  As you
    run forward, watch out for the gunners that drop down.  Continue forward and
    you'll boost into a tunnel.  Very cleverly, a spiky tank is in the tunnel.  In
    other words, don't run into it.  After a series of boosters you'll reach the
    checkpoint.
    
    Run down to a spring that bounces you to a vine.  Swing on it right to the upper
    level ahead.  Home attack the enemies here to reach a spring (this is good for
    points).  Swing up the vine to more path.  Here are a few robots, as well as the
    golden robot above.  After you're done playing with them, boost forward on the
    booster and enter a tunnel that succeeds a checkpoint, the second one.
    
    After quite a bit of setup for a would-be loop, you'll take a vine to the other
    side of a huge tree.  When you land, continue forward to some rising and
    lowering platforms.  You might even home attack across them.  At the end, run
    down and through the checkpoint.
    
    Continue forward to a spring.  Spring up until you see a gunner unfold.  Defeat
    it with a roll so that you don't fall victim to its laser (which knocks you down
    over the edge).  Then home attack the robot and then the spring.  When you
    bounce up, jump across the platforms to a 1-Up in a capsule followed by the
    checkpoint.
    
    Run forward down some steep terrain that ends in a series of springs.  They will
    bounce you to a vine, which Sonic uses to bungee-jump to the next part of the
    level.  When you land, beware of falling enemies and run straight to yet another
    checkpoint.
    
    After one last loop you'll be sprung to a vine that drops you off on a
    collapsing platform.  Quickly jump across the collapsing parts, using springs as
    you go.  At the very end you should use a spring to bounce up to the Goal Ring.
    
                            +------------------------------+
                            |    Stage 06: Pumpkin Hill    |
                            +------------------------------+
    
    The island explodes in quite the cinema.  Afterwards, Knuckles must find three
    more pieces of the Master Emerald in a mountainous region.  Like I said before,
    there is no way to cover Knuckles levels accurately.  If I did, it would be very
    long and pretty useless.  That's because you'd have to check out every location
    I list for possible shards (it's random every time), which would be really
    inefficient.  However, there are a few things you can do anyways while you're
    here.
    
    UPGRADE: Shovel Claw
    
    Just glide straight forward.  This has to be the easiest upgrade to get in the
    game.  It is also fundamental to the completion of not only this level, but of
    the game.  If you jump and press B in the air, you can dig.
    
    Note that some shards of the emerald will be buried this time around.  From
    where you got the Shovel Claw you can either go left or right.  To the left is a
    rocket that leads to Church Mountain.  To the right is one leading to Ghost
    Train Mountain.  The other mountain in the stage, which doesn't really have a
    rocket to it, is Pumpkin Mountain.  Now, here's a huge tip for this level.
    Glide around the three mountains (start from the top and drop to the bottom of
    each to scope it out completely) and see if you're radar goes off.  By the way,
    there are several other smaller platform in the air around you that may hold the
    shards, or at least valuable clues.
    
                           +--------------------------------+
                           |    Stage 07: Mission Street    |
                           +--------------------------------+
    
    Eggman takes over all the televisions on Earth and then Space Colony ARK, which
    looked like a huge rock orbiting the earth, opens its Eclipse Cannon.  With only
    a few of the Chaos Emeralds, it fires its beam at the moon, destroying half of
    it and exposing the core.  He then puts up a clock with 24 hours on it for the
    world to surrender control to him.  Tails wonders how he could harness that
    energy.  Sonic points out that it must be using Chaos Emeralds.  Tails still has
    a Chaos Emerald from when he saved the city in Sonic Adventure.
    
    However, the trio is being hunted for breaking into the military compound where
    Sonic was being held.  While Sonic goes off doing something... else, Tails has
    to find a way out of the city.  I would really have preferred to play this level
    as anyone else, because I truly dislike this level.  In fact, I really dislike
    all of Tails's levels.  Miles should lose the machine, or use the Tornado form
    to fly out.
    
    But seriously, folks.  When you start go forward.  Round the bend and the
    enemies will start popping up in droves.  Shoot them down (this is a great place
    to rack up some points) and you'll reach some crates.  Blast them to rid
    yourself of the obstacle and continue forward.  You'll get a health pack
    shortly.
    As you try to advance past a wanted poster with Tails on it (why not Amy, or,
    better yet, Eggman?), the road collapses.  When you fall down, look left.
    
    UPGRADE: Booster
    
    Simply jump over the barrier you see left and you'll find this upgrade.  From
    now on, when you press A while in the air, the Cyclone slowly descends.  We'll
    be using this upgrade to finish the level.
    
    Jump back over the barrier and then over the gap in the road to the right (hover
    to get across).  In here, after you defeat the robots, use the large lift to
    reach the upper level.  Notice the road signs.  Freedom is in "? miles" and your
    amigo is in the left lane.  Now here's your big chance to get lots of points.
    Target the bomb robot ahead and all the packs of dynamite at once and release B.
    Afterwards, go forward and use the pulley to reach the tops of the cylindrical
    objects floating up and down.  Use them to reach the top (the golden robot of
    the stage is near there).  Here you will see a jet and the checkpoint.
    
    Hover to jump over missing segments of the highway and avoid the explosions that
    follow the jets (if the air force cannot take Tails, then that is just sad).
    When you reach the end, jump left.  Press the button to launch a rocket at some
    otherwise impassable cages.  Now hover that way and you're big chance to score
    some major points arises.  Target the enemies and packs of dynamite here and
    you'll be awarded with huge sums of points.  When you reach the end, hit the
    last two cylinders to knock them over and use one to reach the higher-elevated
    platform.
    
    Avoid the bombs of the bomb robot toward the end.  Jump (hovering, of course) to
    the other side of the pit and engage the enemies.  Wait for a good time to run
    under the weights.  Now climb up the road (it's teeming with gunners) and you'll
    eventually see the weights.  Do not step on them or you will drop with them.
    Instead, get a good running start and jump over them, hovering across the pit.
    Now use the floating cylinders to reach the checkpoint, at last.
    
    As you run down the road, your speed increases.  Jump across the collapsing part
    of the bridge (note that I did not say hover.  Continually jump, quickly, to the
    side).  At the end blow up the dynamite pack and use the cylinder to cross the
    gap.  This is a relatively peaceful stretch of land.  Do not stand in the middle
    of the road or it is likely that you'll be the target of a bomb.  At the end
    there is an earthquake.  I highly doubt that there could be one that affected
    only that part of the road, and so we will assume that Omochao is wrong.  Curse
    that Chao.
    
    Anyways, you'll reach a tunnel.  Gunners and bomb robots use the crates in here
    as cover.  Jump to shoot through the holes, or you can just shoot the crates to
    even the playing field.  Either way, be wary of the many gunners in here.  This
    is where they try to kill you (and the upcoming portion).  As you go, gunners
    galore appear everywhere.  Not only that, but parts of the bridge above fall
    down.  Avoid them to reach the Goal Ring.
    
                            +------------------------------+
                            |    Stage 08: Aquatic Mine    |
                            +------------------------------+
    
    In the same region as Pumpkin Mountain (they go Knuckles-Tails-Knuckles because
    Sonic got two levels in a row) is another ghost-infested place to find three
    shards of the Master Emerald.  Knuckles seems to meet a lot of ghosts in this
    game.  Well, there is an EXTREMELY valuable item here.  Although it isn't
    particularly useful right now, it will be your best friend in the last level.
    
    But first, I'll describe the course.  There are four main regions of this level.
    First, there's the uppermost region.  When you start, glide to the pillar and
    climb up.  Jump to the pulley and take it to the top region.  Then there's the
    one you start in.  Then there are two more levels below that are currently
    covered in water.  You can adjust the water level by using switches.  Relative
    to the start, go behind you.  In an alcove are two switches, each changing the
    water level.  The other switch, which changes the water to level 3, is located
    in the uppermost level.  Now to get the Air Necklace.
    
    UPGRADE: Air Necklace
    
    This lets Knuckles breathe when underwater automatically; he cannot drown.  This
    seems sort of useless at first, but that's because you haven't seen the final
    level with Knuckles.  It is killer, a mass murderer, without the Air Necklace.
    Rambling aside, it is time to get it.  First, the water must be Level 3 (the
    switch in the uppermost region).  When it is, you can drop into a hole from
    Level 2.  Drop in and enter the mineshaft from there.  The camera is very
    limiting here, so I'll try to guide you as best I can.  Go down the first tunnel
    and quickly go through the only available tunnel.  Swim down quickly with B to
    drop through the wooden beams (well, not through them, but pass them).  Go
    through the tunnel you see and then rise as quickly as you can (A) to rise up
    and take the Air Necklace.
    
    Now, for a few more tips to help you along.  Remember that may be buried and
    that they will more then likely be in different mineshafts.  If they are,
    explore them top to bottom.  To trigger your radar, run around the perimeter of
    the middle layer.  It gives you a good reading there as to what side to look on.
    Also, you may find the emerald in crates, enemies, and it may move.
    
                             +---------------------------+
                             |    Stage 09: Route 101    |
                             +---------------------------+
    
    Note: In the car transformation of the Tornado II, press B to brake (although
    you shouldn't), press A to accelerate and move, and press Y to Boost when you
    can.
    
    Sonic is communicating with Tails as they try to track the Chaos Emeralds.
    Knuckles pops out of the sewers from below.  Tails suggests that the Chaos
    Emeralds may be in space.  However, the only way to know is by tracking a call
    Eggman made to the president.  Personally, I think they're referring to the
    president of the US, but that may just be me speaking out loud with patriotic
    pride.  Of course, that could the translation for prime minister in Japan.  In
    any case, you need to reach the limousine of the president by taking Route 101.
    That way, you can track Eggman's call and see where he is.
    
    You play this mission in the car transformation of the Tornado II as Tails.
    This mission is timed, although it is not particularly difficult.  It does,
    however, have extremely difficult secondary missions.  Anyways, like I said,
    this is an easy level.  The checkpoints are presented in checkered lines (like
    the starting point in a race).  Each time you hit a checkpoint, you get a time
    extension.  There are a few cars (hitting them will slow you down), and there
    are also walls.  This is a good thing, because they act as a barrier so that you
    don't drive off the highway, but they can also slow you down.
    
    Of course, all other cars are built rather pathetically, meaning that you can
    ram and destroy them by stopping in front of them.  Personally, I like looking
    at the advertisements (Chao Soda, for instance) and the types of cars in this
    level.  Sometimes you'll find balloons, but rings are completely optional.
    Also,
    you get Boosts as you drive (press Y).  Use these in straight stretches of road
    for maximum effect.  At the end you'll catch up to the president's limousine.
    
                            +-----------------------------+
                            |    Stage 10: Hidden Base    |
                            +-----------------------------+
    
    Tails catches up with the incumbent and they show his face.  It doesn't look
    like anyone I know.  Eggman is in the process of threatening the president (to
    establish the Eggman Empire) when Sonic and Tails bust in.  Tails tinkers with
    the communicator for a second and realizes that they are sending the
    transmission from Space Colony ARK.  To get there, Eggman must have a base on
    the ground that he uses as a site to launch a rocket.  Knuckles and Amy saw
    Eggman and Rouge enter the pyramid earlier.  Obviously it is the launch site.
    However, Tails must take the brunt of Eggman's forces while Sonic and the
    echidna tail him.  Yes, this is another fantabulous level with Tails.
    
    In this level, treat quicksand as falling off the bridge in Mission Street.
    Seriously, it is just a quicker way of dying instantly.  From the start go
    forward onto another platform.  Get used to enemies appearing directly in front
    of you.  Also, target enemies from a distance.  Hover forward to the next
    platform and fire bullets at the three dynamite packs to lower the platform.  On
    it, destroy the Eggman capsule and jump to the next platform.
    
    Shoot the wall ahead (breakable) and you'll see several packs of dynamite.
    Target them all and the capsule to get at least 600 points, if not more (two
    enemies fly by to the left).  Jump across the platforms and shoot down some more
    doors directly ahead.  They've placed some enemies to the sides; be careful.
    When you enter a tunnel, run to the end and shoot the wall.  Three separate
    machines come out to shoot you.  Defeat them all and break the north door.
    Shoot the door to the left and as you walk through, an airship swoops down and
    shoots you quickly.  Ahead is the checkpoint.
    
    Shoot the dynamite packs to lower the platform and then shoot down the doors
    ahead.  Jump onto the platforms ahead and you can reach another platform that
    you must lower.  Continue across the platforms sticking out of the quicksand and
    you'll see more dynamite packs by a pulley.  Shoot the former and use the latter
    to get onto another platform.  Go left and then hover to another platform ahead.
    Two flying bots pop up as you do so.  Take them out and use the pulley to reach
    the platform that you should lower.  To the upper left is a pulley.  Take it up
    and jump right.  Hover over the gaps and make your way to the Eggman door ahead.
    Shoot it and the subsequent doors to reach an open area with two spiky robots in
    them.  Shoot them and their subparts, and then hover to the checkpoint.
    
    Shoot the Eggman door and jump to the pulley in here.  While hanging you should
    clear out the enemies.  Then jump to the pulley to the right and take it to an
    Eggman door.  This is the kind of level in which Tails should use the Tornado II
    to fly.  Anyways, bust down the door and go forward to a spring.  Somehow, it
    can bounce the weight of the Cyclone up.  Shoot down the door ahead and hover to
    the ledge it was on.  Bust down the door to the right and you'll see another one
    ahead.  Shoot down the wall here (the one with the sphinx on it) and follow the
    path to yet another Eggman wall directly ahead.  After it you'll find the
    checkpoint.
    
    Before the checkpoint, to the right, are three capsules, among them a 1-UP.
    Now,
    past the checkpoint, you'll see a system of pulleys.  Use the first to reach the
    second (jump and hover to it), and then left to the third, and then left to an
    Eggman wall.  To the left are several spike bots.  Defeat them and continue in
    that direction to three packs of dynamite.  Shoot them down to lower the
    platform and then shoot the Eggman wall.  There are three, all of them in a row.
    
    Now go all the way left when you've gone through the doorway.  Jump across the
    pits (hover, too) and you'll reach several capsules.  Break them and then the
    Eggman wall.  In here, fly around on the ground to the right to find a pulley.
    From there shoot the six packs of dynamite to lower the platform two levels and
    then jump to the other pulley.  Jump onto the platform and use the third pulley
    to reach an Eggman door.  Blast it down to see the doorway into the pyramid, as
    well as the Goal Ring.
    
                            +------------------------------+
                            |    Stage 11: Pyramid Cave    |
                            +------------------------------+
    
    Finally!  Another Sonic level, at last!  Run to the end of the tunnel.  Note
    that jumping through rings gives you technique points.  At the end you'll be
    boosted to the first checkpoint.
    
    Jump onto the hourglass ahead and the door opens until the sand drains from the
    top half.  Go through the door and bounce on the spring to the pulley.  Jump off
    and run down until you see a red bar that is so bright that it looks like a
    laser.  Swing on both of these to reach the other side of the gap, which has an
    hourglass on it.  Jump on it and Light Dash using the rings along the way and
    you'll easily beat the door.  Continue forward for a loop and a boost that end
    by a robot.  Home attack this new breed of gunner and go forward.
    
    UPGRADE: Bounce Bracelet
    
    Run forward for the Bounce Bracelet.  It gives Sonic the ability to roll into a
    ball and bounce down to earth by pressing B while in the air.  Keep pressing B
    and you'll reach a height that you previously couldn't.
    
    Bounce up the walls ahead and you'll see an hourglass.  Jump on it and then
    bounce up through the door above.  On the other side is another type of door
    (real great security, Eggman).  On the pedestal is a stone.  Place it on the
    glowing altar and the door opens.  When the door opens (and stays open), you'll
    see the checkpoint.
    
    Coming out of the serpent statue's mouth is a wire.  Grind across the gap on it
    to bypass quite a few pointless obstacles and reach another altar.  However,
    unlike the last, the stone is not in the vicinity.  Grind on the rail to the
    right and run forward, up a sloping path, to the stone.  Pick it up (the ghosts
    here hold you down so that you're a sitting duck for the gunners) and hit the
    hourglass.  Run forward and through the door.  Jump up the blocks here and get a
    running start up the slope.  Put the stone on the altar and the door opens.
    
    On the other side hit the hourglass and then start a roll by holding B.  Release
    and you'll zoom at high speeds through the tunnel.  Avoid the ghosts and roll
    under the door at the end to barely make it.  Here, hit the hourglass and speed
    through another door.  Go very quickly to go through all three doors.  At the
    end roll under the low ledge to be sprung to a loop series.  At the end you'll
    run into a robot.
    
    Use the spring here to reach the next tier (or bounce).  Bounce to the next tier
    and home attack the 1-Up.  Run forward to a rail and grind across to another
    hourglass.  Hit it and roll up the slope by holding B for a bit and then
    releasing to just barely get through the passage.  Follow the path to some loops
    that end in the Goal Ring.
    
                           +-------------------------------+
                           |    Stage 12: Death Chamber    |
                           +-------------------------------+
    
    The three musketeers plus Amy reach the central door of the base.  They need
    three keys, so it is up to Knuckles, the world's greatest treasure hunter, to
    find them.  This is probably Knuckles's worst level.  I absolutely hate this
    stage.  But it does have one of the new upgrades for Knuckles in it.
    
    UPGRADE: Hammer Gloves
    
    Hit the hourglass right in front of the starting point and the door opens.  Run
    into the first hallway and look right to see some crates.  Break them with a
    punch and you'll reveal the upgrade.  Most upgrades aren't this easy to find.
    The Hammer Gloves allow Knuckles to break steel containers.
    
    You can bet that at least one of your shards will have something to do with
    breaking open the metal boxes.  Black ones are still, and always will be, off
    limits, but now you can break both of the other types.  Anyways, there are three
    parts to this course.  It is shaped much like a triangle with a line connecting
    the vertex to the base, if you catch my drift.
    
    If you use the hourglass in the room to run through the hallway you can reach
    the red part of the course on the map.  The dark blue portion is to the left
    (when looking at the map).  You need the Hammer Gloves to access it.  To the
    right is the green portion, which is also covered by metal crates.  Run through
    the triangle each time you need to see if you're radar starts beeping or
    blinking.  Also, you should note that you can go through certain walls by
    digging where you see a scarab, right in the middle.
    
    Boss: King Boom Boo
    
    This is one of the few bosses that is in one story without a very similar
    counterpart in the other.  Anyways, this slightly multicolor ghost is pretty
    easy.  But you should get ready for a long battle.  Run away from him at first
    in the direction of his "tail."  If you run quickly, you'll easily avoid the
    fire he throws at you.  When you reach the tail, hit the hourglass the lesser
    ghost has (punch the ghost) and light pours into the room.  Dig where you see
    King Boom Boo's shadow and he'll be exposed to the light.  Run to him and punch.
    K.B.B. has the same attack pattern each time.  However, he may turn around while
    you're running away from him, so stay on your toes.  His shadow may also go on
    the wall.  After four hits you'll completely end Knux's relationship with
    ghosts.
    Finally!  Rouge has no such luck - most her levels are completely unrelated to
    ghosts.  When you win, be glad; there's a cinema next.
    
                           +--------------------------------+
                           |    Stage 13: Eternal Engine    |
                           +--------------------------------+
    
    Boss: Egg Golem
    
    As Knuckles opens the door, Eggman appears.  Before Sonic can engage him,
    however, a titanic stone creature rises from the pit below.  You fight this
    remarkably easy battle as Sonic.  The golem's weakness is a switch on its head.
    I don't know why it has this debilitating switch, but it does.  At first it
    moves very slowly.  Home attack over gaps and reach his back, which has
    platforms on it.  Jump onto the first three (which slowly shorten) and you'll
    reach the last three.  Home attack the letters on them (I guess they're Japanese
    letters) and give a fourth home attack to the switch to deal damage.  As soon as
    you land, go left and repeat the process twice more.  After dealing three hits
    he starts using new moves.  First, he may head-butt the platform you're on.
    This is easy to avoid if you're fast and a good way to deal him another blow.
    If you defeat him quickly (five hits), you won't experience his other bad move,
    in which he drags his arms around half the arena.  If you should fall,
    continually jump to avoid dying in the quicksand.  Go around, pick up rings, and
    then use the pulleys to rise up and face him again.
    
    Eggman's rocket is launching.  Sonic quickly runs from a catwalk onto it.  It's
    a pretty neat cinema.  It flies straight to Space Colony ARK.  However, the
    shards that Knuckles collected (the Master Emerald shards) fall out as they are
    in flight.  Now, inside the colony, Knuckles has bailed and Tails and Sonic are
    left.  Watch Tails's mouth.  He moves it while he doesn't talk in one part of
    the scene.  Tails flaunts a fake Chaos Emerald designed to blow up the Eclipse
    Cannon.  Its power is actually that of a Chaos Emerald reversed.
    
    So, as Tails, we will be reaching the power generator of the colony.  Yes, you
    thought you were out of the woods but no!  There are endless Tails-levels.  Now
    to begin.  Defeat the enemies in this room to open the door.  Go through the
    hall, destroying all opposition, and go through the door.  Continue through the
    hall, taking out robots and opening doors, to find a spring.  Bounce up to a
    pulley (right) and use the pulleys to reach a door.  Go forward through a door,
    defeating the bomb robot, and you'll reach the checkpoint.
    
    There are dynamite packs on the doors in the area.  Blow them up if you're
    desperate for points, but otherwise avoid them.  They let air out, which sucks
    you out, too.  Go through the door and be careful not to target the explosive
    containers.  It will probably blow up in your face.  Obliterate the foolish
    robot defenders of the room, walk around the laser wall, and go through the
    door.
    Immediately destroy the bomb robot you see.  Then go through the right door.
    
    It is locked, so go to the previous room and take the other door.  This has some
    crates and an explosive tied to a door.  Touch the switch in here to open the
    door that was locked and go through it.  Defeat the enemies on the bridge and
    then pass over it to the door.  Don't target the dynamite packs in this room.
    Just go through.  Now you're outside.  Personally, I think that ARK has some
    sort of artificial atmosphere or a glass container around it.  Otherwise Tails
    would suffocate right around here.
    
    Descend to the moving platforms below slowly by hovering.  At the bottom, find a
    rocket behind you and press the button to launch it.  Then make your way through
    the door that you may now use.  Go to the next door and watch out for the large
    weight.  Bounce up on the springs to the weight and then take the pulleys to the
    checkpoint.
    
    There's an enemy in here that is very bothersome.  As it releases its tentacles
    jump up and hover to avoid them.  Their heads are the weak spots.  In the room
    to the left are three more.  Defeat the two on the ceiling without them noticing
    you and attack the first one with the same strategy as the first.  Go around the
    lasers and through the door.  Defeat the enemies in here and use the crates to
    reach the next tier of the room.  Use the floating platforms to traverse the
    gap,
    which ends in a checkpoint.
    
    Go through the first door and then through the one to the right.  Defeat the
    enemies here and advance to the next room.  Defeat enemies as you go and follow
    the path to a pulley.  Take it up to more outdoor path and another pulley.
    Defeat enemies as you go.  The flying kind is more advanced than the original
    flyers.  Through the door at the end is the checkpoint.  Pass through it,
    obviously.
    
    In this room is plenty of dynamite to go around.  Just ignore them and the
    flying enemies and you'll reach the door safely.  Take a Shield from the capsule
    and go back outside.  Blow up all the dynamite to fall through the bridge to a
    rising platform.  Through a door you elevate/lower by are three capsules, one
    being a 1-Up.  Take the rising platform down and go across the platforms to a
    switch.  Press it and look for a spring behind the adjacent crates.  Bounce to
    another platform and ride it up to a now-open door.
    
    UPGRADE: Bazooka
    
    It is right in front of you at this point.  This upgrade allows Tails to break
    steel crates.  It is required to finish this level and others.
    
    With the new upgrade in hand, exit this area and slowly descend to the floating
    platform below.  Shoot the metal crates here and go through the entryway you
    formed.  Run through this room without attacking anything.  In the next room a
    floating tentacle enemy attacks you quickly.  Avoid it with a well-timed jump
    and then jump to the pulley over the pit.  Use them to reach a platform that
    rises to a door.  Go through this room and then right.  Here's the checkpoint.
    
    Go forward and you'll be outside.  The gravity isn't strong enough to pull you
    down, but it is almost as strong as the Cyclone's resistance.  This causes a
    very strange thing to happen to the Cyclone.  You spin out of control in space,
    which makes it pretty difficult to target enemies.  Just go forward and through
    the door, ending the crazy gyration.
    
    In here, defeat the enemies and go through the door.  Avoid the deadly tentacles
    of the monster here and drop down.  Hover past the lasers and land on the
    platform.  You get strapped in and the red objects here continually fire bullets
    at you.  Here is where you can get the easy A.  Target the bullets over and
    over,
    each time getting 2000 points from destroying it.  Continue this until you have
    over 35000 points to have an A.  When you're finally ready, shoot the wall and
    go to the Goal Ring.
    
                            +-----------------------------+
                            |    Stage 14: Meteor Herd    |
                            +-----------------------------+
    
    As Tails directs Sonic where to place the fake emerald, Eggman interrupts their
    conversation.  Amy is.  and then Tails cuts out.  What happened to Amy?  Are you
    hyperventilating?  I know I am.  But more to the point, Knuckles has landed on
    the outskirts of Space Colony ARK.  This is the best Knuckles level yet (and in
    the game).  Three of the shards of the Master Emerald that Knuckles collected
    landed here.  There is also an upgrade to be found in this level that is
    required for many other missions.
    
    UPGRADE: Sunglasses
    
    From the start, glide forward to the main tower.  On the ground level are large
    boulders (meteorites) that you can punch into doors and boxes to bust them open.
    Find a meteorite on a platform that is physically separate from the tower ground
    area.  Punch the rock into the door opposite it to uncover a metal box, under
    which is a switch.  Press it and the floor of the tower opens.  Climb up to
    where the invisible wall stops and drop into the tower's open floor.  In here
    you'll see several platforms over lava.  Fly to one of them below to find this
    upgrade.  When you wear the Sunglasses, you can see invisible objects.
    
    Now for a description of the place.  First, most of your emeralds will not be in
    the starting area.  More than likely, they'll be on or above the central tower.
    You can climb it for a long time and go extremely high.  Rockets can be used to
    advance to higher places.  At the very top is part of ARK, I believe.  In this
    course the gravity is weaker, meaning that you can jump higher than normal.
    Other than that, there's not much good advice.
    
    Avoid meteors, which make the course famous.  There's hardly any resistance at
    all in the level, though.  To get the radar to start working you're going to
    have to patrol all side on all elevations.  Note that emeralds may be inside
    some of the meteors floating near the long tube-like objects before the topmost
    section of the level.
    
    Boss: Rouge
    
    No fair!  Rouge has special moves in this battle to up the difficulty.  Rouge
    has found you here and wants to get her hands on a complete Master Emerald.
    Well, sorry, bat girl.  The arena is the central tower from Meteor Herd.  Every
    now and then the gravity turns off, disrupting your fighting.  At this point in
    the battle it becomes easier.  Rise up to higher elevations and then come
    crashing down on her with a Drill Claw attack.  After two hits she'll start
    using her special, Black Wave.  Just move to avoid it.  When the gravity
    returns,
    glide over her and crash down with a Drill Claw.  It is the easiest way to
    connect a hit.  After four hits she loses.  Upon winning you see a cinema.
    Knuckles and Rouge are standing over the lava in a stalemate.  Rouge falls and
    Knuckles saves her.  She has the emeralds, after all.  Rouge hands over the rest
    of the Master Emerald and Knuckles restores it to its former glory.  Knuckles
    apologizes for whooping her (it's true, though) and runs off.
    
                            +------------------------------+
                            |    Stage 15: Crazy Gadget    |
                            +------------------------------+
    
    Eggman has Sonic deep in ARK and he is separated from his friends.  You must
    find and defeat Eggman once and for all!  Or at least until Sonic Heroes!  Run
    forward, through the door, and home attack the two gunners.  One falls down by
    the 5-ring capsule ahead.  Go left and hang onto the rail to slide to the end.
    Once there, jump forward and defeat the tentacle enemy with a home attack to the
    head before it can strike.  Now go forward and press B by the arrow switch.
    This reverses gravity, letting you safely cross the pit.  Run forward, killing
    the enemy at the end, and then reverse the gravity to normal.  Fall down and go
    through the door.  Attack the gunner and follow the path to defeat another
    tentacle monster.  Use the pulleys to reach a new sector or ARK.  There's the
    checkpoint.
    
    Home attack the glass of what Omochao so kindly tells you is the high-speed warp
    tube.  After more loops than you can shake a stick at, you'll enter a room with
    a pit over acid ahead.  Home attack the robots here.  The third one, the
    superiorly programmed one, has a spring for protection that bounces you to a
    Bomb.  It destroys all the enemies in the room.  Head over to the switch and
    press it to invert the gravitational pull.  That's right; everything your
    science teachers ever told you were lies.  Gravity repels.  Anyways, when at the
    top go forward to a spring and bounce to a lower ceiling.  Run forward and roll
    through the slit in the wall.  Follow the set trail to the checkpoint.
    
    Run forward to a rail and grind on it to three switches.  Press the right button
    and go right until you find a pole between two black crates.  Grind down it to
    level ground by a tentacle monster.  Continue forward, past some electric
    flyers,
    and you'll be boosted to a tentacle enemy that releases its components -
    possibly a hundred tinier enemies that explode upon impact.  Hit the head to
    open the door.  That's where you will find the third of the checkpoints.
    
    Grab onto the rail and you'll drop down to Omochao.  He actually gives useful
    advice!  Run into the passage ahead and you'll see a shield robot.  Roll into it
    to beat it.  Now jump to the rail and slide down to another shield robot.  Roll
    into it for a quick victory.  Now jump up and wait for the electric fields
    around the hovering enemies to drop.  Home attack across them to land on a rail
    that leads to a spring.  Bounce up to a door that hides the fourth checkpoint.
    
    Home attack the high-speed tube glass and you'll enter it.  Eggman warns that if
    you don't advance, Amy will die.  At the end of the tube you reach a gravity-
    reversed room.  Light Dash forward and avoid the tentacle trio.  Hit the switch
    ahead to assume normal gravity levels.  Look behind Sonic when you fall to see
    springs.
    
    UPGRADE: Flame Ring
    
    Go around the crates when you have bounced up to find this upgrade.  It lets us
    crush metal crates using a bounce or a Flame Somersault.  I will still call it a
    roll.  This is used in getting another upgrade in City Escape, too.
    
    Go back to where you first dropped down and go forward to a gravity switch.
    Break the metal crates and then activate it.  Roll through the slit in the wall.
    Run forward to see a tentacle monster shooting lasers.  Defeat it and bounce on
    the spring to reach a tunnel below.  Grind down the rail and you'll end up by
    another enemy.  Attack it before it can attack you.  Run to the springs and
    bounce down to a trail of rings.  Light Dash across them and hit a metal crate
    by where you end up.
    
    A spring is unveiled, letting you bounce out of the reversed gravity's hold to
    the bottom.  Run forward, attacking the monster, and go through the door to a
    trail of rings.  Light Dash across them to a new part of ARK.  The enemy ahead
    divides into many tiny enemies.  Attack the disembodied head to destroy all the
    minions below.  Follow the path to an electrically charged flyer.  Destroy it
    when its field is down and then slide down the rail.  The gold enemy is near
    where you stop.
    
    At the end, run forward, defeat both shield robots, and take the high-speed
    tube.
    Run forward to another enemy.  I do not recommend defeating all the enemies in a
    single homing attack.  Spread out your attacks and victor to open the door.  Now
    drop down to the floor below.  Defeat the enemy to go through the next two
    doors.
    Use a Bounce Attack to reach the next tier and use the springs to the left to
    reach the tier.  Defeat the enemies to go through the door, where you'll find
    the checkpoint.
    
    Boost forward, hitting the switch along the way.  Through the door, press the
    gravity switch.  Run left to a purple path the ends in another switch.  Follow
    the green path down to some black crates.  Stand on them and bounce to the next
    tier.  Here, press the gravitational switch.  Run up the yellow path quickly and
    you'll reach the blue path (you can also jump).  Follow the blue path to the end
    and press the switch to return gravity to normal.  When you fall, follow the
    path to another switch.  Press it and bounce on the spring (go down) to another
    face of the yellow figure.
    
    Hit the spring to be launched onto a rail and take it to the green path.  Follow
    it to another spring, which leads to the purple path.  To the right on it is a
    trail of rings.  Light Dash to a 5-ring capsule and hit the gravity switch.
    Follow the purple path down to a switch, press it, and then press the other
    switch.  You're taken to a red path.  Go forward on it to a switch behind some
    black crates.  Go down on it and you'll fall to a regular strip of land.  Hit
    the rocket button to break the wall and reveal the Goal Ring.
    
    Boss: Dr. Eggman
    
    In thirty-three minutes the Eclipse Cannon will destroy the world.  Tails and
    Eggman are staring each other down with Amy as the hostage.  Sonic's
    "girlfriend" is threatened and Sonic is trapped in glass.  Sonic is then ejected
    into space.  Farewell, Sonic the Hedgehog.  He is sent down to his death in the
    capsule, and he officially dies in a huge explosion.  You see, Eggman thought
    that there might be treachery and accused Sonic of having a fake Chaos Emerald.
    Tails accidentally blurted out, quite by accident, "How did you know it wasn't a
    real one?"  Because you just told him, fox boy!  Now Tails must avenge the death
    of his hero.  I'll never forgive you for this!
    
    Dr. Eggman is much harder this time around.  He's getting out his lesser
    nuisance, Miles Tails Prower, and Sonic at the same time.  When you start the
    fight, it is really easy just to whip him down to half his health with a few
    attacks.  However, this is a very risky move to make.  When you've taken out
    near half of his health, Eggman releases an extremely powerful beam that will
    kill you almost instantly.  It is a huge laser that sweeps around the arena.  It
    is nearly impossible to avoid.  This is my strategy.  As the battle starts, run
    up to him and rapidly press B to deal tons of damage.  After a close-up to
    Eggman's face, indicating that he will use a special, run to his side as quick
    as you can (that's why you need to stand right next to him) to get behind him
    and avoid the laser blast completely.  Then finish him off in one fell swoop.
    Serves you right, Eggman.
    
                             +----------------------------+
                             |    Stage 16: Final Rush    |
                             +----------------------------+
    
    Knuckles is walking in the colony when Sonic suddenly appears.  He used Chaos
    Control to warp, like Shadow did in their first encounter.  With 22 minutes
    left,
    Sonic must reach the cannon.  There is no real time limit, so take your time.
    Personally, I don't see why Sonic just doesn't do another Chaos Control.
    Anyways, you start out flying on a rocket and onto a rail.  Grind to the end and
    when in air go left to an orange rail.  Grind it to land.  Here, take the purple
    rail the arrow points to.  At the end you'll boost to another purple rail.  At
    its end, run forward to some springs.  Go forward on the platform you've landed
    on and get on the rail.  If you go up, you'll grind to the checkpoint.
    
    Jump forward to a trail leading downward.  Run to the bottom and take the purple
    rail available to you.  It takes you to two capsules and a spring.  Bounce to a
    red rail and take it the entire time.  You land on a spring.  Home attack the
    Bomb and the enemies below die.  Run forward to the orange rail.  If you grind,
    you'll be thrown off right to the spring.  Bounce to the checkpoint.
    
    Run down the slope and take the rocket to the purple rail.  When it drops you
    off, bounce up to some capsules and home attack another spring.  This bounces
    you to a new platform.  Light Dash to the trail of rings to gain enough speed to
    go up the rail.  Repeat the process on the next level.  If you can't quite make
    it, just home attack the rail to go up it easily.  Attack the bomb robot before
    it sees you and then jump to the orange rail ahead.  As you go, it bounces you
    from the rail to a 20-ring capsule and onto the rail again.
    
    You'll repeat this until you jump to the next orange rail before the turn.  Note
    that this rail has a hole in it about halfway that you must jump over.  At the
    end you'll boost to the checkpoint.  Go forward to see a tentacle enemy.  Defeat
    it if you want, but it is unimportant.  Hit the rightmost crate and fall in.
    You'll be bounced down and then sent grinding to land.  Run forward to a pulley
    and take it up.  Jump to the platform to your left (as in, you, the player) for
    five rings and then to the one above it and the one above that ("away" from the
    screen).
    
    When you are there, home attack another capsule that is in the air and use it to
    reach a platform with a vertical rail.  Home attack the rail to get up and then
    run into the booster to go up yet another rail.  See a trend?  Run right and
    home attack another rail.  Go onto the platform to the left and the view
    changes.
    Jump to the platform ahead and home attack the rail.  Take these rails up to a
    20-ring capsule.  Bounce on the spring and jump onto another rail.  Take it to a
    trail of rings and Light Dash.  Jump up the platforms to a spring.  Bounce to
    the platforms ahead and jump up them.  Home attack the vertical rail and you'll
    finally see the checkpoint!
    
    Home attack the vertical rail and then home attack the capsule to bridge the
    gap.
    Home attack another rail and bounce to a new platform.  Run forward and home
    attack yet another rail.  Jump left and attack the tentacle monster before it
    causes you any pain.  Jump further forward this time to another one.  Defeat it
    and home attack the vertical rail.  Jump up the platforms here to a new rail.
    Home attack it and you'll be sprung to a red rail.  It ends with a checkpoint.
    
    Run down the steep path to find a booster and an orange rail.  When you see the
    green X and you're just leaving it, press A to do a trick and land on a platform
    below.  Jump forward to a short rail that leads to a new path.  Jump onto the
    red rail and then you'll boost to a vertical rail.  Go up it and you'll see more
    boosters.  Grind (as in press B) up to reach a spring that bounces you to a fork
    in the rails.  You have a decision to make - purple or orange.  Take the purple
    rail.  It ends on a platform by a Mystic Melody shrine (useful in Chao
    missions).
    Now run forward to a checkpoint followed by an orange rail.
    
    Just press B to grind quickly and you'll go through two rails and land by a
    third.  Press B throughout the entire rail so that when it ends, you're launched
    to a spring.  It bounces you to land.  Light Dash forward and hit the springs to
    the left.  Defeat the enemy quickly here and jump to the next set of platforms
    that end in a vertical rail.  Grind up and take the rail you land on pressing B
    the whole time.
    
    If you do, you'll fly right to a Bomb under a robot.  Hit it and run forward,
    grinding up another pair of vertical rails.  Dodge the tentacles of the monster
    and you'll be in a room filled with springs.  Bounce to the next tier and you'll
    be faced with an intersection.  Take the middle this time.  Some of the material
    of ARK is hot and broken off, following you as run down its side.  You'll boost
    to the Goal Ring.
    
    Boss: Shadow
    
    In five minutes the cannon will destroy the nations of Earth.  Shadow just has
    to ruin Sonic's good time by stopping it from happening.  After an exchange of
    words (Shadow feels less special now), the battle begins.  Seriously, if you
    want extra lives, this is the boss to play.  I've found there's one good way to
    hurt Shadow that he never blocks.  You see, as you run forward you can Light
    Dash to stay in the lead in a sort of footrace.  Shadow uses Chaos Control to
    warp ahead of you.  Stand there, press B to charge up a roll, and then release
    right in Shadow's direction.  You'll easily pass him and hit him to boot.  But I
    should warn you about his attacks.  Occasionally he might use his special, which
    you should just roll to avoid.  If you stick around on a piece of track for too
    long, it will collapse and fall to Earth.  But, Shadow must be standing still to
    use his special, Disappear.  Don't worry, though.  Stick to the above strategy
    and Shadow will be so easy (and easy to get lives with all the rings here), that
    you and your friends will play again and again.  Trust me, after Boss Mode and
    the Dark Story, you'll have played this boss way too many times.
    
    After hearing a confession that he is not the ultimate life form from Shadow,
    Tails looks over Eggman.  He sure is tired.  Amy and Tails look outside to see
    the Eclipse Cannon start to work, but explode in the process.  Sonic's alive!
    The story is over.  The world is saved!
    
    Or is it?  I couldn't resist, guys.
    
    ================================================================================
    ==================================Dark Story*===================================
    ================================================================================
    
                             +---------------------------+
                             |    Stage 01: Iron Gate    |
                             +---------------------------+
    
    Deep in Prison Island, the devious Dr. Ivo “Eggman” Robotnik has broken into the
    compound containing a weapon that his grandfather developed.  Eggman's walker is
    basically the same as the Cyclone, the vehicle that Tails uses.  Press A to jump
    and B to fire a laser.  Target as many items as you want and release B to shoot
    homing missiles.  When you start, go forward through the hall.  Defeat the
    robots present with one attack to get more points.  At the end of the hall, the
    door seals shut.  Defeat the enemies here, including a gunner, and then shoot
    the door itself down.  Run forward to find the first checkpoint.
    
    In the room you enter three robots fall down to attack you.  Defeat them all and
    take the mechanical lift (stand on the metal platform on the ground) into
    another hallway.  Drop into the next room and look left for a total of 15 rings
    in the capsules.  Now shoot down the robot guards.  Now go through the door,
    clearing out enemies and the door supports as you go.  Step onto the huge
    elevator and you'll have a perfect chance to rack up some points.  The gold
    robot is also situated in this room.  At the bottom, take out the door and
    continue forward.  Go to the checkpoint.
    
    Shoot the corners of the door and the capsules behind it for a lot of rings.
    Follow the arrow down another hallway.  When you reach the end of the hall,
    shoot down all four corners of the door.  In the room you are brought to are a
    few enemies to worry about.  Annihilate them before you proceed across the
    catwalks.  Use the boosters to reach the next until you are brought to a fork in
    the road.  Shoot the capsules to the left and then take the upper path (destroy
    the enemies).  Drop down to and target the capsules in the area.  Now follow the
    path to a catwalk, on which is the checkpoint by a door that just locked.
    
    Take out the door and you'll find another elevator.  Take it down, scoring some
    points as you go, to a door.  Knock it back and you'll see some wooden crates.
    Like before, you can shoot them out of your way.  Go forward and drop down to
    three gunmen.  Shoot them before they can you and go through the door to a hall.
    It ends in another door that you must unhinge.  Do so and you'll drop into a
    room with more robots in it.  Like last time, defeat them, and then shoot the
    door down.  In the hallway, clear the enemies out and advance.  You'll see an
    idle rocket.  Walk forward a bit more and tons of doors form.  Shoot the switch
    to activate the rocket, which blasts through the doors.  Boost down the hall and
    hit the Goal Ring.
    
    Boss: B-3x Hot Shot
    
    Eggman uncovers the weapon that his granddad made so long ago.  Eggman figures
    that the password is Maria.  He puts it in and places the Chaos Emerald in the
    slot.  A machine rises and releases from its bowels the top-secret weapon.
    Apparently Eggman is colorblind and he mistakes Shadow, the weapon, for Sonic.
    But Shadow claims to be the ultimate life form.  For freeing him, Eggman gets
    one wish.  However, one of the compound's defenses kicks in.  It should be easy
    for Shadow.  You get to be Shadow throughout this bout.  Shadow's controls are
    the same as the ones for Sonic, making him very powerful and fun to use.  Press
    A to jump and A again to home attack.  Press B to roll and hold B to charge a
    roll.  Now for the battle...  First, pick up a few rings.  Unlike Eggman, Shadow
    dies if he has no rings and is hit.  Run around, avoiding Hot Shot's gunfire,
    and wait for him to land.  At this point you should jump and home attack him
    after he fires the missiles.  It may also charge a blast, which can be avoided
    easily by running.  Four hits is all it takes to win.
    
                             +----------------------------+
                             |    Stage 02: Dry Lagoon    |
                             +----------------------------+
    
    Eggman is quite impressed.  Shadow leaves Eggman, telling him that he will meet
    him again on Space Colony ARK with all the Chaos Emeralds.  Meanwhile, Knuckles
    and Rouge, a treasure hunter, argue over the ownership of the Master Emerald.
    Eggman tries to steal it, but Knuckles jumps and shatters it as he tries to get
    away.  The Master Emerald can neutralize the power of the Chaos Emerald, which
    Eggman would want to have if Shadow needs the Chaos Emeralds.  So, now you
    control Rouge.  You need to find three pieces of the Master Emerald (all her
    levels are either like this or very similar).
    
    Rouge jumps with A and glides if you press A again.  To climb onto a wall, just
    jump into it.  Now, Rouge also has a radar.  It blinks green to indicate that
    your somewhat close to the emerald, yellow that you're mildly close, red means
    that you're in the right area, and if you see a red exclamation mark over
    Rouge's head, you're right on top of it.  In all levels with Rouge, there are
    monitors in the air.  Press B by them to get a hint from them.  Press Start to
    view these hints.  Not taking hints and finding the emerald shards quickly
    increases your score.
    
    Since the shards are always random, it is very difficult to write a
    comprehensive guide on getting them.  Instead of that, in treasure-hunting
    courses I always cover how to get around and trigger your radar.  In Dry Lagoon,
    you'll be stuck in the first area until you free the turtle from two robot
    guards on the ground.  After that, you can ride the turtle in the water to the
    other region of the course.  In the first area, run around the ground level to
    see if your radar starts working.  In the other region, go down either path
    (left and right) to see if the radar starts working.  If it doesn't try doing
    this at different elevations.  Make sure to look everywhere.  Also, the emerald
    may be moving (like in a wind current) or inside an enemy.  When you have all
    three, you're done.
    
                             +----------------------------+
                             |    Stage 03: Sand Ocean    |
                             +----------------------------+
    
    Eggman must get to his base hidden inside a pyramid to reach ARK.  For some
    unknown reason, Eggman must "claim" the base first by destroying the robots
    there.  Treat falling into quicksand like instant death.  It is, after all.
    
    Go forward to see a platform rotating in the sand.  Jump to it when the time is
    right and spin to another walkway ahead.  Take it to some platforms shifting
    around in the lethal sand.  Use them to reach some safe land.  Target the three
    packs of dynamite on the pillar to cause it to fall over.  Be wary of the robots
    that swoop down in this course.
    
    As you go forward, you'll see a metal capsule.  Shoot it as if it were a robot
    and you can bypass it.  Take the path to some more enemies machines.  Go left
    here and the camera view changes.  Go left and then target the dynamite across
    the quicksand.  This causes the pillar to fall, allowing you to cross the gap
    safely.  Destroy the capsules ahead and use the ledges right of them as stairs.
    At the top you should destroy more dynamite.  Traverse the pillar-bridge to
    reach the checkpoint.
    
    Wait for the rotary platform to come your way and jump to it.  Ride it to the
    other side of the gap.  Upon landing, use the platforms to the right to reach
    safe land.  Shoot the dynamite to topple the pillar and cross it to the golden
    robot.  Drop down to more path that leads to another rotary platform in the
    quicksand.  How monotonous!  Take it to the checkpoint to the right.  That is,
    don't go north.
    
    Run forward and use the moving platforms to cross.  Shoot the dynamite (this
    seems oddly familiar) and cross the pillar.  Drop down and shoot the metal
    capsule to the left.  Climb the stairs and advance forward until you see path to
    the right.  Jump across the platforms and past a large spinning spike ball pair.
    Go up the tiers, dodge another spike ball pair, and drop down right of the fence
    on the lower level.  Follow the path to a narrow passageway with capsules in it.
    Shoot them down and then jump from platform to platform.  When you reach the
    large platform in the quicksand, take it to the checkpoint.
    
    Go forward and you'll boost over open flames to a new region of this forsaken
    pyramid.  Blow up the dynamite on the nearby pillar and cross it.  Blow up more
    dynamite and take that pillar to more.  Take that pillar to a rising weight.
    Jump on and ride it up to a hall to the right.  Follow this path (clearing out
    enemies as you go) to the Goal Ring.
    
                          +---------------------------------+
                          |    Stage 04: Radical Highway    |
                          +---------------------------------+
    
    In a room in the hidden base, Eggman watches the news.  Apparently, Shadow just
    robbed the federal reserves bank of its Chaos Emerald.  With a quick flashback,
    Shadow remembers Maria and being launched from ARK.  Back to the matter at hand,
    Shadow needs to flee the police and their robots.  The result is your first
    Shadow-level!  FINALLY!
    
    Run forward to a spring to bounce up.  Continue your dash forward to end up past
    a booster and by a gunner.  Go forward to a pulley and jump to it to take it up.
    Run forward to a gunner and bounce up past it to a stretch of highway that is
    bombarded with missiles via jets.  Near the top you can jump up the wooden
    crates to a higher elevated road.  You could also use a pulley in the distance.
    Grab onto the rocket here to fly to the checkpoint.
    
    Roll under the cylinder and get ready for a loop.  Who builds roads like this?
    At the end you'll spring down a tower to another spring that ends in you on a
    new part of the highway.  Run forward and roll under the cylinder.  Home attack
    the enemies in the air and continually do so to cross the gap and get a 10-ring
    capsule at the end.  Run forward and you'll see a ramp.  Here's an opportunity
    to get points.  Press A just as you leave the ramp to do a trick.  Run to the
    bottom and use the spring at the end to the left to bounce to a pulley.  Follow
    the rings to a rocket.  Use it to drop down to a 20-ring capsule followed by a
    checkpoint.
    
    Run forward to more loops followed by ramps.  Assuming that you did a trick on
    the first, you'll land by a gunner.  Jump to the bar at the end of the track.
    Press A to jump off when you are at the peak of the swing.  Climb up the
    cylinders you land on and wait for the electrically charged hovering robots to
    lower their electric fields.  At that point in time, it is safe to home attack
    to them to cross the gap.  Run forward and watch out for the gunner that falls
    from above.  Then spring up.
    
    The gold robot appears ahead.  Stand on the left edge of the arch and grind down
    the left support rope.  Press A at the end to do a trick and bypass a cylinder.
    With all the boosters and the like, this area would lead you to believe that
    this high-speed section precedes a loop.  Do not run fast, however, or you will
    run into a gunner.  At the end is a checkpoint.
    
    Run forward with good speed.  In the tunnel is a ramp to do a trick off of.
    When you land, roll under the cylinder and run down the slope.  After the loop
    you'll start swinging on a bar.  Jump off it to the next and off it to a new
    stretch of road.  Run down it.  As you go you can see a billboard advertising
    the Sonic Team.  At the end of a few loops, you'll reach the Goal Ring.
    
                            +------------------------------+
                            |    Stage 05: Egg Quarters    |
                            +------------------------------+
    
    Sonic has just toppled a huge robot in the city when Shadow runs into him.
    Shadow flaunts his Chaos Emerald and Sonic gives him a stern talking-to.  As a
    battle seems imminent, Shadow uses Chaos Control to manipulate space and time.
    He warps across the street, past Sonic, before warping away.  The police chasing
    Shadow arrest Sonic.  In the meantime, Rouge is trying to break into Eggman's
    base.  You must find the three gate keys to enter the heart of the pyramid.
    This stage is a harder version of "Death Chamber," a course from the Hero Story.
    Before you can enter the other regions of the quarters, you need an upgrade.
    
    UPGRADE: Pick Nails
    
    From the start, look onto the higher-elevated tier of the room.  Jump in and go
    down the hallway to a room with blue lighting.  In here you can find a rocket on
    top of a stand opposite some cages stacked in a doorway.  Use the rocket to
    destroy the cages and go through the door.  In front of you (watch out for the
    weight) is the upgrade.  It lets you dig by jumping and then pressing B in air.
    
    As for the course itself, it isn't too tough.  The only thing that makes this
    course "harder" than Death Chamber is that there's a beetle that goes around all
    the room.  If you have your sound on, you'll hear it quite easily.  If it spots
    you, the light on its tail turns red and laser turrets appear out of nowhere and
    shoot you.  To avoid this, stand in the shadow of something.  When hunting the
    keys, be sure to look in crates and enemies.  Also, it is more than likely that
    one of the emeralds will be buried, requiring you get the Pick Nails.  To get
    your radar to start working, run through all the rooms.  There are three keys.
    
                            +-----------------------------+
                            |    Stage 06: Lost Colony    |
                            +-----------------------------+
    
    Rouge transports herself into ARK.  In the meantime, Eggman needs to reach the
    central control room of ARK.  A few G.U.N. robots remain after the violent
    termination of the colony.  For starters, blow up the dynamite ahead and walk
    through the door.  Everything is dark since there's hardly any power in the
    colony.  There's one enemy at the end of the hall.  Make a left through a door.
    Defeat the enemies here and proceed through another door.  Grab the pulley and
    take it down.
    
    Blow up the dynamite on the door and jump through.  Go forward, past a bomb
    robot, through the door.  Stand in the middle of the path to avoid two flyers.
    Shoot the crates in the corner of the room and press the switch to open the
    door.
    Run down (there are a few ground tank robots) and you'll be in an acid-filled
    room.  Defeat the robotic defenders and use either platform in the acid to rise
    to a door.  Press the switch in front of it and hit the checkpoint.
    
    Go forward to enter the circular room that I hate most in this level.  Find a
    stack of metal boxes that you can jump up and use them as stairs to the upper
    level of the room.
    
    UPGRADE: Jet Engine
    
    Jump across the platforms until you find the upgrade.  With it, when you press A
    when in air you hover.  This is an invaluable upgrade.
    
    Hover across the pit ahead and you'll find a rocket.  Press the switch by it to
    destroy the cages ahead and then hover to where they stood.  Go forward to a
    room with platforms to either side.  Use them to reach the next part of the room
    and then walk forward to a platform that rises up.  Defeat the enemies in the
    distance and then hover across the gap.  At the end is the second checkpoint.
    
    Defeat the robots in the air and go through the door.  There's a mechanized tank
    on the floor.  Go left and be aware of the robots in the room.  Shoot the three
    wooden containers to create a stairway.  Jump up them to a switch.  Now you can
    go through the door.  Defeat the enemy hiding in the room and go through another
    door.  You are now outside.
    
    Keep your laser on at all times (ARK must have a bubble around it to keep air in
    or something) so that you can destroy all the enemies in your way.  Hover over
    gaps in the path and go through the door at the end.  Take the 10-ring capsule
    and go through the door.  Quickly obliterate the opposition.  This is a good
    time to get points.  Step onto the platform at the end.  As you go down, the
    gold robot forms.  At the bottom hover forward and go through the door.  A
    battalion of robots fly toward you.  Dispatch them and go to the checkpoint.
    
    Through the door is an abundance of enemies to target (another good point
    opportunity).  There are more enemies ahead.  Walk to the platform and ride it
    up.  This is the perfect time to get major points by targeting multiple robots
    at a time.  At the top take out the dynamite and go forward through the doors.
    You'll be outside.  Hover forward as much as you can to a door (take out bomb
    robots and the like as you go).  Destroy the four bundles of dynamite and the
    door opens.  Cages obstruct your path, however.  Go back and hit the rocket
    switch.  Behind it is a 20-ring capsule.  Now go forward through the door.
    Three flyers attack you as you enter.  Through the door is a bomb robot.  More
    importantly, though the door is the Goal Ring.
    
                            +-----------------------------+
                            |    Stage 07: Weapons Bed    |
                            +-----------------------------+
    
    In the main room of ARK, Shadow meets Eggman.  Shadow shows Eggman the Eclipse
    Cannon, a weapon of mass destruction that was deactivated 50 years ago.  To
    activate it, the remaining six Chaos Emeralds will be needed.  But Rouge barges
    in as they start.  Actually, she drops down.  Rouge already has one of the Chaos
    Emeralds.  Eggman allies with her and she agrees to let her find the remaining
    emeralds.  On the island, the plan is made.  First, Eggman will rush in and
    distract the main forces.  Shadow will set a time bomb to blow the island up in
    thirty minutes.  In the meantime, Rouge must find the three Chaos Emeralds
    suspected to be on the island.  Then the bad guys will have five of the seven
    Chaos Emeralds!
    
    First, Eggman will be the distraction.  This is quite a nice level after Lost
    Colony.  Run forward and blow up all of the un-activated gunners.  These
    stockpiles of inactive enemies makes the A rank easier on this level.  Continue
    further along to see three smaller stockpiles.  Destroy them in two sittings to
    get more points.  You can also destroy the satellite dish and the jets.  Go a
    bit further to see dynamite on the door.  Shoot the middle door.
    
    UPGRADE: Large Cannon
    
    Through that door you just shot down is the upgrade.  It lets you destroy metal
    containers.
    
    Exit the alcove and avoid the bomb robot to the right.  Shoot the metal crates
    ahead to form a stairway and get on top.  Hover to the checkpoint on the small
    island.
    
    Hover forward, shooting down jets as you go.  Boost forward and jump to the
    catwalk to the left.  Two enemies drop down to attack you, so watch out.
    Continue forward, knocking down metal crates, and you'll soon reach another
    cluster of steel containers.  Shoot them down and hover forward.  Bounce up, hit
    the balloon, and then target the capsules for a total of 40 rings.  Break the
    crates and hover forward (just as Omochao advises.  Where would we be without
    that little bugger?) to a next walkway.  Shoot both enemies as you approach them
    and take the pulley up.
    
    Jump off and you'll be on another weapons storage piece of land.  Shoot the
    dynamite and jets to the right for some easy points.  Destroy all the jets to
    the left and systematically clear out all the stockpiles of gunners.  Toward the
    end are a few real robots and rolling spike balls.  Continue forward to fight a
    bomb robot.  Then hover forward to another platform with a bomb robot on it.
    From there hover to a balloon followed by another platform.  On it is the second
    checkpoint.  Note that you can shoot the signs.
    
    Go forward and shoot the metal crates.  Stand on the black ones and hover left.
    Go forward and go right, all the while defeating robots.  Shoot the metal crates
    ahead and bounce up to a new platform.  Shoot the capsules for lots of rings and
    then hover right to a new stretch of path.  Go along it like the previous ones,
    avoiding jets and some robots that suddenly appear.  At the end is the
    checkpoint.
    
    Take the pulley to a bomb robot.  Jump down and take out a few more.  Destroy
    all the gunners stored to the left and go forward to take out a few jets.  Grab
    the pulley ahead and defeat the three robots that have you circled.  Note that
    there are a few more robots on the building to the left.  Hover forward and
    shoot out enemies that you see.  Hover further forward and shoot some metal
    crates to the right.  Jump forward and take out a jet and a sign.  Bounce to the
    catwalk to the right and shoot the metal crates ahead to uncover the Goal Ring.
    
    Boss: Tails
    
    Amy runs up to Shadow, mistaking him for Sonic.  Eggman sees Amy and chases her.
    Tails drops in from out of nowhere to save the day.  It's time to kick some
    tail!
    Seriously, Tails is a pushover.  If you have good dodging skills, avoid Tails's
    homing attacks and rapidly press B.  He's a piece of cake, my friend, cake.
    Winning doesn't really do anything for you, but it does set us behind by 15
    minutes.
    
                           +-------------------------------+
                           |    Stage 08: Security Hall    |
                           +-------------------------------+
    
    Eggman must be a real wimp if it took him fifteen minutes to fight Tails.
    Nonetheless, that's still 15 minutes to do this mission.  But Rouge, a total and
    complete numbskull, says that she can do it in five, making this (in my opinion)
    a ridiculously tough stage.  You're more than likely to have at least one Chaos
    Emerald in a safe in the stage.  To unlock them (so that you can dig through
    their centers to open them), run forward at the start and go left.  Jump on the
    spring to reach a pulley and take it up.
    
    To the left and right are switches you may need to press to open safes.  Also,
    you might as well accept the fact that one of the will be on the second level.
    That is, in the area where the two switches there is a higher level accessible
    by climbing on the wall.  It is also not uncommon to see emeralds inside the
    spiky tanks.
    
    Even though I usually don't do that well on this level, I always seem to get an
    A.  The standards for the A are very low.  Completing the level practically gets
    it for you.  Remember that even if you have only a bit of time left, you can
    still finish.  There doesn't seem to be an effective way to get the radar to
    start blinking, and so you should just glide around at different elevations.
    Also, sometimes an emerald is being blown through the air by the fans on the
    first level.
    
    Boss: R-1/A Flying Dog
    
    This is another pointless battle with a G.U.N. pilot.  Five hits does it in.
    You see, this is the boss that the Hero Story doesn't have (yes, they have one,
    but not two of this type of boss).  Flying Dog never lands, which means you'll
    have to find another way to hit it.  Glide to the walls to either side and climb
    up.  In my professional (well, not professional) opinion, the easiest way to
    land a hit is to glide over it and then press B t drill drive into the cockpit.
    You can also glide into the cockpit.  Aside from gunfire, R-1/A may also use a
    laser attack.  Avoid the red cursor and you'll avoid the laser.  It also
    launches missiles.
    
                            +------------------------------+
                            |    Stage 09: White Jungle    |
                            +------------------------------+
    
    Rouge is locked inside a safe with a Chaos Emerald inside.  To boot, in ten
    minutes the island will explode.  Shadow has a memory of dearly departed Maria.
    To destroy the earth, he needs the Chaos Emeralds.  Also, the extra will bring
    the trio up to six of seven Chaos Emeralds.  You need to cut through the jungle
    on the island to reach Rouge in ten minutes before the island blows.  You start
    running down a slope that springs you to a vine that leads you to a spring.
    Bounce up and home attack your way to the vine bar.  Use it to fly up to the
    next tier.  Roll under the low ledge and use another vine bar to reach the
    checkpoint.
    
    Run down the slope for a loop that leads to a spring.  You end up hitting
    another spring and bouncing back and then forward.  Avoid the spike tanks and
    roll under the fence.  You'll boost forward to a vine bar.  Use it to bridge the
    gap and then run forward (rolling under the fence when the weight is up) to a
    vine bar.  Take it up and defeat the gunman guarding the fence.  Roll under and
    follow the path to the checkpoint.
    
    Run down the path to a loop.  You'll boost into a cave at the end.  Roll under
    the fence and follow the rings to a booster.  Bounce up to the next level and
    roll through the wooden crates.  On the other side you'll find the checkpoint.
    
    Run forward to experience speed.  At the end you'll swing on a vine to a small
    island with robots on it.
    
    UPGRADE: Air Shoes
    
    It would seem that we are trapped.  Roll into the crate to unveil a hole.  Fall
    in and you'll see the upgrade.  The Air Shoes let Shadow use Light Dash.  When
    you see a trail of rings, press B to Light Dash across them.  Basically, you
    collect them all and go to the endpoint of the line.
    
    Roll under the fence by the upgrade to see a trail of rings.  Light Dash across
    and you'll reach another platform.  Light Dash off of it to see a spring.
    Bounce up and boost forward for a high-speed sequence.  It ends on an island in
    the air.  Home attack the robots (one is the gold robot) and Light Dash to the
    vine bar.  Run forward, avoiding enemies and the weight, and roll under the
    fence.  Collect the capsules at the bottom of the screen and then bounce up.
    Touch the vine bar to be brought to the Goal Ring.
    
    Boss: Sonic
    
    Shadow is right about to exit the jungle when he sees that blue hedgehog.  Sonic
    takes three hits and he isn't too tough.  at all.  Press B to charge up a roll
    and direct it at Sonic.  This is an easy way to hit him.
    
                             +---------------------------+
                             |    Stage 10: Route 280    |
                             +---------------------------+
    
    With one second left to the timer, Shadow breaks into the compound and takes
    Rouge's Chaos Emerald.  Using Chaos Control, they escape.  Shadow remembers
    Maria wondering about Earth.  Back on ARK, Eggman takes over all the satellite
    televisions on Earth and broadcasts his message, an announcement that he will
    conquer the world. As a show of power, he uses the six Chaos Emeralds they have
    to power the Chaos Emerald.  The target?  The moon.
    
    Half of it is destroyed, displaying its core to the world.  If the nations of
    Earth do not give in within 24 hours, they won't be around anymore.  Meanwhile,
    Eggman is upset.  The cannon will need too much time to recharge.  If they want
    to use it, they'll need the seventh Chaos Emerald.  Rouge has a newspaper about
    it and she shows Dr. Robotnik.  Apparently, Miles "Tails" Prower received a
    Chaos Emerald for saving Station Square from a missile crisis (in Sonic
    Adventure, the first SA).  As a result, they must find Tails and take the final
    emerald.
    
    Route 280 is really easy to beat, but it has super-tough extra missions.  In
    Rouge's car you must find Tails, who is seeking out the president's limousine at
    the current time.  Rouge's car is unstoppable.  It can ram any other car and
    come out unscathed.  Press A to accelerate and move, B to brake, and Y to boost
    every time you get twenty rings.  I suggest that you boost only in straight
    sections.  Sometimes there will be ramps and holes in the road.  The wall may
    even have a break.  After a long stretch of road you reach Tails in the Tornado
    II.
    
                              +--------------------------+
                              |    Stage 11: Sky Rail    |
                              +--------------------------+
    
    Rouge sends Shadow's Tails's coordinates.  Sky Rail is a level in the Pumpkin
    Hill area.  You start grinding a rail.  Press B to actually grind and you'll fly
    into a booster that leads to a spring.  Go forward and home attack the fan-like
    object to make it rise.  Hit it until it's at its top and then home attack the
    10-ring capsule ahead.  Jump forward to another tier.  Look left to see a
    rocket.
    Jump to it and take it and you will fly forward right to the checkpoint.
    
    Boost onto the rail and grind down.  When it ends, land on the right rail and
    jump to the spring at the end.  Roll through the enemy you land by and home
    attack the fan to go up.  At the top, home attack the capsule for a 1-Up and
    then home attack the fan.  At the top is another, rather unnecessarily placed
    checkpoint.
    
    Start grinding down the right rail (it has a capsule on it).  At the end, run
    left and home attack the hovering robot.  Home attack the fan and take it up to
    a capsule.  Then home attack to another fan.  Bounce up and home attack the
    robots at the top and hit another spring to bounce right onto the checkpoint.
    
    Take the right rail and start grinding.  At the end, go forward and home attack
    the fan to the top. Jump up the tiers and take either rail behind the upside-
    down V.  At the end, run forward.  There's the Goal Ring.
    
    Boss: Egg Golem
    
    Shadow tells Eggman that Tails is headed for the hidden base.  In the pyramid,
    Knuckles, Tails, Amy, and Sonic open the door.  Eggman comes out from behind the
    door and challenges them for their Chaos Emerald.  Eggman calls out his servant
    to destroy the intruders.  Sonic faces it and hits the exposed switch on its
    head.  This causes the Egg Golem to go crazy and attack Eggman.  With clever
    dodging, the Egg Golem is not hard at all.  Shoot it rapidly with B.  To assure
    that you dodge his fist, stand where one hand hit (the second will not hit
    there).  When you hit it enough, some of the inner workings are revealed.
    Target them and fire.  This does the most damage.  When you've destroyed the
    revealed unit, keep firing until you see another one.  Repeat this to win.  Egg
    Golem does have some hard-to-avoid attacks.  The best way to avoid dying to it
    is to jump off the edge.  Hover down onto a platform below and target capsules
    to increase your health.  Then take a pulley back up.  When his life gauge is
    drained, you win.
    
                             +---------------------------+
                             |    Stage 12: Mad Space    |
                             +---------------------------+
    
    The rocket in the pyramid is beginning its launch.  Sonic and company get in
    before it takes off, which means that they'll be in ARK in no time.  In the
    meantime, Rouge is talking to Eggman, from whom she finds out the password
    (Maria in syllables).  With it she finds out that Shadow is the ultimate life
    form.  Rouge finds out that Knuckles lost six of his pieces of the Master
    Emerald.  It's time to take three of them.  Mad Space is the worst item-hunting
    level in the game.  Period.
    
    Let it be known that I hate, deplore, and furthermore can't stand this level.
    First, the hint computers are meant to mislead you.  The hints you get for some
    computers are written backwards.  The others will tell you the opposite of the
    truth.  That is, a low place would become a high place.  Also, gravity gets
    pretty messed up on the planets that make up Mad Space.  First, you'll need to
    get the upgrade to do just about anything in this level.
    
    UPGRADE: Iron Boots
    
    From the start, look around for a switch standing in the open (as in, not under
    a steel crate).  Press it to make a rocket appear.  Use that rocket to reach the
    large spherical planet, the lower one.  When on it, inside the pillar at the
    north pole of the planet is the upgrade.  It lets you kick open iron containers.
    
    The upgrade is useful because you need to break crates to hit switches on the
    planets.  These switches let you use rockets, your only means of transportation
    to other planets.  Now don't get me wrong; there's a lot more to hate about Mad
    Space.  I'm getting to it.  For one, the place is absolutely enormous.  There is
    no effective way to scan the entire place at all.  One thing that Mad Space
    tells us is that ARK does, in fact, have some of field around it that contains
    oxygen.  That's what I think the border is.  Anyways, like I said, the gravity
    is distorted on all the planets.  It messes up your camera view and often you
    cannot jump off them.  Expect to play this mission a few times before you get an
    A.
    
    Boss: Knuckles
    
    They don't really show how Rouge got to Knuckles, but you're fighting him in the
    main tower of the level called Meteor Herd.  Knuckles is really quite easy.
    Pick up two rings at a time, because he can hit you pretty easily.  Glide over
    Knuckles and drill drive into him to score an easy blow.  After two hits (or
    maybe I just hit him twice real fast), Knuckles starts to use his special.  You
    know he's using it when there's a close-up to his face and he says "Take this!"
    Move out of the way or lightning will hit you.  Also, the floor may open, which
    sends you upwards.  Get on the catwalk Knuckles is on and then drill drive into
    him.  Four hits makes you the victor.  After the real battle, Knuckles and Rouge
    are standing on a bar over the lava below.  Both of them are wiped out.  Rouge
    yells at him and falls.  Knuckles saves her (he claims it's just for the emerald
    shard) and Rouge coughs up the emerald shards she's collected.  Knuckles
    assembles the Master Emerald.  Now, he should be able to stop the Chaos Emeralds
    and save the world, but he needs to be nearby or something.
    
                            +-----------------------------+
                            |    Stage 13: Cosmic Wall    |
                            +-----------------------------+
    
    Eggman can tell that there are two separate emeralds on an energy chart of ARK.
    One must be a fake.  Now Eggman goes through the portal to ARK from the pyramid.
    Now, as Eggman, you must reach the interior of the colony.  I don't know why
    this only applies to this level, but the gravity is weak and you can jump very
    high.  You also go up by hovering.  Jump up the first two platforms by hovering.
    Go left and repeat the process.  Follow the arrows, defeating enemies as you go,
    and hover up another platform.  Defeat the bomb robot and go forward, hovering
    up some more.
    
    Hover over the weight to the next level.  Target the enemies before going
    (remember, the green things can be targeted) and then head forward and up a bit
    more.  Go forward, defeating the enemies ahead.  Shoot the tentacle monsters
    (they can reach out and attack you) to your upper-right.  Now shoot down the
    pyramid-shaped object ahead.  Hover up to the next level.  Continually hover up,
    destroying the pyramids in your path, and you'll reach three tentacle monsters.
    Defeat them and the green things around them.  Go forward and jump up, following
    the yellow arrows.  You'll reach the checkpoint.
    
    Hover up, destroy the metal pyramid, and shoot the bomb robots behind it.  Go
    forward again, clearing out assailants as you go.  Hover up and bounce to the
    next platform.  Decimate the pyramid and jump to the next platform.  Hover up
    some more and bounce to another spring.  From there, bounce up to a higher
    platform.  Repeat this process, bouncing and hovering up, until you reach the
    top of this pit.  You'll have to use a pulley along the way and destroy metal
    pyramids, too.  You're at the end when you go over the wall.  You can fall to
    the bottom, but there are also points to be gotten along the way.
    
    UPGRADE: Protection Armor
    
    This will be useful to you later.  It is not essential, however.  As you fall,
    hit the rocket switch in the upper left-hand corner.  Hover to where the cages
    were broken.  In there is the upgrade, which adds another meter to your health
    gauge (another color actually).  Like I said, before falling to the bottom you
    may want to rack up a few points.
    
    You need a lot of points to pull off an A in this level.  At the bottom, defeat
    the enemies and go forward to the checkpoint.
    
    Move forward and stand on the platform.  Now, if you need help getting all the
    very many points you need to get in this level, pay attention.  As you go,
    you'll see some containers.  Shoot each individually to rack up tons of points.
    There are plenty of other enemies to shoot to add to your score along the way.
    At the end is the checkpoint.
    
    Go forward to yet another shaft.  In here there are two tentacle monsters to
    worry about.  Other than that, just hover up it like normal.  Now drop down,
    hovering along the way to shoot many enemies and pick up points.  At the
    bottom, go forward to the checkpoint.
    
    Hover across the gap ahead and shoot the metallic pyramid.  Continue forward,
    annihilating opposition as you see it, and eventually you'll reach two bomb
    robots.  Shoot them down and go forward.  Hover up (the camera angle changes,
    too) and destroy the objects ahead.  When you see a giant weight, ride it to the
    top and hover up.  At the top, go forward and hover some more.  Really, it's
    more like levitating.  Continue along the path.  It's pretty obvious really.
    Just watch out for some tentacle monsters that come out.  At the end is the
    checkpoint.
    
    Levitate forward and bounce to a new platform.  Destroy the robots in the shaft
    as you ascend within it.  Hovering, bouncing, and rising with pulleys should be
    your chief mode of transportation.  At the top you'll fall over a wall and have
    to go down.  Shoot the enemies as you go down (hovering is quite a risky
    proposition considering the presence of tentacle monsters).  At the bottom, go
    forward to the checkpoint.
    
    This feels like you're replaying the exact same section over.  Step onto the
    platform dead ahead to be strapped in.  Here's where you'll tip the scales and
    get 80,000 + points, the requirements for an A on this level.  There are tons of
    those metal canisters here.  Target them (one at a time) to get lots of points
    at a time.  Repeat this over and over until you've gotten enough.  As you enter
    a tunnel, a giant drill comes after you.  There's nothing you can do about it,
    so just go to the Goal Ring.
    
    Boss: Tails
    
    Eggman finds Amy deep in ARK.  Sonic and Tails should've followed her.  Tails is
    in the room already and Sonic steps in.  Amy is the hostage.  Eggman tricks
    Tails into revealing that their emerald is a fake and Eggman then discards Sonic
    into space.  Sonic dies in an explosion.  Tails stands there dumbfounded.  He
    doesn't know what to do; SONIC IS DEAD!!!  Now Eggman will kill Tails.  Tails
    has a fire in his belly, my friend.  He will fight hard, and he does indeed.
    
    Tails/Dr. Eggman (depending on what story you play) is the second-hardest boss
    in the game, if I do say so myself.  When you drain about half his health he
    starts using his special - a huge and almost unavoidable laser.  Practically the
    only way to avoid it is to behind him.  You can beat Tails successfully, though,
    if you use this strategy.
    
                            +-----------------------------+
                            |    Stage 14: Final Chase    |
                            +-----------------------------+
    
    Shadow watches Sonic die and then steps in the main room.  Rouge is about to
    steal the six Chaos Emeralds when Shadow.  It looks like a fight will start when
    they reveal each other's secrets.  Rouge is a government spy working for the
    president to stop the Eclipse Cannon from firing.  Shadow, on the other hand, is
    supposedly not the ultimate life form.  Is Shadow really Shadow?  Shadow looks
    ticked, but Eggman calls him and says that he needs the last Chaos Emerald.  He
    got it from Tails, and you must deliver it to the cannon before it fires again.
    
    You start the level grinding down a rail.  Grind your way down and you'll fly
    right at some springs.  Take the collective ten rings in the capsules and hit
    the checkpoint.
    
    Run down the slope, avoiding the meteorites.  At the bottom is a tentacle
    monster.  Home attack it before it can attack you and then you'll see a spinning
    drum.  Jump onto it and you'll start rotating around on it.  Run to the top and
    run forward to a shield robot.  Roll into it to defeat it.  Bounce on the
    springs ahead and home attack the capsule to the left.  Home attack the tentacle
    monster nearby and bounce up onto a tunnel.
    
    Run forward to some spinning drums.  Jump across them carefully to reach the
    other side.  A hovering tentacle monster awaits you.  Hit the spring below it to
    bounce to another spinning drum.  Take the pulley up near the top and jump
    forward to another drum.  Spring to a booster that leads you to more drums.
    Avoid the meteors and get to a vertical set of them.  Take them up to be sprung
    to the checkpoint.
    
    Run down the slope, avoiding meteors as you go.  Boost down to a short tract of
    flat land.  Jump forward to defeat a tentacle monster and then rotate around the
    drums (avoiding the electric barriers, obviously).  At the end, run forward past
    a bomb robot to the checkpoint.
    
    Home attack up the spinning drums to see three squares.  Fall into the right
    one,
    the left one, and finally into the middle.  This will cause Shadow to run into a
    rail.  When on it, Light Dash to the spring and use the spinning drum to a hit
    20-ring capsule, home attack a tentacle monstrosity, and home attack to the next
    drum.  There are a few more series of spinning drums.
    
    They end at a 10-ring capsule followed by a booster to a spring.  Bounce up and
    roll into the shield robot to kill it (yes, I realize that robots cannot be
    killed).  To reach the next three spinning drums you must home attack the
    hovering tentacle monsters and then home attack to them.  At the end you'll
    bounce right to the checkpoint.
    
    Grind the red rail and run down the slope to a rail that leads to a spring.
    This spring bounces you to another rail further along in the level.  It ends on
    another rail that ends on a green platform.  Home attack the adjacent spinning
    drums (upper right) and take them past a tentacle monster to a checkpoint.
    
    Run forward, up a vertical wall, to be bounced onto a new catwalk.  Run forward
    and Light Dash along the rings.  The speed should send you close enough to a
    spinning drum to be attracted onto it.  From there jump onto all the other lower
    spinning drums until you reach a path below one of the slanted ones.  Run
    forward on it to an orange rail.  Grind along it to another spinning drum
    series.
    Go along them, avoiding a hidden electric barrier, and you'll end up on a new
    walkway.  Light Dash the rings to get onto the right rail.  It seems to be
    thinner than the other somehow.
    
    Grind along it to bounce to more spinning drums.  Just standing in the right
    spot will draw you to the next.  When you reach the vertical one, go up and
    stand on the right side to be drawn to another horizontal one.  From there, jump
    to the next walkway.  Run forward and you'll boost up a rail and through one of
    the blue-tiled tubes.  At the top, go down through the tunnel the arrow points
    to in order to find another checkpoint.
    
    Run forward, jumping to the first spinning drum.  Ignore the spring and jump to
    the drum ahead of it.  Bounce on it and then the next three obvious springs to a
    1-Up capsule.  Then jump (home attack to jump further) to the long segmented
    drum to your right.  Take the pulley on it past two tentacle monsters and jump
    to the drum.  Take it up and bounce on it at the top.  Take the rocket at the
    end of the platform across quite the distance.  Go down on these drums (just
    keep going down, avoiding the meteors) to a spring.  It bounces you to the Goal
    Ring.
    
    Boss: Sonic
    
    Somehow Sonic is alive.  He used Chaos Control with the fake emerald to escape
    the explosion.  They start running with each other into battle.  The battle
    isn't hard at all.  In fact, if you're in the business for gaining lives, I'd
    fight this battle.  There are rings covering the track, which lets you Light
    Dash past Sonic again and again.  With that fake emerald of his, Sonic can Chaos
    Control in front of you.  Press and hold B to charge up a roll (be in line wit
    the center of the track) and release when Sonic appears.  This will probably hit
    him, but Sonic may dodge you with a jump.  Try homing attack Sonic, too.  If you
    are, for some reason, running with Sonic, he will try to home attack you like in
    your first bout.  However, Sonic's main attack is his special "Sonic Wind."  It
    causes a torrent of blue light to form around you.  Run out of it to avoid it.
    Otherwise, you've got this battle in the bag.
    
    Eggman places the final Chaos Emerald into the cannon.  But there's a warning on
    the screen.  Regardless, Eggman's dreams are realized; the era of the Eggman
    Empire has begun!
    
    ================================================================================
    ==================================Last Story*===================================
    ================================================================================
    
                          +----------------------------------+
                          |    Final Stage: Cannon's Core    |
                          +----------------------------------+
    
    After beating both Hero and Dark Stories you unlock this final story.  I stress
    that you should get every upgrade for every character (see Level-Up Items).  Now
    then, if we recall, Sonic had just destroyed the Eclipse Cannon in either story.
    This triggers the intercom to start working.  It is a recording from Gerald
    Robotnik, Eggman's grandfather that built the place.  Meanwhile, Rouge drops in
    on Knuckles and Sonic.  Somehow, ARK is hurtling toward Earth.  The television
    screens show Gerald.
    
    In 27 minutes the world will be destroyed.  Eggman comes by and shows them the
    diary.  It recalls how Gerald went insane, how ARK was destroyed because of his
    research, and how Maria died.  Regardless, the group must find a way to stop the
    colony from crashing into Earth, which will surely result in the destruction of
    the world.  To throw the colony off course, they must redirect or negate the
    energy of the Chaos Emeralds.  To do this, they must get the Master Emerald to
    the core of the cannon.
    
    This level has every character participate aside from Shadow.  Instead of
    checkpoints, as there are none in truth, I divide sections into the player.
    However, if you die as a certain character, you start back in their section with
    the same number of rings and points, one life less, though.
    
    -------------------------------------Tails--------------------------------------
    
    Tails is busting out first.  He must destroy a security door to let the others
    into the chamber above the cannon.  When you fall down, shoot the dynamite packs
    on the door.  Through it is a shield robot.  Skipping over it is the best
    strategy.  In the next room is a bomb robot.  Through the other door you'll see
    a strange switch.  I will call these Time Switches.  Hit it to freeze time.
    With time frozen, go forward and through the door.  In the next room are a few
    gunners and a tentacle monster.  Get up to the latter and continually shoot
    until you kill it.
    
    Now go forward and get on the platform that descends.  Shoot all the robots as
    you go down.  Take out the five packs of dynamite at the bottom and go through
    the door.  Hit the Time Switch to lower the lasers.  This also stops the in-game
    clock.  Go forward, past a bomb robot, and shoot another Time Switch.  Shoot the
    enemies and then drop down the pit.  Hover to radically slow your descent.  When
    you can, shoot the dynamite on the door and go through.  Avoid the bomb robot
    that you'll meet and go forward to some gunners and a tentacle monster.  Defeat
    it and go through the door.
    
    Shoot the Time Switch to freeze the weights and lasers.  Go through the door
    (shooting the Time Switch again on the way out).  Shoot the bomb robot before
    time marches on again.  Target the Time Switch in the room and look left or
    right.  When the platform is near the next tier, shoot it.  Use it to reach the
    next level.  Shoot the Time Switch again and go forward to a weight.  Take it up
    to a door.  While time is still stopped, shoot down the security door.
    
    -------------------------------------Eggman-------------------------------------
    
    Eggman is up next.  Directly ahead of Eggman are three shield robots.  Shoot
    them as they try to shoot you.  Continue forward into the next room and shoot
    the gunners that fall and surround you.  Through the door is a bomb robot.  Go
    forward past it to an elevator platform.  Take it up, shooting enemies along the
    way.  Go through the door at the top and you'll see two tentacle monsters.  This
    may seem impossible to bypass without losing rings, but think again.
    
    Run between them, shooting them the entire time (this way, they are defending).
    Once behind them, beat them easily.  Go through the door and shoot the 20-ring
    capsule.  Take the pulley below it down to two shield robots.  Wait for them to
    charge a blast at you and shoot them.  Go through the door they were guarding.
    Three hovering tentacle monsters swoop down to attack you.  Avoid their lasers
    and you'll be fine.  Shoot the Time Switch at the end and go forward.
    
    Shoot the Time Switch when the block to the left is partially submerged in the
    acid (so you can jump onto it).  Quickly jump forward to the block between two
    other higher blocks (upper-right) and then hover over the edge to a another
    block.  Here, jump around for a while.  The left block on the acid floor (in the
    middle) has a block that rises from it.  Ride it up to a door you should go
    through.  You should be able to target a Time Switch.  Shoot it and run through
    the hall, all the while shooting the Time Switches (it is safety).  At the end
    is a checkpoint.
    
    Through the door you'll see a platform.  Jump to it and it fades away.  Fall
    freely, just hover to avoid tentacle monsters and lasers.  At the bottom are
    three Time Switches preceding a lake of acid.  Stop time and drop to the
    platform in it.  Hover to the next and go through the door.  If time is still
    ceased, shoot the tentacle monsters to defeat them.  Go through the door.
    Welcome to the final room in Eggman's part of the stage.
    
    Shoot the Time Switch when a block coming from the right is in line with the
    next tier to the left.  Jump up two blocks onto the next tier.  When there, look
    at the Time Switch.  A block should rise by it periodically.  Shoot the Time
    Switch when it is accessible and hover to it.  Then, when time restarts, take it
    up to the door.  Shooting down this security door lets the others into the next
    portion of ARK.
    
    -------------------------------------Rouge--------------------------------------
    
    Rouge is next.  Her goal is to drain the liquid from the core.  The switch to do
    this is in the center of the chamber, but you need to unlock the cage around it.
    Climb the pillars around the switch (the notches force you to go in a certain
    path) to the topmost one.  There's a Time Switch on it.  Before activating it,
    look around for where the yellow liquid is pouring out (look toward the third
    pillar).  Hit the switch and jump in that direction.
    
    The hall is covered in a waterfall by the liquid on the lowest level.  Inside,
    defeat the shield robot and drop into the acidic chamber below.  Glide to the
    far wall and hang there for a block to come out.  Hit the Time Switch beneath
    the opening right after the block emerges.  Run into the passage and go left or
    right.
    
    Glide into the hovering monster to defeat it and jump up, hitting the Time
    Switch before the monsters can spring back to life.  Defeat the slender one to
    see a switch.  Hit it and the switch in the middle of the great chamber opens.
    Return to the previous room and hit the Time Switch.  Drop to the spring and
    bounce up to the passage you entered by.  Run forward and go through the
    waterfall before time flow resumes.  Hit the switch.
    
    ------------------------------------Knuckles------------------------------------
    
    With the cannon drained of its liquid, the chamber that Rouge played in is now
    completely submerged, save the top.  Knuckles must destroy the final security
    door to the core right in front of him.  However, there's a switch to press to
    destroy it.  I highly recommend that you have the Air Necklace for this.  Dive
    down and hit the Time Switch on the pillar (the one Rouge used).  Quickly
    surface and run past the immobile tentacle monster and where a laser wall would
    normally be.
    
    Now drill claw the metal crates to be sprung up to a pulley.  Press the switch
    ahead of you and the bars that were in Rouge's section have come undone.  Dive
    down into the main chamber from Rouge's part of the level and find the open
    tunnel.  Swim through, avoiding the tentacle monster's lasers, and then go
    right.
    Past the acid block is a Bomb that you can use to defeat the enemies here.  Now
    surface and hit the switch to undo more bars.  However, the current is too
    strong just to swim through.
    
    Find the Time Switch in the room (right over the tunnel you came to this room
    through) and then quickly swim through the passage.  You can run through by
    diving down with B and jump at the end to just barely make it.  In here, dive
    down past the lasers (a Shield capsule in here is very helpful) to a Time
    Switch.
    Swim through the tunnel ahead and hit the Time Switch after the cages to
    continue.  At the end, swim past the tentacle monster and go down a bit to see a
    switch.  Press it to open the security door above.
    
    -------------------------------------Sonic--------------------------------------
    
    The last part of this level is done as Sonic, in which you must actually get to
    the core.  You start sliding down a rail.  It ends at a Time Switch.  Hit it and
    home attack across the gap.  Through the door, go forward and home attack a
    final enemy before the Time Switch wears off.  Go right through the door (and do
    not pass Go) and roll into the shield robots to defeat them.
    
    Now, to defeat this enemy, use the Magic Hands attack (if you don't have the
    upgrade, home attack at it and then home attack toward the screen).  By
    defeating the enemies, the door behind you is open.  Go back and go through.
    Here, jump over the laser wall and attack the tentacle monster before it can
    spawn some miniatures.  Now hit the Time Switch beneath where it hovered and go
    forward to see some of that yellow liquid you love below you.  Jump in and jump
    out periodically so that you don't get swept off your feet in the current.
    
    Toward the end, bounce to the Time Switch and hit it.  Drop down and roll under
    the low ledge to the golden robot.  Go forward into a red tunnel (be wary of the
    block that tries to push you into the acid wall) and you'll be boosted to a
    steep path that has the yellow liquid pouring down it.  Home attack your way
    over the hill and then ride down (so that you're going forward) to the Goal Ring
    and the core of the cannon.
    
                             +---------------------------+
                             |    Boss: The Biolizard    |
                             +---------------------------+
    
    Amy is wandering about when she sees Shadow.  Amy tries to coax him into helping
    the gang.  Like Gerald Robotnik said, Shadow was designed to destroy the world.
    Shadow hears the words of Maria in Amy's voice.  give the people of Earth a
    chance to be happy.  Shadow runs down to keep his promise.  In the meatime, the
    core of the cannon, strangely enough, is some sort of shrine.  It harnesses the
    power of the Chaos Emeralds.
    
    Knuckles and Sonic run up to the shrine and Gerald's voice is replayed.  At that
    moment, a huge monster appears.  It is the prototype of the ultimate life form.
    Somehow, Shadow got through Cannon's Core easily and sees the prototype.  It is
    the original versus the perfected version of the ultimate life form!
    
    Sure, Shadow's tough, but Biolizard is easily the hardest boss in the game.  The
    beast is hooked up to a life-support system, which is its only weakness.
    However, this system is on its back, and if you didn't notice, this thing is
    huge!  At first, it will try to ram its head or tail against you.  Run from it,
    picking up no more than five rings, and jumping over the breaks in the arena
    (which is liquid that will wash you away).
    
    If you get too close to its tail, it will start moving its tail toward you, so
    be cautious.  Really, this is his easiest form.  Eventually it will stop to pump
    itself with more energy via the life-support system.  Home attack the rails
    (which are probably respiratory pipes) by its mouth to grind up them and then
    home attack the huge switch-looking objects on its back.
    
    For the second hit, it will start with the same strategy of trying to physically
    hit you.  However, it reverts to a new strategy that is much harder to avoid.
    It charges up energy blasts either at the floor or through the air and fires
    them at you.  Jump to avoid grounded blasts and roll to avoid aerial blasts.  It
    eventually will start breathing or whatever it's doing with the rails, which
    means that you can grind up and score the second hit on it.
    
    The third hit is exactly the same as the second, but the energy attacks are
    faster.  Make short jumps by not holding A for a long time.  If you do, you'll
    either land at the wrong time or fall victim to another aerial blast.  Grind up
    the rail and take a shot at him.
    
    The fourth time around, Biolizard has the same starter sequence as all the
    others.  However, the pace of the energy blasts quickens even more.  Making
    short jumps is crucial to dodging these waves.  Make sure to have around ten
    rings for this hit so you can gather them if you die.  Learning from his
    mistake,
    though, this time the lizard does not use his pipes.  Instead, it summons up
    tons of tiny red spheres, possibly eggs.  He then fires them at you.  However,
    this is a grand mistake on its part.  Home attack up the eggs and then home
    attack the switch on its back.  Remember not to ascend too high or you'll just
    fall to its back, which results in you losing rings.  Also, make sure that the
    eggs do not fire you into the liquid currents in the arena.
    
    The fifth hit is similar to the previous.  The energy blasts that he sends are
    as fast as they'll ever be at this point.
    
    The sixth hit is the hardest one.  There is no phase with energy blasts and
    chasing you between the fifth hit and the releasing of the red/pink spheres.  He
    releases a good deal of air with the eggs, which causes you to rise in a hard-
    to-control fashion.  Now, if you get a good start, this can be the easiest hit
    yet.  Float forward, avoiding the spheres orbiting him, and eventually you'll
    reach the slightly elevated pad around the life-support switch.  When you land
    on the pad, hit A continually to home attack the switch.  Six hits does
    Biolizard in!
    
    Knuckles runs to the shrine with the Master Emerald in hand and chants an
    ancient song that Tikal (Sonic Adventure) taught him.  The power surges through
    the shrine and Biolizard disappears in a flash of light in a sort of Chaos
    Control.  Even though they stopped the Chaos Emeralds, ARK is still on a
    collision course with Earth.  Sonic and Shadow stare each other down.  They take
    the seven Chaos Emeralds and become Super Sonic and Super Shadow!  This is in
    most Sonic games.  As Super Sonic, Sonic is golden.  Super Shadow is silver.
    This is their most powerful form.
    
                            +-----------------------------+
                            |    Boss: The Finalhazard    |
                            +-----------------------------+
    
    Biolizard is latched onto ARK and is trying to send it into Earth.  You start
    out as Super Sonic.  You have 50 rings.  Every second you lose rings.  With 0
    rings, you become regular Sonic and fall to your death.  Now, the bosses in this
    game aren't that hard, really.  Somehow, just about all videogames have the fate
    of having super-easy final bosses.  SA2 is no exception.  However, the music is
    awesome!
    
    First, you should get to know the controls.  Press B to descend while flying and
    A to ascend.  Without its life-support system, Biolizard is weak.  He has a huge
    swelling bump on his body and that is his vulnerable spot.  Fly in toward him,
    avoiding the spheres being fired at you, and ram into the bump.  One hit down,
    five to go.
    
    Super Shadow has all the tough parts!  Shadow switches out with Sonic while he
    collects rings to keep them in their super-forms.  This phase of the battle is
    still very easy.  Biolizard releases a laser every now and then for a short
    period of time.  The laser will knock you back, but it is so easy to avoid that
    it won't bother you.  Fly straight into the bump and you'll connect another hit.
    
    Super Sonic has one, almost constant and slightly circularly moving laser to
    contend with.  Dodge it easily by diving down a bit or rising, depending on your
    situation, and then fly into that red blob.
    
    Two lasers are better than one, so Finalhazard uses two constant lasers that
    follow a roughly circular pattern for the fourth hit.  When you get close to its
    body, it raises a shield of red spheres.  Fly around them and then charge the
    swelling bump.
    
    The fifth and sixth hits are completely identical.  Finalhazard has two constant
    lasers and a shield of its eggs the entire time.  These are probably his hardest
    forms.  Remember that constantly holding A or B makes you go faster.  Super
    Shadow must deliver the final blow.  Don't lose your concentration.  By the time
    you reach the swelling, there will be enough spheres gone that you can get
    through the shield.  Remember that the most direct route isn't always the best.
    Try going to the side of the egg shield to deliver the hit.  If you want to go
    straight, alternate between A and B.
    
    Don't read this if you don't want the ending spoiled.  Super Shadow and Sonic
    come at ARK at full speed to stop it from colliding with ARK.  Shadow gives it
    his all to use Chaos Control on ARK, and it results in his own death.  His
    promise to Maria was fulfilled.  ARK is safe, and the citizens of Earth rejoice.
    Inside ARK, Sonic returns without Shadow.  "Good-bye, Shadow, a brave and heroic
    hedgehog," says Sonic.  Eggman is telling Tails about his idol, Gerald Robotnik.
    He was a genius, according to the egghead.  Knuckles and Rouge talk about jewel-
    hunting.  Rouge is going to stop (not really).  Sonic still cannot shake his
    memories of Shadow, the ultimate life form.  They are going to return to the
    blue planet now.  Sayonara, Shadow the Hedgehog.
    
    CONGRATULATIONS!  You beat the game!  But there's still more to do, my
    friend.  There are many more emblems to get!
    --------------------------------------------------------------------------------
       __________________________________________________________________________
      /                                                                          \
     /                                                                            \
    ||--------------------------------Section 3*----------------------------------||
     \                                                                            /
      \__________________________________________________________________________/
    
    You may be wondering why I seem to have copied everything from the Hero Story,
    Dark Story, and Last Story into this section.  I did this because every stage
    has five missions.  The first is the storyline mission covered in the
    walkthrough.  There's a second mission, which is always to collect 100 rings.
    The third is to find the lost Chao hidden somewhere in the course.  The fourth
    is a timed mission through the regular course.  The fifth is a harder version of
    the first mission.  Because I often refer to certain points in the walkthrough
    (like, right after the second checkpoint), I was told that it would be much more
    convenient for people if I just put a guide through the regular level here.  I
    did, which makes the above section seem completely pointless.  Well, the above
    section also contains storyline information and boss guides, but this is
    everything else.  So, enjoy.  Note that most missions require upgrades.  Also,
    this is the first time I ever wrote in a section # part.  How will I live with
    myself?
    
    ================================================================================
    ==================================City Escape*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Sigma Alpha-2 has the detainee on board and is flying over the capital city.
    Quite unexpectedly Sonic breaks loose and rips of the helicopter to use as his
    snowboard.  I won't comment on this.  However, it does make for a very fun first
    level.  Just slide down the first part.  If you press A with good timing while
    in air you can perform a trick.  At the very end Sonic is ejected into the real
    beginning of the level.  Run up the stairs and run through the tunnel.  A robot
    falls down.  This is the perfect opportunity to practice the homing attack.
    Press A to jump and then A again to home in on it.  Continue down the slope and
    try running up the wall.  Do so to reach a capsule with 10 rings.
    
    When you get back on land, defeat the robot and you'll see two crates.  Press B
    to roll and destroy them both.  Next you'll see some rails.  Jump on and grind
    down.  Press B to grind (which is faster) and jump at the breaks in the rail.
    At the end, use the booster to get on top of the white structure.  Once up there
    look at the capsule in the distance.  Home attack it and perform another home
    attack to cover the gap.  The home attack is a very useful move.  Make sure to
    use the jump to its full potential.  When you land run through the checkpoint.
    
    Run into the booster and you'll be blasted onto the streets as high speeds.
    Avoiding cars is optional, here.  Use the ramps to get some points and at the
    end you'll fly to a spring.  Use it to jump up and then run up the stairs.  Jump
    over the robots here and go through the tunnel.  Run down the street and jump
    when you reach the opening to be bounced from a spring to another rail.
    
    Grind down, collecting the rings on the way, and at the end is another white
    structure.  If you're not going fast enough to run up it, you can roll up by
    holding B, building up some energy, and releasing.  At the top is the golden
    robot of the course (they give extra points).  Home attack the spring on the
    wall to be bounced to the second checkpoint.  Go through it.
    
    Follow the path here.  If you run straight down you'll bump into a robot and
    possibly lose your rings.  At the end of the path you'll be boosted into a half-
    loop that ends with Sonic running down the face of the building.  At the end
    you'll be sprung forward and you'll land on a bar.  Swing around until you're at
    your peak and release to be brought to the next bar.  Do the same here and
    you'll be sent to a platform ahead.  If you missed the bars, you'll have to take
    the lower route (which may actually be easier.  Jump from platform to platform).
    If you take the high route, home attack across the gap using the enemies.  At
    the end, grind down the rail and you'll reach another bar.  Either drop down or
    swing to the next checkpoint.
    
    This is the last stretch of this rather easy level.  Roll through the gap and
    you'll be boosted down a road with a huge G.U.N. truck chasing you.  Here, you'd
    almost have to know in advance where the ramps are to utilize them.  Your
    primary concern in running, so reach the end and you'll be boosted to the Goal
    Ring.  It marks the end of the level.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Collecting 100 rings in this level is a cakewalk.  There are plenty of rings to
    go around in this level.  You can find lots in the first part of the level while
    road boarding.  They're often off ramps.  You should also make use of Light
    Dashes to collect every ring in a series.  There's a ring capsule up the wall
    before the first checkpoint and two blocks that you must roll through.  But
    still, there is no need to go into detail here.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    You'll need Mystic Melody for this, and every other Lost Chao mission.  After
    the second checkpoint, run forward and down the path.  After a loop at the end
    of the path you'll run down the vertical face of a building and hit some
    springs.
    Stop after the springs and go back.  By a recycling bin is an ancient shrine.
    Play Mystic Melody by it to make a spring form.  Bounce on it to a pulley and
    then jump left to another.  Jump to the spring to the right and take the pulley
    up to more springs.  Continue this process until you see an electrified flyer.
    Hit it when the field is down and you'll bounce to the next pulley.  Jump to the
    pole to the right when at the top and jump from it to the Chao in the alcove.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Three minutes for this?  Well, it isn't too tough to do.  First, you can shave a
    few seconds off your time by making clean turns at the beginning and using
    ramps.
    Light Dash whenever possible and avoid cars.  In the last stretch of the level,
    when the G.U.N. truck is chasing you, don't take any ramps at all (ramps have
    trails of rings leading to them).  This is easily the hardest mission from City
    Escape, but it is nowhere near impossible.  Another note is that you can save
    yourself a lot of time by taking the high roads.  In most cases, this holds
    true.
    For instance, using the poles to reach the upper area after the run down the
    building can save you lots of time.  In the final G.U.N. segment of the level,
    you might even hold B to roll down.  Finally, there are no checkpoints in any of
    the timed levels.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Hard mode is pretty easy.  Aside from there being more enemies, the first
    difference in the level comes when you must roll through metal crates.  Remember
    to have all the upgrades.  Directly before the first checkpoint you'll see a
    gate over the stairs.  Stick to the usual strategy of boosting up the ramp and
    home attacking the enemy to get across.  Other gates in the level should be
    bounced over.  After the second checkpoint, when you reach the pit succeeding
    the vertical building drop, you'll see one enemy and a trail of rings.  Home
    attack the former and get close to the rings.  Light Dash them to cross the pit.
    Besides that, there are no major changes.
    
    ================================================================================
    ==================================Wild Canyon*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    This is somewhat hard to do considering that the location is random each time.
    Instead of writing a comprehensive guide on where to find all of the many, and I
    mean MANY, places that the emerald ends up, I'll just describe the hunting
    process.  First, you should know that Wild Canyon is very easy.  It has no item
    requirements whatsoever and the emeralds are pretty obvious.  First, don't go
    after A ranks on your first try.  Use the monitors (like the one you start by)
    to get hints on the locations of the shards.  This reduces your score
    dramatically, so don't expect an A.
    
    Use the radar (flashing "!" mark) and use it well.  When it is green, you are in
    range of it.  Yellow indicates that you're getting closer and red means that
    you're right on top of it (not necessarily on top of it.  It's a figure of
    speech).  As for Knuckles's moves, they couldn't be easier.  Jump with A and
    press A again to glide forward.  Gliding to walls results in you climbing the
    wall.  B has his standards attacks, which are punches for the most part.
    Remember that enemies can have emeralds and that they can be in containers.
    Remember that the emerald may also move.
    
    Wild Canyon itself is a pretty easy course.  The initial area is a large indoors
    area.  To see if you pick up anything on your radar, glide around all four
    sides.
    To exit the initial area, glide to the wind tunnel in the center.  You'll rise
    into daylight.  At that point there are two directions to take, both of which
    may have emeralds in them.  To return to the starting area, fall through one of
    the holes around the vent.  There are always three emeralds in total.  If you
    cannot seem to find one, lose a life.  This resets the emerald locations (to new
    locations).  With this in mind, you should be able to get all the emeralds quite
    easily in this course.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    The 100 rings mission isn't too hard.  There are a total of 30 rings in the
    first area after taking the air up and eight rings around Knuckles at the start.
    The pillars in the underground part of the level also hold many rings.  Digging
    for rings is another option you have.  Any way you do it, remember that grades
    are based on time in 100 ring missions.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    The Lost Chao in Wild Canyon requires many of the upgrades to get.  Jump out of
    the alcove you start in and glide right.  Climb the wall and go down a bit to
    see four metal crates.  Break them and dig where you see the scarab in the
    picture.  Where you land, play Mystic Melody to open the door.  Through the
    door,
    play Mystic Melody again to make a light appear.  Jump in and you'll drop to the
    room with the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Depending on your emerald locations, Wild Canyon can either pitch an easy or
    hard level.  You have two minutes to find all the emerald shards like normal.
    Listening to hint computers not only takes up time, it takes up points.  Just be
    quick, get your radar to start blinking using the first mission strategies, and
    know your way around the course.  With that in mind, it should be easy for you.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Lucky for you, hard mode hunting levels always have the same locations.  So, if
    you know where to look, you can speed through and get an A.  You'll need the
    Sunglasses for this mission.
    
    First, jump into the air and fly left.  Climb the walls near the Lonely Statue
    and fly under the large, suspended platform for it.  In the upper region above
    the underground area (it has the fan in it), look under the lowest platform
    opposite of where you start and dig through the scarab in the painting.  Now put
    on the Sunglasses in the room you appear in.  Climb the wall that the invisible
    rings direct you too and dig through that scarab.  The room you appear in has
    the emerald.  Dig your way back into the first room.  On the pillars, use the
    Sunglasses to see hidden springs.  Bounce on them to the third emerald.
    
    ================================================================================
    ==================================Prison Lane*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Here's how Tails operates.  First, you can jump with A.  Press B to fire lasers.
    These lasers direct where Tails fires a missile (when you lock-on).  You get
    more points by locking on to multiple enemies.  Now to begin the guide.
    
    Target the three enemies, take them out, and advance to the next room.  Go down
    the hall (clearing enemies as you go) and follow the path to a mechanical lift.
    Step on it and rise up to the next walkway.  Follow it to another lift and
    you'll reach a gate.  Target and destroy the enemies on the other side to open
    the gate.  Go through and you'll reach another door.  Target the flying enemies
    beyond the bars and you can open it.  Continue forward and rise up with the
    lift.
    Use the metal crates to step up to the next level.  Use Tails's Volkan Cannon to
    break the wooden crates.  Behind them is another lift.  Use it to rise up and
    you'll see an enemy with bombs around it.  Target it (wait for the bombs to be
    released so that you have more targets) and fire.  Go through the hall and watch
    out for the flying robot that comes out.  At the end is a checkpoint.
    
    Target the machines in the hall and destroy them to force an entryway.  At the
    end shoot the gunners and the gates lower.  Behind it is a lift.  Use it to
    reach the next hallway.  In it, go forward, drop down, and decimate the enemies.
    This opens a door.  Go through and destroy all the enemies (you can destroy the
    capsule) to reach a huge elevator.  Target as many of the robots as you can.
    This is a great place to get points.  At the top, run through the checkpoint.
    
    Run through the halls, defeating any enemies that you encounter along the way to
    open the halls, and you'll reach a fork in the path.  Personally, I prefer
    taking the lift.  It is much easier than going through the hall.  Assuming you
    take my advice, use the lift to reach the top of the hall.  Target and shoot the
    capsules to get a Shield and 20 rings.
    
    Now drop down to land to the left.  Shoot the bomber robot to make the gate drop
    ahead.  Go forward and take the lifts at the end to yet another region of the
    compound.  Defeat as many of the gunman bots before you advance any further.
    This causes the door to the hall to open.  Go through and then use the wooden
    containers to reach the next tier.  It is short, however.  Use the lift directly
    in front of you to reach another path.  The golden robot is in the distance from
    this lift.  At the top, enter the hallway.  At the end of the hall (defeat
    enemies to open doors) is the checkpoint.
    
    Defeat the enemies on the other side of the door to open it.  At the end of the
    hallway, repeat the process.  You may have to use one of the lifts in the room
    to hit an enemy in the air (the camera would never let you see it otherwise).
    When you've successfully opened the door by means of destroying the robots, use
    the lift to enter a hallway.  At the end, shoot the enemies and touch the Goal
    Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Sigh.  I hate Tails levels.  There are only 124 rings in the stage, which means
    you cannot get hit that often.  Don't forget that checkpoints yield rings, too.
    Other than that, follow the regular walkthrough, which guides you to a few
    hidden capsules.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    We'll just skip ahead to the second checkpoint.  Go through the hall and then
    take the lift to the right to rise on top of the hallway.  When on it, look left
    to see an ancient shrine.  Hover over there and play Mystic Melody.  Bounce on
    the spring that it creates to the catwalk above and defeat the robots here to
    open the locked door.  The Chao is at the end of the hallway.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Three minutes is a tough time to beat.  Not really tough, though.  Basically, do
    not stop to defeat enemies.  Take them out as you come to them.  Don't waste
    time engaging unnecessary opponents and shave off a few seconds by going over
    the hallway rather than through it as you we did in the first and third mission
    after the second checkpoint.  Do this and you'll do fine.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Hard mode for Prison Lane is quite a collection of enemies.  Aside from that,
    there is no real difference in the level.  In the room right after the third
    checkpoint you'll have to go to a pocket to the right to make some flyers
    appear.
    Shooting them makes the gate lower.  Other than this, Prison Lane has nothing
    else to offer.
    
    ================================================================================
    =================================Metal Harbor*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    As the level starts, Sonic is outside and must escape the base.  You start the
    level in a long loop sequence.  After it, run down the path to a booster.  It
    sends you to another track of metal path that leads to some springs.  They
    bounce you to more track.  Bounce up and you'll see the checkpoint dead ahead.
    
    Run to the spring and you'll be bounced into a series of springs that end in an
    "island" with a series of hovering enemies in front of you.  Home attack to one
    and then the next repeatedly to bridge the gap.  At the end it seems that you've
    reached the end of your rope.  Look left for a pulley.  Use it to rise up and
    then jump off to see a glowing light.
    
    UPGRADE: Light Shoes
    
    I wrote in all caps to catch your attention.  The Light Shoes are one of the
    best upgrades in the game.  When by a trail of rings, press B to perform a Light
    Dash.  This takes you across the rings, collecting each.
    
    Drop down and Light Dash across the gap to reach the other end of the gap.  If
    you fall when performing the dash, use the rocket you land by to get across.
    Either way, you'll land by the checkpoint.
    
    Run forward and Light Dash on the rings for a shortcut.  Continue forward for a
    loop sequence that ends with you at a booster.  When you land roll under the low
    ledge to reach a pulley.  Use it to go up.  At the top, jump off and roll under
    another low ledge.  Rise up and jump off.  Run forward at sonic speeds to
    another loop.  Continue running forward to be boosted across a gap to more of
    the path.  Roll under the ledge and you'll be boosted to the edge of the road.
    Home attack across the gap, ending with a ten-ring capsule, and then walk
    through the checkpoint.
    
    Grab onto the bar of the rocket to take it across the water.  Run up the catwalk
    around the rocket and spring up to it before your 15 seconds are up.  As it
    rises, Sonic drops down and somehow has a metal board like in City Escape.  Try
    to take the prizes in the capsules.  At the bottom you'll be boosted off your
    board and into a loop.  It ends in the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    This is pretty tough.  For lots of rings and a shortcut, before you reach the
    several springs that lead to a platform before the home attack sequence, jump
    onto the gray platform and you'll see a trail of rings leading left in the air.
    Light Dash across them.  If you do this, you'll have 60 rings by the time you
    reach the first checkpoint (because you have to Light Dash) and you'll get 20
    more by going through the checkpoint.  Light Dash the rings directly ahead and
    follow the path to a 10-ring capsule later in the course.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    The Chao is not cleverly hidden in this level.  It is hidden just where you'd
    think it would be.  When you reach the first aircraft storage facility (jets are
    flying around it), run to the end as quickly as you can.  Look left to see some
    openings.  Bounce up to the high one and play the Mystic Melody by the ancient
    shrine.  This causes platforms to appear.  Jump across them (you'll have to home
    attack for most) and you'll reach a platform on which is the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    This is the hardest mission of Metal Harbor and probably of all the beginning
    levels.  Two minutes?  Sonic Team was in a bad mood when they made this
    decision.
    Use the shortcut mentioned in mission 2.  Light Dash quickly and remember to
    home attack across the robots rapidly (press A fast).  Avoid hitting the walls
    when boarding, as that seriously reduces your speed.  Also, learn to Light Dash
    quickly (no lining yourself up).  Good luck.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    The main difference between this and the first mission is that the rocket to the
    spaceship is no longer there.  Home attack the first enemy and a second appears.
    Repeat this until you reach the other side.  Also, the first time that you have
    to home attack across the gap you'll have to hit the golden robot along the way,
    so don't go so fast.  Aside from an abundance of enemies, you'll also find
    spinning spike balls by boosters.  Aside from that, there are virtually no
    differences.
    
    ================================================================================
    =================================Green Forest*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    As you start, run straight down and boost on the path to the next section.  As
    you run forward watch out for the gunners that drop down.  Continue forward and
    you'll boost into a tunnel.  Very cleverly, a spiky tank is in the tunnel.  In
    other words, don't run into it.  After a series of boosters you'll reach the
    checkpoint.
    
    Run down to a spring that bounces you to a vine.  Swing on it right to the upper
    level ahead.  Home attack the enemies here to reach a spring (this is good for
    points).  Swing up the vine to more path.  Here are a few robots, as well as the
    golden robot above.  After you're done playing with them, boost forward on the
    booster and enter a tunnel that succeeds a checkpoint, the second one.
    
    After quite a bit of setup for a would-be loop, you'll take a vine to the other
    side of a huge tree.  When you land, continue forward to some rising and
    lowering platforms.  You might even home attack across them.  At the end, run
    down and through the checkpoint.
    
    Continue forward to a spring.  Spring up until you see a gunner unfold.  Defeat
    it with a roll so that you don't fall victim to its laser (which knocks you down
    over the edge).  Then home attack the robot and then the spring.  When you
    bounce up, jump across the platforms to a 1-Up in a capsule followed by the
    checkpoint.
    
    Run forward down some steep terrain that ends in a series of springs.  They will
    bounce you to a vine, which Sonic uses to bungee-jump to the next part of the
    level.  When you land, beware of falling enemies and run straight to yet another
    checkpoint.
    
    After one last loop you'll be sprung to a vine that drops you off on a
    collapsing platform.  Quickly jump across the collapsing parts, using springs as
    you go.  At the very end you should use a spring to bounce up to the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    This isn't too hard at all, really.  After the first vine (after the first
    checkpoint), take the lower route rather than the top, which has less rings.
    Light Dash where you have to for 20 or so rings.  But you can accumulate 100
    rings before that point.  When you enter the cave with the gold robot, bounce up
    to the ledge near it to find 30 rings in capsules.  When you get sprung up by
    the loop near there, go back a bit for a 10-ring capsule.  At this time, go
    through the checkpoint and you should have enough rings for 100.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    With Mystic Melody in hand (plus the Bounce Bracelet), go to the third
    checkpoint.  Before you reach it, hug the left wall and you should find a
    cheetah.  Right below where it is (left) is the ancient shrine.  Play Mystic
    Melody by it and bounce up the platforms (to reach the second, get back on land
    and jump to it) to see two flyers to the upper-right.  Home attack to them and
    right to the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    They give you plenty of time and more to complete this mission in four minutes.
    Honestly, you have a minute and a half to spare if you're quick.  Not only will
    you have an easy time getting the emblem, but you can take your time to rack up
    points as well.  You'll probably get a time bonus, too.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    First, expect to see many more enemies than in the original.  More importantly
    though, there are tons of spike balls laid out along the runways.  If you're not
    very careful (since most are slanted, you cannot go slow or you'll slide off the
    edge), you will lose rings like.  you were getting hit a lot.  The other major
    difficulty in the level is the land at the end.  Bounce up it because it sinks
    FAST.  Other than that, watch out for enemies that are planted in high-speed
    sections.  That's such a dirty trick, having boosters lead into enemies.
    
    ================================================================================
    =================================Pumpkin Hill*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Knuckles must find three more pieces of the Master Emerald in a mountainous
    region.  Like I said before, there is no way to cover Knuckles levels
    accurately.
    If I did, it would be very long and pretty useless.  That's because you'd have
    to check out every location I list for possible shards (it's random every time),
    which would be really inefficient.  However, there are a few things you can do
    anyways while you're here.
    
    UPGRADE: Shovel Claw
    
    Just glide straight forward.  This has to be the easiest upgrade to get in the
    game.  It is also fundamental to the completion of not only this level, but of
    the game.  If you jump and press B in the air, you can dig.
    
    Note that some shards of the emerald will be buried this time around.  From
    where you got the Shovel Claw you can either go left or right.  To the left is a
    rocket that leads to Church Mountain.  To the right is one leading to Ghost
    Train Mountain.  The other mountain in the stage, which doesn't really have a
    rocket to it, is Pumpkin Mountain.  Now, here's a huge tip for this level.
    Glide around the three mountains (start from the top and drop to the bottom of
    each to scope it out completely) and see if you're radar goes off.  By the way,
    there are several other smaller platform in the air around you that may hold the
    shards, or at least valuable clues.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Oh, please.  It took me a while, but I now have a pretty good strategy for this
    mission.  Glide forward to a balloon with 10 rings inside.  Glide backward to
    one with 20.  Now go back to the starting platform and take the right rocket to
    Ghost Train Mountain.  Fly toward the balloons to the left and you'll be brought
    to 50 rings.  There are 16 rings on the catwalks on the starting platforms, a
    10-ring balloon on Church Mountain, 14 rings around Pumpkin Mountain's summit,
    and any remaining rings you might need are on Church Mountain's summit.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Easiest mission in Pumpkin Hill, my friend.  At the start, turn around and glide
    to a platform in the air.  Take a right at the fork in road to a rocket leading
    to Pumpkin Mountain.  Take it up and glide forward when it releases you, right
    to the ancient shrine.  Play Mystic Melody and jump to the next tier.  There are
    several platforms leading from it.  Jump across them to a new earthen platform
    and then glide forward two more to the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Know how to get around quickly.  That is, know which mountain is which and know
    how to reach them.  Use hint computers and your speed should make up the points
    you lose from that.  Strangely enough, I've been getting all A's in Pumpkin Hill
    on every mission.  It seems hard, but if you practice, it will be very easy for
    you.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    You'll need the Sunglasses for this.  At the start, go forward to the right
    rocket.  Glide down near the turntable (forward, low) and look down.  Under the
    mountain are two spinning spiky balls.  Right above the axle is the first shard.
    Now go to the bottom of Pumpkin Mountain.  On the side opposite the center of
    the stage is a rapid-fire robot and two copper skulls that shoot fire.  Dig at
    the point of the wall that they are looking at for the seconds shard.  Now go to
    the top of Church Mountain.  Stand on the steeple (the point at the top of the
    church) and put on the Sunglasses.  You'll bounce up and the shard will be in
    the distance.  Glide to it and take the last shard.  No more Pumpkin Hill!
    
    ================================================================================
    ================================Mission Street*=================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    But seriously, folks.  When you start go forward.  Round the bend and the
    enemies will start popping up in droves.  Shoot them down (this is a great place
    to rack up some points) and you'll reach some crates.  Blast them to rid
    yourself of the obstacle and continue forward.  You'll get a health pack
    shortly.
    As you try to advance past a wanted poster with Tails on it (why not Amy, or,
    better yet, Eggman?), the road collapses.  When you fall down, look left.
    
    UPGRADE: Booster
    
    Simply jump over the barrier you see left and you'll find this upgrade.  From
    now on, when you press A while in the air, the Cyclone slowly descends.  We'll
    be using this upgrade to finish the level.
    
    Jump back over the barrier and then over the gap in the road to the right (hover
    to get across).  In here, after you defeat the robots, use the large lift to
    reach the upper level.  Notice the road signs.  Freedom is in "? miles" and your
    amigo is in the left lane.  Now here's your big chance to get lots of points.
    
    Target the bomb robot ahead and all the packs of dynamite at once and release B.
    Afterwards, go forward and use the pulley to reach the tops of the cylindrical
    objects floating up and down.  Use them to reach the top (the golden robot of
    the stage is near there).  Here you will see a jet and the checkpoint.
    
    Hover to jump over missing segments of the highway and avoid the explosions that
    follow the jets (if the air force cannot take Tails, that is just sad).  When
    you reach the end, jump left.  Press the button to launch a rocket at some
    otherwise impassable cages.  Now hover that way and you're big chance to score
    some major points arises.  Target the enemies and packs of dynamite here and
    you'll be awarded with huge sums of points.
    
    When you reach the end, hit the last two cylinders to knock them over and use
    one to reach the higher-elevated platform.  Avoid the bombs of the bomb robot
    toward the end.  Jump (hovering, of course) to the other side of the pit and
    engage the enemies.  Wait for a good time to run under the weights.  Now climb
    up the road (it's teeming with gunners) and you'll eventually see the weights.
    Do not step on them or you will drop with them.  Instead, get a good running
    start and jump over them, hovering across the pit.  Now use the floating
    cylinders to reach the checkpoint, at last.
    
    As you run down the road, your speed increases.  Jump across the collapsing part
    of the bridge (note that I did not say hover.  Continually jump, quickly, to the
    side).  At the end blow up the dynamite pack and use the cylinder to cross the
    gap.  This is a relatively peaceful stretch of land.  Do not stand in the middle
    of the road or it is likely that you'll be the target of a bomb.  At the end
    there is an earthquake.
    
    I highly doubt that there could be one that affected only that part of the road,
    so we will assume that Omochao is wrong.  Curse that Chao.  Anyways, you'll
    reach a tunnel.  Gunners and bomb robots use the crates in here as cover.  Jump
    to shoot through the holes, or you can just shoot the crates to even the playing
    field.  Either way, be wary of the many gunners in here.  This is where they try
    to kill you (and the upcoming portion).  As you go, gunners galore appear
    everywhere.  Not only that, but parts of the bridge above fall down.  Avoid them
    to reach the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    You want to know why Mission Street (and most Tails levels) are hated?  Play
    this mission.  My advice is this: collect every ring in sight.  Period.  Take no
    hits and go slowly when you know jets are going to bomb the road.  Remember that
    capsules are sometimes in boxes.  Do not worry about points; rapidly press B if
    you want to defeat enemies.  Remember that ring missions are based on time, not
    points.  Good luck.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Hooray!  An easy mission on Mission Street.  We'll start at the second
    checkpoint.  Walk off the road opposite the checkpoint and hover down to a small
    tract of road.  Play Mystic Melody by the ancient shrine and jump into the
    light.
    Hover across the cylinders ahead.  Be aware (so that's where "beware" came from)
    that there's a gunner on the third cylinder and a bomb robot guarding the last.
    On the last is the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    And so the clouds parted and lightning hit Tails, causing his levels to be
    impossible.  Oh, sorry.  You've got 3 minutes and 30 seconds to beat this.  With
    my best time, I did it with six seconds left.  Basically, do not stop ever.
    Keep going until you finish.  Even if you're on the verge of death, press on.
    As you get better you'll get faster.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    The last mission on Mission Street.  There should be a parade, a monument, an
    international holiday, and a medal.  No, we'll reserve that for the last Tails
    level.  Now, I imagine that the Sonic Team is composed of old, sadistic men that
    steal candy and money from babies and then proceed to get them to invest is
    Enron.  This really isn't as hard as I may hype it up to be.  Note that you'll
    need the Bazooka to break metal crates.  First, if a section of the road is
    knocked down and you need to cross, shoot down the pillar near it and use it to
    cross.  Second, the earthquake-shaken segment of road now shifts in different
    directions.  When it shifts to the left, jump across.  Now remember, lots of
    enemies add to up to lots of points.  You'll need a lot to get an A.
    
    ================================================================================
    =================================Aquatic Mine*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    In the same region as Pumpkin Mountain (they go Knuckles-Tails-Knuckles because
    Sonic got two levels in a row) is another ghost-infested place to find three
    shards of the Master Emerald.  Knuckles seems to meet a lot of ghosts in this
    game.  Well, there is an EXTREMELY valuable item here.
    
    Although it isn't particularly useful right now, it will be your best friend in
    the last level.  But first, I'll describe the course.  There are four main
    regions of this level.  First, there's the uppermost region.  When you start,
    glide to the pillar and climb up.  Jump to the pulley and take it to the top
    region.  Then there's the one you start in.  Then there are two more levels
    below that are currently covered in water.  You can adjust the water level by
    using switches.  Relative to the start, go behind you.  In an alcove are two
    switches, each changing the water level.  The other switch, which changes the
    water to level 3, is located in the uppermost level.  Now to get the Air
    Necklace.
    
    UPGRADE: Air Necklace
    
    This lets Knuckles breathe when underwater automatically; he cannot drown.  This
    seems sort of useless at first, but that's because you haven't seen the final
    level with Knuckles.  It is killer, a mass murderer, without the Air Necklace.
    Rambling aside, it is time to get it.  First, the water must be Level 3 (the
    switch in the uppermost region).  When it is, you can drop into a hole from
    Level 2.  Drop in and enter the mineshaft from there.  The camera is very
    limiting here, so I'll try to guide you as best I can.  Go down the first tunnel
    and quickly go through the only available tunnel.  Swim down quickly with B to
    drop through the wooden beams (well, not through them, but pass them).  Go
    through the tunnel you see and then rise as quickly as you can (A) to rise up
    and take the Air Necklace.
    
    Now, for a few more tips to help you along.  Remember that may be buried and
    that they will more then likely be in different mineshafts.  If they are,
    explore them top to bottom.  To trigger your radar, run around the perimeter of
    the middle layer.  It gives you a good reading there as to what side to look on.
    Also, you may find the emerald in crates, enemies, and it may move.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Drop in and collect the rings around you for 8.  Now glide to the upper area
    (reach it via a pulley).  Lower the water level to 3 and take the 10-ring
    capsule present.  Play Mystic Melody by the ancient shrine to open a door.  Run
    down the tunnel to be in a large chamber.  Take the 20-ring capsule behind the
    pillar here.  To exit, go through the only door available to you and climb up.
    Now go to where you'd normally get the Air Necklace.  Collect the rings down
    there (don't forget some capsules by the wooden beams) and you'll have 110, more
    than enough.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    From the start, take the pulley to the topmost region.  Play Mystic Melody by
    the shrine (without draining the water) and punch your way past the overturned
    mine carts into a water-filled chamber.  Look around to see two rings leading
    up.
    Follow these vertical rings to a tunnel with a pulley at the end.  Take it up to
    the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Use the hint monitors, my friend.  They help you, and greatly increase your
    speed.  If you're aiming for an A, still use the monitors.  The speed points
    outweigh the monitor point-loss.  Best advice you'll ever get on this course.
    Also, it is wise to keep the water at its lowest level all the time.  Most
    emeralds can be accessed this way.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Note: The first emerald is a bit out of the way.  You should be aware that you
    can skip Master Emerald shards, Chaos Emeralds, keys, or what have you, and go
    to the one that is not on your radar.  In this way, you don't waste time
    returning to the main room from # 1, which will give you a time bonus.
    
    The first emerald is near to where the Chao was.  That is, go to the uppermost
    room, play Mystic Melody by the shrine, go through the shaft, dive down, swim
    through the hole in the ceiling that the rings lead to, and go down the tunnel
    behind the spike to the shard.  Now go to the second floor with the water set to
    level one.  Go through the opening into a mineshaft.  Go forward and dive down a
    bit, entering a tunnel with a slanted path.  Go down when you see the three
    skulls on the wall and follow the tunnel to the shard.  Now surface to the main
    room, very top.  Look for a waterwheel against the wall and jump onto it.  Use
    the Sunglasses to see a spring on it directed toward the water-powered lift.
    Bounce on it to the shard.
    
    ================================================================================
    ===================================Route 101*===================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    This mission is timed, although it is not particularly difficult.  It does,
    however, have extremely difficult secondary missions.  Anyways, like I said,
    this is an easy level.  The checkpoints are presented in checkered lines (like
    the starting point in a race).  Each time you hit a checkpoint, you get a time
    extension.  There are a few cars (hitting them will slow you down), and there
    are also walls.  This is a good thing, because they act as a barrier so that you
    don't drive off the highway, but they can also slow you down.
    
    Of course, all other cars are built rather pathetically, meaning that you can
    ram and destroy them by stopping in front of them.  Personally, I like looking
    at the advertisements (Chao Soda, for instance) and the types of cars in this
    level.  Sometimes you'll find balloons, but rings are completely optional.
    Also,
    you get Boosts as you drive (press Y).  Use these in straight stretches of road
    for maximum effect.  At the end you'll catch up to the president's limousine.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    This couldn't be easier.  All the rings are laid out for you.  There are lots in
    balloons that you'll find on the road (there's one in the pit stop before each
    checkpoint).  Also, collect the many rings along the road.  You should get an A
    quite easily.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Ugh, Tails sure has an interesting taste in missions.  You cannot hit other
    cars,
    which may not seem too hard.  I didn't have much trouble with this.  Keyword
    there was much.  For you see, no matter how carefully you drive, there's always
    the possibility that someone will run into you.  Also, in parts of the course
    with very narrow passages (like in tunnels), you'll have trouble not hitting the
    slow-moving geezer in front of you.  But, in all truth, this is a drizzle.  The
    storm is coming up next.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    The Sonic Team sat down one day and asked each other how they could make a
    mission that is (1) done by Tails, (2) lacks any sympathy at all, and (3) will
    cost around all your lives to get a grade, let alone an A.  Well, they've done
    it.  Try not hitting the walls.  Now, I assure you that it can be done.  Dry
    slowly without accelerating a whole lot.  Stay in the middle of the course as
    much as you can.  Release A when making turns to skid, which is easier to come
    out of a turn with.  Also, make use of breaks.  Do not boost, by the way.
    Follow these rules carefully and you'll manage.  However, getting an A on it is
    another story.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    The good news?  You can hit walls and cars.  The bad news?  You get a much
    shorter time bonus for hitting checkpoints.  Play through normally and you'll
    probably make the first checkpoints.  However, reaching the president is very
    hard.  You always seem to run out of time right there.  However, I have some
    advice.  Take all the rings you can while maintaining top speeds.  This way, you
    can boost often.  Practice, practice, practice!  It takes a lot to pull off this
    mission, especially since there's about 20 seconds of driving between the last
    pit stop and the president's limousine.  Godspeed...
    
    ================================================================================
    ==================================Hidden Base*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Yes, this is another fantabulous level with Tails.  In this level, treat
    quicksand as falling off the bridge in Mission Street.  Seriously, it is just a
    quicker way of dying instantly.  From the start, go forward onto another
    platform.  Get used to enemies appearing directly in front of you.  Also, target
    enemies from a distance.  Hover forward to the next platform and fire bullets at
    the three dynamite packs to lower the platform.  On it, destroy the Eggman
    capsule and jump to the next platform.
    
    Shoot the wall ahead (breakable) and you'll see several packs of dynamite.
    Target them all and the capsule to get at least 600 points, if not more (two
    enemies fly by to the left).  Jump across the platforms and shoot down some more
    doors directly ahead.  They've placed some enemies to the sides; be careful.
    When you enter a tunnel, run to the end and shoot the wall.  Three separate
    machines come out to shoot you.  Defeat them all and break the north door.
    Shoot the door to the left and as you walk through, an airship swoops down and
    shoots you quickly.  Ahead is the checkpoint.
    
    Shoot the dynamite packs to lower the platform and then shoot down the doors
    ahead.  Jump onto the platforms ahead and you can reach another platform that
    you must lower.  Continue across the platforms sticking out of the quicksand and
    you'll see more dynamite packs by a pulley.  Shoot the former and use the latter
    to get onto another platform.  Go left and then hover to another platform ahead.
    Two flying bots pop up as you do so.
    
    Take them out and use the pulley to reach the platform that you should lower.
    To the upper left is a pulley.  Take it up and jump right.  Hover over the gaps
    and make your way to the Eggman door ahead.  Shoot it and the subsequent doors
    to reach an open area with two spiky robots in them.  Shoot them and their
    subparts, and then hover to the checkpoint.
    
    Shoot the Eggman door and jump to the pulley in here.  While hanging you should
    clear out the enemies.  Then jump to the pulley to the right and take it to an
    Eggman door.  This is the kind of level in which Tails should use the Tornado II
    to fly.  Anyways, bust down the door and go forward to a spring.  Somehow, it
    can bounce the weight of the Cyclone up.  Shoot down the door ahead and hover to
    the ledge it was on.  Bust down the door to the right and you'll see another one
    ahead.  Shoot down the wall here (the one with the sphinx on it) and follow the
    path to yet another Eggman wall directly ahead.  After it you'll find the
    checkpoint.
    
    Before the checkpoint, to the right, are three capsules, among them a 1-UP.
    Now,
    past the checkpoint, you'll see a system of pulleys.  Use the first to reach the
    second (jump and hover to it), and then left to the third, and then left to an
    Eggman wall.  To the left are several spike bots.  Defeat them and continue in
    that direction to three packs of dynamite.  Shoot them down to lower the
    platform and then shoot the Eggman wall.  There are three, all of them in a row.
    
    Now go all the way left when you've gone through the doorway.  Jump across the
    pits (hover, too) and you'll reach several capsules.  Break them and then the
    Eggman wall.  In here, fly around on the ground to the right to find a pulley.
    From there shoot the six packs of dynamite to lower the platform two levels and
    then jump to the other pulley.  Jump onto the platform and use the third pulley
    to reach an Eggman door.  Blast it down to see the doorway into the pyramid, as
    well as the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    This is just cruel.  You cannot afford to be hit because there just aren't
    enough rings in the stage to do so.  First, a 10-ring capsule at the start is
    pretty obvious.  When you reach the first set of monkeys (called Kikis), go
    progress normally and then fall to ground floor (so that metal containers are
    ahead).  look in the quicksand to the right for a platform with 12 rings on it
    and a spring.  When you reach the second set of Kiki enemies bombing you, look
    on the ground behind a spring for two 10-rings capsules.  That was outside.
    Back a bit and right of the third checkpoint are two more 10-ring capsules to
    collect.  Time your passage through checkpoints carefully - it is one of the
    easiest ways to get rings.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    After the third checkpoint, take down the Eggman wall and jump forward to a
    pulley.  Take them up in here until you reach an Eggman wall that you must
    destroy.  Through the door (seriously, you can't miss it) is an ancient shrine.
    Play Mystic Melody to open the ancient door.  Fall down to the horizontal stone
    beams on either side and then hover down to the feet of the large pharaoh
    statue.
    
    This is the only safe way of assuring that you land on safe ground.  Dispatch
    the enemy and hover through the door it was guarding.  Here's another example of
    when cameras can kill.  However, there's no need to jump for the strangely-
    moving platforms.  Just hover to the pulley.  Now, many enemies will fire at you
    at once.  Just hover to the spring to your upper-right quickly and bounce to the
    Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Three minutes and thirty seconds leaves you very little room for mistakes if
    you're aiming for an A.  First, always run and always shoot.  Do not stop to
    shoot Eggman walls; shoot them as you run.  Do the same for enemies and dynamite
    packs.  Of course, it is really quite easy to make the time.  I've done it with
    thirty seconds left over.  But the hard part is getting an A in that time.
    Lock-on as much as you can, but expect to get your biggest number of points from
    a good time.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Hidden Base is pretty unaltered, really.  It has a few more enemies, but there
    were already lots of high-class robots here to begin with.  Note that there is a
    Health pack in the distance when you get past the first checkpoint (outside,
    many pillars).  Also, Kikis have huge bombs now.  Some platforms move around in
    the quicksand, too.  But, after that torturous hunt for rings, you'll find this
    is a really easy mission.
    
    ================================================================================
    =================================Pyramid Cave*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Run to the end of the tunnel.  Note that jumping through rings gives you
    technique points.  At the end you'll be boosted to the first checkpoint.
    
    Jump onto the hourglass ahead and the door opens until the sand drains from the
    top half.  Go through the door and bounce on the spring to the pulley.  Jump off
    and run down until you see a red bar that is so bright that it looks like a
    laser.  Swing on both of these to reach the other side of the gap, which has an
    hourglass on it.  Jump on it and Light Dash using the rings along the way and
    you'll easily beat the door.  Continue forward for a loop and a boost that end
    by a robot.  Home attack this new breed of gunner and go forward.
    
    UPGRADE: Bounce Bracelet
    
    Run forward for the Bounce Bracelet.  It gives Sonic the ability to roll into a
    ball and bounce down to earth by pressing B while in the air.  Keep pressing B
    and you'll reach a height that you previously couldn't.
    
    Bounce up the walls ahead and you'll see an hourglass.  Jump on it and then
    bounce up through the door above.  On the other side is another type of door
    (real great security, Eggman).  On the pedestal is a stone.  Place it on the
    glowing altar and the door opens.  When the door opens (and stays open), you'll
    see the checkpoint.
    
    Coming out of the serpent statue's mouth is a wire.  Grind across the gap on it
    to bypass quite a few pointless obstacles and reach another altar.  However,
    unlike the last, the stone is not in the vicinity.  Grind on the rail to the
    right and run forward, up a sloping path, to the stone.  Pick it up (the ghosts
    here hold you down so that you're a sitting duck for the gunners) and hit the
    hourglass.  Run forward and through the door.  Jump up the blocks here and get a
    running start up the slope.
    
    Put the stone on the altar and the door opens.  On the other side hit the
    hourglass and then start a roll by holding B.  Release and you'll zoom at high
    speeds through the tunnel.  Avoid the ghosts and roll under the door at the end
    to barely make it.  Here, hit the hourglass and speed through another door.  Go
    very quickly to go through all three doors.  At the end roll under the low ledge
    to be sprung to a loop series.
    
    At the end you'll run into a robot.  Use the spring here to reach the next tier
    (or bounce).  Bounce to the next tier and home attack the 1-Up.  Run forward to
    a rail and grind across to another hourglass.  Hit it and roll up the slope by
    holding B for a bit and then releasing to just barely get through the passage.
    Follow the path to some loops that end in the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    There are actually quite a few ring capsules in this course.  All your rings can
    be gotten by the second checkpoint.  In the first stretch you'll find a 20-ring
    capsule and a 1-Up.  Just run along the left wall and you'll be boosted to them.
    When you reach the first bar, drop down to find two 10-ring capsules.  Collect
    the other rings in the level (on the ground) and Light Dash often to do so.
    This should be a piece of cake.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    There are two ancient shrines in the course, but you want the second one.  The
    shrine is right after an hourglass that you must hit to open a door up a slope
    and it precedes a loop sequence.  Hitting it causes a spring to form to the
    right.  Bounce up and go through the door.  Hit the hourglass and bounce up to
    the bar.  Jump across them (jump when you're at the peak of the swing) and
    you'll go through the door to find the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Yes, I know.  Four minutes on a Sonic level.  This should pose no problem to you
    at all if you're good with Sonic.  Where you start, charging up a Spin Dash
    (hold B) can save you about two to four seconds.  Grind rails and become
    proficient at bar-swinging.  Light Dash anywhere and everywhere.  Also, avoid
    ghosts that grab you.  If you get grabbed, you'll take three seconds or more off
    your timer.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    This place is so haunted.  Where there weren't ghosts, there are now, and where
    there were ghosts, there are more.  Also, hourglasses tend to be faster.  This
    is especially true of the door that blocks you from putting the second stone
    into its altar.  You're going to have to throw the stone to the hourglass, which
    is now against the wall, jump to the hourglass, pick up the stone, and then hit
    the hourglass and go through the door.  Then you're going to have to throw the
    stone up the ledges to make it to the altar.  Aside from that, clever enemy
    placement is your only concern.
    
    ================================================================================
    =================================Death Chamber*=================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    This is probably Knuckles's worst level.  I absolutely hate this stage.  But it
    does have one of the new upgrades for Knuckles in it.
    
    UPGRADE: Hammer Gloves
    
    Hit the hourglass right in front of the starting point and the door opens.  Run
    into the first hallway and look right to see some crates.  Break them with a
    punch and you'll reveal the upgrade.  Most upgrades aren't this easy to find.
    The Hammer Gloves allow Knuckles to break steel containers.
    
    You can bet that at least one of your shards will have something to do with
    breaking open the metal boxes.  Black ones are still, and always will be, off
    limits, but now you can break both of the other types.  Anyways, there are three
    parts to this course.  It is shaped much like a triangle with a line connecting
    the vertex to the base, if you catch my drift.
    
    If you use the hourglass in the room to run through the hallway you can reach
    the red part of the course on the map.  The dark blue portion is to the left
    (when looking at the map).  You need the Hammer Gloves to access it.  To the
    right is the green portion, which is also covered by metal crates.  Run through
    the triangle each time you need to see if you're radar starts beeping or
    blinking.  Also, you should note that you can go through certain walls by
    digging where you see a scarab, right in the middle.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Let me teach you the cheapest way to get ring ever.  Jump forward and collect
    the rings around the hourglass.  Hit it and go forward again, collecting the row
    of rings in the hall.  Now hit the hourglass and return to the first room.  Go
    to the blue hallway (between the red and blue sections) and you'll find an
    ancient shrine.  Play Mystic Melody there to make 14 rings appear.
    
    Now go to the main room (represented by a light blue sprocket) on the map.
    There are tons of rings in there, even a 10-ring capsule.  Now go to the first
    room.  There should be a giant ring that says "Back" on it.  This is good for
    you, because it restarts the level (you keep your rings) and resets the rings
    you've gotten.  Repeat this process to collect them all.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    We're headed for the main room of the chamber.  It's the sprocket, remember?
    You must've seen an ancient shrine when you were there.  Also, having the Air
    Necklace would help a lot.  When there, play the Mystic Melody at the shrine to
    open a door nearby.  Dive into the water and find an hourglass.  Follow the wall
    to the door and go through before it shuts (obviously).  Swim forward, past a
    ton of ghouls and gunners, and you'll reach a room with a capsule in an alcove.
    Look on the ceiling for an exit and you'll reach dry land.  Now climb the
    pillars to find an hourglass.  Glide toward the screen, climb a bit, and then
    glide back for the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    The Sonic Team knew that this would be hard, so they give us five minutes to
    find the keys.  Like any Knuckles level, use hint monitors.  Speed points are
    better than not-using-hint points.  You should know the layout of the place,
    too.
    The third hint is always the most useful because it tells you what room or color
    to look for.  If you get lucky and have easy keys, you'll probably make the
    time.
    Good luck.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Upon starting, hit the hourglass and go left to enter the green hallway.  Go
    through until you see a picture with a scarab on it.  Dig through to enter a
    room with two gunners and a few ghosts.  Now hit the hourglass to make platforms
    eject from the walls.  Use them to break the steel crates on the walls.  Behind
    one is another hourglass.  Hit it to make the central door come undone.  Quickly
    run over there and dig for the first key.  Now go to the main room (sprocket on
    the map).
    
    Play Mystic Melody at the shrine on the ground and dive into the water (like in
    the third mission).  Hit the hourglass and swim to the door.  Go through and
    continue forward, hitting the hourglass again to get through the door.  Go
    through the next door and swim up.  Behind the box is the key.  Now swim up and
    hit a switch (it stops a weight and therefore allows you to surface).  Swim up
    and onto dry land.  Now hit the hourglass from the third mission.  Dive down and
    enter the alcove beneath the gunner for the final key.
    
    ================================================================================
    ================================Eternal Engine*=================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Defeat the enemies in this room to open the door.  Go through the hall,
    destroying all opposition, and go through the door.  Continue through the hall,
    taking out robots and opening doors, to find a spring.  Bounce up to a pulley
    (right) and use the pulleys to reach a door.  Go forward through a door,
    defeating the bomb robot, and you'll reach the checkpoint.
    
    There are dynamite packs on the doors in the area.  Blow them up if you're
    desperate for points, but otherwise avoid them.  They let air out, which sucks
    you out, too.  Go through the door and be careful not to target the explosive
    containers.  It will probably blow up in your face.  Obliterate the foolish
    robot defenders of the room, walk around the laser wall, and go through the
    door.
    Immediately destroy the bomb robot you see.
    
    Then go through the right door.  It is locked, so go to the previous room and
    take the other door.  This has some crates and an explosive tied to a door.
    Touch the switch in here to open the door that was locked and go through it.
    Defeat the enemies on the bridge and then pass over it to the door.  Don't
    target the dynamite packs in this room.  Just go through.  Now you're outside.
    
    Personally, I think that ARK has some sort of artificial atmosphere or a glass
    container around it.  Otherwise Tails would suffocate right around here.
    Descend to the moving platforms below slowly by hovering.  At the bottom, find a
    rocket behind you and press the button to launch it.  Then make your way through
    the door that you may now use.  Go to the next door and watch out for the large
    weight.  Bounce up on the springs to the weight and then take the pulleys to the
    checkpoint.
    
    There's an enemy in here that is very bothersome.  As it releases its tentacles
    jump up and hover to avoid them.  Their heads are the weak spots.  In the room
    to the left are three more.  Defeat the two on the ceiling without them noticing
    you and attack the first one with the same strategy as the first.  Go around the
    lasers and through the door.  Defeat the enemies in here and use the crates to
    reach the next tier of the room.  Use the floating platforms to traverse the
    gap,
    which ends in a checkpoint.
    
    Go through the first door and then through the one to the right.  Defeat the
    enemies here and advance to the next room.  Defeat enemies as you go and follow
    the path to a pulley.  Take it up to more outdoor path and another pulley.
    Defeat enemies as you go.  The flying kind is more advanced than the original
    flyers.  Through the door at the end is the checkpoint.  Pass through it,
    obviously.
    
    In this room is plenty of dynamite to go around.  Just ignore them and the
    flying enemies and you'll reach the door safely.  Take a Shield from the capsule
    and go back outside.  Blow up all the dynamite to fall through the bridge to a
    rising platform.  Through a door you elevate/lower by are three capsules, one
    being a 1-Up.  Take the rising platform down and go across the platforms to a
    switch.  Press it and look for a spring behind the adjacent crates.  Bounce to
    another platform and ride it up to a now-open door.
    
    UPGRADE: Bazooka
    
    It is right in front of you at this point.  This upgrade allows Tails to break
    steel crates.  It is required to finish this level and others.
    
    With the new upgrade in hand, exit this area and slowly descend to the floating
    platform below.  Shoot the metal crates here and go through the entryway you
    formed.  Run through this room without attacking anything.  In the next room a
    floating tentacle enemy attacks you quickly.  Avoid it with a well-timed jump
    and then jump to the pulley over the pit.  Use them to reach a platform that
    rises to a door.  Go through this room and then right.  Here's the checkpoint.
    
    Go forward and you'll be outside.  The gravity isn't strong enough to pull you
    down, but it is almost as strong as the Cyclone's resistance.  This causes a
    very strange thing to happen to the Cyclone.  You spin out of control in space,
    which makes it pretty difficult to target enemies.  Just go forward and through
    the door, ending the crazy gyration.  In here, defeat the enemies and go through
    the door.
    
    Avoid the deadly tentacles of the monster here and drop down.  Hover past the
    lasers and land on the platform.  You get strapped in and the red objects here
    continually fire bullets at you.  Here is where you can get the easy A.  Target
    the bullets over and over, each time getting 2000 points from destroying it.
    Continue this until you have over 35000 points to have an A.  When you're
    finally ready, shoot the wall and go to the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    If you pick up rings on the ground, you'll have 26 by the time you reach the
    first checkpoint (that includes the 5-ring bonus).  There's a 5-ring capsule in
    front of you.  Now go left and get the six rings before the door for 37.
    There's another 5-ring capsule in the room after your first time outside.
    There's another 5-ring capsule later in the course by a weight and pulley.  When
    you reach the second checkpoint you'll get ten more rings.  Get the rings in
    front of it to have 65.  You'll have 85 by the time you reach the third
    checkpoint.  The remaining rings are gotten when you next venture outside.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    When you first get outside (a little ways after the first checkpoint), look left
    for an ancient shrine.  Play Mystic Melody and take the platforms that appear to
    an elevator platform.  Take it to another ancient platform and then hover to the
    platform ahead.  Use it to get inside a new room.  Don't shoot anything or the
    hatches to space open and you die.  Jump to the platform and wait for a good
    time to hover over the lasers.  Through the door is the Lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Five minutes is all you got, so use every second of it.  Remember to run and
    shoot.  Don't stand and shoot; run and shoot.  Also, this may seem pretty little
    when you think about it, but you probably lose quite a few seconds to the space
    hatches.  They slow you down a lot.  Good luck, especially if you're wanting an
    A.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Yes!  Hard mode!  What a relief!  Anyways, you won't have any trouble with this
    mission.  There's nothing you haven't seen.  It's basically the first mission
    jacked-up with more G.U.N. robots and space hatches.  No more Tails levels!
    
    ================================================================================
    ==================================Meteor Herd*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    This is the best Knuckles level yet (and in the game).  Three of the shards of
    the Master Emerald that Knuckles collected landed here.  There is also an
    upgrade to be found in this level that is required for many other missions.
    
    UPGRADE: Sunglasses
    
    From the start, glide forward to the main tower.  On the ground level are large
    boulders (meteorites) that you can punch into doors and boxes to bust them open.
    Find a meteorite on a platform that is physically separate from the tower ground
    area.  Punch the rock into the door opposite it to uncover a metal box, under
    which is a switch.
    
    Press it and the floor of the tower opens.  Climb up to where the invisible wall
    stops and drop into the tower's open floor.  In here you'll see several
    platforms over lava.  Fly to one of them below to find this upgrade.  When you
    wear the Sunglasses, you can see invisible objects.
    
    Now for a description of the place.  First, most of your emeralds will not be in
    the starting area.  More than likely, they'll be on or above the central tower.
    You can climb it for a long time and go extremely high.  Rockets can be used to
    advance to higher places.  At the very top is part of ARK, I believe.  In this
    course the gravity is weaker, meaning that you can jump higher than normal.
    Other than that, there's not much good advice.
    
    Avoid meteors, which make the course famous.  There's hardly any resistance at
    all in the level, though.  To get the radar to start working you're going to
    have to patrol all side on all elevations.  Note that emeralds may be inside
    some of the meteors floating near the long tube-like objects before the topmost
    section of the level.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    There are eight rings around you at the beginning.  On the ground, directly
    ahead of you, are six more.  Face the central tower and go right.  On this
    tunnel is a 20-ring capsule.  Right of it a platform with a meteorite and a box
    on it.  Punch the former into the latter and you'll get 20 more rings.  Left of
    it, on the ground, are six more rings to bring you up to 60.  Now get onto the
    base of the tower.  There's a 5-ring capsule in plain site on it and a 10-ring
    capsule in a door (75).  Get to the top of the tower and jump two platforms up
    to see one with five more rings on it (80).  Use the spring to bounce to another
    platform and collect the rings to have 94.  There's a 5-ring capsule floating
    diagonally in the area (99).  Now glide to a small platform that has the
    remaining rings on it.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Get into the tower and take the rocket on the second floor up to a new platform.
    Use the spring here to bounce to a rocket, which you should take up.  Climb a
    bit and glide around until you find the ancient shrine on one of the ledges.
    Play Mystic Melody and jump into the warp light.  When you fall, play it again.
    At the end of this warp is the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    You have four minutes and thirty seconds to get three shards.  That's plenty of
    time.  You see, there is one easy way to scan the entire area to see if your
    radar starts to work.  Use the rocket in the main tower to fly up.  Bounce to
    the other rocket and take it up to ARK.  Now fall down from the center and see
    what elevation starts your blinking.  Obviously, if it starts blinking on the
    way up, don't take another rocket.  This is truly the easiest way to go about
    the level.  I did this mission in a minute and a half thanks to this strategy.
    Remember to do it from different sides of the colony.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    This is the last time you'll need those Sunglasses.  The first shard is easy to
    get.  Glide forward and gently punch the meteorite to the right and then at the
    door (closest to the corner).  Breaking it open releases one shard.  Now stand
    on the top level of the tower.  Look for the spring and look at it in the way
    that is directed.  Bounce to the platform it is pointed at and once there, look
    over the ledge for a small metal beam coming out of it, leading to a 1-Up.  Take
    the 1-Up and then put on the Sunglasses to see a spring.
    
    Bounce to another spring (a bit to the right) and continually bounce up until
    you see the shard.  When you see it, glide to it from the peak of your bounce.
    Now go to the tip of ARK (use a series of springs starting in the tower to reach
    the tip).  Fly around the middle part of the point and you'll find a red bomb
    robot on one of the ledges.  Put the Sunglasses on to see a spring off the side
    of this ledge.  Glide forward as you go and pick up the final shard.
    
    ================================================================================
    =================================Crazy Gadget*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Run forward, through the door, and home attack the two gunners.  One falls down
    by the 5-ring capsule ahead.  Go left and hang onto the rail to slide to the
    end.
    Once there, jump forward and defeat the tentacle enemy with a home attack to the
    head before it can strike.
    
    Now go forward and press B by the arrow switch.  This reverses gravity, letting
    you safely cross the pit.  Run forward, killing the enemy at the end, and then
    reverse the gravity to normal.  Fall down and go through the door.  Attack the
    gunner and follow the path to defeat another tentacle monster.  Use the pulleys
    to reach a new sector or ARK.  There's the checkpoint.
    
    Home attack the glass of what Omochao so kindly tells you is the high-speed warp
    tube.  After more loops than you can shake a stick at, you'll enter a room with
    a pit over acid ahead.  Home attack the robots here.  The third one, the
    superiorly programmed one, has a spring for protection that bounces you to a
    Bomb.  It destroys all the enemies in the room.
    
    Head over to the switch and press it to invert the gravitational pull.  That's
    right; everything your science teachers ever told you were lies.  Gravity
    repels.
    Anyways, when at the top go forward to a spring and bounce to a lower ceiling.
    Run forward and roll through the slit in the wall.  Follow the set trail to the
    checkpoint.
    
    Run forward to a rail and grind on it to three switches.  Press the right button
    and go right until you find a pole between two black crates.  Grind down it to
    level ground by a tentacle monster.  Continue forward, past some electric
    flyers,
    and you'll be boosted to a tentacle enemy that releases its components -
    possibly a hundred tinier enemies that explode upon impact.  Hit the head to
    open the door.  That's where you will find the third of the checkpoints.
    
    Grab onto the rail and you'll drop down to Omochao.  He actually gives useful
    advice!  Run into the passage ahead and you'll see a shield robot.  Roll into it
    to beat it.  Now jump to the rail and slide down to another shield robot.  Roll
    into it for a quick victory.  Now jump up and wait for the electric fields
    around the hovering enemies to drop.  Home attack across them to land on a rail
    that leads to a spring.  Bounce up to a door that hides the fourth checkpoint.
    
    Home attack the high-speed tube glass and you'll enter it.  Eggman warns that if
    you don't advance, Amy will die.  At the end of the tube you reach a gravity-
    reversed room.  Light Dash forward and avoid the tentacle trio.  Hit the switch
    ahead to assume normal gravity levels.  Look behind Sonic when you fall to see
    springs.
    
    UPGRADE: Flame Ring
    
    Go around the crates when you have bounced up to find this upgrade.  It lets us
    crush metal crates using a bounce or a Flame Somersault.  I will still call it a
    roll.  This is used in getting another upgrade in City Escape, too.
    
    Go back to where you first dropped down and go forward to a gravity switch.
    Break the metal crates and then activate it.  Roll through the slit in the wall.
    Run forward to see a tentacle monster shooting lasers.  Defeat it and bounce on
    the spring to reach a tunnel below.  Grind down the rail and you'll end up by
    another enemy.
    
    Attack it before it can attack you.  Run to the springs and bounce down to a
    trail of rings.  Light Dash across them and hit a metal crate by where you end
    up.  A spring is unveiled, letting you bounce out of the reversed gravity's hold
    to the bottom.  Run forward, attacking the monster, and go through the door to a
    trail of rings.
    
    Light Dash across them to a new part of ARK.  The enemy ahead divides into many
    tiny enemies.  Attack the disembodied head to destroy all the minions below.
    Follow the path to an electrically charged flyer.  Destroy it when its field is
    down and then slide down the rail.  The gold enemy is near where you stop.  At
    the end, run forward, defeat both shield robots, and take the high-speed tube.
    Run forward to another enemy.
    
    I do not recommend defeating all the enemies in a single homing attack.  Spread
    out your attacks and victor to open the door.  Now drop down to the floor below.
    Defeat the enemy to go through the next two doors.  Use a Bounce Attack to reach
    the next tier and use the springs to the left to reach the tier.  Defeat the
    enemies to go through the door, where you'll find the checkpoint.
    
    Boost forward, hitting the switch along the way.  Through the door, press the
    gravity switch.  Run left to a purple path the ends in another switch.  Follow
    the green path down to some black crates.  Stand on them and bounce to the next
    tier.  Here, press the gravitational switch.  Run up the yellow path quickly and
    you'll reach the blue path (you can also jump).  Follow the blue path to the end
    and press the switch to return gravity to normal.  When you fall, follow the
    path to another switch.
    
    Press it and bounce on the spring (go down) to another face of the yellow
    figure.
    Hit the spring to be launched onto a rail and take it to the green path.  Follow
    it to another spring, which leads to the purple path.  To the right on it is a
    trail of rings.  Light Dash to a 5-ring capsule and hit the gravity switch.
    Follow the purple path down to a switch, press it, and then press the other
    switch.  You're taken to a red path.  Go forward on it to a switch behind some
    black crates.  Go down on it and you'll fall to a regular strip of land.  Hit
    the rocket button to break the wall and reveal the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    This being a Sonic level, the rings are abundant.  However, Sonic Team took a
    liking to tentacle monsters and stuffed them in by the baker's dozen.  The
    safest place to be when facing a tentacle monster is behind them.  Spin Dash to
    get behind them quickly and then home attack their fragile heads.  In this way
    you can deal with the biggest threat to your rings.  This is really an easy
    mission once you can avoid those tentacles.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Get to the fifth checkpoint.  Continue forward to reach the huge gravity-
    manipulating part (with the colored blocks).  When on the final red block, use
    the leftmost switch there to fall to the purple block.  Follow it to an ancient
    shrine.  Play Mystic Melody and Light Dash the rings that form.  Hold forward on
    the control stick when you Light Dash or you'll fall to your death.  At the top,
    run forward to the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    You have five minutes, which really isn't that bad (if the blocks weren't at the
    end of the level).  There's one really good shortcut for this level.  First I'll
    list a few of the basics.  Always grind on rails and never engage an unnecessary
    opponent.  As for the shortcut.  Near the end of the level you'll see a rail
    with two spike balls and hovering robot on it.  Use it (kill the robot to open
    the door).  This saves you a lot of time indeed.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Remember, change isn't always good.  The biggest change lies in the final sector
    of the gadget - the room with all the gravity switches.  First, the switch that
    creates the rocket that you need to knock down the acidic wall blocking the Goal
    Ring is covered by a black box (still on the green block) that you cannot break.
    When you get on the yellow block, find a gravity switch toward the rear.  Press
    it and then quickly hit the switch before the black box lands on it.  Also, the
    line of rings that you Light Dash on is missing in action.  Instead, you'll have
    to jump off it and hope for the best.  Also, there are generally more lasers
    than before.
    
    ================================================================================
    ==================================Final Rush*===================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    you start out flying on a rocket and onto a rail.  Grind to the end and when in
    air go left to an orange rail.  Grind it to land.  Here, take the purple rail
    the arrow points to.  At the end you'll boost to another purple rail.  At its
    end, run forward to some springs.  Go forward on the platform you've landed on
    and get on the rail.  If you go up, you'll grind to the checkpoint.
    
    Jump forward to a trail leading downward.  Run to the bottom and take the purple
    rail available to you.  It takes you to two capsules and a spring.  Bounce to a
    red rail and take it the entire time.  You land on a spring.  Home attack the
    Bomb and the enemies below die.  Run forward to the orange rail.  If you grind,
    you'll be thrown off right to the spring.  Bounce to the checkpoint.
    
    Run down the slope and take the rocket to the purple rail.  When it drops you
    off, bounce up to some capsules and home attack another spring.  This bounces
    you to a new platform.  Light Dash to the trail of rings to gain enough speed to
    go up the rail.  Repeat the process on the next level.  If you can't quite make
    it, just home attack the rail to go up it easily.  Attack the bomb robot before
    it sees you and then jump to the orange rail ahead.  As you go, it bounces you
    from the rail to a 20-ring capsule and onto the rail again.
    
    You'll repeat this until you jump to the next orange rail before the turn.  Note
    that this rail has a hole in it about halfway that you must jump over.  At the
    end you'll boost to the checkpoint.  Go forward to see a tentacle enemy.  Defeat
    it if you want, but it is unimportant.  Hit the rightmost crate and fall in.
    You'll be bounced down and then sent grinding to land.  Run forward to a pulley
    and take it up.  Jump to the platform to your left (as in, you, the player) for
    five rings and then to the one above it and the one above that ("away" from the
    screen).
    
    When you are there, home attack another capsule that is in the air and use it to
    reach a platform with a vertical rail.  Home attack the rail to get up and then
    run into the booster to go up yet another rail.  See a trend?  Run right and
    home attack another rail.  Go onto the platform to the left and the view
    changes.
    Jump to the platform ahead and home attack the rail.  Take these rails up to a
    20-ring capsule.  Bounce on the spring and jump onto another rail.  Take it to a
    trail of rings and Light Dash.  Jump up the platforms to a spring.  Bounce to
    the platforms ahead and jump up them.  Home attack the vertical rail and you'll
    finally see the checkpoint!
    
    Home attack the vertical rail and then home attack the capsule to bridge the
    gap.
    Home attack another rail and bounce to a new platform.  Run forward and home
    attack yet another rail.  Jump left and attack the tentacle monster before it
    causes you any pain.  Jump further forward this time to another one.  Defeat it
    and home attack the vertical rail.  Jump up the platforms here to a new rail.
    Home attack it and you'll be sprung to a red rail.  It ends with a checkpoint.
    
    Run down the steep path to find a booster and an orange rail.  When you see the
    green X and you're just leaving it, press A to do a trick and land on a platform
    below.  Jump forward to a short rail that leads to a new path.  Jump onto the
    red rail and then you'll boost to a vertical rail.  Go up it and you'll see more
    boosters.  Grind (as in press B) up to reach a spring that bounces you to a fork
    in the rails.  You have a decision to make - purple or orange.  Take the purple
    rail.  It ends on a platform by a Mystic Melody shrine (useful in Chao
    missions).
    Now run forward to a checkpoint followed by an orange rail.
    
    Just press B to grind quickly and you'll go through two rails and land by a
    third.  Press B throughout the entire rail so that when it ends, you're launched
    to a spring.  It bounces you to land.  Light Dash forward and hit the springs to
    the left.  Defeat the enemy quickly here and jump to the next set of platforms
    that end in a vertical rail.  Grind up and take the rail you land on pressing B
    the whole time.
    
    If you do, you'll fly right to a Bomb under a robot.  Hit it and run forward,
    grinding up another pair of vertical rails.  Dodge the tentacles of the monster
    and you'll be in a room filled with springs.  Bounce to the next tier and you'll
    be faced with an intersection.  Take the middle this time.  Some of the material
    of ARK is hot and broken off, following you as run down its side.  You'll boost
    to the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    This is the most fun you can have, my friend.  First, don't grind the rails.
    This may seem like you're shooting your time-based grade in the heart and then
    running it over with an SUV, but that is hardly the case.  Four capsules (on one
    rail) appear slower than you grind.  You wouldn't want to miss an opportunity
    like that to save two seconds.  Near the very beginning is a 10-ring capsule
    that you can home attack.
    
    There's a somewhat risky 5-ring capsule in the middle of the purple rail that
    comes after it.  When running down your first half-loop, take the top rail to a
    spring on a meteor and you'll pass through a 20-ring capsule.  When you land on
    a red rail, you may want to periodically switch to the rail beside you to pick
    up more capsules.  You have a minute and thirty seconds to get an A, so you
    won't get much farther than that.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Very far into the mission there is a large rail that you must grind to get up (a
    sheer wall) to bounce to a fork in the rails.  Take the purple rail and you'll
    end up by an ancient shrine.  Play the Mystic Melody and jump to the platforms
    to a rail.  Since it is rather steep and since you have no speed built up here,
    jump your way to the top.  Go forward, dropping a tier, to another ancient
    shrine.
    
    You know the drill - play Mystic Melody.  Light Dash the rings and you'll reach
    safe ground.  Home attack up the rail and you'll reach solid ground again.  Jump
    to the platform to the upper-right and then to the vertical rail ahead.  Take
    the platform you land on to a tentacle monster.  Home attack up the rail on the
    wall to the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    You have five minutes to complete this mission.  This isn't too bad.  It is
    possible to jump from higher altitudes in the level to lower ones and thus skip
    a lot of track.  For instance, when you reach the two hovering tentacle monsters
    by a Bomb, look over the side to see a red rail.  Jump down and, if you make it,
    you'll have just aced this mission.  Aside from that, always grind.  Do not jump
    off a rail when you see an X at the end unless there's no platform ahead.
    Usually, though, you'll fly right to the next rail or platform.  You can tell a
    good-to-launch-off-of X because it is green, while the ones that will result in
    death are red.  If you use the below shortcut, this mission will be a joke.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    One difference that will mess you up quite often is near the beginning.  The
    tentacle monsters are now much more aggressive.  They're littered around the
    rails and placed at the end of them just to slip you up.  There are other
    hazards, too, like spike balls and rapid-fire tentacle monsters.  Also, there is
    one point in the level where you must get up a vertical rail with absolutely no
    prior speed.  Charge up a Spin Dash (B) and release to get up.  The other
    problem in the level comes in the second high-speed tube.  There are two
    tentacle monsters and a weight.  Killing the right one reveals a switch that you
    can press to keep the weight up.  That isn't too hard, but you'd be surprised.
    That also marks the end of the level, save the debris-run at the end.
    
    ================================================================================
    ===================================Iron Gate*===================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Eggman's walker is basically the same as the Cyclone, the vehicle that Tails
    uses.  Press A to jump and B to fire a laser.  Target as many items as you want
    and release B to shoot homing missiles.  When you start, go forward through the
    hall.  Defeat the robots present with one attack to get more points.  At the end
    of the hall, the door seals shut.  Defeat the enemies here, including a gunner,
    and then shoot the door itself down.  Run forward to find the first checkpoint.
    
    In the room you enter three robots fall down to attack you.  Defeat them all and
    take the mechanical lift (stand on the metal platform on the ground) into
    another hallway.  Drop into the next room and look left for a total of 15 rings
    in the capsules.  Now shoot down the robot guards.  Now go through the door,
    clearing out enemies and the door supports as you go.  Step onto the huge
    elevator and you'll have a perfect chance to rack up some points.  The gold
    robot is also situated in this room.  At the bottom, take out the door and
    continue forward.  Go to the checkpoint.
    
    Shoot the corners of the door and the capsules behind it for a lot of rings.
    Follow the arrow down another hallway.  When you reach the end of the hall,
    shoot down all four corners of the door.  In the room you are brought to are a
    few enemies to worry about.  Annihilate them before you proceed across the
    catwalks.  Use the boosters to reach the next until you are brought to a fork in
    the road.  Shoot the capsules to the left and then take the upper path (destroy
    the enemies).  Drop down to and target the capsules in the area.  Now follow the
    path to a catwalk, on which is the checkpoint by a door that just locked.
    
    Take out the door and you'll find another elevator.  Take it down, scoring some
    points as you go, to a door.  Knock it back and you'll see some wooden crates.
    Like before, you can shoot them out of your way.  Go forward and drop down to
    three gunmen.  Shoot them before they can you and go through the door to a hall.
    It ends in another door that you must unhinge.  Do so and you'll drop into a
    room with more robots in it.  Like last time, defeat them, and then shoot the
    door down.  In the hallway, clear the enemies out and advance.  You'll see an
    idle rocket.  Walk forward a bit more and tons of doors form.  Shoot the switch
    to activate the rocket, which blasts through the doors.  Boost down the hall and
    hit the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    There's nothing to this mission at all.  However, the bulk of your rings can be
    found in the room after the second checkpoint that has many capsules in it.
    There's also a circle of rings around those capsules.  In the room after that,
    there's a 10-ring capsule against the wall opposite where you enter and a total
    of 20 rings to the right of where you go forward to exit the room.  There's 25
    rings in the capsules ahead, which should just about finish this
    mission off.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    After the second checkpoint, go through the hall to the large maze room that
    held many of the rings from the second mission.  When you first enter, go
    forward to a spring that you should use to bounce to a higher platform.  Take
    the springs on it to a large cylinder.  Hover along the path of the rings and
    then drop down to a platform to the right with an ancient shrine on it.  Play
    Mystic Melody by it to make a string of platforms materialize.  Jump up them and
    use them to reach a pulley.  Drop off and go right (when facing the wall) to
    another shrine.  Play Mystic Melody and bounce on the springs and go up the
    platforms.  The Chao is at the very top.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    If you can't beat this, I'm afraid that there's no help for you.  With four
    minutes, especially after those Tails levels, this should be a stroll in the
    park on a fine summer's day.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    To be frank, there's nothing to worry about here.  The robot class has been
    upped a notch, but there is no other difference.  The new robots added to the
    level actually make it much easier to get points if you want an A.
    
    ================================================================================
    ==================================Dry Lagoon*===================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    You need to find three pieces of the Master Emerald (all her levels are either
    like this or very similar).  Rouge jumps with A and glides if you press A again.
    To climb onto a wall, just jump into it.  Now, Rouge also has a radar.  It
    blinks green to indicate that your somewhat close to the emerald, yellow that
    you're mildly close, red means that you're in the right area, and if you see a
    red exclamation mark over Rouge's head, you're right on top of it.  In all
    levels with Rouge, there are monitors in the air.  Press B by them to get a hint
    from them.  Press Start to view these hints.  Not taking hints and finding the
    emerald shards quickly increases your score.
    
    Since the shards are always random, it is very difficult to write a
    comprehensive guide on getting them.  Instead of that, in treasure-hunting
    courses I always cover how to get around and trigger your radar.  In Dry Lagoon,
    you'll be stuck in the first area until you free the turtle from two robot
    guards on the ground.  After that, you can ride the turtle in the water to the
    other region of the course.
    
    In the first area, run around the ground level to see if your radar starts
    working.  In the other region, go down either path (left and right) to see if
    the radar starts working.  If it doesn't try doing this at different elevations.
    Make sure to look everywhere.  Also, the emerald may be moving (like in a wind
    current) or inside an enemy.  When you have all three, you're done.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    I love easy missions *sob*.  Look no further than the first section.  Look on
    ledges and in the air for the numerous capsules.  You'll find more than enough
    10-ring and 20-ring capsules to meet the mission requirements.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    From where you start, rise to the top floor and you'll find four metal crates
    blocking a picture of a scarab by a mechanical tank.  Destroy them and then dig
    through the picture.  Play Mystic Melody at the ancient shrine ahead and go
    through the door to a warp point.  You drop down the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Because this place is so small, it should be a breeze finding the emeralds.  If
    nothing is in the first region, take the turtle to the second, and vice versa.
    You probably won't need hint monitors.  If you do, restart the level.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    You'll need the Treasure Scope for this mission.  If you have it, then you have
    all the other requirements.  Jump out of the alcove and climb the wall you start
    by to be two ledges above of where you start.  Hit the wooden crate in the
    center of the metal ones and bounce up.  Glide forward for the first shard.
    With it, glide right a bit and beneath a ledge to see a large painting.  Dig at
    the point of intersection of the two lines in the T to be bounced to the second
    shard.  Now free the turtle by dispatching the robots guarding it and then ride
    it to Big Oasis.  When you surface, equip the Treasure Scope.  Fall off (no
    pressing of A should be involved in the falling) and into the water you go.
    Swim beneath the large island and hit the spring.  It bounces you straight into
    the last shard.
    
    ================================================================================
    ==================================Sand Ocean*===================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    For some unknown reason, Eggman must "claim" the base first by destroying the
    robots there.  Treat falling into quicksand like instant death.  It is, after
    all.  Go forward to see a platform rotating in the sand.  Jump to it when the
    time is right and spin to another walkway ahead.  Take it to some platforms
    shifting around in the lethal sand.  Use them to reach some safe land.  Target
    the three packs of dynamite on the pillar to cause it to fall over.  Be wary of
    the robots that swoop down in this course.
    
    As you go forward, you'll see a metal capsule.  Shoot it as if it were a robot
    and you can bypass it.  Take the path to some more enemies machines.  Go left
    here and the camera view changes.  Go left and then target the dynamite across
    the quicksand.  This causes the pillar to fall, allowing you to cross the gap
    safely.  Destroy the capsules ahead and use the ledges right of them as stairs.
    At the top you should destroy more dynamite.  Traverse the pillar-bridge to
    reach the checkpoint.
    
    Wait for the rotary platform to come your way and jump to it.  Ride it to the
    other side of the gap.  Upon landing, use the platforms to the right to reach
    safe land.  Shoot the dynamite to topple the pillar and cross it to the golden
    robot.  Drop down to more path that leads to another rotary platform in the
    quicksand.  How monotonous!  Take it to the checkpoint to the right.  That is,
    don't go north.
    
    Run forward and use the moving platforms to cross.  Shoot the dynamite (this
    seems oddly familiar) and cross the pillar.  Drop down and shoot the metal
    capsule to the left.  Climb the stairs and advance forward until you see path to
    the right.  Jump across the platforms and past a large spinning spike ball pair.
    Go up the tiers, dodge another spike ball pair, and drop down right of the fence
    on the lower level.  Follow the path to a narrow passageway with capsules in it.
    Shoot them down and then jump from platform to platform.  When you reach the
    large platform in the quicksand, take it to the checkpoint.
    
    Go forward and you'll boost over open flames to a new region of this forsaken
    pyramid.  Blow up the dynamite on the nearby pillar and cross it.  Blow up more
    dynamite and take that pillar to more.  Take that pillar to a rising weight.
    Jump on and ride it up to a hall to the right.  Follow this path (clearing out
    enemies as you go) to the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    There's no hidden bundle of rings in this course.  Just pick them up as you'd
    normally progress.  This is remarkably easy and should pose no problem at all.
    You have three minutes and thirty seconds if you want an A.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    This does not require Mystic Melody actually.  Behind the second checkpoint is a
    spinning platform, correct?  Stand on one arm of it and, when it is extended
    left, hover across the quicksand to a platform with a spring on it.  When the
    quickly moving platform comes at you, hover to it.  Shoot down the metal crates
    ahead and then hover to where they once stood.  Go forward to find the lost
    Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    There are two ways to go about doing this level.  If you want to get a surefire
    A, just go through normally.  Have the Jet Engine to allow you to hover to make
    things much faster.  If you just want to get through the course, there's a huge
    shortcut in this level.  However, it skips a lot of the stage and you will not
    have enough points for an A (even with speed bonus points).  In fact, I can
    almost tell you here and now that you won't get a D if you take the shortcut,
    but it's your choice.
    
    Go to where you get Mystic Melody in this stage (left from the first spinning
    platform) and use the ancient shrine and Mystic Melody to create a warp point.
    Jump in and you'll reappear by some pots.  Get out of the alcove (walk toward
    the screen) and resume traveling your regular path.  In this manner you can
    shave off about two and a half of your four minutes.  This will not be enough
    points.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    There are less sand platforms and more enemies.  What's new, right?  That's all
    you have to watch out for.  We're still not out of the easy missions and I hope
    they keep them coming!
    
    ================================================================================
    ================================Radical Highway*================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Run forward to a spring to bounce up.  Continue your dash forward to end up past
    a booster and by a gunner.  Go forward to a pulley and jump to it to take it up.
    Run forward to a gunner and bounce up past it to a stretch of highway that is
    bombarded with missiles via jets.  Near the top you can jump up the wooden
    crates to a higher elevated road.  You could also use a pulley in the distance.
    Grab onto the rocket here to fly to the checkpoint.
    
    Roll under the cylinder and get ready for a loop.  Who builds roads like this?
    At the end you'll spring down a tower to another spring that ends in you on a
    new part of the highway.  Run forward and roll under the cylinder.  Home attack
    the enemies in the air and continually do so to cross the gap and get a 10-ring
    capsule at the end.  Run forward and you'll see a ramp.  Here's an opportunity
    to get points.  Press A just as you leave the ramp to do a trick.  Run to the
    bottom and use the spring at the end to the left to bounce to a pulley.  Follow
    the rings to a rocket.  Use it to drop down to a 20-ring capsule followed by a
    checkpoint.
    
    Run forward to more loops followed by ramps.  Assuming that you did a trick on
    the first, you'll land by a gunner.  Jump to the bar at the end of the track.
    Press A to jump off when you are at the peak of the swing.  Climb up the
    cylinders you land on and wait for the electrically charged hovering robots to
    lower their electric fields.  At that point in time, it is safe to home attack
    to them to cross the gap.
    
    Run forward and watch out for the gunner that falls from above.  Then spring up.
    The gold robot appears ahead.  Stand on the left edge of the arch and grind down
    the left support rope.  Press A at the end to do a trick and bypass a cylinder.
    With all the boosters and the like, this area would lead you to believe that
    this high-speed section precedes a loop.  Do not run fast, however, or you will
    run into a gunner.  At the end is a checkpoint.
    
    Run forward with good speed.  In the tunnel is a ramp to do a trick off of.
    When you land, roll under the cylinder and run down the slope.  After the loop
    you'll start swinging on a bar.  Jump off it to the next and off it to a new
    stretch of road.  Run down it.  As you go you can see a billboard advertising
    the Sonic Team.  At the end of a few loops, you'll reach the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    As you probably know, getting hit is not in your best interest in a 100-ring
    mission (or in any mission for that matter).  The rings are laid out for you on
    the long segments of highway.  You a minute and twenty seconds to get through.
    You'll get a 20-ring capsule along the way from bouncing, which leaves you with
    only a few more rings to go.  You'll probably get an A on this even if you're
    unaware of the time limit.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Get to the part of the level right before you grind down the support ropes of
    the highway arch.  The golden robot is in that area.  To be more precise, it's
    after the second checkpoint and before the third.  On the right side of the
    arch,
    grind on the cable backwards and you'll reach another arch, on which is the
    ancient shrine.  Play Mystic Melody and take the platforms to the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    This is the first of the hard missions for the Dark side of the story.  Three
    minutes is not enough time to complete this mission.  But, it can be done.
    Generally speaking, take the high road over the low road (and you'll get to
    Scotland sooner).  Also, at the arch mentioned in the third mission, take the
    left support cable, not the right.  Also, it will help you if you use Spin
    Dashes on the loops.  It really does save a lot of time.  Good luck.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    This time you don't have to comfort of the low road; you must rely on the high
    road.  No gravity-defying pits for you.  Also, instead of a line of enemies
    there's one followed by a trail of rings.  This is what I call an elementary
    challenge.  Home attack the former and Light Dash across the latter.  Other than
    that, you won't have trouble on this mission, especially after the previous one.
    
    ================================================================================
    =================================Egg Quarters*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    You must find the three gate keys to enter the heart of the pyramid.  This stage
    is a harder version of "Death Chamber," a course from the Hero Story.  Before
    you can enter the other regions of the quarters, you need an upgrade.
    
    UPGRADE: Pick Nails
    
    From the start, look onto the higher-elevated tier of the room.  Jump in and go
    down the hallway to a room with blue lighting.  In here you can find a rocket on
    top of a stand opposite some cages stacked in a doorway.  Use the rocket to
    destroy the cages and go through the door.  In front of you (watch out for the
    weight) is the upgrade.  It lets you dig by jumping and then pressing B in air.
    
    As for the course itself, it isn't too tough.  The only thing that makes this
    course "harder" than Death Chamber is that there's a beetle that goes around all
    the room.  If you have your sound on, you'll hear it quite easily.  If it spots
    you, the light on its tail turns red and laser turrets appear out of nowhere and
    shoot you.  To avoid this, stand in the shadow of something.  When hunting the
    keys, be sure to look in crates and enemies.  Also, it is more than likely that
    one of the emeralds will be buried, requiring you get the Pick Nails.  To get
    your radar to start working, run through all the rooms.  There are three keys.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Note: Although I don't mention it in the guide, going to the Lost Chao room from
    the third mission (next) has many of the rings that you'll need.  If you also
    use the room adjoined to it, which has the switch to the weight, you can come in
    with no rings at all and make it out with all 100.
    
    There are 18 rings in the first room.  Go through the north hallway and kick out
    the crates to the right.  Break the chest for 10 more rings.  Collect the rings
    in the hallway and you'll have 40.  Go through the next room to land in a
    hallway, which brings you up to 45 rings.  In here, go through the north door
    (fire a rocket at the cage).  Dig here and you'll get rings up to 50 and also
    get a magnetic shield.  Now return to the previous room and take the only door
    you haven't yet.  Climb the wall and go through the door.  At the end you'll
    have 62.  Take the rings in here and you'll have 74.  Go through the right door
    and follow the path to six more rings (80).  In the next room, you'll find the
    remaining rings.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Go through the north door to reach a blue room.  Go through the left door to
    reach the Egg Snake Chamber, a large green room.  Go left again to the large red
    room used in the above mission to collect the final rings.  On the central
    platform is an ancient shrine.  Play Mystic Melody by it and then go through the
    door.  Find the stone tablet in the room and dig through the scarab to another
    room.  Under one of the metal crates here is a switch.  When you have pressed
    it,
    go to the center of the room and dig through the scarab to return to the other
    room.  Claim the Chao that was formerly beneath the weight.  How did it get
    there?
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Unlike Death Chamber (curse it), navigating through Egg Quarters is much easier
    and faster.  Therefore, running through all the rooms to start up your radar is
    the best strategy for this level.  You have three minutes, which leaves you just
    under a minute for each key (you cannot spend a minute on each or you'll run out
    of time).  All in all, Egg Quarters is far superior to Death Chamber.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Between the blue and red chamber is the first key in a cage.  When a Kiki throws
    a bomb down, pick it up and chuck it at the cage to get the first key.
    
    If the Kiki kills itself, try using a bomb from the other Kiki (hallway linking
    the blue and the green chambers).  Now go to the large red room that contains
    the ancient shrine.  The left side of the chamber (upon entering from the first
    room) has a cage blocking a stone slab.  Break the blocks around it and then let
    a Kiki from the nearby pillar throw a bomb down.  Set this bomb by the cages to
    break them.  Now dig into the slab to get the second key.
    
    Now go to the green room with the snake statue in it.  First, get a bomb from a
    Kiki in the metal hallway to the right (when facing the snake).  Do this while
    using the Treasure Scope.  Using the Treasure Scope in the main green room,
    you'll see a spring.  Bounce off it to some cages.  Blow them up and take the
    final key.
    
    ================================================================================
    ==================================Lost Colony*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    A few G.U.N. robots remain after the violent termination of the colony.  For
    starters, blow up the dynamite ahead and walk through the door.  Everything is
    dark since there's hardly any power in the colony.  There's one enemy at the end
    of the hall.  Make a left through a door.  Defeat the enemies here and proceed
    through another door.  Grab the pulley and take it down.  Blow up the dynamite
    on the door and jump through.
    
    Go forward, past a bomb robot, through the door.  Stand in the middle of the
    path to avoid two flyers.  Shoot the crates in the corner of the room and press
    the switch to open the door.  Run down (there are a few ground tank robots) and
    you'll be in an acid-filled room.  Defeat the robotic defenders and use either
    platform in the acid to rise to a door.  Press the switch in front of it and hit
    the checkpoint.
    
    Go forward to enter the circular room that I hate most in this level.  Find a
    stack of metal boxes that you can jump up and use them as stairs to the upper
    level of the room.
    
    UPGRADE: Jet Engine
    
    Jump across the platforms until you find the upgrade.  With it, when you press A
    when in air you hover.  This is an invaluable upgrade.
    
    Hover across the pit ahead and you'll find a rocket.  Press the switch by it to
    destroy the cages ahead and then hover to where they stood.  Go forward to a
    room with platforms to either side.  Use them to reach the next part of the room
    and then walk forward to a platform that rises up.  Defeat the enemies in the
    distance and then hover across the gap.  At the end is the second checkpoint.
    
    Defeat the robots in the air and go through the door.  There's a mechanized tank
    on the floor.  Go left and be aware of the robots in the room.  Shoot the three
    wooden containers to create a stairway.  Jump up them to a switch.  Now you can
    go through the door.  Defeat the enemy hiding in the room and go through another
    door.  You are now outside.  Keep your laser on at all times (ARK must have a
    bubble around it to keep air in or something) so that you can destroy all the
    enemies in your way.
    
    Hover over gaps in the path and go through the door at the end.  Take the 10-
    ring capsule and go through the door.  Quickly obliterate the opposition.  This
    is a good time to get points.  Step onto the platform at the end.  As you go
    down, the gold robot forms.  At the bottom hover forward and go through the
    door.
    A battalion of robots fly toward you.  Dispatch them and go to the checkpoint.
    
    Through the door is an abundance of enemies to target (another good point
    opportunity).  There are more enemies ahead.  Walk to the platform and ride it
    up.  This is the perfect time to get major points by targeting multiple robots
    at a time.  At the top take out the dynamite and go forward through the doors.
    You'll be outside.  Hover forward as much as you can to a door (take out bomb
    robots and the like as you go).
    
    Destroy the four bundles of dynamite and the door opens.  Cages obstruct your
    path, however.  Go back and hit the rocket switch.  Behind it is a 20-ring
    capsule.  Now go forward through the door.  Three flyers attack you as you
    enter.
    Through the door is a bomb robot.  More importantly, though the door is the Goal
    Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    You'll find a 10-ring capsule behind you when you take the first pulley down.
    There are 20 rings in capsules in the room where you get the Jet Engine.
    There's nothing left to say, really.  Just continue as normal.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    When you're outside for the first time, which is between the second and third
    checkpoints, walk along the path to the first hole.  There's a green elevator
    platform that is above the hole in location (not in height).  It's easier to see
    from the door.  Fall onto it and take it to a path with an ancient shrine on it.
    Play Mystic Melody and jump up the platforms to a door.  Shoot the flyers and go
    forward.  Defeat the flyer from a distance and then hover to the upper door.
    The Lost Chao is within.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Three minutes and thirty seconds is nothing to write home about.  However, the
    requirement for an A is to have 34,000 points (or 34 000 points if you're into
    the metric system).  Since you have some extra time on this mission, use it to
    gain points.  Remember that Eggman and Tails get points from locking-on to
    multiple enemies at once.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    First, you'll notice clever dynamite placement and a serious boost in enemy
    class.  In the room that you'd normally shoot wooden crates to make a stairway
    to a switch, you now must shoot metal crates.  And then, from that stairway, you
    must hover across the room in the direction of the rings to the switch.  In the
    room with the green acid, you'll have to press the switch that is under a steel
    container.  In the room where you get the Jet Engine, you'll get on top by
    (destroy the crates first) hovering from crates to the left.  Also, in one room
    you must defeat all the enemies in the room to advance.  One enemy is hidden.
    To reach it, destroy the crates and use the pulley in the room to fire at it.
    
    ================================================================================
    ==================================Weapons Bed*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    This is quite a nice level after Lost Colony.  Run forward and blow up all of
    the un-activated gunners.  These stockpiles of inactive enemies makes the A rank
    easier on this level.  Continue further along to see three smaller stockpiles.
    Destroy them in two sittings to get more points.  You can also destroy the
    satellite dish and the jets.  Go a bit further to see dynamite on the door.
    Shoot the middle door.
    
    UPGRADE: Large Cannon
    
    Through that door you just shot down is the upgrade.  It lets you destroy metal
    containers.
    
    Exit the alcove and avoid the bomb robot to the right.  Shoot the metal crates
    ahead to form a stairway and get on top.  Hover to the checkpoint on the small
    island.
    
    Hover forward, shooting down jets as you go.  Boost forward and jump to the
    catwalk to the left.  Two enemies drop down to attack you, so watch out.
    Continue forward, knocking down metal crates, and you'll soon reach another
    cluster of steel containers.  Shoot them down and hover forward.  Bounce up, hit
    the balloon, and then target the capsules for a total of 40 rings.  Break the
    crates and hover forward (just as Omochao advises.  Where would we be without
    that little bugger?) to a next walkway.  Shoot both enemies as you approach them
    and take the pulley up.
    
    Jump off and you'll be on another weapons storage piece of land.  Shoot the
    dynamite and jets to the right for some easy points.  Destroy all the jets to
    the left and systematically clear out all the stockpiles of gunners.  Toward the
    end are a few real robots and rolling spike balls.  Continue forward to fight a
    bomb robot.  Then hover forward to another platform with a bomb robot on it.
    From there hover to a balloon followed by another platform.  On it is the second
    checkpoint.  Note that you can shoot the signs.
    
    Go forward and shoot the metal crates.  Stand on the black ones and hover left.
    Go forward and go right, all the while defeating robots.  Shoot the metal crates
    ahead and bounce up to a new platform.  Shoot the capsules for lots of rings and
    then hover right to a new stretch of path.  Go along it like the previous ones,
    avoiding jets and some robots that suddenly appear.  At the end is the
    checkpoint.
    
    Take the pulley to a bomb robot.  Jump down and take out a few more.  Destroy
    all the gunners stored to the left and go forward to take out a few jets.  Grab
    the pulley ahead and defeat the three robots that have you circled.  Note that
    there are a few more robots on the building to the left.  Hover forward and
    shoot out enemies that you see.  Hover further forward and shoot some metal
    crates to the right.  Jump forward and take out a jet and a sign.  Bounce to the
    catwalk to the right and shoot the metal crates ahead to uncover the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    There are lots of balloons and capsules here, but let's not be biased.  Another
    huge source of rings lies on the weapons storage sites.  The garages hold many,
    and there are many in plain site.  You have two minutes to complete this mission
    if you want an A, which isn't very hard at all.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    When on the third weapons storage site (you start out on one), look in the
    garages for an ancient shrine.  Play Mystic Melody and jump into the warp.  The
    Chao is right by where you land.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    You have two minutes and forty-five seconds to beat this.  That isn't too hard,
    but you want to watch out for a few things if you're trying to get an A.  For
    one, do not go for the gunner groups in the side pockets.  You know what I mean;
    the ones that you'd go out of your way to shoot.  Lock-on and destroy all the
    obvious ones, like the ones around where you start, because this is a major
    venue for points.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    I don't think any of this will give you a problem.  The only changes they've
    made are really simple to solve.
    
    ================================================================================
    =================================Security Hall*=================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    With five minutes to beat this mission, it's do or die.  You're more than likely
    to have at least one Chaos Emerald in a safe in the stage.  To unlock them (so
    that you can dig through their centers to open them), run forward at the start
    and go left.  Jump on the spring to reach a pulley and take it up.  To the left
    and right are switches you may need to press to open safes.  Also, you might as
    well accept the fact that one of the will be on the second level.  That is, in
    the area where the two switches there is a higher level accessible by climbing
    on the wall.
    
    It is also not uncommon to see emeralds inside the spiky tanks.  Even though I
    usually don't do that well on this level, I always seem to get an A.  The
    standards for the A are very low.  Completing the level practically gets it for
    you.  Remember that even if you have only a bit of time left, you can still
    finish.  There doesn't seem to be an effective way to get the radar to start
    blinking, so just glide around at different elevations.  Also, sometimes an
    emerald is being blown through the air by the fans on the first level.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Even though you have four minutes to complete this level if you want an A,
    you'll probably have to try this more than once.  The room with the locks to the
    safe is going to be your primary source of rings.  Let's assume that you got the
    five rings in front of you on your way there and the ten in the capsule below
    the ledge that has the pulley to the room.  Collect the rings on the ground to
    have 39.  Now climb the wall to be brought to the upper area of the room.  Look
    to the upper-left corner to see a platform against the wall.  Play Mystic Melody
    by the shrine to make 40 rings appear.  This brings you up to 79.  The other
    rings in this room are risky to get.  Drop down and take the rings on the floor
    of the level.  There are lots in the red area, enough to bring you to 100.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Get to the safe switch room and fast (30 seconds if you want an A).  When you
    get there, climb up the front wall to the yellow letters (A Block, B Block, C
    Block).  Put on the Treasure Scope there and a spring appears.  Use it to bounce
    up to the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    It seems impossible, I know.  Five minutes was hard enough, but three minutes
    and thirty seconds is also doable.  Just run around each level for no more than
    twenty seconds before you move on.  Note that the safe switch room may have
    emeralds, and that you may have to unlock certain safes.  Also, each of the
    spiky tanks may and probably will have an emerald inside.  This is not as hard
    as it looks.  If you fail, remember that most of the time it's not you, it's the
    emerald locations.  Dying or exiting resets all of their locations.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    You'll need the Treasure Scope for this mission.  The first emerald is floating
    in the air by the fans in the red area.  You'll have to drill drive to reach it
    (it's in the corner).  The second is in the safe switch room.  Climb the front
    wall to be in the yellow switch area.  The Chaos Emerald is floating in the air.
    Before you exit this room, hit the red lock switch (left).  Now go to the
    highest beam in the level (outside the switch room).  It has a shield robot and
    steel crates on it.  Break the central one and use the Treasure Scope to see a
    spring.  Bounce up to hit a switch with it.  Now go to the red area.  Under a
    giant weight is a safe.  Dig in the center to open it and you'll find the last
    Chaos Emerald.
    
    ================================================================================
    =================================White Jungle*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    You need to cut through the jungle on the island to reach Rouge in ten minutes
    before the island blows.  You start running down a slope that springs you to a
    vine that leads you to a spring.  Bounce up and home attack your way to the vine
    bar.  Use it to fly up to the next tier.  Roll under the low ledge and use
    another vine bar to reach the checkpoint.
    
    Run down the slope for a loop that leads to a spring.  You end up hitting
    another spring and bouncing back and then forward.  Avoid the spike tanks and
    roll under the fence.  You'll boost forward to a vine bar.  Use it to bridge the
    gap and then run forward (rolling under the fence when the weight is up) to a
    vine bar.  Take it up and defeat the gunman guarding the fence.  Roll under and
    follow the path to the checkpoint.
    
    Run down the path to a loop.  You'll boost into a cave at the end.  Roll under
    the fence and follow the rings to a booster.  Bounce up to the next level and
    roll through the wooden crates.  On the other side you'll find the checkpoint.
    
    Run forward to experience speed.  At the end you'll swing on a vine to a small
    island with robots on it.
    
    UPGRADE: Air Shoes
    
    It would seem that we are trapped.  Roll into the crate to unveil a hole.  Fall
    in and you'll see the upgrade.  The Air Shoes let Shadow use Light Dash.  When
    you see a trail of rings, press B to Light Dash across them.  Basically, you
    collect them all and go to the endpoint of the line.
    
    Roll under the fence by the upgrade to see a trail of rings.  Light Dash across
    and you'll reach another platform.  Light Dash off of it to see a spring.
    Bounce up and boost forward for a high-speed sequence.  It ends on an island in
    the air.  Home attack the robots (one is the gold robot) and Light Dash to the
    vine bar.  Run forward, avoiding enemies and the weight, and roll under the
    fence.  Collect the capsules at the bottom of the screen and then bounce up.
    Touch the vine bar to be brought to the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Shadow has the least number of stages out of anyone.  I just wanted to share
    that with you.  This is really easy.  Aside from myriad rings along the loops
    and the like, there's a 20-ring capsule that you bounce into almost
    automatically after the first checkpoint and there's a switch under a metal
    crate nearby that causes a line of rings to form so that you can Light Dash
    them.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    After the third checkpoint, get to the point just before where you'd grab one
    vine bar and it would take you to two others and then the Goal Ring.  When at
    the first vine bar, run backward to an ancient shrine.  Play Mystic Melody by it
    and a series of platforms forms.  Jump across it, home attacking your way to a
    vine bar.  Take it to a platform with a an electrified enemy ahead.  Wait for
    the electric field to lower and then home attack it.  Another enemy appears as
    you do, allowing you to home attack it.  Do this to reach the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    You have three minutes, which is more than enough time to complete this mission.
    14,000 points will get you an A.  You'll probably have thirty seconds or more
    left over in the end.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Lucky for you, there are no spikes on the loop paths like in Green Forest.
    First, at the end of the starting half-loop you'll have to jump to the spring.
    Second, you should use the same Light Dash trick I mentioned in the second
    mission (under a metal crate after the first checkpoint is a switch that causes
    a trail of rings to form).  Third, a vine bar a little further along in the
    stage has been replaced by floating platforms that you must jump to reach a
    spring.
    
    Fourth, a trail of rings that you could conveniently Light Dash across is now
    gone.  To cope with this, take the path you would if you were getting the Air
    Shoes.  Finally, near the end of the level are two weights.  Use them to jump to
    a catwalk above.  And of course, the enemies are just a whole lot classier.
    Since 13,000 points are needed to get an A, defeat every enemy you encounter.
    The time bonus will do the rest for you.
    
    ================================================================================
    ===================================Route 280*===================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Route 280 is really easy to beat, but it has super-tough extra missions.  In
    Rouge's car you must find Tails, who is seeking out the president's limousine at
    the current time.  Rouge's car is unstoppable.  It can ram any other car and
    come out unscathed.  Press A to accelerate and move, B to brake, and Y to boost
    every time you get twenty rings.  I suggest that you boost only in straight
    sections.  Sometimes there will be ramps and holes in the road.  The wall may
    even have a break.  After a long stretch of road you reach Tails in the Tornado
    II.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    The rings are your for the taking.  Seriously, they just have rows of rings
    lined up as you drive.  Take the balloons at the pit stops before checkpoints,
    too, as they hold 20 rings.  If your goal is an A, you have two entire minutes.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    In this wonderfully thought-up mission, you cannot hit other cars.  This isn't
    that hard, though.  I've never come across more than two cars at a time.
    However, you should be cautious when around drivers that swerve in and out of
    either lane.  You should pass them as quickly as possible.  Also, sometimes when
    you're trying to drive along the wall to pass someone, the other driver will
    come speeding at the wall (and thus you).
    
    Remember, no matter how careful a driver you are, there's always the possibility
    that another driver will hit you.  Drive extra-slow around 90 degree turns and
    in tunnels.  I used this line earlier to describe Route 101.  This mission is
    just a drizzle, whereas the next is the storm.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Let me teach you what I call the infinite lives trick.  When you hit the wall,
    immediately press start and then exit the stage before you lose a life.  In this
    way, you won't blow every last life you have on this godforsaken mission.  You
    cannot hit the walls.  This mission seems harder than Tails's.  It puts to the
    test every skill you will develop in racing.  First, let me teach you the basic
    trick to rounding turns.
    
    When driving, you hold A to accelerate, correct?  Release it when you need to
    turn and then direct the control stick in the way you need to turn.  When the
    car is good to go, continue on with A.  Now, sometimes it is wise to hold A when
    turning.  These are for very slight turns like the ones at the beginning.  Let
    me tell you that one of the hardest parts of this mission is in the final
    stretch.
    
    Because you waste so much time avoiding the walls, you hardly ever catch up to
    Tails.  But, it can be done.  Do not go out of your way for rings and do not
    boost.  This means, do not enter pit stops, which are especially dangerous.  If
    you're a seasoned driver, certain points on the highway can be boosted on.
    Never boost in a tunnel.  That is where you will hit walls time and again.
    Pressing B to brake is way to slow to be of any use.  Release A to slow down.
    Ramps are recommended, as they straighten you up.  Keep all this in mind when
    playing.  Good luck.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    This is by no means as hard as the above mission, but it is no cakewalk either.
    There is a good deal more cars.  They kill your speed; do not hit them.  Walls,
    as well, aren't helpful to you.  However, you can hit either and not lose a
    life!
    What makes this mission hard is that you get thirty seconds less than normal
    from each checkpoint.  You need about twenty seconds (if you don't boost) to
    catch up to Tails on the final stretch.  To save up that much time, boost
    frequently.  Do not boost yourself in tunnels or into walls, for this will
    almost always result in a crash.  If use every second of your boost well and you
    don't crash, you'll do fine.
    
    ================================================================================
    ===================================Sky Rail*====================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Sky Rail is a level in the Pumpkin Hill area.  You start grinding a rail.  Press
    B to actually grind and you'll fly into a booster that leads to a spring.  Go
    forward and home attack the fan-like object to make it rise.  Hit it until it's
    at its top and then home attack the 10-ring capsule ahead.  Jump forward to
    another tier.  Look left to see a rocket.  Jump to it and take it and you will
    fly forward right to the checkpoint.
    
    Boost onto the rail and grind down.  When it ends, land on the right rail and
    jump to the spring at the end.  Roll through the enemy you land by and home
    attack the fan to go up.  At the top, home attack the capsule for a 1-Up and
    then home attack the fan.  At the top is another, rather unnecessarily placed
    checkpoint.
    
    Start grinding down the right rail (it has a capsule on it).  At the end, run
    left and home attack the hovering robot.  Home attack the fan and take it up to
    a capsule.  Then home attack to another fan.  Bounce up and home attack the
    robots at the top and hit another spring to bounce right onto the checkpoint.
    
    Take the right rail and start grinding.  At the end, go forward and home attack
    the fan to the top. Jump up the tiers and take either rail behind the upside-
    down V.  At the end, run forward.  There's the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    You have a minute and fifteen seconds if you want an A.  There's a 10-ring
    capsule after the first fan and there are several capsules along each rail.
    While grinding, press A and over to jump to another rail.  This way, you can
    collect all the capsules on two rails.  There are plenty of capsules on the
    floating island after the rails succeeding the second checkpoint.  You won't get
    much further in the level if you want an A.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Get to the second checkpoint.  Behind it is an ancient shrine.  Light Dash
    across the rings that form to be brought to a new island in the sky.  Use the
    fans to reach the next tiers and go around to another fan.  Home attack it to
    reach the poor lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    You know a level's short when Sonic Team gives you two minutes to complete it.
    However, you can save twenty seconds or more on this level very easily.  Of
    course, points are going to suffer in this mission.  First, when you start,
    switch between the rails to get all the rings and then press A at the right when
    released to do a trick worth 1000 points.  Also, instead of taking the rocket,
    use the path to the left of it.  It may take slightly longer, but it gets you
    more points.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Sky Rail is like Sonic's City Escape, except they put it late in the game.  That
    is, Sky Rail is really easy.  Of course, hard mode is no exception.  First,
    you'll notice that the rocket has been replaced by a spike ball.  This means
    that you have to take the spring to the left.  Also, you're going to have to
    become proficient at transferring rails.  If you're not, you can always jump the
    spikes they've placed over the rails.
    
    ================================================================================
    ===================================Mad Space*===================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    Mad Space is the worst item-hunting level in the game.  Period.  Let it be known
    that I hate, deplore, and furthermore can't stand this level.  First, the hint
    computers are meant to mislead you.  The hints you get for some computers are
    written backwards.  The others will tell you the opposite of the truth.  That
    is,
    a low place would become a high place.  Also, gravity gets pretty messed up on
    the planets that make up Mad Space.  First, you'll need to get the upgrade to do
    just about anything in this level.
    
    UPGRADE: Iron Boots
    
    From the start, look around for a switch standing in the open (as in, not under
    a steel crate).  Press it to make a rocket appear.  Use that rocket to reach the
    large spherical planet, the lower one.  When on it, inside the pillar at the
    north pole of the planet is the upgrade.  It lets you kick open iron containers.
    
    The upgrade is useful because you need to break crates to hit switches on the
    planets.  These switches let you use rockets, your only means of transportation
    to other planets.  Now don't get me wrong; there's a lot more to hate about Mad
    Space.  I'm getting to it.  For one, the place is absolutely enormous.  There is
    no effective way to scan the entire place at all.
    
    One thing that Mad Space tells us is that ARK does, in fact, have some of field
    around it that contains oxygen.  That's what I think the border is.  Anyways,
    like I said, the gravity is distorted on all the planets.  It messes up your
    camera view and often you cannot jump off them.  Expect to play this mission a
    few times before you get an A.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Just keep telling yourself that it's almost over.  You have two minutes and
    thirty seconds if you want to pull off an A.  However, this is one of the easier
    missions for a simple reason.  Use the Treasure Scope to see tons of rings
    around where you start.  The lower regions have all the useful items, like 20-
    ring capsules.  If you do this, you'll have 85 rings in no time.  Now drop down
    to the lower platforms in the level.  They also have many rings and capsules on
    them.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    When you start, go forward and crush the crate to expose a switch.  Press it and
    then go to the above platform.  Take the rocket up and glide to the blue planet
    (the Holy Planet.  Get it?  It has holes in it.  Pretty punny, huh?).  Take the
    rocket on it to the tip of ARK.  Take the rocket you fall to.  Take it up and
    then the rocket you land by up to the part you want.  Crawl up it and onto the
    platform sticking out.  Glide to the right and you'll see a metallic platform
    with a tentacle monster on it.  Play Mystic Melody by the shrine behind it and
    jump into the warp.  Break the metal crates and jump in another.  Defeat the
    robot and into another you go.  This time you find the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    
    You have four minutes and thirty seconds to do this mission.  That seems like a
    while, but it's not.  Here's what you should do.  Take the rockets to ARK and
    see if your radar starts blinking along the way.  If it doesn't, your shard is
    either on the lower platforms or on the grayish brown planet.  Also, you're
    going to want to use hint monitors.  I suggest that you do.  Even though they
    are warped a bit, they are very useful.  Now, as I've said, I do think that a
    lot of it is luck of the draw.  If you can't find your first emerald within the
    first minute and a half, I'd exit the level and restart.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    Go forward and press the switch.  Take the rocket above to the blue planet
    (glide).  Climb down the side of it until you can no further.  Then jump off and
    glide into the shard (it is directly below the planet, almost touching it).  Now
    go to the grayish brown planet with green stalactites on it.  Under it is a
    platform with the shard under it.  This planet has the worst gravity.  If you
    run past the ring around it, controls are messed up.  Run down the side to the
    bottom of the planet.  A good running jump will get you to the shard.  Now take
    the rockets up to the Holy Planet and then to ARK.  To create that rocket, hit
    the switch in the capsule the rocket is situated on beneath the steel container.
    Take these rockets up as far as you can and then glide around the ledges to
    where the radar reads green.  Look into the distance a bit to see a platform.
    Glide to it and you'll see two pairs of spikes and a meteor.  If you run out of
    rings here, dig for some.  Do a spiral kick to reach the emerald at the top of
    the ring trail (rotate the control stick 360 degrees and then press B).
    
    ================================================================================
    ==================================Cosmic Wall*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    I don't know why this only applies to this level, but the gravity is weak and
    you can jump very high.  You also go up by hovering.  Jump up the first two
    platforms by hovering.  Go left and repeat the process.  Follow the arrows,
    defeating enemies as you go, and hover up another platform.  Defeat the bomb
    robot and go forward, hovering up some more.  Hover over the weight to the next
    level.  Target the enemies before going (remember, the green things can be
    targeted) and then head forward and up a bit more.
    
    Go forward, defeating the enemies ahead.  Shoot the tentacle monsters (they can
    reach out and attack you) to your upper-right.  Now shoot down the pyramid-
    shaped object ahead.  Hover up to the next level.  Continually hover up,
    destroying the pyramids in your path, and you'll reach three tentacle monsters.
    Defeat them and the green things around them.  Go forward and jump up, following
    the yellow arrows.  You'll reach the checkpoint.
    
    Hover up, destroy the metal pyramid, and shoot the bomb robots behind it.  Go
    forward again, clearing out assailants as you go.  Hover up and bounce to the
    next platform.  Decimate the pyramid and jump to the next platform.  Hover up
    some more and bounce to another spring.
    
    From there, bounce up to a higher platform.  Repeat this process, bouncing and
    hovering up, until you reach the top of this pit.  You'll have to use a pulley
    along the way and destroy metal pyramids, too.  You're at the end when you go
    over the wall.  You can fall to the bottom, but there are also points to be
    gotten along the way.
    
    UPGRADE: Protection Armor
    
    This will be useful to you later.  It is not essential, however.  As you fall,
    hit the rocket switch in the upper left-hand corner.  Hover to where the cages
    were broken.  In there is the upgrade, which adds another meter to your health
    gauge (another color actually).  Like I said, before falling to the bottom you
    may want to rack up a few points.
    
    You need a lot of points to pull off an A in this level.  At the bottom, defeat
    the enemies and go forward to the checkpoint.
    
    Move forward and stand on the platform.  Now, if you need help getting all the
    very many points you need to get in this level, pay attention.  As you go,
    you'll see some containers.  Shoot each individually to rack up tons of points.
    There are plenty of other enemies to shoot to add to your score along the way.
    At the end is the checkpoint.
    
    Go forward to yet another shaft.  In here there are two tentacle monster to
    worry about.  Other than that, just hover up it like normal.  Now drop down,
    hovering along the way to shoot many enemies and pick up points.  At the bottom,
    go forward to the checkpoint.
    
    Hover across the gap ahead and shoot the metallic pyramid.  Continue forward,
    annihilating opposition as you see it, and eventually you'll reach two bomb
    robots.  Shoot them down and go forward.  Hover up (the camera angle changes,
    too) and destroy the objects ahead.  When you see a giant weight, ride it to the
    top and hover up.  At the top, go forward and hover some more.  Really, it's
    more like levitating.  Continue along the path.  It's pretty obvious really.
    Just watch out for some tentacle monsters that come out.  At the end is the
    checkpoint.
    
    Levitate forward and bounce to a new platform.  Destroy the robots in the shaft
    as you ascend within it.  Hovering, bouncing, and rising with pulleys should be
    your chief mode of transportation.  At the top you'll fall over a wall and have
    to go down.  Shoot the enemies as you go down (hovering is quite a risky
    proposition considering the presence of tentacle monsters).  At the bottom, go
    forward to the checkpoint.
    
    This feels like you're replaying the exact same section over.  Step onto the
    platform dead ahead to be strapped in.  Here's where you'll tip the scales and
    get 80,000 + points, the requirements for an A on this level.  There are tons of
    those metal canisters here.  Target them (one at a time) to get lots of points
    at a time.  Repeat this over and over until you've gotten enough.  As you enter
    a tunnel, a giant drill comes after you.  There's nothing you can do about it,
    so just go to the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Since Eggman and Tails are identical in controls, and considering that this is
    the last Eggman level, you should be very good at dodging attacks.  Collect
    every ring you find and you'll beat this.  They give you a 20-ring head start at
    the beginning.  When you first see a weight, look left for a stockpile of rings.
    The upcoming checkpoint is also good for rings.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Get to the second checkpoint.  To the upper-right is a catwalk with a metallic
    pyramid on it.  Shoot the latter down and you'll find an ancient shrine.  Play
    Mystic Melody and bounce on the spring to a new platform.  Hover up a bit more
    and you'll see a huge meteor to the right.  Shoot it repeatedly like you would a
    pyramid and it breaks.  Get on that platform and go up some more to another
    meteor.  Shoot it down and use the springs ahead to bounce to a pyramid.  Bust
    it open and retrieve the Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    This is a long level.  This mission gives you more time than any other mission
    in the game.  You get eight minutes to blaze through with 80,000 + points.  I
    really don't see why they don't just switch Lost Colony with this mission and up
    the difficulty on Lost Colony a bit.  This is just such an easy stage.  Rush
    through the walking parts of the level.  Pick up a few points here, locking-on
    as you run, but do not stray from your typical course just to get 100 extra
    points.  Pick up all the real points in the two platform-on-the-rail sections.
    Remember the trick, people.  Shoot one of the canisters at a time and you'll
    pick up tons of points.  Easy A, here I come.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    The main difference between this and the original is the usual proliferation of
    enemies.  Aside from that, Cosmic Wall is its same old easy self.
    
    ================================================================================
    ==================================Final Chase*==================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    You start the level grinding down a rail.  Grind your way down and you'll fly
    right at some springs.  Take the collective ten rings in the capsules and hit
    the checkpoint.
    
    Run down the slope, avoiding the meteorites.  At the bottom is a tentacle
    monster.  Home attack it before it can attack you and then you'll see a spinning
    drum.  Jump onto it and you'll start rotating around on it.  Run to the top and
    run forward to a shield robot.  Roll into it to defeat it.  Bounce on the
    springs ahead and home attack the capsule to the left.
    
    Home attack the tentacle monster nearby and bounce up onto a tunnel.  Run
    forward to some spinning drums.  Jump across them carefully to reach the other
    side.  A hovering tentacle monster awaits you.  Hit the spring below it to
    bounce to another spinning drum.  Take the pulley up near the top and jump
    forward to another drum.  Spring to a booster that leads you to more drums.
    Avoid the meteors and get to a vertical set of them.  Take them up to be sprung
    to the checkpoint.
    
    Run down the slope, avoiding meteors as you go.  Boost down to a short tract of
    flat land.  Jump forward to defeat a tentacle monster and then rotate around the
    drums (avoiding the electric barriers, obviously).  At the end, run forward past
    a bomb robot to the checkpoint.
    
    Home attack up the spinning drums to see three squares.  Fall into the right
    one,
    the left one, and finally into the middle.  This will cause Shadow to run into a
    rail.  When on it, Light Dash to the spring and use the spinning drum to a hit
    20-ring capsule, home attack a tentacle monstrosity, and home attack to the next
    drum.
    
    There are a few more series of spinning drums.  They end at a 10-ring capsule
    followed by a booster to a spring.  Bounce up and roll into the shield robot to
    kill it (yes, I realize that robots cannot be killed).  To reach the next three
    spinning drums you must home attack the hovering tentacle monsters and then home
    attack to them.  At the end you'll bounce right to the checkpoint.
    
    Grind the red rail and run down the slope to a rail that leads to a spring.
    This spring bounces you to another rail further along in the level.  It ends on
    another rail that ends on a green platform.  Home attack the adjacent spinning
    drums (upper right) and take them past a tentacle monster to a checkpoint.
    
    Run forward, up a vertical wall, to be bounced onto a new catwalk.  Run forward
    and Light Dash along the rings.  The speed should send you close enough to a
    spinning drum to be attracted onto it.  From there jump onto all the other lower
    spinning drums until you reach a path below one of the slanted ones.  Run
    forward on it to an orange rail.  Grind along it to another spinning drum
    series.
    Go along them, avoiding a hidden electric barrier, and you'll end up on a new
    walkway.
    
    Light Dash the rings to get onto the right rail.  It seems to be thinner than
    the other somehow.  Grind along it to bounce to more spinning drums.  Just
    standing in the right spot will draw you to the next.  When you reach the
    vertical one, go up and stand on the right side to be drawn to another
    horizontal one.
    
    From there, jump to the next walkway.  Run forward and you'll boost up a rail
    and through one of the blue-tiled tubes.  At the top, go down through the tunnel
    the arrow points to in order to find another checkpoint.
    
    Run forward, jumping to the first spinning drum.  Ignore the spring and jump to
    the drum ahead of it.  Bounce on it and then the next three obvious springs to a
    1-Up capsule.  Then jump (home attack to jump further) to the long segmented
    drum to your right.
    
    Take the pulley on it past two tentacle monsters and jump to the drum.  Take it
    up and bounce on it at the top.  Take the rocket at the end of the platform
    across quite the distance.  Go down on these drums (just keep going down,
    avoiding the meteors) to a spring.  It bounces you to the Goal Ring.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    Hooray for Shadow levels!  You'll have ten rings by the time you reach the
    checkpoint (which really didn't need to be there).  Jump forward off the hill
    and you'll reach a hovering tentacle monster.  Home attack it and subsequently
    the 20-ring capsule.  Pick up other rings on your path until you reach the third
    spring.  Bounce to the left over the high catwalk to a lower one with 5 rings
    and a spare life on it.  This level is remarkably easy as it is littered with
    capsules.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Get to the sixth checkpoint.  Specifically, get to the part where you must home
    attack the tentacle monsters to reach the spinning drums.  Get to the top of the
    first vertical drum and you'll see a spring.  Jump to the pulley behind it
    instead and take that to an ancient shrine.  Play Mystic Melody and Light Dash
    the rings that form.  Go to the spinning drum and carefully use it to reach a
    pulley.  That drum is fraught with danger in the forms of meteors, electric
    fences, and hardly any rings.  Take the pulley to the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    You have five minutes and thirty seconds.  Grind on rails and quickly get off
    spinning drums.  In areas with widespread drums, you can jump across them to
    save time.  This isn't a particularly hard mission, just don't waste time.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    First, there are meteors everywhere.  There are also many more enemies,
    especially rapid-fire tentacle monsters.  However, all these tentacle monsters
    are great if you need 10,000 points (A requirements).  Also, there are several
    drums that you must reach either by homing attacks, springs, or rails.  However,
    if you're home attacking, do not overestimate the gravitational pull of the
    drums.  This will often be your undoing.  I'd say that this is the hardest non-
    timed mission in the game.
    
    ================================================================================
    =================================Cannon's Core*=================================
    ================================================================================
    
                                  +-----------------+
                                  |    Mission 1    |
                                  +-----------------+
    
    -------------------------------------Tails--------------------------------------
    
    Tails is busting out first.  He must destroy a security door to let the others
    into the chamber above the cannon.  When you fall down, shoot the dynamite packs
    on the door.  Through it is a shield robot.  Skipping over it is the best
    strategy.  In the next room is a bomb robot.  Through the other door you'll see
    a strange switch.  I will call these Time Switches.  Hit it to freeze time.
    
    With time frozen, go forward and through the door.  In the next room are a few
    gunners and a tentacle monster.  Get up to the latter and continually shoot
    until you kill it.  Now go forward and get on the platform that descends.  Shoot
    all the robots as you go down.  Take out the five packs of dynamite at the
    bottom and go through the door.  Hit the Time Switch to lower the lasers.  This
    also stops the in-game clock.  Go forward, past a bomb robot, and shoot another
    Time Switch.  Shoot the enemies and then drop down the pit.  Hover to radically
    slow your descent.
    
    When you can, shoot the dynamite on the door and go through.  Avoid the bomb
    robot that you'll meet and go forward to some gunners and a tentacle monster.
    Defeat it and go through the door.  Shoot the Time Switch to freeze the weights
    and lasers.  Go through the door (shooting the Time Switch again on the way
    out).
    Shoot the bomb robot before time marches on again.  Target the Time Switch in
    the room and look left or right.  When the platform is near the next tier, shoot
    it.  Use it to reach the next level.  Shoot the Time Switch again and go forward
    to a weight.  Take it up to a door.  While time is still stopped, shoot down the
    security door.
    
    -------------------------------------Eggman-------------------------------------
    
    Eggman is up next.  Directly ahead of Eggman are three shield robots.  Shoot
    them as they try to shoot you.  Continue forward into the next room and shoot
    the gunners that fall and surround you.  Through the door is a bomb robot.  Go
    forward past it to an elevator platform.  Take it up, shooting enemies along the
    way.  Go through the door at the top and you'll see two tentacle monsters.  This
    may seem impossible to bypass without losing rings, but think again.  Run
    between them, shooting them the entire time (this way, they are defending).
    Once behind them, beat them easily.
    
    Go through the door and shoot the 20-ring capsule.  Take the pulley below it
    down to two shield robots.  Wait for them to charge a blast at you and shoot
    them.  Go through the door they were guarding.  Three hovering tentacle monsters
    swoop down to attack you.  Avoid their lasers and you'll be fine.  Shoot the
    Time Switch at the end and go forward.  Shoot the Time Switch when the block to
    the left is partially submerged in the acid (so you can jump onto it).
    
    Quickly jump forward to the block between two other higher blocks (upper-right)
    and then hover over the edge to a another block.  Here, jump around for a while.
    The left block on the acid floor (in the middle) has a block that rises from it.
    Ride it up to a door you should go through.  You should be able to target a Time
    Switch.  Shoot it and run through the hall, all the while shooting the Time
    Switches (it is safety).  At the end is a checkpoint.
    
    Through the door you'll see a platform.  Jump to it and it fades away.  Fall
    freely, just hover to avoid tentacle monsters and lasers.  At the bottom are
    three Time Switches preceding a lake of acid.  Stop time and drop to the
    platform in it.  Hover to the next and go through the door.  If time is still
    ceased, shoot the tentacle monsters to defeat them.  Go through the door.
    
    Welcome to the final room in Eggman's part of the stage.  Shoot the Time Switch
    when a block coming from the right is in line with the next tier to the left.
    Jump up two blocks onto the next tier.  When there, look at the Time Switch.  A
    block should rise by it periodically.  Shoot the Time Switch when it is
    accessible and hover to it.  Then, when time restarts, take it up to the door.
    Shooting down this security door lets the others into the next portion of ARK.
    
    -------------------------------------Rouge--------------------------------------
    
    Rouge is next.  Her goal is to drain the liquid from the core.  The switch to do
    this is in the center of the chamber, but you need to unlock the cage around it.
    Climb the pillars around the switch (the notches force you to go in a certain
    path) to the topmost one.  There's a Time Switch on it.  Before activating it,
    look around for where the yellow liquid is pouring out (look toward the third
    pillar).
    
    Hit the switch and jump in that direction.  The hall is covered in a waterfall
    by the liquid on the lowest level.  Inside, defeat the shield robot and drop
    into the acidic chamber below.  Glide to the far wall and hang there for a block
    to come out.  Hit the Time Switch beneath the opening right after the block
    emerges.  Run into the passage and go left or right.
    
    Glide into the hovering monster to defeat it and jump up, hitting the Time
    Switch before the monsters can spring back to life.  Defeat the slender one to
    see a switch.  Hit it and the switch in the middle of the great chamber opens.
    Return to the previous room and hit the Time Switch.  Drop to the spring and
    bounce up to the passage you entered by.  Run forward and go through the
    waterfall before time flow resumes.  Hit the switch.
    
    ------------------------------------Knuckles------------------------------------
    
    With the cannon drained of its liquid, the chamber that Rouge played in is now
    completely submerged, save the top.  Knuckles must destroy the final security
    door to the core right in front of him.  However, there's a switch to press to
    destroy it.  I highly recommend that you have the Air Necklace for this.
    
    Dive down and hit the Time Switch on the pillar (the one Rouge used).  Quickly
    surface and run past the immobile tentacle monster and where a laser wall would
    normally be.  Now drill claw the metal crates to be sprung up to a pulley.
    Press the switch ahead of you and the bars that were in Rouge's section have
    come undone.
    
    Dive down into the main chamber from Rouge's part of the level and find the open
    tunnel.  Swim through, avoiding the tentacle monster's lasers, and then go
    right.
    Past the acid block is a Bomb that you can use to defeat the enemies here.  Now
    surface and hit the switch to undo more bars.  However, the current is too
    strong just to swim through.  Find the Time Switch in the room (right over the
    tunnel you came to this room through) and then quickly swim through the passage.
    
    You can run through by diving down with B and jump at the end to just barely
    make it.  In here, dive down past the lasers (a Shield capsule in here is very
    helpful) to a Time Switch.  Swim through the tunnel ahead and hit the Time
    Switch after the cages to continue.  At the end, swim past the tentacle monster
    and go down a bit to see a switch.  Press it to open the security door above.
    
    -------------------------------------Sonic--------------------------------------
    
    The last part of this level is done as Sonic, in which you must actually get to
    the core.  You start sliding down a rail.  It ends at a Time Switch.  Hit it and
    home attack across the gap.  Through the door, go forward and home attack a
    final enemy before the Time Switch wears off.  Go right through the door (and do
    not pass Go) and roll into the shield robots to defeat them.  Now, to defeat
    this enemy, use the Magic Hands attack (if you don't have the upgrade, home
    attack at it and then home attack toward the screen).
    
    By defeating the enemies, the door behind you is open.  Go back and go through.
    Here, jump over the laser wall and attack the tentacle monster before it can
    spawn some miniatures.  Now hit the Time Switch beneath where it hovered and go
    forward to see some of that yellow liquid you love below you.  Jump in and jump
    out periodically so that you don't get swept off your feet in the current.
    Toward the end, bounce to the Time Switch and hit it.
    
    Drop down and roll under the low ledge to the golden robot.  Go forward into a
    red tunnel (be wary of the block that tries to push you into the acid wall) and
    you'll be boosted to a steep path that has the yellow liquid pouring down it.
    Home attack your way over the hill and then ride down (so that you're going
    forward) to the Goal Ring and the core of the cannon.
    
                                  +-----------------+
                                  |    Mission 2    |
                                  +-----------------+
    
    There aren't too many hidden rings here.  Just take them as they come.  Now,
    here's how to deal with tentacle monsters when you're Tails or Eggman.  First,
    you can use Time Switches.  This is the best way to deal them death.  You can
    also continually fire at them so that they are constantly defending.  Draw
    closer and shoot.  Now, Eggman has two of them right next to each other in his
    part of the stage.  To bypass them, run forward, continually shooting, and then
    take them out from behind.
    
                                  +-----------------+
                                  |    Mission 3    |
                                  +-----------------+
    
    Nothing happens until you reach Eggman's section.  Directly after the checkpoint
    in his section you'll see a large, laser-filled shaft.  Do not step on the
    platform here.  Instead, hover over the platform to the door on the other side.
    Take the shield that forms (it's building up to something) and finish this
    section normally.
    
    As Rogue, look left from where you fell to see a blue tunnel (opened by Eggman).
    Enter and play Mystic Melody by the ancient shrine.  Take the shield and finish
    the section.
    
    As Knuckles, floating platforms have appeared.  Take them up to a pulley and
    play Mystic Melody at the ancient shrine.  This time you get a magnetic shield,
    ooh.  Finish Knuckles's section normally.
    
    Now it's Sonic time to shine.  Get to the point in his section where you find
    the yellow rapids.  Go up the hill and you'll see a trail of rings.  Light Dash
    (hold forward when you do) them and then defeat the tentacle monsters.  Through
    the door are three gunners and the lost Chao.
    
                                  +-----------------+
                                  |    Mission 4    |
                                  +-----------------+
    
    Cannon's Core is not a very hard level in my opinion; beating it in seven
    minutes is a walk in the park.  First, use every Time Switch to the fullest.
    They free the game's timer, which helps A LOT.  By using them to the fullest, I
    mean that you should not abandon them until you have everything perfect.  In the
    Tails/Eggman sections, clear out enemies ahead before you leave the Time Switch.
    
    Also in those sections, shoot the Time Switch before you leave the room.
    Another common mistake in the Tails/Eggman sections is dawdling.  To be precise,
    shooting unnecessary enemies.  As a rule of thumb, don't attack it unless you
    have to or unless it is inevitable.  In Eggman's laser shaft, just fall
    skillfully.  If you have all the upgrades, taking out one enemy takes out the
    others around it.
    
    Then we have Rouge and Knuckles.  They have huge opportunities to waste time in
    them.  For instance, when swimming you might not make it through tunnels, you
    might have to surface (which is why you should get the Air Necklace), etc.
    However, most of these things happen when time is frozen, so the risk is
    minimal.
    Just getting through them with at least forty seconds left (you'll probably have
    much more) will get you through this mission.  That's all you need.
    
    Rush through Sonic's section as fast you can.  There's no strategy involved at
    all.  You should be able to finish up with enough time easily.  The problem is
    getting an A.  You need 29,000 points to do that.  Keep practicing and good
    luck.
    
                                  +-----------------+
                                  |    Mission 5    |
                                  +-----------------+
    
    It should be interesting for you to see how they made the last stage harder.
    This is the very last mission of the game, so there's nothing you haven't seen.
    The difference lies in enemy numbers, Time Switch removals or relocations, and
    in a few new traps.  Of course, this still isn't very hard.
    --------------------------------------------------------------------------------
       __________________________________________________________________________
      /                                                                          \
     /                                                                            \
    ||--------------------------------Section 4*----------------------------------||
     \                                                                            /
      \__________________________________________________________________________/
    
    ================================================================================
    ===================================Kart Race*===================================
    ================================================================================
    
    Section 4 is devoted to all the other emblems in the game.  Yes, the idea of
    Sections 2-4 are for you to get all 180 emblems.  Three of those emblems are
    unlocked in the mini-game Kart Race.  To unlock Kart Race, simply complete the
    story mode (first) missions for Route 101 and Route 280.  This will allow you to
    play it in Battle Mode, too.  Initially there are six racers and three modes.
    Later on, you can unlock six other karts (same racers).  To unlock alternate
    karts, simply get every emblem for that character.  This does not include the A-
    rank emblem.  First, I'll tell you what each of the stats means.  Second, I'll
    discuss each character's strengths to see which is the right one for you.  After
    that, we'll discuss driving techniques to employ in the races.  Then I'll break
    down the racetracks for you.
    
    --------------------------------------------------------------------------------
                                         Stats
    --------------------------------------------------------------------------------
    
    Speed: This is how fast your character can go.  Speed does not mean
    acceleration,
    which is a totally different stat.
    
    Acceleration: The amount of time it takes for you to achieve greater speeds is
    inversely proportional to your acceleration.  That is, the higher your
    acceleration, the sooner you can go faster.
    
    Brake: This tells how strong your brake is.  The lower it is, the longer it
    takes to stop by braking (B).  Since you hardly ever use your brake, this is a
    fairly meaningless stat.
    
    Grip: Your grip is how much traction your car's wheels have with the road.  This
    is basically how well you take sharp turns - whether you skid into the wall or
    you make a steady transition from skidding to control.
    --------------------------------------------------------------------------------
                                       Characters
    --------------------------------------------------------------------------------
    Sonic: As always, Sonic is a speed demon.  Sonic is weak in all other areas but
    speed.  This is not a setback at all in the first race, and only a minor hassle
    in the second.  But in the Expert Race where making clean turns in essential,
    Sonic does not shine.  I'd recommend him for the first two races.  Most people
    use him for all three, though.  His alternate kart is just a more advanced
    version of the original.
    
    Tails: Tails specializes in acceleration.  This means that Tails will jump ahead
    of the other racers at the start of the race, but this head start will wear off
    when the others' acceleration kicks in.  Tails is pretty average in all other
    respects.  I recommend him for the Expert Race.  That's because Tails will be
    able to recover well from crashes and the like.  However, Tails is not as good
    in general.  His alternate kart is a Chao racer.
    
    Knuckles: This is my favorite racer.  He has good grip, which is good for the
    latter races.  His speed and acceleration are both not only above average but
    they are also almost even.  This combination will not put you in first for the
    entire race, but it will let you catch up and overtake opponents.  But his
    alternate kart, which is another "advanced" kart, is my real favorite.  He's
    better in the last two races.
    
    Shadow: Shadow = Sonic.  Their stats are exactly the same.  Basically, play as
    Shadow if you're one of his adoring fans.  His speed is definitely his most
    outstanding attribute, which makes him ideal for the first two races.  Of
    course,
    many people learn to handle turns with Shadow well, which makes him and Sonic
    good in any three of the races.  His kart is another "advanced" one.
    
    Eggman: You'd think that with a great grip, above average speed, and descent
    acceleration, Eggman would be good.  This is not the case.  Eggman's grip is
    almost equal to his speed, which makes him very slow.  His acceleration is
    pretty lousy, or at least not good enough to counterbalance his other stats.  He
    has the best brake (tied with Rouge, actually), though, if you're into that.
    Seriously, his alternate kart is a tank.  It has missiles and huge boosters,
    which is quite intimidating to others.
    
    Rouge: Rouge definitely has an interesting alternate kart.  It is a kart made
    from an old Sonic enemy (the Robotnik robotic duplicate, the one with the
    jetpack).  No joke.  Rouge is a pretty well-rounded racer.  She excels in
    acceleration, and has about equal brake, speed, and grip.  However, she is not
    very fast at all with her lacking speed, which makes her easy to beat in the
    first two races.  Play with her in the Expert Race, but expect to be boosting
    your way through.
    --------------------------------------------------------------------------------
                                Controls and Techniques
    --------------------------------------------------------------------------------
    Accelerate: This is the most basic control.  Press and hold A to go forward.  No
    matter who you are, your speed steadily increases as you do, some more than
    others.  Also, I've found that is does make a slight difference in speed if you
    hold forward on the control stick.  To move, use the control stick (you
    automatically go forward, but you can go left or right.
    
    Brake: Press B to slow down and eventually stop.  You should not use this very
    often.
    
    Boost: Collect 20 rings and you'll have the option of boosting by pressing Y.
    This is very useful, but also very dangerous.  If you come into contact with the
    wall while boosting, your chances of crashing are greatly increased.  If you go
    on ramps or boosters, you will stop boosting.  Also, you stop boosting when you
    hit a wall.  The boost will wear off on its own eventually.  It is to your
    advantage to use it in straight stretches of road or when you know you can
    easily make an upcoming turn.
    
    Crash: This is neither a control nor a technique, and it is the worst move you
    can make.  When you make a head-on collision with a wall at high speeds, you
    will crash.  Even if only a portion of the front of the kart hits a wall, you
    can crash.  There are other ways to crash, but the above way is the most common.
    Crashing takes a few seconds off your time and makes you spin in a circle,
    killing any speed you had.
    
    Skid: To skid is to be holding A, release, and then start holding A again.  For
    a certain length of time that depends on your character, you will not go
    completely straight.  Skidding has several effects on your kart.  First, it
    lessens the impact of hitting walls.  You "bounce" off them.  Second, you slow
    down a bit and you have hardly any grip.  That second property is very useful in
    making sharp turns.  On the downside, if the side (entire side) of your kart
    comes into contact with a wall, you will crash.  Since skidding is slower than
    regular driving, you can stop by driving straight for a few seconds, which,
    again, depends on your character.
    
    Ramps and Boosters: You should always use ramps and boosters unless you are
    boosting (they are actually slower than boosting).  Both of them straighten your
    driving, which stops skidding, and both increase your speed.  Ramps send you
    airborne, usually over pits.  If you hit the edge of a pit, you will have a mid-
    air crash that will result in you starting the jump over again.  Boosters
    dramatically increase your speed.  The advantage of being air is to bypass other
    obstacles, as well as making you a bit faster.  To avoid a mid-air crash, go
    right of left a bit when in the air so that you land on solid ground, not barely
    ahead of the pit.
    --------------------------------------------------------------------------------
                                         Races
    --------------------------------------------------------------------------------
    Beginner: The only danger here are the walls.  There is nothing to this track.
    There are boosters in the pit stops to speed you up.  Try out different
    characters to get better times.
    
    Standard: This is a huge jump in difficulty from Beginner.  There are a few
    hazards, like holes and the occasional falling into water.  What will you slip
    you up more often, though, are the turns.  Use Standard to determine your best
    character and practice making turns with them.  Also, learn good judgment for
    boosting.  Live out the duration of each boost to get a serious edge.
    
    Expert: Traps abound in this race.  First, excellent turning skills are
    imperative to winning.  Watch out for some not-so-obvious traps.  These include
    90-degree turns with no wall (that is, if you keep going forward you fall into
    the sea), holes in the track, and a tilted curve.  The titled curve is very
    steep.  Stay on the high end of it and you won't fall off.  When you see a ramp,
    take it, but go left or right a bit to assure that you don't hit the edge of a
    hole and then fall through.
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    
    Now I'll list by records on the courses.  This is basically a self-esteem boost
    for those who feel the need to be better than me.  That's the majority of you
    because I'm no pro.
    
    Beginner: 02: 03: 23
    Knuckles (Kart 2)
    
    Standard: 02: 37: 16
    Knuckles (Kart 2)
    
    Expert: 03: 37: 66
    Knuckles (Kart 2)
    
    As you can see, I have a clear-cut favorite.  By Kart 2, I mean his alternate
    kart.  If you beat my times, you get an imaginary medal and a plaque.  Using
    this guide is starting to pay off, huh?
    
    ================================================================================
    ==================================Boss Attack*==================================
    ================================================================================
    
    Every time you beat a story, you unlock one of the modes of Boss Attack.  Hero
    Side has you fight all bosses in the Hero Story.  Dark Side has you fight all
    Dark Story bosses.  Beating the Last Story gives you the All option, which
    fights every boss in the game (in the order of Hero, Dark, Last Story bosses).
    I thought that I might list all the boss strategies from the guide here, but
    that might spoil the ending for those that have gotten to the Last Story.  So,
    you can use the following navigation tool to find where I have the strategy in
    the guide.  Press CTRL and F (Apple and F if you have a Mac) on your keyboard
    and type in the following.
    
    Boss: ______
    
    ______ is the name of the boss.  Note that I include the numbers at the
    beginning of robot names, like in Big Foot, Hot Shot, and Flying Dog, even
    though you probably won't need to look them up.  Similarly, some bosses are
    played twice.  This includes Sonic, Shadow, Tails, Eggman, and the Egg Golem.
    If you want the second time you fight them strategy, click Find/Search twice.
    Simple, no?  You get one emblem for clearing each mode, which means that three
    emblems result from Boss Attack alone.  Before I end this section, I'll give you
    tips.
    
    First, when you face Sonic and Shadow the second time, you have lots of chances
    to get 100 rings by Light Dashing.  This could provide many extra lives for you
    if you need them for the bosses in "All."  Second, don't waste any lives on
    Tails or Eggman the second time.  They are really easy if you use the strategy
    in the guide.  Finally, you do not start over if you lose a life.  You just
    restart that fight.  Let the battles begin!
    
    ================================================================================
    =================================Other Emblems*=================================
    ================================================================================
    
    Here's how you can get all the remaining emblems not already covered Section 2
    or 3.  If we do some math, we can figure out how many there are.  There are 31
    stages in all, each with five missions.  5 x 31 = 155.  That means that 155 of
    the emblems come directly from the levels.  Here's a list of the remaining
    emblems for you that you can check off (print it first).  Of course, the same
    list can be found under "Extra" and then "Emblem Results."  As you may or may
    not be able to tell about this is that the __'s are for writing check marks.
    Sorry if yours are too big to fit in them.
    
    All A Rank for Sonic: 1  __
    
    All A Rank for Tails: 1  __
    
    All A Rank for Knuckles: 1 __
    
    All A Rank for Shadow: 1  __
    
    All A Rank for Eggman: 1  __
    
    All A Rank for Rouge: 1  __
    
    All A Rank in Cannon's Core: 1  __
    
    Ending of Hero Story: 1  __
    
    Ending of Dark Story: 1  __
    
    Ending of Last Story: 1  __
    
    Chao Race: 5  __   __   __   __   __
    
    Chao Karate: 4  __   __   __   __
    
    Kart Race: 3  __   __   __
    
    Boss Attack: 3  __   __   __
    
    In total, there are 180 emblems to collect.  What that does, exactly, is
    revealed in the Secrets section of this guide.  Happy hunting.
    
    ================================================================================
    ================================Rank Conditions*================================
    ================================================================================
    
    Since seven of the game's emblems revolve around A ranks, I'll list what
    requirements you must meet, point-wise or time-wise, to get an A.  In most
    missions (the exceptions being Route 101 and Route 208), the first, fourth, and
    fifth missions are graded on points.  The second and third are graded on time.
    Grades range from A to E, A being the highest and E being the lowest.
    
    The setup is as follows:
    
    --------------------------------------------------------------------------------
    Stage Name:
    
    Points/Time Needed (M1):
    Points/Time Needed (M2):
    Points/Time Needed (M3):
    Points/Time Needed (M4):
    Points/Time Needed (M5):
    --------------------------------------------------------------------------------
    
    The M1-5 stand for the first, second, third, fourth, or fifth mission.  Now to
    begin the judgment.  The stages are listed in the order that the game lists them
    under "Emblem Results."
    
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    Stage Name: City Escape
    
    Points/Time Needed (M1): 18,000
    Points/Time Needed (M2): 1:20
    Points/Time Needed (M3): 2:30
    Points/Time Needed (M4): 18,000
    Points/Time Needed (M5): 19,000
    --------------------------------------------------------------------------------
    Stage Name: Metal Harbor
    
    Points/Time Needed (M1): 20,000
    Points/Time Needed (M2): 1:10
    Points/Time Needed (M3): 0:50
    Points/Time Needed (M4): 18,000
    Points/Time Needed (M5): 18,000
    --------------------------------------------------------------------------------
    Stage Name: Green Forest
    
    Points/Time Needed (M1): 15,000
    Points/Time Needed (M2): 2:30
    Points/Time Needed (M3): 1:30
    Points/Time Needed (M4): 12,000
    Points/Time Needed (M5): 12,000
    --------------------------------------------------------------------------------
    Stage Name: Pyramid Cave
    
    Points/Time Needed (M1): 15,000
    Points/Time Needed (M2): 3:15
    Points/Time Needed (M3): 2:50
    Points/Time Needed (M4): 13,000
    Points/Time Needed (M5): 14,000
    --------------------------------------------------------------------------------
    Stage Name: Crazy Gadget
    
    Points/Time Needed (M1): 17,000
    Points/Time Needed (M2): 3:00
    Points/Time Needed (M3): 5:00
    Points/Time Needed (M4): 16,000
    Points/Time Needed (M5): 15,000
    --------------------------------------------------------------------------------
    Stage Name: Final Rush
    
    Points/Time Needed (M1): 13,000
    Points/Time Needed (M2): 1:30
    Points/Time Needed (M3): 4:30
    Points/Time Needed (M4): 13,000
    Points/Time Needed (M5): 13,000
    --------------------------------------------------------------------------------
    Stage Name: Prison Lane
    
    Points/Time Needed (M1): 26,000
    Points/Time Needed (M2): 2:30
    Points/Time Needed (M3): 2:00
    Points/Time Needed (M4): 26,000
    Points/Time Needed (M5): 26,000
    --------------------------------------------------------------------------------
    Stage Name: Mission Street
    
    Points/Time Needed (M1): 25,000
    Points/Time Needed (M2): 3:30
    Points/Time Needed (M3): 3:20
    Points/Time Needed (M4): 22,000
    Points/Time Needed (M5): 30,000
    --------------------------------------------------------------------------------
    Stage Name: Route 101
    
    Points/Time Needed (M1): 2:45
    Points/Time Needed (M2): 1:30
    Points/Time Needed (M3): 3:00
    Points/Time Needed (M4): 3:00
    Points/Time Needed (M5): 2:50
    --------------------------------------------------------------------------------
    Stage Name: Hidden Base
    
    Points/Time Needed (M1): 14,000
    Points/Time Needed (M2): 3:15
    Points/Time Needed (M3): 2:50
    Points/Time Needed (M4): 12,000
    Points/Time Needed (M5): 13,000
    --------------------------------------------------------------------------------
    Stage Name: Eternal Engine
    
    Points/Time Needed (M1): 35,000
    Points/Time Needed (M2): 3:30
    Points/Time Needed (M3): 2:45
    Points/Time Needed (M4): 30,000
    Points/Time Needed (M5): 35,000
    --------------------------------------------------------------------------------
    Stage Name: Wild Canyon
    
    Points/Time Needed (M1): 16,000
    Points/Time Needed (M2): 1:30
    Points/Time Needed (M3): 0:40
    Points/Time Needed (M4): 16,000
    Points/Time Needed (M5): 17,000
    --------------------------------------------------------------------------------
    Stage Name: Pumpkin Hill
    
    Points/Time Needed (M1): 12,000
    Points/Time Needed (M2): 3:00
    Points/Time Needed (M3): 1:00
    Points/Time Needed (M4): 13,000
    Points/Time Needed (M5): 16,000
    --------------------------------------------------------------------------------
    Stage Name: Aquatic Mine
    
    Points/Time Needed (M1): 14,000
    Points/Time Needed (M2): 1:50
    Points/Time Needed (M3): 1:00
    Points/Time Needed (M4): 14,000
    Points/Time Needed (M5): 15,000
    --------------------------------------------------------------------------------
    Stage Name: Death Chamber
    
    Points/Time Needed (M1): 12,000
    Points/Time Needed (M2): 2:30
    Points/Time Needed (M3): 2:00
    Points/Time Needed (M4): 12,000
    Points/Time Needed (M5): 12,000
    --------------------------------------------------------------------------------
    Stage Name: Meteor Herd
    
    Points/Time Needed (M1): 13,000
    Points/Time Needed (M2): 2:00
    Points/Time Needed (M3): 1:30
    Points/Time Needed (M4): 14,000
    Points/Time Needed (M5): 13,000
    --------------------------------------------------------------------------------
    Stage Name: Radical Highway
    
    Points/Time Needed (M1): 14,000
    Points/Time Needed (M2): 1:20
    Points/Time Needed (M3): 2:30
    Points/Time Needed (M4): 14,000
    Points/Time Needed (M5): 16,000
    --------------------------------------------------------------------------------
    Stage Name: White Jungle
    
    Points/Time Needed (M1): 14,000
    Points/Time Needed (M2): 1:30
    Points/Time Needed (M3): 3:20
    Points/Time Needed (M4): 14,000
    Points/Time Needed (M5): 13,000
    --------------------------------------------------------------------------------
    Stage Name: Sky Rail
    
    Points/Time Needed (M1): 14,000
    Points/Time Needed (M2): 1:15
    Points/Time Needed (M3): 1:10
    Points/Time Needed (M4): 14,000
    Points/Time Needed (M5): 10,000
    --------------------------------------------------------------------------------
    Stage Name: Final Chase
    
    Points/Time Needed (M1): 12,000
    Points/Time Needed (M2): 1:30
    Points/Time Needed (M3): 5:15
    Points/Time Needed (M4): 11,000
    Points/Time Needed (M5): 10,000
    --------------------------------------------------------------------------------
    Stage Name: Iron Gate
    
    Points/Time Needed (M1): 20,000
    Points/Time Needed (M2): 1:35
    Points/Time Needed (M3): 2:00
    Points/Time Needed (M4): 20,000
    Points/Time Needed (M5): 19,000
    --------------------------------------------------------------------------------
    Stage Name: Sand Ocean
    
    Points/Time Needed (M1): 25,000
    Points/Time Needed (M2): 3:30
    Points/Time Needed (M3): 3:00
    Points/Time Needed (M4): 25,000
    Points/Time Needed (M5): 23,000
    --------------------------------------------------------------------------------
    Stage Name: Lost Colony
    
    Points/Time Needed (M1): 34,000
    Points/Time Needed (M2): 2:00
    Points/Time Needed (M3): 2:30
    Points/Time Needed (M4): 34,000
    Points/Time Needed (M5): 44,000
    --------------------------------------------------------------------------------
    Stage Name: Weapons Bed
    
    Points/Time Needed (M1): 30,000
    Points/Time Needed (M2): 2:00
    Points/Time Needed (M3): 2:15
    Points/Time Needed (M4): 30,000
    Points/Time Needed (M5): 30,000
    --------------------------------------------------------------------------------
    Stage Name: Cosmic Wall
    
    Points/Time Needed (M1): 80,000
    Points/Time Needed (M2): 1:30
    Points/Time Needed (M3): 1:30
    Points/Time Needed (M4): 85,000
    Points/Time Needed (M5): 100,000
    --------------------------------------------------------------------------------
    Stage Name: Dry Lagoon
    
    Points/Time Needed (M1): 15,000
    Points/Time Needed (M2): 2:00
    Points/Time Needed (M3): 0:40
    Points/Time Needed (M4): 14,000
    Points/Time Needed (M5): 17,000
    --------------------------------------------------------------------------------
    Stage Name: Egg Quarters
    
    Points/Time Needed (M1): 12,000
    Points/Time Needed (M2): 2:00
    Points/Time Needed (M3): 1:00
    Points/Time Needed (M4): 13,000
    Points/Time Needed (M5): 13,000
    --------------------------------------------------------------------------------
    Stage Name: Security Hall
    
    Points/Time Needed (M1): 12,000
    Points/Time Needed (M2): 4:00
    Points/Time Needed (M3): 0:30
    Points/Time Needed (M4): 13,000
    Points/Time Needed (M5): 16,000
    --------------------------------------------------------------------------------
    Stage Name: Route 280
    
    Points/Time Needed (M1): 3:20
    Points/Time Needed (M2): 2:00
    Points/Time Needed (M3): 3:30
    Points/Time Needed (M4): 3:45
    Points/Time Needed (M5): 3:20
    --------------------------------------------------------------------------------
    Stage Name: Mad Space
    
    Points/Time Needed (M1): 14,000
    Points/Time Needed (M2): 2:30
    Points/Time Needed (M3): 1:30
    Points/Time Needed (M4): 14,000
    Points/Time Needed (M5): 12,000
    --------------------------------------------------------------------------------
    Stage Name: Cannon's Core
    
    Points/Time Needed (M1): 29,000
    Points/Time Needed (M2): 3:30
    Points/Time Needed (M3): 7:30
    Points/Time Needed (M4): 29,000
    Points/Time Needed (M5): 29,000
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    
    Note that a few numbers might be off due to the transition of the game from
    Dreamcast to Game Cube.  For instance, there's a big difference between the
    requirements for Cosmic Wall from Sonic Adventure 2 and Sonic Adventure 2
    Battle.
    Any way you slice it, these numbers are pretty accurate.
    --------------------------------------------------------------------------------
       __________________________________________________________________________
      /                                                                          \
     /                                                                            \
    ||--------------------------------Section 5*----------------------------------||
     \                                                                            /
      \__________________________________________________________________________/
    
    ================================================================================
    ================================Level-Up Items*=================================
    ================================================================================
    
    Sonic Adventure 2 Battle has six characters, each with their own upgrades.  Some
    of these upgrades are needed to beat the game, while others are just there for
    fun or convenience.  Here's a complete list of upgrades, how to get them, and
    what they do.
    
    ================================================================================
                                         Sonic
    ================================================================================
    Upgrade: Magic Gloves
    
    Function: Magic Hands is a B attack that you'll seldom use.  Using it makes
    enemies enter a tiny ball that Sonic holds.  You can throw it around at other
    enemies as a dual attack.
    
    Obtain: After the second checkpoint in City Escape, you'll find four metal
    crates on the ground.  You need the Bounce Bracelet and the Flame Ring for this
    upgrade.  The metal crates are almost immediately after running down the side of
    the building.  Bounce on the crates to bust them open and you'll fall to this
    upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Light Shoes
    
    Function: The Light Shoes let you Light Dash across a line of rings by pressing
    B.  It is very useful, possibly the best upgrade Sonic gets.
    
    Obtain: When you reach the first trail of rings that you must Light Dash in
    Metal Harbor, look left for a pulley.  Ride it up and jump off to the Light
    Shoes.
    --------------------------------------------------------------------------------
    Upgrade: Ancient Light
    
    Function: Charge up a Spin Dash by holding B until Sonic stops.  Release B by a
    swarm of enemies and Sonic will home attack around them crazily until he kills
    them.  This is fun, but not essential.
    
    Obtain: Go Green Forest, right before the second checkpoint.  In the cave that
    has the golden robot, run up the half-loop.  At the top, go right a bit and
    you'll see a hovering enemy.  Home attack the subsequent capsules to find the
    upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Bounce Bracelet
    
    Function: By pressing B in the air, Sonic rolls into a ball and bounces against
    the ground, going progressively higher as he does.
    
    Obtain: You'll find this on your path after the first checkpoint in Pyramid
    Cave.
    It is in plain site; you can't miss it.
    --------------------------------------------------------------------------------
    Upgrade: Flame Ring
    
    Function: The Flame Ring makes Sonic's roll fiery.  More importantly, it allows
    him to break steel containers, which you must do to complete Crazy Gadget.
    
    Obtain: After the fourth checkpoint in Crazy Gadget, take the high-speed warp
    tube to a new room.  Go forward to a gravity switch past three tentacle monsters
    and press it to return gravity to normal.  When you land, go backwards a bit
    (toward the screen) and a spring will bounce you to a higher tier of the room.
    Backtrack a bit to where the tentacle monsters were and you'll find the Flame
    Ring.
    --------------------------------------------------------------------------------
    Upgrade: Mystic Melody
    
    Function: Playing Mystic Melody by an ancient shrine has strange effects.  Sonic
    will need it for every third mission he has.
    
    Obtain: Go to Final Rush.  Get to the fifth checkpoint.  When you reach the fork
    in the rails (purple or orange), take the orange.  Grind it and hold forward,
    making you land on a platform with a rocket situated on it.  Take the rocket to
    some platforms to a spring to a vertical rail.  Grind up it and you'll find this
    upgrade.
    ================================================================================
                                        Knuckles
    ================================================================================
    Upgrade: Mystic Melody
    
    Function: When Mystic Melody is played near an ancient shrine, strange
    happenings occur.  You almost always need Mystic Melody in the third mission of
    each level.
    
    Obtain: When you have the Shovel Claw, go to Wild Canyon.  In the starting area,
    jump into the air current to take it out.  Now look to the top of the wall to
    the right of the air current for a stone slab with a scarab in the center.  Dig
    into the scarab and you'll enter a room with this upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Shovel Claw
    
    Function: This lets Knuckles dig by pressing B when in the air or when he is
    climbing on a surface.
    
    Obtain: It is directly ahead of where you start in Pumpkin Hill.
    --------------------------------------------------------------------------------
    Upgrade: Air Necklace
    
    Function: This lets Knuckles breathe underwater forever without having to use
    any air bubbles at all.  It is extremely helpful in Cannon's Core.
    
    Obtain: Go to Aquatic Mine.  First, the water must be Level 3 (the switch in the
    uppermost region).  When it is, you can drop into a hole from Level 2.  Drop in
    and enter the mineshaft from there.  Go down the first tunnel and quickly go
    through the only other available tunnel.  Swim down quickly with B to drop
    through the wooden beams.  Go through the tunnel you see and then rise as
    quickly as you can to the room with the Air Necklace.
    --------------------------------------------------------------------------------
    Upgrade: Hammer Gloves
    
    Function: The Hammer Gloves allow Knuckles to break steel containers.  They are
    required to finish Death Chamber.
    
    Obtain: Go through the north door in Death Chamber and look right in that
    hallway.  Punch the wooden crates to your right and you'll uncover the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Sunglasses
    
    Function: The Sunglasses let Knuckles see and to interact with invisible
    objects.
    This is needed for most of the fifth missions that has Knuckles must play.
    
    Obtain: In Meteor Herd, go forward to the central tower.  Find a meteorite on a
    platform separate from the tower's base and punch it at the nearby door.  This
    reveals a switch.  Pressing it opens the floor of the tower.  Drop in and you'll
    find this upgrade.
    ================================================================================
                                         Tails
    ================================================================================
    Upgrade: Laser Blaster
    
    Function: The Laser Blaster is useful at times, but it can be detrimental to
    your score.  When you shoot one enemy or object, all objects around it are shot,
    too.  That is, destroying one enemy defeats any adjacent enemies.  This helps in
    timed missions, but not so much when you need points.
    
    Obtain: Go to the Goal Ring in Prison Lane.  Before you touch it, defeat all the
    enemies in the room.  This causes a gate that was in front of six steel
    containers to open.  You'll need the Bazooka for this part.  Shoot them down and
    follow the hallway to the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Booster
    
    Function: This lets Tails hover when you press A in air.  It is easily his most
    useful upgrade.
    
    Obtain: When you reach the part of Mission Street where a large stretch of road
    falls and you fall to the road below, go left to the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Mystic Melody
    
    Function: Playing this by ancient shrines has odd effects.  It is needed for
    just about every third mission in the game.
    
    Obtain: This is in Hidden Base.  After the first checkpoint you'll find a large,
    outdoor area with an Eggman wall in the upper-right hand corner.  Fall to the
    left to see some steel containers.  You'll need the Bazooka to shoot them down.
    On the other side are several pillars and the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Bazooka
    
    Function: With the Bazooka Tails can break steel containers open.
    
    Obtain: Get to the fourth checkpoint in Eternal Engine.  When you get outside
    for the first time, cross the catwalk and you'll see a switch below you on a
    much lower platform.  Press it and use a nearby spring to be launched to an
    elevator platform.  Use it to enter the room containing the Bazooka.
    ================================================================================
                                         Eggman
    ================================================================================
    Upgrade: Laser Blaster
    
    Function: Like Tails's Laser Blaster, this defeats enemies around a targeted
    enemy when you shoot it.  That is, if you shoot one robot and another is nearby,
    it is also shot.  However, it is better to lock-on to all of them, point-wise.
    
    
    Obtain:  This is in the room that is right after the second checkpoint in Iron
    Gate.  Shoot the steel containers here and follow the hall to the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Mystic Melody
    
    Function: If Mystic Melody is sounded by an ancient shrine, all sorts of things
    can happen.  Doors open, warps appear, items form, platform materialize, and so
    on.  It is needed for most third missions.
    
    Obtain: This is found in Sand Ocean.  From the starting point, get on the
    spinning platform and stand on an arm.  When it is pointing toward the left,
    hover to the platform to the left.  You'll need the Jet Engine to do this.  On
    the platform is Mystic Melody.
    --------------------------------------------------------------------------------
    Upgrade: Jet Engine
    
    Function: This is Eggman's best level-up item.  By pressing A in the air it
    makes his walker hover, slowly descending.
    
    Obtain: Go to Lost Colony.  In the room after the first checkpoint, you'll go
    around in circles aimlessly forever.  Find some metal crates and hop up them to
    reach the upper story of the room.  Jump across the ledges to the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Large Cannon
    
    Function: The Large Cannon is what Eggman uses to destroy steel containers.
    
    Obtain: On the first weapons storage site in Weapons Bed (you start out on it),
    go forward to see some garages to the left.  Shoot the dynamite packs on the
    middle one and you'll find the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Protection Armor
    
    Function: This adds another color to your health meter, making Eggman harder to
    kill.
    
    Obtain: After the second checkpoint you will drop down a shaft in Cosmic Wall.
    Stay in the upper-left corner to drop to a rocket.  Hit the switch to fire it at
    the cages to the right.  Go past where the cages once stood to the upgrade.
    ================================================================================
                                         Rouge
    ================================================================================
    Upgrade: Mystic Melody
    
    Function: If Rouge plays Mystic Melody by an ancient shrine, something will
    happen.  This is needed for just about every third mission Rouge has.
    
    Obtain: In the starting area of Dry Lagoon, look right for a stone slab.  Dig
    into the oval, which I think is a scarab, and you'll find yourself in a room
    with Mystic Melody in it.
    --------------------------------------------------------------------------------
    Upgrade: Pick Nails
    
    Function: The Pick Nails are Rouge's most valuable upgrade.  They allow her to
    dig with B when in air or when climbing.
    
    Obtain: Go to the blue room in Egg Quarters.  Press the switch of the rocket to
    make it fire into cages, thus breaking them.  Enter the room to find the
    upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Treasure Scope
    
    Function: The Treasure Scope lets Rouge see and interact with invisible objects.
    It is needed for quite a few of her fifth missions.
    
    Obtain: This is found in Security Hall.  Go to the far end of the yellow region.
    There's an ancient shrine just waiting to hear the Mystic Melody.  Playing it
    causes platforms to appear.  Take them to four steel boxes.  Kick them open and
    you'll have the Treasure Scope.
    --------------------------------------------------------------------------------
    Upgrade: Iron Boots
    
    Function: The Iron Boots give Rouge the ability to kick open steel containers.
    
    Obtain: Take the rocket from the starting point to a grayish brown planet with
    green stalactites on it in Mad Space.  On the top is a container-like thing.
    Inside is the upgrade.
    ================================================================================
                                         Shadow
    ================================================================================
    Upgrade: Flame Ring
    
    Function: This upgrade allows Shadow to bust steel crates with a single fiery
    roll.
    
    Obtain: Go to Radical Highway with the Air Shoes.  Before the first checkpoint
    you'll be launched from a booster to a new stretch of road.  Stop there and look
    to see a cylinder behind you.  Roll under it and Light Dash from the rings to
    another booster to the Flame Ring.
    --------------------------------------------------------------------------------
    Upgrade: Air Shoes
    
    Function: The Air Shoes allow Shadow to use Light Dash.  This is definitely his
    best level-up item.  Light Dash is used to cross trails of rings at high speeds.
    
    Obtain: At one point in White Jungle after the third checkpoint, you'll be on a
    platform that has a trail of rings leading off of it and seemingly no way to
    cross it.  Roll into the wooden crate present to find a hole.  Fall into it and
    you'll get the Air Shoes.
    --------------------------------------------------------------------------------
    Upgrade: Ancient Light
    
    Function: Charge up a Spin Dash until Shadow stops and says "There's no time to
    play games!"  Release B at this point and, if you are by enemies, he will wildly
    home attack all over the place until he takes out his target.
    
    Obtain: This is in Sky Rail.  When you reach the first rocket, go left past it
    to another platform.  Stand on the blue box and jump off to the left and two
    flyers form.  Home attack up them to the upgrade.
    --------------------------------------------------------------------------------
    Upgrade: Mystic Melody
    
    Function: Shadow needs the Mystic Melody for each of his third missions.  If
    Shadow should play Mystic Melody by an ancient shrine, many things might happen.
    
    Obtain: Reach the third checkpoint in Final Chase.  There should be a part in
    which you must home attack from a tentacle monster to a spinning drum multiple
    times.  When on the third spinning drum of this nature, get to the top and jump
    to another one directly in front of you.  Go up it, avoiding electric barriers
    as you go.  When on top, jump to the nearby platform for the Mystic Melody.
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    
    Using our knowledge of level-up items, we can determine which character is the
    best among the doppelgangers and the originals.  Although it's not particularly
    useful to you, I think it is pretty interesting.  Note that this is not
    referring to opinions, but who has better upgrades.  Each of the compared
    characters has the same controls otherwise.
    
    Sonic > Shadow
    
    Sonic is better than Shadow for two reasons.  One, Sonic has Magic Gloves.  This
    is a very weak argument in any case.  Two, Sonic has the Bounce Bracelet.  The
    Bounce Bracelet can also be harmful to Sonic, especially when he must Light Dash
    rings in the air.  Shadow really got the short end of the stick when it comes to
    levels and upgrades.  He has the least of anyone.
    
    Knuckles > Rouge
    
    The logic is simple.  Knuckles has the Air Necklace and Rouge doesn't.
    
    Tails < Eggman
    
    It's close, but Eggman has Protection Armor and therefore more health than Tails
    does.
    
    Hooray for upgrades!
    
    ================================================================================
    ==================================Chao Garden*==================================
    ================================================================================
    
    I debated with myself whether I should cover this or not.  Chao Garden is a huge
    part of the game.  But, my guide was intended to help you get all the emblems,
    and nine of them are in the garden.  Since this is such a huge section, it will
    have a separate Table of Contents.  Although I like my * system better, I will
    use the number and decimal style for this one to avoid confusion.  To jump to a
    particular section, type in CTRL, or Apple if you have a Mac, and F at the same
    time.  Type in the name of the section you want from the table of contents and
    then click Find/Search.
    
    -------------------------Chao Garden Table of Contents--------------------------
    
    Section 1.0
    
    1.0 What is Chao and what is Chao Garden?
    1.1 How do I get to Chao Garden?
    1.2 Starting Out
    
    Section 2.0
    
    2.0 Caring for Chao
    2.1 First Evolution
    2.2 Hero and Dark Gardens
    2.3 Second Evolution
    2.4 Mating
    2.5 Death and Rebirth
    
    Section 3.0
    
    3.0 Chao Kindergarten
    3.1 Fortune Teller
    3.2 Health Center
    3.3 Principal
    3.4 Classroom
    3.5 The Bulletin Board
    3.6 The Black Market
    3.7 Black Market Items
    3.8 Infinite Ring Trick
    
    Section 4.0
    
    4.0 Chao Cave
    4.1 Chao Race
    4.2 Beginner Races
    4.3 Jewel Races
    4.4 Challenge Races
    4.5 Hero Races
    4.6 Dark Races
    4.7 Chao Karate
    
    Section 5.0
    
    5.0 Chao Transporter
    5.1 Tiny Chao Garden
    5.2 Cloning Chao
    5.3 Abandoning Chao
    
    Section 6.0
    
    6.0 Special Chao
    6.1 Chaos Chao
    6.2 Character Chao
    6.3 Special Colored Chao
    6.4 Other Chao
    6.5 Controlling Chao Traits
    
    Section 7.0
    
    7.0 Chao Stats
    7.1 Standard Stats
    7.2 Hidden Stats
    7.3 Animals
    7.4 Chaos Drives
    7.5 SSSSS Chao
    7.6 Infinite Item Glitch
    
    Section 8.0
    
    8.0 In Closing
    --------------------------------------------------------------------------------
    
    ==================================Section 1.0===================================
    
                       -----------------------------------------
                       1.0 What is Chao and what is Chao Garden?
                       -----------------------------------------
    
    Chao, pronounced like the word "chow," are virtual pets with artificial
    intelligence (AI) that were introduced in Sonic Adventure.  They were taken much
    further in SA2 and even more so in SA2 Battle.  Chao is a game on its own.  Even
    if you hate Sonic and all his friends, you will want this game for Chao Garden.
    Chao can eat, learn, swim, fly, climb, walk, run, fight, age, die, and tons of
    other things.  Nine emblems from SA2 Battle are involved in Chao Garden, so I
    will cover getting them and everything else you might want to know.  Get ready
    to have fun.
    
                            --------------------------------
                            1.1 How do I get to Chao Garden?
                            --------------------------------
    
    There are two ways to enter Chao Garden.  If you're in an action stage, you'll
    find three Chao Boxes.  The first one has a Chao Key.  It lets you enter Chao
    World upon your completion of that stage.  The other, easier way to do it is to
    pick to go there from Stage Select.  However, you need to have entered Chao
    Garden with that character previously to select them in Stage Select.
    
                                    ----------------
                                    1.2 Starting Out
                                    ----------------
    
    When you first start playing in Chao Garden, you have two eggs.  You have
    several options at this point on how to hatch your Chao.  If you want an
    essentially good Chao, rock it back and forth while holding it.  If you want a
    bad Chao, throw it against the wall.  This will be explained in greater detail
    later on.
    
    ==================================Section 2.0===================================
    
                                  -------------------
                                  2.0 Caring for Chao
                                  -------------------
    
    Here are the basics on Chao (I think that Chao is the plural of the singular
    form Chao).  First, Chao have a little dot over their heads.  This ball changes
    to reflect their mood.  Here's what the forms mean.
    
    ? - They are thinking about something or they are confused.
    ! - They are about to do something or they figured something out.
    Tornado - They are annoyed or tired.
    Heart - They are happy.
    
    Aside from that ball, Chao have a few other moods that are reflected by their
    actions.  Each Chao has an opinion about every other living thing they interact
    with (the characters and the other Chao).  Chao can be jealous, can hate, and
    can be friends with other Chao.  This can be shown by a few interactions Chao
    might have with each other.  Chao can like, dislike (even to the degree of
    attacking you), and be undecided toward the character.  Here are a few (there
    are many more, trust me, and I do not care to list them all) indications of your
    Chao's opinion toward you.
    
    Chao Likes You
    -----------------------------------------
    Come to you when you whistle
    Give you a thumbs-up when you whistle
    Hero Chao may bow to you when you whistle
    Follows you when you walk in the garden
    
    Chao Dislikes You
    -----------------------------------------
    Crying in general
    Attacks you on site
    Runs away from you
    Throws a temper tantrum
    
    There are many ways to make a Chao cry.  Making them cry is generally not a good
    idea if you're building good relations with your Chao.  If you abuse your Chao
    by hurting it, it will either fear you or fight back.  Here are a few tips for
    befriending your Chao.
    
    -Pet your Chao often.  This is a good way of showing affection toward it.  Be
    warned, though, that petting it too much may spoil it, altering its personality
    type.
    
    -Feed your Chao every time you enter the garden.  Do not force-feed your Chao,
    though.  If they throw away the fruit, you can try giving it to them again.
    Chances are good that they'll reject it again.  Force-feeding Chao may results
    in stomachaches.
    
    -Give Chao equal attention.  If you have more than one in Chao in the garden,
    you should spend time with each.  If not, the ignored Chao will develop a hatred
    for you and the other Chao.
    
    -If your Chao is sleeping, don't wake it up.  Wait a few minutes and it will
    wake up on its own.  Chao are at the top of their game when they aren't
    sleeping,
    so give them a while to wake up.
    
    -If your Chao cannot swim (they need 100 swim points or more to be able to) and
    they enter water, they will start flailing around as if drowning.  Pick them up
    out of the water.
    
    -Do not throw your Chao into the sky in hopes that they will fly.  This rarely
    works and it usually involves your Chao crashing into the wall and diminishes
    its favor for your character.
    
    -Do not abuse a Chao with one character just so that it likes the other better.
    There are easier ways to get your Chao to like you.
    
    -Do not raise your Chao's stats when it is still a child.  If you do, its stat
    potential is much lower than if you raise the stats when it is an adult.
    
    -Feed your Chao the type of fruit it likes best.  You can find this out at the
    kindergarten.
    
    -If you want to build good relations between your Chao, let them join in
    activities together.  If you pick up a Chao and place it next to a Chao doing
    something, the placed Chao will do it as well.
    
    Those are all my tips for now.  Here's how you can do a few things.  First, to
    give your Chao an item, pick it up and walk to them.  Fruits, Chaos Drives, and
    Animals can all be given to your Chao, as well as a few other items that I'll
    explain later.  Initially, you will only have access to nuts from the normal
    Chao Garden.  If you want fruit to fall faster, shake the tree.  These are the
    basics, and they're not particularly fun.  The fun starts when you begin to mold
    Chao in a process called evolution.
    
                                  -------------------
                                  2.1 First Evolution
                                  -------------------
    
    The first evolution of a Chao determines their alignment.  Building on the theme
    of Hero vs. Dark, you can have a Hero, Dark, or Neutral Chao.  Hero and Dark
    Chao have their own little jingles that play as they evolve.  They evolve in
    cocoons that are shaped like raindrops.  The first change to your Chao occurs in
    their ball that reflects mood.  A Hero Chao has a halo, a Dark Chao has a spiky
    ball, and a Neutral Chao keeps its round ball.  You can alter the color of your
    Chao's ball by petting it repeatedly with a certain character before their first
    evolution.  Here are factors that determine your Chao's alignment.  Once a Chao
    goes one way, it can never go back.
    
    Hero: Spend the most time with your Chao using the Hero characters (Sonic,
    Tails,
    Knuckles).  You can feed it Hero Fruit to affect its alignment as well.  If you
    abuse it with dark characters, it leans toward the hero side, although this is
    not a recommended method.  Lastly, if you feed your Chao fruit from the Hero
    Garden or if you raise it in the Hero Garden.  Rocking the egg before it hatches
    is a good way to set a Chao down the right road.
    
    Dark: Basically switch the words "Hero" for "Dark" (and vice versa) in Hero.
    The biggest influence will be by the dark characters, though (Shadow, Eggman,
    Rouge).  If you shake the egg or throw it against a wall, the Chao will probably
    be dark when it comes of age.
    
    Neutral: This is, in my opinion, the easiest evolution to get.  Leave the egg
    alone, or rock/shake it evenly.  Leave it alone and it will evolve on its own
    into a neutral Chao.  However, to be safe, spend an equal amount of time with
    characters of each side in the garden.
    
    Aside from taking sides, your Chao will also take up a particular stat type.
    That is, they become either a Swimming Type, Flying Type, Running Type, Power
    Type, or a Stamina Type.  I won't get into stats right now, but to loosely
    control your Chao's type, give them a majority of a certain status item.  See
    Section 7 for more details on this.  Status types are important because they
    show what your Chao excels at.  A Running Type, for instance, is better at
    running that a non-running type, even if they are the same level.  Status types
    also affect the way your Chao will look.
    
    Note: If your Chao learns to swim (requires 100 or more points in swimming)
    before it evolves for the first time, chances are good that it will be a
    swimming type.  If you want one, teach it.  If not, avoid giving it swimming
    items.
    
                               -------------------------
                               2.2 Hero and Dark Gardens
                               -------------------------
    
    The first time you get a Hero Chao, you unlock the Hero Garden.  The first time
    you get a Dark Chao, you unlock the Dark Garden.  I suppose that Chao Garden is
    the neutral garden.  The gardens are all quite functional and easy to use.  Only
    Chao Garden has the Chao Cave.  Here's a description of each.
    
    Chao Garden: This is the main garden.  It has a pond, a waterfall, some cliffs,
    and grass.  It also has the Chao Cave, making it the best of the three in terms
    of functions.  You start with this garden.
    
    Hero Garden: Hero Garden is the best of the three in terms of looks.  It has
    fallen pillars, a gazebo, and a nice pond for swimming.  Its entrance is a
    stairway from Chao Lobby leading into the heavens.
    
    Dark Garden: Dark Garden has tombstones around it, a pool of blood, and bare
    trees.  It's always night in the Dark Garden.  It has quite a few glitches to
    boot.  Stairs lead downward from the Chao Lobby to this garden.
    
    The music is also different in each garden.  Although it is an option in the
    Sound Test, there is no Breeding Garden.  Both the Dark and Hero Gardens are
    worth unlocking because they have one common glitch that is extremely useful to
    you.  Also, each garden comes with eggs.
    
                                  --------------------
                                  2.3 Second Evolution
                                  --------------------
    
    There is a second evolution, too.  This marks your Chao's first steps into
    adulthood.  The second evolution involves no cocoon.  It is a regular aging
    process that takes much more time.  It is like aging.  Several things happen to
    your Chao physically.  Depending on your Chao's status type, it will change to a
    different look.  The second evolution also introduces a second status type.
    That means that you can have a combination of stats that you're Chao is good at.
    You can even have two stats as the type, like a Running/Running Chao.  This is
    where you can mix up what your Chao looks like.  See Section 6 for specific Chao
    that look cool.
    
                                       ----------
                                       2.4 Mating
                                       ----------
    
    Yes, Chao can mate.  There's no need to match up genders because all Chao are
    unisexual (there is only one gender).  This is good for you because every Chao
    can mate with every other Chao, as long as they are adults.  Chao can mate in
    two ways.  Every Chao has a natural mating season.  You'll know it when you see
    it because a circle of flowers forms around your Chao.  Place another Chao by
    that Chao and they'll perform a short mating dance.  Afterwards, an egg is made.
    If you want to induce fertility without it being your Chao's mating season, give
    them a Heart Fruit.
    
    When the egg hatches, it may have the traits of its parents or it might not.  I
    believe that it is, for the most part, random.  I do think, however, that
    children do have some inherited traits.  But if you think about it, Sonic
    Adventure 2 Battle is a game.  As a game, there would not be some extremely
    complicated genetic system.  There may be a very simple one, or it might be
    random.  In any case, mating is a good way to get a free egg.
    
                                 ---------------------
                                 2.5 Death and Rebirth
                                 ---------------------
    
    Eventually, your Chao will die.  This takes a very long time.  Your Chao will be
    at the age of 5 when it dies.  Now you should remember that a Chao year is only
    three to five hours long.  Time does not pass in a garden unless you are in it.
    Anyways, eventually your Chao will kick the bucket.  However, there are two
    paths that it might take.  If it dons a gray cocoon, the Chao will die.  If it's
    pink, your Chao will live.  To increase the chances of your Chao reincarnating,
    be nice to it.  You can tell that your Chao really likes you when it comes to
    you when you whistle.
    
    A few things happen to your reincarnated Chao.  First, it is a child now.  It
    can go through the first and second evolution completely differently in its new
    life.  It retains its old name, and it has one tenth of the points that is has.
    It is back at level 1, though.  Treat your Chao well, especially if you plan to
    play anywhere from fifteen to twenty-five hours in one garden.
    
    ==================================Section 3.0===================================
    
                                 ---------------------
                                 3.0 Chao Kindergarten
                                 ---------------------
    
    The Chao Kindergarten is through the door opposite the entrance to Chao Garden.
    Inside you can name your Chao, check their health status and age, learn about
    Chao, have your Chao learned, and even buy items for rings.  Make sure to bring
    your Chao with you.
    
                                   ------------------
                                   3.1 Fortune Teller
                                   ------------------
    
    The first door to the left (I will cover the rooms counterclockwise) has a
    fortuneteller in it.  She will first suggest a lucky name.  These are generic
    names that are always the same.  You'll find that many of them were given to
    Chao you'll face in Chao Karate.  Say that you don't want the name she offers
    and that you don't want another one.  She'll suggest that you name it.  You can
    do this in English, symbols, and Katakana (a Japanese alphabet).
    
                                   -----------------
                                   3.2 Health Center
                                   -----------------
    
    The resident doctor in the Chao Kindergarten is a real joker.  See the doctor to
    see if your Chao is sick (they can get sick with tummy aches and the like).  You
    can look at your medical charts to see how old it is, what it has won, its
    Karate rank, its type, and its grades/stats.  This is very useful to you if
    you're in the business of aging your Chao (there are reasons for this, as you
    will see).  Note that a transformation is a reincarnation.
    
                                     -------------
                                     3.3 Principal
                                     -------------
    
    There's a wealth of useless information here.  The principal doesn't delve too
    deep into any section.  I'm insulted that you'd even ask him for tips when you
    have this wonderful guide.
    
                                     -------------
                                     3.4 Classroom
                                     -------------
    
    Every half hour the lesson being taught in the classroom is changed.  It takes
    ten minutes for your Chao to learn the lesson being taught.  Every now and then,
    your Chao will mimic something he saw.  You could, in theory, have a troupe of
    singing Chao, band and all.  AND you could have dancing Chao at the same time.
    I doubt that this could possibly happen considering that it would require
    amazing timing, but it could.  Here's a list of what your Chao can learn,
    alphabetized for your convenience.
    
    Bell
    Castanet
    Cymbal
    Drawing
    Drum
    Exercise
    Flute
    Go-Go Dance
    Maraca
    Shake Dance
    Song
    Spin Dance
    Step Dance
    Tambourine
    Trumpet
    
    Drawing is the best skill.  It lets your Chao draw pictures of their favorite
    characters.  Don't let them catch you standing in it.  Artists have very weak
    temperaments.
    
                                 ----------------------
                                 3.5 The Bulletin Board
                                 ----------------------
    
    The bulletin board recommends that you go to the official Chao/Sonic Adventure 2
    Battle website.  It's not that bad, pretty informative really.
    
                                  --------------------
                                  3.6 The Black Market
                                  --------------------
    
    Save those rings!  The Black Market is in the lockers in the main room.  A Chao
    in sunglasses will sell you items for rings.  The more emblems you have, the
    more items they sell.  Please, do not ask me how many emblems you need for a
    certain item.  I have no clue.  It would extremely tedious to do that.  They
    change the items for different characters and different trips to the
    kindergarten.  If it isn't there for the first few times, you can safely guess
    that it isn't available.  The next section has a complete list of items.  The
    item names are pretty self-explanatory, but I'll provide a few captions for
    some.
    If you sell an item, you get a quarter of what you paid for it.
    
                                 ----------------------
                                 3.7 Black Market Items
                                 ----------------------
    
    ------------------------------------Eggs-------------------------------------
    
                    Item                               I       Price in Rings
    -----------------------------------------------------------------------------
         White Egg                                     I     400
         Blue Egg                                      I     500
         Red Egg                                       I     500
         Orange Egg                                    I     600
         Sky Blue Egg                                  I     600
         Pink Egg                                      I     600
         Purple Egg                                    I     600
         Brown Egg                                     I     800
         Green Egg                                     I     800
         Grey Egg                                      I     1,000
         Lime Green Egg                                I     1,500
         Black Egg                                     I     2,000
         Shiny White Egg                               I     4,000
         Shiny Blue Egg                                I     5,000
         Shiny Yellow Egg                              I     5,000
         Shiny Orange Egg                              I     6,000
         Shiny Pink Egg                                I     6,000
         Shiny Purple Egg                              I     6,000
         Shiny Brown Egg                               I     8,000
         Shiny Green Egg                               I     8,000
         Shiny Grey Egg                                I     10,000
         Shiny Lime Green Egg                          I     15,000
         Shiny Black Egg                               I     20,000
    
    -----------------------------------Fruits------------------------------------
    
                    Item                               I       Price in Rings
    -----------------------------------------------------------------------------
         Round Fruit                                   I     80
         Square Fruit                                  I     80
         Triangle Fruit                                I     80
         Hero Fruit                                    I     120
         Dark Fruit                                    I     120
         Chao Fruit                                    I     200
         Heart Fruit                                   I     300
         Mushroom                                      I     300
    
    ------------------------------------Seed-------------------------------------
    
                    Item                               I       Price in Rings
    -----------------------------------------------------------------------------
         Tasty Seed                                    I     200
         Round Seed                                    I     300
         Square Seed                                   I     300
         Triangle Seed                                 I     300
         Dark Seed                                     I     400
         Hero Seed                                     I     400
         Strong Seed                                   I     500
    
    ------------------------------------Hats-------------------------------------
    
                    Item                               I       Price in Rings
    -----------------------------------------------------------------------------
         Apple                                         I     2,000
         Cardboard Box                                 I     2,000
         Pan                                           I     2,000
         Empty Can                                     I     4,000
         Paper Bag                                     I     4,000
         Stump                                         I     4,000
         Bucket                                        I     6,000
         Flower Pot                                    I     6,000
         Watermelon                                    I     6,000
         Wool Hat (red)                                I     8,000
         Wool Hat (blue)                               I     10,000
         Wool Hat (black)                              I     20,000
    
    ---------------------------------Menu Theme----------------------------------
    
                    Item                               I       Price in Rings
    -----------------------------------------------------------------------------
         Omochao's Theme                               I     10,000
         Amy's Theme                                   I     20,000
         Maria's Theme                                 I     30,000
    -----------------------------------------------------------------------------
    
    Here are the notes on a few items that might confuse you.  First, only certain
    Chao can wear hats.  Only Chao exposed to a Skeleton Dog (animal) can wear them,
    and sometimes they will reject hats.  If you want to get a hat off a Chao,
    either attack them, throw them, or wait for them to take it off themselves (the
    recommended method).  Now, the themes are a tad confusing.  In "Options" you can
    set a character to your theme.  They say stuff every so often.  You start out
    with seven, one for each character and one being the SA2 Battle default setting.
    To get Maria's Theme as a product, you must have all 180 emblems, a Game Boy
    Advance, a GC-GBA Link Cable, and a copy of Sonic Advance.  Link Sonic Advance
    and SA2 Battle and it will be an option.
    
    Note: There are two others items that Chao can wear for hats.  These are Skulls
    and Pumpkins.  Go to any garden as Knuckles or Rouge and dig until you unearth
    them.  Also, there is no such fruit as a Smart Fruit.  It was taken out of the
    game for SA2 Battle.
    
                                -----------------------
                                3.8 Infinite Ring Trick
                                -----------------------
    
    With such expensive items, you'll probably want a way to cheatingly get lots of
    rings.  Thank goodness for glitches.  Here's how to do it.  Buy an item from the
    Black Market.  It helps if it is the most expensive one you can get (not a menu
    theme).  Drop it in Chao Garden and then save and exit.  Repeat these next steps
    until you've got the desired number of rings.  Return to Chao World and take the
    item.  Sell it at the Black Market and you'll gain some rings.  Now press X, B,
    and Start at the same time to reset the game.  When you reenter Chao Garden, the
    item will be there, but you'll still have the rings.
    
    ==================================Section 4.0===================================
    
                                     -------------
                                     4.0 Chao Cave
                                     -------------
    
    The Chao Cave is located in the Chao Garden.  It's the cave behind the
    waterfall.
    You have two mini-game options at this point, Chao Race and Chao Karate.  These
    are the actual emblem-related parts of Chao Garden.  However, this does not mean
    that my Chao section is ending at Section 4, trust me.
    
                                     -------------
                                     4.1 Chao Race
                                     -------------
    
    In Chao Stadium you can race your Chao against others, even Chao from other
    memory cards (Party Race).  It is much better than Chao Karate because not only
    does it have more emblems attached to it, but it lets your Chao win prizes, too.
    The only interaction you have with your Chao is pressing A.  When you do, some
    of there stamina goes down (if they have none, they are slow as slugs covered in
    molasses), but they get a short boost of speed.
    
                                   ------------------
                                   4.2 Beginner Races
                                   ------------------
    
    The beginner races are simple.  There are four tracks to race on and each has
    three different levels of difficulty.  When you beat the third race, you get the
    prize.  Here's a list of tracks, what they test, and what prizes your Chao will
    earn.  Some prizes can be used by the Chao that won the prize exclusively.
    
    Crab Pool - Swimming - Shovel
    Stump Valley - Flying - Watering Can
    Mushroom Forest - Running - Toy Rattle
    Block Canyon - Power - Toy Car
    
    The shovel and the watering can are needed to plant trees.  Actually, the
    watering can just doubles the speed at which the tree is grown.  Give your Chao
    a seed and they'll know what to do.  This must be the Chao that won the race.
    
                                    ---------------
                                    4.3 Jewel Races
                                    ---------------
    
    Not only will your Chao get a medal (that they wear constantly), but they will
    unlock the other, much harder races for you.  Jewel Race happens to be one of
    them.  Each racetrack is named after a rare or semi-rare gem that has five
    levels of difficulty.  You get prizes for it, too.
    
    Aquamarine - Swimming - Sonic Doll
    Topaz - Flying - Broom
    Peridot - Running - Picture Book
    Garnet - Power - Pogo Stick
    Onyx - Intelligence/Luck - Crayons
    Diamond - All - Bubble-Blowing Set
    
    I never see my Chao play with anything he won here.  At least there are medals
    for the races.
    
                                  -------------------
                                  4.4 Challenge Races
                                  -------------------
    
    Ah yes, the Challenge Race.  This is where your Chao faces unusual opponents.
    Here are the races (12 in all), with names and descriptions.  They sound like
    the names to Japanese cartoon episodes.
    
    Challenge!  The strong Gold and Silver rivals! : This group consists of shiny
    metal Chao.  You actually can raise your Chao like this (shiny eggs).
    
    He Returns. : Most people probably don't get the joke, but this race marks the
    return of Chacron, a Chao from Sonic Adventure (the first).
    
    I'm trying! : This is a race against the Omochao squadron.  Beating Omochao just
    feels great.  It is a running test.
    
    Small animal challenge. : Believe it or not, you face Animals that you collect
    in courses.  I think the Cheetah has a pretty good shot.  This, like the first
    and second race, tests everything.
    
    Horrible!  Cockroach Chao group! : Yes, you can raise Cockroach Chao.  I don't
    see who'd want to, but I'm not here to judge.  This race also showcases the Hero
    and Dark types.  Intelligence and swimming are tested.
    
    Oh, my egg! : You face un-hatched eggs in a strictly running track.
    
    Be afraid!  Skeleton group. : Nothing special here.  just a bunch of skull-
    wearing Chao.  This tests everything.
    
    Be afraid!  Pumpkin group. : Think Skeleton group, only with pumpkins.  They
    even use the same track.
    
    Be afraid!  Ghost group. : These Chao have no legs (side effect of Bats).  They
    also have flames instead of balls, halos, or spikes.  You can do this, too.  IT
    is the same track as the last two.
    
    He strikes back. : This is the second return of Chacron.  Same track as the
    first time you faced him.
    
    Kid's troops Chao ranger. : Someone was up late, huh?  These Chao (the "Jewel"
    Chao) each have animal qualities.  Same track as the fearful group.
    
    Here comes the ultimate rival! : This is your final adversary in the Challenge
    races.  This is the Light Chaos Chao, an immortal Chao that looks really cool.
    Same track as before, but so much harder.  One on one!
    
    Of course, there are prizes to be won.  All the prizes go to Chao Garden.  Here
    they are.  I'm so glad that I can watch other people watch TV.
    
    First Four Races: Beach Ball
    First Eight Races: Jack-in-the-Box
    First Twelve Races: Television
    
                                     --------------
                                     4.5 Hero Races
                                     --------------
    
    Only Hero or Neutral Chao can enter these races.  There are only four races, but
    they are each much harder than the last.  Here's a list of races, descriptions,
    you know the drill.
    
    New battle!  Baby devil : This is much a running track.  That's the main focus.
    These enemies aren't even full devils yet.  Ha!
    
    New battle!  Devils : This track tests running the most.
    
    New battle!  Death troop : This tests everything, but leans toward power.
    
    New battle!  Devil vs. Angel : This is the race against the Devil Chaos Chao.
    It is the hardest one and it is played on the track that tests everything.
    
    Here are the prizes you get for winning the races.
    
    First Two Races: Beach Ball
    
    First Four Races: Rocking Horse
    
    These prizes stay in the Hero Garden for the rest of forever.  Your Chao can
    actually use them, too.
    
                                     --------------
                                     4.6 Dark Races
                                     --------------
    
    Only Neutral and Dark type Chao can enter this race.  I'll give the usual
    descriptions.
    
    New battle!  Baby angel : This course tests running.
    
    New battle!  Angels : This course shows you Hero Chao.  The course tests
    intelligence, luck, power, flying, and swimming.  It focuses on power and
    swimming, though.
    
    New battle!  Flying angel : These bird-themed Chao test running, power, flying,
    and swimming.
    
    New battle!  Angel vs. Devil : This is the race against the Angel Chaos Chao.
    It's a one on one battle with the very incarnation of light.  It has the same
    track as the second race.
    
    For winning these races you'll get.
    
    First Two Races: Beach Ball
    First Four Races: Radio
    
    That's the end of the races, but there are more emblems to get in Chao Stadium.
    
                                    ---------------
                                    4.7 Chao Karate
                                    ---------------
    
    Chao Karate is more like Chao sumo wrestling.  The object is to push the
    opponent out of the arena or to reduce their health to 0.  There are three
    leagues available to you at first, but there's a fourth one to unlock.  All the
    stats (most, anyways) have new properties.  The below chart shows what stats go
    where.
    
    Swim = Defense
    Fly = Stealth
    Run = Speed
    Power = Power
    Stamina = Health
    
    By stealth, they mean the Chao's dodging ability.  Making Chao duke it out
    couldn't be easier.  Like in Chao Races, the only thing you can do for your Chao
    is cheer them on.  Each Chao has a Zeal Gauge.  It goes down when they get hit
    or when they miss (Chao can dodge attacks).  When it is at zero, your Chao will
    sit down and take a nap.  Press A until it fills to get your Chao back in the
    match.  Obviously, taking a nap in the middle of a fistfight isn't a good idea.
    Also, you can win if the timer runs out (90 seconds) and your Chao has more
    health than the opponent.
    
    At first, you have the Beginner, Standard, and Expert leagues unlocked.  Each
    has an emblem attached.  After beating them, the Super mode is unlocked.  It
    also has an emblem tied around it.  Chao Karate sports no prizes for your Chao
    aside from a karate ranking.  Here are the names of the enemies.  I'll write a
    bit about some of the exceptional fighters.
    
    Beginner              Standard              Expert              Super
    --------------------------------------------------------------------------------
    Chaosky               Lucky                 Chappy              Crunch
    Chaolin               Smokey                Ninja               Wacky
    Chaoko                Stormy                Tin                 Crystal
    Eggie                 Spooky                Rainbow             Angel
    Happy                 Stinky                Wacky               Flash
    
    The first set of competitors is all babies that cannot walk, except for Happy
    (who wears an apple).  Eggie wears an eggshell on its head.  Lucky wears a
    paper-bag over his head, Smokey a pumpkin, Stormy a red wool hat, Spooky another
    wool hat, and Stinky a black wool hat.  Chappy wears a box.  Ninja is a Dark Fly
    type (I know this because my star Chao looks a lot like that).  Tin wears a
    bucket on his head.  Rainbow is striped.  Wacky is a strange Chao that you fight
    twice (again in Super).  Crunch wears a watermelon on his head.  Wacky tries to
    take revenge on you next.  Crystal is an Angel Chaos Chao.  Angel is a Devil
    Chaos Chao.  Flash (who is much tougher than anyone else) is a Light Chaos Chao.
    Take a look at them before you decide which one you want.  They are also shiny
    Chao.
    
    On a side note, I've found that the expert opponents change sometimes.  The
    order may go like so.  Apparently, only Chappy and Tin are switched out
    sometimes.  I've always fought Ninja, Wacky, and Rainbow.  Also, in Beginner,
    you may fight Dinner instead of Eggie.
    
    Magic
    Ninja
    Woody
    Rainbow
    Wacky
    
    The higher your power is, the more advanced attacks become.  For instance,
    strong Chao will do spinning kicks and charged up punches.  If two Chao hit each
    other at the same time, damage is done to both.  Also, hats increase a Chao's
    defense, although they sacrifice your speed.  Happy fighting.
    
    ==================================Section 5.0===================================
    
                                  --------------------
                                  5.0 Chao Transporter
                                  --------------------
    
    The Chao Transporter, found in all gardens, allows you to access Tiny Chao
    Garden, among other things.  Here's what you'll need to go there.
    
    GBA-GCN Link (Game Boy Advance to Game Cube link cable)
    A Game Boy Advance
    Sonic Advance
    
    Sonic Advance is a GBA game that came out a while ago.  Personally, I don't have
    it, so this upcoming section is based on my one-time experience in the garden
    using a friend's cartridge of it.
    
                                  --------------------
                                  5.1 Tiny Chao Garden
                                  --------------------
    
    Tiny Chao Garden is home to one Chao at a time.  Raising them is easier here
    because you have only one to focus on.  Fruit costs rings (all rings are earned
    in the garden via two mini-games) here, and there are some special eggs that you
    can get only in this garden.  There are two mini-games that you can play to gain
    rings.  There is Rock, Papers, Scissors, and there is a matching game.  You want
    to select one of the three and you want your
    
    opponent to select the item that is vulnerable to yours.  If you pick the same
    item, nothing happens.  The matching game is simple.  Flip two like cards to get
    rings.  However, a Chao walks over them periodically to mix things up.  Anyways,
    here's a list of special eggs (the "Jewel" eggs) that you can get in Tiny Chao
    Garden.
    
    Egg            Price (Rings)
    ----------------------------
    Normal         0
    Silver         500
    Gold           1,000
    Ruby           5,000
    Sapphire       7,000
    Amethyst       8,000
    Emerald        10,000
    Garnet         12,000
    Aquamarine     14,000
    Peridot        16,000
    Topaz          18,000
    Onyx           20,000
    
    There are also these additional items.  Unlike the eggs (which are random), you
    must buy the cheapest item to move up to the second cheapest to the most
    expensive in this category.
    
    Item           Price (Rings)
    ----------------------------
    Trumpet        1,000
    Duck           2,000
    Television     8,000
    
    There is another trick tied into Tiny Chao Garden that allows you to make a copy
    of your Chao.  This is because of the way the garden works.  Here's how to do
    it.
    
                                    ----------------
                                    5.2 Cloning Chao
                                    ----------------
    
    First off, do not have Sonic Advance inserted in the GBA.  Drop off your Chao
    normally at the Chao Transporter and let it make a copy.  Keep everything turned
    on and go to another garden.  Pick up the Chao from the Chao Transporter in that
    garden.  It will come out cloned.
    
                                  -------------------
                                  5.3 Abandoning Chao
                                  -------------------
    
    There is also a "Good-bye" option on the Chao Transporter.  Hold a Chao when you
    do this and they will go away forever.  Forever means always and eternally.  You
    will never see your Chao again because they are in a distant forest and are
    quite happy without you.  Consider putting the Chao on another memory card
    before you do this.  It's not the right thing to do.
    
    ==================================Section 6.0===================================
    
                                    ----------------
                                    6.0 Special Chao
                                    ----------------
    
    These are the Chao that will wow your friends.  There are many, many special
    Chao.  I only list the particularly cool ones in my guide (I'm a pretty cool
    guy,
    after all.  What?).  Please don't e-mail me asking me how to get a Chao who
    looks like so and so.  I don't know because I have not mixed every Chao type
    known to man.  Go ahead and experiment.  A lot of Chao look like a lot of
    things.
    Of course, you're only limited by your imagination.
    
                                     --------------
                                     6.1 Chaos Chao
                                     --------------
    
    These three Chao are undoubtedly the coolest Chao in the game.  First, they are
    immortal; they cannot die.  Second, they cannot mate (that's not that bad).
    Third, they have different balls than anyone else on their heads.  Here are the
    three Chaos Chao with descriptions.
    
    Light Chaos Chao: This was in Sonic Adventure.  It is neutral and it looks very
    similar to Chaos Zero from Sonic Adventure.  If you want to see Chaos Zero, look
    at the Battle characters.  Light Chaos Chao have a bolt of electricity (it looks
    that way.  It is still ball-shaped) on their heads.
    
    Angel Chaos Chao: This is my least favorite of the three, but it is still cool.
    Its eyes are constantly closed and it has two graceful "ears" running down the
    side of its face at almost 45 degree angles.  The halo is now translucent.
    
    Devil Chaos Chao: This Chaos Chao is very sleek like the others, but it has two
    erect horns sticking out of its head and it has a flame for a ball.
    
    If you want to see any of them, you can find the Light Chaos Chao as the final
    opponent in Challenge Race, Angel in Dark Race, and Devil in Hero Race.  You can
    also see them as the final three challengers in Chao Karate.  Having shiny Chao
    (from shiny eggs) is the coolest way to make Chaos Chao, in my opinion.
    
    Now I will tell you how to make these three.  It will definitely take some time.
    If you want to pass a lot of time, leave the GCN on overnight with the character
    of the correct alignment in the garden.  If your Game Cube has proper
    ventilation, you can do this without harming it.  Also, be sure that your Chao
    can swim.  If he cannot, it probably won't like you too much if you let it drown
    all night.  First, you must have the Chao reincarnate twice.  To make sure that
    your Chao will reincarnate, make sure that it comes to you when you whistle.
    Also, to prevent other Chao from dying, you may want to put them in separate
    gardens (time only passes in the garden that you're in).  In its third life,
    give it one of all 21 animals.  See that section for locations.  Finally, decide
    which alignment it will take.  That is, if you want a Light Chaos Chao, make it
    Neutral, Angel Hero, and Devil Dark.  These will definitely be the pride of your
    garden.
    
    Notes: Do not give your Chaos Chao any drives.  It can be in its third life, but
    it can also be in a later life (fourth, fifth, what have you).  Also, it doesn't
    become a Chaos Chao the instant you give it the last animal.  You must wait for
    it to evolve the first time.  Also, there is a very slim chance that your Chao
    will not become a Chaos Chao even if you did all the right things.  To remedy
    this, let it reincarnate again and then try again.
    
                                   ------------------
                                   6.2 Character Chao
                                   ------------------
    
    A few Chao can be made to look like characters.  There are five characters that
    you can make them look like.  No, there is not an Eggman, Tails, Rouge,
    Knuckles,
    Amy Rose, Omochao, etc. Chao.  There just aren't.  In the original SA2 there was
    a Chao editor, but there is not one in SA2 Battle.
    
    Technically, you can get a Knuckles Chao.  However, that would require that you
    go to Japan and participate in the "Game Jam."  But, you can make a few Chao to
    look like challenge-race Chao.  That will be covered later.
    
    Sonic Chao: Yes, this Chao looks like Sonic.  It has the three hair spikes and
    is blue.  Start with a regular Chao (the eggs that are in the garden) and
    influence it to be a Neutral Running type.  In its second evolution, make it by
    a Neutral Running/Running type.  At first it will be green, but it will be blue
    by its second evolution.
    
    Shadow Chao: Start with a normal garden Chao and raise it to be a Dark
    Running/Running Chao.  If all goes well, it will turn from green to dull to red
    (the spikes), and the body will slowly become darker.
    
    Super Sonic Chao: You'll need Tiny Chao Garden for this.  Get a Gold Egg and
    hatch it.  Then raise it to be a Neutral Running/Running type.
    
    Super Shadow: Logically, a silver egg should work, but it doesn't.  Super Shadow
    requires a lot more work to get.  First, mate a normal Chao and a Shiny Gray
    Chao to have a two-toned Chao.  Then make it a Dark Running/Running type.
    
    NiGHTS Chao: NiGHTS is a character from a Sega Saturn game of the same name.
    This Chao is raised as a Neutral Flying/Flying type.  If you want to see NiGHTS
    in this game, look in the distance on the hard mode of Radical Highway.
    
    Those are all the Sonic character Chao.  These Chao don't live forever like the
    coveted Chaos Chao, but they are still pretty darn neat.
    
                                ------------------------
                                6.3 Special Colored Chao
                                ------------------------
    
    There are several colored variations that look pretty neat.  For instance,
    there's two-toned, clear, shiny, and jewel.  To knock off two of those
    categories, I'll explain right now what those last two are.  Shiny Chao are
    bought from "Shiny" eggs at the Black Market.  Jewel eggs is the name given to
    eggs purchased from Tiny Chao Garden.
    
    Two-toned Chao result from mating two different colored Chao.  While one color
    seems more predominant than the other, they have highlights and colorations at
    the end of the hand, etc., of both.  This often looks very nice.  I won't list
    all the recipes for what colors because then this guide would be huge(r).  Yes,
    huger is a word.  Clear Chao can be totally transparent, or tinted in a certain
    shade (but still clear).  You will be able to see their eyes, wings, and the
    balls on their head, but nothing else (unless it is tinted, in which case you
    can make out the outline).  Clear Chao are made by mating Shiny Chao with Jewel
    Chao of any colors.  This makes for many possibilities, and I don't care to list
    them all.  Think about this when breeding them.
    
                                     --------------
                                     6.4 Other Chao
                                     --------------
    
    Here I'll list a few other Chao traits and features that are interesting or
    sought after.  For one, if you want your Choa to have a flame over its head,
    expose it to a Half-fish.  If you want it to have no legs, expose it to a Bat.
    If you want to get rid of an animal characteristic, expose it to a Skeleton Dog.
    Now for a few specific Chao.
    
    Cockroach Chao: Did you like what you saw in the fifth Challenge Race?  If so,
    this is the Chao for you (dropping sales pitch now).  If you want the ones shown
    in the race, you can go about it in one of two ways.  If you want a sort of
    Cockroach Chao, raise a Shiny Black Chao.  If you want a better one, raise an
    Onyx (jewel) Chao.  Expose it to a Dragon to give it the antennae.
    
    Shiny Normal Chao: It would seem that is impossible to get a normal Chao to be
    shiny, but it can be done.  If you want it, mate a Shiny Chao of any color with
    a normal Chao.
    
    Those are all the special Chao that I'm including.
    
                              ---------------------------
                              6.5 Controlling Chao Traits
                              ---------------------------
    
    There are a few ways to control, to an extent, what your Chao will look like.
    The easiest way to do this is to hatch its egg in special ways.  Although there
    is still an element of randomness, these methods usually work.
    
    ----------------------------------Face Control----------------------------------
    
    To rock a Chao, pick up the egg and hold B.  Tilt up and down on the control
    stick to shake it.  You can practice on fruit.
    
    Dazed - This Chao looks confused.  Shake the egg for a long time.
    
    Evil - Use any of the following methods to get an evil-faced Chao from birth:
    chuck it at a wall, shake the egg, put it down, and shake it some more, or hold
    the egg, run around the garden, and jump while doing so.
    
    Grin - Jump up and down for a very long time while holding the egg.  When it is
    about ready to hatch, place it on the ground and pick it up before the Chao is
    out of the egg.  Throw the egg at the wall.  This is an evil grin.
    
    Happy - Let the Chao hatch on its own - no interaction with you.
    
    Normal - Rock the egg around twenty times.
    
    Zigzag - Rock the egg five times.
    
    Also, in Tiny Chao Garden they give you a preview of what a Chao will look like
    when it is born and being transferred to the Game Cube.  If you're not satisfied
    with the face, cancel and try again.  The face will (probably) change.  Try
    until you like what you see.
    
    ==================================Section 7.0===================================
    
                                     --------------
                                     7.0 Chao Stats
                                     --------------
    
    The most fundamental aspect of raising Chao lies in the stats.  Chao cannot
    walk,
    fly, or swim without having at least some status points.  Similarly, your Chao
    will be kicked around in Chao Karate and outrun in races if you don't help it
    out a bit.  Your Chao is born with 0000 points.  Each lifetime they have, they
    have the potential to (assuming that their grades are at S) to have 2970/2940
    points more than they start with (2940 if it is reincarnated.  Reincarnated Chao
    start at Level 1).  Now, in reality your Chao will not gain 2940 points in its
    second life, or 2970 in its first.  The reasoning is simple.  Each time your
    Chao levels up (with an S grade), they have the chance to gain 27-30 points.
    You only have a 25 % chance of getting the 30, which means that you have an
    extremely low chance of getting a 30 a total of 98 or 99 times.  I cannot even
    use a calculator to figure out this number because it is so low - 0.25 to the
    ninety-eighth/ninth power.  So, unless you reset your game every time you don't
    get a 30, your Chao will not meet their potential.  Your Chao probably won't
    even have S grades.  But, you can greatly increase your Chao's levels and
    points,
    and I will describe them here.
    
                                   ------------------
                                   7.1 Standard Stats
                                   ------------------
    
    There are five basic stats.  They are, in this order, Swim, Fly, Run, Power, and
    Stamina.  Stamina can only be raised using fruit.  So, if your Chao is a Big
    Eater personality-type, you lucked out.  But let's not get carried away here.
    The other four areas are open to improvement by much easier methods.  You see,
    there are ten tiny bars on each level-up gauge.  Animals and Chaos Drives fill
    these up.  There is an advantage to using Animals, but there is also a
    disadvantage, depending on how you look at it.  Animals cause your Chao to
    inherit a trait from that animal (penguin feet, gorilla arms, etc.) and ability
    from that animal.  Chaos Drives do not affect your Chao's physical appearance
    and they only add to one stat, never stamina.  You can get to Level 99 at most
    in any one stat.  In any case, all you had to get out of this is that the stats
    are Swim, Fly, Run, Power, and Stamina and that Animals and Chaos Drives raise
    their levels.
    
                                    ----------------
                                    7.2 Hidden Stats
                                    ----------------
    
    Removed from SA2 Battle are the Intelligence and Luck stats.  However, it can be
    proved beyond a reasonable doubt that these stats still exist.  You cannot see
    these stats, what levels there are, but you can improve them.  Personality types
    also affect Intelligence and Luck.
    
    Here's a test to see how intelligent your Chao is.  Go to the Challenge races.
    Some of the races have Jack-in-the-Boxes.  When testing, it does not matter what
    comes out of the box (that is luck, not smarts), it matters how fast they open
    it.  Time your Chao and see what they get.  A lot of people think that age
    affects Intelligence.  Others might say that kindergarten lessons, Smart Fruit
    (which actually are not in the game), and some might say that it cannot be
    changed.  Well, it would seem that one thing actually does increase
    intelligence,
    and that would be Blue type animals (see that section below).  It takes a lot of
    them before you see results, but it would seem that it works.  Also, like I
    said,
    different personality types learn at differing rates.  For instance, Naive Chao
    seem to learn faster than others.  I cannot prove any of this, but this is what
    I think about the subject.  Then we have luck.
    
    There is not a particularly good way to measure Luck.  It is basically whether
    your Chao falls victim to the jack that's in the box in Challenge races.  I
    don't know what does affect luck, but it may also be personality-based (the most
    probable), Blue animal type-raised, or predetermined at birth.  I thought that I
    should give mention to these two stats so that you can see if you can raise
    them.
    
                                  -----------
                                  7.3 Animals
                                  -----------
    
    There are 21 different animals and 7 different types of animal.  You can tell
    what type they fall into by seeing their background color on the Start Screen.
    Here I will list the effects of animals (abilities), what they raise and lower,
    and where you can find them.  But first I'll list the types.  In case you don't
    catch on, by Half-Fish they mean Kappa, which is a Japanese water monster.
    
    Yellow (Swim): Penguin, Sea Otter, Seal
    Purple (Fly): Condor, Parrot, Peacock
    Green (Run): Boar, Cheetah, Rabbit
    Red (Power): Bear, Gorilla, Tiger
    Blue (Random): Raccoon, Sheep, Skunk
    Gold (Legendary): Dragon, Phoenix, Unicorn
    Black (Ghost): Bat, Half-Fish, Skeleton Dog
    
    You may be wondering about the last nine animals.  Blue animals affect
    everything, not taking away from anything.  Gold animals are the rarest and help
    your Chao the most (in gross points).  Actually, that's not entirely true,
    because Black animals can give as much.  But the last three groups, in general,
    help everything at least a bit and do not hurt anything.  All other animals will
    take away from one stat to raise another.  Here is a chart that shows just how
    much each Animal raises a stat.
    
    --------------------------------------------------------------------------------
    Animal Name         I     Swim    I     Fly     I     Run     I    Power    I
    --------------------------------------------------------------------------------
    Penguin             I     +36     I     +12     I     +8      I     -24     I
    Sea Otter           I     +44     I     -4      I     +8      I     -16     I
    Seal                I     +40     I     -16     I     0       I     +8      I
    Condor              I     +20     I     +60     I     -24     I     +16     I
    Parrot              I     0       I     +48     I     -20     I     +4      I
    Peacock             I     0       I     +48     I     -20     I     +4      I
    Boar                I     -4      I     -12     I     +32     I     +16     I
    Cheetah             I     -8      I     -8      I     +40     I     +8      I
    Rabbit              I     0       I     +8      I     +40     I     -16     I
    Bear                I     +8      I     -16     I     +4      I     +36     I
    Gorilla             I     -4      I     -8      I     +4      I     +40     I
    Tiger               I     -8      I     -16     I     +20     I     +36     I
    Raccoon             I     +20     I     +16     I     +4      I     +8      I
    Sheep               I     +8      I     +8      I     +16     I     +16     I
    Skunk               I     +8      I     +12     I     +16     I     +12     I
    Dragon              I     +20     I     +4      I     +8      I     +32     I
    Phoenix             I     +12     I     +32     I     +4      I     +16     I
    Unicorn             I     +16     I     +12     I     +36     I     0       I
    Bat                 I     +8      I     +40     I     +8      I     +8      I
    Half-Fish           I     +32     I     0       I     +8      I     +24     I
    Skeleton Dog        I     +8      I     +8      I     +32     I     +16     I
    --------------------------------------------------------------------------------
    
    Here is a list of the animals with the effects/abilities that they give to your
    Chao.  Note that, although they give special effects, the Black type animals do
    not give the Chao any ability.  If an animal has a ** next to their name, then I
    listed their effect, not their ability.
    
    Penguin: Slides on stomach
    Sea Otter: Backstrokes
    Seal: Rolls on side
    Condor: Does sit-ups
    Parrot: Sings
    Peacock: Struts
    Boar: Charges
    Cheetah: Bathes itself
    Rabbit: Hops
    Bear: Growls
    Gorilla: Pounds chest
    Tiger: Claws
    Raccoon: Stands on tiptoes
    Sheep: Back flips
    Skunk: Emits noxious gas
    Dragon: Breathes fire
    Phoenix: Wags tail
    Unicorn: Bucks feet
    Bat**: Legs disappear from sight
    Half-Fish**: Blue Flame for Chao ball
    Skeleton Dog**: Removes other animal parts/abilities
    
    Now I shall list how to easily find each of the 21 animals.  Of course, not all
    of them will be easy.  Most, though, are found at the beginning of courses.
    Note that the first Chao Box in each stage holds a Chao Key.  The second holds
    three animals.  The third holds either a Gold or Black type animal.
    
    --------------------------------------------------------------------------------
    Animal Name: Penguin
    
    Stage: Aquatic Mine
    
    Location: Glide left from the start and dive into the water below the
    waterwheel.
    There's a quick penguin.
    --------------------------------------------------------------------------------
    Animal Name: Sea Otter
    
    Stage: Weapons Bed
    
    Location: On the first weapons storage site, at the end between the cylindrical
    posts, is a pipe.  Whistle by it and either a Seal or a Sea Otter comes out.
    Since both are Swim types, it is no difference to you (unless attempting the
    Chaos Chao).
    --------------------------------------------------------------------------------
    Animal Name: Seal
    
    Stage: Aquatic Hill
    
    Location: Jump into the water and sink down to the bottommost level.  There's an
    easy seal.
    --------------------------------------------------------------------------------
    Animal Name: Condor
    
    Stage: Eternal Engine
    
    Location: Shoot down the canister to the left to reveal this animal.
    --------------------------------------------------------------------------------
    Animal Name: Parrot
    
    Stage: Security Hall
    
    Location: Run forward, past the spiky tank, go left and bounce on the spring on
    the block.  When you land under a pulley, glide left to a platform with a hint
    monitor on it and a parrot.
    --------------------------------------------------------------------------------
    Animal Name: Peacock
    
    Stage: Dry Lagoon
    
    Location: Left from the start, by a palm tree, is the peacock.
    --------------------------------------------------------------------------------
    Animal Name: Boar
    
    Stage: Radical Highway
    
    Location: Stop before the first loop.  Nearby is a trashcan, yellow in color,
    with a boar on it.
    --------------------------------------------------------------------------------
    Animal Name: Cheetah
    
    Stage: Wild Canyon
    
    Location: Get out of the starting alcove and go forward to the far end of the
    room.  By the feet of the pharaoh statue is the cheetah.
    --------------------------------------------------------------------------------
    Animal Name: Rabbit
    
    Stage: Cosmic Wall
    
    Location: Go right, past some crates, to the rabbit.
    --------------------------------------------------------------------------------
    Animal Name: Bear
    
    Stage: Sky Rail
    
    Location: After the first rail and spring you'll see an arch, under which is the
    bear.
    --------------------------------------------------------------------------------
    Animal Name: Gorilla
    
    Stage: Mission Street
    
    Location: Go forward (upper right) a bit to see a mailbox.  Whistle at it for
    the gorilla.
    --------------------------------------------------------------------------------
    Animal Name: Tiger
    
    Stage: Hidden Base
    
    Location: Go forward and defeat the robots to the right.  Shoot down the crates
    to the right and hover to them.  At the end of the platform is the tiger.
    --------------------------------------------------------------------------------
    Animal Name: Raccoon
    
    Stage: Mad Space
    
    Location: In front of where you start, destroy the steel container to unveil a
    raccoon.
    --------------------------------------------------------------------------------
    Animal Name: Sheep
    
    Stage: Sky Rail
    
    Location: Go down the first rail and you'll see the sheep on the platform.
    --------------------------------------------------------------------------------
    Animal Name: Skunk
    
    Stage: Hidden Base
    
    Location: Go right on the starting platform.
    --------------------------------------------------------------------------------
    Animal Name: Dragon
    
    Stage: Aquatic Mine
    
    Location: Go to where you get the Air Necklace.  The dragon is in the air in
    that room.
    --------------------------------------------------------------------------------
    Animal Name: Phoenix
    
    Stage: Meteor Herd
    
    Location: Go to the tower and take the rocket in the center up to another
    platform.  Turn right to see a platform, under the surface of which flies a
    phoenix.
    --------------------------------------------------------------------------------
    Animal Name: Unicorn
    
    Stage: Dry Lagoon
    
    Location: Take the turtle to Big Oasis.  Get on the platform with a pillar
    (can't miss it).  Whistle in the center of it for a unicorn.
    --------------------------------------------------------------------------------
    Animal Name: Bat
    
    Stage: Sand Ocean
    
    Location: Walk backwards from the start to fall off the main platform to a lower
    tier where a bat resides.
    --------------------------------------------------------------------------------
    Animal Name: Half-Fish
    
    Stage: Egg Quarters
    
    Location: Make your way to the snake altar room, which is the sprocket on the
    map (through the north hall from the start).  Once there, you'll find a Half-
    Fish in a cage.  Stand on one of the pillars around the Kikis and they will
    throw a bomb at you.  Drop down to where it lands, pick it up, and throw it at
    the cage.
    --------------------------------------------------------------------------------
    Animal Name: Skeleton Dog
    
    Stage: Pumpkin Mountain
    
    Location: Glide into the balloon ahead and then left to a rocket.  Take it to
    Church Mountain.  Behind a grave at the top is a Skeleton Dog.
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    --------------------------------------------------------------------------------
    
                                    ----------------
                                    7.4 Chaos Drives
                                    ----------------
    
    Dr. Eggman has a few (very few) robots in his base that release Animals.  All
    G.U.N. robots use Chaos Drives.  Defeating one of them releases a randomly
    colored drive.  Here's how the drives break down.
    
    Yellow (Swim): +24
    Purple (Fly): +24
    Green (Run): +24
    Red (Power): +24
    
                                     --------------
                                     7.5 SSSSS Chao
                                     --------------
    
    There are two good ways to get a perfect SSSSS Chao.  But first, let's talk
    about grades.  When Chao are born, they have a grade in each of the five
    standard stats.  This grade, ranging from E to S (E, D, C, B, A, S), determines
    how many points your Chao receives per level-up.  The points actually determine
    how well a Chao is at something, not levels.  It wouldn't seem like there is
    that much of a difference, but there is.  There is a point gauge, too, that
    fills up.  After filling yellow, it fills orange-like, and then red.  Anyways,
    obviously it is to your advantage to have a Chao with all S grades.  That way
    you get more bang for your buck when it comes to leveling up your pets.
    
    Usually, Chao receive an increase in grade by one for their star stat (the one
    they take up) during their first evolution.  This is also true of reincarnation.
    So, if you have a lot of time on your hands, you could raise grades over the
    lifetimes of your Chao.  But, I warn you, that sometimes (by some fluke), Chao
    grades go down.
    
    The other method is much faster to do, but provides you with many more Chao (and
    many "useless" Chao that were involved solely in getting one Chao).  Start out
    with two Chao that have descent grades from eggs.  Grades in eggs are always
    random.  Mate these two Chao and their child should have superior grades to
    them.
    This is not always the case, however.  Mating is a very frustrating process
    because sometimes the child does not inherit good grades, or sometimes it
    actually has worse grades.  Usually the former happens, but don't be surprised
    if the latter does.
    
    The best way to raise grades is to do a combination of these methods.  Also,
    there's a third way that will aggravate you to no end if you don't have good
    luck.  When you buy an egg, hatch it and see what grades it has.  If they aren't
    to your liking, reset the game and try again.  I suggest this if you're looking
    for good parents for the SSSSS Chao, not to do this until you get an all S Chao.
    The chances of that are pretty slim - one in seven thousand seven hundred and
    seventy-six.
    
                                ------------------------
                                7.6 Infinite Item Glitch
                                ------------------------
    
    Now here's a glitch you'll like.  There are really two glitches at work here.
    This can be performed in any garden, but it is easiest in the Hero Garden.  To
    the left of the entrance is a fallen pillar.  Place your Chao on the upper
    backside of it and your Chao will be stuck there; they cannot move out of that
    area until you pick them up or move them by some other force (attacking them,
    for example).  This can also be performed on a gravestone in Dark Garden, but I
    think that it is easier to do in Hero Garden (and that the scenery is a whole
    lot nicer).  Now to explain the second glitch that comes into play.  This works
    anywhere, it is just hard to pull off on a moving Chao.  Walk up to a Chao with
    item in hand (like an animal or a Chaos Drive) and set it right in front of
    them.
    Wait for them to take the benefit of the item (this should happen immediately,
    it's just that if you pick up the item too soon, they won't receive the points
    from the item).  If done correctly, you'll be able to pick up the item and use
    it again.  Since the Chao in the Hero Garden is not moving (you can also use a
    Heart Fruit to make the Chao stand still), you should be able to practice
    placing items as long as you need.  Using this method, use a good animal like
    the Skeleton Dog (adds no traits, helps everything) over and over until you're
    satisfied with your Chao's levels.
    
    ==============================Section 8.0=======================================
    
                                     --------------
                                     8.0 In Closing
                                     --------------
    
    Chao are a very elaborate (and profitable for Sega) aspect of the Sonic series.
    In more recent games, like Sonic Heroes (which doesn't have a Chao Garden, but
    does have Chao), Chao are increasing their popularity.  You could consider Chao
    Garden and SA2 Battle two different games that intertwine often.  They do take
    up separate spaces on the Memory Card, after all.  But enough rambling!  It's
    time to get back to Sonic.  I didn't delve into personalities much, so I'll
    explain it to you right here.  See its personality at the Medical Chart in the
    kindergarten to see its personality.  It will act accordingly.  And remember
    always, Chao have feelings too, no matter how artificial they are.  As a result,
    don't mention Chao Soda in their presence.  It's really kind of disturbing when
    you think about it.
    
    Ciao Chao!
    
    ================================================================================
    ==================================Battle Mode*==================================
    ================================================================================
    
    Hey there all you Dreamcast fans!  It's time to learn something new.  For, as
    you might know, Battle is the only true edition to SA2, aside from a few other
    Chao items.  Note that the star system for this guide is based on the game's
    ratings, not my own.
    
                              +--------------------------+
                              |    Action Race Battle    |
                              +--------------------------+
    
    Characters: Sonic, Shadow, Amy Rose, Metal Sonic
    
    Sonic the Hedgehog*****: Sonic is perfect-rated and has several powerful
    specials.  Every 20 rings, Sonic can use Speed Up, a temporary speed boost.
    Every 40 rings he uses Sonic Wind, an attack that homes in on enemies and
    attacks them from all sides.  60 rings allow him to use Time Stop, which freezes
    time (and your rival) for ten seconds.
    
    Shadow the Hedgehog*****: Shadow is exactly the same as Sonic, save the names of
    his specials.  Every 20 rings he uses Speed Up, which gives him a temporary
    agility increase.  Chaos Spear - 40 rings - is an attack that comes from behind
    and almost always hits.  60 rings lets him use Chaos Control, which freezes time
    for ten seconds.
    
    Amy Rose***: To make up for her lack of speed in the eyes of Sonic and Shadow,
    her special attacks are stronger and require only half the rings.  Every 10
    rings she can use Speed Up, which is a speed boost.  Storming Heart is the
    equivalent of Chaos Spear or Sonic Wind; it is a homing attack requiring 20
    rings.  30 rings will let you use Amy Flash.  It freezes time for 20 seconds.
    
    Metal Sonic****: Metal Sonic is Sonic's original robotic doppelganger that was
    created by Dr. Robotnik (Eggman) to match his speed.  Metal Sonic is the fastest
    character in terms of acceleration, but he has no special attacks.  His one
    attack that's out of the ordinary is called Black Shield.  Hold down B to invoke
    this defensive measure that will protect you from attacks, but not time freezes.
    
    Of course, the objective in an Action Race Battle is to reach the finish before
    your opponent.  You can attack them along the way, making for quite a fun
    experience.
    
                              +--------------------------+
                              |    Treasure Hunt Race    |
                              +--------------------------+
    
    Characters: Knuckles, Rouge, Tikal, Chaos Zero
    
    Knuckles the Echidna*****: In a race to find the emerald shards, Knuckles has
    quite a few specials to employ.  At the price of 20 rings, Hammer Punch will
    attack opponents from a distance.  40 rings will home attack your opponent from
    afar with Thunder Arrow.  Power Flash (60 rings) freezes your opponent for 10
    seconds.
    
    Rouge the Bat*****: 20 rings will let her use Hip Drop, another invisible
    strike.
    Black Wave is a homing attack, much like the others, that requires 40 rings to
    use.  Charm Ray is her 60, and it stops time for ten seconds.
    
    Tikal****: Tikal is an echidna from an ancient tribe (which Knuckles comes from)
    and she appeared in Sonic Adventure.  Tikal has a regular attack that needs
    naming.  Rotate the control stick 360 degrees and press B to use Knuckle Spin.
    20 rings lets her use Wrath of Gaia, a punch from out of nowhere.  40 rings lets
    her use Heaven's Justice, a lightning attack.  60 rings is Captive Light.  It
    freezes the opponent for 20 seconds.  Tikal is faster and weaker than the
    others.
    
    Chaos 0***: Chaos Zero is the first form of the Chaos transformation, each form
    changing with a Chaos Emerald.  Chaos Zero was the villain in Sonic Adventure.
    He is the defender of Chao and the guardian of the Chaos Emeralds.  His 360
    degree turn and then B is called Chaos Screw.  For 20 rings he uses Chaos
    Impact,
    an invisible slash.  Chaos Strike is another homing attack for 40 rings.  At the
    price of 30 rings, Chaos Bind will freeze your foe for 30 seconds.  Also, Chaos
    Zero is slower but stronger than the others.
    
    You may've guessed that a Treasure Hunt Race is a race to see who can find the
    shards first.  I don't see who would want to play this.  After all, it is pretty
    boring.
    
                               +-----------------------+
                               |    Shooting Battle    |
                               +-----------------------+
    
    Characters: Tails, Chao Walker, Dark Chao Walker, Dr. Eggman
    
    Miles "Tails" Prower*****: Laser Missile costs 20 rings to use.  It shoots a
    bunch of regular attacks at your opponent.  Rocket Launches fires a flurry of
    missiles at your opponent for 40 rings.  60 rings, on the other hand, is Power
    Laser.  This almighty attack will defeat your opponent almost instantly if they
    are caught in its blast.
    
    Dr. Eggman*****: Seriously, Eggman has the same attacks as Tails with the same
    names.
    
    Chao Walker***: Chao Walker is supposedly a machine that Tails made to let Chao
    fight.  It is the faster and weakest walker of them all.  15 rings lets it use
    Booming Missile.  30 rings is Rumble Launcher, and 45 rings is Zap Laser.  Aside
    from names, all of these attacks are the exact same.  When the Chao Walker is up
    close to someone, its punch is called Omochao.
    
    Dark Chao Walker****: The DCW was built by Eggman.  It is probably the best of
    the walkers, slowest but strongest.  For 20 rings it uses Crazy Rush, a double
    missile attack.  Hell Bomber is like the Rocket/Rumble Launcher attacks, and
    Dark Finish is a huge laser that is almost unavoidable.
    
    Obviously, Shooting Battle is where the mechanized walkers duke it out with
    specials.  You can also have a Random Battle, a Chao Race on two memory cards,
    Chao Karate on two memory cards, and a Kart Race with friends.
    
    ================================================================================
    =============================Secrets and Glitches*==============================
    ================================================================================
    
    What kind of Sonic game doesn't have nonstop secrets?  Even the very first had a
    ton of them, like Level Select and an alternate ending.  We'll start with the
    easy-to-get ones and get right into the 180 emblems' prize.
    
    Kart Race: Simply beat Tails's Route 101 first mission.  To get it as a 2 player
    option, beat Rouge's Route 280 first mission.
    
    Alternate Karts: Get every emblem for a character, not counting the A-rank
    emblem, and you'll unlock an alternate kart in Kart Race.  Sonic, Shadow,
    Knuckles, and Eggman simply have a more advanced-looking racer, while Tails has
    a Chao-themed kart and Rouge makes her kart out of a robotic Eggman duplicate
    (from the original Sonic the Hedgehog games).
    
    Last Story: When you get the emblems for completing the Hero and Dark Stories,
    you unlock a final story.
    
    Scene Select: Beat a story and you'll be able to play it starting from any scene
    you choose.
    
    Boss Attack: Every time you finish one of the stories, you unlock one of the
    options for a sort of boss rush.  Each story has one, Last Story's being "All."
    
    Alternate 2P Outfit: If you get an A in every mission for a character, you
    unlock an alternate costume for Battle.  Each outfit also has a special effect
    as follows:
    
    Sonic's red and black jumpsuit lets him use Sonic Wind every 20 rings.
    
    Shadow's black jumpsuit lets him use Chaos Control for 5 seconds every 20 rings.
    
    With Knuckles's black jumpsuit, he can use Thunder Arrow for 20 rings.
    
    Rouge has a leather two-piece that lets her use Charm Ray for 5 seconds every 20
    rings.
    
    Tails has his Cyclone red, as if from his first plane, the Tornado I.  It makes
    him faster with more lock-on missiles.
    
    Eggman's walker is pure black now.  It cannot lock-on anymore, but it can use a
    Power Laser every 20 rings.
    
    Remember, superpowers lie in the costume.
    
    Hero Chao Garden: Get a Hero Chao.
    
    Dark Chao Garden: Get a Dark Chao.
    
    Super Mode: If you beat Beginner, Standard, and Expert in Chao Karate, you
    unlock Super mode.
    
    Other Races: If you beat the Beginner Chao races, you unlock Jewel, Challenge,
    Hero, and Dark Races.
    
    Omochao Theme: Once you have enough rings (10,000) and emblems, you can buy
    Omochao's Theme for your voice menu (see Options) at the Black Market in Chao
    Garden.
    
    Amy Rose Theme: For 20,000 rings you can buy Amy Rose's theme in much the same
    way as Omochao's.
    
    Maria Robotnik Theme: When you have all 180 emblems and you connect Sonic
    Advance to SA2 Battle in Chao Garden, Maria's Theme appears on the Black Market
    for 30,000 rings.
    
    President's Secretary Theme: Oddly enough, if you rotate the control stick about
    thirty times while at the Menu Select screen, you make the president's secretary
    appear as an option.
    
    Secret Level: Once you have all 180 emblems, you unlock a new stage on Stage
    Select (ever wonder about that island south of Chao World?).  It is a remake of
    the Green Hill Zone from Sonic the Hedgehog, the first Sonic game!
    
                              +-----------------------+
                              |    Useful Glitches    |
                              +-----------------------+
    
    Of course, there are a few useful glitches.  I'll name a few here.
    
    Double Jump: If you get hit in the air as Sonic or Shadow, you can jump again by
    pressing A.
    
    Mistaken Home Attack: This is great if you need extra points.  In any Sonic
    level, you get points for home attacking enemies in a series.  Well, the game
    mistakes bounce attacks for this.  Defeat enemies with bounces and do not stop
    bouncing.  Keep hitting them and slowly your bonus points will rise as if you
    were home attacking an endless line of robots.  Stop when you think you're going
    to get a "Perfect."
    
    Open Safes: Go to Security Hall as Rouge.  To open the safes automatically, do a
    spiral kick by them.  In this way, you won't ever have to throw the switch.
    
    Omochao in Space: This isn't very useful at all, but man is it fun!  Go to
    Eternal Engine and shoot a dynamite pack (the space hatches) while Omochao is
    nearby.  This will cause him to be sucked into space, constantly trying to fly
    to freedom.
    
    Stuck Chao: You can do this in two places in Chao Garden.  Place your Chao
    either by a tombstone (Dark Garden) or on the upper backside of the fallen
    pillar to the left of the entrance to the Hero Garden.  Your Chao will not be
    able to move until you pick it up.
    
    Infinite Item Trick: Perform the above glitch and then get an item.  Place it
    just in front of your Chao (like a Chaos Drive or an Animal) and they will
    increase their stats but you'll be able to reuse the item.  It is good to use
    the above glitch first so that your Chao isn't moving and it is, therefore,
    easier to place an item a bit away from it.
    
    Infinite Ring Trick: Go to Chao Garden and buy the most expensive item that you
    can from the Black Market (like a hat).  Go to Chao Garden, put the item in, and
    then save and exit.  When you return, take the item and sell it for a quarter of
    what you bought it for.  Now press Start, B, and X at the same time to reset the
    game.  You'll still have the item and the rings you earned by selling it.
    Repeat this until you're satisfied with your ring count.
    
    Clear Pause: When you press Start, press X and Y to get rid of the 1P Pause box.
    This is more of a code than a glitch.
    
    There used to be a ton of places where you could see Big the Cat, a character
    from Sonic Adventure (in Sonic Heroes).  However, Nintendo has erased Big from
    history, only to include him in their huge sequel.  Makes sense to me.
    
    ================================================================================
    ===============================The Console Wars*================================
    ================================================================================
    
    Today, I thought I'd educate the masses.  You see, every year, people that are
    born are younger than those who weren't born in that year.  Slowly but surly,
    people are forgetting about Sega (who?) and they now compare the three main
    systems - Game Cube, PS2, and XBOX.  Well, it wasn't always that way!  Once upon
    a time there were two warring factions - Nintendo and Sega.  And at the front of
    this battle were Sonic and Mario.  This era in videogame history has been called
    the Console Wars.
    
    Anyways, the Soviet Union disbanded shortly after the fall of the Berlin Wall in
    1991... oh yes, back on topic.  Nintendo is a great company.  They are
    responsible for finally putting an end to Atari # etc., and bringing us Mario,
    among others.  Yes, Nintendo's poster boy is/was Mario, who was already
    internationally famous for his role in the arcade classic, Donkey Kong, as
    Jumpman.  Well, soon Nintendo's monopoly ended with the release of the Sega
    Master System.  The Sega Master System really stunk it up out there (no offense,
    but they did), and was beaten brutally by the Nintendo Entertainment System, the
    NES.  For historical reference, the NES was released in 1985, SMS in 1986.
    
    Sega learned from its mistake and went all out in releasing the next system, the
    Genesis.  This time the competition was tougher.  The Genesis was up against the
    Super Nintendo (SNES).  Nintendo had been flaunting Mario at this point a lot.
    Mario, whose games were rather slow (but strangely addictive), had a universal
    appeal.  However, the Genesis led to the rise of Sonic, a blue hedgehog that was
    super-fast and fought an egg-shaped scientist.  Now, whom would you choose to
    play as - a hedgehog or two plumbers?  Oddly enough, these were the mascots of
    the companies.  Atari and a few lesser companies were still trying to bank on
    the videogame craze, but they were crushed by the utter weight of the videogame
    titans Nintendo and Sega.
    
    Anyways, the clash of these two titans was not only inevitable (it was occurring
    constantly), but it caused a lot of feuds.  From the Hatfields and the McCoys to
    schoolyard children, everyone was defending their favorite character.  There
    were even gangs, most of whom lived on the west side of town, that sported
    leather jackets with the Nintendo/Sega insignias on them.
    
    FACT: In the early 90's, 72.64 % of all injuries outside the home were caused in
    scuffles concerning videogame characters.
    
    Regardless of this, the two systems were hopelessly tied, stalemating each other
    to no end.  Nintendo needed help, and they got it from an unexpected source.  A
    company called Sony released their system, the Playstation.  You see, people
    were venturing into the world of 3D.  The Nintendo 64 could survive the
    Playstation, but Sony's new Saturn could not.  The reason that Playstation won
    this bout is pretty simple.  PS used CD's, which were very easy to make games
    for.  The N64, on the other hand, had cartridges.  It was hard to develop games
    for it and many third party producers dropped out, moving to PS.  The Sega
    Saturn's graphics could not compare to either system, which caused an easy loss
    for them.  Even worse, they had hardly any support from third party developers.
    Even though Nintendo was outranking Sega at this point, Playstation faced
    
    both.  It gained many fans and planned to release an even better console, the
    PS2.  Sega decided to make a bold move that cost them their seat in the battle.
    They released the Dreamcast a year before the PS2 came out.  It picked up some
    fame at first, but was blown away by the stupendous graphics of the PS2 and the
    Game Cube (Nintendo's new system).  Nintendo learned from its mistakes when they
    made the Game Cube.  It used CD's, had memory cards, and was all-around easier
    for developers to make games for.  Another contender came out in 2001 with the
    GCN.  Microsoft (the computer company) released the XBOX, which had better
    graphics than either.  Sadly, it seems that the system with the best graphics
    will prevail.  The war is still being waged today, but Sega has dropped out.
    
    Surprisingly, Sega made a very timid return to the videogame world,
    uncharacteristic of their usual cockiness.  They clung to Nintendo's Game Cube,
    releasing Sonic Adventure 2 Battle on it, which was originally on the Dreamcast.
    You'd think that these long-time rivals would hate each other, but Sega and
    Nintendo have become good partners.  Sonic still has a home with Nintendo.
    Lately, though, Sega has released Sonic Heroes on the XBOX, PC (computer), and
    the PS2.
    
    Prediction: Who will win the Console Wars?  I've heard plans for a PS3 and an
    XBOX2.  If Nintendo cannot match these systems with a new release of their own,
    Nintendo will fade away.  Sony is also trying to beat Nintendo is the portable
    playing field.  The Game Boy, the longtime titan in the portable playing world,
    was upgraded in the new Nintendo DS (completely awesome, by the way).  The PSP
    (Playstation Portable) has also been released.  So far, polls have been taken
    and they show that Nintendo is ahead of the PSP in popularity, but tides could
    turn, as we saw with the N64 and the PS.  If Nintendo wants to win, they must
    also up the age limits on their games.  Personally, I think Nintendo is great
    just the way it is, but it loses a lot of teens that favor first-person shooters
    and the like.  In the long run XBOX will not victor if it does not release some
    popular characters.  Mario and Sonic, for example, got to people when they were
    young.  Sony has been around long enough for it to develop some memorable
    characters (although they are killing them, like the end of the Jak trilogy),
    and XBOX can't seem to do that, save Halo.  Each system has something going for
    it, but I hope that Nintendo savors sweet victory in the end.  After all, they
    were the first (aside from Atari and a few others), and they are the best.
    
    If you're trying to use this as a source for something (you'd be surprised),
    remember that my opinions are not facts.  Do not send me e-mail saying that I am
    wrong in my prediction.  This is my opinion, and you cannot change it with e-
    mail.  Also, a lot of that stuff was made up.  If you need an example, read the
    fact.
    
    ================================================================================
    ======================================FAQ*======================================
    ================================================================================
    
    Let 20 questions begin!  Good thing I get practice being interrogated often.
    You didn't hear that.
    
    Question: How do I plant a seed?
    Answer: Chao questions abound.  Let your Chao win the race at Crab Pool (Stump
    Valley is also recommended) in Beginner Races to get the shovel.  Then you can
    give it a seed and it will plant it.
    
    Question: How many emblems are there?
    Answer: 180.
    
    Question: I can't get an A in this one level.  Can you help?
    Answer: One thing I cannot do is improve your playing skills.  I'm not holding
    back any secrets or hints.  Seriously, I can't tell you anything that my guide
    can't.  Read the guide more carefully and see if that doesn't help.
    
    Question: Why are there G.U.N. robots at Eggman's "secret" base?
    Answer: The game developers didn't think it through all the way.  But, if I had
    to come up with a reason, I'd say that the G.U.N. robots are all over the world
    in search of whoever broke into the military base on Prison Island.
    
    Question: How come Shadow has the upgrades in all the cinemas where they show
    his past in flashbacks?
    Answer: Again, this wasn't thought through to well.  Pretend that they're not
    there.
    
    Question: Hyper or Super Shadow?
    Answer: Super Shadow.  I don't care what you all say, Shadow makes reference to
    it as his super form in the final battle (if you get low enough rings).  Also,
    Hyper refers to someone with the Super Emeralds, too.  The Super Emeralds were
    written out of the story since Sonic 3& Knuckles, and it hasn't suffered much
    from this decision.
    
    Question: Can you play as Amy, E-102, Big, Chaos 0, Tikal, Metal Sonic, or the
    Chao Walkers outside of 2P Battle?
    Answer: No.  E-102 isn't even in this game (the robots in the pyramid levels are
    in the E-1000 series, not specifically E-102.  E-102 was a robot built by Eggman
    that befriended Amy in Sonic Adventure.  Its game play was extremely similar to
    that of Eggman or Tails.
    
    Question: Where can I get the upgrades?
    Answer: See "Level-Up Items."
    
    Question: What do you get for having all 180 emblems?
    Answer: I'd tell you, but it would spoil a lot of suspense.  If you're just
    dying to know, look in the secrets section.
    
    Question: What are all the Menu Themes?
    Answer: For those of you that don't know where they are, go to Options and then
    select the Sonic face option.  You start out with the default, Sonic, Knuckles,
    Tails, Eggman, Rouge, and Shadow's theme.  You can unlock (see secrets) Amy
    Rose's theme, Omochao's theme, the president's secretary's theme, and Maria
    Robotnik's theme.  Having one up has them say stuff when you go to certain
    screens.  For instance, they might say "Select a story," at the Story screen.
    Personally, I have Knuckles out.
    
    Question: Why does Shadow only have four levels and everyone else has more?
    Answer: I guess there just aren't enough opportunities for him to make
    appearances as far as the story goes.  It would have been nice if he had more
    levels.  But, if you count them (I don't know why I notice these things), each
    character and their counterpart has ten stages in total, not counting Cannon's
    Core.
    
    Question: How old are you/where do you live/want to be best friends/what kind of
    music do you like/are you a boy?
    Answer: Look, my e-mail is given strictly for helping you with the game.  It is
    not there for me or for you to socialize.  I'm not trying to be rude or
    antisocial, it's just that there isn't enough time in the day to get to know
    every person I talk to.  By the way, my name is given in the copyright notice at
    the top of the guide.  Personally, I don't know too many girls named Brian.
    
    Question: Can I use your guide on my site/magazine/book/something else?
    Answer: No.  Read my legal section for details.
    
    Question: Why not?
    Answer: Because I said so!  But if you want one good reason, here it is.
    GameFaqs, the only website that can use my walkthroughs, is very easy to use.
    When I want my guide updated, it takes me a few minutes to update it and about a
    day before it changes.  I don't have the liberty of doing this if my guides are
    on 476 sites.  Plus, if you don't have a site that can update quickly, I get way
    more e-mail than I should asking questions that I already answered.  So, to
    answer the above question.  NO!
    
    Question: How can I contact you?
    Answer: I don't get this question often, but when I do, I get it.  I'd prefer
    that you e-mail me at Kirby0215@aol.com (caps don't matter).  I do not accept
    IM’s.  Usually, I'm online doing something, not waiting for instant messages.
    Also, when e-mailing me, don't send chain letters, Spam, "tags," or anything
    else non-SA2 Battle-related (unless sending for another walkthrough).  Also, I
    will answer your e-mail if you don't, but it helps to write SA2 Battle in the
    subject line.
    
    Question: What other walkthroughs have you written?
    Answer: Well, I do have quite a few.  Here they are, listed in the order that I
    wrote them.  I have one for the following: The Legend of Zelda: Four Swords
    Adventures, Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2 and 1, Sonic
    Heroes, Mario Kart: Double Dash, The Legend of Zelda: Ocarina of Time, The
    Legend of Zelda: Ocarina of Time/Master Quest, The Legend of Zelda: The Wind
    Waker, Super Smash Bros. Melee, Zelda II: The Adventure of Link, Paper Mario:
    The Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super Mario 64 DS,
    and one for The Legend of Zelda: Majora's Mask.  See a trend?  Anyways, this may
    well be my last guide for 2004.  That's very probable, considering that it is
    December 24, 2004.
    
    Note: Just to “amuse” the readers, I was wrong.  I chose Luigi’s Mansion to be
    the next game I wrote for, and I managed to finish it before 2005 began.  What
    can I say?  It’s a short game.  But, more importantly, below is a link to my
    recognition page on GameFaqs to show you an up-to-date list of my guides.
    
    http://www.gamefaqs.com/features/recognition/46879.html
    
    That's a wrap.  If you have a question, e-mail me at Kirby0215@aol.com.  Now for
    everyone's favorite part of anything - the legal section!  YES!
    --------------------------------------------------------------------------------
       __________________________________________________________________________
      /                                                                          \
     /                                                                            \
    ||--------------------------------Section 6*----------------------------------||
     \                                                                            /
      \__________________________________________________________________________/
    
    ================================================================================
    =========================Credits and Legal Information*=========================
    ================================================================================
    
    First, the credits.  Aren't you excited?  Yep, it's time to reveal to the world
    who helped me write this guide.  Let's get all clich‚s out of the way first,
    though.
    
    I'd like to thank Nintendo and Sega for settling their differences and making
    this awesome game.
    
    Second, three cheers for GameFaqs.  Their site is the best ever when it comes to
    posting my walkthroughs.  Good work.
    
    Third, I'd like to thank myself.  After all, I played the game, wrote the guide,
    and so on.  The man!  The myth!  The legend!
    
    Lately, some people have been contributing and they helped me out in the
    following ways.
    
    That's it for now, but I'm sure that the list will grow.  Get ready for some
    real fun.  That's right; the legal section is here!  It's almost as exciting as
    reading about someone reading about the process of making tofu-based snack foods
    in slow motion.
    
    First of all, I take no credit for the creation, distribution, productions,
    idealizing, or in any way making this game.  That honor goes to Nintendo, not
    me,
    and I do not deny this.
    
    Second, this document is Copyright 2004-2005 Brian McPhee.
    
    Third, this may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    
    To phrase that first item legally, all trademarks and copyrights contained in
    this document are owned by their respective trademark and copyright holders.
    
    To make it clear for those of you who might having problems absorbing
    information, no one but the website GameFaqs may use my guides on their sites,
    books, magazines, etc.
    
    Here's where the fun ends.  It has been an absolute blast playing this game
    again and writing a guide for it.  I've been meaning to cover this game, but I
    skipped it for some reason.  Anyways, like I said, it's been real fun.  Until we
    meet again, adios.  Actually, I'll end this with my signature move.  Wait for
    it...  See ya later.
    

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