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    FAQ/Walkthrough by Kirby021591

    Version: 1.0 | Updated: 04/14/07 | Printable Version | Search Guide | Bookmark Guide

    Sonic Adventure DX Director’s Cut
    Copyright 2005-2007 Brian McPhee
    Author: Kirby021591 (Brian McPhee)
    Most Recent Update: April 14, 2007
    Originally Created: October 30, 2005
    Version 1.0
    ---------------------------Table of Contents---------------------------
    Section 1*
    Items & Objects*
    Section 2*
    Sonic the Hedgehog*
    Miles “Tails” Prower*
    Knuckles the Echidna*
    Amy Rose*
    E-102 “Gamma”*
    Big the Cat*
    Other Characters*
    Section 3*
    Action Trial Emblems*
    Sub Game Emblems*
    Adventure Field Emblems*
    Emblem Checklist*
    Section 4*
    Character Upgrades*
    Mission Mode*
    Chao Garden*
    Section 5*
    Credits and Legal Information*
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    ||----------------------------Section 1*-----------------------------||
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    Why, welcome to the guide!  Chances are good that you know this is an 
    FAQ for Sonic Adventure DX Director’s Cut for the GCN (Game Cube), but 
    I’ll state it here for all of you who randomly click around the screen 
    and type in “Sonic Adventure DX” at all times (for that is the only way 
    you’re possibly here).  But I digress, and both of you reading this 
    would probably like me to move on.  Let’s begin with the rich history 
    surrounding Sonic Adventure... ‘cause I know you are just dying to know.
    In 1999, the Sonic Team delivered Sonic Adventure for the Dreamcast, 
    Sega’s latest and last system.  I remember hearing about it when it 
    first came out, mostly about its stunning graphics.  Indeed, 
    screenshots revealed that SA had some of the best graphics I’d ever 
    seen.  About one year later, the DC fell flat against competitors 
    (namely Sony), but not before SA could spawn a sequel.  After Sega lost 
    its seat in the “Console Wars,” they clung to longtime enemy Nintendo’s 
    new system, the Game Cube.  They released a remake of Sonic Adventure 2 
    on it, and in 2003 they re-released the original SA.  My Nintendo 
    fanboyism had stopped me from playing Sonic Adventure on its home 
    system, but now that it was on Nintendo, anything goes.
    So, how has Sonic Adventure aged?  In short, pretty well.  The then 
    stellar graphics now look just above average (except during the very 
    well-executed cinemas), and for some reason Sonic has fangs.  No, 
    really!  Anyways, the point is that for a game that got such high marks 
    for visuals back in the day, SA is still nice today.  Far worse than 
    Sonic’s fangs is the game’s length.  Sure, we have eight, count ‘em, 
    eight character to play as (seven or six if you want to get technical 
    about it), but that’s another problem.  Quite a few of the characters 
    (I’m looking at you, Big) have really stupid missions, and the game is 
    very easy in general (sounds pretty dumb to say in a walkthrough, but 
    at least I’m honest...).  The only difficult missions you’ll have are 
    Sonic’s toward the end of the game, as well as a few extra mission 
    (called trials).  But, we’re just dancing around the subject here.
    The other big concern people had for this game was the 3-D aspect.  
    Back then (and back now), it was a hot new dimension to explore, and if 
    an overweight plumber could do it, why not Sonic?  Well, it’s a mixed 
    bag.  Sonic had gone 3-D before (in a not-so-good Sonic 3D Blast), but 
    not like this.  In the third dimension, Sonic has a variety of new 
    tricks.  First and foremost, they brought back the home attack (some 
    people might remember a primitive version of it from Sonic the Hedgehog 
    2) and made it Sonic’s main attack.  Plus, we have neat-o moves like 
    the Light Dash.
    Sonic handles fairly well in 3-D, losing some of his former speed in 
    places, but it’s nothing compared to the hardships of his companions.  
    For some reason, the Sonic Team decided that Knuckles should spend all 
    his levels hunting down emeralds with a fickle radar.  Amy Rose gets 
    her own levels, as does Tails (his are mostly rehashes of whatever 
    Sonic did), and a few new characters add to the “variety.”  Every 
    single one of Big’s, a cat character introduced to the series, levels 
    is a fishing simulator.  All of them!  They did see fit to throw him a 
    bone in one boss fight, but it’s also a fishing sim (don’t ask me how).  
    E-102 Gamma, a robot who rebels against Eggman (the new name for Dr. 
    Robotnik), makes for shooter levels.  No matter how you slice it, 
    though, the game’s either too easy or too frustrating.  Also, there’s 
    the whole camera thing, but it’s not as bad as people make it out to be.
    I should note, though, that even if the game itself isn’t for you, they 
    have some great mini-games, side games, and extra missions.  Within the 
    game is a Sonic Drift-like game (in updated graphics), something very 
    similar to NiGHTS, extra missions to add replay value to the levels, 
    and the Chao Garden.  Chao are like virtual pets, and they can be quite 
    addictive.  Also, hidden in the game are a few of Sonic’s other games, 
    ones that came out for the Game Gear all that time ago...  Just the 
    extras in this game make it worth your money, and the game itself isn’t 
    half bad either!  So, if I had to rate this game, despite all that I’ve 
    said against it, I’d say it evens out to a 7/10.  It’s really fun, even 
    if it can be beaten pretty quickly (of course, getting everything takes 
    a long time), and all of its good qualities make it into the sequel 
    (which I think is better), Sonic Adventure 2 (it’s called SA2: Battle 
    on the GCN remake).  So, what are we waiting for?  On with the show!
    By the by, should you see this guide on web site other than GameFAQs 
    and its affiliated (AOL and GameSpot), please contact me.  With your 
    help, we can put an end to plagiarism... of this guide.  Thanks a 
    Have you noticed that everything has an asterisk (*) by it?  Well, 
    oddly observant person, it’s there for a reason!  Aside from being 
    totally festive, you can use them for navigation.  That is, press the 
    CTRL and F keys on your keyboard (that’s Apple and F on a Mac) for a 
    Find/Search box to come up.  Type in the name of the section you want, 
    asterisk and all, and click “Find/Search.”  After being taken to the 
    Table of Contents, click it again to reach the beginning of that 
    section.  It’s fast, friendly, and easy!  May it serve you well.
    Sonic games have always featured fairly involved storylines ever since 
    Knuckles appeared for Sonic the Hedgehog 3, and this game is no 
    exception.  Since the extra characters technically are secrets, I’ll 
    run you through the beginning of Sonic’s story.
                          |    Storyline Summary    |
    In Station Square, the city that the game centers around, it is 
    nighttime.  After returning from a previous adventure, Sonic finds the 
    police/military surrounding the train station.  A strange blue creature 
    named Chaos is there.  It is resistant to their gunfire, and Sonic 
    decides to challenge it to battle.  Little does he realize that this 
    creature has dark designs for not only Station Square, but for the 
    That was incredible!  Anyways, let’s now discuss the cast of characters, 
    listed as the manual lists them.
                        |    Important Characters    |
    Sonic the Hedgehog: The blue blur hails from South Island where he has 
    a history of rescuing his animal buddies, and he “loves freedom, hates 
    oppression.”  This time around, Sonic has to stop his arch nemesis, 
    whom he has nicknamed Eggman, from restoring to power a strange being 
    called Chaos, but is even this hedgehog fast enough to stop the 
    insidious Dr. Robotnik?  More importantly, will he be able to do that 
    AND fit in a Super Sonic appearance for all of his fans?
    Miles “Tails” Prower: A fox born with a birth defeat, Miles has two 
    tails (hence the nickname).  This was really a blessing, as it gave 
    Tails the ability to fly and run faster by propelling himself with his 
    dual tails.  Tails first accompanied his mentor, Sonic, in Sonic the 
    Hedgehog 2, and even then this youngster has been showing off his 
    mechanical genius; he can build machines rivaled only by Robotnik’s.  
    In fact, he was testing a new power source one day when he got involved 
    in Sonic’s new adventure.  As a note of interest, Tails is seven years 
    younger than Sonic.
    Knuckles the Echidna: Knuckles in the guardian of the Master Emerald 
    and the Chaos Emeralds (well, he used to be, anyways) on the floating 
    Angel Island.  In his first appearance in Sonic the Hedgehog 3, Dr. 
    Robotnik convinced him that Sonic and Tails were trying to steal the 
    Chaos Emeralds, and so Knuckles pestered them throughout their 
    adventure.  Knuckles eventually realized the error of his ways, and was 
    playable for the first time in a game called Sonic & Knuckles, although 
    he was still sour toward Sonic and company.  As of this game, Sonic and 
    Knuckles are friends, but it’s a pretty precarious peace.  Knuckles is 
    just waiting to lash out against his friend/rival Sonic, and he may get 
    a chance to.  After all, he leaves Angel Island once the Master Emerald 
    is shattered.  Knuckles is one year older than Sonic.
    Amy Rose: A female hedgehog, Amy played the damsel in distress back in 
    a game known to all as Sonic CD.  Aside from appearances in games like 
    Sonic Drift (a racing game), Amy is playable for the first time in this 
    game.  She has wanted to marry Sonic ever since he rescued her from 
    Metal Sonic (even though she’s a very young hedgehog, three years 
    younger than Sonic), and her goal in life is to hunt him down and make 
    him say “I do,” which Sonic doesn’t plan on doing... ever.  Her weapon 
    is the Piko Piko Hammer, and her path intertwines with the rest of the 
    characters’ when she meets one very annoying robot, a real zero (pun!).
    Big the Cat: In the jungle, the mighty jungle, the cat sleeps tonight...  
    Yes, Big is a simple-minded jungle inhabitant who spends his time with 
    his best friend, Froggy the (who’d have guessed it?) frog, fishing.  
    When Froggy goes missing after finding a strange gem, Big embarks on a 
    quest to find his missing friend.  And he does so by fishing... 
    everywhere.  Believe it or not, Big has been “so popular” that they 
    included him, along with a few other has-beens, in Sonic Heroes as a 
    playable character, not to mention letting him cameo all over the place 
    in Sonic Adventure 2.  What’s up with that?
    E-102 Gamma: E-102 was created by Dr. Robotnik in the E series as a 
    gunner robot.  Along with his “brothers,” Gamma must follow the orders 
    the good doctor, even though he can think for himself.  Gamma has a bit 
    of a change of heart when he meets someone aboard the Egg Carrier, and 
    he sets out on a new quest afterwards.  E-102 cameos in Sonic Adventure, 
    but he was replaced by a new robot named Omega (the last unique robot 
    in the E series) in Sonic Heroes.
    Dr. Ivo “Eggman” Robotnik: The major villain of the Sonic series, Dr. 
    Robotnik is a self-proclaimed genius.  Apparently, his I.Q. is 300.  
    Aside from that, he must be filthy rich; his army is composed almost 
    entirely of robots.  In his first act of evil in Sonic the Hedgehog, 
    Robotnik kidnapped the animal residents of South Island and forced them 
    to pilot his robotic warriors.  Among Robotnik’s many technological 
    achievements are the Death Egg, Metal Sonic, and now the Egg Carrier.  
    But, this time, Robotnik’s plot revolves around a mysterious being 
    known as Chaos.  After freeing him from the Master Emerald, Robotnik 
    plans to track down all seven Chaos Emeralds, mystical jewels that, 
    when combined, have extreme power, and let Chaos absorb their power, 
    but Sonic stands in his way once again.  But this time, Robotnik has 
    reinforcements, and not just Knuckles, either.  On a different note, 
    the manual says that Sonic and friends call Robotnik “Eggman,” but the 
    nickname first appeared in Sonic the Hedgehog 2.  On one of his 
    aircraft, the words “29 Eggman-01,” meaning that Robotnik must’ve 
    invented it himself.
    Chaos: A blue creature composed of a strange liquid, Chaos is an 
    ancient life form escaped from the Master Emerald.  With the help of Dr. 
    Robotnik, Chaos will use the power of the seven Chaos Emeralds to 
    become unstoppable.  However, Chaos seems to have quite a bit of 
    opposition in the form of just about everyone else.  But, what is 
    Chaos’s motivation?
    Tikal: A weird voice that helps you out with hints during the game.  We 
    only learn the name of the light in different storylines.  Perhaps 
    Tikal has a more important purpose.  In any case, Tikal was replaced in 
    the sequel (seemingly permanently, judging by his reappearance in Sonic 
    Heroes) by a helping character named Omochao.  They’re equally annoying, 
    ???: The final secret character, this is a character from quite some 
    time ago (although similar characters have appeared since the original 
    Sonic the Hedgehog).  You can unlock him/her/it, but I’ll give you a 
    hint: in Sonic Adventure, this character appears in a tank being 
    rehabilitated.  This character does not actually have a storyline 
    attached to it, though.
    Wasn’t that just the coolest ever!?  No!?  Okay... sorry to bother 
    you...  In any case, let’s move on into new territory – the items!
    ===========================Items & Objects*============================
    Sonic Adventure’s items are your standard Sonic fare, plus or minus a 
    few things.  Items are essential to the game, as you’ll see when 
    playing, and so I’m listing what they are and what effects they have on 
    your character when used.
                                |    Items    |
    Ring: The most important item in the game, rings protect you from 
    losing a life.  Now, some things, like jumping off a cliff or being 
    crushed, can kill you no matter how many rings you have, but most 
    things that can hurt you – enemy attacks or hazards – will kill you 
    instantly UNLESS you have these.  If you have even one ring and you’re 
    hit, you won’t die.  Instead, you’ll just drop your rings (which 
    affords you two hits) and continue.  You can still reclaim them, 
    however, by picking up dropped rings.  Even if you have more, the 
    highest number of rings you can drop is 20.  Getting 100 rings earns 
    you an extra life.  Rings act as currency in parts of the game, too.
    Capsule: Capsules are containers that keep items in them.  Touch them 
    or hit them to take their contents.  Below are a few capsule items.
    Super Ring: Capsules often contain these, “Super Rings.”  Well, that’s 
    the Sonic the Hedgehog-term for capsules containing rings.  They act 
    just like normal rings, only they come in bunches.  Super Rings can 
    range in value from 1 to 40 rings.
    1UP: A capsule containing your character’s symbol (the face of the 
    character you’re playing as) adds one life to your count.  If your 
    lives ever run out, you get a Game Over.
    Shield: These protect you for one hit.  If you are hit while you have 
    one of these capsules items (their symbol is a colored circle), you 
    won’t lose any rings.  They come in two types – green and blue.  Green 
    Shields are just protection, but blue ones are magnetic – they attract 
    rings to you as well as defending you.
    Invincibility: Looking like a flower in a capsule, these make you 
    invulnerable to attack for a short period of time.  Go ahead – run into 
    enemies!  It’ll only hurt them.
    Power Sneakers: They look like shoes, and they increase your speed 
    temporarily but dramatically.  Be careful, though; it’s easier to run 
    off ledges when you have this.
    Bomb: A handy little item, it destroys all enemies in the area.
    Animal: When you defeat badniks (a.k.a. enemy robots), an animal that 
    was imprisoned in the robot by Eggman is released.  Animals can be 
    given to Chao to upgrade their stats (see “Chao Guide” for details).
                               |    Objects    |
    Checkpoint: Looking like “gates” almost, checkpoints mark your progress 
    in the level.  That is, if you die after passing through a checkpoint, 
    you’ll restart there instead of at the beginning of the level.  You 
    begin with the same amount of time on the clock, though.
    Capsule: At the end of some levels are capsules, just like in the 
    original Sonic the Hedgehog.  Jump onto the switch on top of them to 
    release the animals trapped inside.
    Spring: Red objects that bounce you, springs are essential to getting 
    around many levels.
    Switch: They look like springs only they’re flattened and on the ground.  
    Hitting switches triggers certain things.  Often, they make trails of 
    rings appear or doors open.
    Strange Light: A mysterious orange ball of light named Tikal, it gives 
    you hints throughout the game.  In Sonic Adventure 2, it is replaced by 
    a character named Omochao.
    Now that we’ve got that clear, let’s get down to business.  You heard 
    me right!  It’s time for some walking through in the walkthrough!
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    ||----------------------------Section 2*-----------------------------||
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    ==========================Sonic the Hedgehog*==========================
    Sonic is the only available story at the beginning of the game, and his 
    is the longest one by far.  Sonic has pretty simple controls; press A 
    to jump (the longer you hold it, the higher you go), A again to perform 
    the homing attack, and hold B to perform a spin dash.  You can also 
    press X to perform the spin dash.  The Control Stick moves him, and the 
    C Stick can be used to receive a first-person perspective while 
    stationary.  And that’s all you need to know.  Now, it’s time for the 
    world’s fastest hedgehog to save the day once again!
                            |    Boss: Chaos 0    |
    It’s nighttime in Station Square, and Sonic is returning from a long 
    adventure.  But, as he’s jumping from rooftop to rooftop, he notices 
    the city’s police are out in force around a building.  Their guns are 
    aimed at a mysterious life-form made of a blue liquid.  They make it 
    eat lead, and lots of it, but the bullets have no effect!  They fall 
    back, and Sonic decides that this could be a fun guy to fight.
    Chaos 0 is pretty easy to beat.  Really, this boss is designed to let 
    you get a feel for the controls.  Remember, jump with A, home attack 
    with another press of A.  Chaos 0 is obviously weak in the head, right 
    where that glowing red object is.  You can hit it in two ways: jump 
    into it or home attack into it.  Either way, it deals damage and drains 
    a third of its health.  At first, its arms elongate and hands glow red 
    to punch you.  Run or jump to avoid it (pick up some rings, too; you 
    need one or more rings at all times.  If you’re hit when you have no 
    rings, you lose a life).  After one hit, Chaos 0 adds a spinning attack 
    to its repertoire, but it’s also easily avoided.  After another hit, 
    Chaos 0 leaps into the air in an attempt to land on you.  Other than 
    that, it’s the same old strategies.  At the end, your score is tallied 
    up based on speed, rings, and other criteria.
    Chaos 0 washes away into the sewer system, and amidst the sound of the 
    rain can be heard the voice of Dr. Eggman.  It is Chaos, God of 
    Destruction!  And he is not nearly defeated!
                  |    Adventure Field – Station Square    |
    Tails is flying a plane he built into Station Square, right by Sonic’s 
    hotel.  It’s the easy life, don’t you know?  Unfortunately, Tails 
    crashes onto the beach nearby.  Let’s go rescue him!  Right now, you’re 
    in the Station Square Adventure Field.  An Adventure Field is where 
    events, boss battles, and stage openings all take place.  Right now, 
    you are in the Pool Side sector of Station Square (the part we can move 
    around in, anyways).  You can talk to people by approaching them and 
    pressing B.  In any case, the beach begins ahead of you.  Walk up to it.  
    The monitor here says “Welcome to Emerald Coast!”  Enter this, the 
    first Action Stage, Emerald Coast.
                            |    Emerald Coast    |
    Our mission is to rescue Tails!  Run forward, collecting rings as you 
    go, and you’ll encounter a ground robot.  Home attack into it and an 
    animal is released.  These animals, imprisoned by Dr. Eggman, can be 
    rescued.  Either way, jump to the island to the left, collect the rings, 
    and jump forward to the mainland.  Run forward a bit more, defeat 
    another rhino robot, and dash forward to a ramp.  Run up the right side, 
    collecting a trail of rings as you go, and avoid the monkey robot (a 
    Kiki) that throws bombs.  Hit the spring at the end to bounce through a 
    series of springs to reach the boardwalk.  Run through it, bouncing off 
    the rails, to reach a spring.  Either home attack into it or continue 
    down the normal path to reach to eventually reach a loop.  Sprint into 
    it on the boosters and you’ll land on the beach.  Run forward through a 
    few rings to reach the first checkpoint.  Now if you die, you’ll 
    restart there.
    Run forward through the rings to reach a boost pad.  Rather than run 
    into it, instead go left onto the high ground and walk down.  Defeat a 
    Kiki using the homing attack and then home in on the capsule here 
    containing 15 rupees.  After that, jump off the side of the cliff into 
    the water to find a 1UP in capsule.  Take it and run back to the beach, 
    run up it, and speed through the boost ramp.  You’ll land by yet 
    another checkpoint after soaring over the water below.
    Run forward in the tunnel you come to gather more rings and run up a 
    wall to the next portion of the level.  Ahead of you is a spiky hazard 
    that rises and falls to hurt you.  Wait for it to rise and run under 
    into a small tunnel.  Take the rings within and continue on to another 
    loop that launches you over the water and onto the boardwalk, which is 
    rocking from the waves.  Head forward on it to come to the third 
    In this next section, you’ll just speed over the boardwalk as a whale 
    jumps through the section behind you, thus destroying it.  It’s pretty 
    easy and a good way to collect rings.  When you land, you’ll pass 
    through another checkpoint.
    Run forward under one of those gate obstacles and go left instead of 
    the obvious forward.  Destroy this Kiki and hit the capsule for a few 
    rings.  Now walk into the water and hug the wall to reach three more 
    ring capsules.  After collecting them, continue around the wall to 
    reach the gate again.  Turn around and run forward up a slope to find a 
    spring.  Bounce on it up to another spring; bounce from it to a third.  
    Here, either bounce on the first spring or home attack the 1UP capsule 
    ahead and then the spring.  Either way, you’ll end up on a semicircle 
    of rings.  Follow it to a bridge; cross it, jumping when appropriate, 
    to reach a lighthouse.  Walk to the left around it and you’ll reach a 
    more jungle-like setting briefly.  You drop into a tunnel; run forward 
    and hit the checkpoint with your new rings in hand.
    Run forward and build up speed so that you can run onto the side of the 
    wall.  After two ring rows, you’ll reach a capsule that contains Power 
    Sneakers.  With them, Sonic runs faster.  Run forward through the next 
    few lines of rings along the side of the wall to reach a tunnel.  It 
    leads you through many rings, into speed boosts, through a 1UP Capsule, 
    and eventually leaves you at a checkpoint on a stone road.
    Run forward on it and you’ll barely notice the road curving against the 
    wall.  You’ll pass through a tunnel (there are rings in the water if 
    you’d like them) and boost into a speed ramp that leads to another set 
    of boosters.  Take them up the quarter-loop to reach a path with a Kiki 
    toward the end.  Home attack it and hop up the steps to reach a tunnel.  
    When you’re through with it, the checkpoint awaits.
    Run forward along the center of the path and you’ll eventually be 
    boosted into a strange light.  It speaks to you, telling you to jump 
    into the panel to be transported to the other panels.  Before taking 
    its advice, defeat the Kiki to the left and collect the rings in the 
    capsule.  Then hop onto the yellow panel.  Upon landing on it, you’ll 
    be sped up to the next one.  Jump at all of them to land from the fifth 
    on solid ground.  Walk forward from there to pass under two spiky gates 
    and reach a series of rings followed by a Kiki.  Take the former and 
    crush the latter before running down the next path.  After landing on 
    dry ground, run forward under the dolphins to reach the wreckage of the 
    plane and Tails.
                       |    The SS Central Station    |
    Tails and Sonic walk back to the hotel.  Tails admits that he has a few 
    bugs in his new propulsion system.  He reveals that he’s using a Chaos 
    Emerald as a power source because they have unlimited power.  You just 
    GOTTA come over to his workshop in the Mystic Ruins.  He has something 
    to show you!  Congrats, you unlock the Tails storyline!  Now you can 
    play as Tails in Adventure Mode!
    Rather than lead us to his workshop, though, Tails thinks it’d be more 
    fun for you to discover it yourself.  North of Pool Side (on the map) 
    is the Hotel.  Walk into the doors here and you’ll reach a monitor.  It 
    tells you that the Casino is only open at night.  Also, you can take 
    the left elevator here to visit Chao Garden (see the section entitled 
    “Chao Guide” for details on them).  In any case, take the door by the 
    stairs and right of the manager out of here.
    Welcome to Station Area!  This region of Station Square is home of the 
    building that gives the place its name – the train station.  Ahead of 
    you is the entrance to Twinkle Park, but we’re not interested in it 
    right now.  Instead, go left of it to reach SS Central Station.  A girl 
    is standing outside of it.  Enter through the double doors up the steps.  
    Take the stairs inside up and you’ll find the doors of the train open.  
    It’s leaving for Mystic Ruins (what luck!).  Enter into one of the 
    trains and it will depart for Mystic Ruins.
                   |    Adventure Field – Mystic Ruins    |
    Climb down these first few flights of stairs to reach the base of a 
    brand new Adventure Field!  Aren’t you excited!?  Then I’ll stop using 
    exclamation points!  Anyways, a team of archaeologists are searching 
    for the ruins here.  As you can see, there’s a mountain to the west 
    (look on the map).  It seems to have fallen from the sky, as it wasn’t 
    there before...  To the east is Tails’s Work Shop.
    Facing the strange light that gives tips, go right over some train 
    tracks and then up a flight of stairs.  Dr. Robotnik appears!  He 
    introduces himself as the foremost scientific genius the world has ever 
    seen, but Sonic taunts him by calling him “Eggman.”  Regardless, he’s 
    got big plans, and he wants the Chaos Emeralds to carry them out.  
    Sonic refuses to give them to him, and so Eggman decides to take them 
    by force!  His machine transforms into the Egg Hornet!
                          |    Boss: Egg Hornet    |
    It’s a classic-like Sonic boss with one dimension added.  The Egg 
    Hornet has little health, and it’s probably even easier than Chaos 0 
    was.  Eggman kicks things off by firing a few missiles at you.  Run 
    around and they’ll miss you (be sure to pick up some, but not all, 
    rings).  Then the Egg Hornet hovers about for a bit and is surrounded 
    by a red aura.  Two spikes emerge and it launches itself at you.  Move 
    and it gets stuck in the ground.  Now’s your chance to home attack the 
    cockpit!  After three such hits (Eggman just fires more missiles with 
    each hit he takes), the Egg Hornet collapses.  The main body is still 
    intact, though...
    Eggman is down in the dirt for a little while pretending to be stuck.  
    But, as they least expect it, Eggman launches a claw at Tails from his 
    side and takes the Chaos Emerald.  Chaos 0 appears and consumes the 
    emerald and grows (now Chaos 1).  Its left arm now contains what appear 
    to be bones, and it grew from a rather scrawny beast into a tall, 
    muscular one.  Eggman plans to feed it all seven Chaos Emeralds until 
    it is unstoppable, and then he will destroy Station Square!  In the 
    rubble he will build Robotnikland, the ultimate city, and from it he 
    shall presumably expand his empire.  What a loser...
    So, they take off, and Tails figures that it might be a good idea to 
    collect the other Chaos Emeralds so that Eggman can’t get them.  Great 
    idea, fox boy!  Now, let’s find one of these emeralds...
                           |    The Wind Stone    |
    Now go to Tails’s Work Shop by utilizing the flight of stairs here.  
    You’ll see a green stone in front of the few steps leading up to the 
    door.  Lift it with B to learn that it is the Wind Stone...  It looks 
    like a key.  Take it to the place on the map marked “Windy Cave.”  It’s 
    right by the Waterfall.  Enter Windy Cave and place in the Wind Stone 
    in the indentation.  It starts to float, and the wind in the cave 
    strengthens.  Jump in to reach Stage 2, Windy Valley.
                            |    Windy Valley    |
    Our mission?  Find the Chaos Emerald!  Tails is here to follow you, too, 
    just like he has been doing since Sonic the Hedgehog 2.  Run down the 
    path for the first three rings and then jump onto the grassy ledge.  
    Home attack the ten-ring capsule and then the series of fans to reach a 
    Shield capsule.  With it, home attack to the left.  You’ll drop down 
    either on or in front of (or even behind!) a checkpoint.
    Jump up the next few ledges, collecting rings as you go, to reach a 
    spring.  Bounce from it into an upward draft.  Float on it to ground, 
    and then hit the checkpoint (already?  That was quick...).
    As the invisible light told us, the wind forms an invisible path that 
    we’ll have to make use of.  Run forward down this earthen path through 
    the rings to reach a ledge.  Run off of it (hold the Control Stick 
    forward throughout the wind-run sequence if you want to survive) to 
    dash along the gusts and reach ground.  Ahead of you is a trampoline; 
    bounce on it four times to reach your maximum height and push the 
    Control Stick to the upper-left to reach a ten-ring capsule.  Drop down 
    to the grassy platform below and jump across the gap that a now broken 
    bridge once covered.  Upon landing, take your fill of the rings and run 
    across the bridge.
    Just before you make it, it collapses, dropping you to the foggy area 
    below.  A large blue robot is roaming around here.  Home attack it to 
    release its animal and run forward into a trail of rings.  It leads you 
    into a giant tornado (really a whirlwind) that flings you to the upper 
    portion of the level.  We’re inside the tornado!  The glowing light 
    tells us that we need to get up and escape the tornado.  Bounce on the 
    spring and land on the grated platform.  Take the rings and move over 
    to the yellow panel.  Jump on it to the second to the third and so on 
    until you land right in front of the checkpoint.
    Jump onto the trampoline ahead of you and bounce three times to be high 
    enough to reach the bridge.  Walk down it to the spring and you’ll 
    bounce your way up to a semicircular piece of land.  On it, run into 
    the well-looking structure with a spring inside it and you’ll be 
    launched out of the tornado (with a sudden change in music, too).  Run 
    down the first few runways until you pass a purple caterpillar enemy 
    hovering in the air (a nod to old Sonic enemy Caterkiller?).  After it, 
    you’ll notice a Power Sneakers capsule to the right.  Take it, run 
    forward, and jump into the stack of blocks.  Now run across the road in 
    the air until you bounce up.  Hold left to land on the stone platform 
    and run forward afterward.  Take the rocket you come to across the gap.  
    Now pass through the checkpoint.
    Sprint across this grated runway and you’ll bounce onto another grassy 
    platform right of the springs.  Home attack the robot to the right and 
    time your floating so that you pass over the spiked ball.  After that, 
    claim 40 rings from the capsule and run off the ledge.  You’ll run with 
    the wind (pun!) to reach a spring in the air.  Bounce off of it and 
    onto yet another grassy platform, complete with checkpoint.
    As you run down the next runway, you’ll eventually reach the wall.  
    Drop-run down it into a few loops and right over the huge gap below 
    riding the air currents to the final platform.  Take 15 rings from the 
    capsule to the left and then touch the purple Chaos Emerald at the head 
    of the island in the sky.  We rocked!
                    |    From the Sewers to the Casino    |
    The train is now departing for Station Square.  Get on board while you 
    can and you’ll ride to a Square Station now experiencing late afternoon.  
    And judging by the newspaper’s headlines – Mysterious person left a 
    manhole cover open! – we should get into the sewers.  Also, it’s by 
    City Hall (you know by the smell).  From where the station is, walk 
    down into Station Area and take the northern path (use the map if you 
    need additional guidance) to a new screen of the city.  You’ll find an 
    emblem inside the local Burger Shop; take it.  In any case, you want to 
    enter the manhole right of the store named “ATOZ School.”  Drop into it 
    to reach the sewers.
                          UPGRADE: Light Speed Shoes
    From where you land, go north (on the map) to reach a small metal 
    platform.  With it, jump up and home attack over the rail to obtain the 
    glowing item.  You got the Light Speed Shoes!  With this fancy footwear, 
    you can perform a more powerful spin dash (hold B) that will let you 
    travel along a trail of rings at “light speed.”  Note that X also works.  
    You know that Sonic is ready when surrounded by a blue aura and he says 
    “Ready...!”  It’s quite useful in places.
    Step on the switch down the hall and a trail of rings appear.  Hold B/X 
    until Sonic’s even bluer than normal and release.  When you light dash 
    up the rings, you’ll see a door ahead of you.  Take it to enter the 
    clothing shop, which is right outside City Hall.  Remember fighting 
    Chaos 0 there?  Anyways, it’s now nighttime in Station Square, which 
    means that Casinopolis (the casino) is open for business.
                             UPGRADE: Crystal Ring
    Return to the Hotel and take the stairs up.  Now that we have the Light 
    Speed Shoes, we can get another upgrade.  When you take the stairs up, 
    you’ll see two switches.  Step on the right one first to make a trail 
    of rings appear.  Then step on the left one and immediately begin your 
    spin dash, a.k.a. storing power.  By the time you’re ready for a light 
    dash, the door across the gap should close and re-open.  Release B/X 
    and you’ll cross the gap.  Hold forward to run through the doors before 
    they close and take another upgrade, the Crystal Ring!  It reduces the 
    time it takes to store enough energy for the light dash!
    Take the stairs back down and exit the Hotel through the door opposite 
    the doors that lead to Pool Side.  You come to the road that connects 
    the Hotel to the famous Casinopolis (there’s always a casino stage in 
    Sonic games, and it’s quite often the third one, too).  However, the 
    only way in is closed.  That’s pretty bad business!  There’s a switch 
    in the surrounding area by the sidewalk.  Press it and a trail of rings 
    materialize.  Spin dash on them and you’ll collide with the large 
    switch above the neon sign.  This opens the door.  Huzzah!  We saved 
    their business!  Now then, to take the Chaos Emerald that just has to 
    be inside...
                             |    Casinopolis    |
    No joke, my friend.  Casinopolis is an “action stage,” Stage 3 in fact.  
    And we need some serious cash if we want to open the vault that 
    contains the Chaos Emerald we’re looking for – 400 rings!  You’ll find 
    several money-making machines in the casino.  Starting with the 
    Information center, we’ll review all the sources of rings in the casino.
    Sonic Slot & Pinball: It’s like Sonic Spinball!  Well, not really.  You 
    earn rings by hitting bumpers and other objects.  You can bounce Sonic 
    with the flippers, controlled with L and R, and hit him into the 
    objects on the course.  You can lose the ball three times.  Should you 
    fail to get 100 or more rings, you get dumped into the garbage.  You 
    also have a time limit.  It’s a descent way to earn rings, and it also 
    has a slots game you can play if you hit the ball into the right chute.  
    Threes of any symbol, vertical, diagonal, or horizontal, earn you rings 
    (or take them away, in the case of Eggman).  You may even earn capsule 
    items from one chute like 1UPs.
    Card & Pinball: Anyone who’s ever played this Sega classic will know 
    that this has many elements of NiGHTS in it, even the main character.  
    Like the slots, getting less than 100 rings in the game means a trip to 
    the garbage is in store for you.  The goal of this game is to use the 
    flippers (L and R) to knock Sonic around for rings and cards.  To get a 
    card, shoot yourself into the central chute.  For every five cards you 
    get, the game counts for matches.  Getting a match with cards will earn 
    you rings.  Three of a kind and that sort of thing earn even more rings.  
    If you hit the ball over the top of the machine, you’ll enter a new 
    pinball machine with a bunch of cards assembles for easy picking.  
    Falling in it returns you to the main pinball machine, but not before 
    you pass through a 3D zone quite similar to an area from NiGHTS: Into 
    Dreams.  I find this one easier to play than the other pinball game.
    Garbage: The garbage is actually a great way to get rings, assuming you 
    don’t lose them from being hit by enemies.  When you enter, light dash 
    through the first set of rings to pass under the fan robots, called 
    Spinners, and destroy quite a few too with a Bomb.  At the end, you’ll 
    collect a few animals and see three spiked balls ahead.  Pass them with 
    careful timing and you’ll enter a fan room.  You can rise up with them 
    to collect the sideways ring capsules or enter the side tunnels (they 
    lead to these base of the fan, with many more ring capsules and enemies 
    along the way).  One way or another, you’ll end up at an X of rings 
    from an exit tunnel.  Collect them and advance forward to find a few 
    spiky balls, spikes, and water to slow you down.  Make your way through 
    it and jump into the Invincibility capsule.  With it, you can safely 
    head forward, collecting rings and other item capsules, until you reach 
    a ladder.  Climb up the center for the rings and you’ll end up in the 
    wash rooms.
    Shower Room: We have seven rings in the shower stalls.  One will even 
    spray you (ooh, exciting...)!  Kind of useless, though.
    Emerald Line Slots: The slot machines around the Shower Room can be 
    jumped into or home attacked to release a few rings.  They’re pretty 
    easy to get...  You know you’ve sacked the slots completely when the 
    signs stop spinning.
    When you’re all done playing around and have collected 400 rings at 
    least (or if you want to deposit them early), go to the vault (gold 
    hallway with two spinning coins with Sonic’s face on them in front).  
    Step on the switch and your rings will be exchanged for tokens.  400 
    rings earn you enough tokens to build a mound you can jump off of to 
    reach the silver Chaos Emerald.  Congratulations!  You won it big!
                            |    Angel Island    |
    Eggman appears in his vehicle and knocks the Chaos Emerald we just got 
    back out of our heroes’ hands.  They try to recover it, but Eggman 
    deploys sleep gas on the two to take it safely.  When they wake up, 
    it’s daytime...  There’s no time to lose!  We must get the remaining 
    As you probably noticed, a blue stone similar to the Wind Stone fell 
    into the city after a cinema showed to us when we beat Casinopolis.  
    Walk down past the Chao in Space poster to see the Station Sq Diner.  
    Across from it is an alley.  Saunter on over and you’ll find the Ice 
    Stone at the end.  Perhaps we can use it in the Mystic Ruins...  Take 
    the stairs across from there to the train station and board the train 
    headed for Mystic Ruins.
    A part of the mountain gives way before we arrive.  Jump off the 
    staircases and look left to see the opening.  Walk into it – West Cave 
    – and jump into the wind tunnel.  This takes you up to a new region of 
    Mystic Ruins called “Mystic Ruins Angel Island.”  Angel Island!  That’s 
    the island the Master Emerald and Chaos Emeralds originate from, the 
    home of Knuckles (Sonic’s rival)!  So the “mountain,” which was really 
    the floating Angel Island, DID fall from the sky!  Go forward from this 
    starting tunnel to find an icy altar.  Place the Ice Stone in it and 
    another icy tunnel (Ice Cave) opens.  Walk into it and take a ladder at 
    the end into Stage 4.
                               |    Icecap    |
    Ahead of you are a few rings and the strange light.  It says that even 
    if we’re frozen, jump a few times and we’ll break free.  Home attack 
    the enemy ahead twice and head into the opening ahead.  You’ll speed 
    out onto a slope.  Follow the rings to a spring and you’ll bounce onto 
    a high ledge in front of a tunnel.  Enter and bounce on the spring to 
    reach an icicle.  Move around to the back on it and press A to jump off 
    and onto the corner ledge.  Jump onto another icicle from there and 
    quickly jump from one to the other until you reach ground again.  Jump 
    onto the higher ledge and follow the rings to a spring; bounce on it to 
    another trail of rings.
    Instead of following them, jump to the ledge behind you (the one with 
    crates on it) and follow the path there to a 1UP capsule.  After that, 
    go back to your normal path (the one with the line of rings) and take 
    it to a rocket out of this tunnel.  Use it and you’ll land before a new 
    one.  Walk into the tunnel and follow it to a checkpoint.
    In front of you is a trail of rings.  Light dash across them and you’ll 
    fall to the ground.  Jump into the caterpillar robot here for an animal 
    and then jump into the spring to launch through a few rings.  After 
    that little trip, take the path ahead of you over the spikes and to a 
    spring.  You’ll wind up on a few icicles beneath a spike bed.  When the 
    spikes lower themselves, jump to the next icicle.  Rinse and repeat.  
    When you reach ground, walk forward past a few spiky ledges to reach a 
    ten-ring capsule followed by a spring.
    Bounce on it and the next set of springs through a ring arrow, stopping 
    when you’ve taken the rings.  Bounce on the first spring and hold right 
    so that you land on the bridge above the alcove you were just in.  Jump 
    right to three capsules afterward.  Jump back down to where you were 
    and bounce on the second spring to another capsule.  Go left just a bit 
    more to a boost pad that sends you to a few icicles.  Jump across them 
    (oh the monotony!) to reach a few rings.  Gather them up and get on the 
    spring!  You’ll come to a switch.  Hit it and an ice block bridge 
    materializes.  Line yourself up and dash across it, careful not to fall, 
    and you’ll finally hit that checkpoint!
    Walk down the bridge against the frozen wall until you are sped through 
    a loop and deposited by a yellow panel.  Jump on it and the next few 
    panels to land on that bridge we were on earlier (the one by the three 
    capsules).  Our high-speed jumping also caused an icicle to come 
    crashing down, which provides us with a way out of this dump!  Huzzah!  
    Walk forward across the icicle and you’ll enter into a long tunnel.  
    Just walk through it until you reach a wooden gate.  Hey, we’re at the 
    top of that slope we saw earlier!  And a gigantic snowball is rolling 
    after us...  You know, you’d think Sonic would learn his lesson by now!  
    Luckily, there happened to be a snowboard for him to jump onto right 
    below (how convenient!), and we must now board away from impending doom 
    a la mode.
    The first leg of this incredible stunt is shown to us from downhill, 
    meaning that it’s hard to predict when stones (which serve as ramps), 
    icicles (obstacles), and rings (cold hard cash) are coming at you.  
    Just wing it, holding the Control Stick down and hoping for the best.  
    When you see a few trees, the camera shifts to a behind-the-back view 
    to make it easier on us.  Try to collect rings where you can, avoid 
    obstacles wherever possible, and don’t worry about the snowball; it’s 
    very slow.  When you are on ramps, though, press A to do a trick off of 
    them.  As the excitement dies down, you ride into a dead-end zone where 
    the Chaos Emerald, green is hidden.  We ARE the champions!
                           |    Boss: Knuckles    |
    The rest of Angel Island is cut off from us for the time being, so 
    let’s go, how you cool kids say, “hang out” at the waterfall.  Head 
    over there and a cinema plays.  Hey, it’s our old rival and sort of 
    friend, Knuckles the echidna!  How’s it going, Knux?  Huh?  He’s 
    punching at us and making violent gestures?  He demands our Chaos 
    Emerald, and make it snappy he says!  Let’s put him in his place!
    The echidna in red is really quite easy.  He has a few attacks, ranging 
    from punching us to gliding into us to rolling into us in ball-form.  
    But, regardless of what he does to attack you, we can beat him pretty 
    easily.  Home attack him when he’s idle – not attacking you – to do 
    damage.  You know you’ve hit him when you hear him say “Oh no!”  Three 
    hits and he’s down for the count.
    After one final charge, Knuckles knocks the Chaos Emeralds out of 
    Sonic’s hands.  And then Eggman appears...  He steals both of them, and 
    now he has four!  Knuckles was tricked by Eggman again!  That 
    knucklehead!  Now that he has four, Eggman feeds them to Chaos.  As 
    Chaos 4, he is a shark-like creature with what appears to be a head 
    incubating in his gelatinous stomach.  Oh, it’s on!
                            |    Boss: Chaos 4    |
    He’s a bit harder than before, but not my much.  First, you’ll notice 
    the HP bar is longer than before, and that you’re now fighting in a 
    large pond.  There are rings spread across the lily pads, and I 
    recommend taking a few before things kick off.  Chaos 4 is vulnerable 
    when it pokes its head out of the water (to jumps and home attacks, but 
    I recommend the latter).  And don’t be fooled; you can walk on the 
    water.  I guess it’s really muddy or Sonic holy.  Note that you can’t 
    stay on the water for too long or you’ll sink.  In any case, Chaos 4 is 
    limited to few attacks...  It may start the battle with an energy 
    attack that appears as an orange wave coming at you.  Jump to dodge it.  
    Chaos 4 also dives under the murky surface and sink a lily pad.  Later 
    on in the battle, it may split into four and launch its circular 
    components at you, and it goes buck wild on you with water attacks 
    after four hits.  Land a fifth hit and Chaos 4 is defeated.
    From the clouds comes the Egg Carrier.  It is an awesome cinema.  
    Eggman announces it just before taking off to it.  He begins to fly 
    away when Knuckles dismisses himself (he has unfinished business to 
    take care of).  Speaking of Knux, you can now play as him!  
    Congratulations!  Tails suggests that you chase the Egg Carrier in the 
    Tornado.  To the workshop!  Head over there and Tails will ask you to 
    wait outside.  In a few moments, out comes the Tornado.  Oh my gosh!  
    Removable palm trees!  That is so awesome!  Sonic hops into the 
    backseat and they take off in pursuit of the Egg Carrier...
                           |    Sky Chase Act 1    |
    Sonic the Hedgehog 2 veterans will remember the Sky Chase Zone starting 
    off similarly.  This sub-game has you controlling the Tornado, and the 
    controls are pretty simple.  B, A, and X fire and you use the control 
    stick to move.  And in place of rings, you are decked out with an HP 
    system similar to what bosses have.  Eggman will deploy a few fighters 
    to pick you off, but they take a measly one hit via missile to beat.  
    For each you defeat, you earn 30 points.  Furthermore, you may notice 
    white crosshairs on the screen.  If you hold B, you can light them up 
    and use it as a targeting system (it makes things much easier).  You 
    just have to survive, which is pretty easy to do.
    After the Tornado’s gone through the Egg Carrier’s air forces, Eggman 
    stops playing around.  He fires the breaker beam on them.  Though Tails 
    tries to dodge it, the beam destroys their right wing.  This can’t end 
    well...  Tails, who is strapped in, crashes with the plane.  Sonic, who 
    was in the backseat without a seatbelt, falls from that point into the 
    beach near his hotel.  Well, our chances of catching Eggman have been 
    pretty much ruined, now haven’t they?
                          |    The Cutest Couple    |
    Man, I’ve got to relieve myself of this stress the only way we know how 
    in the Sonic world - gambling.  Head over to the casino and...  Oh no!  
    It’s Amy!  Ugh, why her?  She’s finally caught up with you, and she’d 
    appreciate it if you served as her birdie’s bodyguard.  Sonic refuses, 
    and so she points out that she’ll just tag along anyways.  
    Congratulations!  You can now play as Amy!  Well isn’t that just dandy?  
    It’ll take more than a casino to rid us of this pain.  Let’s go to 
    Twinkle Park, Station Square’s theme park, located opposite the Hotel 
    in Station Area.
    Sonic and Amy walk toward Twinkle Park’s entrance when Eggman’s robot 
    (who is that hunk of junk?) steps in.  Sonic gets ready to knock its 
    lights out when Amy notices an ad.  Cute couples get in free at Twinkle 
    Park!  So naturally, she just has to go.  Sonic follows (who’s the 
    desperate one now, Sonic?), even though this is hardly the time to be 
    dating a hedgehog he doesn’t even like, and so begin Stage 5.
                            |    Twinkle Park    |
    Grab the rings around the monitor.  Ahead of you are two Kikis; destroy 
    them, take their animals, and go forward to find the bumper cars.  Home 
    attack one of the enemies to claim the car.  In them, the A Button 
    accelerates the car (the more rings you have, the faster you go), and 
    B/X is used for braking and driving in reverse.  When you’ve beaten the 
    enemies that you feel like kicking around, drive forward into the 
    circuit.  I must say, the bumper cars are very well-done.  Drive 
    through this part cruising through foes, rings, and capsules.  
    Eventually, you’ll find ramps and loops and giant falls, all at a very 
    easy pace.
    When you’re finished, the bumper car is halted, you jump out, and you 
    need to fall into the hole before you.  It’s a roller coaster!  Man, I 
    was skeptical at first, but this level rocks!  The roller coaster is 
    really just a cool sequence, as you can’t do anything until it drops 
    you off in the gardens.  Check the corner for a ring capsule and then 
    pass through the checkpoint.
    Ahead of you are two Kikis standing on explosives.  Home attack them 
    and clear the area to avoid taking any damage.  After that, advance 
    onward to find another cool game.  Line yourself up with the center pin 
    down the alley and enter the brackets.  Sonic forms into a bowling ball 
    and you must aim him at the pins!  Center yourself and shoot.  
    Depending on how you do, a certain number of rings is dropped by a 
    crown figure ahead (strikes – hitting all the pins – earn you quite a 
    few).  After that, go forward to a strange bunny creature.  Just jump 
    into it to release an animal and move into the watery pond ahead.  Home 
    attack the water bug enemy, collect rings, and mark your progress at 
    the checkpoint.
    We have two more bloated bunnies to contend with.  Jump to hit their 
    head for an easy kill.  Take their animals, collect the rings around 
    here, and go ahead to the bowling alley.  After clearing it like the 
    previous one, take your rings (if any) and go forward to a trio of 
    Kikis.  Now, be careful here.  Their bombs and elevations can give you 
    trouble.  In fact, you may just want to spin dash past/through them.  
    In any case, a deadly merry-go-round comes right after that.  It’s a 
    shame, really...  Jump over the spikes, taking any capsules you can, 
    and you’ll come to another checkpoint.  Stop reading this guide, hit it!
    First, note the presence of a few rings in the fishing pond to the 
    right.  Also, there’s a capsule above some explosives (you have to 
    trigger the explosives to get the rings).  Beyond that, you’ll want to 
    head over to the springs at the end.  Bounce on them to the roof and 
    cross it, taking the rings (there’s a one-ring capsule near the edge) 
    as you go, to reach a half-loop.  Sprint down it and you’ll wind up in 
    a watery region.  Defeat the water bug robot and leap down into the 
    ground area ahead (ignore the floating platform).
    In this area, you’ll find an Invincibility capsule above an explosive 
    barrel by a pillar.  Take it and jolt forward.  You’ll go up the ramp 
    the spiky balls guard, up some stairs by Kikis, and to a walkway with 
    explosives at the end.  Home attack the Kiki atop the first set and 
    home attack over the next two after that.  You’ll be inside one of the 
    castle towers.  Jump to the next through the opening.  Walk up the 
    bridge here, avoiding the spiky ball obviously, to reach the fourth 
    Take the obvious route to a spring.  Bounce from it to a few floating 
    platforms.  First off, jump back and treat yourself to a 1UP.  Then hop 
    up the platforms to the rim of the building.  Jump to the switch and a 
    trail of rings forms.  Light dash across them and you’ll reach a new 
    switch.  Repeat the process once more.  Now walk around the rest of the 
    rim to reach a spring.  Bounce with me until you fall down to a 
    castle’s staircase.  It’s guarded by a bloated bunny AND two Kikis!  I 
    guess you could say it’s Sonic the Hedgehog: Triple Trouble!  Oh, that 
    was hilarious!  Anyways, defeat the rabbit with a glandular problem and 
    claim three capsules right of the staircase before taking out the trash, 
    a.k.a. the Kikis.  And that takes you right to the capsule!  Jump onto 
    it to free the animals, old-school Sonic-style, and beat this seemingly 
    pointless stage.
                           |    Twinkle Circuit    |
    Sonic’s lost the girl, but he’s still bent of brutalizing that robot.  
    You’re outside of Twinkle Park, and so you can now experience Twinkle 
    Circuit, a sub game.  Basically, you’re in a bumper car and you’re 
    racing the clock to get the best time.  It’s a lot like Sonic Drift, 
    the first Sonic racing game, in that collecting rings increases your 
    speed (acceleration power, actually) and that you can’t see most of the 
    track coming your way.  The key to getting a good time lies in 
    collecting rings and avoiding the walls (they slow you down).  It’s 
    worth an emblem; check it out if you want.
    Exit the Twinkle Park/Circuit lobby and you’ll see a cinema in which a 
    card of some sort is dropped outside of the Hotel.  Lift it up – an 
    employee card – and take it to the locked building left of Twinkle 
    Park’s entrance.  The door opens to the interior (the building belongs 
    to a company called Cyber-Net Inc.), and two elevators are revealed.  
    Both lead to the same place – Stage 6.
                            |    Speed Highway    |
    It’s another seemingly pointless mission – break the capsule.  What’s 
    my motivation?  I simply can’t work under these conditions... but you 
    can.  Run straight down the center of the starting tract of road and 
    you’ll loop your way onto a glass surface.  Defeat the Spinners ahead 
    and then jump onto the spring to reach the glass bridge.  From it, move 
    onto the platform in front of you.  It will take you to the end.  To 
    get as many rings as possible, stand on the right side and move to the 
    left.  And on the road at the end lies ye olde checkpoint.
    Take one step forward and you’re shot forward on the boost pads through 
    this badly-constructed road (how does anyone use it?) and onto the side 
    of a building.  Avoid the obstacles and you’ll land on a rooftop with a 
    few Spinners on it.  Defeat them and take the stairs up to a bell.  
    Ring it for some rings before taking off on the boost pad.  You’ll pass 
    through a tunnel, a small road, and quite the cool machine before 
    reaching a new road.  Now here’s we’re you all are likely to lose your 
    places in the guide.  Run forward and you’ll reach a few ramps.  Jump 
    off of them to the upper roads if you can and you’ll come to a few 
    circular-moving platforms.  Get on one and ride it to the other.  
    You’ll be taken to another road that leads to a spring.  It launches 
    you to a helipad – our regrouping point.  Jump onto the helicopter and 
    you can ride it to a nearby helipad.  Voila!  The checkpoint!
    Destroy the robots beyond the checkpoint; collect the rings and Power 
    Sneaker capsules.  Now run to the rocket ahead of you and take it to a 
    looping road.  How cars drive on this is beyond me.  Run through it and 
    you’ll soar over a platform in the air.  Land on it, take the rings, 
    and home attack across the enemies to reach a 1UP capsule.  From there, 
    drop off the platform to where you see a capsule over a Spinner to the 
    left (if facing the building with the spotlights).  The capsule is a 
    Bomb, destroying nearby enemies.  Now walk forward to a rocket.  Grab 
    on and hold tight!  It leads you into a building with a glass balcony 
    ahead.  Stand on it and the glass cracks!  You’re running down the 
    surface of the wall; collect rings if possible.  Soon, you’ll break 
    through a second glass wall and the view changes.  Avoid the obstacles 
    to keep a steady pace and you’ll crash through a final few glass floors 
    and into the lobby of a hotel.
    Step outside to find two police robots.  Defeat them and continue down 
    the road, collecting rings on the wall if you’d like, and you’ll come 
    to a street with actual cars on it.  Cross the street (cars are hazards, 
    remember) and go up (away from the camera).  You’ll come to a wall that 
    forces you to step into the road.  Wait for a car to pass you and then 
    run through the opening.  Head up the sidewalk now and you’ll find a 
    Bounce on it to reach a space between the two roofs.  Use the objects 
    here to reach the roof to the left.  Then jump to the next building and 
    walk toward the door at the end.  Fall through and you’ll come to 
    another rooftop with a few rings and capsules on it.  Jump off the left 
    side of the building now to find a fountain (note that there are many 
    other rooftop secrets in this section of the level).  Jump into it when 
    it’s all the way up and point yourself toward the blue-roofed clock 
    building.  You should land in an alcove with a bell in it.  Go forward 
    a bit after seeing it to find the capsule.  Finally!
                         |    Into the Mountains    |
    We appear outside of City Hall in Station Square.  Ah, so that building 
    the capsule was hidden in was the front of City Hall...  See?  Station 
    Square is much larger than you thought!  Head to the casino and you’ll 
    see Amy being abducted by that robotic freak we saw earlier.  It’s hard 
    to believe Sonic seriously wants to save her, but we must.  The blue 
    blur plans to cut the robot off in the Mystic Ruins, but there’s one 
    problem: the train station workers are on strike.  Ah, what luck!  The 
    strike ended JUST as we saw that cinema!  Some workers remark that the 
    negotiations went well.  Now, head for the station and head over to the 
    Mystic Ruins.
    Yep, the robot is over there.  Sonic calls him bolt brain and threatens 
    the strange creature from high above.  But before the rumble can begin, 
    the Egg Carrier appears above them, eclipsing the ruins.  It beams that 
    robot up aboard it.  Well, it looks like we lost out AGAIN!  Man, Sonic 
    really is a loser.  Well, as long as we’re here, let’s check out Angel 
    Island.  Take the cave by the train station into the Angel Island 
    region of Mystic Ruins and run past the entrance to Icecap to reach an 
    opening into the main island.
                            UPGRADE: Ancient Light
    Walk down toward the end of the island to find the not-so-well-hidden 
    upgrade, Ancient Light.  With it, you can store up energy with the spin 
    dash and attack an enemy you couldn’t normally destroy (like one behind 
    bars) or destroy all enemies in the vicinity of the one you destroyed 
    with your attack.  It’s called the “Light Speed Attack.”
    Now that we have it, trace your steps back to when we saw a Kiki in a 
    cage by a gate (still in Angel Island; called “Watch Ape” on the map).  
    Destroy that Kiki with the light speed attack (hold B until you’re 
    light blue, and then release).  This causes the Kiki to explode, and it 
    opens the gate to boot!  Pass through the gate to enter the seventh 
    action stage, Red Mountain.
                            |    Red Mountain    |
    We have to catch the Egg Carrier!  And we have to do so by utilizing a 
    bunch of conveniently placed springs!  Run forward past a few Kikis to 
    a rocket.  Take it up, holding the control stick forward, and you’ll 
    fall through a capsule on your way down.  Pass under the spiky balls 
    and jump to the ladder.  Cross it, collecting rings as you go, to find 
    a few Spinners.  Beat ‘em down and you’ll find a few bridges.  Take 
    them up (Kikis come free!) and bounce to the peak of this mountain 
    using the spring.  Now then, run onto the bridge to find the checkpoint, 
    the first of many.
    Continue across the bridge to find a rocket pad with no rocket.  
    Something’s up...  I know!  Let’s find a switch!  It’s right around the 
    corner, the one guarded by a spiky ball.  When it’s up, run under.  
    You’ll find the switch, which you want to press.  Now backtrack and bam!  
    The rocket’s there.  Use it to reach the next summit.  But instead of 
    taking the bars across as logic would have it, hop onto the crates to 
    the right and jump to the nearby spring from them.  Bounce on the next 
    spring you come to and presto!  You’re on an even newer summit.  Take 
    care of the Spinners since you hate them, and then run through the 
    Traverse the bridge to reach a new area.  Well, I think I know why it’s 
    called “Red” Mountain.  It’s an inferno up here!  Ah, but this is just 
    the beginning.  Carefully pass under the spiky balls and quickly pass 
    over the fiery spots to minimize the possibility of roast hedgehog.  A 
    spin dash can be quite effective (if you’re lucky).  When you reach the 
    end, you’ll find a 1UP and a spring.  Why not hit both?  Do so to be 
    launched across the gorge and into the ring of fire, so to speak.  
    Immediately home attack the enemy generating the fire, and then jump to 
    the strange object to the upper-left.  It’s a pulley, and Sonic rides 
    it right into the next checkpoint.  You see, this level is all about 
    knowing your shortcuts.
    Jump to the platform to the right and then switch over to the one to 
    the left.  But, note that the skull statue there DOES shoot fire from 
    time to time; watch out.  A bit more jumping takes you to a spring, and 
    that takes you to a ten-ring capsule.  Claim the rings and try to run 
    across the molten bridge before it gives way to Sonic’s incredible 
    hedgehog weight.  If you do fall, be comforted in the fact that there’s 
    a 5-ring capsule toward the back, but be discomforted by the fact that 
    there are fire-breathing skull statues all around you.  However you 
    choose to cross the bridge, whether directly or by using the spring 
    below it, both take you to a ledge where fire is billowing from an 
    To the left, though, are some Spinners.  Home attack through them to 
    reach a 1UP capsule.  After taking it, jump to a yellow panel.  Jump on 
    it to trigger the jump sequence that leads up to another series of 
    Spinners.  Home attack across them to reach a spring.  Bounce on it and 
    you’ll come to another.  Try to time your bounce so that you pass 
    between the grated platforms above.  When you do, jump to the upper one 
    and repeat this process.  It leads to the checkpoint, at long last!
    Spin dash or light dash across the bridge before you, but stop once 
    you’ve crossed it.  A skull is waiting to ambush us.  Let it blow over 
    and then jump past it to reach a real bridge.  Cross it and follow the 
    path to a few springs.  Run into the right one to be shot through a 
    capsule; continue down the path afterward.  Here, you must hit a switch 
    without being pressed flat by the crushing object here (why doesn’t it 
    press the switch?).  As it rises, run in, hit the switch, and move out.  
    A rocket rises from the pad; ride it, holding forward as you do, to 
    another checkpoint.
    First things first; let’s teach that Kiki a lesson it won’t soon forget!  
    Home attack it and use the adjacent crates to reach a series of bars.  
    Jump from one to the next and you’ll eventually have passed over the 
    lava pit.  And you know what that means, don’t you?  It means take the 
    ring capsule from behind the rocks, that’s what!  When you’re done with 
    that, jump to the pulley by the machine.  It takes you to an isolated 
    ledge.  Drop into the hole that opens to reach another checkpoint, plus 
    a place with some weird music.
    Walk through the first part of the tunnel collecting rings.  You’ll 
    soon reach a fork in the road – a staircase and a ground path.  Take 
    the former up and stop in the middle.  See that opening at the end?  
    Face it and spin dash into it.  The stairs serve as a ramp, you see.  
    Inside are Power Sneakers within a capsule; take them and run forward 
    into a small tunnel.  Get onto the wall when that time comes and then 
    lower yourself to the floor.  At the very end is a spring.
    Bounce on it to a floating platform in the magma.  Jump across it, and 
    all the others like it, to reach land.  Take the nearby Shield capsule 
    and begin home attacking across the enemies.  You’ll land on a crate 
    where a Kiki was when it’s all over.  Now, the next part is a bit 
    tricky.  Drop down and jump to the platform ahead.  The magma starts to 
    rise.  Run through it (not at breakneck speeds, but fast enough to 
    escape the magma) and you’ll come to a checkpoint.  I really don’t see 
    how this is leading up to the Egg Carrier...
    Spring forward onto a rock.  Quickly, as the magma is still rising, 
    home attack the next few enemies.  You’ll eventually reach land.  Dash 
    forward and jump at the end to an island with two fiery robots on it.  
    Ignore them and take any capsule you can before jumping onto the 
    floating platforms.  Cross the magma stream with them and you’ll come 
    to a new platform, but the only important thing is the spring there.  
    Use it to reach three more platforms in the magma (man is this tedious).  
    Home attack the enemies ahead of you to reach a few graves and a bridge.
    Spin dash across the latter and you’ll end up by a few crates.  Take 
    the capsule on top before spin dashing across another bridge.  Then 
    home attack your way to another platform...a few more platforms, one 
    bridge, and two Kikis later, you’ll reach a spring.  Use it.  When you 
    land, walk into the boosters and you’ll fly right to another ledge.  
    Wait for the large stones to fall before going forward to defeat two 
    Kikis.  And before using that checkpoint, claim three capsules to the 
    left for your own.
    It’s a fire maze.  Jump over/under the first few flames to find a few 
    Spinners.  Kill them and move on with the level, which entails... giant 
    hammers...  Run under them when they’re up and you’ll be at the final 
    stretch!  Run forward, grab onto the rocket’s handle, and ride it out 
    of this miserable volcano!  Bust the capsule at the top and you will 
    have succeeded in boarding the Egg Carrier somehow.
    No wait, it’s still above us.  Oh my gosh!  What amazing luck!  Tails 
    just flew in with his new plane, the Tornado 2!  This new and improved 
    plane can stand up to the Egg Carrier and all its breaker beams and 
                           |    Sky Chase Act 2    |
    Well, things start out like last time, only it suddenly became stormy.  
    Remember, move with the control stick and shoot with B/X.  Simply shoot 
    down the fighters ahead of you (they really should just shoot us from 
    behind), but be cautious around the Egg Carrier itself.  Those missiles 
    are pretty nasty.  After more of the same, the Tornado 2 is face-to-
    face with the Egg Carrier, which is much, much larger, and Tails makes 
    it transform.  More compact, we’re now ready to blast through the 
    carrier’s mine fields.  Mines don’t move.  Instead, they stand in your 
    way and require you to blow them out of the sky (unless you want to 
    take damage bumping into them).  After flying under the Egg Carrier one 
    last time, the battle begins.
    Target?  What!?  We have to fight the Egg Carrier in the miniscule 
    Tornado 2?  I thought Tails was supposed to be a genius!  Ah, well, 
    this will be one heck of a David and Goliath story.  It’s really quite 
    easy.  Our target isn’t the Egg Carrier, but instead the breaker beam’s 
    cannon.  Dodge/shoot the missiles as best you can until the face plate 
    of the carrier lowers to reveal the cannon.  Shoot now!  After a bright 
    blue flash of white (get to the side and hope for the best), the 
    sequence begins again.  Once you’ve destroyed the breaker beam, it’s 
    safe to board the Egg Carrier!
                    |    Adventure Field – Egg Carrier    |
    Yep, you read right.  The third adventure field is the Egg Carrier 
    itself.  Run forward to the sides and spring to the central circle.  
    Eggman will start talking to show off the vessel’s “true power.”  And 
    now the Egg Cruiser is changing shape to make it harder to reach his 
    position.  As it is now, you need to use the Sky Deck to reach him!  
    Isn’t that funny?  When the cinema ends, walk forward to a door past a 
    monitor to find the “way to the Sky Deck.”  Take it and you’ll enter 
    into Stage 8.
                              |    Sky Deck    |
    Well, it seems that Tails has come along for the ride this time.  Walk 
    around your starting cylinder to collect all the rings, and then jump 
    for the checkpoint on the catwalk.
    Now run across the bridge before the turrets destroy it.  You’ll reach 
    another cylinder with 20 rings (in capsule) on one side and a ladder on 
    the other.  Bust open the former and climb the latter (get it?  Latter-
    ladder!).  At the top, spring to a new cylinder.  Jump from cylinder to 
    cylinder as you would an icicle from Icecap and you’ll wind up by a 1UP 
    capsule on a catwalk.  After doing this, run onto the booster to the 
    right to speed right into the second checkpoint.
    I must say, Sky Deck is far better than the other stages so far!  Step 
    onto the boost pad ahead to be launched into another spinning cylinder.  
    Walk along it to reach another speed pad.  It launches you up a series 
    of winding paths (I take that back; Sonic is no loser!).  It leads up 
    to a spring that bounces you up to a magnetic Shield capsule (it 
    attracts rings!).  Now hop into the spring to be sprung through a Power 
    Sneaker capsule and onto a new catwalk.  Run forward into the opening 
    to reach another series of winding paths.  Unfortunately, you actually 
    have to wait for the spiky balls to rise to reach the end of this path.  
    At the end, you’ll be sped into the checkpoint.  They’re just throwing 
    them at us!
    First, collect the rings around the base of the cylinder (don’t worry; 
    the spiky balls don’t go down that far).  Then, after one of the balls 
    of spikes passes by the ladder, jump on and start climbing!  When you 
    reach the bars, jump on and continue the climbing binge.  About halfway 
    through, the bars collapse as if to drop you.  Hold on, though, and 
    climb to the top after it stops swinging, and you can continue along 
    this upper level.  When you reach a safe catwalk, take a magnetic 
    Shield capsule from behind the support pillar here and then walk left 
    along the catwalk.
    Defeat any foes in the way until you reach a monitor along the path.  
    Skip over it and jump to the huge cylinder ahead.  Climb right along it 
    and you’ll come to a new catwalk.  Run across it at top speeds; 
    otherwise, you’ll be blown to dust by the power cannons eliminating the 
    bridges here.  Continue this through pillars 1-3, and you’ll soon find 
    the fourth.  Here, jump to the next catwalk and follow it to a rocket.  
    Blast off and you’ll come to a strange new area, a checkpoint right in 
    front of you.
    This is the sky deck, and it’s a windy place.  Spin dash forward along 
    the first path to reach a red cylinder.  Cling onto it until the wind 
    stops blowing, and then go right.  Go forward from here through a long 
    series of enemy robots, turrets, and wind gusts.  To survive the strong 
    winds, home attack the red tabs on the edges of the carrier.  When you 
    reach the wall, start going left into the center.  You know you’re 
    there when you see a series of turrets, big and small, littered all 
    over the deck.  The upper wall here should be a ramp.  Get on and 
    follow the path up to a spring.
    Bounce with it to some monkey bars.  Cross them and you’ll come to a 
    new region of the deck, one with a checkpoint ahead of you.  Run into 
    it and then speed down the center of this region.  You may have to jump 
    to the next section to continue (they are slowly sinking).  At the end, 
    you’ll see a DANGER warning by a gigantic cannon.  Walk left of the 
    cannon to find the strange light and a rocket.  We must fire a rocket 
    into its center to destroy it.  When it turns to fire at you, fire a 
    rocket into the cannon’s opening.  This destroys it, and you drop down 
    to another checkpoint – no wind involved.
    To replace the wind, you have to contend with not only cannons and 
    gunfire but also bombs being chucked at you.  Dodge them in the grated 
    holes as you make your way up there.  When you reach the end, go to the 
    right and stand in the corner to make the platform beneath you rise.  
    When it reaches its peak, jump off and onto the structure’s roof.  
    There are a few Spinners to destroy; do so.  Keep in mind, though, that 
    they do electrically charge themselves from time to time.  At the end, 
    turn left as the arrow directs and you’ll walk into a booster pad that 
    launches you all over the place and then to a spring.  It bounces you 
    to a ladder.  Climb it and then run up the bridge, jumping enemies as 
    you go, until you reach the “target” platform at the end.  Jump when a 
    hook swings by and you can ride it into a 1UP capsule.  Jump off when 
    you see a white triangle against the wall.  The checkpoint is there.
    Take either of the side ramps to the right and left of the checkpoints 
    up and use them to jump off of and onto the sliding blocks in the area.  
    Jump along them until you reach the uppermost one, and from it you can 
    bound onto the conveyor belt that leads up.  Now look ahead of you.  
    See 04, 05, and 06 written in white against a distant wall?  Good!  
    That’s where you should be.  Drop into the pit and wait in the 
    rightmost corner for the Egg Carrier to capsize.  Now that things are a 
    bit different, jump onto the spring and bounce from it to another 
    Before it turns over completely, spring from it to the bars above.  
    Take them across and drop at the end so that you can use the spring to 
    the right.  You’ll bounce to another set of bars.  Walk right along it 
    and drop against the platform to find a 1UP capsule.  Take the opposite 
    path to progress in the level, bouncing up to another set of bars.  Go 
    left along them, bounce again, and now climb right.  You’ll have to 
    bounce one more time to a set of bars and climb right along them to 
    finally reach the checkpoint.
    Use the spring by the checkpoint to reach a new path.  Follow the 
    arrows along it and you’ll come to a switch.  Press it to make the Egg 
    Carrier start turning to the “correct” orientation.  In any case, it 
    makes you fall down through a metal tunnel and to the capsule.  Finally!  
    Hit it, now!
                     |    The Deck of the Egg Carrier    |
    We fall into the Egg Carrier Hall, quite the complex little structure.  
    You’ll want to exit it, though, using the “Elevatore” on the second 
    floor.  Sonic arrives to see Eggman snatching the bird Amy had (which 
    had a Chaos Emerald with it) from it.  He then summons another robot, 
    “Gamma.”  It appears, much like the other robot, and Eggman orders it 
    to destroy the pests.  You’re going down, Gamma!
                          |    Boss: E-102 Gamma    |
    Gamma is pretty easy.  First, Gamma locks onto your position using a 
    laser.  Where you were at that moment is recorded, and he then shoots 
    at you.  So, you simply have to move between the time you were targeted 
    and when the shot is coming at you to dodge his brand of attacks.  
    Gamma may also take to the air to attack you from above, and he may 
    even take a compact form in which he can roll around, but he uses the 
    same strategy throughout.  To defeat Gamma, simply home attack him 
    three times.
    Gamma collapses, and Sonic rushes in for the final crushing blow.  Amy 
    stands between them because “he’s her friend,” and Sonic decides to 
    spare him.  In the meantime, the ship is losing altitude.  Sonic orders 
    Tails to escort Amy out of here.  Sonic will take care of Eggman.  
    Congratulations!  You can now play as E-102 Gamma!
                         |    The Captain’s Room    |
    Go to the upper-right of the strange tower in the middle of the deck to 
    trigger a cut scene.  If Sonic wants to find Dr. Robotnik, he must 
    change the ship back to its original form.  There must be a switch 
    somewhere.  When the cut scene ends, use the nearby door to enter a 
    room with a switch.  What luck!  No, this switch does not change the 
    ship’s shape.  Instead, it makes a trail of rings appear.  Light dash 
    up it and you’ll come to the Captain’s Room!  That’s exactly where we 
    needed to be!
    There’s a lot of stuff too complicated for your little hedgehog brain 
    to understand, but we’re only looking for a switch.  Step on the 
    pilot’s seat and it slides out to the controls, and in so doing a 
    switch is revealed.  Step off the seat and press it to see the wings of 
    the Egg Carrier shift back into place.  It also reactivates the 
    monorail system.  In any case, the front of the ship is behind you when 
    you exit the Captain’s Room.  To the left and right of the door are two 
    catwalks leading to the deck.  Run across them to enter Eggman’s 
                            |    Boss: Chaos 6    |
    Oh my...  Chaos has grown...  But, there’s a strange cat character 
    named Big here.  His friend – Froggy – is trapped within the beast 
    (apparently, the frog provides the tail).  He’s not perfected yet, but 
    he doesn’t need full power to destroy Sonic!  Oh, that’s it!  NOW IT’S 
    I really don’t know how I’d describe Chaos.  But, one thing’s for sure: 
    Chaos 6 is MASSIVE.  Seriously, one of its attacks is jumping.  A wall 
    of energy is released in a circle afterwards, and you should jump to 
    avoid it.  Chaos 6 will also try to suck you into its mouth and then 
    “eject you from its body,” which can be challenging to recover rings 
    from.  Chaos 6 may even assume a spherical shape, launch different 
    points of its body at you to form a laser grid-like thing, and then 
    hunt you down with its tail to attack (just don’t jump and you’ll be 
    fine).  And all the while Eggman is throwing some idiotic robots at you 
    that attack by emitting gases!  But, they are in fact the key to 
    victory.  They are Egg Bombs, and you should home attack them.  You can 
    then pick them up (B) and toss them into Chaos 6’s mouth (or let it 
    suck them in itself).  When they explode, the beast develops an icy 
    exterior.  Home attack it and you’ve dealt damage.  After four such 
    hits, Chaos 6 is shattered.  We’ve finally won!
    Eggman is in denial after witnessing Sonic effortlessly defeat the so-
    called “God of Destruction,” and at just that moment Knuckles arrives.  
    A little late, are we?  Eggman decides to leave now that he’s 
    outnumbered, but Sonic has no intention of letting him escape.  He 
    jumps after him, and he lands in a strange jungle, an ancient pyramid 
    ahead of him seemingly rising from the ground.  The strange light that 
    has been aiding us leads into the opening.  Hmm, should we follow it?  
    Run forward and enter this mysterious pyramid.  Huh?  It’s Stage 9.
                             |    Lost World    |
    We must get to the center of this ancient pyramid!  Walk forward out of 
    the starting hallway and jump into the robot here to rescue the animal 
    within.  Now take the stairs down into water, following the rings onto 
    land and up some stairs, to reach an archway that leads into another 
    tunnel.  Run down it, admittedly one of the cooler running sequences in 
    the game, and you’ll soon be boosted into something more difficult – a 
    tunnel of fire.  Just ignore it and run forward (chances are you won’t 
    run into it) to wind up by another tunnel.  Run down it and you’ll drop 
    out of the passageway and onto a platform amidst a bed of spikes.  Man, 
    the ancients must’ve been wild at parties.  Jump forward from there to 
    the checkpoint.
    Run forward onto a bridge.  As you cross it, a snake’s head rises to 
    let you through (snakes are the recurring theme of this place) into a 
    frustrating room.  A stone snake statue is swimming about the water, 
    and you must hit switches to change the water level and thus the 
    positioning of the snake.  First, look to the right; a capsule’s for 
    the taking.  Now go left to come to a switch surrounded by rings.  Hit 
    it and jump onto the snake when it comes around.  Ride it until you see 
    a few ledges to the side that you can jump to.  Get on it and press the 
    square switch there to light the first symbol.
    After that, get onto the spiky platform ahead and take it to another 
    circular switch.  It raises the water level again.  So, jump onto your 
    pal the snake and leap left a few seconds later to the second square 
    switch.  Throw it down with your body weight to light the second symbol.  
    Now go forward, jumping under and then onto the spiky platform.  It 
    leads to a gap with a bed of spikes across from you.  Home attack over 
    them to another circular switch.  Press it to raise the water level 
    once again.  Now ride the snake over to the third switch, a red one, 
    and the door opens.  Jump back onto the snake and ride it to ledge that 
    leads to the door.  Go through.  A short passage leads to the 
    Run forward across these narrow ledges and you’ll soon reenter the 
    pyramid’s interior.  When you approach doors, they open.  Walk into the 
    darkness and be very afraid.  Walk ahead of the light and you’ll soon 
    grab a mirror.  Direct it at the other mirror to the upper-right to 
    light the way.  Go forward, skipping over the fire robots, and you’ll 
    come to a few steps that lead to another mirror.  Again, guide its 
    light to the upper-right to illuminate this area.  Carefully jump over 
    the next few gaps, spike-filled or not, and you’ll come to another 
    This time, aim its light at the mirror to the upper-left.  After that, 
    jump forward to the rest of the path and walk forward, defeating the 
    fire enemy if you so desire, and you’ll reach another mirror.  Guide 
    its light to the upper-left.  Jump to the next platform and then the 
    following walkway to reach a new mirror.  Point it at the next mirror; 
    continue down the path.  You’ll stop at a trail of rings.  Light dash 
    across them to reach that wonderful checkpoint.
    This next part is pretty cool.  Step into the water to be washed down 
    through the tunnels (move around to collect more rings) and out of the 
    waterfall.  Walk into the spring you land by and you’ll reach another 
    tunnel.  If you loiter, the fiery traps in the tunnel will get you; 
    spin dash through it to avoid them.  You’ll come to the checkpoint 
    after that.
    Walk forward to dash down a runway as a boulder chases you Indiana 
    Jones-style (only the boulder is somehow set on fire).  Getting the 
    rings and capsules ahead is really pure guesswork, and it ends with you 
    being sprung to a new door, behind which is a new checkpoint, right 
    after the run.
    Pass through the next door to reach a new room less fun than the others.  
    First off, jump into the purple caterpillar robot to destroy it.  Then 
    walk into the tunnel leading up at the end of the room.  It leads into 
    a courtyard inhabited by fire enemies.  Defeat all opposing robots here 
    before pressing the switch by the light.  In fact, keep pressing it 
    until the tiles on the wall glow.  Now you can walk on them.  Go up a 
    bit and turn right when you can to reach another switch.  Press it so 
    that the next set of tiles glow and walk up them.  Walk up this linear 
    path to a capsule, and then jump to the next few tiles on the next wall.  
    Walk across them to reach a rotating block.  Jump from it to the next 
    ledge to the checkpoint by jumping over some flaming blocks.
    Ahead of you is a fiery foe; decimate that unit!  Once you’ve disposed 
    of it, enter the tunnel to the upper-left.  Here, time your run so that 
    you pass through it without touching a flaming block.  It’ll lead you 
    to a switch.  Press it, jump aboard the tiles, and follow this set to 
    reach a ledge against the wall.  Walk left along it past flaming blocks 
    to reach a hole with a tunnel it.  In this tunnel, avoid hazards and 
    you’ll fall to an area with a switch in it.  Press it, light dash 
    across the gap, and boost through the next loop series right into the 
    center of the ruins.
                      |    The Past of Angel Island    |
    The light takes us to a mural on the wall.  It shows a great beast, 
    somewhat similar to Chaos, and so a cinema begins.  The temple was on 
    fire, and you can now explore.  Cross the bridge to the flaming 
    building to find... the Master Emerald.  This is ancient Angel Island!  
    As you leave the temple, you’ll find some fallen figures aside the 
    rubble.  They are creatures called Chao, and a girl is looking over 
    them.  She declares that she will stop this, and so she approaches the 
    Master Emerald.  Suddenly, Sonic appears outside the ruins.  Ah, 
    there’s a dose of reality!  It’s Eggman, and he’s flying past the 
    pyramid.  This time we’ll defeat him once and for all!
    Go north of the Ancient ruins to the northeastern-most point on the map.  
    It is a tube leading to a tower in the distance.  Take it to what 
    must’ve been Eggman’s original base.  There are even tanks containing 
    two Metal Sonic-looking characters!  Could that be Metal Sonic (the 
    blue one) and the black Sonic robot that appeared in Sonic the Hedgehog 
    2 (the black one)?  In any case, you’re looking for some yellow 
    switches on the upper floor.  They’re arranged (and numbered by me) 
    like so:
             ____                                             ____
            /    \                                           /    \
           |  01  |                                         |  06  |
            \____/                                           \____/
                    ____                               ____
                   /    \                             /    \
                  |  02  |                           |  05  |
                   \____/                             \____/
                            ____                ____
                           /    \              /    \
                          |  03  |            |  04  |
                           \____/              \____/
    If you hit the buttons in the proper sequence, which just so happens to 
    be 5 -> 4 -> 3 -> 2, the door near here opens.  Take it to Stage 10.
                              |    Final Egg    |
    We have to reach the center of the base!  Eggman must be there...  Grab 
    the rings ahead of you and jump over the lasers, between the spiky 
    balls, and onto the other side.  Here, send some Spinners into 
    decommission before jumping onto the spring to reach a 1UP and a 
    magnetic Shield.  Once you’re decked out with a new shield and a new 
    outlook on life, leap forward onto the boost pad and you’ll be sped 
    under lasers and right up to a few cranes.  They’ll try catch you and 
    shake you, and so it’s wise to run forward ahead of them to the 
    Jump through the lasers to reach a hallway.  Home attack these new 
    robotic defenders and you’ll find two cranes.  Run around them or under 
    them to reach another series of boost pads.  You’ll dash off of them 
    and into a few springs that bounce you onto a new segment of the level.  
    Walk forward a bit and you’ll see quite a few Spinners, some of which 
    are electrically charged (be careful that they’re neutral before 
    attacking them).  Clear through them and then check the corners.  One 
    has three capsules, one being a 1UP, surrounded by lasers you can 
    easily hop over.  Once you’ve taken your fill, bounce on the springs 
    some of the robots were guarding to reach an Eggman statue and a 
    This next part is slightly tricky.  Get onto the conveyor belts, avoid 
    the spiky machines coming at you, and jump to the next.  Your goal is 
    to reach a large spinning tube with grating on the floor.  Sprint 
    through it (you may have to use the spin dash at times) and you’ll come 
    to a new sector of the base, complete with its own music!  Step forward 
    and you’ll be in the “tower” of the base (you can tell by the shape of 
    it).  Jump onto the two platforms in the center of the pit.  From there, 
    home attack through the two floating badniks (the classic term for 
    Sonic enemies) and onto a 5-ring capsule.  Beyond it is a short tunnel 
    that leads into a room with another capsule and another tunnel leading 
    out of it.  Take both.  The tunnel leads you through a series of boost 
    pads and passes you through the checkpoint before...
    You fly out into the middle of the tower.  Land on one of the platforms 
    and take it to a rising platform.  You’ll find more after it; jump to 
    them.  You can see that a robot can be home attacked to reach a capsule, 
    but it’s pretty risky.  The final platform leads into another tunnel.  
    It’s just like the last one, only this time the capsule’s a 1UP.  Take 
    the tunnel out of here to be sprung to the base of the tower.  Press 
    the switch in the center and the platform you’re on rises up a level.
    Home attack the nearby enemies and you’ll come to a new platform.  When 
    the swinging hammer-like object isn’t in the way or about to crash into 
    you, jump and home attack to the platform ahead.  It leads to another 
    platform; repeat the process until you reach a 20-ring capsule followed 
    by an elevator.  Now we are really in the base of the level.  If you 
    walk right of the elevator, you’ll find three capsules.  If you walk 
    left, you’ll be forced to pass under some spiky balls to reach a 
    Walk down the steps ahead of you to reach a platform.  Jump to the next 
    one from it and so on until you reach one that dips really low.  From 
    it, it’s just a little hop onto the central ring-shaped platform (okay, 
    so maybe this is the base?).  Walk around it until you find a ledge 
    sticking out to the central box-shaped elevator.  Jump onto it and it 
    will descend down to yet another lower level of the tower.  Go forward 
    into a room full of treasure.  First, get the capsules beneath the 
    spinning spiky balls.  Then get the three to the left of that (jump 
    from the pipes to them).  Then bounce on the springs in the corners.  
    After that, go forward into the tunnel beyond the spinning spiky balls.  
    It will lead to a room filled to the brim with crab robots (could they 
    be Crabmeats from Sonic the Hedgehog?).  Plow through them to reach a 
    ladder.  Take it up, jump onto the walkway ahead, and run right to the 
    In the next room, move over the fans to reach the exit (you can fall 
    for capsules, but it’s considerably risky to do so).  When you do reach 
    the exit, collect the rings in the center and jump out the other way to 
    more fans.  Move across them to come to a door that opens for you.  
    Defeat the Spinners within and look by the corner hidden from view for 
    a boost pad.  Sprint up the wall by it and you’ll reach three capsules.  
    Take them and drop down to the floor.  Follow the arrow of rings to a 
    conveyor belt that leads to some fans that lead to a brand spankin’ new 
    room.  Make sure to bust open the capsules hidden to the left, and then 
    take the conveyor belt and fan to a room of crab bots.  Home attack 
    right through their lines to reach a ramp leading up to a spring.  
    Bounce on it and continue down the path to boost through a short tunnel 
    that deposits you by a checkpoint.
    Run forward and you’ll begin to fall through an open part of the tower.  
    If you have the magnetic Shield, you’re in luck; all the rings will 
    follow you to wherever you fall.  If you stay in the center, you’ll 
    reach a Power Sneakers capsule.  Use the spring ahead of it to reach a 
    platform that floats before a few fans.  Travel up with their air 
    currents to reach another new tunnel.  This is quite an elaborate base, 
    eh?  You’ll leave it into a room of crab robots, the suicidal explosive 
    ones.  Exit through a large double door that opens when you approach it.  
    There are a few robots “concealed” in the darkness, but you need only 
    go forward to reach light and a checkpoint.
    Walk right to find two tough robots.  You’ll just bounce off of them if 
    you home attack them, and they try to keep you stationary with some 
    energy attack they have.  Strike when they’re casting the “spell” to 
    pass them.  Walk up the path and you’ll come to three dolls – one of 
    Sonic, Knuckles, and Tails!  This must be a training ground for 
    Eggman’s robots or something.  Destroy them if you want and proceed to 
    the checkpoint.
    Walk up the steps ahead to reach a few more robots to take down.  When 
    the energy-emitting robots release their heads, attack them (and the 
    other robots).  When you’ve cleared the room, you can safely charge up 
    a light dash to cross the trail of rings leading out of here.  The 
    platform you fall onto qualifies as the “center of the base.”  Congrats, 
    you won!
                           |    Boss: Egg Viper    |
    Look!  Eggman, dead ahead!  Sonic jumps into an arena, and ahead of him 
    is a strange contraption.  After taunting Sonic a bit, Eggman reveals 
    the full length of his robot.  He tries to escape, but Sonic rockets 
    after him to the true arena.  We must destroy him!  Even if it is like 
    200 times the size of us!
    Of all the bosses in this storyline, the Egg Viper is probably the 
    hardest (that’s not saying much, though).  First, spin dash to the 
    right or left to take a few rings (leave a few; take two).  The first 
    step in the sequence has the Egg Viper launch lasers at you after 
    Eggman says “Get a load of this!”  After three such shootings, Eggman 
    appears and opens the tail to taunt you face-to-face.  Now home attack!  
    In the next sequence of attacks, the Egg Viper may stop to shoot one 
    particularly powerful laser at you (move away from it, as even if you 
    dodge it you’ll get hit by an explosion that follows).
    But, when Eggman emerges this time, he moves back immediately and makes 
    you home attack across the Egg Viper’s segments to hit him.  Land on 
    the opposite catwalk to keep in the fight, and now repeat the process 
    until you’ve hit the Egg Viper seven times.  As the battle progresses, 
    the Egg Viper uses new tactics.  First, it may run down the platform 
    you’re on shooting lasers at you.  Run away from it and dodge the 
    lasers as best you can.  Eventually, the Egg Viper changes tactics.  It 
    will fire two spinning discs at you.  Jump onto their flat surfaces and 
    ride them to the now exposed cockpit to land a hit on Eggman.
    After that, the Egg Viper plows through the other catwalk (I hope 
    you’ve taken the rings from it beforehand), and then it charges through 
    one of the ends of the catwalk you’re on (I hope you’ve taken those 
    rings from it beforehand, too).  But, you must still attack by jumping 
    onto the disc it launches.  This time, it busts through the other end 
    (you know; hope you have those rings) and uses the disc attack one more 
    time.  Hit him again and you’ve destroyed the Egg Viper!
    It explodes in a pretty cool cinema, but it’s not over.  Eggman is 
    going to use a kamikaze attack on us!  Move to the ends of the catwalk 
    and charge up a spin dash to get off of it.  Just before he hits, 
    launch yourself to safety.  Now you’ve really won!
    Eggman managed to escape the burning Egg Viper, and now he leaves.  But, 
    Tails flies in to see us (we’re in Mystic Ruins), and now we have 
    beaten Sonic’s side of the story!  What follows is a collection of 
    scenes from the game, plus the credits to the side.  Well, we’ve 
    destroyed Chaos, foiled Eggman’s plot to destroy Station Square and 
    expand his empire from there, and we’ve looked really cool while doing 
    it.  Congrats!  Now, why not try your luck at the other characters’ 
    stories?  You’ll learn much more about the story that way...
    =========================Miles “Tails” Prower*=========================
    Yep, Tails gets to have the second adventure in the game, but it’s one 
    of the easier storylines in the game.  Tails is unlocked after Sonic 
    beats Stage 1, Emerald Coast, by the way.  The fox has pretty good 
    moves, and it all comes from his ability to fly.  Press A to jump and A 
    again to fly for a short period of time.  It allows Tails to reach 
    heights Sonic never could!  But, while Tails is an extremely mobile 
    character, he loses many points in attack.  His only form of offense is 
    the Tails Attack (B or X).  Tails will spin, whacking enemies with his 
    twin tails.  All of Tails’s missions consist of racing Sonic or Eggman 
    to a certain point in the mission, which makes flying essential to his 
          |    Adventure Fields – Station Square & Mystic Ruins    |
    Tails is flying a plane he built trying to utilize the unlimited power 
    of a Chaos Emerald, but soon the propulsion system fails.  He’s right 
    about to crash into a building when he swerves to the left, thus saving 
    himself.  But, he still crashes later in Emerald Coast, the beach near 
    Station Square.  Sonic comes to rescue him, and so they walk back to 
    the hotel Sonic’s staying in.  Tails explains that it was a test flight 
    for a prototype, and he then reveals that he was harnessing the power 
    of a Chaos Emerald to fly his plane.  Why doesn’t Sonic come over to 
    his workshop in the Mystic Ruins?
    Well, since we invited Sonic over, we’d might as well go ourselves.  
    Right now, we’re in an adventure field (Station Square).  Adventure 
    fields are where (most) boss battles take place, cinemas are shown, and 
    character interactions are possible.  Right now, you’re in Poolside, 
    which is right outside the Hotel.  Take the doors into it.  To the 
    north is the Casino area (closed during the day) and to the right is 
    Station Area.  It’s outside the SS Central Station, which is exactly 
    where we want to go (we need to go by train to the Mystic Ruins).  So, 
    enter and take the stairs up and enter the train.
    This leads to a new Adventure Field, Mystic Ruins (it’s by far the most 
    expansive adventure field in the game).  A team of archaeologists is 
    here after hearing rumors of an ancient civilization once thriving here.  
    In any case, you want to heard toward the point on the map called 
    “Tails’s Work Shop.”  You can reach it using stairs by the train tracks.  
    But, when you enter the field before the workshop, Eggman appears.
                          |    Boss: Egg Hornet    |
    He introduces himself as Dr. Robotnik, the longtime villain of the 
    Sonic series.  Today, Eggman (the name Sonic and crew cal him) decides 
    to begin his master plan.  But to accomplish his goal, Eggman demands 
    Tails’s Chaos Emerald.  He refuses, of course, and so begins the battle.
    The Egg Hornet is quite easy to beat.  You can see his health bar in 
    the upper-right corner (pretty small, right?).  You don’t have one, 
    though.  In Sonic games, you need to collect rings for health.  As long 
    as you have one or more rings, you’re safe from death.  But when hit, 
    you lose your rings (or your Shield if you have one).  So, kick off the 
    party with running into a group of rings.  The Egg Hornet begins by 
    firing some missiles at you.  Run around to avoid them.  Then the Egg 
    Hornet glows with a red aura and crashes into wherever you were at the 
    time in an attempt to crush you.  But, it gets stuck in the dirt; jump 
    into the cockpit to land a hit.  Do this twice more to put Eggman out 
    of his misery.
    The Egg Hornet add-ons explode, which leaves Eggman on his side trying 
    to escape.  Tails brags about how easy it was and begins carrying the 
    Chaos Emerald over to Sonic when Eggman launches a claw at it, 
    snatching the emerald from it.  Then a strange liquid monster appears, 
    the same one Sonic saw earlier.  Eggman feeds the emerald to the beast, 
    named Chaos, making it brawnier.  Eggman plans to give it all seven 
    Chaos Emeralds to make it invincible, and then it will obliterate 
    Station Square.  Eggman will build on the rubble the capital of his new 
    empire, Robotnikland!  With that, the good doctor takes off.  We must 
    stop him!  After all, “Robotnikland” is a terrible name for an evil 
    empire!  Tails is using his noggin today, and so he suggests they 
    collect the Chaos Emeralds before he can.  Sonic agrees, but there’s 
    one problem left.  Where do we find a Chaos Emerald?
                           |    The Wind Stone    |
    As long as we’re here, why not check out the workshop?  Walk up the 
    stairs to see it.  Unimpressive, eh?  But, in front of the door is a 
    green object.  Pick it up (B or X) to learn that it is the Wind Stone, 
    and it looks like it might just be the key to something.  Take it over 
    to a place on the map called Windy Cave (it’s right of the Waterfall).  
    The archaeologist outside said he found a “plate” inside.  Walk in and 
    set the Wind Stone (B or X) onto the altar.  It floats up and sets down 
    into the indentation, and in so doing the wind becomes stronger.  Jump 
    into it to be taken to Stage 1, Windy Valley.
                            |    Windy Valley    |
    Our goal is to find the Chaos Emerald before Sonic.  The level is full 
    of shortcuts Tails can utilize by flying.  Start by running forward 
    until you see a strange light.  It gives hints (this time it tells us 
    to fly to find shortcuts.  Well, from the start, fly to the floating 
    ledge to the right and then fly from it to the grated path even more to 
    the right.  Run down the path and you’ll spring to a new area.  When 
    you emerge, bounce again to a capsule.  Ahead of you are a few green 
    rings in the sky.  Fly into the first one and you’ll be blasted to the 
    checkpoint.  It marks your progress in the level (if you die, you’ll 
    start from here instead of the beginning of the level).
    Run forward on this path and you’ll pass through loops.  At the end, 
    you’ll run across the wind to reach a new ledge.  Fly here to quickly 
    reach the top of this cylinder-shaped mass of earth.  Step into the 
    center to be blown to a spring.  It bounces you high into the sky.  See 
    the green rings ahead of you (but lower in altitude?).  Try to 
    fly/descend into them.  It takes you to another grated path.  Run 
    through it and you’ll begin a very cool running sequence – over the 
    path, down a wall, through a helix, and soon onto the wind.  Take a 
    capsule to the left on the island you come to and then grab the purple 
    gem here, the Chaos Emerald!  Man, these missions are easy!
                         |    Opening the Casino    |
    Return to Station Square using the train.  Exit SS Central Station and 
    look around Station Area.  In the corner is the entrance to Twinkle 
    Park (currently closed for repairs), the theme park of the city.  
    Notice a pool of water next to it.
                              UPGRADE: Jet Anklet
    Hop in and follow the water to a dead-end.  You’ll see an opening in 
    the roof above you there.  Jump and fly through the hole to find a 
    “secret room.”  There’s a door in here; take it to find a glowing light.  
    This is an upgrade, my fine friend.  You got the Jet Anklet!  With it, 
    you can fly even faster than before!  And that means that we can go 
    farther in the time provided, too.
    Leave the hidden room and enter the Hotel.  Now that it’s nighttime, we 
    can enter the Casino (doorway opposite the Poolside door).  Run down 
    the initial stretch of road and you’ll find it (with its name in big 
    neon lights, it’s hard to miss).  Unfortunately for all those gambling-
    addicted tourists, the door can’t be opened.  Well, that’s just not 
    going to work for us.  Fly into the big yellow switch above the 
    “CASINO” sign and it’ll open the way to the institution of gambling.  
    Enter Stage 2 if you dare...
                             |    Casinopolis    |
    Of all the race-Sonic-to-the-goal missions, this is definitely one of 
    the easier ones.  We have to find the silver Chaos Emerald here, and we 
    start out in the dump beneath the casino (they sure are wasteful, huh?).  
    Unlike Sonic’s version of Casinopolis, which requires us to gamble our 
    rings, this is set up like a level.  Run forward to find a set of 
    stairs.  Fly up along it to collect the capsules floating above them.  
    You’ll come to three spiky balls; run around/under them to reach 
    another opening.  It’s a fan; get into it and float up through the 
    rings.  There are various shoots to run through, but you want to take 
    one of the lower ones (Sonic will take it).  Run through, avoiding 
    spiky balls and a slamming door), to reach the near-end of the level.  
    Fly forward over these spikes and you’ll land by the Chaos Emerald.
                            |    The Ice Stone    |
    As the duo leaves Casinopolis, Eggman swoops in and knocks the Chaos 
    Emerald out of Tails’s hands.  Tails tries to retrieve it, but Eggman 
    deploys some noxious fumes on him, putting them both asleep until 
    morning.  Now that Dr. Eggman has two Chaos Emeralds, we really need to 
    While we were out, a strange jewel was dropped into one of the alleys 
    in the area.  Walk over to the stairs right by the Station Sq Diner.  
    Across the street is an alley.  Walk through it to find an artifact 
    quite similar to the Wind Stone (only blue instead of green).  Pick it 
    up to learn that it’s the Ice Stone.  I know!  Let’s use it in the 
    Mystic Ruins!  Take those stairs I mentioned earlier up to SS Central 
    Station.  Board the train, Ice Stone in hand, and you’ll arrive at the 
    Mystic Ruins just in time to witness a tunnel form in the mountain that 
    “fell from the sky” into the area.  How convenient!
    Leap down to it from the train and enter.  Walk through this cave 
    (called “West Cave”) to reach an air current.  Ride it up to a new 
    region of Mystic Ruins.  It’s Angel Island!  Oh my gosh, the “mountain” 
    actually DID fall from the sky!  You see, Sonic veterans might know 
    that Angel Island is the home of Knuckles the echidna, Sonic’s rival 
    from Sonic the Hedgehog 3 (and many games after that).  Knuckles serves 
    as the guardian of the Chaos Emeralds and the Master Emerald, 
    originally kept on the island.  But, what’s relevant here is that Angel 
    Island is a floating island, which is why it could’ve fallen.  Anyways, 
    we start out in an icy tunnel.  Run forward to find another altar.  
    Place the Ice Stone in it and the door opens; walk in to find a ladder.  
    Climb it to Stage 3.
                               |    Icecap    |
    Tails gets all the good parts of the levels!  This level was a total 
    suck fest when Sonic played it, but when Tails does it he starts off 
    snowboarding down a slope with a giant snowball chasing after him!  
    Lucky fox boy!  Anyways, there’s a Chaos Emerald at the end of these 
    slopes, and as always it’s our duty to race Sonic to it.  For the first 
    segment, it’s more luck than it is skill.  Because of the camera 
    positioning, we can’t tell what’s ahead.  As a result, you can only 
    hope you do well.  If you find yourself on a rock (they act as ramps), 
    jump off of it.
    Once you reach the tree-lined portion of the slope, the camera shifts 
    so that we can see what’s coming up.  And that is where we can really 
    shine.  Avoid the trees and icicles, collecting but not going out of 
    your way for rings, and keep the control stick pushed forward.  Soon, 
    you’ll start seeing red-and-yellow ramps.  Press A to jump off of them 
    and do tricks.  Tricks increase your speed when you land, and so you 
    want to always go for ramps.
    Other than that, stay in the center of the track to minimize the 
    possibility of being pushed against a wall.  After an icy cavern, 
    you’ll see a long ramp in the center of the slope.  You want to jump 
    off of it (and subsequent ramps) to really get an advantage in the race.  
    After two speed boosts, you’ll have little difficulty reaching the 
    Chaos Emerald in the clearing.
                           |    Waterside Brawl    |
    The rest of Angel Island is closed off right now, but that doesn’t stop 
    us from exploring Mystic Ruins.  In fact, let’s go see what’s up at the 
    Waterfall.  Hey look!  It’s Knuckles, and he’s violent!  He demands you 
    hand over the Chaos Emeralds, and when Tails refuses, Knux decides to 
    pick a fight.  Well, that won’t do.  We’ll just have to defend our 
                           |    Boss: Knuckles    |
    Hmm, I seem to remember Sonic fighting not only the Egg Hornet but also 
    Knuckles the echidna.  Oh well.  If Sonic can do it, so can Tails, 
    right?  First, grab a few rings.  Knuckles punches you at first.  Once 
    you hit him, he starts rolling.  Score another hit and Knuxy will start 
    gliding at you.  Whenever he’s idle, you can attack in one of two ways.  
    First, you can jump onto him (easier said than done), and second you 
    can tails attack him (B/X).  The latter is probably the easiest to do.  
    Strike after he attacks.
    Tails and Knuckles charge at each other one last time when the two 
    Chaos Emeralds are knocked out of Tails’s hands.  Eggman appears 
    afterward and steals them.  He tricked Knuckles again!  Knuckles 
    declares that no one makes a fool out of him, but little can be done.  
    Eggman gives Chaos (now in his second stage) the two new Chaos Emeralds, 
    transforming him into the shark-like Chaos 4.  We’ve got to pulverize 
    that thing if we want to survive!
                            |    Boss: Chaos 4    |
    Two boss fights in a row?  Well, both are pretty easy.  Anyways, to 
    accommodate Chaos’s new shark-looking form, we’re fighting in the water 
    by the Waterfall.  You can walk in the water, but it slows you down 
    (also, if you stand in one place for too long, you’ll sink into it).  
    With the ability to fly, though, the water (and chaos) should pose 
    little threat.  Chaos 4 has an array of new attacks in this form, but 
    all of them can be flown over.
    First, its primary means of attack is sinking lily pads.  If you’re on 
    the pad it sinks (provided the water hits you), you’ll take damage.  
    Chaos 4 is constantly sinking them to draw you into the water.  Once in 
    the water, it may charge you.  Chaos 4 is also known to release a wave 
    of energy at you.  Being in the air can prevent damage from all of 
    these attacks.  To hurt Chaos 4, we must attack the head when it 
    surfaces.  You can do this by getting in close to it and using the B/X 
    attack, or you can jump into it.  Either way, four hits are required.  
    When Chaos 4 halfway defeated, it starts creating water blasts 
    simultaneously.  Deliver two more hits and it is down for the count.
    From the skies emerges a strange object, and it slowly reveals itself 
    from behind the clouds.  It’s a gigantic ship!  Eggman announces it as 
    the Egg Carrier, his floating masterpiece.  Though it pales in 
    comparison to Chaos (that’s sad), it does make for a useful getaway 
    craft.  Knuckles takes off to take care of some unfinished business, 
    but in the meantime it’s up to you two to fly the Tornado (Sonic’s 
    plane, but really the handiwork of Tails) after it.  Run over to the 
    workshop and enter through the door.  Tails boards the Tornado, the 
    palm trees lower, and Sonic jumps in.  Let’s go!
                           |    Sky Chase Act 1    |
    If you’ve ever played Sonic the Hedgehog 2, you might recognize the 
    name of this sub game.  Sky Chase Zone was the second-to-last zone of 
    the game.  In this game, it’s the act we chase the Egg Carrier in.  The 
    Tornado has simple controls; press B/A/X to fire and move with the 
    Control Stick.  Firing is important, as the Egg Carrier deploys a fleet 
    of fighters on you.  You can lock onto them by holding B/X/A.  The Egg 
    Carrier also fires missiles at you when you get close.  It’s very easy, 
    and Tails claims to have won shortly into it.  But then, the Egg 
    Carrier releases its ultimate weapon – the breaker beam.  It blows off 
    one of the Tornado’s wings, causing Tails to crash.
    He is separated from Sonic, and he finds himself in a forest in a 
    faraway place.  He sees Sonic running ahead of him in his dream, but 
    Sonic is too fast.  He can’t keep up.  He’s just not good enough...  
    Tails awakens to actually be in the Mystic Ruins.  That dream reminds 
    him of his childhood on South Island, when he was always chasing after 
    his idol, Sonic the hedgehog.  Tails decides that the Tornado was not 
    powerful enough, which means that he needs to finish that prototype he 
    was working on.  But to do that, he needs a Chaos Emerald, stat!  Let’s 
    find one then...
                              |    The Frog    |
    The train workers are on strike, meaning that we’re restricted to the 
    Mystic Ruins to search for an emerald.  Ride the mine cart by the 
    waterfall into the Jungle Area, the most frustrating place in the game.  
    It’s hard to navigate and dark at the moment.  You’ll eventually find a 
    red Chaos Emerald in the jungle path (southwest of the ancient ruins 
    area’s lower-left corner on the map), but a frog steals it!  Stop it!  
    Run forward and you’ll find a tunnel with a layer of sand blocking its 
    exit.  Fly to the ledge above the sand and press the switch there.  It 
    drains the soil and lets you through to another sub-game.
                              |    Sand Hill    |
    Even snowboarding down these dunes, we aren’t quite fast enough to 
    catch that frog!  You just have to board to the end, but you can earn 
    points passing through the arches.  You only have rocks and a snake 
    statue to contend with.  At the end, you’ll recover the frog (and 
    consequently the Chaos Emerald it had), but suddenly the strange light 
    transports you from the desert into a strange place with a temple ahead 
    of you...
                      |    The Ancient Civilization    |
    Walk forward to find some people walking around a shrine.  What the...!  
    These people... they look exactly like Knuckles old more wild!  
    Knuckles must be descended from them!  They are a tribe of warrior 
    echidnas.  As one points out, war with other civilizations has made 
    them rich, but the Chief’s daughter disagrees with their way of life.
                             UPGRADE: Rhythm Badge
    One echidna points out that you’re quite fast, but a certain badge 
    could make you even faster.  You can even spin quickly, like dancing!  
    Go southwest of the Shrine in the center of the village (use the map if 
    you need to) to find the upgrade in plain sight.  You found the Rhythm 
    Badge!  Hold B/X down and you can continuously tails attack, making it 
    much more effective than before!
    Go south of the shrine on the map to find another temple.  It leads to 
    the Altar of Emerald, the resting place of the Master Emerald.  Go 
    forward out of this tunnel to find a bridge leading to the altar.  Go 
    to it and you will see the Master Emerald flanked by the seven Chaos 
    Emeralds.  Wait...  That means this is ancient Angel Island!  So, it 
    wasn’t always floating.  Now exit this area and see the temple.  We are 
    greeted by the Chief’s daughter.  She was chanting something her 
    grandmother taught her.  She introduces herself as Tikal, and before 
    you can say “I am Tails, Dark Knight of Vanda,” the dream ends.
    Suddenly, everything goes black, and we reappear in the Mystic Ruins.  
    And then comes a large purple cat named Big.  It collapses on you, 
    causes the frog to hop away, and then runs off.  Weird...
                           |    Sky Chase Act 2    |
    Head over to the workshop.  Tails gets right to work on the Tornado 2.  
    After mending the problems, Tails puts the emerald to work.  
    Introducing, for the first time in Sonic history, the Tornado 2!  Off 
    he goes into the night sky.  But this time, he means war!  Tails flies 
    over Red Mountain on Angel Island in pursuit of the Egg Carrier to see 
    Sonic by a capsule.  Hey, what luck!  He lets the blue blur board the 
    plane and the two begin their fight against terror of the skies...
    Aside from it being dark and stormy, the first part of this act plays 
    just like the last one.  Remember, move like normal and use B/A/X or 
    shoot.  Hold one of those buttons to lock onto targets.  Defeat a 
    larger fleet of fighters than before and you’ll brush with the Egg 
    Carrier’s missile defense system.  Just shoot ‘em up.  Soon, Tails 
    dives into the clouds and starts flying below the Egg Carrier.  But 
    before he does that, Tails transforms into a more compact mode.  This 
    time, there are also mines to deal with (either avoid them or shoot 
    Eventually, you face the Egg Carrier head-on.  Eggman removes the 
    faceplate and begins charging up the breaker beam.  Fire into the 
    cannon itself (make sure to shoot down any missiles coming your way) to 
    rapidly reduce the Egg Carrier’s health.  Soon, it will be defenseless, 
    allowing us to board it!
                    |    Adventure Field – Egg Carrier    |
    Unfortunately, this mode has no landing gear, but it’s a small problem 
    compared to what’s ahead.  The Egg Carrier is an adventure field!  Go 
    forward to the circular platform ahead and Eggman comes onto the 
    intercom.  Somehow, he makes the ship transform, thus putting the 
    Captain’s Room way out of reach.  To get there, we’ll have to use 
    (*gasp*) Sky Deck...  When the cinema is over, walk up the ramp and 
    take the door to Stage 4.  We’re moving right along, now aren’t we?
                              |    Sky Deck    |
    The two of you are shot out of a cannon and onto a cylinder!  We have 
    to race Sonic to the capsule at the end of the deck.  When you touch 
    the base of the cylinder, either start moving right along it or jump 
    off and fly to the checkpoint.  In all Sonic history, that must be the 
    shortest distance between the starting point and a checkpoint ever.
    Run forward and a cannon begins to shoot down the segments of the Sky 
    Deck.  About midway through, fly up and you’ll see a ledge to the left.  
    Land on it and fly past the cylinders afterward.  You’ll come to a 
    ladder.  Either fly up it or climb up it to reach a set of monkey bars.  
    Fly over them and you’ll fly over another cylinder and to a capsule by 
    a speed pad.  Boost forward through a short path to reach another 
    Boost onto the cylinder ahead of you and fly around it, taking a 
    magnetic Shield (it allows an extra hit and attracts rings to you) from 
    the capsule.  When you land, boost forward and run through a winding 
    path of walkways that will eventually deposit you into a spring.  
    Bounce onto it to a magnetic Shield, and then bounce on the next few 
    springs.  When you land, run through the tunnel (you should’ve gotten 
    Power Sneakers while airborne; they increase your speed) to reach 
    another winding path, only this one leads down.  Head through it and 
    you’ll be sped through another checkpoint, the third already.
    Instead of taking the ladder ahead of you up, just fly to the top.  
    Then fly over the next set of bars.  Now run around the next few 
    catwalks until you reach the cylinder marked as # 4.  Note that above 
    the catwalks are aerial boosters that launch you a few capsules.  Go 
    past the fourth cylinder and turn onto a ledge at the end with the 
    capsule.  Press it to win!
                          |    Boss: E-102 Gamma    |
    You and Sonic fall into Egg Carrier Hall, but we want to leave it as 
    soon as we get there.  Hop into the “Elevatore” and it will take you 
    out to the Deck.  Out there, we can see Amy standing before Eggman.  
    Before they can ac t, Eggman steals the bird Amy was carrying and 
    extracts a Chaos Emerald from it.  Now that he has what he wants, he 
    summons a robot, E-102 Gamma, to exterminate you pests.  Well, while 
    Sonic would normally step up to bat, this is Tails’s story, not that 
    glory-hogging (pun!) Sonic’s, and so it’s up to you to take him out of 
    E-102 has two phases to its attacks.  First, it locks onto your 
    position with a laser.  Then it shoots at where it locked onto you.  
    See the flaw?  If you move between the time the laser locks on and when 
    the attack is fired, it will not follow you.  So, as long as you’re 
    moving (unless going directly at or away from Gamma), you can’t be hit.  
    Gamma may jump into the air and hover as it shoots (one hit) or roll 
    around as it shoots (two hits), but its attack never changes.  To hurt 
    our robotic enemy, just attack it (use the tails attack or jump).  
    Three strikes and he’s out!
    Tails is about to deliver a finishing blow to the fiend when Amy 
    interrupts him.  He’s her friend!  Don’t hurt him!  Tails decides to 
    spare him, but suddenly there’s an explosion!  The Egg Carrier is 
    losing altitude!  What destroyed it?  Regardless, we have to get off of 
    this thing!  Sonic orders Tails to take Amy to safety.  He will finish 
    off Eggman.  So, Tails grabs Amy and flies off of the Egg Carrier, 
    which was conveniently flying above Station Square at the time.  When 
    Tails lands, everything is back on track!  While Tails was fighting E-
    102, Sonic defeated Chaos 6 (he had six Chaos Emeralds at the time).  
    Eggman escaped the Egg Carrier, and Sonic jumped after him into a 
    totally different area (the jungle part of Mystic Ruins).
    Tails wonders where Sonic is, but he’s clearly not to be found.  But, 
    just feet away from him on the other side of SS Central Station, Eggman 
    is ruined!  Chaos was defeated, the Egg Carrier was destroyed, and his 
    plans were foiled once again.  But, if nothing else, he will not fail 
    to destroy Station Square!  Even though he’s there (he’s clearly crazy), 
    Eggman fires a missile from the ocean (why didn’t he just do this 
    before?) into the Casino region.  All will die now!  But, the doctor 
    was out of luck again, as the missile did not detonate when it landed.  
    Eggman is furious, and he decides that he will detonate it himself, 
    personally!  He blasts through a building and takes off.
    Meanwhile, Tails is scared.  The fate of Station Square rests on his 
    shoulders...  Tails has to grow up now.  Sonic won’t always be there to 
    come to his rescue...  It’s time for him to take responsibility!  And 
    to do that, he must reach the missile before Eggman can.  Tails follows 
    Eggman, and so begins the final level, Stage 5.
                            |    Speed Highway    |
    We must race Eggman to the missile!  Run forward down the initial tract 
    of road and you’ll pass through a few loops before you have to stop 
    holding forward on the control stick.  You’ll land on a glass roof.  
    See the green aerial booster to the upper-left?  Fly through it to land 
    on another building.  Fly to the building to the left and then the one 
    ahead of it with the bell.  From there, boost onto the highway.  At the 
    end, you’ll be boosted into a cup-like machine that deposits you on a 
    higher level.  Continue down the path until you reach a ramp.  There 
    should be an aerial booster ahead.  Fly through it and the subsequent 
    boosters to reach a helipad.  There is an aerial booster to the left; 
    fly through it to boost to the checkpoint.
    Fly down to the building to the left.  After that, fly into the booster 
    ahead of you.  It launches you into a tower through its open roof.  
    When you drop in, look for an opening and run out onto the road it 
    leads to.  Run through it and the following roads to come to a few of 
    those police robots.  Skip over them and fly into the aerial booster 
    ahead of you.  You’ll come to... another road!  When you land from it, 
    fly over the rocket on this platform and use it to reach another road.  
    Run through it and you’ll be ejected onto a rooftop.  Fly to the 
    platforms to the left of it and grab onto the rocket there.  After the 
    blast off, you’ll fall right to a checkpoint.
    Take the Power Sneakers ahead and fly into the aerial booster.  When 
    the boost is over, fly to the next booster, and repeat this until you 
    come to the alcove at the end that marks your completion of the mission!
                          |    Boss: Egg Walker    |
    The city people, gathered around the Casino where the missile is, are 
    panicking.  Eggman is angry that you beat him to the missile, and so he 
    drops down his secret weapon – the Egg Walker.  He orders Tails to move.  
    If you refuse, he’ll make mincemeat out of you.  “I can do this!” Tails 
    proclaims.  Let the battle commence.
    The Egg Walker is definitely the toughest boss Tails has to fight.  If 
    you stand away from the walker, Eggman will fire a constant barrage of 
    missiles (he even uses a flamethrower at times).  Approach it and the 
    Egg Walker lifts one leg.  It then stomps it; jump to dodge the energy 
    wave it emits.  Now jump into the foot or tails attack it.  It loses 
    power for a moment, and the imbalance in weight causes the Egg Walker 
    to fall over.  Jump into the cockpit now to deal damage.  After being 
    hit, the walker will leap into the air, land somewhere in the arena, 
    drop a few bombs, and begin the sequence again.  After two hits, the 
    Egg Walker will require two of its feet to be knocked out before it 
    collapses.  After four hits, three feet must be knocked out.  It takes 
    five hits to win.
    Congratulations!  You saved Station Square from annihilation.  The 
    people cheer for their savior, Tails, but what’s important is that 
    Tails did it by himself, without Sonic.  He flies off to the Mystic 
    Ruins, and during his celebration he eventually finds Sonic.  He 
    must’ve landed over here!  The two fly and run together, Tails’s theme 
    song plays, and the credits roll!  We see a collection of scenes from 
    the game, credits to the side, and we hear more of the theme song.  Now 
    that we’ve seen Tails’s side of the story and rescued Station Square 
    from destruction via missile, why not experience these events from a 
    new perspective?  While Tails has stages very similar to those of 
    Sonic’s (some are direct extracts), the others are pretty unique.
    =========================Knuckles the Echidna*=========================
    And of course, where would Sonic Adventure be without a Knuckles 
    storyline?  You can unlock it by beating Knuckles as a boss in the 
    Sonic or Tails story.  Knux has a storyline with the same number of 
    stages as Tails, but it’s slightly harder due to his missions.  You see, 
    the echidna in red has to track down three pieces of the shattered 
    Master Emerald using a very fickle radar system.  But, he has quite a 
    few unique moves to help him do this.  Press A to jump and A again to 
    start gliding.  If you touch a wall while gliding, you can start 
    climbing it.  Oh, and did I forget to mention that “Knuckles” throws a 
    mean punch with B?  ‘Cause he does.  Good luck and take care...
                  |    Adventure Field – Station Square    |
    Knuckles is the guardian of the Master Emerald (as well as the Chaos 
    Emeralds, but not so much anymore) on the floating Angel Island.  But, 
    one stormy night, as Knuckles was nodding off on the job, a huge 
    aircraft flew by the island.  Knuckles is awoken to a strange creature 
    shattering the Master Emerald!  With the emerald in pieces and the 
    echidna enraged, Knuckles is about to ruff up the creature that emerged 
    from it, but it escapes before he can lay a finger on it.  Then, the 
    island begins to shake...  With the Master Emerald destroyed, Angel 
    Island can no longer float in the skies!  With a tremendous wave 
    released in all directions, it falls into the ocean.
    Knuckles is flung into Station Square as a result of the crash.  Though 
    we don’t know about it yet, the Master Emerald has the ability to 
    negate the effects of the Chaos Emeralds, making it extremely important 
    should evil get its hands on the seven Chaos Emeralds.  Plus, it’s 
    Knux’s life’s work protecting that thing!  So, we need to recover the 
    fragments of the Master Emerald, and fast.  They could be anywhere, 
    though...  Let’s begin our search right here in Station Square.
    As of right now, you’re in the Station Area, right in front of the 
    Hotel.  The SS Central Station is located in this area, but if you 
    follow the road, you’ll reach the City Hall Area.  Because of a little 
    brawl that took place the night before, the entrance to City Hall is 
    closed off.  But, Knuckles is a powerhouse; walk into the barrier to 
    knock it down.  Approach the open doors to reach the rest of the city, 
    which is Stage 1!
                            |    Speed Highway    |
    Writing a guide for Knux’s levels is a bit difficult...  That is, the 
    Master Emerald shards are scattered randomly throughout the level.  But, 
    I can explain the basics.  You have three fragments to find, and you 
    have a radar for each at the bottom of the screen (in the center).  
    Very faint signals are blue, closer ones green, then yellow, then 
    orange, and finally red (you’re right on top of it!).  Unlike in Sonic 
    Adventure 2, you can track multiple shards at once.
    The Master Emerald shards are likely to be hidden in alcoves that 
    require using springs or gliding in the right places.  Rely on the 
    radar to get the basic idea of where the shards are and then explore 
    the nooks and crannies between buildings.  Also, be sure to defeat 
    enemies and break containers, as they might also hide them.  Speaking 
    of which, there are two types of enemy in this level – police robots 
    and Spinners – both of which can be punched or jumped into to defeat.
    And remember, the city is in an ovular shape; you can almost glide down 
    the center to pick up signals.  But if nothing shows up on your radar, 
    you can always get hints from the orange balls of light.  Lastly, if 
    you’re having a really tough time finding one fragment, you can quit 
    and come back to the level.  The pieces will be in new, random places.  
    When you’ve found all three pieces, Knuckles poses, says something 
    really snazzy, and you get a Mission Complete!
                       |    Nighttime in the Square    |
    Station Square might appear mild-mannered at a glance, but at nighttime, 
    it becomes a sin city!  Well, I guess that’s stretching it a bit, but 
    the casino does open at night.  To reach it, enter the Hotel and take 
    the door opposite the Pool Side one into the region of Station Square 
    marked “Casino.”  You can also access this area from the SS Central 
    Station, but it’s closed right now.
    Anyways, once you reach the casino area, you’ll notice something.  No, 
    it’s not that Knuckles look really cool with neon lights shining off of 
    him.  It’s that the casino is closed, and that there’s a huge switch on 
    the top.  Around the casino’s entrance for a building with a “Chao in 
    Space” poster on it (it’s a movie).  With rings leading up the top of 
    it, it just has to be important.  Climb to the poster and then glide to 
    hit the button, which opens the casino to all those addicted gamblers.  
    See, we really are doing good!  Step into the casino, Stage 2, and get 
    ready to go jewel hunting.
                             |    Casinopolis    |
    My, the casino sure has changed from the Sonic and Tails versions!  
    Seriously, this place is huge, and probably one of the harder levels in 
    Knuckles’s storyline.  That’s because it’s mostly vertical, with shards 
    hidden in weird places.  There’s a pirate ship toward the top, a golden 
    lion statue (you often have to spring into its mouth for a shard), a 
    huge Sonic statue (the shard may be above it, or you may have to punch 
    a foot of it to make it collapse), and a bunch of enemies that may 
    contain shards.
    Again, there’s not much to be said since the shards are placed randomly 
    throughout the stage, but here are a few tips I gave earlier: If 
    nothing shows up on your radar, you can always get hints from the 
    orange balls of light.  And if you’re having a really tough time 
    finding one fragment, you can quit and return to the level.  The pieces 
    will be in new, random places.  And (need I even say this?) when you 
    have all three shards, you win!  Well done, my friend, well done.
                         |    Angel Island’s Past    |
    After you’ve gotten all three, Knuckles is circled by a strange light.  
    And suddenly, he closes his eyes and appears in a strange land.  Well, 
    this was quite unexpected...  Walk off the steps you appear on to 
    find...  What the...!  It’s like a bunch of clones of Knuckles, only 
    they wear braids and don’t have cool shoes!  Talking to one of them, 
    you learn that this is a tribe (according to the map, this is what was 
    Knuckles’s race) of echidna warriors.  By waging war with adjacent 
    tribes, they have become rich and prosperous.  But, the Chief’s 
    daughter disapproves of their way of life.  Well, it seems that 
    Knuckles is the last of this ancient race...
    Many of the echidnas are walking around a shrine (perhaps it is a 
    ritual or ceremony).  The shrine itself is built much like pyramids of 
    the Americas, and at the top is the head of a snake, which they seem to 
    worship or revere.  By the way, we can tell this is Angel Island from 
    an altar holding the Master Emerald and the seven Chaos Emeralds on it 
    outside the main city area.  It looks exactly like the one on modern 
    day Angel Island, only newer.  The only difference is that there is 
    water out here, implying that Angel Island hasn’t always been floating.
    If you look around, you’ll find the chief, quite the battle-scarred 
    leader, talking.  He claims that the Chaos Emeralds are necessary to 
    their survival, but her daughter – Tikal – argues this.  Apparently, 
    the echidna tribe plans to invade a shrine outside the city, stealing 
    from it the Chaos Emeralds and killing its citizens.  But, most 
    importantly, they are taking the holy grounds of these people.  Tikal, 
    quite the humanitarian, begs him to reconsider.
    And with that, this seemingly pointless side quest ends.  We reappear 
    outside the casino where you’ll find Sonic and Tails passed out on the 
    ground.  Boy, Sonic sure does squirm a lot when he sleeps.  I wonder 
    what he’s dreaming about...  Oddly, they’re sleeping with their eyes 
    open.  Enter the Hotel to find... Dr. Eggman!  And he’s holding 
    something as he walks extremely slowly.  Is it a part of the Master 
    Follow him into the right elevator, which is otherwise never open, and 
    you’ll appear in the dining area.  Eggman has a Chaos Emerald in hand, 
    not the Master Emerald.  But it doesn’t matter.  He wants to use 
    Knuckles as a guinea pig to test his new weapon, anyways!  Suddenly, 
    that strange liquid life-form that shattered the Master Emerald back on 
    Angel Island appears.  And Eggman tosses the Chaos Emerald into it, 
    making it grow even larger than before!  But changing shape doesn’t 
    scare Knuckles.  He’s the most courageous echidna the world has even 
    seen!  Let the battle begin...
                            |    Boss: Chaos 2    |
    As you are no doubt aware by now, both from playing this storyline and 
    from playing the Sonic or Tails storylines, you need rings to take hits.  
    That is, if you have no rings when hit, you lose a life, but only rings 
    if you’re hit with them.  So, grab a few before doing anything else.  
    Of all the various forms of Chaos, # 2 is probably the weirdest.  It 
    kicks things off by taking a ball form and bouncing about the room.  
    Run away from the bouncy ball (avoid the shockwaves it gives off, too) 
    until it assumes its regular shape.  It’ll now walk around a bit before 
    charging up a fist/tentacle that homes in on you.
    Try to avoid it as best you can (don’t think jumping alone works), and 
    then swoop in and punch (or jump on) its vulnerable head.  Four such 
    hits and Chaos 2 is beat.  Just remember, it does add new attacks to 
    its repertoire every now and then.  Sometimes, it disperses itself onto 
    the floor (glide above the ground until it stops to avoid damage), and 
    its shockwaves become bigger over time.  But, after four hits, it’s 
    down for the count.
    After doing an obnoxious victory dance over Chaos 2’s fallen body, 
    Eggman brushes it off and makes excuses.  But it doesn’t faze Knuckles!  
    Robotnik says that he might know something that might.  Sonic is also 
    searching for the Master Emerald’s pieces!  Why would he do that?  And 
    what does Eggman mean by “wild goose chase?”  Knuckles needs to find 
                   |    Adventure Field – Mystic Ruins    |
    Knuckles goes to the Mystic Ruins using the train, presumably.  
    Knuckles’s story is really weird.  He just appears places randomly!  
    Anyways, welcome to the Mystic Ruins.  A train in the area leads back 
    to Station Square.  Anyways, a team of archaeologists is in the area 
    searching for the ruins of an ancient civilization that once lived here.  
    Wait a second!  Did Knuckles’s race live here at one time?  It’s 
    certainly possible...
    As long as we’re here, let’s review the different regions of the Mystic 
    Ruins.  First, there’s the station.  Near it is West Cave, which leads 
    to Angel Island...  Wait, huh?  You mean, Angel Island fell into the 
    ocean outside the Mystic Ruins?  Well, what a coincidence...  Opposite 
    the West Cave is Tails’s Work Shop.  Yes, fox boy hangs out here 
    testing plane prototypes and whatnot.
                             UPGRADE: Shovel Claw
    There are a few more caves north of the workshop.  Enter East Cave from 
    the ground near the workshop and you’ll come to a fork in the road.  
    Take the left tunnel and the gate comes crashing down, preventing us 
    from moving on...  But, there’s a strangely lit object in here.  Pick 
    it up to get the Shovel Claw!  Now we can dig through dirt and stone by 
    pressing A and B or A and X simultaneously!  Digging often uncovers 
    hidden items, maybe even shards of the Master Island.  And if you fail 
    to find anything, you hear a very angry “Dang!”
    To escape this cave, dig in the strange pedestal-like object for a 
    switch.  Pick it up (B or X) and throw it (run and press B or X) at the 
    Kiki robot in the cage, thus opening the gate.  Dig for another Monkey 
    Destruction Switch and carry it over to West Cave.  You know, the cave 
    that leads to Angel Island.  Inside, step into a wind current.  You’ll 
    appear in a tunnel on Knux’s home island.  Walk through it to reach the 
    open area.  The shrine is still there, the Master Emerald still smashed.  
    You’ll notice a caged Kiki, like the one we destroyed earlier by the 
    upgrade, near a gate.  Toss the switch into it and pass through the 
    opening.  Welcome to Stage 3!
                            |    Red Mountain    |
    Of all the stages Knuckles has to seek out emerald pieces in, I 
    understand Red Mountain.  It’s on Angel Island, right near the Master 
    Emerald’s altar, and it makes sense that some would land here.  It 
    makes no sense, however, that some would make their way inside a casino!  
    Regardless, let’s add pieces # 7, 8, and 9 to our collection.
    As you should know by now, emerald fragments are random, but you should 
    be on the lookout for enemies, nooks and crannies around the volcano, 
    the volcano top itself, and places where you get a red signal but there 
    is no shard in sight.  In such places, dig the ground to unearth the 
    piece.  The best strategy to deploy here is flying around the various 
    mountains watching for signals.  Remember to move around different 
    elevations to get signals.  All and all, Red Mountain is pretty easy.  
    But, if you need it, use the “hint balls” for tips on emerald locations 
    or quit and come back to the level to set new positions for the 
    fragments.  When you’ve recovered the three hidden here, you can 
    forever abandon the mountain.
                         |    In Search of Sonic    |
    Now that we’ve discussed all other areas, this leaves one region 
    unexplored in the Mystic Ruins (aside from the Jungle area, but we’ll 
    get to that later) – the Waterfall.  Waltz on over to it, north of the 
    station, to find the...
                             |    Boss: Sonic    |
    Oh, would you look at that loser hedgehog?  He’s all “Hey, Knuckles.” 
    as if nothing happened!  But more importantly, he has a piece of the 
    Master Emerald in his hand!  He has no right to have that, which means 
    we have to beat him up.  Sonic is a bit surprised when attacked, and 
    the blue blur demands to know what possessed his former rival to attack 
    (Knuckles and Sonic have a history of fighting each other).  Knux, a 
    very articulate person, just demands the “emerald” (had he specified 
    the Master Emerald, this could’ve been avoided), and Sonic refuses.  
    Well, it looks like the only way to solve our problems is violence.
    Sonic is the easiest boss Knuckles will face in his storyline.  First, 
    pick up a few rings.  At first, Sonic will try to jump you.  Of course, 
    you can easily avoid this by (guess what?) moving out of the way.  
    Sonic will be vulnerable for a second or two after landing, leaving you 
    with the perfect opportunity to give the ol’ one-two punch.  After that 
    hit, Sonic will try to spin dash into you.  Jump to avoid it and punch 
    him when he stops.  Now he’s had enough!  Sonic will now jump AND home 
    attack you.  If you jump, both of you will just collide, neither taking 
    damage.  After he lands, give him one last taste of your gloved fist to 
    end this.
    Sonic and Knuckles charge at each other one last time, and Knux manages 
    to knock the Chaos Emeralds, not Master Emerald pieces, out of his 
    pockets.  Eggman arrives, right on cue, and takes them.  Man, Knuckles 
    got tricked by Dr. Robotnik AGAIN!  In Sonic the Hedgehog 3, Eggman 
    convinced Knuckles that Sonic and Tails were bad guys searching for the 
    Chaos Emeralds, you see.  In any case, Eggman summons Chaos and feeds 
    him the two new Chaos Emeralds.  It makes him transform into a hideous 
    shark-like creature, Chaos 4.  Though Sonic and Tails would gladly 
    volunteer to fight this aquatic loser, Knuckles insists that he should 
    get to “make him eat dirt.”
                            |    Boss: Chaos 4    |
    Grab some rings and get ready for an easy battle.  Chaos 4 will swim 
    around the lake you’re fighting in and try to sink the lily pad you’re 
    on (they all come back over time).  This forces you into the water, 
    which slows you down and eventually makes you sink if stood in for too 
    long.  Chaos 4 will sink lily pads in two ways – swimming beneath them 
    and dragging it down with its “horn” or launching a wave of water at 
    you.  Either way, avoid the resulting water blasts and glide to another 
    Of course, the air is the safest place to be since Chaos 4 occasionally 
    unleashes an energy wave at you, but you’ll want to be on the lily 
    pads/water to attack its head when it surfaces.  As usual, do this with 
    a punch or a jump.  Once you’ve landed five hits, Chaos 4 not modifying 
    its strategy at all during the fight (it just becomes faster and kicks 
    more waves), you will have emerged victorious over the beast yet again.
    But from the skies, we see quite an impressive vessel emerge.  It’s the 
    Egg Carrier, the same airship we saw outside Angel Island before Chaos 
    shattered the Master Emerald!  Eggman calls it his flying fortress, and 
    he escapes to it laughing all the way.  Tails and Sonic yap about 
    chasing them in the Tornado, but Knuckles decides to take care of some 
    other things.  And I think I know what, too.
                             |    The Jungle    |
    You’ll notice a mine cart left of the falls.  Hop in and you’ll be 
    wheeled into the Jungle, the most complicated area in the game, 
    probably in any 3-D Sonic game.  It’s an intricate series of paths and 
    streams and blah-blah-blah.  Our first priority: getting out of here.
                           UPGRADE: Fighting Gloves
    From the ladder you start on, look forward.  You should be able to make 
    out a ridge in the wall to the east.  Glide toward it.  You won’t make 
    it all the way there, though; you’ll fall about three quarters of the 
    way there.  Continue following paths until you reach a part of the map 
    called “Big’s House,” and then climb the wall behind it.  Go up a bit 
    and look right for the ridge we saw earlier.  Follow it to another 
    upgrade.  You got the Fighting Gloves!  If you hold down B or X, you 
    can charge up power to perform the “Maximum Heat Knuckles Attack,” 
    which doesn’t seem to do much for you at a glance, but it can be used 
    to home attack enemies, so to speak.
    If you fall off the ridge, you may land by an Emblem (I’ll explain 
    their use later in the guide; check out “Emblem Checklist” and/or 
    “Secrets” for details on their uses).  But, you want to glide toward 
    the area on the map marked “Ancient ruins.”  You can see them from any 
    elevated point in the jungle; it’s a massive, walled-off pyramid.  
    Glide to it, check it out, look around.  Hey!  This is the same 
    structure as that ancient shrine we saw in that strange place the light 
    took us to after Casinopolis!  So, that must mean that Knuckles’s 
    ancestors lived in what is now the jungle.  You can tell it belongs to 
    that tribe because of the snake head and the sitting echidna statues 
    perches around the front steps.
    Glide back to the mine cart you arrived by, but don’t take it back to 
    the Mystic Ruins main region.  Instead, pick up a golden statue by it.  
    The light calls it the “key to the past.”  Jump down with it to the 
    pyramid (you’ll have to wander around the jungle paths to find an 
    opening through the walls) and walk to the backside of the pyramid, 
    facing north.  There are two altars, one gold, one silver.
    Place the statue you have, a bust of an echidna, and it sets into place.  
    The other statue is well-hidden in the maze that is the jungle.  Left 
    of the ruins on the map is a small path leading to a circular structure.  
    See it?  Enter and dig in the altar you see to uncover the silver 
    statue.  Take it back to the altars and set it in, too.  With both 
    inside, a gold light appears, leading us into Stage 4.
                             |    Lost World    |
    Somehow or other, three pieces of the Master Emerald winded up in here.  
    Please, don’t ask me to explain how.  In any case, there’s not much for 
    me to say about this stage, and that’s because the fragment locations 
    are random.  Remember to use the orange light for hints and, if you 
    just can’t find one of the shards, to quit and return to the level to 
    reset the locations of the pieces.  Now, Lost World doesn’t really do 
    much different from previous stages.  Enemies are, as always, likely 
    candidates for emerald locations.  As for that matter, so are crates.  
    Then you have the walls, laden with traps like spikes.  Notice the lit 
    up tiles.  You can walk up those, but you’d might as well just climb.  
    Finally, you can dig in some areas.  Note the presence of many tunnels 
    leading to possible emerald spots.  With three new pieces added to your 
    collection, we can finally move on.
                      |    Boarding the Egg Carrier    |
    That strange light takes us to another place again.  Yep, we’re back by 
    the ancient civilization.  You can take the door back into the shrine 
    area and take a second look at things, but we’re mostly concerned with 
    the altar ahead of you.  The seven Chaos Emeralds are set on the sides, 
    and the Master Emerald is placed in the center.  You can definitely see 
    that this is Angel Island.  When you approach the Master Emerald, 
    you’ll see Tikal by it.  You know, the daughter of the chief, pacifist 
    of the year.  There she is, complaining to the Master Emerald about her 
    troubles.  She asks the emerald to remove the people from the city.  
    The Master Emerald can’t leave, so she decides to talk to him again.  
    Hey look, a few Chao!  They’re the peace-loving friends of hers.  Man, 
    this is corny/weird.
    But, seeing that takes us to the shrine of today, back in Angel Island.  
    Knuckles sets the shards into the Master Emerald, and now it is 
    completely restored.  Or is it?  No, a chunk is missing.  We need three 
    more pieces!  But, in the emerald Knuckles can see Eggman’s flying 
    fortress, the Egg Carrier.  Conveniently, he sees a robot known as E-
    102 fall from Red Mountain and march off.  Knux decides to follow it to 
    the Egg Carrier.
    Follow E-102 into the Mystic Ruins and take the mine cart into the 
    Jungle Area.  A huge structure has appeared!  Glide over to the pyramid 
    and then glide to the northern edge of the map and look for a tube 
    leading to that tower.  Knuckles observes as E-102 enters, and he 
    follows close behind to do the same.   He is taken to the Egg Carrier, 
    which starts to take off shortly after that.  This is the third and 
    final adventure field – the Egg Carrier!
                    |    Adventure Field – Egg Carrier    |
    Walk forward to find the Captain’s Room.  Suddenly, the Egg Carrier 
    changes shape for no reason.  Well, this is quite confusing...  Walk 
    over to the Pool building (refer to the map to find it) and fall into 
    the water.  Inside, Knuckles will say that he senses the Master Emerald 
    nearby.  Walk through the door to find a capsule and another door that 
    takes you to Stage 5.
                              |    Sky Deck    |
    I suppose it is plausible that three pieces of the Master Emerald 
    managed to land on the Egg Carrier.  After all, it was right by Angel 
    Island when the emerald was broken.  Now, did I say Casinopolis was the 
    hardest stage for Knuckles?  Scratch that.  This definitely is.  A 
    lever at the beginning of the level can be used to change the tilt of 
    the Egg Carrier.  Certain areas can only be accessed at certain tilts.  
    Of course, most enemies can be reached at any tilt.  Note that cannons 
    and turrets often contain one.  Tilting can move some blocks, revealing 
    dirt patches that may have fragments in them, and they also cause some 
    doors to open and fire bombs at you.  You might find a piece in there.  
    Now Knuckles has all the pieces of the Master Emerald!
               |    The Decline of the Ancient Civilization    |
    Of course, that stupid light has to send us back to witness another 
    chapter of Tikal’s life.  The shrine of the Master Emerald is afire, 
    and that’s where we appear.  Go forward and you’ll find Tikal on the 
    ground.  She couldn’t stop him.  Her father came, but she had no idea 
    how bad this would turn out.  So, what happened?  Whatever did, 
    Knuckles reappears in the Pool of the Egg Carrier.  Ext it and 
    Knuckles’s thoughts will begin to wander.  Now that he’s about to 
    restore the Master Emerald, what about that creepy monster?  And was 
    all that stuff he saw in the past just a dream?  In any case, he says a 
    bright flash of light ahead.  Glide over there to find Sonic and Eggman.
    Sonic seems to have just defeated Eggman, who flees, when Knuckles 
    arrives.  The two run off (Sonic chasing the doctor), when Chaos, now 
    in its sixth form, appears.  Guessing by what just happened, it seems 
    like Sonic already owned this creature.  We’ll just have to give it a 
    knuckle sandwich!  Oh, what a pun!
                            |    Boss: Chaos 6    |
    It’s kind of hard to tell what this monstrosity is supposed to look 
    like, but man is it ugly.  Its main attack is sucking you into its 
    mouth and then... excreting you out, I guess you’d say.  It also launch 
    its tail at you after releasing parts of its body at you to block your 
    escape routes.  It may also quick attack you with its tail.  Meanwhile, 
    two sections of the floor are missing, forcing you to glide over them 
    (they were removed from Sonic’s fight, I guess), and a bunch of robots 
    are appearing to attack you.  You must punch/jump them and then lift 
    the bombs they leave behind and throw them into Chaos 6’s mouth when 
    it’s open.  This causes Chaos 6 to freeze.  Punch or jump into its head 
    to deal damage.  Four hits and it is defeated for real this time.  Now 
    it will never damage the Master Emerald again!
    Congratulations!  You beat the Knuckles storyline.  Knux takes the six 
    Chaos Emeralds that it had, destroys the Egg Carrier, and flies off.  
    Now the Master Emerald is restored!  Angel Island rises from the ocean 
    and resumes its place in the sky.  Knuckles is at peace once more.  Let 
    the credits roll!
    ===============================Amy Rose*===============================
    Ah, Amy Rose, the hedgehog who wants to marry Sonic.  She’s playable, 
    too, in what has to be one of the more frivolous storylines of the game.  
    It’s only three stages long, but it gives us a taste of what she can do.  
    You can unlock Amy by meeting her by the Casino after clearing Sky 
    Chase Act I as Sonic.  Amy’s weapon of choice is the Piko Piko Hammer, 
    used with B or X.  If she is in full run when she uses a hammer attack, 
    she’ll hit the ground hard and fly into the air afterward.  If in mid-
    air when she uses the hammer, it’ll be an aerial attack (of course, A 
    is jump).  Of course, with only three stages to go through, don’t be 
    too concerned that you master the controls.  This is definitely the 
    easiest storyline in the game.
                  |    Adventure Field – Station Square    |
    It’s the late afternoon when Amy is grocery shopping in Station Square.  
    She remembers the good old days with Sonic, chasing the bad guys like 
    Metal Sonic.  By chance, though, she notices an eclipse.  Wait, no, 
    it’s a gigantic ship.  It is the Egg Carrier!  And equally by chance, a 
    small blue bird drops from it and beams her.  Ha!  With it comes a 
    green robotic menace, presumably searching for the bird.  Amy picks up 
    the bird and takes off into the Burger Shop.  Well, it seems that Dr. 
    Robotnik really wants to beat up innocent birdies, eh?  Could this by a 
    Flicky, from Sonic 3D Blast?  Either way, Amy vows to protect it from 
    that thing...
    Well, why would the Egg Carrier be over here?  You know, where there’s 
    Eggman, there’s usually Sonic, too.  And it was flying over the Casino, 
    was it not?  Let’s go check it out.  Currently, you are in the City 
    Hall Area.  If you follow the road south, you’ll come to the Station 
    Area.  As you walk along, you may notice a character flying right to 
    the Hotel.  This is a cameo for Cream, a character introduced in Sonic 
    Advance for the Game Boy Advance.  Anyways, the main attraction of the 
    Station Area is SS Central Station, which serves as the train station.  
    The train there goes to the Mystic Ruins where Tails lives.  But, you 
    want to go the Hotel.  Take the door into it and then the door opposite 
    the one leading to Pool Side out.  This, my friend, is the Casino area.
    What do you know?  It’s Sonic!  Amy rushes up to him and Sonic 
    nervously backs off.  Amy offers her hero the chance to protect the 
    birdie she has, but Sonic refuses.  That means she’ll just have to tag 
    along.  Go to Station Area, right by the entrance to Twinkle Park.  It 
    is the theme park of the city, the main attraction outside Casinopolis.  
    And right now, couples get in free!  Just then, the bag of bolts 
    chasing Amy appears.  Sonic’s ready to rip it to shreds, but Amy would 
    rather take advantage of the deal at the theme park.  She runs in and 
    Sonic follows for some reason.  Together, they arrive at Stage 1.
                            |    Twinkle Park    |
    Our goal here, as witch every other mission Amy has, is to evade Zero, 
    the robot chasing us, and grab the goal balloon.  Walk forward and grab 
    a ring.  As long as you have one of these, you won’t die instantly when 
    hit (you just lose your rings).  Also, notice the orange ball of light.  
    Touching it earns you a free tip.  Run forward and Zero will jump out 
    of the pool.  You can stun it with the Piko Piko Hammer, but it’ll be 
    immobile only momentarily.  Plus, you can stun Zero a limited number of 
    times per stage.  Run right of the pool and you’ll find several 
    dynamite barrels with Kikis, monkey robots that throw bombs, by them.  
    Press the two switches along the way and continue down this path to 
    reach a door.  To the left is a third switch; press it and take the 
    doors.  You’ll reach a new area.
    Walk forward past the spiky balls here to reach a Kiki.  Destroy it and 
    continue down the path to a door.  It leads into a hall of mirrors.  
    Focus on the real you, walk against one of the sides, and walk forward.  
    Zero drops in behind you, and spiky balls drop onto the center of the 
    track.  At the end, you’ll see the mirror image of yourself; controls 
    are reversed.  Walk to the door and go forward out of this hallway.  
    Run down the hallway you come to, jumping over spikes and avoiding 
    enemies, to come to a checkpoint.  If you die after touching one of 
    these, you’ll restart at it.
    Run forward into another hall of mirrors and dash down the sides to 
    reach the door, avoiding Zero all the way.  Whack the Kikis you come to 
    and you’ll enter another hall of mirrors.  Walk around the tiles with 
    creases down their centers (those are hidden pits) to reach a ledge.  
    Jump to it and up the next few steps.  Now run along this path, leaping 
    over the gaps, to reach another hallway.  Run past the enemies and 
    you’ll emerge by a checkpoint.
    Zero drops in and begins raging around trying to crush you.  You can 
    grab the blue barrel (B or X) ahead of you to hide in it, but then Zero 
    starts randomly attacking everything.  Since your slowed down by the 
    barrel, your chances of getting hit are increased rather than decreased.  
    Continue running forward, right up the ramp with spiky balls falling 
    all over it, and you’ll come to a yellow balloon.  Jump onto it and 
    ascend to safety.  Zero can’t get you now!
                           |    Twinkle Circuit    |
    You appear outside of Twinkle Park.  We can leave now, but you’d might 
    as well take the door to the left to play a sub game, Twinkle Circuit.  
    It’s a Sonic Drift-like game, only in much better graphics.  Press A to 
    accelerate forward, B to brake, and the control stick to move.  
    Furthermore, the more rings you have, the faster you accelerate.  
    Hitting walls slows you down, though.  It’s worth an Emblem, and so 
    you’d might as well play.
                          |    Egg Carrier Hall    |
    Exit Twinkle Park through the door opposite its entrance to return to 
    Station Square.  Amy foolishly thinks she lost the robot, but Zero is 
    there, right above her!  It grabs her and makes its way into SS Central 
    Station.  It carries Amy onto the train tracks (it doesn’t even board a 
    train) and takes off.  Sonic sees her being taken away from below.  
    Next we see of her, Amy is in a prison cell of the Egg Carrier.  A 
    robot appears outside her cell and stares at her.  He demands the bird.  
    Amy refuses several times, and the robot asks why not.  Why does he 
    want it, then!?
    The robot isn’t quite sure why it wants the bird, actually.  E-102 
    senses something illogical.  She cares for something she knows nothing 
    about.  The bird flies out of the cell and tries to look as pathetic as 
    it can for E-102 Gamma, the robot here.  It tells the bird to escape, 
    frees Amy, and tells her that the Egg Carrier will be arriving at the 
    Mystic Ruins base shortly.  I guess the robot wanted to know why 
    someone would do such a thing, and so it did such a thing to find out.
                           UPGRADE: Warrior Feather
    Walk out of Prison Hall and you’ll reach Hedgehog Hammer, Dr. 
    Robotnik’s favorite mini-game.  His high score is 2000.  In this game, 
    you must whack hedgehog dolls that emerge to score points.  Blues are 
    worth 100 points and yellows are 500 points.  But hit Eggman and you’ll 
    lose 200 points.  Jump into center stage and let’s get-a whacking!  
    Don’t stand in the center and try it or you’ll hit both dolls ahead of 
    and behind you (and Eggman dolls tend to appear opposite good ones).  
    So, move to the edge of the platform when you hit things.  2000 is 
    quite a difficult score to get, but you can get it.  After winning, we 
    get the Warrior Feather!  With it, we can use the Spin Hammer Attack.  
    Press and hold the action button and spin the control stick in a circle 
    to wing the hammer in a circular direction.
    This has the added bonus of opening the door to the main room of the 
    Egg Carrier Hall.  But don’t leave the room yet.  There’s another 
    upgrade tied into this sub game.
                             UPGRADE: Long Hammer
    If you play Hedgehog Hammer again and beat it with 3000 points or more, 
    you win the Long Hammer.  It has a longer handle than the Piko Piko 
    Hammer, and so your range is increased.  You can also use the Spin 
    Hammer Attack with it.
    Now that we have it, exit this room to reach Egg Carrier Hall.  Hammer 
    down the switch left of where you entered to go to Hot Shelter, Stage 2.
                             |    Hot Shelter    |
    Our goal’s the same as before: reach the balloon while evading Zero.  
    We start taking an elevator down into the interior of the Egg Carrier.  
    Step into the hallway you come to and walk down the aisle to collect 
    rings (you can ignore the Kiki).  Right by the orange light is a switch.  
    Grab onto it with B and rotate it counterclockwise to open the door to 
    its left.  Walk through it into a new hallway where you’ll run into a 
    new type of enemy.  It launches its head at you, which stuns you long 
    enough for the body to charge you.  Attack both or just the body to 
    destroy, and then move on past a few spiky balls.
    As you continue, Zero breaks through the glass.  Stun him and quickly 
    run forward with the Power Sneakers!  Sprint forward, jump over the 
    water (be careful; if you fall in, you have a chance of suffocating, 
    and it’s hard to get out with Zero bugging you) utilizing the platforms 
    floating on it, and pass Amy through the checkpoint.
    Jump toward the capsule ahead of you.  It is a Bomb, and it destroys 
    all enemies in the vicinity.  Walk forward to reach another switch.  
    Spin it counterclockwise and walk into the new room.  Claim both 
    capsules here before using the steps to reach the emergency drainage 
    switch.  Hit it and the water comes gushing in.  Jump onto the platform 
    that’s raised as a result of that, jumping from it to the door 
    afterwards.  To open this door, spin the switch left once and right 
    thrice (three times).  The first thing you’ll notice in the new hallway 
    is a checkpoint.
    Walk around the spikes and green objects, right through the rings, and 
    you’ll reach a few more steps.  Hop up them and fall into a new hallway.  
    Hey, look, it’s our good pal, Zero!  If you are running, you can use a 
    hammer jump to claim capsules above spikes.  When you reach the end of 
    this hallway, jump up the steps and hop into the opening to the left.  
    Continue down it, possibly a ventilation system, and you’ll reach a 
    third checkpoint.
    Walk forward and take the door the camera reveals.  Walk down this path 
    and Zero drops in.  Man, that is one persistent robot!  Take a Shield a 
    little ways off (these are good for one free hit, saving your life and 
    your rings) and you’ll be faced with a fork in the road.  Take the 
    closed door ahead of you, the one with Eggman’s face on it.  Whack Zero 
    and spin the switch to the left to open the door.  Drop into this shaft 
    and you’ll fall through a capsule.  When you hit bottom, use the open 
    door to reach a room full of slow-moving gears.  Jump across the first 
    few and you’ll come to a switch.  Hit it and the gears switch direction.  
    Jump to the third one and jump to the right off of it to the 10-ring 
    capsule on the ledge.  Then bounce back up and you’ll reach the 
    Take each of the five-ring capsules ahead of you first.  Then walk back 
    a bit to the gear moving right of the checkpoint.  Ride it up to 
    another switch that reverses the gear directions back to normal.  Jump 
    to the opposite gear from there and ride it up to a new walkway.  
    Follow it past the spiky orbs, defeat the Kikis, and go forward to a 
    few doors branded with Eggman’s face on them.  After both open, you’ll 
    reach a long catwalk leading to two narrower ones.  Carefully cross 
    them and hit the switch.  The other catwalk now draws in a bit; jump 
    onto it while it’s rotating.
    Now walk down the path, go through the doors, and welcome to a new 
    hallway.  It features Zero, don’t you know?  Stun Zero and dash forward, 
    jumping the Kikis and climbing the steps to a Shield capsule.  Now take 
    the steps back down and follow the path to a lift with a switch by it.  
    Hit Zero and rotate the switch until you’ve risen to the upper level.  
    Jump forward and look down to see a new walkway below.  Jump to the 
    spring below and bounce on it to another checkpoint!  This is a long 
    Go forward to the monitor room.  Here, lift the blocks to the side and 
    place them in the matching colored altar.  When four are in place, the 
    monitor displays a picture of Zero.  Sure enough, he busts through the 
    central monitors.  Jump at him, hammer attack, and continue forward 
    past the robot, still evading Zero.  Continue down the path, defeating 
    a Kiki as you go, and you’ll come to yet another checkpoint.
    Walk right to see a ramp.  Hit the capsules beneath it and then sprint 
    up the ramps.  You’ll come to a block puzzle, and quite a tough one 
    because Zero is here.  Place the three blocks in their correct tiles.  
    But, the fourth one is not on the ground.  Use the spring to bounce to 
    the beams above.  The central one contains the blue block.  Set it in 
    its tile and a door opens.  Run down the hallway you can now access and 
    another door opens; behind it is the balloon.  Take it beat the level!
                  |    A Seemingly Unrelated Side Quest    |
    Suddenly, a light circles around Amy’s body and she finds herself in an 
    ancient city, a huge Aztec-style tiered pyramid in the center!  Gee, 
    what were in those grocery bags, anyways?  Back on topic, let’s explore.  
    Go forward and you’ll notice that this place is actually home to an 
    ancient tribe of echidnas!  They’re circling around the pyramid, 
    adorned with the head of a snake (perhaps they worship a snake-god), in 
    what must be a ritual.  Could these people be the ancestors of Knuckles?
    Apparently, the Chief and his daughter are arguing over the tribe’s 
    invasion of the holy grounds of another nation.  You see, this tribe is 
    warlike and has become rich through expanding its empire to other lands.  
    If you go through the temple doors behind where you start out, you’ll 
    even find a shrine with the seven Chaos Emeralds (when all seven are 
    united, they give off tons of energy) and the Master Emerald, which can 
    negate the effects of the Chaos Emeralds.  The tribe probably wants to 
    use these emeralds to conquer other kingdoms.  And right by it is that 
    daughter, Tikal.
    She is watching some cute little critters called Chao.  They just 
    appeared, and they start singing/talking!  How adorable is that?  But, 
    from the surrounding waters emerges a strange beast.  What is it?  
    Whatever it was, this dose of unreality ends, and we wind up in the 
    Pool of the Egg Carrier.
                      |    Escaping the Egg Carrier    |
    Take the door out of here and a cinema ensues.  Eggman appears, claw 
    ready to snatch the bird, when suddenly Sonic and Tails show up.  
    They’re ready to rip him to shreds.  But before they can attack, Eggman 
    seizes the bird and extracts... the blue Chaos Emerald!  So that’s why 
    Robotnik wanted the bird (and it also shows that it probably is a 
    Flicky).  Eggman summons Gamma to dispose of these intruders, and E-102 
    (the robot that helped us) fights Sonic.  He can’t win, and just before 
    Sonic crushes him, Amy steps in Sonic’s way and saves her new friend.  
    Everyone’s favorite blue hedgehog decides to spare him...  And suddenly, 
    the Egg Carrier begins to lose altitude!  Sonic runs off to attack 
    Eggman while Tails is assigned to help Amy off of this heap of junk.  
    Amy tells Mr. Robot to find a new line of work away from Eggman, and 
    then Tails and Amy fly away from the Egg Carrier, which promptly 
    explodes.  Well, this has been quite an exciting cinema!
    Tails and Amy land in Station Square.  It’s the late afternoon, and we 
    can see that Eggman also landed here.  Tails runs off to fight him or 
    something like that, but Amy would rather care for the bird.  After 
    looking at the bird more closely, she notices a pendant.  Hey!  It 
    shows its parents!  Well, isn’t that convenient?  Eggman has the 
    birdie’s parents captive right now, and Amy takes it upon herself to 
    unite the baby bird with his loved ones.  The robot told us that Eggman 
    had a base in the Mystic Ruins; we should look there.  Before you can 
    even board the train or translate “Mystic Ruins” to Mandarin, you’re 
                             |    The Jungle    |
    Although this does qualify as the third and final adventure field, we 
    won’t be spending much time in the Mystic Ruins.  Take the stairs down 
    from the station we come to and go north (on the map) to an area called 
    “Waterfall.”  Left of the falls is a mine cart; hop in.  It leads us to 
    the most horrible part of the game, the Jungle Area.  And not only that, 
    but this is the worst time of day to attempt to navigate the jungle – 
    From the high ledge we start on, look around.  To the north should be a 
    tower, its position made quite obvious by a mass of lights around it.  
    Now, if you look hard, you should see a pyramid (the same one we saw in 
    that “dream” Amy had after clearing Hot Shelter, only now very old) 
    protruding from the sea of trees.  Jump in its general direction.  If 
    you’re lucky, you can walk across the treetops and reach it.  But, 
    chances are good that you’ll fall into the jungle path.  In that case, 
    use the map to reach the area marked “Ancient ruins” as best you can.  
    From there, it’s a simple matter of reaching the north border of the 
    jungle and walking right to reach a tube that takes you right to the 
    base when walked into.  After a short cut scene showing Amy check out 
    the bridge, enter.
    In here, you’ll see quite a few interesting things of Eggman’s.  But, 
    by far the coolest are the two robotic versions of Sonic.  The black 
    one is (I’d guess) the second-to-last boss from Sonic the Hedgehog, the 
    first Sonic to feature a mechanical Sonic as a boss (though Roller 
    enemies were essentially the same thing in the original).  The other is 
    definitely Metal Sonic, the villain of Sonic CD (which also introduced 
    Amy Rose!  What a small world this is...).  Anyways, you’ll notice a 
    few switches near a door.  We have to hit them in the proper sequence 
    to open the door.  Here’s some ASCII art showing how the buttons are 
    set up and numbered.
             ____                                             ____
            /    \                                           /    \
           |  01  |                                         |  06  |
            \____/                                           \____/
                    ____                               ____
                   /    \                             /    \
                  |  02  |                           |  05  |
                   \____/                             \____/
                            ____                ____
                           /    \              /    \
                          |  03  |            |  04  |
                           \____/              \____/
    Hit 5, 4, 3, and then 2.  Real simple, right?  This opens the door to 
    Stage 3!
                              |    Final Egg    |
    That’s right; this is Amy’s last level.  But, unlike Hot Shelter, it is 
    medium-length.  Zero crashes in behind us (that robot needs to get a 
    life!  We don’t even have the Chaos Emerald anymore!) and so begins the 
    mayhem.  Run down this initial stretch, either leaping over the lasers 
    or pounding their sources with the Piko Piko Hammer, and soon you’ll 
    come to a few Spinners (alliteration!) and spiky balls spinning wildly.  
    Avoid them all if possible and continue down to a “slope” on the path.  
    Dash down, bounce on the spring, and keep up the pace by running 
    forward some more.  Avoiding the cranes should be simple enough, and 
    the checkpoint is ahead.
    With Amy’s short jump, you should have little trouble hopping between 
    the lasers ahead of you.  Right after that you’ll meet up with one of 
    those head-flinging robots.  Jump, hammer attack, and continue.  
    Getting hit by them is especially risky here because it sets you up for 
    assaults by Zero.  Continue down this track, leaping over the laser 
    grid if you can, to come to another crane.  It guards a 1UP capsule; 
    take it if you want.  Then take the next tunnel (the orange light is 
    there).  Zero busts out from behind one of the walls and continues the 
    great chase.  Keep moving until you find yourself at another laser grid.  
    Break the two structures emitting the lasers and continue running down 
    the rest of this hallway.  It leads to the second checkpoint.
    Enter into the new room to find a switch on the ground.  Press it; the 
    elevator starts coming down to you.  But, it’ll take its sweet time, 
    leaving you to defend yourself against Zero.  Now, that stupid light 
    suggests that we hide somewhere, but this creepy robot isn’t that dense.  
    Just keep running; it’s the safest alternative.  When the elevator does 
    reach your level, get in.  When it reaches its peak, exit it.  Suddenly 
    and very predictably, Zero breaks through the far wall and starts this 
    dumb chase all over again.  Run right down the path, jumping over the 
    laser when you come to it.  You’ll see a barrel, but as you should know 
    from Twinkle Park, hiding doesn’t work out like the orange light says 
    it does.  Ignore it, jump into the capsule, and land on the next tier 
    of the room.  Continue jumping up the tiers to reach a hallway.  Follow 
    it to the third checkpoint.
    Here, we have five doors to choose from.  One is right, four are wrong, 
    and that’s life.  The wrong ones are just dead-ends leading to Spinners.  
    The right one leads to a checkpoint.
    As soon as you set foot in the new room, Zero joins you after making a 
    door out of what was a wall.  Run forward and hammer jump (press B/X 
    while running at full speed for a heightened jump) to the doorway.  
    Saunter on through the tunnel and you’ll come to the balloon.  Well, 
    that was short!
                      |    The Egg Carrier’s Remains    |
    Was that pointless or what?  We come out in a new region of the base 
    when Amy realizes that, since the bird came from it, birdie’s parents 
    must still be in the Egg Carrier.  Brilliant deduction, Rose!  Take the 
    stairs back to the upper level and you’ll return to the jungle, which 
    is now experiencing daytime.  Navigate your way through it and climb 
    the ladder.  Return to Mystic Ruins (main area), stat!  Go south of the 
    Waterfall area to the Station; climb the stairs.  Step into the train 
    and you’ll ride right into SS Central Station.
    Apparently, the Egg Carrier crashed into the ocean and has managed to 
    stay afloat.  Take the dock near the Hotel out to it.  It’s quite 
    impressive, even when sunk.  The birdie finds its parents!  All is good!  
    But wait, not all is good.  Zero just barely misses the bird.  Had it 
    been a direct hit, it would’ve most certainly killed it.  Now Amy’s mad!  
    Let’s take that annoying robot DOWN!
                             |    Boss: Zero    |
    Well, how do you like this?  Not only have more than half the 
    characters fought Chaos 6 on this very platform, but Amy’s canning Zero 
    on it, too!  Anyways, you should be familiar with Zero’s attack 
    patterns by now.  Zero is pretty tough compared to most bosses in the 
    game.  He’ll start attacking with its built-in laser right from the 
    get-go.  Aside from that, Zero may also pound the ground to release an 
    energy wave.  Also, notice an electrical fence on the side of the arena.  
    Keep clear of it.
    Give Zero a taste of your hammer.  You want to knock him into the 
    electrical fence.  Do so and he’ll short-circuit for a second, exposing 
    the switch beneath his head’s “cap.”  Hit it while you can to deal 
    damage.  In this phase of the battle, Zero uses larger shockwave 
    attacks and a longer-ranged laser, not to mention an attack where it 
    launches its fist at you after locking on to your position.  Hit him 
    again.  Zero now launches both fists, charges them electrically, and 
    spins about.  Put those jump-rope skills to the test to dodge them.  
    Also, the other attacks get longer.  Deliver one final blow to Zero and 
    he will explode, finally!  Amy does her little victory dance, and you 
    should too!
    Congratulations!  You beat Amy’s storyline.  As it turns out, the 
    little bird is A-okay, and the Flicky family can live in peace.  Amy’s 
    so happy, she’s going to try her best, too (whatever that has to do 
    with anything).  Now, her thoughts turn to Sonic, which leads us right 
    to the credits.  This storyline has been just like Amy – short and 
    sweet (well, not really sweet, but hey, this is where I complement the 
    ============================E-102 “Gamma”*=============================
    Definitely the darkest story of the game (although it’s still pretty 
    corny), this storyline explores the adventures of a robot made by Dr. 
    Robotnik – E-102 Gamma.  He’s unlocked after Sonic or Tails beat him in 
    a boss battle in their storyline, or by watching the cinemas succeeding 
    Amy’s Twinkle Park stage.
    Anyways, Gamma operates pretty uniquely.  He jumps with A, of course, 
    but his primary attack (B/X) is a laser gun.  First you must point it 
    at enemies to lock on, and then you release to fire a homing missile.  
    It can be maneuvered with the control stick, by the way, but the laser 
    only lasts for a few seconds.  If Gamma locks onto multiple enemies at 
    once, he can destroy several in one sitting.  If you run, you will 
    eventually transform into a compact form – rolling mode.  Exit it with 
    A.  Now, E-102 has some pretty interesting missions.  You have a time 
    limit, and it’s increased by shooting enemies.  The more enemies you 
    shoot at once, the more seconds are added to your time.  The bonus time 
    per enemy group breaks down in the chart.
    |      # of Enemies Destroyed      |      Bonus Seconds Awarded       |
    |  1 Enemy Targeted                |  1 Second                        |
    |  2 Enemies Targeted              |  3 Seconds                       |
    |  3 Enemies Targeted              |  6 Seconds                       |
    |  4 Enemies Targeted              |  9 Seconds                       |
    |  5 Enemies Targeted              |  15 Seconds                      |
    |  6 Enemies Targeted              |  30 Seconds                      |
    |  6 + x Enemies Targeted          |  30 + 5x Seconds                 |
    That is, if you defeat more than six enemies, you get 30 seconds plus 
    an additional five seconds for each other enemy you destroyed.  Now, on 
    with the main walkthrough.
                      |    The Birth of E-102 Gamma    |
    We see Dr. Robotnik, our creator, standing before us.  And you are the 
    second model in the E-100 series of robot – E-102, Codenamed: Gamma.  
    Gamma’s duty in life is to obey Robotnik.  You take control briefly; 
    walk right to where the doctor is.  E-101 Beta, Gamma’s big brother, is 
    practicing in the shooting range beyond this door.  He’s more advanced 
    than you, but you should do fine...  Enter!  This is Stage 1.
                              |    Final Egg    |
    It is time to prove our worth to Master Robotnik!  Our goal is to 
    destroy the Sonic doll hidden in here.  As you’ll see, the clock in the 
    upper-left corner starts at 3:00 and ticks down.  Target the Tails and 
    Knuckles dolls around you (walk forward and a few more pop up) to add a 
    few seconds to the clock.  Now go forward!  As you go, a Tails doll 
    pops in front of you, and you soon come to a pair of Knuckles dolls by 
    a few rings.  Rings are items that let you take a hit without dying 
    immediately.  Grab a few and continue down the path.  Quite a few new 
    dolls appear to be targeted (the more shot at once, the more seconds 
    are added to your time) as you move down.  You’ll find a spring at the 
    end; bounce on it to a few new dolls/enemies.  Keep down this path, 
    blowing up a few more dolls along the way, and you’ll reach a 
    checkpoint.  If you die after touching one of these, you restart there 
    (with the same time, of course).
    Walk into the next room.  Dark though it may be, you should be able to 
    see quite clearly a Sonic doll dangling from a hook over a pit when the 
    camera shifts view.  It takes three hits to destroy, but that finishes 
    the mission.  That was short, eh?
                          |    Boss: E-101 Beta    |
    Take the stairs outside the entrance down to find Dr. Robotnik and 
    Gamma’s big brother, E-101 Beta.  Robotnik decides that the Egg Carrier, 
    his flying fortress, needs a good crew.  And that means that either you 
    or big bro gets to stay on board.  We must pass this test to eternally 
    serve our master!  To determine who the more competent robot is, we 
    must do battle with E-101.  Robotnik himself says that Beta has better 
    chances, but he owes it to us to let us at least try.  We will not fail 
    the master.
    Beta is basically a black version of us, only better equipped.  
    Immediately grab a few rings and jump to avoid the homing missile E-101 
    will fire at you.  You can blow it up with your own homing missiles if 
    you’d like.  E-101 is also able to hover in the air, and those are the 
    only two things he does for now.  Lock onto Beta and shoot him out of 
    the sky, lowering his health.  He continues using this strategy, and 
    you very well could tap B/X rapidly to fire a barrage of missiles at 
    him.  Since Beta never modifies his strategy, he’s easy opponent.  
    Three hits is all you need to defeat E-101.
    Robotnik is more than a little surprised we won, and so we can serve 
    aboard the Egg Carrier.  Beta also wants to board, and Robotnik decides 
    to grant him special permission.  They could always use a spare set of 
    parts, right?  Shortly after that, the Egg Carrier takes off from its 
    hiding spot in the jungle of the Mystic Ruins.  During the launch, 
    Robotnik gathers his four robotic servants – E-102 through E-105.  He 
    shows us a frog with a tail on the monitor.  Its capture is absolutely 
    vital to his plans.  We must capture it immediately.  Excellent.  Once 
    again, this is the perfect chance to shine before master Robotnik, but 
    also to outshine our siblings.  E-102 goes to search in Station Square.
                  |    Adventure Field – Station Square    |
    We arrive in the Station Area.  If you look ahead of you, you can 
    briefly glimpse Cream the rabbit from Sonic Advance.  Yes, she’s making 
    a cameo in Sonic Adventure DX.  In any case, you are currently outside 
    of SS Central Station, which connects the Mystic Ruins with this city 
    (the workers are currently on strike, though).  Furthermore, Twinkle 
    Park, the city’s amusement park, is to our left.  A Hotel is to our 
    right.  Let’s check it out.
    Walk through the doors and you’ll come to two more doors.  One leads to 
    the Casino area, the other Pool Side.  Well, since it’s light out right 
    now, the Casino is closed.  But Pool Side is always open.  Take those 
    doors out to see water.  If you try to jump into it, you’ll start 
    hovering over it.  You see, one of the main differences between E-102 
    and E-101 is the hovering system.  E-102 has a rather outdated 
    propeller system while E-101 uses a jet pack.  In any case, talking to 
    the women out here reveals that a frog hopped on over to the beach.  
    Although it’s currently blocked off by barriers, it’s not a problem for 
    us.  Shoot down the targets and walk onto the sandy shores of Stage 2.
                            |    Emerald Coast    |
    Our mission is to catch Froggy... in three minutes.  Walk forward and 
    you’ll see Kikis, robotic monkey enemies that throw bombs, on the 
    umbrellas.  Target them for bonus seconds and keep on moving to reach  
    a small ramp.  Target and destroy the foes on the left side of it 
    before bouncing on the spring, taking you to yet another boardwalk.  
    Walk down the obvious path, locking onto as many things as possible 
    simultaneously, and you’ll come to three Kikis by a few red chairs.  
    Destroy everything.  Now continue down to a loop.
    Natural growth prevents us from taking it (as Sonic did in his mission 
    here), but we can still turn left and walk down the other path 
    available to us.  Waste no time; shoot the Kiki and capsule.  Then walk 
    to the spring at the end of this walkway.  While at the peak of your 
    jump, target three capsules in the air.  Shoot at them as well as the 
    grounded targets; move on after that down the sandy path.  Keep going 
    until you have to turn onto a grassy ledge.  Defeat the Kikis 
    inhabiting the ledge and one of the animals released will be Froggy, 
    just the fellow we’re looking for.
                              |    The Past    |
    Suddenly, a strange orange light overtakes us.  We appear in some 
    strange land.  Man, this happens way too often!  E-102 tries to 
    determine its location.  It is in... an unknown place.  This presents a 
    You can take the tunnel behind you to an ancient city, but none of the 
    echidna inhabitants seem scared of you, metal man.  So, just walk 
    across the bridge before you to reach an ancient shrine.  You see a 
    bunch of Chao, and their singing seems to awaken a beast in the water.  
    E-102 is about to get close-up when someone warns him not to go any 
    closer.  There’s a presence guarding these children, a loving, gentle 
    creature.  But, this girl’s father wants to invade this land, to take 
    the emeralds there.
                        |    E-101 Beta & Amy Rose    |
    E-102 awakens from his “dream” in Egg Carrier Hall.  His siblings all 
    got the wrong frogs.  You’re looking for the frog that swallowed 
    Chaos’s tail and a Chaos Emerald!  Ah, but Gamma got the right one!  
    Impressed by Gamma’s superiority, Robotnik beams the others away.  Now 
    you have a new assignment.  Go through the door to the far right.  
    Inside, you’ll find a girl.  Take the bird from her.
    E-102 walks into the wrong door, and inside he finds... the parts of E-
    101!  Beta shed its basic weaponry...  It is rebuilding itself!  It 
    is... improving itself!  Gamma speaks to it, but Beta does not respond.  
    Could it be plotting to overthrow its siblings to win back superiority?  
    E-102 exits, asserting that it was the wrong room.  In any case, use 
    the rightmost door this time.  We find ourselves in a mini-game room 
    called Hedgehog Hammer, but that’s not important.  Move on into Prison 
    Hall where the girl is being kept.  E-102 locates her and stares her 
    down from behind the bars.  She’s a hedgehog named Amy Rose, and she 
    has a blue bird with her.
    E-102 Gamma is straight to the point.  He demands the bird twice, and 
    Amy refuses twice.  He asks why not and she asks why he wants it.  He 
    isn’t sure, actually.  Well, Amy suggests that Gamma help them out.  
    Gamma does not understand.  Why would one try to save something that is 
    useless to them.  The bird flies out of Amy’s hands and stares into 
    Gamma’s lifeless eyes.  Gamma cannot take it.  He needs to see why this 
    girl would do this, and to do that he will mimic her.  He frees Amy by 
    pressing the switch; he even tells her that they’re approaching the 
    Mystic Ruins base and that she’d best hurry if she wants to escape.  
    Amy thanks him, and now Gamma has new data.  He may not understand it 
    completely, but helping others for no reason has been introduced to his 
                    |    The Booster and the Elevator    |
    Exit back to Egg Carrier Hall.  Robotnik is making announcements.  The 
    ammunition room is unlocked, and he wants us to get the Jet Booster.
                             UPGRADE: Jet Booster
    Walk over to where Robotnik first ordered you to capture Froggy 
    (labeled “Elevatore” on the map) and climb the stairs nearby.  Walk to 
    the door to the right and enter.  This is the Arsenal.  Drop down form 
    the platform you start on and enter the green light.  You got the Jet 
    Booster!  Now you can press A in mid-air to hover, just like E-101 did 
    in our battle.  It’s quite useful.
    Head back into the main room and Robotnik contacts you.  Now that you 
    have the Jet Booster, he wants you to report to the rear of the ship.  
    Take the elevator (marked “Elevatore” on the map) up and out of here, 
    right to where we need to be.  Somehow, that Amy Rose is still onboard, 
    and Sonic and Tails managed to get here.  Robotnik wants us to 
    exterminate these pests.  It is time to put all our training to work!
                             |    Boss: Sonic    |
    Sonic will attack immediately; move out of the way (left or right) and 
    collect a few rings.  At first, Sonic attacks by jumping at you.  
    That’s it.  You’ll see no fancy home attacks or spin dashes or the like 
    for now.  Fire a homing missile Sonic’s way to hit him.  Make sure he’s 
    on the ground, standing, when shot (otherwise, he’ll just be stunned).  
    Now Sonic decides to spin dash you.  Wait for him to stop rolling or 
    just shoot at him while he is.  Either way, that’s how to score another 
    hit.  Now the hedgehog’s angry.  He’ll jump at you and home attack, 
    which can be pretty dangerous if you have slow reflexes.  Lock on and 
    fire one last homing missile to bring Sonic to his knees.  Remember, 
    you need to shoot him when he’s on the ground.
    Gamma is about to shoot and kill Sonic, but Amy gets in the way.  She 
    gives him a little pep talk, lets his feeble robot brain, err, AI 
    remember her, and “Mr. Robot” lowers his weapon.  Suddenly, the Egg 
    Carrier starts to lose altitude!  Sonic orders Tails to escort Amy out 
    of here while he finishes off Eggman.  Gamma still doesn’t understand 
    why Amy helped him...  Either way, he flies off the Egg Carrier before 
    it explodes.  He finds himself in the Mystic Ruins.
    Images of his life thus far are racing through his mind.  E-101... 
    Amy... Robotnik.  Gamma arrives at one final decision: friends are 
    trapped inside the E-series robots.  We must save them...
                           |    The Wind Stone    |
    One of the E-series robots dwells at the end of Windy Cave.  Let’s go 
    check in on it...  Windy Cave’s gusts are too weak to carry us into 
    Windy Valley, the area beyond the cave, but we can amplify their 
    strength with a so-called “Stone of Wind.”  Go to Tails’s Workshop on 
    the east side of the Mystic Ruins (you’ll have to climb the stairs to 
    reach it).  Right in front of the door is a green artifact – the Wind 
    Stone.  Take it with you to Windy Cave, right of the Waterfall.  Set it 
    on the altar and the winds become stronger.  Jump in to experience 
    Stage 3.
                            |    Windy Valley    |
    We must seek and destroy E-103!  And as always, we have three minutes 
    to do it in.  Walk forward and target the robots and platforms here for 
    extra time.  If you target each segment of the caterpillar robot, you 
    can get loads of bonus time easily.  You’ll soon come to a bridge, and 
    I suggest you hover over it and then turn around to destroy the rhino 
    robots.  Then you’ll see another caterpillar; destroy its segments all 
    at once.  Continue down the path over another bridge to come to three 
    HIT! Signs.  Hit them (in collaboration with the chameleon robot and 
    the caterpillar robot if possible) to blow up the canisters over there, 
    thus opening the way to a short drop.  Jump into one of the capsules 
    below, target the other one (and the caterpillar robot) before you land 
    at the checkpoint.
    Follow the path down to another caterpillar ripe for the picking.  
    After it is yet another, and then comes a few dynamite packs.  Let them 
    explode and pass through the tunnel, taking you to more packs to 
    destroy.  After that, traverse the bridge, blow up the dynamite packs 
    in the area, and enter the next tunnel.  You must blast through but a 
    few more bricks to reach the second checkpoint.  The light encourages 
    us to go on; the robot we’re hunting for is up ahead.
    Blow up the foes in the air ahead of you first, and then hover across 
    the gap with the help of the Jet Booster.  This takes you to another 
    bridge.  If you blow up the rhinoceros enemy on the bridge, it will 
    give way and both of you will die.  So, be the smart one and cross it 
    completely.  THEN turn around and shoot it.  Afterwards, hop up the 
    steps and bounce on the spring.  Hover a bit to land on the ground.  E-
    103 is waiting.
                          |    Boss: E-103 Delta    |
    The blue version of us, Delta is a simple robot.  It’s a lot like our 
    fight with E-101 Beta.  Treat yourself to some rings if you have none 
    and then turn your attention to Delta.  The missiles it fires are 
    homing, and they’ll eventually detonate themselves if you let them 
    linger for long enough.  Of course, he is also a master of the Jet 
    Booster.  Anyways, target and destroy the missiles when they’re coming 
    at you to defend yourself as you shoot the daylights out of E-103.  
    Five hits do the trick.  Delta explodes, leaving one major explosion 
    afterwards and an animal behind.  Gamma raises his gun in triumph, 
    saying “E-103 Delta – Rescue Complete!”  What kind of crazy robot logic 
    is this?  I went through all that trouble just to save the animal 
    trapped within the robot...
                            |    Angel Island    |
    The more observant readers might have noticed that there’s a place 
    marked “West Cave” on the map, but there’s no entrance from Mystic 
    Ruins.  Well, it just appeared.  It’s quite close to the Station that 
    connects these ruins to Station Square.  Jump into the tunnel that’s 
    formed, ride the air currents into Angel Island (a new region of Mystic 
    Ruins), and follow the path out of here and into the open.  This is the 
    site of the shrine for the Master Emerald.  It’s chipped.  In any case, 
    you should see a Kiki in a cage by a gate out here before the bridge.  
    Shoot it to open the way to Red Mountain, Stage 4, where another one of 
    our friends needs “rescuing.”
                            |    Red Mountain    |
    This time, we must track down our yellow brother, E-104.  And guess how 
    long we have?  Yes, it is three minutes.  How’d you know?  Regardless, 
    walk forward and blow up the rocks ahead of you.  Now walk down the 
    tunnel, targeting a group of Kikis, Spinners, and then a mixture of 
    them.  The area you come to is an open place; walk through, making sure 
    that the enemies have been cleared out, and continue down to see magma.  
    Walk to the left of it on some black-green steps.  At the top, you have 
    the perfect sniping position to take out the Spinners and the Shield 
    capsule ahead.
    Proceed down the rest of the hallway until you reach another open area.  
    Walk over the rocks floating in the magma stream (don’t loiter; the 
    platforms will sink if you do) and you’ll come to a few more Spinners 
    and a few more packs of detonate.  Shoot them all.  Advance into a new 
    open area using the doorway you created; there’s a spring here.  Bounce 
    on it, shooting the explosives ahead of you before you land, and then 
    keep right on down the path (no slow-down at all!).  Walk to the right 
    to avoid a crusher object and you’ll be home free; the checkpoint is 
    right after it.
    Lock onto every target-able thing around you and fire, earning yourself 
    rings and a few more precious seconds.  Continue down this rather 
    straightforward path...  It is interrupted by a bend around a magma 
    stream, Kikis and rotor enemies present for destruction.  Walk around 
    the bend, take the rings from under the crusher if you want to risk it, 
    and shoot the rock wall ahead of you down.  This reveals a narrow path; 
    walk over it.  You’ll reach a few more enemies just waiting to be 
    converted into time followed by a hammer hazard you can easily avoid.  
    This all leads up to what looks like an ant hole with HIT! icons on it.  
    You’re going to want to shoot it.  Fall down the shaft we’ve unveiled 
    to reach another checkpoint in this confusing network of tunnels.
    Basically, destroy everything (in clusters) ahead of you in the tunnel, 
    moving on after you’ve mowed down everything else with your laser gun.  
    You come to a larger chamber with a bunch of stalagmites jutting out of 
    the magma.  Target the conveniently placed explosives on them and they 
    fall over, forming bridges for you to walk on.  Be sure to decimate the 
    robots patrolling the area, too.  When you’ve crossed the field of 
    magma, E-104 awaits.
                         |    Boss: E-104 Epsilon    |
    Epsilon, colored yellow, is almost exactly the same as Delta.  Like 
    usual, nab some rings before the fight begins.  So, what makes Epsilon 
    special, you might be wondering.  Even if you aren’t, I’ll answer it 
    for you.  Unlike all the previous models (aside from yourself, of 
    course), E-104 is able to fire multiple non-stop homing missiles at the 
    same time (they will exist simultaneously; they aren’t fired 
    simultaneously).  Don’t let them stack up on you; getting hit twice in 
    a row will kill you.  Shoot the missiles to defend yourself (note that 
    Epsilon has a habit of hovering via Jet Booster after each shot) and 
    shoot his body to attack him.  Slightly weaker than E-104 requires a 
    mere four hits.  After that, he “dies” in an exaggerated explosion.  
    “E-104 Epsilon - Rescue Complete!”
                       |    Back to the Egg Carrier    |
    E-105 Zeta and E-101 Beta still need “rescuing.”  Yeah, E-102 really 
    wants to free those animals...  Gamma thinks back to when he saw Beta 
    rebuilding himself, before he met the girl.  They must be aboard the 
    Egg Carrier.
    Leave Angel Island and you’ll find a doorway at the base of the Station.  
    Enter to find yourself at a dock of sorts.  Step onto the wreckage 
    there and you’ll float to the Egg Carrier’s crash site in the ocean.  
    Now aboard, take the small elevator platforms up to the runway of the 
    ship (probably for deploying aerial fighters).  On either side there is 
    a spring; bounce on it.  You’ll land by some blue lights; step onto 
    them.  This brings the monorail to you.  Get aboard to ride into Egg 
    Carrier Hall.
                            UPGRADE: Laser Blaster
    The remaining robots are in Hot Shelter.  Hmm, sounds like we could use 
    some water, eh?  Go to the second level of the hall, into the Water 
    Tank.  Inside is this upgrade, the Laser Blaster.  With it, we now 
    shoot in a wider area.  Neat-o!
    Now that we have it, go to the end of Egg Carrier Hall that has the 
    three doors.  The middle one leads to Hot Shelter.  Enter it, Stage 5, 
    if you dare...
                             |    Hot Shelter    |
    We have three minutes to find and destroy E-105, but we lose our first 
    eight to riding the elevator.  When the door opens, step out into a 
    corridor of the Egg Carrier’s interior.  There are two ways to go, but 
    let’s take the one straight ahead of you for the heck of it.  After 
    you’ve blown the robots present to smithereens, taking all the extra 
    seconds you can from them, drop down the shaft this door leads to and 
    walk forward a bit to the first checkpoint.
    Target the enemies ahead of you (plus capsules including a magnetic 
    Shield and a 1UP!).  Jump onto the gears before you, hopping between 
    them to reach a few more Kikis by a blue crate.  Blow them all up.  
    Beneath the crate was a switch, and you want to press it.  This 
    reverses the direction the gears are moving in.  So, jump onto the gear 
    from there, jump toward the wall ahead of you from there, and hover 
    your way to a spring.  Bounce on it.  The checkpoint lies straight 
    Blow up the crate ahead and step out onto a spring.  Bounce up and 
    hover forward (you have an excellent point to attack from in the air).  
    Land by the doors branded with Robotnik’s mug and they will begin to 
    open.  Walk forward and hover to hit the switch.  Voila!  The catwalk 
    rotates to a new door.  Just hover back onto it and take the door now 
    available to you.  Massacre the Kiki defense forces set out before you 
    before moving on past some crates.
    Collect the capsules quickly and move on.  Soon, you’ll see some 
    stacked crates.  Defeat the Kikis on them and then proceed down the 
    rest of the tunnel.  You’ll come to a few explosives with boost pads 
    ahead.  Take them up, hold the control stick forward, and hover about 
    midway through the leap to reach the other side of the gap.  Mark your 
    progress with the checkpoint.
    Immediately step on the switch to the left, and stay on it!  A crane 
    picks you up and drops you to higher ground (blow stuff up while being 
    lifted).  Under one of the crates ahead is a switch; step on it and run 
    back to the crane pickup location (you can also stand there and shoot 
    the switch to save time) to be carried onto a train system.  You’ll 
    take it to another checkpoint after that.
    At first, concern yourself only with moving along this first train.  
    Jump across the segments, avoiding spiky balls and shooting Kikis in 
    groups.  But when you reach a large crate that precludes any further 
    movement, you need to jump to a train to the left.  Switch between 
    these trains until you’re able to reach another checkpoint.
    From here, bounce atop the large crates and jump between the crates to 
    reach the head of the trains.  You’ll find a switch right before the 
    right train; press it.  The train will stop, revealing yet another 
    checkpoint.  This is by far the hardest mission E-102 Gamma has...
    Collect capsules to the left and right.  Walk under the spiky chain 
    balls, blow up some explosive devices after that, and fall into the 
    shaft that is revealed.  Shoot for capsules along the way.  When you 
    land, you’re surrounded by Kikis.  Beat them quickly and then blow up 
    the crates adjacent to them.  This exposes a boost pad; use it to enter 
    a small alcove with a checkpoint inside.  Boost yourself into the 
                          |    Boss: E-105 Zeta    |
    Zeta is definitely the most advanced of his evil brethren, and the most 
    original one you’ve fought yet.  E-105, the purple one, has hooked 
    itself up to what must be an ammunition bin.  Seven turrets emerged 
    from its body, and it’s ready to kick some mechanized behind.  But, E-
    105 has some weaknesses, too.  It can’t move from where it’s attached, 
    and its missiles don’t home.  Run around the platform, shooting any 
    enemies/missiles that Zeta sends your way, and target the turrets.  
    When all seven are destroyed, Zeta’s head explodes, thus releasing the 
    animal that was trapped within.  Now all that’s left is Beta...
    Take the Elevatore back to the deck of the Egg Carrier.  Gamma realizes 
    that it must destroy itself to rescue the animal inside, but first he 
    must destroy Beta, who just so happens to fly by at that moment.  
    Follow Beta toward the central platform of the Egg Carrier (where 
    almost every character has had a boss battle) and the battle commences.
                      |    Boss: E-101 Beta MARK II    |
    Beta has vastly improved since our last encounter...  But then again, 
    so have we.  Grab a few rings before Brother strikes, noting that this 
    is a timed battle.  Let’s focus on E-101 now that we have a few rings 
    up our sleeves.  It’s very fast and constantly hovering.  It even has a 
    built-in missile deflection system to counter our attacks.  It’s 
    seemingly invincible!  Meanwhile, it will attack by lighting itself and 
    charging you in a rapid tackle attack.  It also launches missiles – 
    four at a time and in waves before tackles, even more at a time 
    normally.  Destroy them with missiles of your own to counter (or run 
    until they explode in their own time).
    Now, how do we actually hurt Beta MARK II?  Run to avoid its charge 
    attack.  For a moment, its back will be facing you, and the robot is 
    tilted so that its advanced Jet Booster is pointed toward us.  FIRE!  
    That’s the only time he’s vulnerable to you.  After two hits, Beta 
    soars high above the arena and fires a laser blast at you.  It’s easy 
    to avoid, though it has a huge explosion radius.  After three hits, 
    Beta uses the same attack, only now it’s a flurry of laser blasts you 
    need to worry about!  The explosions last for a few seconds after the 
    lasers touch ground, which makes this somewhat tricky.  The final laser 
    blast is gigantic.  Land one more hit and Beta will be destroyed.
    It falls to the ground, seemingly destroyed.  Gamma approaches it, and 
    in Beta’s final moments, it points its cannons at Gamma and fires two 
    lasers blasts right into its frame.  Gamma is frail from the battle as 
    it is, and he’s nearing the blackout – death.  A bird was released from 
    Beta, and in Gamma’s last moments, it sees the bird of Amy’s reunited 
    with its parents.  Gamma explodes, the flames engulfing the Egg 
    Carrier’s arena.  But he died with its mission accomplished...  The 
    Flicky family is reunited.  Gamma understands now.
    He has helped another with no thoughts of reward.
    Congratulations!  Yes, I know, Beta and Gamma killing each other in the 
    final battle is a pretty melancholy ending, but so it is.  The credits 
    reflect on Gamma’s short life, lasting only a few days...  And though 
    no one will ever know his sacrifice, Gamma has made Amy Rose’s wishes 
    come true.
    =============================Big the Cat*==============================
    And now for a completely different storyline...  I admit, I was a bit 
    hesitant to write for Sonic Adventure DX, and that’s partially because 
    of this fellow.  It’s not that I hate Big or something (he’s an okay 
    guy, I guess), but I do rather dislike his missions (so much so that I 
    moved Big after Gamma on the list, even thought their storylines are in 
    reverse order).  Basically, Big’s storyline is an excuse for including 
    a fishing simulator in the game.  That’s all his levels are – fishing 
    for a frog.  While some of might like this, you’ll find it to be boring 
    and frustrating if you don’t know the controls (which is why I list 
    them below).  Anyways, Big the hydrophilic cat is unlocked when Sonic 
    owns Chaos 6 in his storyline.  Now, get ready for a run-down of Big’s, 
    the jungle-dwelling simpleton, controls.
    First, this rather large cat can lift, carry, and throw objects other 
    characters can’t.  Now that we’ve got that out of the way, let’s move 
    onto casting.  Have Big face a body of water, first of all.  Press and 
    hold B or X to make a cast indicator appear; use the control stick to 
    position wherever you’d like.  Release B/X to cast the lure.  If the 
    cast was successful, the lure sinks and fishing mode begins.  I’ll get 
    to that in just a second.  But first, note that you can cast the lure 
    onto enemies to attack them, and you can just press B/X near an enemy 
    to strike them with your fishing pole.
    Now that we’ve got that down, let’s go over fishing mode.  When the 
    lure is cast into the water, you can press a few buttons to do various 
    fishing-related actions.  The control stick is used to tug at the line.  
    This entices the fish.  When they bite, tilt the control stick down to 
    hook onto them.  Then you can either keep tugging (but don’t unhook the 
    fish) or press B/X, which is slow, or A, which is fast, to reel them in.  
    When the fish/frog is close enough, Big pulls it up and out of the 
    water.  Congratulations, you caught a fish...  Also, if you want to 
    quit fishing quickly, press L and R at the same time.
    Now, let’s get this walkthrough over with.  And I do mean “over with,” 
    ‘cause unless you’re an exceptional fisherperson or you read my 
    ramblings above, this is going to be unpleasant.
                          |    The Search Begins    |
    It’s nighttime.  We’re in the jungle.  We see a cat.  This is a bad 
    joke.  But suddenly, we hear a crash in the distance.  Big’s friend, a 
    frog who goes by the name of “Froggy,” goes off to investigate.  It’s a 
    strange pool of water...  And before we know it, the water pounces.  A 
    few minutes later, Big wakes up.  Froggy has grown a tail, and suddenly 
    it has an appetite for Big’s lucky charm, a golden emerald!  Froggy 
    bounds off, leaving Big to catch up with him.  Why would our longtime 
    pollywog pal abandon us?  Big chases him right into Station Square, and 
    that’s when we take control.
    As of this instant, we’re in front of SS Central Station and the sun is 
    up to indicate daytime.  To our left is the Hotel, in front of which 
    are Sonic and Tails muttering about Eggman and collecting Chaos 
    Emeralds, and opposite them is Twinkle Park, the theme park in this 
    town.  To our right is a road that leads into a new segment of the city.  
    The newspaper stand is along the way, and the saleswoman there says 
    that a manhole was left open near City Hall.  Well, we know how filthy 
    cats like to be (not cleanly at all), which is exactly why we’re going 
    to explore the sewers.  Follow the road into the City Hall Area.
    Froggy!  And he’s hopping to a car!  But it crawls under a car and 
    falls into the sewers (apparently, they tried to cover the manhole by 
    parking a car over it).  Well, that’s no trouble for Big.  He’s plenty 
    strong enough to lift that car.  Do so (B) and dive right in.  From 
    where you land, travel south (refer to the map to know which direction 
    south is) down the tunnel to reach a door.  Walk in to ride up to a 
    tube that connects the sewers with Twinkle Park (for some reason).  
    Follow the tube to a fork in the road – Twinkle Park or Twinkle Circuit.  
    Take the park, Stage 1, for now; we’ll visit the circuit later.
                            |    Twinkle Park    |
    Ooh, joy.  The fun begins.  Though there’s a lot more to the park than 
    this, we start out by a pool of water with fish inside.  Let’s go 
    fishing for Froggy!  But first, make life easy for yourself and beat 
    down the Kikis around the perimeter of the pool.  You can either cast 
    your line at them or approach them and tap B/X to bludgeon them with 
    your fishing pole.  When they’re all history, pick a spot to cast off 
    from.  Remember: hold B/X, position the casting spot with the control 
    stick, release B/X, use the control stick to bait fish/frog to you, 
    press down on the control stick when they bite to hook them, and reel 
    them in with B/X/A/control stick.
    Now, the real challenge of Big’s levels lies in reeling the fish in.  A 
    pulls them quickly, B/X slowly, and the control stick hardly.  But, no 
    matter how you choose to do it, you need to watch the gauge on the 
    right, the line intensity gauge.  If it gets too high (you’ll hear a 
    noise when it happens), the fish/frog will voluntarily let go.  So, 
    pull them in (I prefer B), but take momentary breaks when the intensity 
    gets too high to lower it.  Keep at it and soon you’ll catch Froggy, 
    who weighs 500 grams.  Unfortunately, Froggy gets away right after Big 
    catches him, but at least we beat the level...
                           |    Twinkle Circuit    |
    Right outside Twinkle Park is a sub game called Twinkle Circuit.  It’s 
    quite similar to Sonic Drift, Sonic’s first racing game, for several 
    reasons.  First, collecting rings makes you accelerate more quickly.  
    Second, there’s very little indication that the track will suddenly 
    change, which it does, and that hitting walls makes you lose much if 
    not all momentum you had.  You just race the clock to get the best time 
    you can.  Though it’s strictly for fun as far as the storyline is 
    concerned, it does earn you an emblem.
                            |    The Ice Stone    |
    We may’ve lost Froggy, but at least we can be comforted in knowing that 
    a strange blue object fell onto the ground outside Twinkle Park’s main 
    entrance(notice Cream the rabbit from Sonic Advance flying through to 
    make a cameo as soon as you exit Twinkle Park).  The Ice Stone’s right 
    behind it (you’ll have to wade through some sewer water to reach it).  
    Pick it up to learn that it is the Ice Stone, a key to be used in the 
    Mystic Ruins.  So, get aboard the train headed for the ruins (notice 
    Amy Rose to the right of the station.  She says she’s bored and is 
    contemplating going shopping).
                              UPGRADE: Power Rod
    Jump off the steps of the Station once you’re in Mystic Ruins.  For 
    those players patient enough to navigate the Jungle, there’s an upgrade 
    just waiting for you to find it.  Take the mine cart in the Waterfall 
    area of northern Mystic Ruins to the Jungle, Big’s home.  Use the map 
    to reach Big’s House on the east end, If you push the table in the 
    center, you’ll get the Power Rod, an upgrade.  It increases your 
    casting distance a bit.
    Return to the main area of Mystic Ruins and enter West Cave to the west 
    (obviously).  Step into the air currents, which are somehow strong 
    enough to carry Big upward, and you’ll find yourself in Angel Island, a 
    new addition to the area.  Walk down the tunnel.  According to the 
    archaeologist team, a frog entered this cave.  Perhaps it is beyond 
    this blue door...
                              UPGRADE: Lift Belt
    Place the Ice Stone on this altar and the door opens (how’d Froggy get 
    through then?), letting us into an icy cavern.  About midway through is 
    a huge pool of water that this cat can’t cross.  But, now you can, with 
    the Life Belt!  Step into the green light to receive it.  The Life Belt 
    makes you float on water, letting you position yourself more easily.  
    To dive down, press A in water.  If you hold it down, Big can walk on 
    the floor of the submerged region.  To jump out of water, dive down, 
    rise up quickly, and you’ll hop a tiny bit; hold the control stick 
    forward so that you land that hop on the ground.  Pressing A by walls 
    while afloat sometimes works for jumping out.
    This in mind, cross the pool of frigid water before us.  Note that it 
    is possible to suffocate if you remain underwater for too long.  Now 
    all that separates us and Stage 2 is a ladder.  All’s up who’s going up.
                               |    Icecap    |
    Like other stages in the game, Icecap was the name of a zone from a 
    previous Sonic game (in this game, Sonic the Hedgehog 3).  And somehow 
    or other, Froggy managed to wander into one of the cold ponds in the 
    area.  Between the ice and the music, this has to be the most 
    depressing level in Big’s storyline.  Anyways, there are many pools of 
    water in this level, even a power-up hidden in it.  Let’s go 
                            UPGRADE: Lure Power-up
    From the start, walk over to the spring.  Bounce on it and follow the 
    narrow path you land on up, going right of the spikes you see ahead.  
    Now jump down to the lower platforms so that you land left of the wall 
    of spikes.  From there, it’s a simple matter of hopping onto the spring 
    and landing on a new ledge.  Follow the trail up to a third spring; let 
    it bounce you to a pool of water.  Get in, press A to dive, and walk 
    through the tunnel in the wall.  Follow it into open waters; bounce out 
    of them utilizing the spring on the wall.  Hop up the next two 
    platforms, run down the bridge, and stop when you reach some frozen ice.  
    Lift the icy boulder there with B/X (Big’s got a good grip!) and drop 
    it onto the darker blue ice.  Sink down in the water you have accessed 
    and you’ll find the upgrade amidst the bones of dinosaurs.  Take it, an 
    improved lure.  With it, you can catch bigger fish than before.
    Now, onto beating the level.  It has been my experience that Froggy is 
    always swimming in the bigger surface-frozen pond on ground level.  
    Lift the boulder near the starting point, drop it onto the ice, and 
    take a dip in the water.  Alternately, cast your lure in from outside 
    the water.  Either way, Froggy should be present (not to mention some 
    big fish, too).  Anyways, hook your dear frog like before and reel him 
    in.  When this is accomplished, clumsy Big drops him again and the hunt 
                            |    To the Coast    |
    Drop out back to the main part of Mystic Ruins.  Big sees a fox boy – 
    Tails – has Froggy, and Big runs forward to tackle him and take back 
    his little buddy.  Tails is freaked out and drop the frog.  Froggy 
    promptly hops away.  It was headed for the Station; it must be going 
    back to Station Square.  What is with this frog!?
    Follow it back to SS Central Station.  You’ll notice Sonic in the lobby 
    of the station yapping about how he has to go after the robot that 
    kidnapped Amy.  Exit the station and you’ll witness Froggy jumping into 
    the Hotel.  After it!  Tail the frog (pun!) into the Hotel and go 
    through the southern door to Pool Side.  The girls here say that Froggy 
    went hopping into the beach.  And that’s where you’re headed - Stage 3.
                            |    Emerald Coast    |
    With some funky music and a few Kikis running around, Emerald Coast is 
    easier than Icecap but harder than Twinkle Park.  You can find a 
    multitude of rings, even a 1UP, scattered around the playing field, but 
    we just want to catch Froggy.  He’s swimming by the base of the 
    lighthouse.  When you catch him, Big holds on this time.  But, 
    unfortunately, a robot runs by and nabs him.  Though Big doesn’t know 
    it, this is E-102 Gamma.  Big pleads with it to give him his friend 
    back, but the robot just runs away.  Big follows it straight to the Egg 
    Carrier, a strange land that smells of Froggy...  He must be close.
                             |    Hot Shelter    |
    Walk forward from Egg Carrier Hall and take the central door to Stage 4, 
    Hot Shelter (you’ll have to hit the switch by the door first).  
    Froggy’s inside.
    Big rides an elevator deep into the Egg Carrier’s interior.  Take the 
    door out into a short hallway afterwards.  Walk through it, open the 
    door, and welcome to the Egg Carrier’s aquarium.  Walk down the path 
    here, whacking a Kiki with your pole along the way, until you reach a 
    small pool of water with a Kiki stationed on a platform in it.  Drop 
    into the water (which contains a rather large eel) and cross it to a 
    new hallway.  Take the door at the end into the drainage room; hit the 
    switch on the central structure to flood the room you’re in with the 
    waters of the aquarium.  And with them come the fish.  Swim around 
    until you find Froggy’s relative location, and then get onto the 
    central “island” of the room.  Cast your line, catch the frog, and be 
                         |    A Link to the Past    |
    And, like in all other the storylines thus far, the orange light that 
    helps us takes us into the ancient past.  You probably understand the 
    background, but I’ll clarify in case you haven’t read the walkthroughs 
    for the other characters (aside from Sonic).  Right now, you’re in the 
    holy grounds of a simple-minded tribe called the Chao, and a malevolent 
    creature watches over them.  The shrine is going to be invaded by a 
    race of echidna warriors, Knuckles’s ancestors, so that they can rise 
    to power using the Chaos Emeralds.
    Now, walk forward to find a girl talking to herself at the store.  
    She’s just noticing the shrine.  Wait, she’s talking to the water...  
    What a freak!  The girl wanders in, gasps some more when she sees the 
    Master Emerald, and starts to chant some crazy song.  And then we 
    return to our regularly scheduled program.  “What was the point of 
    that?” you say aloud.  “Oh, you’ll see,” I answer.
                       |    Froggy Escapes... Again    |
    Suddenly, the Egg Carrier begins to shake.  Big decides that they’d 
    better leave soon.  But over the intercom, we learn that the emergency 
    alert has been canceled.  Furthermore, the monorail is resuming 
    operation.  So, let’s make use of it.  Step onto the blue light in this 
    hall to summon the monorail.  Get into the first car and you’ll be 
    taken to the deck of the Egg Carrier. From where you are spat out, walk 
    up a steep path on the side of the ship to the upper level, and then 
    traverse the catwalk above it to reach the arena of a liquefied 
    creature hovering in mid-air.  I’m probably the first person to ever 
    say that...
    Suddenly, Dr. Robotnik appears and orders Chaos to take the Chaos 
    Emerald and the frog.  Froggy opens its mouth, spitting out Big’s lucky 
    charm, which is actually a Chaos Emerald, and Chaos absorbs it along 
    with a blue emerald Robotnik had.  Then Froggy jumps into the beast’s 
    mouth!  According to the doctor, the frog was possessed by Chaos’s tail.  
    So that’s why Froggy was running from us and took our lucky charm!  By 
    engulfing Froggy, Chaos regains its tail and becomes much larger than 
    before (now it is “ultra strong”).  It is Chaos 6.  But, Sonic arrives 
    in the nick of time.  He realizes that the frog and the cat are friends 
    and promises to reunite you two.  But, we never get to see Sonic in 
    action; Big decides to get Froggy out himself.
                            |    Boss: Chaos 6    |
    No, seriously, I’m not joking.  This is not a boss in the traditional 
    sense; we don’t have to deplete all of Chaos’s health.  We just have to 
    fish Froggy out of him.  Run away from Chaos 6, who can jump and 
    swallow you and do all sorts of nasty stuff, but stay close enough to 
    cast a line.  Quickly cast your line into Chaos 6, right onto Froggy’s 
    position (circled in red on the screen) to instantly end the battle.  
    We won!
    Big celebrates.  He won’t let anyone take his pally now!  Sonic orders 
    us to leave, which is our final challenge.  Walk over to the Tornado 2, 
    the plane crashed here, and Big gives it a try.  He uses to escape an 
    exploding Egg Carrier, and he manages to return to his homeland, the 
    Jungle, with Froggy at his side.  Now they can spend the rest of their 
    years together, best friends forever.  Congratulations!  You beat Big’s 
    rather odd storyline.  Now these two are reunited, let the credits roll!
    ===========================Other Characters*===========================
    There are two other playable characters in Adventure mode.  One is 
    unlocked after you’ve beaten the storyline of everyone else – Sonic, 
    Tails, Knuckles, Amy, Big, and Gamma.  The other is unlocked when you 
    get all 130 Emblems (see the “Emblem Checklist” section for details).  
    But, as not to give away who these characters are, I clumped them 
    together here.  Now, we have some major spoilers here.  Of course, 
    everything has its fair share of spoilers (it’s a walkthrough, what do 
    you expect?), but this section really gets into it.  We’ll begin with 
    the first storyline unlocked, consisting of a few cinemas, some running 
    around the adventure fields, and a boss battle only – Super Sonic!
    ------------------------------Super Sonic------------------------------
                      |    The Ancient Beast Returns    |
    The world is at peace once again.  Sonic has beaten Eggman once and for 
    all, Tails has saved Station Square, Knuckles has rebuilt the Master 
    Emerald (and took six of the seven Chaos Emeralds), while Amy and Big 
    got their lesser goals accomplished.  Gamma... has been terminated.  I 
    listed those in order of their benefit to the world.  But perhaps 
    better than all of those, Chaos has been destroyed.  First Big “fought” 
    the creature, then Sonic really did some damage, and Knuckles all-out 
    annihilated it.  The world is safe once again.  On the other hand, what 
    was that strange light, and why did we learn so much about that ancient 
    culture that thrived in the Mystic Ruins and Angle Island?  And where 
    is the final Chaos Emerald?  Ah, but who really cares?  Like Knuckles 
    said, perhaps it’s best if we don’t know it all...
    In the Mystic Ruins, the final Chaos Emerald lies in the wrecked 
    Tornado 2.  Suddenly, Angel Island falls back into the ocean.  What?  
    And in the meantime, Eggman is patrolling the jungle, pouting.  He 
    hates that Sonic for foiling his master plan!  If only he could...  
    WHAT!?!  Chaos is alive.  Weak, but Chaos is alive.
    Meanwhile, Knuckles is concerned for the island.  Why isn’t it floating?  
    The Master Emerald is restored; it should float!  Well, perhaps the 
    Chaos Emeralds are responsible for this somehow.  Knux decides to 
    consult Sonic on this, get his advice.
    But look!  Eggman is lying on the ground.  He looks like he was beaten, 
    and not just roughed up like when Sonic fights.  He was literally blown 
    out of his ship and pummeled!  Knuckles runs up to the downed doctor.  
    What happened?  This must be a trick of Eggman’s.  He speaks, slowly...  
    “Chaos is...” what?  Speak up!  He needs not.  Chaos is there before us.  
    He strikes.
    Chaos is back.
                       |    Chaos – Past & Present    |
    Sonic is leaning against a tree in the Mystic Ruins.  Tails runs up to 
    his buddy and gives him the news.  Angel Island just fell again!  Sonic 
    can hardly believe it.  We briefly take control of Sonic.  Enter the 
    tunnel that leads to Angel Island and ride the air currents up to it.  
    Run out of the starting tunnel and dash over to the Master Emerald’s 
    shrine.  Walk around to find Eggman and Knuckles, both very weak.  Were 
    they fighting?  Knuckles speaks slowly...  Chaos is alive.  He stole 
    the Chaos Emeralds...  Eggman flies off to seek revenge on his former 
    servant.  Knuckles is desperate.  You need to recover the final Chaos 
    Emerald, the one Tails used in the Tornado 2.  Wherever it is, we have 
    to find it!
    Unfortunately, the strange light takes us into the past at the most 
    inopportune time.  Walk to the shrine, still in flames as Sonic last 
    saw it...  Ahead of us is the Chief and Tikal.  The Chief wants to 
    steal the emeralds, but Tikal stops them.  They mustn’t give into the 
    will of greed!  Tikal stands in their way, but they take the seven 
    Chaos Emeralds, the total power they possess.  The soldiers trample 
    Tikal and the Chao...  The Chaos Emeralds rise up, the water begins to 
    rise.  The shrine shakes, and out from it rises a monster – Chaos.  It 
    transforms, and in moments the soldiers are dead.
    Sonic rushes to Tikal and asks if she’s okay.  She awakens and starts 
    to freak out.  She chants some weird words by the Master Emerald and it 
    begins to flash.  Suddenly, Tails wakes Sonic up.  You two must find 
    the Tornado 2 now...
                         |    The Seventh Emerald    |
    When Big was ordered to flee the Egg Carrier after rescuing Froggy from 
    Chaos 6, he used the Tornado 2 to fly off.  He crashed in the Jungle, 
    and the wreckage of the plane is still there, the Chaos Emerald still 
    powering it.  Go to the Jungle via mine cart and Sonic + Tails find it 
    by Big’s House.  Just as they walk up to the Tornado 2, Chaos snatches 
    up the last emerald.  It followed us to the emerald!
    Station Square is busy as usual.  Nothing’s different about today.  But 
    suddenly, the water in the sewer begins to ripple a bit.  Soon, it’s 
    gushing from the manholes.  And soon, the city is flooded.  A wall of 
    water overcomes everything.  Station Square is in ruins, and from it 
    emerges the most immense creature in the Sonic universe.  Chaos has all 
    seven emeralds.  Sonic stands before it.  Eggman has constructed the 
    Egg Carrier 2, made just in case Chaos ever disobeyed.  He fires the 
    breaker beam and Chaos easily returns the shot.  The Egg Carrier 2 is 
    destroyed as well.  Sonic doesn’t stand a chance...
    The light descends down to us and manifests itself into physical form.  
    It’s Tikal!  If this goes on, Chaos will destroy the world, just as he 
    did before.  Her heart and his have been imprisoned within the Master 
    Emerald for ages.  He must be sealed back!  But as Sonic points out, 
    that won’t work.  We must destroy him once and for all if we want to 
    end this.  If we do not, this cycle will just repeat itself forever.
    The other characters arrive.  They give Sonic the Chaos Emeralds; Chaos 
    absorbed the negative powers of the emeralds and discarded them.  But 
    Sonic can still utilize the positive energies of the emeralds left by 
    Chaos, full of hatred and rage.  Sonic holds the seven Chaos Emeralds, 
    and a golden light bursts from them.  He is transformed.  A golden aura 
    surrounds his body, now equally gold with fiery red eyes.  This is 
    Super Sonic, faster, stronger, able, and willing.  The surviving 
    population chants him name: “Sonic!”  The world is in need of a hero.
                         |    BOSS: PERFECT CHAOS    |
    If you haven’t played the original Sonic games, Super Sonic is brought 
    on when Sonic has the seven Chaos Emeralds and 50 rings, which are used 
    like fuel.  We lose exactly one ring per second.  And if our rings ever 
    reach 0, we die (there’s also a 20-minute time limit).  It controls 
    like Sonic normally does, but all your attributes are made better than 
    before.  You’re faster, you jump higher, you hit harder – you’re just 
    plain better.  Then again, Chaos has also become stronger, too.  We’re 
    both in our ultimate forms.  Now it’s just a battle between the 
    positive and negative energies of the emeralds.
    We start out running down a flooded road that was Station Square.  
    Fragments of highways have fallen into the water.  They are filled with 
    rings; run down them.  You can also boost on them to go airborne for a 
    moment.  Soon, Perfect Chaos begins the offensive.  For now, it just 
    fires a few energy blasts from its mouth.  They’re easy to avoid, but 
    watch out for the last blast Chaos uses when you get close.  If you’re 
    going at maximum speed (your aura becomes blue) or just a tad under, 
    you’ll turn into a bolt of lighting and climb up Chaos’s long, serpent-
    like body to smash into his head, dealing damage.  Three hits like this 
    and Chaos is defeated!
    Wait, no he’s not.  He rises up elsewhere, refills his health bar, and 
    the battle starts over.  The only difference is that this time Chaos 
    means business, and that you start out with less rings than usual.  
    Chaos sends a plethora of colored blasts at you constantly.  They can’t 
    hurt you (Super Sonic is invincible), but they knock you back.  When 
    slowed down, you lose rings and can’t hit Chaos.  Zigzag to avoid the 
    blasts if you can, hope your timing is right to dodge the cyclones he 
    throws at you, and good luck.  It’s very hard if you can’t dodge the 
    blasts, but you only need hit him three more times to win for real 
    (once and for all!).
    Chaos explodes, leaving Sonic to his obnoxious victory dance.  Chaos 
    reverts to his normal form...  As if from nowhere, a group of Chao 
    appears and start talking to him.  The others observe.  Chaos seems to 
    have neutralized after seeing this.  The Chao he was protecting have 
    survived.  Life goes on.  These two, Tikal and Chaos, disappear to live 
    out their lives in their own time.  Eggman, who was watching, also 
    takes off.  Tails finally breaks the silence.  All’s well that end’s 
    well, right?  But, Sonic isn’t sticking around.  He’s always on the 
    move, don’t you know?
    CONGRATULATIONS!  You beat the game, for real this time.  But, stick 
    around, my friend.  There are still plenty of other things to do in 
    Sonic Adventure DX, and I’m not just talking about watching these 
    credits for a seventh time!
    ------------------------------Metal Sonic------------------------------
    Not counting the GG games included here (see “Secrets” for details), 
    the only other playable character is Metal Sonic.  Most players 
    wouldn’t know it, though, as unlocking “it” is a real doozey.  You must 
    get all 130 Emblems, which is not a cakewalk by any means.  So, does 
    Metal Sonic have his own storyline?  I mean, we saw Metal Sonic in a 
    rehabilitation tank in Eggman’s Mystic Ruins base.  What else does he 
    Obviously, Metal Sonic contributes nothing to the storyline.  He is 
    basically an alternate costume for Sonic.  There are only two real 
    differences between Metal Sonic and Sonic.  First, Metal Sonic has a 
    special move – he hovers.  When running fast enough, he begins to lift 
    off the ground.  It provides less traction, but it’s slower than 
    Sonic’s max speed.  Second, Metal Sonic does have all the same missions 
    as Sonic, but all C Missions are replaced with Break the Capsule.  For 
    instance, in Emerald Coast where Sonic normally must reach Tails, Metal 
    Sonic must break a capsule that replaces Tails.
    Since you can’t get emblems from playing as Metal Sonic (you already 
    have them all by then), you get marks next to the levels you’ve beaten 
    instead.  There’s no reward for beating every mission with Metal Sonic, 
    and it was really a rather cheap way to add replay value to Sonic’s 
    stages, but you haven’t truly finished the game 100 % until you’ve done 
    And now you know exactly how to beat all the C Missions with all the 
    characters!  We can finally move on with the show.
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 3*-----------------------------||
     \                                                                   /
    =========================Action Trial Emblems*=========================
    Sonic Adventure has emblems coming at you from all over the place.  
    Section 3 is devoted to guiding you to each and every one not covered 
    in Section 2 – namely, the non-storyline important emblems (minus Chao 
    Garden, which is in Section 4).  In any case, Trial mode challenges you, 
    the player, to beat an Action Stage or Sub Game’s alternate goal.  For 
    example, almost every B-trial in Action Stages is collecting 50 rings.  
    Well, those are good for a number of emblems, and that’s why I’m 
    covering Trial Mode in this and the next section.  This section will 
    discuss Action Trials, the next Sub Game Trials.
    This section is organized into six broad categories - _____’s Action 
    Trials – that contain guides for each individual trial.  To skip ahead 
    to the one you want, use CTRL and F to search for “[Name of 
    Character]’s Action Trials.  You’ll either look for Sonic’s Action 
    Trials, Tails’s Action Trials, Knuckles’s Action Trials, Amy’s Action 
    Trials, Big’s Action Trials, or Gamma’s Action Trials.
    -------------------------Sonic’s Action Trials-------------------------
                            |    Emerald Coast    |
    TRIAL B: Collect 50 rings and destroy the capsule!
    You should have no problems with this.  It’s more of a question of 
    reaching the end of the level without wasting time unnecessarily than 
    it is getting 50 rings.  If you do find yourself short on rings near 
    the end of the level, though, you can always collect the numerous rings 
    on the beach before the capsule, as well as along the loops and 15 in a 
    capsule near a Kiki before the jump panel sequence.
    TRIAL A: Destroy the capsule within 2 minutes.
    Quite opposite the other level, this is quite tough.  Sonic’s A-trials 
    are always beating the level within a certain time limit, and they are 
    usually pretty difficult.  Always keep moving forward (rapid spin 
    dashes are the best mode of transportation), use the upper tunnel that 
    you can reach by running on the side of the wall toward the end (once 
    you enter the second region after the lighthouse), avoid damage at all 
    times, and so on.  It’s the little things that add up here.  Don’t bump 
    into the rails at the beginning, use the spring on the first boardwalk 
    instead of running yourself, and try to master spin dashing.  Good luck.
                            |    Windy Valley    |
    TRIAL B: Collect 50 rings and destroy the capsule!
    Once more, this is the easy trial.  Getting 50 rings by the end of the 
    level is no challenge at all, and there are quite a few toward the end 
    to keep even the clumsiest of players well-supplied.
    TRIAL A: Destroy the capsule within 3 minutes.
    This is pretty easy, too.  It’s not nearly as difficult as Emerald 
    Coast’s two-minute challenge, anyways.  There are no great shortcuts, 
    but using the capsule-to-windmill homing attack at the near beginning 
    of the level is the best you’ll get.  Even if you play a pretty average 
    game, you’ll come out with at least two seconds to spare in the end.
                             |    Casinopolis    |
    TRIAL B: Collect 50 rings and destroy the capsule!
    Please!  This is super easy.  Just fill up the vault with rings like 
    you normally would, go back for 50 more rings, and hit the capsule’s 
    TRIAL A: Destroy the capsule within 5 minutes.
    This is challenging.  We need to earn 400 rings and break that capsule 
    within 5 minutes...  I suggest playing pinball, losing as quickly as 
    possible to access the garbage, and running through it, getting as many 
    rings as possible (twice).  Then enter the vault, hit the switch, and 
    jump to the capsule.  Five minutes should be enough if you’re lucky, 
                               |    Icecap    |
    TRIAL B: Collect 50 rings and destroy the capsule!
    There seems to be a trend here...  It’s easy, too!  There are many 
    rings in the final slopes and in the final tunnels in the cave, which 
    provide for you even if you do get hit.
    TRIAL A: Destroy the capsule within 4 minutes.
    This is a lot harder, especially if you don’t know the shortcut.  
    Figure that snowboarding will take you about two minutes.  That leaves 
    you with two minutes to reach the slopes.  You can shave off many 
    seconds by going down once you reach the slope for the first time.  
    Normally, you’d use the spring to jump into the tunnel by the rock.  
    This time, go down a bit to a rock with a jump panel on it.  Use the 
    panels to reach a later point in the level.  Take the ground route 
    instead of an icicle route whenever possible, and use ramps when 
    boarding (also, avoid walls).  Also, if you want to cut down on 
    snowboarding time, go left right after you enter the section before the 
    last tunnel.  You’ll find a secret cave filled with rings that’s 
    shorter than the normal path.
                            |    Twinkle Park    |
    TRIAL B: Collect 50 rings and destroy the capsule!
    This shouldn’t pose too much of a problem.  Between bowling and the 
    beginning driving sequence, ring-collecting isn’t that hard.  The only 
    complication you might face is losing your rings to the abundant 
    enemies in the level.  This really goes without saying, but try to 
    avoid contact with the enemy.  Don’t even try to destroy them if you 
    don’t have to.  If you do get hit, at least you have light dashes and 
    three 5-ring capsules at the very end to soften the level.
    TRIAL A: Destroy the capsule within 3 minutes.
    This is quite hard; you’ll really have to live up to your name – the 
    faster hedgehog in the world.  Don’t worry about getting all the rings 
    or capsules.  When you reach the bowling segment, just press A to skip 
    right through it.  Don’t stand around to catch the rings that fall.  
    The only thing that could take up your time is the beginning sequence – 
    the bumper car driving.  Avoid walls to keep at a high constant speed 
    (the best way to do this is to release A whenever you need to turn.  
    That way, you’ll have a moment of no traction, letting you turn very 
    easily), collect rings while driving to increase your acceleration rate, 
    and use speed boosters whenever possible to get through the track as 
    quickly as possible.  At the end, instead of light dashing over the 
    rooftop, run or jump.
                            |    Speed Highway    |
    TRIAL B: Collect 50 rings and destroy the capsule!
    Not too hard at all.  In fact, you’ll probably get 50 rings off the 
    first highway alone.  If you don’t have 50 by the time you reach the 
    actual city part (where City Hall and the capsule is), look around.  
    There are capsules hidden in all the numerous nooks and crannies.  You 
    should do well.
    TRIAL A: Destroy the capsule within 2 min. 30 secs.
    I won’t lie to you.  This is extremely hard, one of the more impossible 
    speed missions.  First of all, if you ever reach a long, flat surface 
    that you aren’t running at maximum speeds on, spin dash repeatedly to 
    get through it (don’t live out spin dashes; press B quickly).  This 
    save you a few seconds (you can also apply it to other trials if you 
    want).  An example of when to use is the first tunnel of the level.  
    Second, know how to navigate the city!  Too often do you reach the city 
    with just enough time to get by and then get lost.  Work out the best 
    way to reach the fountain and use it when you seriously try the level.  
    Lastly, never stop!  If you get hit, you lose speed, and that can lose 
    the trial for you.  In the vertical fall section, avoid pillars.  If 
    you make an almost perfect game, you’ll just barely win.
                            |    Red Mountain    |
    TRIAL B: Collect 50 rings and destroy the capsule!
    Ooh, this is the first time the B-trial could be a menace.  There are 
    tons of enemies and hazards in Red Mountain, but there are also many 
    rings.  You can mess up quite a few times and still beat this trial.  I 
    mean really, there are enough rings in the volcano to accommodate you 
    three times over.  Just be careful, watch out for natural hazards, and 
    avoid enemies as much as possible.
    TRIAL A: Destroy the capsule within 3 minutes.
    Forget Speed Highway, THIS is nearly impossible, if played the regular 
    way.  Fortunate for you, Red Mountain has tons of shortcuts that really 
    help you out here.  First, you can save some time by holding right 
    while taking up the first rocket to bounce on a spring up to a later 
    point in the level.  Shortly after that, when you take the rocket after 
    the first checkpoint, hold A and forward when you get off to land on 
    the high-up spring (it’s the fastest way to go).  Second, spin dash 
    whenever possible (as stated above).  Next, after the first crumbling 
    bridge, look left to see some Spinners.  Home attack through them to a 
    yellow-orange panel; jump across those for a nice shortcut to a later 
    When you reach bars you need to climb across, jump and home attack over 
    them (or try jumping/home attacking over the lava).  Spin dash through 
    the volcano section like there’s no tomorrow.  When you come to the 
    fourth checkpoint (the one before the triple springs), jump left to 
    land on a lower level by the rocket that sends to the fifth checkpoint.  
    This saves considerable time.  If you are exceptionally good, you’ll 
    beat this.  Good luck.
                              |    Sky Deck    |
    TRIAL B: Collect 50 rings and destroy the capsule.
    This is like a medium difficulty.  There are many rings to collect, but 
    there are also many contraptions built to knock them out of you.  It 
    gets a lot easier once you’ve destroyed the second cannon, and you have 
    plenty of opportunities to gather rings.  Just don’t get hit!
    TRIAL A: Destroy the capsule within 5 minutes.
    5 minutes is stretching it, a lot, but this can be done.  First and 
    foremost, spin dash like crazy whenever you can do so safely.  At the 
    beginning, jump around the pillars instead of crawling along them 
    slowly.  It’s a real time-saver, like two seconds per pillar.  When you 
    reach the strong winds, don’t pay any attention.  You can spin dash 
    faster than they can blow.  But what really takes up the time is the 
    final stretch – the bars and the tilting ship.  Be careful but quick 
    and you may be able to get through it fast enough to beat the trial.  
    If you are lucky (the only I was able to beat this trial), you can spin 
    dash very far into the tilted ship part before the ship turns, saving 
    you TONS of time.
                             |    Lost World    |
    TRIAL B: Collect 50 rings and destroy the capsule.
    Would you have guessed it?  Anyways, this isn’t bad at all.  You’ll 
    find more than enough rings throughout the level, and it’s relatively 
    enemy-free.  But, go slowly in the tunnels; they often have fire 
    hazards that are hard to miss if you’re sprinting through at breakneck 
    speeds.  Furthermore, take care not to fall into the water in the dark 
    room of mirrors.  Even if you totally mess up, you should be able to 
    collect 50 rings before the level ends.
    TRIAL A: Destroy the capsule with 4 min. 30 secs.
    I’ve got two for you: not easy.  First, spin dash throughout the level 
    (you should be used to it by now).  Next, when you reach the snake-pool 
    room, hit the switches as fluidly as possible.  That is, jump on the 
    snake, take it to the next switch, hit it, jump back on, etc.  Don’t 
    let it ever go around for a full circle with you on it, as that’s a 
    waste of time.  When you hit the third switch to raise the water to its 
    highest point, jump back on the snake and jump right along it to reach 
    the red switch’s platform.  That’s the quickest way to reach it.  Then 
    ride the snake, who’ll be coming back soon, to the door.
    Then we have the dark room.  Know exactly how to aim the mirrors (a 
    little lower than you’d expect) to get through that section quickly.  
    If you’re someone with a photographic memory, you could conceivably get 
    through that part without resorting to mirrors at all.  When you reach 
    the river after the waterfall, bounce on the springs.  Finally, if you 
    fall in the vertical tile room, restart.  Good luck!
                              |    Final Egg    |
    TRIAL B: Collect 50 rings and destroy the capsule.
    We’ve officially reached a hard ring-collecting trial.  It’s not that 
    there aren’t enough rings, it’s just that this level is really long and, 
    since it probably has more traps and enemies than any other level in 
    the game, it’s easy to mess up in.  VERY easy.  Note the presence of a 
    40-ring capsule (plus other capsules containing rings) in the room 
    after the second elevator, plus a magnetic Shield.  Just avoid enemies 
    (well, duh!) and hope for the best.
    TRIAL A: Destroy the capsule within 4 min. 30 secs.
    This is one of the most challenging trials in the game.  There are 
    almost no shortcuts, it’s laden with enemies, and there are many 
    enemies to hit you, in so doing slowing you down.  As such, every 
    second counts.  When you reach the spinning tubes after the conveyor 
    belts, home attack through them rather than walking along them slowly.  
    When you reach the huge shaft you must fall down, memorize the location 
    of the platform you have to fall to so that you don’t waste any time 
    bouncing back up to it.  Jump through the rooms full of Crabmeats 
    rather than home attacking through them.  Don’t go for the out-of-the-
    way capsules.  Spin dash down tunnels and open areas where it’s safe to 
    do so.  But above all else, have fun!  No seriously, just follow all 
    the other tips.
    -------------------------Tails’s Action Trials-------------------------
                            |    Windy Valley    |
    TRIAL B: Collect 50 rings and beat Sonic!
    Unlike in Sonic’s missions, Tails’s B-trials are harder than A-trials.  
    Sonic is pretty slow, but he too collects rings, and those are rings 
    that could’ve been yours.  If you stay in front of Sonic, running down 
    the center of the looping walkways, you’ll win by default.  There are 
    two 10-ring capsules even before the halfway point (you have to fly to 
    reach either), and, if you keep ahead of the competition, you’ll win 
    with ease.  But, don’t get out of your way for rings.  Remember, you 
    want to get rings, but you’re also racing Sonic.
    TRIAL A: Beat an even faster Sonic!
    This is simple.  Tails still has all the advantages with his ability to 
    fly, and Sonic has gained very little speed anyways.  Just use the 
    green rings, fly into the air current instead of walking up around the 
    cylinder to reach it, and try your hand at falling down to lower points 
    in the track if you’re really desperate.  But it’s not difficult at all.
                             |    Casinopolis    |
    TRIAL B: Collect 50 rings and beat Sonic!
    This shouldn’t be a problem.  There are a few capsules in the first 
    room, more than enough in the fan rooms and tunnels, and even a few 
    supplementary rings in the final stretch.  And being able to fly gives 
    you a definite advantage over Sonic, as usual, because you can easily 
    bypass obstacles he must pay extra attention to.  In other words, it’s 
    going to be a landslide victory, a nice change of pace after Sonic’s 
    TRIAL A: Beat an even faster Sonic!
    Sonic’s gotten faster?  I didn’t even notice.  Fly through the first 
    part, ride the fans up, dash down the tunnels, and fly over the last 
    part of the level.  The only thing that might throw you off is hitting 
    the capsule on your first jump!  So seriously, don’t worry about this.  
    Sonic might even get stuck behind something and try to spin dash his 
    way out (which gives you an even heftier lead).  If you still can’t win, 
    you need to practice A LOT.
                               |    Icecap    |
    TRIAL B: Collect 50 rings and beat Sonic!
    This is definitely Tails’s hardest trial.  Flying won’t help you now; 
    it all comes down to snowboarding skills.  And on top of that, you have 
    to find 50 rings!  At first, there aren’t any good ways to predict when 
    rings are coming.  The first few are to the left, the next few to the 
    right, and they finish on the left.  Now that the view’s changed, you 
    can sort of tell when rings are coming.  Collect as many as you can for 
    now.  Later, when you reach the near end of the level, you’ll have the 
    option of using a series of ramps to soar over the surrounding area and 
    to the capsule or taking a lower route.  Remember, since Sonic day 1, 
    the high route is almost always the best.  Take it to find a few last-
    minute rings that could push you over.  Beating Sonic is no big thing 
    if you take the high road, but collecting 50 rings is hard whether 
    you’re racing Sonic or not.
    TRIAL A: Beat an even faster Sonic!
    Sonic’s picked up some speed and he’s ready to own you, my friend.  But, 
    with careful planning and the right moves, you can hit the capsule way 
    before he does.  While he may beat you down the slopes, you have a 
    trump card – ramps.  Always jump off of them, especially the last few 
    before the capsule (they are the key to your success).  If you manage 
    to get even a few of them, you should have enough of a lead to hit the 
    capsule first.  Just watch out for icicles, trees, and other obstacles.  
    Nothing to it.
                              |    Sky Deck    |
    TRIAL B: Collect 50 rings and beat Sonic!
    What with all the capsules they’re shoving down your throat, how can 
    you not win?  Seriously, beating Sonic is a walk in the park because 
    you can cut corners with flying, which leaves us with little else to do 
    but pick up rings.  That’s pretty easy to do, too; there are several 
    capsules along the way that you almost have to get, plus a magnetic 
    Shield.  And if you steal really need it in the final stretch where you 
    must destroy the huge cannon, aerial boosters fire you through plenty 
    of ring capsules.
    TRIAL A: Beat an even faster Sonic!
    Give me a break!  Sonic may be faster, but you’re still the fastest.  
    Fly past ladders, by pillars, across obstacles.  Meanwhile, Sonic has 
    to face those things.  And he still gets stuck, too.  So, this 
    shouldn’t prove hard at all.  Just play like normal.
                            |    Speed Highway    |
    TRIAL B: Collect 50 rings and beat Dr. Robotnik!
    Even if you replace Sonic with Eggman, the difficulty doesn’t increase.  
    There are many rings along the way to accommodate you, and Eggman isn’t 
    a speed demon by any means.  There’s not much else to say, but that’s 
    only because this trial’s so easy.  Uh, good luck, I guess...
    TRIAL A: Beat an even faster Dr. Robotnik!
    Okay, so the doctor is a tad faster than before.  Still, it’s an easy 
    emblem.  Play just like you normally would and you’ll win, easy.
    -----------------------Knuckles’s Action Trials------------------------
                            |    Speed Highway    |
    TRIAL B: Find the Emeralds without using any hint balls.
    This shouldn’t be difficult.  Watch out for the hint ball after the 
    bell (it is easy to just run into it on accident) and take it from 
    there.  Use the radar to track down the emerald fragments, and restart 
    if you really can’t find one of them.  It’s hardly any different from 
    regular C-trials.
    TRIAL A: Find the Emeralds within 1 minute.
    On the other hand, Knux’s A-trials are pretty darn difficult.  In fact, 
    most of them are on the verge of being impossible, as 1:00 is an 
    EXTREMELY tight time limit.  You have to make no mistakes, and some 
    hint balls have been removed to make it even harder.
    Here’s the battle plan.  On your first try, completely ignore the time 
    limit.  Just find the emeralds (DO NOT TOUCH THEM!) and memorize where 
    they are and the fastest way to reach them.  Then restart the level.  
    You should know exactly where to look now, and the shards will not have 
    changed places because you restarted.  With the one minute provided, 
    glide out and find them real quick-like.  It’s relatively easy once you 
    know where you’re going.  But if you think the emeralds are too spread 
    out to get in a minute, quit and retry.  The emeralds might be clumped 
    closer together in new locations.
                             |    Casinopolis    |
    TRIAL B: Find the Emeralds without using any hint balls.
    With or without hint balls, Casinopolis is no fun.  Just play like 
    normal, but don’t use the orange balls of light for help.  It’s all you, 
    pal.  So, I wish you good luck and happy hunting.
    TRIAL A: Find the Emeralds within 1 minute.
    This is a nightmare!  Seriously, 1:00:00 is way too strict.  We’ll be 
    using the same strategy as before to beat this trial.  First, play a 
    game paying no attention to the time limit.  Memorize where the 
    emeralds are, don’t get any of them, and restart the level.  They will 
    be in the same locations, but now you know where to look.  If they are 
    spread out too far to get in a minute’s time even if you do know where 
    to look, just quit and retry.  When you have a comfortable setup, go 
    for the gold.  It’s pretty simple once you’ve got it down pat.  Good 
                            |    Red Mountain    |
    TRIAL B: Find the Emeralds without using any hint balls.
    To quote Sherlock Holmes, “It is simplicity itself.”  Play the level as 
    you normally would, but be careful not to accidentally run into a hint 
    ball.  The radar should suffice.
    TRIAL A: Find the Emeralds within 1 minute.
    If you can do this on your first try, you deserve a medal.  If not, 
    follow this guide.  First, start the trial and look around for emerald 
    pieces.  DO NOT TOUCH THEM!  Leave them behind and memorize their 
    locations.  When you’ve found all three and know exactly where they are, 
    work out a good way to reach all three of them in succession quickly.  
    Then restart the level and, with advanced knowledge of what the trial’s 
    going to be like, nab all three before the time runs out.  If the 
    emeralds are too far apart to recover in a minute, quit and retry.  
    Chances are extremely high that they’ll be in new locations.  Good luck.
                             |    Lost World    |
    TRIAL B: Find the Emeralds without using any hint balls.
    Easy as 1-2-3.  Simply rely on your radar to find the emerald shards, 
    avoiding the hint balls at all costs.  You’ll find the fragments sooner 
    or later.
    TRIAL A: Find the Emeralds within 1 minute.
    As usual, use your first go in the trial to find the emeralds but not 
    collect them.  If they are too far apart to get in one minute, quit and 
    retry to reset their positions.  When you’ve memorized where the 
    fragments are, restart.  They’re in the same positions, which means you 
    should be able to reach them quickly.  ‘Tis the key, my padawan.
                              |    Sky Deck    |
    TRIAL B: Find the Emeralds without using any hint balls.
    This is kind of hard since the light is right by the lever, but 
    otherwise it’s the same as normal.  You shouldn’t have much trouble 
    with this, I hope.
    TRIAL A: Find the Emeralds within 2 minutes.
    Ah, Sonic Team’s gone soft on us.  TWO MINUTES!?  That’s way more than 
    enough!  No but seriously, this is the toughest trial the Sonic Team 
    could produce for Knuckles.  First, play the level as you would 
    normally, ignoring the time limit.  Find out where all three of the 
    emeralds are and what tilts they can be gotten out.  If some can be 
    gotten at multiple tilts, take that into consideration.  For example, 
    if something can be gotten at any tilt, combine it with an emerald that 
    requires a specific tilt.  This saves time.  Once you have all the 
    locations down in your head and you’ve figured out the best sequence to 
    get them in, taking tilts into account, retry the level and use that 
    strategy you developed.  It should make it pretty easy.  Good luck.
    --------------------------Amy’s Action Trials--------------------------
                            |    Twinkle Park    |
    TRIAL B: Collect 50 rings and grab the balloon!
    Nothing to it.  There are more than enough rings in the last outdoors 
    part, and so this shouldn’t be too hard.  Just try not to get hit (this 
    stage has more enemies in it than most).
    TRIAL A: Grab the balloon within 2 minutes.
    Now we are starting to get hard, but not quite yet.  It’s really very 
    easy to reach the balloon in two minutes.  All it takes is a lot of 
    hammer jumping (when running at full speeds, press A to do a very high 
    jump).  Don’t do this in the low tunnels or when you’re reaching the 
    door in the mirror rooms.  Elsewhere, it’s fair game.  Abide by these 
    rules and don’t stop running.  That will get you out of here in the 
    time allotted.
                             |    Hot Shelter    |
    TRIAL B: Collect 50 rings and grab the balloon!
    You have a lot of enemies to contend with, but there are enough rings 
    to go around.  Make good use of the Shields to prevent any loss of 
    rings.  Not too much to say, so good luck!  Like YOU will need it...
    TRIAL A: Grab the balloon within 6 min. 30 secs.
    You’re given plenty of time for a long trial... and you probably won’t 
    need it.  Hammer jump wherever possible, keep going, don’t stop for 
    anything, and finish the block puzzles efficiently.  If you manage to 
    do that, you’ll beat the trial with a minute to spare, easily.  Not 
    even Amy’s trials are hard...
                              |    Final Egg    |
    TRIAL B: Collect 50 rings and grab the balloon!
    This is SO easy!  All you need to do is keep 3 rings until the very end 
    of the trial.  Go behind the balloon wall and you’ll find two 1-ring 
    capsules, one 5-ring capsules, and a 40-ring capsule!  This makes the 
    trial incredibly easy.  If you can’t manage to keep 3 rings on hand, 
    you need more help than this guide can give.
    TRIAL A: Grab the balloon within 2 min. 30 secs.
    So, Amy finally decides to take a ride on the challenging side.  Yep, 
    beating Final Egg in 2.5 minutes is tricky, but it’s totally possible 
    if you quit your lollygagging ways (the first step is denial).  First, 
    always be hammer jumping.  To instantly get a good run that you can 
    jump with, just jump normally, holding forward.  When you land, you can 
    immediately break into hammer jumps.  The most time-consuming portion 
    of the level – the only good excuse you have if you lose – is the door-
    picking segment.  If you have really bad luck, you can lose thirty 
    seconds or more to it.  Still, if you reach it as far into the level as 
    2:15:00, you can make it to the balloon.  If you make an effort, this 
    trial will fall very easily, just like the rest of Amy’s refreshingly 
    easy emblems.
    --------------------------Big’s Action Trials--------------------------
    Note: I recommend getting all four lure upgrades (see “Character 
    Upgrades” for details) before attempting these frustrating trials.
                            |    Twinkle Park    |
    TRIAL B: Catch a 1000g fish and Froggy!
    Fortunately, Big has fairly simple trials.  First, I suggest you have 
    the Power Rod for these trials (see “Character Upgrades” for details).  
    Now, catching whoppers is a lot harder than reeling in that lightweight 
    frog.  The intensity levels rise very rapidly, and they can actually 
    pull back.  For this reason, I advise you get into the water with the 
    Life Belt to be as close to them as possible.  After all, reeling them 
    in from 30 meters away is pretty hard.  I find the best way to bring 
    them to you is to tap A at a constant pace, keeping the intensity just 
    below the beeping point.  And always remember to pull the control stick 
    in the direction opposite them.  It’s the different between a 3-minute 
    struggle and twenty seconds of calm patience.  They’ll slowly come in 
    and you can regulate intensity levels easily, unlike with B/X.  After 
    you’ve landed a fish of 1000 grams or more, take Froggy along for the 
    ride, too.
    TRIAL A: Catch a 2000g fish and Froggy!
    Well, that’s creative, isn’t it?  No but seriously, this trial will 
    hurt your hand... a lot.  These fish may be fat, but it’s all muscle, 
    as they can resist your best efforts very easily.  Try holding B.  It’s 
    completely ineffective; they’ll just give your line a tug and stop you 
    dead in your tracks.  The strategy we used above does work, but it 
    takes a long time, much longer than before, which is why it’ll probably 
    be more than a little tiring for your thumb.  I suggest alternating 
    between fingers if you feel like tiring out (I rarely give advice on 
    holding the controller, but now’s the time!).  Also very effective is 
    tapping the A button with your index and middle fingers at a rapid pace.  
    So, once you’ve caught the real lunker of the group (which takes a lot 
    of hunting), take Froggy back to end the trial.
                               |    Icecap    |
    TRIAL B: Catch a 1000g fish and Froggy!
    I covered the basics for every trial in Twinkle Park’s guide; use it 
    for this section.  Nothing’s changed very much, anyways.
    TRIAL A: Catch a 2000g fish and Froggy!
    It’s another one of Big’s ultra-long trials.  Just finding this fish is 
    a royal pain in the neck, and reeling it in isn’t fun, either.  See the 
    Twinkle Park section for helpful hints.  Note that the fish are very 
    few here; try looking by the dinosaur bones (if you follow the tunnel 
    in the water Froggy is swimming in, you’ll come to them) for fish that 
    meet this requirement.
                            |    Emerald Coast    |
    TRIAL B: Catch a 1000g fish and Froggy!
    With such heavy fish in the water, you should have no trouble finding a 
    1000 gram fish.  After you’ve accomplished that, catch Froggy.  Again, 
    there’s not much to add; see Twinkle Park’s section for more tips.
    TRIAL A: Catch a 2000g fish and Froggy!
    Even though the fish are generally larger here, it’s still very 
    difficult to find a single fish tipping the scales at 2000 grams.  
    Expect to be fishing for a long time...  Refer to Twinkle Park’s guide 
    for some useful hints.
                             |    Hot Shelter    |
    TRIAL B: Catch a 1000g fish and Froggy!
    Just do what you always do – look at Twinkle Park’s guide.  It contains 
    everything you need to known and more!
    TRIAL A: Catch a 2000g fish and Froggy!
    Ooh, another painfully long trial.  See Twinkle Park’s guide for a nice 
    one-size-fits-all guide.
    -------------------------Gamma’s Action Trials-------------------------
                              |    Final Egg    |
    TRIAL B: Collect 50 rings and destroy the “Sonic Doll”!
    Remember, the time limit still stands.  Normally, this would be a tough 
    mission because it’s very short, but you can find 40 rings in capsules 
    toward the beginning of the level.  When you first turn left into the 
    lit hallway, jump upward and spin around with the laser on.  You should 
    target four 10-ring capsules, thus earning you 40 rings.  Ten more off 
    the ground and you’re there!  You can reach two more once you’ve used 
    the springs, by the way.  Just avoid the two enemies in the stage and 
    you can easily win.
    TRIAL A: Destroy the “Sonic Doll” with more than 150 seconds remaining!
    This is incredibly easy.  You just need two and a half minutes or more 
    remaining when you finish the level.  Target everything in groups, move 
    quickly, and you should manage.  Such missions will become very tough 
    down the road, though.
                            |    Emerald Coast    |
    TRIAL B: Collect 50 rings and catch “Froggy”!
    This shouldn’t prove difficult.  There’s a 5-ring capsule to the left 
    over an umbrella, which is surrounded by rings on a small “island” 
    (really more of a sandbar) to the left of the starting point.  Target 
    capsules along the boardwalk and when in the air after the final set of 
    springs and you can easily clear with more than 100 rings.  Just watch 
    out for enemies!
    TRIAL A: Catch “Froggy” with more than 180 seconds remaining!
    This is the first trial that you actually have to work for somewhat.  
    There are many Kikis in the first section, and toward the end by Froggy.  
    A cluster of them are on the bridge above the first set of springs, and 
    you’ll have to get them all in groups if you want to beat this one.
                            |    Windy Valley    |
    TRIAL B: Collect 50 rings and destroy E-103!
    Yep, the boss battle is included, which means you need to watch 
    yourself in that fight so that you don’t lose your hard-earned rings.  
    You’ll find a magnetic Shield during the large drop to the first 
    checkpoint, which helps you both keep your rings and attract new ones 
    to you.  There are many capsules scattered around the level and lots of 
    free-floating rings to be taken; there are enough to beat the level 
    with well over 50.
    TRIAL A: Destroy E-103 with more than 150 seconds remaining!
    This is a joke, seriously.  It’s possible to beat this level with more 
    than double the specified time.  Anyways, the key to success lies in 
    the caterpillars.  That is, when you see one, target each segment in it 
    so that you can hit them all at once.  If you do, you’ll get 40 seconds.  
    The trial does include your epic struggle with E-103, but that 
    shouldn’t take more than 10 seconds or so.
                            |    Red Mountain    |
    TRIAL B: Collect 50 rings and destroy E-104!
    While Windy Valley may’ve been two easy emblems (like Final Egg and 
    Emerald Coast), Red Mountain and Hot Shelter are harder to get (though 
    this particular trial is a cakewalk).  Get a Shield by a few Spinners 
    before the tilted path by the lava room (at the end of the initial 
    hallway) to help in ring storage.  As for ring collection, there are 
    many capsules jammed into the short space that is this stage.  All you 
    have to worry about is not losing your rings to E-104.
    TRIAL A: Destroy E-104 with more than 180 seconds remaining!
    Here we have our first big challenge, though it’s not exactly Final Egg.  
    There are many bonus seconds to be awarded in the first hallway.  Speed 
    through enemy-less sections, skipping capsules (you have no need for 
    them), and try to reach the boss with 15 seconds or more on the clock 
    (that’s the amount of time you’ll likely need).  The shootout with 
    Epsilon is included, of course.  Just try to hit many enemies 
    simultaneously.  Good luck.
                             |    Hot Shelter    |
    TRIAL B: Collect 50 rings and destroy E-105!
    Ouch!  Well, things pick up in difficulty a lot right about now.  It’s 
    not for a lack of rings; you’ll find two 40-ring capsules by a 20-rign 
    and a 5-ring capsule at one point in the level.  It’s just very easy to 
    get by enemies and have the time run out in this stage.  The hardest 
    part is the train system.  Keep your Shields raised and hope for the 
    best.  And remember, avoid missiles in your battle with E-105!
    TRIAL A: Destroy E-105 with more than 120 seconds remaining!
    Simply put, this is nearly impossible, even with a time limit reduction.  
    Target as many enemies as possible.  In the area after the 4 capsules 
    worth a collective 105 rings, you’ll see a few “hidden” Kikis to the 
    left off the main track; target them.  When falling down the long shaft 
    toward the end of the level, hover so that you can target some other 
    Kikis not normally accessible.  They can earn you more than 1 minute 
    combined, and the Kikis on the ground below make it even easier.  Also, 
    near the start of the level, after the spinning gears, hover to a 
    spring to bounce up rather than taking the ladder.  Other than that, 
    just take the many enemies out in droves, and beat Zeta as quickly as 
    you can (it should take about ten seconds).  Good luck!
    Believe it or not, those are all the action trials, covered in full.  
    Now, let’s move onto the even easier emblems – the sub games!
    ===========================Sub Game Emblems*===========================
    You may’ve noticed that there are many mini-games in Sonic Adventure DX 
    Director’s Cut.  Well, the other type of trial comes from sub games, 
    and there much easier in general, but also hard in places.  Here, I 
    shall guide you through them.  Note that while many characters can play 
    sub games (all can play Twinkle Circuit, for example), the emblem you 
    get from them only counts once.  Therefore, I have alphabetized the sub 
    games below, listed which characters can play it, and thus reduced 
    repetition.  Remember, even if Sonic AND Tails beat Sky Chase Act 1, 
    you only get the emblem once.
                                |    Boss    |
    Characters: Sonic, Tails, Knuckles, Amy, Big, Gamma
    This is the only universal sub game other than Twinkle Circuit.  It’s 
    basically a Boss Rush Mode.  You play against all the bosses of a 
    character in order, and the time you got on one is added to the next.  
    Your goal is to beat all the bosses in a collectively low time.  There 
    are records for each character to beat, but doing so doesn’t get you an 
    emblem.  This is just a “fun” little mini-game, and the only way to 
    replay bosses like the Egg Hornet or Chaos 2.
                           |    Hedgehog Hammer    |
    Characters: Amy
    In Amy’s storyline, she must play Hedgehog Hammer to reach the main 
    room of Egg Carrier Hall and get the Warrior Feather upgrade.  She must 
    use the Piko Piko/Long Hammer to hit Sonic dolls in a Whack-a-Mole 
    imitator to earn points.  Blue Sonic dolls are worth 100 points when 
    hit.  Gold Sonic dolls are worth 500.  But hitting Dr. Robotnik dolls 
    costs you 200 points apiece.  Good luck...
                                   EMBLEM 1
    You just have to beat the high score, whatever that may be.  It’s 
    probably what you got in Adventure mode (somewhere above 2000).  Stay 
    cool, consider what you hit before you attack, and go for Super Sonic 
    dolls the most.  Don’t stand in the center and try to hit the dolls; 
    it’ll slow you down slightly and hit any doll directly behind you, 
    which could be a Robotnik doll.  This shouldn’t be too difficult.
                                   EMBLEM 2
    Now you have to beat your score in Emblem 1.  Use the same strategies 
    as before, just be better, and the emblem is yours.
                               |    Icecap    |
    Characters: Sonic, Tails
    You can board down the slopes, just like in Tails’s mission and in the 
    latter half of Sonic’s.  You can’t win an emblem in this, but it’s a 
    fun little mini-game.  Earn points by passing through multiple gates in 
    sequence.  If they included this, though, why not the Casinopolis games?
                              |    Sand Hill    |
    Characters: Sonic, Tails
    Same story as Icecap, only you do get emblems for this!  You are 
    snowboarding down a desert path amongst many red posts, called gates, 
    and passing through many gates in a row (you can skip some, but there’s 
    a time limit between each one) earns points.  The level, which is 
    filled with ruins and snake statues, was probably once territory of the 
    ancient tribe we often see in the Adventure mode.  Note that the Sonic 
    and Tails versions are different, and that Sonic’s is probably easier.
                                   EMBLEM 1
    You just have to get to the end of the level.  Yeah, it’s quite easy.  
    There are pretty much no ways to lose...  Just don’t get stuck by a 
    wall or something.
                                   EMBLEM 2
    Note: Even though Sonic and Tails play different versions of this level, 
    the emblems one gets still count for the other.
    Ooh, now we have to beat a score of 10,000.  It’s considerably tough.  
    Even when you see a gate you think you can make it to, stupid pillars 
    rise from the sand and block you, blowing you off course.  Luckily, you 
    get bonus points for making a good time, which makes even a mediocre 
    run pretty good.  In Sonic’s version, once you get out into the open 
    area where all the cacti are, go to the far right.  There’s a long 
    sequence of gates down a separate path that’s pretty useful (if you do 
    it right, you can get around 40 that way).  Just jump before speed 
    boosters; they tend to mess you up.  In Tails’s version, just avoid 
    speed boosts where you can.
                           |    Sky Chase Act 1    |
    Characters: Sonic, Tails
    Sky Chase is a throwback to the second-to-last zone of Sonic the 
    Hedgehog 2, which was also named Sky Chase.  We have a very similar 
    situation to the first.  That is, we are in the Tornado (Sonic’s plane, 
    apparently, but Tails keeps it in his house and built it...) trying to 
    board the Egg Carrier.  We have to shoot down missiles and enemy 
    fighters for points while surviving ourselves.  It’s pretty easy.  
    Shoot with A/B/X and move with the control stick.  You can also lock 
    onto enemies by holding the fire button and moving the crosshairs over 
    them.  Simple, no?
                                   EMBLEM 1
    You’ll get this by playing Sky Chase Act 1 in the storyline of Sonic or 
    Tails.  You just have to survive to the end (even though, as far as 
    storylines go, the Tornado doesn’t survive, you know what I mean).
                                   EMBLEM 2
    WHY!?!  You have to beat a score of 8000 to get this emblem!  Yep, it’s 
    pretty difficult.  Basically, you need to destroy everything, and in 
    clusters.  Missiles are easy to hit and are a good source of points, 
    but the fighters should provide you with many points and are harder to 
    hit.  If you do lock onto them, make sure to fire before they fly off 
    the screen.  Also, there are many cannons that you can fire (the ones 
    that launch missiles).  Remember: locking onto multiple things 
    increases the points you get from them.  And have fun with it.  Once 
    you’ve mastered clustering targets together, it’ll be only moderately 
                           |    Sky Chase Act 2    |
    Characters: Sonic, Tails
    Sonic and Tails, united at Red Mountain, are making a second attempt at 
    boarding the Egg Carrier.  Just like in Sonic the Hedgehog 2, the 
    second act is harder than the first.  It’s just the proliferation of 
    enemies.  Note that we’re fighting in the Tornado 2, built by Tails and 
    powered by a Chaos Emerald, and that midway through the battle, the 
    Tornado 2 transforms into a more compact version of itself.
                                   EMBLEM 1
    You just have to get to the end of the level and defeat the breaker 
    beam cannon (the “boss” of the sub game).  It should be easy, and 
    you’ll already have it, considering that you have to beat Sonic or 
    Tails’s storyline to even be playing sub game trials.
                                   EMBLEM 2
    Did you think 8,000 points in Act 1 was hard?  Well now it’s 20,000!  
    That’s a whole lot of points to collect, I know, but there are many 
    more enemies and many more possibilities for huge groups of enemies 
    under the targeting system (hold B/X/A).  I’d actually say this is 
    easier than Act 1’s second trial.  The last part of the level is the 
    best for collection of points (you can double your score there), and 
    the boss also provides many points.  If you don’t have enough points at 
    the end of the level to get the emblem, simply don’t break the Breaker 
    Beam’s cannon.  Just sit there, targeting missiles, until you 
    eventually win.  Damaging the cannon also earns you points.  But don’t 
    stay out there too long; the breaker beam can kill you.
                           |    Twinkle Circuit    |
    Characters: Sonic, Tails, Knuckles, Amy, Big, Gamma
    Ah, Twinkle Circuit.  It’s accessible in Adventure mode from outside 
    Twinkle Park’s entrance, but anyone can play.  Here, we’re in a 
    racetrack, like Sonic Drift (Sonic-themed racing game for the Sega Game 
    Gear).  The controls are pretty simple.  A is accelerate, B/X brakes, 
    and the control stick moves you around.  Collecting rings makes you 
    accelerate faster, but hitting walls slows you down.  The number of 
    rings you have is displayed on the back of your car.  Twinkle Circuit 
    is home to two very easily-collected emblems.  Let’s review!
                                   EMBLEM 1
    This time, use no strategy.  All strategies will be discussed in Emblem 
    2’s guide.  You’ll see why once you learn what the goal of Emblem 2.  
    You’ll probably beat the record time of 5:00:00 this go-around, and 
    that’s incredibly easy to do.  Seriously, you’d have to actually try to 
    get such a bad time.  But, beating that time is not required; you just 
    have to race through the track, going slow and steady, until you’ve 
    made three laps.
                                   EMBLEM 2
    Since you undoubtedly beat the 5:00:00 time limit in Emblem 1, your 
    goal this time is to beat whatever your previous time was (the record 
    time).  That should be easy to do if you deploy a few new strategies.  
    First, always go for speed boosters.  Second, hold forward on the 
    control stick (most of the time; don’t try it in tight turns or curvy 
    areas).  Third, the most important thing to do is let go of A as you 
    are making a turn.  If you do, you’ll lose a bit of speed as you turn, 
    but it’s easy to recover.  If you don’t take my advice, you’ll end up 
    hitting walls, and that just kills your speed.  Lastly, memorize where 
    rings are in your first lap and collect them in the second and third.  
    That should be enough to beat your first time, unless you somehow got 
    some brilliant and unbeatable record when you got Emblem 1...
    And that covers all the 10 emblems connected to sub games.  Let’s get 
    on with the show!
    =======================Adventure Field Emblems*========================
    Scattered throughout the three Adventure Fields – Station Square, 
    Mystic Ruins, and the Egg Carrier – are emblems.  They’re real easy to 
    find, but I decided to cover them here anyways.  Here’s a guide to all 
    twelve of them.
    #) Adventure Field
    Recommend Character: 
    Above is the setup, below are the actual entries.  Let’s-a go!
    1) Station Square
    Recommend Character: Sonic
    Notes: Any character can get this, really, but let’s just say Sonic.  
    Locate the Burger Shop in the City Hall area and step inside.  Lo and 
    behold, an emblem!
    2) Station Square
    Recommend Character: Tails
    Notes: Go to SS Central Station.  Once inside, look above the main 
    entrance (not the Casino one) to find an emblem in an alcove there.  
    Simply fly up to it.  Note that other characters can reach it by 
    walking along the ledge against the wall.
    3) Station Square
    Recommend Character: Tails
    Notes: Go to the City Hall area (the building with the red door that 
    leads to Speed Highway in Knuckles’s storyline).  as Tails and tails 
    attack the weeds until eventually you find an emblem.  It is not 
    clearly visible, and you’ll probably have to get it a few tries.
    4) Station Square
    Recommend Character: Tails
    Notes: Go to the alley you find the Ice Stone in by the entrance of 
    Casinopolis.  Fly straight up there and you’ll hit an emblem.
    5) Mystic Ruins
    Recommend Character: Tails
    Notes: Head over to Tails’s Work Shop and stand on the roof.  Look 
    opposite the runway that the Tornado takes off on and you’ll see an 
    emblem on a ledge in the distance.  Fly to it (Knuckles can glide to it) 
    to claim your prize.
    6) Mystic Ruins
    Recommend Character: Sonic
    Notes: Again, any character can get this.  This particular emblem is 
    Jungle-bound.  Follow a path leading right from the entrance to find an 
    emblem real early on.  It’s quite close to the wall, on which is the 
    Fighting Gloves upgrade for Knuckles.
    7) Mystic Ruins
    Recommend Character: Tails
    Notes: Behind Big’s House in the Jungle is a hollow tree; use Tails to 
    fly onto a branch.  Fly again and in through the top to find the emblem 
    inside.  Knuckles can also climb the nearby wall and glide in.
    8) Mystic Ruins
    Recommend Character: Knuckles
    Notes: I suppose Tails could also get this, but it’d be difficult.  Get 
    onto the wooden bridge in Angel Island and walk up to the Master 
    Emerald’s shrine.  Don’t step onto the ground, though; stay on the wood.  
    Look left (toward the entrance to the tunnel you came into the Angel 
    Island area by) and start gliding in that direction.  Soon, an emblem 
    should become visible; glide into it to take it.
    9) Egg Carrier
    Recommend Character: Sonic
    Notes: The ship’s wings need to be out (pull them in or push them out 
    in the Captain’s Room).  From the Captain’s Room, look to the left 
    (while facing the CR door) to see a cannon.  Walk up to it to lift the 
    lid; hop in and be shot out.  Now walk off the building here to fall to 
    a door that is locked.  Fall to the left of it to find an open but 
    secret door leading to a place on the map marked “Private Room.”  It’s 
    Eggman’s room!  If you hit a switch here, a bed falls out, thus 
    revealing an emblem on the wall.  In case you were wondering, the room 
    connected to the Private Room is the one we used the light dash in to 
    reach Captain’s Room in Adventure mode.  Also in case you were 
    wondering, the locked room (which Tails can enter) is a throne room, I 
    guess.  But with the slot machines, the little rocket toy, and the 
    rocking chairs, I’d almost say it was designed with a baby in mind...
    10) Egg Carrier
    Recommend Character: Sonic
    Notes: Go to the arena where you (plus just about every other character) 
    and Chaos 6 fought each other.  This needs to be in the mode in which 
    the wings are out (see # 9 for details on changing them).  Around it 
    are cannons.  When you walk up to them, the yellow hatches atop them 
    rise up.  Jump inside to be launched across the arena.  At these speeds, 
    you can crash into boxes, thus breaking them open and revealing their 
    contents.  One is an emblem.
    11) Egg Carrier
    Recommend Character: Tails
    Notes: Go to the Pool room in either form of the Egg Carrier.  If you 
    fly up, you can find a diving board, six 10-ring capsules, and an 
    emblem.  Ka-ching!
    12) Egg Carrier
    Recommend Character: Tails
    Notes: It should be wings-out mode (change the wing positions from the 
    Captain’s Room).  Fly atop the spinning yellow disk on the deck to find 
    an emblem.  Man, that yellow disk would’ve been a great spot for a boss 
    battle...  Note that though you can reach this disk in wings-in mode, 
    the emblem is only there when they’re out.
    Well you learn something new every day!  Now that we’ve added 12 more 
    emblems to our total, let’s tally up the emblems, shall we?
    ===========================Emblem Checklist*===========================
    There are 130 emblems to be found in Sonic Adventure DX.  What are 
    they used for?  Well, I guess I’ll let the secret out.  When you 
    collect a specified number of emblems, you unlock something secret.  
    That’s as far as I’ll go here, although I will actually let you in 
    on things in the “Secrets” section.  Here, we’re going to discuss 
    (list, really) exactly how the emblems are dispersed throughout the 
    This section is designed to be printed out for your use.  If you need 
    to, copy and paste it into a text editor (like Microsoft Word, for 
    example) and print it.  You could also increase the text size or the 
    font (we are required to write 10-size font for GameFaqs, and you may 
    want to increase the size so that it prints larger).  You don’t have to 
    print it; you can also see this by going into Trial and then Emblem 
    Results on the main menu, but it’s nice for places like Adventure Field 
    to be able to tell which you’ve done.  Anyways, the brackets ([__]) are 
    for placing checkmarks in.
    -Sonic Action Stages-
    [__] 1) Emerald Coast C
    [__] 2) Emerald Coast B
    [__] 3) Emerald Coast A
    [__] 4) Windy Valley C
    [__] 5) Windy Valley B
    [__] 6) Windy Valley A
    [__] 7) Casinopolis C
    [__] 8) Casinopolis B
    [__] 9) Casinopolis A
    [__] 10) Icecap C
    [__] 11) Icecap B
    [__] 12) Icecap A
    [__] 13) Twinkle Park C
    [__] 14) Twinkle Park B
    [__] 15) Twinkle Park A
    [__] 16) Speed Highway C
    [__] 17) Speed Highway B
    [__] 18) Speed Highway A
    [__] 19) Red Mountain C
    [__] 20) Red Mountain B
    [__] 21) Red Mountain A
    [__] 22) Sky Deck C
    [__] 23) Sky Deck B
    [__] 24) Sky Deck A
    [__] 25) Lost World C
    [__] 26) Lost World B
    [__] 27) Lost World A
    [__] 28) Final Egg C
    [__] 29) Final Egg B
    [__] 30) Final Egg A
    -Tails Action Stages-
    [__] 31) Windy Valley C
    [__] 32) Windy Valley B
    [__] 33) Windy Valley A
    [__] 34) Casinopolis C
    [__] 35) Casinopolis B
    [__] 36) Casinopolis A
    [__] 37) Icecap C
    [__] 38) Icecap B
    [__] 39) Icecap A
    [__] 40) Sky Deck C
    [__] 41) Sky Deck B
    [__] 42) Sky Deck A
    [__] 43) Speed Highway C
    [__] 44) Speed Highway B
    [__] 45) Speed Highway A
    -Knuckles Action Stages-
    [__] 46) Speed Highway C
    [__] 47) Speed Highway B
    [__] 48) Speed Highway A
    [__] 49) Casinopolis C
    [__] 50) Casinopolis B
    [__] 51) Casinopolis A
    [__] 52) Red Mountain C
    [__] 53) Red Mountain B
    [__] 54) Red Mountain A
    [__] 55) Lost World C
    [__] 56) Lost World B
    [__] 57) Lost World A
    [__] 58) Sky Deck C
    [__] 59) Sky Deck B
    [__] 60) Sky Deck A
    -Amy Action Stages-
    [__] 61) Twinkle Park C
    [__] 62) Twinkle Park B
    [__] 63) Twinkle Park A
    [__] 64) Hot Shelter C
    [__] 65) Hot Shelter B
    [__] 66) Hot Shelter A
    [__] 67) Final Egg C
    [__] 68) Final Egg B
    [__] 69) Final Egg A
    -E-102 Action Stages-
    [__] 70) Final Egg C
    [__] 71) Final Egg B
    [__] 72) Final Egg A
    [__] 73) Emerald Coast C
    [__] 74) Emerald Coast B
    [__] 75) Emerald Coast A
    [__] 76) Windy Valley C
    [__] 77) Windy Valley B
    [__] 78) Windy Valley A
    [__] 79) Red Mountain C
    [__] 80) Red Mountain B
    [__] 81) Red Mountain A
    [__] 82) Hot Shelter C
    [__] 83) Hot Shelter B
    [__] 84) Hot Shelter A
    -Big Action Stages-
    [__] 85) Twinkle Park C
    [__] 86) Twinkle Park B
    [__] 87) Twinkle Park A
    [__] 88) Icecap C
    [__] 89) Icecap B
    [__] 90) Icecap A
    [__] 91) Emerald Coast C
    [__] 92) Emerald Coast B
    [__] 93) Emerald Coast A
    [__] 94) Hot Shelter C
    [__] 95) Hot Shelter B
    [__] 96) Hot Shelter A
    -Adventure Field-
    [__] 97) Station Square - Burger Shop
    [__] 98) Station Square – SS Central Station
    [__] 99) Station Square – City Hall
    [__] 100) Station Square – Ice Stone Alley
    [__] 101) Mystic Ruins – Work Shop Ledge
    [__] 102) Mystic Ruins – Jungle Path
    [__] 103) Mystic Ruins – Hollow Tree
    [__] 104) Mystic Ruins – Angel Island Air
    [__] 105) Egg Carrier – Private Room
    [__] 106) Egg Carrier – Arena Boxes
    [__] 107) Egg Carrier – Pool Room
    [__] 108) Egg Carrier – Spinning Disk
    -Mini Game-
    [__] 109) Hedgehog Hammer B
    [__] 110) Hedgehog Hammer A
    [__] 111) Sand Hill B
    [__] 112) Sand Hill A
    [__] 113) Sky Chase Act 1 B
    [__] 114) Sky Chase Act 2 A
    [__] 115) Sky Chase Act 2 B
    [__] 116) Sky Chase Act 2 A
    [__] 117) Twinkle Circuit B
    [__] 118) Twinkle Circuit A
    -Chao Race-
    [__] 119) 
    [__] 120) 
    [__] 121) 
    [__] 122) 
    [__] 123) 
    [__] 124) Sonic Story Ending
    [__] 125) Tails Story Ending
    [__] 126) Knuckles Story Ending
    [__] 127) Amy Story Ending
    [__] 128) E-102 Story Ending
    [__] 129) Big Story Ending
    [__] 130) Super Sonic Story Ending
    Well, there you have it!  Note that Chao Races are covered in the 
    section entitled “Chao Guide.”  Hope that helps, and happy hunting!
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 4*-----------------------------||
     \                                                                   /
    ==========================Character Upgrades*==========================
    One thing that Sonic Adventure introduced to the Sonic scene was 
    upgrades.  When you find an item enveloped in green light, chances are 
    it’s an upgrade.  When you touch them, your character gets that item, 
    which helps them do something better or do something new.  Each non-
    secret character has some (surprisingly, Big has the most).  And 
    although most are required to advance in the storyline, some are 
    completely optional, which is why this section is necessary.  That in 
    mind, let’s get on with it!
    There we go...  That was the layout, and up next is the list.  Don’t 
    get too excited, now.
                                Sonic Upgrades
    Upgrade: Light Speed Shoes
    Obtain: These shoes are cleverly hidden in the sewers.  Once you fall 
    through the manhole, you can’t miss ‘em.
    Function: The Light Dash has become Sonic’s latest and greatest move in 
    recent 3-D hedgehog outings, and it has its roots here.  Although it 
    takes longer to use than, say, its SA2 counterpart, it’s a nifty little 
    item all the same.  When you hold B/X down long enough, Sonic will 
    stand up from his spin dash with a blue aura surrounding him.  If you 
    are by a trail of rings, release B/X to fly at the rings and dash 
    through them like a line.  They’re needed several times during Sonic’s 
    Upgrade: Crystal Ring
    Obtain: Amble on over to the Hotel once you’ve gotten the Light Speed 
    Shoes.  Ascend up the stairs and hit the switch to make a trail of 
    rings appear.  Step onto the other switch (stay on it) and charge up 
    your light speed dash.  Release to cross the rings to an alcove 
    containing this piece of functional jewelry.
    Function: This halves the time it takes to charge up the light speed 
    dash.  Yeah, it’s pretty superfluous, but still a nice accessory.  
    Sonic needs to wear SOMETHING other than shoes, right?
    Upgrade: Ancient Light
    Obtain: It’s on a large rock in the Angel Island region of Mystic Ruins, 
    between the entrance to Red Mountain and the Mystic Emerald shrine’s 
    Function: This rarely used upgrade lets you use the Light Speed Attack.  
    In other words, charge power with a spin dash and then release B/X by 
    an enemy.  Sonic will do an attack at the speed light (that we can’t 
    really see; feel free to create theories about how Sonic annihilates 
    them) that makes enemies explode.  It’s needed to enter Red Mountain, 
    and players bent on getting their money’s worth on this item may want 
    to use it some more, too.
                                Tails Upgrades
    Upgrade: Jet Anklet
    Obtain: You’ll find these in the sewers (you must fly through a hole to 
    reach it) behind Twinkle Park.
    Function: Now you can fly faster than before.  Therefore you can fly 
    higher than before because you go at a faster rate for the same length 
    of time.  Everyone wins!
    Upgrade: Rhythm Badge
    Obtain: This is found in the ancient civilization you sometimes 
    flashback to.  It’ll take a bit of searching, but you’ll find it hidden 
    in plain sight sooner or later.
    Function: Now you can hold B/X to do a continuous Tails Attacks.  It’s 
    nice when you’re cutting down weeds, and it can be used to plow through 
    enemies, but that rarely needs to happen.
                               Knuckles Upgrades
    Upgrade: Shovel Claws
    Obtain: You’ll find them in East Cave near Tails’s Work Shop.  Once you 
    find them, you have to use them to leave the cave.  I know you could 
    use the extra practice.
    Function: Now you can dig by pressing A and B/X simultaneously.  In 
    levels beyond that, emerald fragments may be buried underground, and 
    this will be necessary.
    Upgrade: Fighting Gloves
    Obtain: Climb the walls in the Jungle and you’ll find a ledge over 
    Big’s House (in the area, at least).  On that ledge is this upgrade.
    Function: If you hold B/X for a while, this move charges up.  Release 
    it to inflict major damage on nearby enemies (fatal in most cases, but 
    not for bosses and the like).  It’s needed to enter Red Mountain, but 
    not much afterwards.
                                 Amy Upgrades
    Upgrade: Warrior Feather
    Obtain: The first time you beat Hedgehog Hammer aboard the Egg Carrier, 
    you win this.
    Function: You can now hold B/X to perform the Spin Hammer Attack.  You 
    just spin the hammer around in place.  Yes, I agree, it’s not that 
    Upgrade: Long Hammer
    Obtain: After you’ve gotten the Warrior Feather, beat a score of 3,000 
    in Hedgehog Hammer.
    Function: A green, all-business hammer, the Long Hammer looks much more 
    menacing than the Piko Piko Hammer does (but still pretty cutesy).  The 
    handle is longer, providing more range.  I guess it does somewhat 
    improve the Spin Hammer Attack.
                                 Big Upgrades
    Upgrade: Life Belt
    Obtain: It’s right by the pool of frigid waters preceding the ladder 
    that leads up into Icecap.  You can’t miss it if you tried.
    Function: Now Big floats on water... which actually is pretty helpful.  
    Not only can he cross large bodies of water, but he can also fish, up-
    close and personal.  Press A to dive down to the bottom of the pool of 
    water, and release it to float back up.
    Upgrade: Power Rod
    Obtain: When you get a chance to visit Mystic Ruins, visit Big’s House 
    in the Jungle.  Ooh, and be sure to lift Big’s bed up to find this 
    little number.
    Function: The Power Rod has a longer line than the previous fishing rod 
    did, letting you fish for things from a greater distance.  It’s handy 
    every now and then (Big’s final boss battle comes to mind...).
    Upgrade: Lure Power-up (1)
    Obtain: There are four of these.  For the first, swim into the water 
    behind Twinkle Park’s entrance.  Continue down until you find this.
    Function: You can now catch bigger fish.  I highly recommend collecting 
    all four lures before attempting Big’s action stage trials.
    Upgrade: Lure Power-up (2)
    Obtain: This is the only in-level upgrade in the game.  You’ll find it 
    in Icecap.  From the start, walk over to the spring.  Bounce on it and 
    follow the narrow path you land on up, going right of the spikes you 
    see ahead.  Now jump down to the lower platforms so that you land left 
    of the wall of spikes.  From there, it’s a simple matter of hopping 
    onto the spring and landing on a new ledge.  Follow the trail up to a 
    third spring; let it bounce you to a pool of water.  Get in, press A to 
    dive, and walk through the tunnel in the wall.  Follow it into open 
    waters; bounce out of them utilizing the spring on the wall.  Hop up 
    the next two platforms, run down the bridge, and stop when you reach 
    some frozen ice.  Lift the icy boulder there with B/X and drop it onto 
    the darker blue ice.  Sink down in the water you have accessed and 
    you’ll find the upgrade amidst the bones of dinosaurs.  Take it, an 
    improved lure.
    Function: Once again, this lets you catch bigger fish.  It is pretty 
    much a requirement for Big’s action stage trials.
    Upgrade: Lure Power-up (3)
    Obtain: This is hidden in the Jungle near Big’s House.  On the map, you 
    should see a small circular structure branching off the main path.  
    There are two; one to the west by the Ancient ruins, and one to the 
    east near Big’s House.  Enter the eastern one (it’ll take a bit of 
    exploring to find the entrance; use the map) and this upgrade will be 
    yours for the taking.
    Function: Now Big can catch even bigger fish!  Huzzah!  These lures are 
    instrumental in collecting the emblems in Big’s action stage trials.
    Upgrade: Lure Power-up (4)
    Obtain: Board the Egg Carrier.  Go to Egg Carrier Hall via Elevatore 
    and look right of the entrance to Hot Shelter.  See the switch?  Jump 
    onto it to open the door.  Then head through it, plus the Hedgehog 
    Hammer room, to reach Prison Hall.  The first cell you see contains the 
    upgrade.  Just jump on that switch to lower the bars and it’s yours.
    Function: Big will now be able to catch even bigger fish than before 
    thanks to his new lure.  I suggest you collect all four of these lures 
    before trying your luck at Big’s action stage trials.
                             E-102 Gamma Upgrades
    Upgrade: Jet Booster
    Obtain: Right before Gamma and Sonic lock horns on the Deck of the Egg 
    Carrier, Dr. Robotnik orders you to find this in the Arsenal.  Go to 
    Egg Carrier Hall, climb the stairs to the “second floor,” and open the 
    Arsenal door.  The upgrade’s a few feet below you.
    Function: This extremely useful but underused upgrade lets Gamma slowly 
    descend to the ground (thus increasing his jump range).  Use it by 
    pressing A in the air.  It’s so good that, like other upgrades, they 
    included it in SA2 not once but TWICE!
    Upgrade: Laser Blaster
    Obtain: After the Egg Carrier crashes and you get on to go to Hot 
    Shelter, check out the Water Tank (now open).  You’ll find this inside, 
    just waiting for somebody to pick it up.
    Function: The description the light gives us isn’t too clear, but this 
    upgrade gives your blaster more power.  That is, if you defeat one 
    enemy and there’s another one right by it, it’ll destroy that one, too.
    There!  Now your life is enriched.  Moving on, I’d say it’s high time 
    we went on pointless quests... and I’m not talking about Adventure Mode, 
    either!  Oh, zing!
    =============================Mission Mode*=============================
    Added to the GCN version of Sonic Adventure are 60 missions for you to 
    complete.  You unlock them after beating that character’s action stages 
    in Adventure mode.  They ask you to do fairly random things, some in 
    action stages, and there doesn’t seem to be any reward.  But, there is, 
    and it’s good.  For every 20 missions you complete successfully, you 
    earn a secret (see “Secrets” for details).  You can see which ones 
    you’ve completed by selecting “Mission” on the Pause menu when in 
    Mission Mode.  In this section, I will guide through all 60 of the 
    missions (organized by the character that completes them) so that you 
    can get all three of the very nice rewards.
    Mission #) “Game’s Mission Description”
    Card Location: 
    Above is the setup, and below is the list.  They are organized by the 
    character that completes them (in the order of Sonic, Tails, Knuckles, 
    Amy, Big, and Gamma).  Don’t let this be a Mission Impossible!  Oh, how 
    punny was that...
    Note: You can search through this rather long section by searching for 
    “Sonic Missions,” “Tails Missions,” “Knuckles Missions,” “Amy Missions” 
    “Big Missions” and “Gamma Missions” using CTRL and F.  You can also use 
    CTRL and F to search for “Mission #” (obviously, fill in the “#” with 
    the number of the mission) to look for a specific one.
                                Sonic Missions
    Mission 1) “Bring the man who is standing in front of the hamburger 
    Card Location: You’ll find the first mission card just outside SS 
    Central Station.
    Completion: From where you pick up the card, head over to the City Hall 
    region of Station Square.  Near the CH is the Burger Shop, and standing 
    right in front of it is a statue of a man welcoming you in.  Pick him 
    up (B/X) and carry it back to SS Central Square where the mission began.  
    Set the statue there to get a mission complete.  Congrats!
    Mission 2) “Get the balloon in the skies of Mystic Ruins!”
    Card Location: Take the train to Mystic Ruins.  Left a bit from where 
    you exit the train (at the top of the steps) is the card.
    Completion: You may notice that a bunch of Spinners have appeared by 
    the Waterfall with a balloon with them.  Home attack up the ranks and 
    then burst that bubble, err, balloon, to clear the mission.
    Mission 3) “Collect 100 rings, and go to Sonic’s billboard by the 
    Card Location: On the steps of the Pool outside of the Hotel, the card 
    waits for one brave enough to take on its challenge...
    Completion: Suddenly Sonic has an advertisement sign by the pool.  
    Collecting 100 rings is pretty easy; go to the Casino area and hit the 
    switch.  Light dash up the rings and repeat as necessary.  It’s a lot 
    easier than using the Hotel light dash rings (it’s the best way to 
    collect the rings, hands down).  After 12 dash cycles (there are 9 
    rings in the line), return to the Pool and hang by the billboard.  And 
    that’s a wrap.
    Mission 9) “Get the balloon floating behind the waterfall at the 
    emerald sea.”
    Card Location: Check behind the elevator that leads up to Twinkle Park 
    and Twinkle Circuit.  Expect to find this.
    Completion: Go to Emerald Coast (Stage 1).  After you pass the 
    lighthouse and enter the second half of the stage (right before you run 
    on the wall to take a shortcut), you’ll notice a waterfall right of the 
    main path.  A Spinner is now there, and a balloon is also in the 
    vicinity.  Home attack the Spinner and home attack again to find a line 
    of them behind the falls.  Continue home attacking until you’re bounced 
    by a spring to the balloon.
    Mission 11) “Destroy the windmill and proceed.  Find the balloon in 
    Card Location: In the Waterfall area, opposite the Waterfall, there is 
    a stream that runs into the ocean.  Right before it begins, submerged 
    underwater, is this card.
    Completion: Play Stage 2, Windy Valley.  Go forward from the beginning 
    to see a 10-ring capsule.  Home attack it and then home attack up the 
    windmill objects floating in air.  At the fork in the windmills, home 
    right.  You’ll soon reach the balloon (you’ll pop it and fall to your 
    death, but at least you cleared the mission).
    Mission 13) “I can’t take a shower like this!  Do something!”
    Card Location: Try the Casino area, right by the Casino Ken sign.  The 
    card is to the right of it, on the sidewalk.
    Completion: Once you’ve entered Casinopolis (Stage 3), go to the 
    showers.  You’ll find it buzzing with the sound of fan blades spinning.  
    You must make the showers usable once again by destroying all the 
    Spinners in the shower stalls.  So, this must mean that Eggman makes 
    his robots water-proof...
    Mission 15) “My medallions got swept away by the tornado!  Somebody 
    help me get them back!”
    Card Location: I’ve got to give Sonic Team some credit; the card is 
    hidden well.  In Mystic Ruins, take the stairs down to the ground and 
    look left of the Station.  There’s a fence blocking off the cliff’s 
    edge.  Beyond the fence is this card, just left of the Station (if 
    facing it from the north).
    Completion: Play through Windy Valley (Stage 2) until you reach the 
    tornado part.  There are five medallions inside.  The first is behind 
    the first spring, the second is on the grated path in the second tier 
    of the tornado, the third is before the platforms you jump on, the 
    fourth is beyond the checkpoint, and the fifth is on the final stretch 
    of land before the spring that leads out of the tornado.  By the way, 
    if you look at the medallions, they look just like the Sonic tokens 
    from Casinopolis.
    Mission 17) “Aim and shoot all the medallions with a Sonic Ball.”
    Card Location: This card is found in the shop outside City Hall (the 
    one that connects with the sewers).
    Completion: Our destination?  Stage 3, Casinopolis, of course!  Once 
    there, play Sonic Slot & Pinball (not the NiGHTS-themed one).  Inside 
    are five medallions that you need to hit the pinball (Sonic Ball) into.  
    When you have accomplished this, you clear the mission.
    Mission 20) “Get all the medallions within the time limit!  It’s really 
    slippery, so be careful!”
    Card Location: You’ll find this one in the water in Ice Cave (outside 
    the entrance to Icecap) in the Mystic Ruins – Angel Island area.
    Completion: Go to Icecap, Stage 4.  After the first checkpoint (you’re 
    now inside the huge vertical chamber), fall down to the path against 
    the wall you’d normally take to find a switch.  Press it and a 1:00:00 
    countdown begins.  In the next sixty seconds, you need to collect 13 
    medallions.  The first seven are on the first set of icicles you come 
    to in that cave.  The last six are on the second set of icicles.  A 
    minute is plenty of time to clear this mission.
    Mission 23) “Go around the wooden horse and collect 10 balloons!”
    Card Location: Look in the corner of the room that acts as the entrance 
    to Twinkle Circuit and Twinkle Park.
    Completion: To complete the mission, play Twinkle Park (Stage 5).  Get 
    up to the merry-go-round.  There are ten balloons there that you must 
    collect (despite the spiky balls spinning around).  When you’ve got a 
    10/10, consider it a job well done.
    Mission 27) “Collect 100 rings and head to the heliport!”
    Card Location: This particular card is inside the Burger Shop in the 
    City Hall region of Station Square.
    Completion: Collect 100 rings in Speed Highway, Stage 6, first.  Do 
    this before you take the helicopter.  This is easy if you take the low 
    path (don’t take the shortcut you reach by running on the side of the 
    building).  Step in the circle beneath the helicopter and the mission 
    is cleared.
    Mission 28) “During the morning traffic, use the fountain to get the 
    Card Location: Make sure you check the ledge above the Hotel entrance.  
    To reach it, jump on a car and ride it to the Hotel parking area, 
    jumping before you enter the tunnel to reach the ledge.
    Completion: Get to the near end of Stage 6, Speed Highway.  Jump into 
    the fountain at the end and hold the control stick to the upper-right 
    so that you bounce on a spring and go through a balloon.  It may take a 
    few times to position yourself correctly, but you’ll get it eventually.
    Mission 30) “A fugitive have escaped from the jail of burning hell!  
    Find the fugitive!”
    Card Location: Go to the Ancient Ruins in the Jungle of the Mystic 
    Ruins.  Opposite the entrance to Lost World (on the other side of the 
    pyramid) is a card between the two altars that Knux has to place 
    statues in during his Adventure.
    Completion: Well into Red Mountain, Stage 7, you’ll find a few Spinners 
    have been introduced to a room in the volcano area.  They’re by a 
    series of collapsing bridges.  Home attack up them to find the 
    “fugitive,” which looks nothing like a criminal to me.  So that 
    explains what those weirdoes dancing behind bars in Red Mountain are...
    Mission 33) “Shoot yourself out of the cannon and get the balloon!”
    Card Location: Go to the Pool to find the card at the bottom of the 
    steps leading into it.
    Completion: Assuming the Egg Carrier is in wings-in mode, exit the Pool 
    and shoot yourself from either cannon by the building.  You’ll pass 
    straight through a balloon.
    Mission 34) “Can you get the balloon that is hidden on the ship’s 
    Card Location: You’ll find this on a catwalk connecting the deck with 
    the arena that Sonic (plus others) fight Chaos 6 (plus others) on.
    Completion: You’ll find a spring over those catwalks.  Find the one 
    over the catwalk you found the objective card on and it’ll spring you 
    to a trail of rings leading to the balloon.  Land and go back to the 
    spring.  Charge up a light speed dash, but don’t release B/X yet.  
    Bounce on the spring, still holding B/X, and release when you get up to 
    the trail of rings.  You’ll go straight through the balloon, thus 
    completing the mission.
    Mission 36) “Fighter aircraft are flying everywhere.  Somebody get me 
    out of here!”
    Card Location: Ride the Elevatore to Egg Carrier Hall.  Above and 
    between the door leading to Hot Shelter and E-101 Beta’s room is a 
    laminated card.
    Completion: Go to Sky Deck from the Bridge part of the Egg Carrier when 
    it’s in wings-out mode (from wings-in mode, change the mode from the 
    Captain’s Room.  Then go to Egg Carrier Hall and ride the monorail to 
    the Bridge).  Once there, enter Sky Deck (Stage 8).  After you’ve 
    destroyed the first cannon, you’ll reach a part of the level 
    susceptible to the wind.  At the very beginning (right after a 
    checkpoint) is a statue of a man (the Burger Shop guy, yes, only less 
    friendly now).  Pick him up and take him to the next checkpoint.  
    There’s a circle a little ways before that; set him on it.  Mission 
    Mission 40) “What is hidden in the area that the giant snake is staring 
    Card Location: Hey, let’s pay a visit to Tails’s Work Shop!  Look 
    inside to discover... Mission 40.
    Completion: Enter Lost World, Stage 9.  Get to the waterlogged room 
    that the giant snake statue swims around in.  Get through it until the 
    water is at its highest elevation.  Make sure you don’t have a magnetic 
    Shield, either.  Ride the snake around and charge up a spin dash.  Hold 
    B/X until you see a trail of rings, and then release to light speed 
    dash through them.  You’ll bounce straight into a balloon, clearing the 
    mission for you, and then fall to your death.  But at least we beat the 
    Mission 41) “Look real carefully just as fall from the waterfall!”
    Card Location: The card is literally right outside the entrance to Lost 
    World in the Mystic Ruins Jungle.
    Completion: Get to the part of Lost World (Stage 9) in which you ride 
    down a waterfall.  Before going, make sure to be to the very right so 
    that you collide with a balloon as you’re being washed downward.  You 
    may have to restart at the last checkpoint if you miss.  And THAT is 
    how it’s done, grasshopper.
    Mission 45) “Go to a place where the rings are laid in the shape of 
    Sonic’s face!”
    Card Location: Look inside the cave that Tails entered Sand Hill by in 
    the Jungle.  The card lies in wait there.
    Completion: Curses!  We must play through almost all of Final Egg.  Do 
    so, stopping when you reach the third room chockfull of Crabmeats.  Go 
    into the room after that – a dark one with a few enemies loitering in 
    it.  Defeat them.  Notice that this is the room Gamma shot the Sonic 
    doll down in.  Look on that side of the room and you’ll notice a spring.  
    Step onto the grated path to be as close to the ledge as you can safely, 
    and then jump forward, home attack across the pit, and bounce on the 
    spring (holding the control over to move left further).  You’ll land on 
    a new level of the room where a bunch of rings make up Sonic’s head.  
    Touch the flag there to clear the mission.
    Mission 46) “A secret base that’s full of mechanical traps.  Pay 
    attention, and you might see...”
    Card Location: Look on the map in the Jungle of Mystic Ruins.  There’s 
    a circular area near Big’s House, right?  It’s where one of Big’s lure 
    upgrades is.  And it’s also where you’ll find a new mission card.
    Completion: Oh, shoot...  We have to go back to Final Egg.  Near the 
    end of the level there’s a long drop after a checkpoint.  Fall down 
    against the upper wall, centered, and you’ll hit a balloon as you fall.  
    Mission 49) “Scorch through the track, and get all the flags!”
    Card Location: We’re finally out of Mystic Ruins!  Go to the sewers in 
    Station Square.  Right by the switch Sonic normally would trigger and 
    light speed dash up is the objective card.
    Completion: This = hard.  Go to Twinkle Park and start on the tracks.  
    You have to collect 31 INDIVIDUAL flags along the tracks.  Normally, 
    this would be nearly impossible.  Luckily, if you pass one, you can 
    always press B/X to brake until you stop, and then keep pressing B/X 
    until you go in reverse.  Use this to collect them all.  Just go really 
    slow, tapping A to inch along the track, and you’ll clear this mission.  
    Just remember to be ready to turn around instantly after the loop 
    (otherwise, a boost pad will keep you from some flags).
    Mission 53) “Pass the line of rings with 3 Super High Jumps on the ski 
    Card Location: Go to the Mystic Ruins and take the tunnel to Angel 
    Island.  You’ll find this card on a rock near the entrance to Red 
    Mountain, right where you got the Ancient Light upgrade.
    Completion: Get through the majority of Icecap to reach the final 
    tunnel you snowboard through.  Ahead are three ramps; hold the control 
    stick forward on each (the entire time, even after the jump) and jump 
    at the very end of them (on the striped tip).  The music here is 
    distracting, and you should mute it if possible.  This is almost 
    impossible to do if you focus on Sonic; act as though you’re only 
    controlling the tip of his snowboard or his shoes.  If done correctly, 
    you’ll achieve major speed and soar off the last one to complete the 
    mission by flying over some line in the sky.  It’s hard to do, and it’s 
    easy to waste time trying to do it.  I wish you well.
    Mission 55) “Run down the building to get all the balloons!”
    Card Location: Take the Twinkle Park elevator up and, when you reach 
    the top, go left instead of the usual right.  You’ll come to the card 
    at the end of the glass tube.
    Completion: This is fairly simple.  Go to Speed Highway and get to the 
    part where you run down the building’s side.  Come with a few spare 
    lives so that you can Restart before the fall and repeat this more 
    easily if you fail.  As you go down, you need to pop a total of eight 
    balloons by running through them.  The first three are in the part with 
    no pillars; the last five are in the indoors part.  It goes right, left, 
    and center.  Then you fall inside.  Go center, left, right, a bit more 
    to the right, and a tad left of the center.  A job well done.
    Mission 57) “Peak of the volcanic mountain!  Watch out for the lava!”
    Card Location: This is behind the Master Emerald in the Angel Island 
    sector of Mystic Ruins.  Specifically, it’s behind a large rock on the 
    edge of the island, slightly northeast of the Altar of Emerald on the 
    Completion: This one’s a snap.  Get to the volcano in Red Mountain 
    (right before the pulley that takes you into the underground region of 
    the level) first.  Now, jump on the bars until you reach the highest 
    one.  Jump from it to the top of the cliff to the left.  The game 
    doesn’t really let you be there, and it pushes you back.  Push back 
    yourself to break free and get to the edge of the cliff.  Turn around 
    to find a spring opposite you.  Spin dash forward, jumping before you 
    get off the cliff, so that you go forward enough to home attack the 
    spring ahead of you.  It bounces you into the balloon, thus completing 
    the mission.
    Mission 58) “The big rock will start rolling after you!  Try to get all 
    the flags!”
    Card Location: This is right behind the ladder on the Jungle floor in 
    Mystic Ruins.
    Completion: Go to Lost World and get to the part where the boulder 
    starts rolling down after you.  Do not trigger it yet, though.  Walk 
    forward very slowly until it does start rolling.  Immediately turn 
    around and spin dash back into the tunnel you came through.  Now the 
    boulder rolls ahead of you, and you can collect the 36 flags down this 
    path at your leisure.  They come in groups of three.
                                Tails Missions
    Mission 4) “Weeds are growing all over my place!  I must get rid of 
    Card Location: This is right in front of the Station area leading to 
    Mystic Ruins.
    Completion: Go to Tails’s Work Shop and use the Tails Attack to clear 
    the weeds there.  There are 51, including a few in the water.  Make 
    sure you don’t miss any!
    Mission 10) “What is that sparkling in the water?”
    Card Location: It’s right in front of the elevator that leads to the 
    dining room where Knuckles fought with Chaos 2 (in the Hotel of Station 
    Completion: Simply enter Chao Garden (SS) from the elevator near the 
    card.  Left of where you enter is a fountain, and in it is a Sonic 
    medallion.  Take it to clear the mission.
    Mission 16) “Get the flags from the floating islands!”
    Card Location: This is near East Cave, lower in elevation than Tails’s 
    Work Shop.  Note that it is not inside the cave; it is outside it.
    Completion: Now Windy Valley has eight flags added to it.  You need to 
    collect all of them.  Each one is on a small floating island with a 
    circular platform on one end and a windmill on the other, both 
    connected by a narrow walkway.  To give you an indication of where they 
    are, you should have three by the time you reach the checkpoint (the 
    third being almost exactly above the checkpoint), still three by the 
    second, and the remaining five before the end of the level.
    Mission 24) “’I hate this dark and filthy place!’  Can you find it?”
    Card Location: Check the alley where the Ice Stone was in the Casino 
    area.  Just don’t be surprised when you find the... SURPRISE!  Mission 
    Completion: When you reach the spiky balls in Casinopolis, stop.  Look 
    left and fly up to find a “billboard” (a.k.a. sign) featuring Cream the 
    Rabbit, a character from Sonic Advance that makes several cameos 
    throughout the game.
    Mission 31) “Get the balloon as you float in the air along with the 
    Card Location: Go to SS Central Station in Station Square.  Between the 
    two staircases is a clock that shows the time; on top of it is the card 
    you seek.
    Completion: Return to Casinopolis.  When you reach the second fan room, 
    ride it up to the top and get into a tunnel.  Don’t run down it yet, 
    though.  Jump out, fly up a bit, and continue this until you can get a 
    balloon at the very top of the room (the fan won’t carry you that high 
    by itself).  Burst the balloon and you’ve got a cleared mission.
    Mission 37) “Fly over the jungle, and get all the balloons!”
    Card Location: Go to the Jungle in Mystic Ruins.  When you arrive, the 
    card will be right behind you.
    Completion: Suddenly, five balloons materialized in the Jungle Area.  
    Why don’t they float away?  Regardless, fly to each and take it.  You 
    can walk on the treetops that aren’t above paths on the map; fly to a 
    balloon, land off a path on the map, and continue until you’ve made 
    that mission wish it were never written.
    Mission 47) “Get 10 balloons on the field under the time limit!”
    Card Location: Let’s go to Mystic Ruins and take a nap at Tails’s Work 
    Shop; we’ve had a tough day out in the field.  Well, our cabin is on 
    the roof of the workshop...  Would you look at that!?  A mission card 
    just happened to be atop the roof!  This is how I find everything in 
    video games – going out to do stupid stuff you really can’t do and 
    winding up finding what I need...
    Completion: This is pretty easy.  You have 2:30:00 to collect 10 
    balloons (the time starts when you hit the switch next to the card).  
    Start by taking the one over Tails’s Work Shop and the runway for the 
    Tornado (2).  Then take the two balloons over the arena where you 
    fought the Egg Hornet.  After that, fly onto the railroad tracks and 
    collect all the balloons that you can from there.  Finish up with two 
    by the Waterfall and you’re done.
    Mission 54) “Slide downhill in a blizzard and get all the flags!”
    Card Location: You’ll find this one outside the ladder that leads up to 
    Completion: This would be hard, but the flags are limited to the last 
    stretch of the level only, greatly reducing the difficulty.  When you 
    reach the first of the last three ramps, ignore it and look left.  
    There’s the first flag.  Follow the path of flags to collect all 
    thirteen.  It’s hard since you’re going so fast and the flags are so 
    thin, but you’ll get it sooner of later.  Good luck!
                               Knuckles Missions
    Mission 5) “I lost my balloon!  It’s way up there now!”
    Card Location: This is right by the gambling-attic mother and child 
    left of the stairs in the Casino area.
    Completion: Would you look at that!?  A balloon appears above you.  
    Climb the nearby building with the rings leading up it and glide into 
    the balloon.  Lucky for you, these missions won’t always be this hard!
    Mission 12) “Who is Chao a good friend with?  And what is hidden 
    underneath it?”
    Card Location: Go to where Sonic and/or Tails fights the Egg Hornet in 
    the Mystic Ruins (it’s right by Tails’s Work Shop).  That’s an order!  
    When you arrive, the card is close to the center.
    Completion: Now near the stairs leading to Tails’s Work Shop is a sign 
    advertising Sonic X (TV show).  Moving clockwise from it, there’s also 
    one advertising Sonic Mega Collection (GCN game), Sonic Advance 2 (GBA 
    game), Sonic Pinball Party (GBA game), and then one just showing Cream 
    the rabbit, a Sonic-universe character introduced in Sonic Advance (GBA 
    game).  Well, Cream is a good friend of two Chao – Cheese and Chocola.  
    Therefore, she must be who the card is talking about.  Dig by her sign 
    to find a Sonic medallion, thus clearing the mission.
    Mission 25) “What is hidden under the lion’s right hand?”
    Card Location: Jump on the little wall that acts as a fence near City 
    Hall (it’s outside the entrance to Speed Highway, where Sonic fought 
    Chaos 0).  From it, glide to the right of the two objective cards 
    placed on the ledge above the door.
    Completion: Go to Casinopolis (Stage 2) and spring up to the pirate 
    ship.  If you go clockwise from it, you’ll come to a giant lion of 
    bronze.  Under its right paw (your left) is a flag; run under it, 
    grabbing the flag as you do so, when the lion lifts its paw to clear 
    the mission.
    Mission 26) “What is that on top of the ship’s mast that the pirates 
    are protecting?”
    Card Location: Go to City Hall, right by where Sonic and Chaos 0 locked 
    horns.  Jump onto the wall and glide to the ledge above the door that 
    you enter Speed Highway from (as Knuckles) to reach the other objective 
    card hidden here (this one’s on the left).
    Completion: This mission also requires you to visit Casinopolis.  Once 
    inside, use springs to reach the pirate ship.  You want the ship that 
    isn’t burning; you may have to glide to it.  Climb up the wall near the 
    pirate ship and glide from it to the mast’s pole.  Climb to the top of 
    it to find a flag near the top.  Take it to clear the mission.
    Mission 32) “Can you get the balloon that is hidden under the bridge?”
    Card Location: Look for the card on the bridge that leads from the Red 
    Mountain area (that is, mainland Angel Island in Mystic Ruins) to the 
    Altar of Emerald where the Master Emerald is kept.  Midway through the 
    bridge is this.
    Completion: This is actually moderately difficult.  Somehow, a balloon 
    guarded by springs at the top of it and electrically-charged Spinners 
    at the bottom of it has appeared under the bridge, and we must glide 
    into it.  Of course, if you go too low, you’ll either fall and die or 
    run into a Spinner.  If you go too high, you’ll bounce off before your 
    fist connects with the balloon.  To do this, go back to the tunnel you 
    enter the Angel Island area by (the one that contains the entrance to 
    Ice Cave.  When you exit it, look left to see a short wall.  Jump onto 
    it and look forward to see the bridge.  Start gliding forward, dropping 
    a bit as you go.  When you’re getting close to the balloon, drop down 
    to its center and glide forward from there, hitting the balloon.  Then 
    turn, mission accomplished, to grab onto a wall (as not to die).
    Mission 38) “A message from an ancient people: In the direction where 
    the burning arrow is point, you will see...”
    Card Location: Go to the Mystic Ruins Jungle Area and glide over to 
    Big’s House.  Climb the wall behind the house to come to a ledge (the 
    very one that Knuckles finds the Fighting Gloves on).  The end closer 
    to Big’s House has the card on it.
    Completion: To complete this one, let’s go to Lost World (Stage 4).  
    Behind where you start is an opening that leads into a small back room.  
    Two sets of burning arrows are now be fired (pun!) through the room, 
    and their lines intersect at a point.  Dig there to unearth a Sonic 
    medallion.  Woo!  We won!  We ARE the champions!
    Mission 48) “Can you get the medallion that the giant Sonic is staring 
    Card Location: Go to the antique shop (it connects to the sewers and is 
    right outside City Hall).  Outside of it is a lamppost with the card on 
    top of it.
    Completion: Return to Casinopolis (Knux’s missions sure are out-of-
    order).  As you probably noticed earlier, the center of the casino is 
    adored by a gigantic Sonic statue.  It’s facing a newly formed mass of 
    springs surrounding a single medallion.  We must take the medallion.  
    To do this, climb the rope near the door to the NiGHTS-themed pinball 
    game up to a pirate ship, and then turn around to face the medallion 
    and springs.  Glide into the upper-left springs to be bounced to 
    another pirate ship.  From there, glide into the hole in the springs to 
    take the medallion (even if you miss, you’ll probably be bounced back 
    up to the ship for another go).  When you do get it, the mission is 
    Mission 56) “Relentless eruptions occur in the flaming canyon.  What 
    could be hidden in the area she’s staring at?”
    Card Location: There’s a little cranny near West Cave’s entrance in the 
    Mystic Ruins Station Area.  Pick up the card there, which is right next 
    to a tree, to begin your quest.
    Completion: This mission calls for venturing into Red Mountain.  When 
    you start playing, glide forward onto the small peak ahead of your own.  
    On it is a billboard showing Cream the rabbit, a newer Sonic character 
    from Sonic Advance (GBA).  Turn to face the direction the billboard is 
    facing and start gliding forward.  Land on a small peak with a Kiki 
    throwing bombs on it near a circle of rings.  Destroy the Kiki and dig 
    in the center of the circle to uncover a medallion.  And THAT is that.
    Mission 59) “Watch out for the barrels, and find the hidden flag inside 
    the container!”
    Card Location: Go to the Pool room of the Egg Carrier.  Climb the walls 
    to reach the diving board above the door.  Ready to jump off into the 
    waters below is the objective card; grab it.
    Completion: Make your way into Sky Deck.  Tilt the ship with the lever 
    to the right (from the starting perspective).  Now glide forward to the 
    section of the deck with two hooks spinning over it.  Below, on the 
    floor, are a few cannons/turrets in front of some doors spilling out 
    explosives.  In the compartment marked 03 is a flag; take it to 
    complete the mission.
                                 Amy Missions
    Mission 6) “He is going to drown!  Help the man in the water!”
    Card Location: This is right by the wooden hut near the Waterfall and 
    the mine cart that takes you into the Jungle of Mystic Ruins.
    Completion: Some poor statue (the Hamburger Shop guy?) has been placed 
    in the water of the Waterfall!  We’ve got to save him!  Drop into the 
    water and lift (B/X) the statue.  Jump out of here on the platforms 
    against the wall and set the statue in the circle that appeared by the 
    objective card to complete this formidable mission.
    Mission 18) “During the night, at the amusement park, place your jumps 
    on top of one of the tables.”
    Card Location: Go to SS Central Station in Station Square and check the 
    structure by the right set of stairs for a card tucked in.
    Completion: To Twinkle Park!  Once there, look right from the start to 
    see a pool of water with a platform hovering over it.  Hammer jump your 
    way onto it; you should be right by a spring floating in the air when 
    you do land on the platform.  Jump and press A to swing the hammer in 
    mid-air, hitting the spring with it.  This bounces you up into the 
    balloon you must pop to clear the mission.  In other words, it clears 
    the mission for you!  Huzzah!
    Mission 19) “What is that behind the mirror?”
    Card Location: This is on the ledge with the musical note on it (above 
    the door to the music store near the newspaper stand by SS Central 
    Station in Station Square).  Either hit it with your hammer or hammer 
    jump to it.  It’s your choice; I can’t tell you how to live your life.
    Completion: Get to the third mirror room (the one with the faulty floor 
    in places) of Twinkle Park.  Near the steps you’ll find in the mirror 
    the reflection of an invisible balloon.  On your side of the mirror, 
    hammer jump or whack your hammer into where the balloon should be to 
    produce such a mirror image.  This will clear the mission for you – and 
    Mission 43) “Fortress of steel.  High jump on 3 narrow paths.  Be 
    careful not to fall.”
    Card Location: Go to Prison Hall in Egg Carrier Hall.  You can reach 
    the hall using the monorail system.  In Prison Hall, open the first 
    cell by jumping onto the switch outside of it so that you can take the 
    card within.
    Completion: Go to Hot Shelter, into the second room where you must 
    place colored blocks in the correct slots (near the very end of the 
    level).  Bounce on the spring there (the one needed to reach the blue 
    block) and you’ll wind up on a narrow path.  Look right (using the C 
    Stick) to find a spring in the air; knowing where it is, walk toward it 
    and jump, press B to attack it with the hammer and bounce off of it.  
    You’ll collide with the balloon, which clears the mission for you.  
    Another one bites the dust!
    Mission 50) “Select a road that splits into 5 paths before time runs 
    Card Location: Enter Eggman’s base in the Jungle of the Mystic Ruins.  
    On the upper floor, hammer jump onto the central block-structure to 
    find this card.
    Completion: Get to the point in Final Egg where there are five paths, 
    one leading to the checkpoint, the others leading to dead-ends.  First, 
    open all the doors so you know which one has the checkpoint in it.  Do 
    NOT go in that one (otherwise, the door shuts and you’ll have to 
    restart to retry this mission).  Then hit the switch in the center of 
    the room.  This makes a Sonic Pinball Party (GBA game) billboard appear 
    in a dead-end; you must reach it in ten seconds.  Try all the non-
    checkpoint ends until you reach the right one.
                                 Big Missions
    Mission 8) “The medallion fell under there!  No illegal parking 
    Card Location: This is a patch of grass near the Hotel, SS Central 
    Station, and Twinkle Park’s entrance.
    Completion: Go to the City Hall sector of Station Square, the region 
    with the car blocking the entrance to the sewers.  Lift the car (‘cause 
    Big has ‘big’ muscles!  Oh, what a pun!) to fall in.  The medallion is 
    behind you when you fall.  Take it to clear the mission!
    Mission 14) “I am the keeper of this hotel!  Catch me if you can!”
    Card Location: This is in the corner between the Hotel and SS Central 
    Station on the sidewalk.
    Completion: When I think of what I’ve learned from Sonic Adventure DX, 
    the first thing that comes to mind is this: Every body of water has a 
    keeper.  Well, the keeper of the Hotel resides in the Pool, and it’s 
    one of the gigantic, devilish-looking fish made of metal.  This is 
    perhaps the largest of this type of fish I’ve ever seen.  You must 
    catch it.  Cast your line and get it to bite, then reel it in.  Even 
    though it looks huge, it only weighs 500 grams, making it as easy as 
    catching Froggy.  Catching the Keeper of the Hotel clears the mission 
    for you.
    Mission 22) “Find the flag hidden in the secret passage under the 
    emerald ocean!”
    Card Location: Take the stairs in the Hotel (Station Square) up to find 
    this card by the two switches.
    Completion: Let’s pay a visit to our good friends at Emerald Coast!  
    Sort of opposite the lighthouse is a “pillar” of rock jutting out of 
    the water; swim to it.  Dive down to the seafloor there and circle the 
    pillar to find a cave.  Swim into it and follow the tunnel up to a 
    secret room within the pillar.  It has a few big fish and a flag in it.  
    Take the latter to complete your third Big mission!
    Mission 29) “I am the keeper of this canal!  Catch me if you can!”
    Card Location: This is in some grass outside the City Hall building in 
    Station Square.  Catch it if you can!
    Completion: There’s now an 800 gram keeper in the “canal” behind the 
    entrance to Twinkle Park (you know, the one with green water that 
    connects to the sewers?  Yeah, be glad this is just a normal game and 
    not a simulator).  Even through it’s one of those monstrous metal fish, 
    it should be easy picking – it only weighs 300 grams more than Froggy.  
    When you’ve captured it – alive or dead – the mission is over.
    Mission 35) “I am the keeper of this icy lake!  Catch me if you can!”
    Card Location: We finally get to leave Station Square and explore 
    Mystic Ruins!  Check out East Cave and go to where Knuckles got the 
    Shovel Claw, then to where he dug up the Monkey Destruction Switch.  
    Behind that altar is the objective card.
    Completion: The fish in the water outside the entrance to Icecap talks 
    like he were the gingerbread man or something!  We’ve got to put an end 
    to this.  Once again, it looks larger than life, and this one actually 
    is on the hefty side, weighing in at 1400 grams.  But remember what you 
    learned in the action trial stages (if you don’t, go read up) and reel 
    in this lunker.  Note that lure upgrades might be helpful, too (see 
    “Character Upgrades”).  Once you’ve reeled in this metal fish o’ doom, 
    the gold sticker = yours.
    Mission 44) “I am the keeper of this ship!  Catch me if you can!”
    Card Location: And we’re off!  Destination?  The Egg Carrier!  When 
    it’s in its wings-in mode (that’s how it is normally when it’s just 
    drift-metal), the card is right of the building that contains the Pool 
    on the Deck.  It’s near the edge.
    Completion: Yep, even the Egg Carrier has a keeper, and it’s by far the 
    most fearsome of the four.  Weighing in at 2000 grams, I recommend 
    finding all the lures you can get your big, feline hands on.  Once 
    you’ve caught this metal demon-fish, the mission’s over.
    Mission 52) “Get 3 flags in the jungle under the time limit!”
    Card Location: This is quite the complimentary piece in Big’s House (in 
    the Jungle Area of Mystic Ruins).
    Completion: Lo and behold, a switch has materialized atop Big’s bed!  
    Jump on it to begin a 3-minute countdown in which we must find three 
    flags hidden in the Jungle.  Quickly hurry over to Ancient Ruins, the 
    pyramid Sonic and Knuckles enter Lost World by, and take the flag in 
    the northwest opening in the wall (use the Map).  From that opening, 
    step onto the path and go left (south) to a fork in the road; there’s 
    an opening leading to a circular dead-end (again, check the Map if you 
    can’t find it).  The flag is a few feet into the tunnel.  Now, from 
    there, head back to the ladder that leads up to the mine cart you came 
    here by.  At the fork in the road right before the ladder is the third 
    and final flag.  Congratulations on your recent success!
    Mission 60) “Something is hidden inside the dinosaur’s mouth.  Can you 
    find it?”
    Card Location: Once you get off the train (when arriving at Mystic 
    Ruins Station Area), jump on top of the train and walk along it until 
    you fall off of it and onto the tracks that lead into the mountain.  
    Right after the train is this card.
    Completion: Play in Icecap, Stage 2 for the Bigster.  Like you do when 
    getting the lure upgrade in Icecap, follow the springs and tunnels up 
    to an icy area with dinosaur bones below.  Break open the ice with one 
    of the nearby boulders and drop in.  Sink to the bottom in this frigid 
    water to see the skull of a dinosaur.  Enter it through the eye socket 
    and you’ll find a flag.  Take it to complete the mission!
                                Gamma Missions
    Mission 7) “Lonely Metal Sonic needs a friend...  Look carefully.”
    Card Location: The card lies before the mine cart connecting the Jungle 
    to Mystic Ruins Station Area (it’s on the Station Area end).
    Completion: Enter Eggman’s jungle base (where one enters Final Egg in).  
    As you’ve probably noticed before, there are two rehabilitation tanks 
    on the second floor being occupied by metal clones of Sonic, one of 
    which is blue (called Metal Sonic; from Sonic CD).  Well, there’s now a 
    statue of a man (the Hamburger Shop guy!  Again!?) on one of the 
    “structures” on the lower level.  Jump to it and carry it to Metal 
    Sonic.  Set the man in the circle before the tank to clear the mission.
    Mission 21) “Protect the Sonic doll from the Spinners surrounding it!”
    Card Location: The objective card is right outside the little car that 
    takes you from the Jungle in Mystic Ruins to inside Eggman’s base.
    Completion: It’s a tough job, but somebody’s got to do it.  Play Final 
    Egg to the end, right when you reach the Sonic doll, to find a few 
    Spinners loitering around it.  Shoot ‘em out of the sky to clear the 
    Mission 39) “Treasure hunt at the beach!  Find all the medallions under 
    a time limit!”
    Card Location: Stop at the Hotel in Station Square for a bit.  Above 
    the receptionist’s desk is a door that can only be opened using a 
    switch across the room (the door leads to Sonic’s Crystal Ring upgrade).  
    Well, jump up to that door and target the switches across the room.  
    Shoot them to open the door and step inside.  There she be – the card.
    Completion: Off to Emerald Coast we go.  When you reach the loop that 
    is blocked off, forcing you to go left onto a boardwalk, notice a 
    switch on the roof of the second... thing.  Shoot it to trigger it and 
    you’re given 45 seconds to collect five medallions.  # 1 is right below 
    the switch.  Hover to the second one (it’s floating in the air; hover 
    when you are sprung up into the air), and fall down to find the third 
    in the center of the sandy path before two Kikis.  The fourth is on the 
    path that leads to the ledge Froggy is on, and the fifth is hidden 
    behind that ledge in the water (right next to a 1UP).  
    Mission 42) “I can’t get into the bathroom.  How could I’ve let 
    something like this happen to me?”
    Card Location: For this card, let’s amble on over to Egg Carrier Hall.  
    You should use the monorail to reach it.  Inside, take the door to 
    Prison Hall and check the little dip across from Amy’s former cell.  
    The card is tucked in there.
    Completion: Play Hot Shelter, Stage 5.  At the very beginning (after 
    the elevator), blow up the crates to the left and right and enter the 
    rooms they were blocking.  Both are bathrooms, which are infested with 
    Spinners.  Clear out the enemies in both restrooms to also clear the 
    Mission 51) “Gunman of the Windy Valley!  Destroy all the Spinners 
    under a time limit!”
    Card Location: Climb to the top of the Ancient Ruins in Mystic Ruins 
    Jungle Area.  The card is there.
    Completion: This time, play in Windy Valley, Stage 3.  Shortly into the 
    level (after you cross the second bridge) is a long drop, and there’s 
    now a switch on the wall before you fall.  Shoot it and ten Spinners 
    appear in the fall, and you are given ten seconds to destroy them all.  
    Shoot the first two from the ground and then drop down.  Slow your 
    descent with the Jet Booster and destroy them all individually; don’t 
    worry about getting all at once.  If you destroy them all, you clear 
    the mission!
    And THAT, my friend, is how to beat all sixty of the missions!  Your 
    rewards are pretty nice, and if you can’t stand the wait, check out 
    “Secrets.”  But before that, it’s time to talk Chao.
    =============================Chao Garden*==============================
    Chao Garden is a huge, but optional, part of Sonic Adventure DX, and 
    five of the 130 emblems come out of here.  So, I decided to write a 
    guide consisting of the ins and outs of raising Chao.  Since it’s so 
    extensive, a separate Table of Contents is needed for this section, and 
    that means that we need to quit the asterisk (*) system and start 
    putting those numbers and decimals to use.  For this section, when you 
    want to skip to a certain sub-section, use CTRL and F (Apple and F on 
    Macs) to bring up the Find/Search box.  Type in what you need and click 
    Find/Search to be brought to the Table of Contents.  Click it again to 
    go to the beginning of that section.
    ---------------------Chao Garden Table of Contents---------------------
    Section 1.0
    1.0 What is Chao and what is Chao Garden?
    1.1 How do I enter the Chao Gardens?
    1.2 Starting Out
    Section 2.0
    2.0 Caring for Chao
    2.1 First Evolution
    2.2 Chao Mating
    2.3 Second Evolution
    2.4 Death and Rebirth
    Section 3.0
    3.0 Chao Garden Shortcuts
    3.1 Help Monitors
    3.2 Chao Transporter
    3.3 Naming Chao
    3.4 Abandoning Chao
    3.5 Tiny Chao Garden
    3.6 Moving Chao – SA to SA2
    3.7 Black Market
    3.8 Adventure Field Eggs
    Section 4.0
    4.0 Chao Stats
    4.1 Standard Stats
    4.2 Hidden Stats
    4.3 Animals
    4.4 Stat Grades
    4.5 SSSSS Chao
    4.6 Point Totals
    Section 5.0
    5.0 Personality Types
    5.1 Personality & Hidden Stats
    5.2 Fruit Preferences
    Section 6.0
    6.0 Chao Stadium
    6.1 Beginner Races
    6.2 Jewel Races
    6.3 Party Races
    Section 7.0
    7.0 Special Chao
    7.1 Chaos Chao
    7.2 Character Chao
    7.3 Special Colored Chao
    7.4 Controlling Chao Traits
    Section 8.0
    8.0 In Closing
    ==============================Section 1.0==============================
                   1.0 What is Chao and what is Chao Garden?
    Chao, pronounced like “chow,” are oh-so adorable little virtual pets 
    with a bit of AI (Artificial Intelligence) introduced to the Sonic 
    series in Sonic Adventure for the Dreamcast (this game’s original).  
    Although Chao were taken a few steps further in Sonic Adventure 2 (and 
    its GCN remake), Sonic Adventure is at the root of the popular Chao 
    series.  Indeed, Chao Garden is like its own video game, completely 
    separate from Sonic Adventure DX (it actually takes up its own space on 
    the memory card).  Really, even if you downright despised Sonic and 
    crew, you’ve got to love the Chao.  Plus, five of the game’s 130 
    emblems are tied into Chao Garden, which makes it a worthwhile venture 
    if you want to unlock everything in the game.  Raising Chao to do all 
    the things people do – eat, walk, run, fly (well maybe not fly) – will 
    be time-consuming, but you’ll love it (or learn to love it).  And... 
                     1.1 How do I enter the Chao Gardens?
    There are really three Chao Gardens (the sanctuaries where Chao live, 
    as they are pathetically weak on their own) in Sonic Adventure DX, one 
    accessible from each Adventure Field.  All of them are pretty easy to 
    find on your own, but just in case...
    Station Square Chao Garden: The entrance to the first Chao Garden is 
    inside the Hotel of Station Square.  Simply take the left elevator up 
    to the garden.  It is the nicest garden, being smoothly paved with a 
    glass roof, a fountain, and several doorways leading to other places in 
    Mystic Ruins Chao Garden: To explore the Chao Garden of Mystic Ruins, 
    go to East Cave in the Mystic Ruins Station Area (it is near Tails’s 
    Work Shop; it’s the same cave that Knuckles gets the Shovel Claw in).  
    Instead of taking the left door into the tunnel guarded by a Kiki, hop 
    into the mine cart to the right.  You’ll ride right into a jungle 
    and/or nature-themed Chao Garden.  Its landscape makes it, for me, the 
    least desirable of the Chao Gardens.
    Egg Carrier Chao Garden: First, let’s stop at Egg Carrier Hall.  
    Opposite the entrance to Hot Shelter (on the Map, it’s a doorway 
    labeled “Warp Room”) are a few switches with letters on them.  Hit them 
    to spell out EGGMAN and the door opens.  Step into the teleporting 
    device to be taken to an island-based Chao Garden with a crashed 
    missile on the shore and an Egg Carrier-style structure in the center.
    You don’t have to do anything to unlock these gardens; just go to them 
    (note that the Egg Carrier Chao Garden is open to you even before the 
    Egg Carrier crashes).  All characters can go to Chao Gardens, as all 
    characters can raise Chao.  Each can support eight Chao in total, 
    meaning you can have as many as 24 Chao at any given time.
                               1.2 Starting Out
    In each garden are two eggs.  Your Chao-raising career starts here, my 
    friend.  Now, you can just brush this off, but even now the Chao is 
    being affected.  You can pick up the egg (B/X) and rock it (with the 
    control stick) to be a positive influence or you can chuck it against a 
    nearby wall for not-so-fond memories of the Chao’s childhood.  The 
    implications of the way you choose to hatch your Chao are discussed 
    later.  Its main effect is on the Chao’s facial features.
    ==============================Section 2.0==============================
                              2.0 Caring for Chao
    Since every parent wants to be their child’s best friend and not the 
    disciplinarian nowadays, I suppose I should tell you how to get your 
    Chao to like you – and fear you.  You see, Chao are extremely 
    judgmental creatures.  They form opinions on every living thing they 
    interact with (namely, the six characters and other Chao).  And you do 
    want Chao to like you; it has some nice benefits (which will be 
    discussed later under “Death and Rebirth”).
    The first, most basic aspect of winning your Chao over is reading its 
    emotions, a simple matter that can be done using the little ball above 
    your Chao’s head.  It changes to reflect their mood.  Here’s what the 
    four forms mean:
    ! – They are about to do something or they figured something out.
    ? – They are thinking about something or they are confused.
    Heart – They are happy.  You want this one!
    Tornado – They are annoyed or tired.
    Simple, no?  At other times, the ball will be a neutral mode (normally 
    a ball, but it changes depending on your Chao’s alignment; more on that 
    later).  Of course, the ball shapes are only temporary; they show your 
    Chao’s passing thoughts.  Really, punch your Chao one time and it’s not 
    going to have a Tornado up for two weeks.  The ball lets you know if 
    what you’re doing is effective.
    But to really know if a Chao likes you or not, you’ve just go to do one 
    thing: whistle.  When no Chao is around you, the Y option will be 
    “Whistle.”  If your Chao hears you and comes to you, it likes you.  If 
    it doesn’t come (and doesn’t acknowledge you), it’s probably just 
    neutral to you.  If it runs away from you (or if it does this normally), 
    it hates/fears you.  There is a ton of other ways to tell if your Chao 
    worships the ground you walk on or if it is plotting your demise with 
    the other Chao, but this is the clearest and easiest way.
    Yeah, sure, that’s nice to know, but how do you get the Chao to like 
    you?  Well, I’ve got a few tips here on earning your Chao’s love and 
    not losing it ‘cause you thought you were picking it up...
    - Pet your Chao often (walk up to them and press B/X).  It’s a cheap 
    way to show affection for them, but it’s not without its risks.  If you 
    pet your Chao too much, it’ll become a spoiled brat, no longer 
    responding to when you’re nice to it.  The same goes for picking your 
    Chao up to rock it or carry it: Chao like to be picked up, but don’t 
    carry them constantly.
    - Speaking of which, be very careful when you’re trying to pick up or 
    pet your Chao.  If you’re not positioned right, you’ll use your B 
    attack instead of showing your love.  Needless to say, Chao don’t like 
    getting being run over by a hedgehog, whipped in the face by dual tails, 
    getting punched into the stratosphere, being flattened by a cutesy 
    hammer, being whacked by a fishing rod, or being thrown into hard 
    surfaces.  Gamma is definitely the safest to use; he can’t hurt the 
    Chao in any way.  But then again, he can’t pick up drowning Chao...
    - Don’t attack Chao in general.  Jumping on them, flying into them, 
    throwing them against the wall, and all that good stuff hurts the Chao 
    and irritates them.  If you hurt them too much, they’ll eventually fear 
    you and run away.  They sometimes cry or throw temper tantrums.  If 
    they REALLY hate you, they’ll actually fight back.
    - Chao like to be given items (to do so, pick up an item with B/X and 
    set them in front of them.  They’ll lift their arms to take it from you 
    when you get near).  So, feed your Chao every time you enter the garden.  
    If they’re full and they throw the fruit you give them away, don’t give 
    it to them again.  If Chao are full, force-feeding them only gives them 
    stomachaches.  And Chao know how to keep a grudge, let me tell you.  By 
    the way, make sure all Chao can get their grub on.  If one is starved, 
    it will steal the fruit of another.  Also, Chao will eat themselves if 
    left alone long enough, but it’s always nice to get a home-cooked meal.
    - Hey, Chao need sleep too, you know!  So don’t wake them up when 
    they’re nodding off.  They’ll wake up on their own in a few minutes 
    anyways, and they’ll be tired and agitated if you get them up too soon.  
    If Chao like you, you can get them up without risk of tuckering ‘em out 
    by whistling.
    - If a Chao can’t swim (they need 100 swim points to swim, but more on 
    that later) and they wander into water, they’ll start flailing their 
    arms like they’re drowning.  Rescue it!
    - For that matter, don’t throw your Chao into the air or drop them off 
    cliffs hoping they’ll start flying.  The Chao won’t like you when it 
    crashes into a wall or lands in the water.
    - Give Chao equal attention.  Chao tend to get jealous really easily, 
    and they’ll hate each other (and the ignored one will dislike you) if 
    one is the favorite.  So remember: spend equal time with all Chao.
    - You want Chao to be good friends, not mortal enemies.  So, let them 
    play together.  If one Chao is doing something, set the other Chao by 
    it to let it join in.  The more the merrier, right?
    - Don’t abuse Chao with one character just so it likes the others 
    better.  It usually doesn’t work out, and there are better ways to get 
    your Chao to like you.
    - It doesn’t affect you and your Chao’s relationship, but try to hold 
    off on raising your Chao’s stats until it is an adult.  If you raise 
    them when it’s a child, it’ll never reach its full potential.
    Keep in mind that, if no fruits are available, you can shake trees (B/X) 
    to knock some down.  You can also buy a number of cool Chao items or 
    accessories at the Black Market, but more on that in the section of the 
    same name.
    Of course, being nice to your Chao is not that much fun.  The real fun 
    in raising Chao lies in evolution, molding your Chao into whatever you 
    feel like.
                              2.1 First Evolution
    The first evolution of your Chao determines their alignment.  You see, 
    all Chao decide to be either Hero, Dark, or Neutral.  This happens 
    after a certain length of time (specifically, when the Chao is a one-
    year-old).  One day, your little bundle of joy will be enveloped in a 
    cocoon, it’ll be dormant within for a few moments, and it then emerges 
    evolved.  Yep, it’s pretty quick.
    Alignments don’t really mean anything when it comes down to it.  In 
    Sonic Adventure 2: Battle, this game’s sequel, it’s important to 
    certain races your Chao can participate in and it also works into the 
    game’s theme; Hero vs. Dark.  In this game, it is solely for looking 
    cool.  The most noticeable difference between the three types is the 
    Chao’s ball floating above the head.  In Hero Chao, it is a halo; in 
    Dark Chao, it is a spiky ball; in Neutral Chao, it remains the normal 
    ball.  Dark Chao also have more devil-like tails and demon-esque wings 
    (speaking of which, tails and wings grow much larger than they were 
    before during the first evolution).  Each type has different eyes to 
    reflect its type, and all of them are physically bigger than children.  
    Hero and Dark Chao change colorings, but Neutral Chao stay the same.
    So, how does one rear a Hero, Dark, or Neutral Chao?  Well, it’s pretty 
    easy.  It seems that alignment depends solely on fruit.  If you keep 
    your Chao on a diet only or almost only of Hero Fruit from the Black 
    Market (see that section for details), it will become a Hero Chao.  The 
    same games for Dark Chao and Dark Fruit.  Don’t feed your Chao Hero or 
    Dark Fruit and it’ll be Neutral.  Easy, no?  You should restrict your 
    Chao only to the fruit of the alignment you want, just to be safe.  
    Once a Chao is aligned a certain way, it cannot switch to another 
    Aside from taking sides, your Chao also takes up a stat type in its 
    first evolution.  That is, your Chao will emerge from the cocoon as a 
    Swimming Type, a Flying Type, a Running Type, a Power Type, or a 
    Stamina Type (called “Normal”).  What type it becomes is based on which 
    stat you emphasize in its childhood.  Giving it 100 or more swim points 
    (allowing it to swim) will greatly raise the chances of your Chao 
    becomes a swim-type.  The same goes for teaching your Chao how to fly 
    or run.  So, if you don’t want them to become that type, don’t teach 
    them those abilities.
    Stat type asserts which area the Chao specializes in.  For example, if 
    two Chao, one Run and one non-Run, are running alongside each other at 
    the same level of running, the run-type will win because it is its area 
    of specialty.  Stat types also influence how your Chao looks, providing 
    even more variations in Chao’s physical appearance.
    Note: For more information on stats, take a look at Section 4.
                                2.2 Chao Mating
    “Chaoko, of Ninja from Crazy, begat Chaosky and many a nameless Chao.”
    Yes, Chao can mate.  It happens sometime around the age of 2, before 
    your little buddy enters into adulthood.  Luckily, Chao are unisexual 
    (there is only one gender), which means any two Chao can be bred as 
    long as they’re both evolved.  You know your Chao is fertile when a 
    ring of flowers surrounds them.  Place another Chao by it and they 
    perform a mating dance kind-of-thing.  And just like that, an egg is 
    left behind.  The Chao loses its flowers (no more mating season), and 
    life continues.
    Chao can also enter a forced mating season by eating a Heart Fruit (buy 
    it at the Black Market; see that section for details).  Note that if 
    two Chao are both in their mating season and they are dropped by each 
    other, they will certainly mate; if one Chao is fertile and the other 
    is dropped by it, they might not (the Chao’s attitude toward each other 
    and random chance may be involved).  If one Chao chooses not to mate 
    with the fertile one, pick it up and drop it down again until it does 
    or you give up.  You can forcibly stop mating by picking up one of the 
    participants before the egg is produced (eggs mark the end of the 
    mating process, and both leave their fertile stage after it).
    The baby Chao may resemble its parents, but chances are good that it 
    does not.  While some features of the newborn Chao are random, some 
    things (most notably the coloring of the Chao and the Chao’s stat 
    grades) are determined by the parents.  In any case, it’s a cheap egg, 
    and the only way to get some of the more interestingly-colored Chao.  
    The mating season (there are actually two natural mating seasons; one 
    before and one during a Chao’s second evolution), whether used to make 
    a baby or not, is important because it marks the beginning of your 
    Chao’s aging process, the second evolution.
                             2.3 Second Evolution
    The second evolution is not an “evolution,” per se.  It’s a gradual 
    aging process for the Chao that lasts from after the mating season 
    until the Chao is 4 years old (late into that age for that matter).  So 
    now that we’ve danced around the subject, what IS this so-called 
    “second evolution L29-145J?”  Well, it’s just the best coming of age 
    story in video games.  There’s no cocoon, and the Chao develops slowly.  
    For example, the ears really develop on Chao (whereas they don’t have 
    them at birth).  Perhaps the most significant thing is the introduction 
    of a second stat type.
    Yesiree Bob, there’s a second stat type!  Now you can have a mixed Chao 
    type that specializes in up to two areas.  You might have the Running-
    Flying Chao, for instance, that excels in running and flying.  You can 
    also have a Chao with a doubled-specialty, like a Swimming-Swimming 
    Chao.  Each combination of stats yields a different-looking Chao, and 
    the alignments and animal parts (more on that later) further diversify 
    Chao (as do colors).  So, there are thousands of possible Chao if you 
    include color and animal extensions.  The bad part of the second 
    evolution is that after it’s over, the Chao’s life is nearing its end.
                             2.4 Death and Rebirth
    Unfortunately, all Chao must die eventually.  About half-a-year after 
    the second evolution is complete (when the Chao is 5), the Chao will 
    begin the death process.  Remember, a Chao year is about 3 hours, and 
    time only passes when you’re in the garden.  Fortunately, the Sonic 
    Team saw it fit that your virtual pets don’t die permanently.  Sure, if 
    the Chao is surrounded by a gray cocoon, they will disappear and die 
    forever.  Chao die like this if they were mistreated a lot in their 
    If it turns pink, your Chao will be reincarnated.  It will be born 
    again from an egg.  Reincarnated Chao start at Level 1 in all stats, 
    but they have 10 % of their points (again, refer to Section 4 for 
    details on stats).  They keep their name and records from the races.  
    Dark Chao get reincarnated with arched eyes that look kind of menacing, 
    and animal parts may be passed on to the new but old Chao.
    So, the moral of the guide is this: don’t abuse your Chao.  You might 
    as well send them off to some happy Chao paradise with the Chao 
    Transporter (which will also be covered later) if you’re going to bully 
    Note: Taking care of your Chao and feeding them diverse fruits makes 
    them live longer.  Mating, on the other hand, is known to reduce the 
    lifespan of your Chao, as is beating your Chao.  If you don’t care for 
    your Chao, they will die sooner than later.  It seems that even the 
    most abused of Chao will live at least 2.66 years (eight hours).  If 
    you treat your Chao normally, no frills, it will live 5 years (15 
    ==============================Section 3.0==============================
                           3.0 Chao Garden Shortcuts
    This section will be dedicated to the structures within Chao Garden and 
    all the things you can do there.  Well, the simplest ones are the 
    transporter devices in each garden (called “Warp Holes”).  Once you’ve 
    visited each garden, you can use them to warp between the gardens.  
    Saves you a bit of walking, eh?  The SS transporter leads to Station 
    Square; MR to Mystic Ruins; EC to Egg Carrier.  This is also how you 
    can move Chao between the gardens (sometimes it is necessary to isolate 
    one particular Chao).
                               3.1 Help Monitors
    In the Station Square Chao Garden, you’ll find several of those 
    floating computer devices.  If you read them (B/X), they’ll give you 
    tips and advice.  First, let me say that I’m insulted you’d even 
    acknowledge their existence with this terrific guide in front of you.  
    But if you MUST read them, at least check out this section first, to be 
    The monitor near the transporter devices (see the above section) just 
    explains how the Warp Holes are used.  The one near the “Transporter 
    Device” also explains how to use it (very generally), and the monitor 
    near Chao Stadium’s entrance indicates that it is Chao Stadium.  Only 
    the monitor near the big fountain is of any use.  It explains (very, 
    very generally) several important topics, rendering this guide 
    practically obsolete (no, but seriously, it’s intentionally vague).  
    Among other things, it also drops the web address of the Chao homepage:
    Well, that should clear up ALL of your numerous questions concerning 
    those help monitors...
                             3.2 Chao Transporter
    The “Transporter Device” in each of the Chao Gardens (it looks like a 
    GBA with a red button in front of it) is really the Chao Transporter.  
    It performs some basic operations on the Chao, such as naming them or 
    taking them for a “walk.”  To use it, pick up your Chao and step onto 
    the button.  Coming up next are the various things you can do at the 
    Chao Transporter.  Don’t have too much fun now!
                                3.3 Naming Chao
    Although it’s really third on the command list, this is definitely the 
    easiest to explain.  You can name (and re-name, as the case may be) 
    your Chao at the transporter with up to seven characters.  These 
    include English letters of both cases (lowercase and uppercase), 
    extended Latin (like accented letters), several symbols (pictures like 
    stars or musical notes, a few Greek letters, the upside down ‘?’ in 
    Spanish, keyboard signs like <, >, ^, %, etc.), and many symbols I 
    could only describe as Japanese-looking.  You can even number your Chao!  
    You can change the Chao’s name as many times as you’d like (you see 
    their name with their stat counter when you pick them up as well as in 
    Chao Races).
    Naming your Chao has no effect on them whatsoever, but it makes the job 
    of identifying them easier.  Chao retain their names even in 
    reincarnation.  Gotta name ‘em all!
                              3.4 Abandoning Chao
    Unfortunately, you won’t become attached to all of your Chao...  On the 
    contrary, you might (and probably will) favor some Chao while others 
    just don’t matter.  If you want to get rid of a Chao, but you don’t 
    want to kill them by making them die instead of reincarnate, the Chao 
    Transporter can let you part ways in a happy way.  Send your Chao 
    packing and they’ll go to a pleasant forest where all abandoned Chao 
    live in harmony and happiness.  So, if you’re an abusive Chao breeder, 
    do your Chao a favor and let them get out of your hair and vice versa.
                             3.5 Tiny Chao Garden
    “A fourth garden?” you say out loud.  Yes, there is a fourth garden, 
    the Tiny Chao Garden.  It can only be accessed from the Chao 
    Transporter (from any garden), and it requires certain extra items:
    1 GBA (Game Boy Advance)
    1 GCN-GBA Link Cable (cable for Game Cube and Game Boy Advance)
    Sonic Advance (optional)
    Note that other games will also work in place of Sonic Advance, a GBA 
    game, like Sonic Pinball Party (they should be made by Sonic Team and 
    include the Tiny Chao Garden option).  The GBA games let you save your 
    garden on them so that you can take your Chao anywhere with you.  You 
    can play in Tiny Chao Garden without a cartridge in the GBA, but you 
    cannot save it and it will disappear when you turn the power off (you 
    can unhook it from the GCN, though).
    Insert the GBA, linked to the GCN, in one of the Game Cube’s sockets.  
    Then pick up your Chao (in Chao Garden) and step on the Chao 
    Transporter’s button.  Go to the first option – Drop off.  Now select 
    the socket with the GBA you want to play the Tiny Chao Garden in.  An 
    artificial copy of your Chao is made and put in the GBA.  The original 
    (GCN) Chao is kept in the Game Cube’s Chao Garden, too.  So now, it’s 
    like you have two of the same Chao – one in the Cube and one in the 
    The copy Chao is dropped off into the Game Boy Advance to play in the 
    Tiny Chao Garden.  It’s a simple place.  There’s water in one corner, 
    and the Chao walks around.  You can pet it and feed it with fruits you 
    buy (more on that later).  There are two mini-games to play, and the 
    game gives you point readings for things like Mood (happiness) and 
    Belly (hunger – the lower the more food it wants).  The other stats – 
    Swim, Fly, Run, Power, and Stamina – are also kept track of.  The 
    Chao’s name (select it to change it) and alignment (or “Child”) are 
    placed in the upper-right corner.  The lower-right corner shows your 
    ring count.  I’ll explain that later.
    Your Chao will wander around and say random things (i.e. “Uh oh!  I 
    gotta go!”).  You can pet it with A (and lift weeds or items).  But 
    that’s not important.  What’s important are the mini-games.  See the 
    two GBA icons near the stat bar?  “Click” on them to play a mini-game.  
    Here, I’ll cover them both.
    WHITE GBA: This is a fairly hard game.  Your Chao asks you to find a 
    specific Chao in a field.  All of them look the same, of course, but 
    that’s beside the point.  You have two minutes, and picking up the 
    wrong Chao gets you a 30 second deduction (picking up the right one 
    adds ten seconds to your total).  Since all the Chao are pretty much 
    the same, you have to rely on Tikal (the orange ball of light; it is 
    found by the pavement, the flowers, and other areas) for hints.  She’ll 
    say stuff like “The Chao you’re looking for is facing west” and that 
    sort of thing.  The more Chao you get in the time limit, the more rings 
    you earn.
    PURPLE GBA: This is a matching game featuring snack foods.  First, you 
    are shown all the cards, after which they are flipped over.  Then your 
    Chao walks over the field and moves a few around.  Then you have to 
    select the matching ones to earn rings.  More matches equal more rings.
    Note: You can also collect rings in Sonic Advance (or Sonic Advance 2 
    or Sonic Pinball Party) and transfer them to Tiny Chao Garden.  That’s 
    definitely the best way to earn rings if you can.
    With the rings you win, you can buy items at the store.  Press L to 
    bring out the “catalogue.”  There are seven different fruits to buy, 
    and there are also very expensive eggs and other items.  Each time you 
    play a mini-game, a new egg appears for sale.  This is how you get some 
    eggs that can’t be gotten in SA DX normally.  The eggs for sale are:
    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
    Pretty steep prices, huh?  Likewise, the three items below are very 
    expensive.  But unlike the eggs, new ones don’t appear randomly after 
    you play mini-games.  You must buy them in order of cost (lowest to 
    Item           Price (Rings)
    Trumpet        1,000
    Duck           2,000
    Television     8,000
    These items can be played with by your Chao while in the Tiny Chao 
    Garden.  That pretty much covers everything in Tiny Chao Garden.  To 
    return the artificial copy to your normal garden (you’ll still only 
    have one Chao), reconnect the GBA-GCN link and choose the option “Pick 
    up” on the Chao Transporter (you can also pick up rings for your GCN 
    game).  But, we’re not done here.  Because of the way Tiny Chao Garden 
    works – it creates a copy of the Chao – we can quite a cool thing you 
    can’t do normally.  We can transfer Chao.
                          3.6 Moving Chao – SA to SA2
    In Sonic Adventure 2: Battle, there was a really nice feature (that we 
    took for granted) called Chao Kindergarten.  In it, you could do 
    several things, and Sonic Team thought that the naming-your-Chao option 
    was the most important.  So, though there is no Chao Kindergarten in 
    the original, they did make naming your Chao possible for the remake, 
    but they did at the price of removing the Move option on the Chao 
    Transporter.  In SA2: Battle, you could move your Chao from one memory 
    card to another, in effect moving the Chao from one game to another.  
    Unfortunately, the Move option was removed for SA DX to make room for 
    Name.  Lucky for you, though, there’s a way to get around this.
    First, put your Chao in Tiny Chao Garden.  Remove the link cable (it 
    doesn’t matter if have a cartridge in the GBA or not) and turn off SA 
    DX (or SA2 if you’re porting the other way).  Take out the disk and put 
    the other game inside the GCN.  Turn it on and get to its Chao Garden.  
    Hook that GBA and GCN back together and pick up the Chao in the new 
    game.  Congrats, you have successfully transferred your Chao from one 
    game to the other!  This is very useful, especially if you have one 
    super-strong Chao from one game and want to conquer the Chao Races in 
    the other.  In this way, you can also learn (from SA2’s Chao 
    Kindergarten) what your Chao’s stat grades and personality type are.
    You will notice one thing after transferring your Chao, though.  It no 
    longer has its animal parts.  Yes, it’s true; SA DX and SA2: Battle 
    have different animals in them, and so Sonic Team just made it so that 
    none of them register at all.  But who cares?  At least you CAN 
    transfer them.
                               3.7 Black Market
    The shady underbelly of the otherwise peaceful Chao World, the Black 
    Market is a terrible store where... well, it’s not that bad, I guess.  
    The Black Market is found only in the Station Square Chao Garden, and 
    there you can spend your hard-earned rings on items.  I mean, really, 
    you must’ve noticed that the rings you have left over after clearing an 
    action stage are deposited into one huge ring count.  Well, this is 
    what those rings are used for.
    It seems that the Chao who operates the store will sell certain items 
    to you only if you have a certain number of emblems.  It differs in 
    some games, though; there’s really no way to tell when you’ll be able 
    to buy something.  Also, he restocks randomly each time you go there, 
    which makes it even harder to get what you want (not to mention the 
    fact that it’s really expensive!).  Here’s a handy list of what is sold 
    there, arranged by what the item is and then by price.
    Item Name                                                Prices (Rings)
    White Egg                                                           400
    Blue Egg                                                            500
    Red Egg                                                             500
    Yellow Egg                                                          500
    Orange Egg                                                          600
    Aqua Egg                                                            600
    Pink Egg                                                            600
    Purple Egg                                                          800
    Brown Egg                                                           800
    Green Egg                                                           800
    Gray Egg                                                          1,000
    Light Green Egg                                                   1,500
    Black Egg                                                         2,000
    Shiny White Egg                                                   4,000
    Shiny Blue Egg                                                    5,000
    Shiny Red Egg                                                     5,000
    Shiny Yellow Egg                                                  5,000
    Shiny Orange Egg                                                  6,000
    Shiny Pink Egg                                                    6,000
    Shiny Purple Egg                                                  6,000
    Shiny Brown Egg                                                   8,000
    Shiny Green Egg                                                   8,000
    Shiny Gray Egg                                                   10,000
    Shiny Light Green Egg                                            15,000
    Shiny Black Egg                                                  20,000
    Name                                                     Prices (Rings)
    Round Fruit                                                          80
    Cubicle Fruit                                                        80
    Triangular Fruit                                                     80
    Hero Fruit                                                          120
    Dark Fruit                                                          120
    Chao Fruit                                                          200
    Heart Fruit                                                         300
    Mushroom                                                            300
    Name                                                     Prices (Rings)
    Apple                                                             2,000
    Cardboard Box                                                     2,000
    Pan                                                               2,000
    Empty Can                                                         4,000
    Paper Bag                                                         4,000
    Stump                                                             4,000
    Bucket                                                            6,000
    Flower Pot                                                        6,000
    Watermelon                                                        6,000
    Wool Beanie (red)                                                 8,000
    Wool Beanie (blue)                                               10,000
    Wool Beanie (black)                                              20,000
    Note: Hats are items that Chao can wear on their heads if you give it 
    to them.  Chao only wear hats if exposed to a blue animal (koala, mole, 
    or skunk); see that section for details.  To remove a hat from a Chao, 
    either wait until they do it themselves or throw them against the wall.
    Everything is sold in rings, which means you’ll probably have to run 
    through Emerald Coast more than a few times to pay for, say, the black 
    Wool Beanie.  And unlike SA2: Battle, there is no ring glitch to help 
    you out in SA DX.
                           3.8 Adventure Field Eggs
    This doesn’t really fit here, but since we’ve been talking about ways 
    to get eggs (Tiny Chao Garden and the Black Market), I said, “Hey, 
    money can’t buy happiness.”  Then I decided to cover the other three 
    eggs here.
    That’s right: there are three special eggs that can’t be gotten in any 
    other way hidden in the three Adventure Fields.  If you want to get 
    them again, their positions are reset after you get a Game Over in an 
    Adventure Field (i.e. jump off the edge of Mystic Ruins over and over).  
    Here’s the list by field...
    Station Square: This one is pretty interesting.  First, go to the City 
    Hall area (where Sonic fought with Chaos 0; where Knuckles entered 
    Speed Highway) and search the grass.  You’ll come across an egg-shaped 
    object made of stone.  Pick it up and enter the nearby antique shop.  
    See that nice gold egg on the pedestal?  Pick it up.  The security 
    system goes off and bars cover the doors.  So put the stone egg in the 
    gold egg’s place to trick the system into thinking nothing was stolen.  
    Now take that egg – the Gold Egg – to Chao Garden.
    Mystic Ruins: You’ll notice a strange object with a silver egg in its 
    “mouth” behind the Waterfall in the Station Area.  If you trigger a 
    similar platform on the edge of the pond area, the statue (of what 
    seems to be a face) shoots forward and drops the egg into the water.  
    It floats to shore; pick it up and take it – the Silver Egg – back to 
    Chao Garden.
    Egg Carrier: As long as you’re in the neighborhood, why not drop by 
    Prison Hall in the Egg Carrier?  Once there, open the middle cell by 
    jumping onto the switch by it.  Pick up the Onyx Egg there and take it 
    back to Chao Garden.
    Well there you have it, folks!  Note that the Shiny Gold/Silver eggs 
    cannot be gotten in any other way, but the Onyx Egg can be bought in 
    Tiny Chao Garden for 20,000 rings (why you’d do this is beyond me, but 
    they’re your rings...).
    ==============================Section 4.0==============================
                                4.0 Chao Stats
    You might have the coolest Chao ever.  He might be a Chaos Chao (see 
    Section 7), he might look just like Thomas Jefferson, and he may very 
    well have cost you 20,000 rings for the egg alone.  But what good is a 
    super-cool-looking Chao if it can’t even stand up by itself?  This is 
    the basic reason for Chao to have stats – it gives them their basic 
    abilities.  With 100 points in the Run category, a Chao can walk and 
    maybe even “run” instead of just crawl and be carried.  100 Swim points?  
    Congratulations, now your Chao can swim.  100 points of Fly and your 
    Chao can fly with the best of them.  So, for that simple reason, all 
    Chao have stats and a star bar to display them.  You can see your 
    Chao’s stats when you pick it up.
    In this section, I’ll talk about what the stat categories are (what 
    they represent), how to raise them, etc.  We’ll also discuss some stat-
    related stuff, like grades and animal behaviors.  Trust me, this will 
    explain itself later on.
                              4.1 Standard Stats
    The game keeps track of your Chao’s progression in five different 
    categories (in this order) – Swim, Fly, Run, Power, and Stamina.  The 
    more points your Chao has in these categories, the more adept the Chao 
    is at that skill.
    All Chao start life with 0000 points in everything (except reincarnated 
    Chao, who are born with 10% of their point totals from their previous 
    life).  Your Chao receives a certain number of points for each level it 
    gains.  Levels are gained by filling the segmented bar in the stat box 
    (which is done by giving your Chao small animals and fruits, but more 
    on that later).  Levels go as high as LV.99, and your Chao starts at 
    LV.00.  But let’s not get off-track here.  This section is designed to 
    explain what each stat represents.
    Swim: As the name implies, Swim represents your Chao’s ability to swim 
    in water (each garden has water in it for this purpose).  When a Chao 
    has 100 points of Swim, it can swim.  Otherwise, you’ll have to rescue 
    it when it gets in water.
    Fly: Obviously, this represents your Chao’s flying capacity.  After all, 
    the wings on the back of your Chao are there for more than just 
    decoration.  With 100 points in this category, Jr. can fly in the air.  
    How long he stays up there is determined by how many points of Fly he 
    Run: Your Chao’s ability to run – and walk – is gauged by the Run stat.  
    With 100 points of Run, your Chao can walk (without them, it crawls 
    everywhere).  This is a vital skill, especially in Chao Races.  The 
    more points you have, the faster you go.
    Power: This stat is representative of your Chao’s upper body strength.  
    It’s rarely used outside of Chao Races, but starving Power Chao are 
    known to shake trees to knock fruit down.  The more Power a Chao has, 
    the faster they climb up rocks, push things, and shake trees in the 
    Chao Races.
    Stamina: Probably the least important of the stats is this.  It’s your 
    Chao’s capacity for physical activity.  In Chao Races, Chao will pass 
    out momentarily if they run for too long with low Stamina.  Chao with 
    high Stamina sleep less often, too.  Unlike the other stats, Stamina 
    can ONLY be raised by feeding your Chao fruit.
    Your Chao can specialize in all of these five stats, called the 
    Standard Stats, during the first and second evolutions.  The Hidden 
    Stats, on the other hand, are not specialized in.
                               4.2 Hidden Stats
    Have you ever noticed that sometimes during races Chao trip?  Or that 
    they sometimes fail at puzzles or miss shortcuts?  This, my friend, is 
    due to the hidden stats.  In all likelihood, you’d never know they 
    existed without this guide.  But they do.  The secret stats of 
    Intelligence and Luck play a big role in the races, even though you 
    usually have no clue they even exist.  Here’s what they are.
    Intelligence: This is how smart your Chao is.  Intelligence isn’t 
    tested very much in SA DX races (it’s tested a lot more often in SA2: 
    Battle).  One time it’s tested is in the Emerald Course when your Chao 
    can cross the bridge or take a shortcut by jumping off the bridge.  
    Aside from that, Intelligence isn’t very important in the races.  It 
    can be raised with blue animals and Mushrooms, the seemingly useless 
    “fruits” of the Black Market.
    Luck: Blue animals and Mushrooms also raise your Chao’s Luck, a measure 
    of how often it trips over when running.  Such trips are big time-
    wasters in races, and having high luck decreases your Chao’s chances of 
    tripping in races.
    Intelligence and Luck are on independent scales; they aren’t measured 
    in the same way standard stats are.  Intelligence and Luck are on a 
    scale of 100 points, so their ratings for these are kind of like 
    percentages.  You cannot go beyond this 100-point limit.  Of course, 
    this all lies in the programming of the game; it means nothing to you 
    because you can’t view this percentage even if you know it exists.  
    Blue animals and Mushrooms raise .25%.  In other words, giving your 
    Chao 400 blue animals (we’ll discuss animals in the next section) will 
    guarantee you perfect stats in these areas.  Keep in mind, though, that 
    personality types (see that section for details) also affect 
    Intelligence and Luck.
    I should point out that there are also two additional stats in the Tiny 
    Chao Garden called “Mood” and “Belly.”  These reflect your Chao’s 
    happiness level and their hunger, respectively.  Higher Mood means the 
    Chao is very happy; higher Belly means the Chao is full.  These are not 
    stats in the same way that standard stats are, though; they are 
    represented by x/10, not points.  Though these stats only seem to exist 
    in Tiny Chao Garden, your Chao’s mood and hunger is probably measured 
    in the same way in the real Chao Gardens.
                                  4.3 Animals
    As you probably discovered early on, Chao gain stamina when they eat 
    fruit from the garden.  You might’ve also noticed that fruit from the 
    Black Market also raises different stats (for example, Chao Fruit 
    raises everything 1/10 of a level for each bite the Chao takes).  But 
    forcing your Chao to gorge itself on fruit is not the best way to 
    level-up, and it takes a long time, too.  So, why not put those animals 
    Sonic’s been rescuing since Sonic the Hedgehog (his first game) to good 
    use?  In other words, exposing your Chao to small animals also helps to 
    raise levels.
    Dr. Eggman captures animals and forces them to pilot/power his robots.  
    You must’ve noticed that one comes out each time you destroy a robot.  
    Well, those animals (you can carry ten at a time) jump out and into the 
    garden when you enter Chao Garden.  Pick them up and give them to Chao 
    to combine them with the Chao.  Keep in mind that of the 15 different 
    animals you can get, they are all divided into five groups of three.  
    You can tell which group they belong to by the background color of 
    their picture (shown to you when you pick one up in action stages).  
    Not so coincidentally, you can tell which stat an animal helps the most 
    by their group.  Here’s a chart, ‘cause charts are just so nifty.
    |      Animal Name     |     Group’s Color     |         Stat         |
    |  Penguin             |                       |                      |
    |  Sea Otter           |        Yellow         |         Swim         |
    |  Seal                |                       |                      |
    |  Parrot              |                       |                      |
    |  Peacock             |        Purple         |         Fly          |
    |  Swallow             |                       |                      |
    |  Deer                |                       |                      |
    |  Kangaroo            |         Green         |         Run          |
    |  Rabbit              |                       |                      |
    |  Elephant            |                       |                      |
    |  Gorilla             |          Red          |        Power         |
    |  Lion                |                       |                      |
    |  Koala               |                       |                      |
    |  Mole                |         Blue          |        Random        |
    |  Skunk               |                       |                      |
    Blue animals are random because they don’t lean any which way.  Animals 
    tend to be arranged by their group in levels.  Generally, Swim animals 
    can be found in Emerald Coast, Fly animals in Windy Valley, Run animals 
    in Speed Highway, Power in Red Mountain, and the blue animals are 
    separated.  Koalas are found in Emerald Coast, moles in Windy Valley, 
    and skunks in Hot Shelter.
    Three things happen when you expose your Chao to an animal.  First, the 
    Chao exposed to the animal gains points.  When those points reach 100, 
    the Chao gains a level (note that the points they add make up levels.  
    That is, when your Chao gets 100 points in a category - points are 
    derived from animals and fruits, which provide 10 points per “layer” - 
    they level-up.  These points do NOT represent the total stat points – 
    the ones displayed on the bar above the segmented meter – but instead 
    the hundredths of the meter itself.).
    Second, the Chao may gain some animal parts that alter their 
    appearances.  Third, the Chao receives an animal ability or special 
    effect.  Below is a list of their effects (the things they let Chao do 
    in addition to receiving body parts).
    Penguin: Slides on belly
    Sea Otter: Backstrokes when swimming
    Seal: Rolls sideways
    Parrot: Sings
    Peacock: Poses
    Swallow: Back flips
    Deer: Draws pictures
    Kangaroo: Dances
    Rabbit: Hops in place
    Elephant: Sit-ups
    Gorilla: Beats chest
    Lion: Break dances
    Koala: Blows kisses
    Mole: Somersaults
    Skunk: Emits noxious gas
    The blue animals also let your Chao wear hats (see the Black Market 
    section for details).  SA2: Battle veterans can see that some abilities 
    (like drawing, dancing, and singing) are the equivalent of a Chao 
    Kindergarten lessons in SA2: Battle.  And that’s pretty much all there 
    is to know about small animals.
                                4.4 Stat Grades
    Just like humans, some Chao have natural talent in certain areas and 
    some don’t.  So, when a Chao is born, it randomly (if reincarnated, it 
    has the same grades as when it died; grades may also be passed down 
    from parents, but it’s hard to predict what grades the Chao will get) 
    receives what I call stat grades – a letter that represents their 
    potential in each of the five standard stats.  E is the worst, then D, 
    C, B, A, and S (the best).  Grades determine how many points you 
    receive when you level-up.  So as you can tell, grades are very 
    important to your Chao’s performance.
    Unfortunately, Chao Kindergarten does not exist in SA DX, and so there 
    is no easy way to know what your Chao’s statistics’ grades are.  If you 
    have SA2: Battle and access to Tiny Chao Garden, I recommend learning 
    what your Chao’s grades are by transferring your Chao to SA2: Battle 
    and visiting the Chao Doctor (to transfer Chao between games, see 
    section 3.6).  If you don’t have access, you can figure it out by 
    seeing how many points your Chao receives in an area when it levels-up.  
    Here’s a chart of surefire, dead giveaways as to what the stat grade is.
                          | Grade | Giveaway Points |
                          |   S   | + 28/29/30      |
                          |   A   | + 25            |
                          |   B   | + 22            |
                          |   C   | + 19            |
                          |   D   | + 16            |
                          |   E   | + 11/12/13      |
    As you can see, it can be hard to determine an A-D grade because there 
    is an overlap in the points given at certain grades so that you can’t 
    be sure which grade is which unless you get one of the numbers above, 
    which are unique to those grades.  That is, the possible points given 
    for each grade:
                               S           26-30
                               A           23-27
                               B           20-24
                               C           17-21
                               D           14-18
                               E           11-15
    Or to display it in a better way that shows overlap:
    |  Grade  |11|12|13|14|15|16|17|18|19|20|21|22|23|24|25|26|27|28|29|30|
    |    E    |XX|XX|XX|XX|XX|  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
    |    D    |  |  |  |XX|XX|XX|XX|XX|  |  |  |  |  |  |  |  |  |  |  |  |
    |    C    |  |  |  |  |  |  |XX|XX|XX|XX|XX|  |  |  |  |  |  |  |  |  |
    |    B    |  |  |  |  |  |  |  |  |  |XX|XX|XX|XX|XX|  |  |  |  |  |  |
    |    A    |  |  |  |  |  |  |  |  |  |  |  |  |XX|XX|XX|XX|XX|  |  |  |
    |    S    |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |XX|XX|XX|XX|XX|
    So, now that I’m all chart’d out, let’s move on.  After all, you should 
    know how to determine Chao stat grades by now.  Like I said, grades 
    determine what amounts of points you can get when you level-up that 
    stat.  Obviously the best is S because it could allow you to get 30, 
    the highest number of points, but S is hard to come by.  The next 
    section is devoted to helping you raise a Chao with all S stats.
                                4.5 SSSSS Chao
    We could go on and on about how to raise the grades of your Chao to all 
    S’s.  But I’ll try to give it to you in brief.  If you read the above 
    section, you’d know that S stat grades are the most desirable because 
    they provide the most points for your level-ups – more payoff than any 
    other grade.  So, to have the “perfect Chao,” you’d want to have a Chao 
    with all S grades.  Easy, right?  Wrong!  The chances of having a Chao 
    born with all S’s is slim to none – 1 in 7776.  So, let’s review the 
    other ways to do this – reincarnation (the safe way) and breeding (the 
    fast way).
    In the first evolution, your Chao decides to take up a particular stat 
    – Swimming, Flying, Running, Power, or Stamina (called “Normal”).  
    Doing this not only alters their physical appearance; it also raises 
    that stat grade by one (E -> D, B -> A, etc.).  So, hatch an egg until 
    it has above average stats (an S or two and some A’s, hopefully).  If 
    it comes out bad, reset the game without saving (it takes longer, 
    though, because you don’t have easy access to stat grades with the Chao 
    Doctor like in SA2: Battle).
    Then, there will come a time when that Chao is to die.  All your hard 
    work is wasted, right?  No, not quite.  If you treated it well, it will 
    reincarnate, setting itself up for another lifetime to raise another 
    grade.  So in theory, it is possible to repeat this cycle over and over 
    again until you’ve raised all the stat grades through evolution.  Of 
    course, with a happy Chao generally taking 15 hours to go through a 
    life cycle, that’s a long, laborious, and boring process.  It would 
    take weeks, even months, for your average player (starting from an 
    average or below-average Chao).  So, it’s important to start out with a 
    pretty high-ranking Chao.
    Of course, if you can’t stand this painfully slow process, you might 
    combine it or use it with the next one...
    There is sufficient evidence to prove that Chao pass on their grades to 
    their children.  About half the grades from one and half from the other 
    are passed down.  So, get two nice Chao and breed them.  You want them 
    to have better grades than each other in all areas; no overlap.  For 
    instance, SSABS and BCSSA would be a great combination.  Make them 
    fertile or wait for one to be in the mating mood, and then save and 
    quit.  Now breed them.  If the result is good – a blending of all the 
    best or most of the best grades – keep it.  If not, reset without 
    saving and try again.  When the results are good, you’re facing with a 
    new option.  Note that, by some fluke, grades sometimes go down.  So, 
    it’s more risky than reincarnation...
    The child will probably have good stats, but they’ll probably be 
    lagging in one character.  Mate it with another Chao better in that 
    category (I hate to say it, but using a parent is really convenient 
    since it almost automatically has better stats in one area.  Ugh, I 
    feel so dirty preaching Chao incest...).  Keep doing this until you get 
    close to all S’s, then use the reincarnation method.  This is pretty 
    good, but it’ll produce lots of “useless” Chao that you probably aren’t 
    very attached to.
    However you choose to create an SSSSS Chao (if you do), I wish you well.
                               4.6 Point Totals
    So, how many points CAN a Chao get, anyways?  Here, I’ll calculate just 
    how many points your Chao – assuming it is an all-S Chao that 
    miraculously gets 30 points every single time – can have in total.
    With all S stats, which is extremely unlikely, you have the potential 
    to get all 30’s, which is far more unlikely.  Even if your Chao does 
    have all S’s, your chances of getting a 30 (it is random) every time 
    for 99 tries is 1/5^99, a super-low number.  It is practically 
    impossible, but if you do get it somehow, your Chao will have 2970 
    points.  Since reincarnated Chao start with 10 %, their potential is 
    Well, that just puts little Chaosky’s 1786 to shame, doesn’t it?  Again, 
    points, not levels, determine how strong your Chao is in an area.  But 
    let’s get serious.  The odds are against you in a big way.  If you had 
    godlike luck, perhaps you stand a chance.  If you reset your game every 
    time you get 29 + or below, you’ll be in a for a long ride.  I really 
    can’t express how low the chances are, but think of it this way.  You 
    have to get the 30 out of five possible choices each time.  That puts 
    your first level-up at a 20% chance, right?  That’s pretty bad in 
    itself.  To repeat that, you have another 20% to face, so getting 30 
    for the both of those tries reduces to a 4% chance.  Keep doing that 
    until you’ve got 99 30’s!  Pretty low, right?  So in conclusion, don’t 
    get bent out of shape when you don’t end up with 2970/3267.
    ==============================Section 5.0==============================
                             5.0 Personality Types
    Every Chao is an individual nowadays, so we further divide Chao into 
    personality types.  Yes, each Chao behaves according to their 
    personality type, which can change over time.  Now, SA2: Battle players 
    would know that learning your Chao’s personality is simple in Sonic 
    Adventure 2: Battle.  You just saunter on down to Chao Kindergarten, 
    visit the Chao Doctor, and you’ve got all the information you need.  
    Well, it’s not so simple in Sonic Adventure DX; there is no such place 
    as “Chao Kindergarten.”  So, unless you transfer your Chao over to SA2: 
    Battle using the trick mentioned in sub-section 3.6, you’ll have to use 
    your undoubtedly brilliant powers of deduction to figure out your 
    Chao’s umbrella personality type:
    1) Big Eater: This type of Chao likes to eat, and they almost always 
    eat as if they were starved.
    2) Carefree: Your Chao hasn’t a care in the world...  I don’t see any 
    noticeable, behavioral differences here.
    3) Cry Baby: Your Chao will cry at the drop of a hat...  Bummer, eh?
    4) Curious: I guess they think about things more often than other Chao.  
    In any event, it doesn’t affect their behavior too much.
    5) Energetic: These are more active Chao that do activities (i.e. 
    drawing) more often than other Chao.
    6) Naive Chao: These Chao mate more frequently and with a wider 
    “audience” of Chao.  You know what they say: Ignorance is bliss.
    7) No Personality: These dull Chao are nothing special.  They just act 
    like your average Chao.
    8) Picky Eater: Quite the opposite of Big Eaters, these Chao are always 
    nearly full.  They don’t like most fruits, so try finding the fruit 
    type they like (Cubicle, Triangular, or Round).  The Chao Doctor 
    could’ve told you this in SA2: Battle, but alas, there is no Chao 
    9) Spoilt: Your Chao throws temper tantrums from time to time when it’s 
    being ignored.
    10) Short Tempered: This is probably the least desirable personality 
    type after Cry Baby.  Such Chao throw tantrums more often than regular 
    Chao, are more likely to become bullies, and are just real unfriendly 
    Chao can switch between personalities.  For example, spoiling your Chao 
    may turn it to a Spoilt-type Chao.  Well, why didn’t I tell you this 
    earlier, you ask yourself.  Because personality types also influences 
    one of the most dynamic duos to emerge from the Sonic world since Sonic 
    & Tails.
                        5.1 Personality & Hidden Stats
    You guessed it!  The hidden stats – Intelligence & Luck – are both 
    affected by certain personality types.  It would seem, though, that 
    only certain personality types have a bearing on these two stats.  
    Here’s what they do.
    Cry Baby: The worst type, this sets both Intelligence and Luck to 5 
    (out of 100) and precludes any increases.
    Curious: Luck cannot be raised, but Intelligence is doubled.
    Naive: Intelligence and Luck are both doubled.
    Short Tempered: Intelligence is disabled from increasing and set to 10 
    (out of 100), but Luck is doubled.
    Obviously, Naive is the best and Cry Baby is the worst.  To help get a 
    Naive personality, keep Chao playing together and give them lots of 
    attention and fruits and items.  Cry Babies are born of being ignored, 
    and it’s really debilitating to have such low Intelligence and 
    especially Luck in Chao Races.  All other personality types have no 
    effect on Luck and Intelligence.
                             5.2 Fruit Preferences
    We took Chao Kindergarten for granted in Sonic Adventure 2: Battle, but 
    man oh man was it useful.  In it, the Chao Doctor could tell you your 
    Chao’s health status (sick or not), its name, age, alignment, evolution 
    type, personality, awards won, Chao Karate rank (Chao Karate doesn’t 
    exist in this game), and, strangely enough, its fruit preference.  Yes, 
    they have Cubicle, Round, and Triangular Fruit for a reason – every 
    Chao likes one better one than the other two.  These three fruits can 
    be purchased at the Black Market, by the way.
    So if you have a Picky Eater Chao, or if you just want to treat your 
    Chao right, try to figure out which shape of fruit your Chao prefers 
    and feed it to them on those special occasions.  If you can go to Sonic 
    Adventure 2: Battle (see sub-section 3.6), you can learn this from the 
    Chao Doctor directly, but otherwise you’ll have to use trial and error.  
    It’s not very important, but I felt I should at least mention it.
    ==============================Section 6.0==============================
                               6.0 Chao Stadium
    Yet another reason why Station Square has the best Chao Garden: it has 
    the entrance to Chao Stadium in it.  It’s a door opposite the one you 
    enter the garden by, right near the Chao Transporter.  Inside, you can 
    race your Chao against others in super-intense races I (and the game) 
    call “Chao Races.”  Winning the harder races earns you five emblems in 
    total, which is the only reason this entire Chao guide exists.  I 
    suggest entering with a really high-level Chao to just breeze through 
    this; get your Chao to around L.90 in all areas (except stamina) before 
    coming here to just blow through all of this.  And remember: press A 
    rapidly to encourage your Chao during races!
                              6.1 Beginner Races
    Ah, the Beginner Races.  At first, only they (and Party Races) are 
    available to you.  Obviously, there’s a lower level of skill needed 
    here (the opponents here are young Chao that can barely run or swim).  
    At first, only four courses (or tracks) are available to be played on.  
    They are: 
    1) Pearl Course: This course consists of pushing a ball forward and 
    running.  Power is tested the most.
    2) Amethyst Course: There’s a lot of running here – pretty much all 
    running.  Your Chao may fly off the first bridge and take a water route, 
    testing Fly, Intelligence, Swim, but it’s not necessary.
    3) Sapphire Course: At first, your Chao will run down part of a 
    checkered walkway, and then it will climb up a cliff (Power).  After 
    some more running, they fly down off a cliff and swim to the finish 
    4) Ruby Course: This is pretty much all swimming.  After a few steps on 
    dry ground, you hit water and swim to the end.
    By beating all four of the above courses (1st place), you unlock a 
    fifth course.
    5) Emerald Course: This is the longest track of all, and it combines 
    elements from each other course to make for an all-around Chao’s 
    playground.  It is the hardest and longest.  If your Chao takes a 
    shortcut by jumping off the bridge to a water route, they are using 
    their Intelligence stat.
    By winning in each of the Beginner Races (in other words, after beating 
    Emerald Course), you’ll unlock the Jewel Races.
                                6.2 Jewel Races
    We have the exact same courses as in Beginner Race, but the competitors 
    must’ve seriously improved their training regiment ‘cause now they’re 
    pretty hard, if I do say so myself.  So, good luck, and keep raising 
    those stats!  These are the races that count; beating each of them 
    earns you an emblem.  So, through Jewel Races, you earn the five 
    emblems from Chao Garden.
                                6.3 Party Races
    If you want to see whose Chao is the fairest, err, fastest, of them all, 
    look no further than Party Races.  It serves no purpose other than 
    competing with friends (on multiple memory cards), but it’s fun enough.  
    You can also race up to four of your own Chao against each other making 
    use of four GCN controllers.
    ==============================Section 7.0==============================
                               7.0 Special Chao
    NOTE: Since there’s no really *new* content to add to this section, 
    this is a slightly edited version of Section 6 from my Sonic Adventure 
    2: Battle guide’s Chao Garden section.
    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 are you laughing about?).  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.
                                7.1 Chaos Chao
    Chaos 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 is neutral and it looks very similar to Chaos 0, 
    the first boss of the game (in Sonic’s storyline).  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 
    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 – three lifetimes.  If you want to pass a lot of time, leave 
    the GCN on overnight with your character 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: 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.
                              7.2 Character Chao
    A few Chao can be made to look like characters.  There are five 
    characters that you can make them look (more than remotely) like.  No, 
    there is not an Eggman, Tails, Rouge, Knuckles, Big, 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, let alone SA DX.
    Technically, you can get a Knuckles Chao.  However, that would require 
    that you go to Japan and participate in the "Game Jam."  Then you’d 
    have to transfer the Chao from Battle to Sonic Adventure DX.  There is 
    also an official Tails Chao (that actually looks just like it) for 
    Phantasy Star Online (GCN) players to get.  But, Sonic and his rival 
    from Sonic Adventure 2: Battle, as well as another popular Sega 
    character, can be replicated pretty nicely.
    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 either Tiny Chao Garden or the hidden egg 
    in Station Square (Adventure Field) for this (see sub-section 3.8).  
    Get a Gold Egg and hatch it.  Then raise it to be a Neutral 
    Running/Running type.  Lo and behold, it looks very much like Super 
    Super Shadow: Logically, a Silver Egg would work, but it doesn't.  
    Super Shadow requires a bit 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.  You can see the creature during a 3-D cinema in Casinopolis’s 
    card-based pinball game.  This Chao is raised as a Neutral 
    Flying/Flying type.
    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.
                           7.3 Special Colored Chao
    There are several skin color variations that look pretty neat.  
    Specifically, there are two-toned, clear, shiny, and jewel colorings.  
    To knock off two of those categories, I'll explain what those last two 
    are right now.  Shiny Chao are hatched from "Shiny" [Color] Eggs bought 
    at the Black Market.  [Jewel] Eggs are the pricy eggs purchased from 
    Tiny Chao Garden, three of which can be gotten in the Adventure Fields 
    (see 3.8).  Shiny Chao and Jewel Chao are reflective and metallic.  
    They look pretty cool, in my opinion.
    Two-toned Chao result from mating two differently colored Chao.  While 
    one color seems more dominant 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 main colors and highlights 
    because there are so many, but try experimenting.
    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) will be visible.  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.  The only 
    bad part about this is that special colors tend to run up a high price 
    pretty easily...
                          7.4 Controlling Chao Traits
    There are a few ways to control, to an extent, what your Chao will look 
    like when it’s born.  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.
    To rock an egg (or any item, for that matter), 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 
    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.
    Note that reincarnated Dark Chao are born with arched, evil eyes...  
    I’ve got to admit, I was extremely scared when I first saw this.
    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 8.0==============================
                                8.0 In Closing
    So now you know just about everything you’d ever need to know about 
    raising Chao – and collecting the emblems attached to Chao Garden – in 
    Sonic Adventure DX.  But remember, when you are a successful Chao-
    raising machine pumping out SSSSS Chao or Chaos Chao or what have you 
    that Chao have feelings, too.  “But they’re artificial video game 
    characters,” you say.  Wrong!  If that were true... well, okay, I guess 
    it is true.  Just do me a favor and take care of ‘em, eh?  So...
    Ciao Chao!
    Naturally, there’s a boatload of secrets to be found in Sonic Adventure 
    DX, and they’re a lot better than Sonic secrets usually turn out to be 
    (*thinks back to the “secret special ending” of Sonic the Hedgehog*).  
    Let’s begin by summing up the “secret” characters.
                          |    Secret Characters    |
    MILES “TAILS” PROWER: Sonic’s faithful friend, Tails, can be unlocked 
    for Adventure Mode by beating Emerald Coast in Sonic’s storyline.
    KNUCKLES THE ECHIDNA: Sonic’s friend and rival, Knuckles, plays 
    Adventure Mode, too – but only after he’s beaten in a fight as Sonic or 
    Tails in their storylines.
    AMY ROSE: After Sonic meets up with Amy, an annoying hedgehog he 
    rescued in Sonic CD, after Sky Chase Act 1, her story will be unlocked.
    E-102 “GAMMA”: Defeat E-102, Eggman’s robotic servant, on the Egg 
    Carrier’s Deck as Sonic or Tails to unlock his storyline.
    BIG THE CAT: Beating the final boss of Sonic’s storyline will unlock 
    Big, a newcomer to the Sonic realm.
    SUPER SONIC: The stronger form of Sonic is unlocked by beating the 
    other stories to completion – 100 %.
    METAL SONIC: Get all 130 emblems to be able to play as Metal Sonic, the 
    robotic duplicate of Sonic (from Sonic CD) who barely differs from 
    Sonic at all in abilities, in Action Trials.  He’s like an alternate 
    While secret characters are your main motivation to keep playing Sonic 
    Adventure DX, you’ll later be compelled to play for emblems and mission 
    cards.  What do these do, exactly?  I’ve kept it hidden until now, but 
    I will reveal it here.
                       |    Trial and Mission Mode    |
    To unlock the Trials and Mission Mode of a character, simply beat their 
    storylines.  Super Sonic has no trials, by the way.  Similarly, Metal 
    Sonic has no Mission Mode.
                          |    Secret Mini-Games    |
    Don’t be fooled by “mini-games” in the title.  The game calls them that, 
    but they aren’t mini in any way.  The complete Game Gear Sonic library 
    is included in Sonic Adventure DX; that is, all 12 of Sonic’s games for 
    Sega’s portable – the Sega Game Gear – are unlockable!  Huzzah!  For 
    every 20 emblems you collect, one game is yours.  For the last ten, you 
    get two games at once!  For every 20 missions you complete, you also 
    get a game.  Here are the games:
    Sonic the Hedgehog
    Sonic Drift
    Sonic Chaos (also called “Sonic & Tails”)
    Sonic Spinball
    Sonic Labyrinth
    Sonic the Hedgehog 2
    Dr. Robotnik’s Mean Bean Machine
    Sonic the Hedgehog: Triple Trouble
    Sonic Drift 2
    Tails’ Skypatrol
    Sonic Blast
    Tails Adventure
    When playing these classics, press L and R to show the GG view (smaller 
    view as the Game Gear would show it) and L and R to return back to the 
    full-screen view.  I may write guides for these games in the future, 
    but don’t hound me about it!
    Well, that pretty much covers all the secrets of the game.  There are 
    some Chao-related secrets, but they are covered in their sections of 
    “Chao Garden.”
    We finally reach the “FAQ” part of the guide.  Please, read this before 
    e-mailing me.  For that matter, please read ALL of the guide before e-
    mailing me!  After all, that’s the point of this section – to answer 
    your questions before you ask them.  Now, let’s get cracking!
    Question: I can’t beat [name of trial/mission].  Can you help me?
    Answer: Yes.  Read the guide.  Seriously, if I wrote up this entire 
    walkthrough, why would I hold any secrets back?  Everything I know 
    about completing that mission/trial is included; don’t ask me for 
    additional tips.  I reiterate: everything is in the guide; don’t expect 
    me to give you more tips.  Some things are just naturally hard, anyways 
    (though most of the game is fairly easy).
    Question: How do I unlock [character/game/mode]?
    Answer: See “Secrets” for details.
    Question: Who is the “Chao Doctor” and what is “Chao Kindergarten?”
    Answer: In Sonic Adventure 2: Battle, there was a place called Chao 
    Kindergarten available.  In it, you could do several things, but one of 
    the most useful (but also greatly taken for granted) was Chao Doctor, 
    an old Chao fellow who gave you the Chao’s age, alignment, stat type, 
    stat grades, fruit preference, and a few other things.  It really 
    helped, as now you must guess or observe to learn these things.
    Question: What are those small animals I collect in action stages?
    Answer: Traditionally, Eggman powers his robots with animals.  When you 
    destroy one, they are released.  If you take them to Chao Garden, your 
    Chao can be exposed to them, giving them boosts or minuses in stats.
    Question: Can I play as [second-last secret character] outside of the 
    last boss battle?
    Answer: Nope.  Sorry, but you can’t in any of the Game Cube 3-D Sonic 
    Question: I just can’t seem to beat Big’s A action trials.  There just 
    aren’t 2000-gram fish!  Can you help?
    Answer: These fish don’t appear unless you have the lure upgrades 
    (especially in Twinkle Park, which has very small fish).  It also 
    requires patience.  The metal, demonic-looking fish usually weigh in 
    pretty well.
    Question: I put a hat on my Chao’s head after exposing it to a blue 
    animal, and now it can’t take it off!  Are hats, like, permanent or 
    Answer: Not quite.  If you wait long enough, Chao may take hats off 
    themselves.  But if you’re not a particularly patient person, you can 
    always hurl them into a wall.  Works every time...
    Question: Can I use your guide(s) on my web site?
    Answer: Sorry, but no.  Please refer to my legal section for details.
    Question: What other guides do you have?
    Answer: Quite a few.  This is my 37th (I know what you’re thinking...), 
    and you can use the below link for an up-to-date listing of all of them:
    Question: How can I contact you?
    Answer: Not asked nearly enough, this question.  First, I'd like to set 
    out a few guidelines.  All contact occurs through e-mails (not IMs or 
    anything else), which must relate to the guide (no chain letters, 
    socializing, etc.).  Please put "Sonic Adventure DX" or the name of the 
    guide in the subject.  Make sure to examine the entire guide before e-
    mailing me.  In my prime, I answered e-mails pretty regularly, but now 
    it's on a very irregular basis with lots of gaps, so it's in your best 
    interest to read the guide instead of waiting for me to answer your 
    questions.  I don't open attachments.  Finally, be specific in your 
    question.  Thanks in advance.  You can e-mail me at:
    And that concludes this interrogation session!  One section remains for 
    your reading please.  It makes this guide worth using.  Without further 
    ado, the legal section, ladies and gents!
      /                                                                 \
     /                                                                   \
    ||----------------------------Section 4*-----------------------------||
     \                                                                   /
    ====================Credits and Legal Information*=====================
    Here’s a riddle for you: What’s extremely intense, as sweet as honey, 
    and more addictive than any drug?  Well!?  Give up?  The answer is, of 
    course, a resounding, “LEGAL SECTION!”  Everyone the world over loves 
    them!  I bet that somewhere some old folks are telling their 
    grandchildren about their first run-in with a legal section as we speak!  
    And their grandchildren say, “Oh boy, I can’t wait until I read MY 
    first legal section!” to which the grandparent responds, “Some day, 
    little Timothy, you too will experience the joys of legal information.  
    Some day...”
    Why are you looking at me like that?  Ah, but regardless, I must admit 
    that this is all just a super-clever way to keep you in suspense.  And 
    to let the anticipation just fill your soul, we’ll begin with the...
                               |    Credits    |
    First off, let’s give it up for me ‘cause I wrote this guide and have 
    no sense of modesty!  Also, my parents and other ancestors.  Without 
    you, this wouldn’t be possible!  So thanks, guys!
    Secondly, who could forget Nintendo?  Yes, this is an advertisement; 
    buy their products!  They licensed the game, after all.  But really, 
    Sega deserves the majority of the praise, as they actually made the 
    game.  So kudos to them!
    Last but not least, let’s applaud GameFAQs.  They are the only site 
    allowed to host my guides, and they’re pretty snazzy on top of that!  
    So instead of the usual three, I say FOUR cheers for them!
    Then there are those who recently helped me.  Below is a list of who 
    they are and what they did.
    That wraps that up, but the list may very well grow in the future.  
    This leads us into... you guessed it, the legal section.  I don’t want 
    to keep you waiting too long lest you explode with excitement and I’d 
    be charged with manslaughter, so let the games begin!
                          |    The Legal Section    |
    First of all, I take no credit for the creation, distribution, 
    production, idealizing, or in any way making this game.  That honor 
    goes to Sega, not me, and I do not deny this.  That is, all trademarks 
    and copyrights contained in this document are owned by their respective 
    trademark and copyright holders.
    Second, this document is Copyright 2005-2007 Brian McPhee.
    Third, this may not be reproduced in part or in full 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 make it absolutely clear, no one but the website GameFaqs may use my 
    guides on their sites, books, magazines, etc.
    Tada!  Man oh man was that “wicked tight,” as you young people say.  
    But unfortunately, all good things must come to an end, and this legal 
    section (oh yeah, and this guide, too) are done with.  So, until next 
    time, you have only these words to remember me by...  They are quite 
    possibly the coolest three words in the English language, and every 
    guide I’ve ever written ends with them.  They are, how you say, the 
    “attractor” of my guides.  And you know what?  You have permission to 
    read them!  So, take a deep breath, wash your hands, and scroll down a 
    bit.  Destiny awaits...
    See ya later.