Sonic the Hedgehog Guide version 1.2 (Genesis version)
By Whammychip (whammy.chip@verizon.net)
Started 9.29.02
Finished 10.7.02


Contents

1. Version History
2. Introduction
3. Moves and Items
4. Badniks
5. Guide
6. Codes
7. Legal stuff and Special Thanks


1. Version History:

1.2: Found two all new secrets in Spring Yard Zone Acts 1 and 2 with the 
help of DEBUG!

1.0: The original guide. All information packed into one little guide, 
spell checked, the whole nine yards. So, this'll probably be the only 
version of this guide, unless something new pops up.

2. Introduction

Unless you've lived in a cave all your life, you probably know what 
Sonic the Hedgehog is. It's a popular video game series for the Sega and 
now Nintendo consoles. Sonic is in a league with those like Mario, Crash 
Bandicoot, Donkey Kong, etc. So, in other words, it's very very famous. 
This game, Sonic the Hedgehog for Sega Genesis, is the game that started 
it all. It's probably the simplest of all Genesis Sonic Games, but still 
deserves an FAQ. That's exactly what this is: probably the most detailed 
one out there. I will provide for you the best route for each zone, 
exactly what's to be found around every turn, and even walkthroughs for 
the much-difficult Special Stages! Get ready to learn everything you 
need to know.

Story: 

Meet Sonic. Sonic is a blue hedgehog. He lives on South Island, a once-
peaceful island paradise far out in the oceans of the planet Mobius. 
Sonic can outrun every living thing, can turn into a deadly blue ball by 
jumping or rolling, and works for the forces of good. But of course, 
every good creature needs a nemesis...

Meet Robotnik. As you can probably tell by his name, Robotnik loves 
robots. But how does he create and pilot them, you ask? Simple. He 
captures the innocent animals of South Island and turns them into his 
mechanical army. And trust me, these robots aren't out to help. Just to 
harm. So, in short, Robotnik is an evil robot maniac.

Lately, the animal population has had a severe decline. They definitely 
need somebody to save them now, don't you think? Who will it be?

Sonic the Hedgehog to the rescue!

However, defeating Robotnik isn't as simple as socking him in the face. 
When he isn't roboticizing the poor citizens of the island, he's busy 
covering every last inch of the island with spikes, lava, and every 
other type of deadly trap and hazard you can think of. But this doesn't 
mean Sonic's a sure dead man, as his uncle, Chuck Hedgehog (heck, how am 
I supposed to know?) has created special rings and TV monitors to aid 
Sonic in his quest.

So, the only questions in this matter are:

Will Sonic succeed and give Robotnik a taste of his own medicine?

Or will Robotnik make Sonic eat the cold, hard metal of defeat?

Let the battle begin....

3. Moves and Items

The moves in Sonic are very simple. Use the D-Pad to move Sonic, the A, 
B, and C buttons to make him jump, and Down while running to roll. Does 
this mean I'm done with the never-ending list of moves? Yes it does.

There are also not many item boxes, either. The boxes look like TV 
monitors with pictures of what is to be obtained. The items are:

Super Ring: Picture of a ring.
Gives you 10 rings. I haven't mentioned this yet, but rings are what 
Sonic needs to stay alive. They can either be found in boxes, or 
floating in groups in the air. If sonic hits something harmful, he will 
lose all his rings, but he can get them back. If he gets hurt with no 
rings on hand, well, that means bye-bye Sonic. Lose all your lives and 
South Island it as good as gone, unless you have a Continue, which is 
explained further on.

Shield: Picture of a blue plasma ball.
Protects Sonic from 1 hit. Instead of losing rings, if Sonic has this 
on, he will lose the shield instead. Be careful, as hitting a shield box 
while already having one does nothing but waste a perfectly good box, so 
only hit these if you need it.

Super Sonic Shoes: A picture of one of Sonic's shoes.
Makes you run super-fast. Simple as that.

Invincibility: Picture of stars.
Lets you plow through hazards unharmed. Use it wisely, as it runs out 
after awhile.

1-up: Picture of Sonic's head.
Goody Goody! Another life for me! This is only one way to get another 
life. The other ways are to get 100 or 200 rings or do something nearly 
unachievable: get the legendary score of 500,000 points.

4. Badniks

A good video game wouldn't be anything without a well-rounded list of 
creatures to avoid. Here is a list of every one you'll find in the game, 
where to find them, and what to watch out for.

Motobug: Found in Green Hill Zone.
Simply moves back and forth. The easiest thing to kill in the game.

Buzzbomber: Found in Green Hill, Marble, and Spring Yard zones.
Jets through the air and stops briefly to shoot a bullet at you. Very 
common.

Crabmeat: Found in Green Hill and Spring Yard Zones.
Don't let this hang around for too long, or face the punishment of its 
bullet-shooting claws...

Newtron: Found in Green Hill Zone.
These hide among the walls and become visible when you get close to 
them. The red-eyed ones drop down and fly towards you, while the yellow-
eyed ones spit a bullet at you and disappear.

Chopper: Found in Green Hill Zone.
Found on bridges, it jumps up and tries to have blue hedgehog for 
dinner.

Caterkiller: Found in Marble and Scrap Brain Zones.
Use a roll to kill them, but be careful, as their spiked bodies will 
scatter around. Jumping on them will get you nothing but hurt.

Batbot: Found in Marble Zone.
Simply drops down from the ceiling and flies towards you. Often found in 
groups.

Roller: Found in Spring Yard Zone.
Very rare, it's a robot clone of you! It rolls down steep hills, uncurls 
briefly, and then continues rolling. Only attempt to kill when uncurled.

Spikebot: Found in Spring Yard Zone.
Again, roll to kill these, but at least they don't explode as the 
Caterkillers do.

Orbinaut: Found in Labyrinth, Star Light, and Scrap Brain Zones.
A tiny ball with smaller spiked balls orbiting around it. The ones in 
Labyrinth and Scrap Brain eventually shoot their balls at you, but the 
ones in Star Light don't, so avoid those.

Chop-Chop: Found in Labyrinth and Scrap Brain Zones.
Simply swims in the water. Very easy to smack.

Burrobot: Found in Labyrinth and Scrap Brain Zones.
Pops out of the ground and tries to take you down by surprise. However, 
they didn't take into consideration their giant protruding noses...

Boombot: Found in Star Light and Scrap Brain Zones.
Explode into 4 fireballs if you get close to them, so try to avoid 
these.

Ballhog: Found in Scrap Brain Zone.
These shoot giant blinking balls at you, so be careful.

5. Guide

It's finally the moment you've been waiting for. It's the guide to every 
zone, every act. If you need help on a particular part, here is the 
place to turn to.

Green Hill Zone:

These once quiet hills are the perfect place to practice and master your 
hedgehog skills. This zone is fairly easy. The only thing you need to 
worry about are the numerous spike pits.

Act 1:

Grab the 3 rings at the start, and then nab the Super Ring on the ledge. 
Use the spring hidden in the first tree right of the ledge to nab some 
more rings, cross the bridge, and get the hidden invincibility box in 
the second tree right of the bridge. Now, run up the ramp, climb the 
stairs, cross the bridge, and use the yellow spring to catapult up to 
the ledge. Be careful, as the protruding part of the ledge crumbles when 
you step on it. Head right but drop down where two more collapsing 
ledges are. Go left, use the spring to get 3 rings, and then head right, 
jumping over spikes and nabbing 3 Super Rings and another Invincibility 
box. Then jump up, head left and plow through the Checkpoint. In case 
you don't know, the Checkpoint looks like a pole with a blue ball on the 
top. When you touch it, the blue ball should spin and turn red. Next, 
ride the platforms to the ledge, where you can nab a Super Ring, and 
then hop across the platforms to the top of a loop where you can get a 
shield. Be careful, as the platforms fall after a while. Then get the 
rings on the loop and ride the platforms to the next ledge. Grab the 
rings, but DON'T enter the tube! Instead, head back and go further up to 
the roof of the area. Nab the rings and head left. Drop down to the 
bottom (where you exit the loop if you're heading right, not to be 
confused with the area where you got rings and encountered four Red-Eyed 
Newtrons), ride the S tubes, and if you didn't stop anywhere, you should 
catapult up into a myriad of rings. Next, head right, getting rings, and 
then get the Super Ring on the ledge. There is also one hidden in the 
tree to the right of the ledge. Finally, drop down and head right to the 
exit.

Bonus Round #1

If you got more that 50 rings and entered the giant ring at the exit, 
you should have been warped to a bonus stage after your score was 
tallied. The bonus stage is a giant, colorful rotating maze, with 
different objects that do different things:

Squares: The walls of the maze.
Red and White balls: Have no special effects.
R Circles: Reverse the rotation of the maze.
UP/DOWN Circles: Speed up or slow down the rotation of the maze. Some 
change, others stay put.
Star Circles: You bounce off of these, so watch out.
GOAL Circles: A wall of these can be found at the end of certain 
corridors, and these take you out of the maze. Avoid these at all costs!
"3-D" walls: These surround the Chaos Emerald. They change from blue to 
green to orange to red to gone. Wearing away these walls will give you 
access to the emerald.
Chaos Emerald: Your goal. Grabbing this gives you the Emerald and exits 
the maze.
Rings: 50 of these gives you a Continue, 100 an extra life.

Well, anyways, you are spinning throughout the course of the whole maze 
and you must rely on jumping and maneuverability to get through. You 
have very little control, so if you're careless, you'll most likely find 
yourself careening towards a GOAL, so watch out. Anyways, move down the 
long hallway you start out in, and then try to go down the hall with the 
transparent circles to go to the chamber with the Emerald. Wear away the 
walls while avoiding the goals to get the Blue Emerald.

Act 2:

Head right, cross the first bridge, and use the spring on the rock to 
get 5 rings. Then cross the next bridge and use the third rock to get 
the Shield hidden in the tree right of the rock. Next, ride the platform 
to get more rings, and the drop down to access a path with all sorts of 
goodies. Nab the Shoes, and then walk to the edge of the same ledge 
you're on.  Then, charge towards the wall and roll into it. If you don't 
bust the entire wall, repeat this process until you reach an area where 
you can grab 2 Super Rings and a Shield if you need it. Then head right 
and use the swinging platform to reach some falling platforms. Cross 
them and head right, jumping over the two red springs and onto the 
third. Nab the rings and extra life and fall off the left side of the 
loop. Head left, nab the rings on the ramp, and then head right, nabbing 
the rings on the loop and the invincible hidden in the tree directly 
above the ramp. Now be careful in this next section, as you can die even 
with the invincibility. Jump from platform to platform, keeping in mind 
that some shift, get the checkpoint, and then head right. Climb the 
stairs and jump on the platform to your left. Nab the Super Ring and the 
rings gotten by using the spring hidden in the second tree to the left. 
Then cross the bridge, and when you reach the place where the ledges 
collapse, let yourself drop down and then head left. Nab the shield if 
you want it, and then cross the spike pit via the swinging platform. 
Ride the moving platform, jump over the spring, grab the Super Ring and 
then jump back up to the mainland. Then head right to the exit.

Bonus Round #2

Head into the chamber and then make a turn into the chamber with an odd 
triangular shaped hole in the wall. Make a turn where the corridor goes 
at a diagonal slant and then don't make any other side turns until you 
reach the place with two extremely narrow side-by-side corridors. Be 
careful, as the bumper that divides the two could bounce you straight 
into a goal. Here, the diamond blocks have an inner and outer layer; you 
must go through the outer layer and then break through the blocks in the 
inner layer to nab the Yellow Emerald.

Act 3:

First, nab the invincibility in the second tree from the beginning, and 
then spring up to the top platform. Get the shield and then head right, 
getting all the rings you need. Then drop down and head left, getting 
the 2 sets of rings, and then head back right. Now, instead of springing 
back up or using the platform, roll into the wall, and ride the long 
tube. BE CAREFUL, as there is a spring that could bounce you back up. 
Instead, jump over it and go right, collecting rings and killing robots 
until you get to a yellow spring with a small bed of spikes beyond it. 
Jump on the spring and head left. Get the shield in the tree, and then 
use the spring to the right to get past the S tube and you should careen 
into a Checkpoint. Stop here, and take the upper path, nabbing rings (be 
sure to get the Super Ring hidden in the second tree on the platform 
above the yellow spring) and then ride the platforms until you get to 
the one that falls. Let yourself fall with the platform, and you should 
land on top of a loop with a 1-up on in. Get it, and then head right and 
use the spring AGAIN to get to the top of the tube. This time, continue 
left, and then drop down. You should now be in the place where you 
rolled through the wall to find a secret area. Proceed through the area 
again, but this time DO NOT use the yellow spring!!! Instead, jump over 
it, and over the spikes to uncover a secret area with 5 Super Rings and 
a 1-up. Then proceed right, and then use the tree spring to bounce up. 
Then head LEFT, grab the 2 Super Rings hidden in the trees, and go right 
to the next platform. Nab the Super Ring there, and then drop down to 
the platform below. Proceed right, using the swing to cross the spikes, 
and use the tree spring next to the tall platform to get rings. Then hop 
up to the platform above the ramp to get a Super Ring. Then just 
continue right to your first boss.

BOSS FIGHT: Mad Robotnik and the Ball.

This is somewhat easy. As soon as you can, jump up and hit him until he 
unleashes his weapon: A GIGANTIC checkered wrecking ball! He'll start 
swinging it back and forth, so just jump over it (Contrary to popular 
belief, the chain doesn't hurt you, folks.) and try to get as many hits 
in as possible. Try to keep at least 1 ring with you at all times. 8 
hits will send him flying off, quite burned. Hit the button on the 
prison egg to release bluebirds and rabbits and also to finish the 
level.

FUN FACT: Did you know that in the beta version of this game, the 
wrecking ball Robotnik uses was supposed to be a normal obstacle? Cool!

Marble Zone:

This level is a bit harder than the previous level. The badniks aren't 
the trouble: it's the lava. Avoid it at all costs! Even the fireballs 
can prove deadly. Also, weights, shifting columns, and spiked 
chandeliers are definitely to be avoided.

Act 1:

First, proceed right, getting rings and avoiding badniks and lava. After 
the second shifting platform you should beet a new nemesis: the dreaded 
Caterkiller. You have two options with this: avoid it (more preferable) 
or try to kill it (only if you're daring or have a sure shot at it). 
After doing what you need to do with him, head right until you get to 
the hill. As soon as the platform at the bottom reaches its lowest 
point, go left to uncover 3 Super Rings. Continue heading right, being 
cautious around the oddly curved platforms. Standing on them too long 
will cause the lava to burn the platform to burn you. Get the point? Go 
down the hill, nab the shield, and head left into the dungeons. Most of 
the Marble Zone is in dungeons like these, and trust me, they can be 
pesky. Proceed through the shifting columns and kill the Batbots at the 
end. Now you should reach a button next to a spiked chandelier with an 
odd block on it. When you press the button, you'll find that the 
chandelier rises, but letting go of the button causes it to drop back 
down. What to do now that there's no possible way to hold the button and 
get underneath the chandelier at the same time? Or is there? That block 
isn't there for nothing. Push it onto the button, and voila! The block 
does all the work while you get the benefits. Drop down, avoiding the 
spikes that pop out of the wall, hit the Checkpoint and get the shield 
if you need it, and then evade the shifting column. Jump across the 
blocks that fall into the lava and then jump onto the chandelier that 
suddenly falls. While on top of the chandelier jump left through the 
wall to discover 4 hidden Super Rings and an Extra Life. Use the 
shifting blocks to exit the dark dungeon. Be careful, as the lava will 
now spit out fireballs, but as long as you're careful you should make it 
to the exit that lies just barely ahead.

Bonus Round #3

This is a large free-roaming area, where the only goals lie on the 
sides. The Pink Emerald encasement is wide in the open: just break the 
blocks to nab it.

Act 2:

Proceed right, getting and avoiding whatever you need until you reach 
the button. Hit it to lower the column, and then push the block into the 
lava. Ride it across the molten substance, jumping on the platforms when 
you need to, and when you reach the platform in which lava is being 
dumped onto hit, jump right to nab a Super Ring and a shield. Then head 
left and down, avoiding the fireball cannons, and then push the row of 
blocks in to reach the bottom area. Now, listen carefully. RUN LIKE A 
MADMAN HERE!!! Lava will chase you and melt you into nothing more than a 
blue blob if you're too slow, so move it!!! If you succeed, get the 
rings on the platform and move on. Use the swings to cross the lava, 
kill the caterkillers (you have a clear shot) and use the button to 
lower the column. Jump up and nab the shield on the high ledge. Then 
push the block into the lava and ride it across the lava. Ignore the 
lava geysers for now, and after the third geyser, jump into the wall to 
uncover 2 Super Rings and a 1-up. Then, ride the block back across the 
lava, and repeat the process over again, except this time jump on the 
third geyser to reach the platform. Climb up the blocks to reach the 
checkpoint and a Super Ring, and head right, grabbing the Super Rings 
under the hill, until you reach the blocks. Jump on them to bust them, 
and the more you bust consecutively, the bigger bonus you get for 
busting it (a maximum of 1000). When you hit rock bottom (no pun 
intended), nab the shield and get the invincibility box after crossing 
the two lava pourers. Now dash across the lava and hopefully you can 
jump onto the chandelier before it rises again. Then, jump from 
chandelier to chandelier to finish off the level.

Bonus Level #4

Just follow the path, and don't make any side turns unless an arrow of 
rings tells you to. The Green Emerald is in a quite simple encasement, 
with few blue blocks.

Act 3:

Proceed right, getting rings and killing badniks as usual, but when you 
get to the part where there is a place just like those in the previous 
acts where you got some Super Rings, DON'T take that path! Trust me, 
it's not worth it. Just keep going right, nab the Super Ring, and then 
head into the dungeon, avoiding lava cannons. Use the falling blocks and 
weights to go across, and then when you get to the next collapsing area, 
just run across and get the shield beyond the shifting columns. Now drop 
down into the newly formed pit and use the button to lower the column. 
Push the block into the lava, and after you are somewhere in the lava, 
jump left back onto dry land and head left. The column should've 
returned to its initial position, so you can nab a Super Ring you 
couldn't get before. Then push the block back into the lava and this 
time take the path. Don't jump from the first geyser, but instead wait 
for the second. Then jump on top of the chandeliers and jump through the 
wall to the right to nab a 1-up. Now, jump through the right wall for a 
shortcut past a particularly hard part of the level (no real benefits 
gained from not taking the shortcut) but watch out, as there may be a 
chandelier blocking the exit. Wait for it to raise, get the three rings 
to the right, and then head left, dodging pop-out spikes and lava 
cannons, being sure to pick up the Super Ring along the way. Then use 
the weights to get across the next area, and watch out for spikes that 
suddenly pop out of the floor and also the several Batbots you'll meet 
along the way. Then get out of the dungeon, and it's only a short way 
right until you reach the boss.

BOSS FIGHT: Goodness Gracious! Great balls of Fire!

As long as you're careful, this is EASY!!! Hit him a couple of times, 
and he'll move to the left side of the arena and drop a fireball on it. 
It'll catch on fire. Then he'll move to the right side; where you are. 
Hit him a couple of times, and then jump to the left side (it's cooled 
down by now). Repeat this process until he and his ship become what he's 
been attacking you with. Then head right to free seals and squirrels.

Spring Yard Zone:

Don't let the flashy lights, fun springs and bumpers, and cool music 
fool you. THIS LEVEL AIN'T CUTE AT ALL! You'll be bounced around like a 
pinball and riding platforms most of the time, and though this may sound 
fun, it may as well send you careening towards that giant spike ball. 
Always keep your eyes open in this zone; the walls are filled with 
countless surprises.

FUN FACT: Did you know that this zone was originally dubbed the 
Sparkling Zone?

Act 1:

Jump on top of the light and nab the two rings above it. Then kill all 
the Buzzbombers and Crabmeats you can, and use the spring to reach the 
next ledge. When you're launched off the ledge, hold down left, and 
hopefully you'll land on a moving platform that takes you to a ledge 
with a 1-UP and a Super Sonic Shoe, along with a couple of rings. Then 
drop down from the right side and continue through the tunnel. Use the 
next spring and get as many rings as you can from the clutches of the 
bumpers, and then head right, getting rings and using the platforms to 
reach the next area. Roll down the hill and let yourself hit the spring. 
You should hit a Roller that was about to try and kill you. Now go back 
and jump over the spring. Get the rings on the platform and hit the 
button. Jump back to the platform quickly, as it's about to rise. Jump 
to the area to the left, and you should encounter one of this level's 
biggest problems. What I mean by that is that these things in general 
are the biggest problems, and this is only one of them. It's a pair of 
giant spike-balls rotating around a half-pipe. Jump on the platform in 
the middle and then continue left to nab a Super Ring and a shield, and 
then head back across the spike-ball trap. Now jump on the shifting 
staircases to reach the next platform. Don't roll down the hill, but 
instead walk so you won't miss the next platform. Get all the rings as 
you jump from platform to platform, and then hit the Checkpoint. Drop 
down (it's safe, folks) to grab an Invincibility Box, and then spring 
back up. Take a side trip to underneath the platforms and hug the right 
wall; you should eventually fall through it. Nab the rings, and then 
head back up. Jump on the platform, roll from half pipe to half pipe, 
watching out for the spike-balls, and then use the springs to get the 
rings floating above. Spring up to the platform, kill the crabmeats, and 
then drop down and again use the springs to get the rings. Get the Super 
Ring in between the springs you just used, and jump to the right. Hit 
the button to open up a shortcut that leads you straight to the exit.

FUN FACT: Did you know that the Spikebots were also in the Marble Zone 
in the Beta game?

Bonus Round #5

Just don't make any side turns whatsoever; keep going straight ahead. 
The encasement of the Red Emerald isn't too hard to bust.

Act 2:

Head right (or use the spring if you so desire) and drop down. Hold down 
while falling to execute a roll, which will send you flying. Land on the 
platform, kill the Crabmeats, jump to the platform and then kill the 
Spikebots. Jump from platform to platform while avoiding the Spike-
balls, and then either use the moving platforms or the spring to reach 
the shifting stairs. Move left to grab some rings and an Invincibility 
box, and the go right. Kill the Crabmeats and the spikebots that lay 
across the platform pit. Jump into the pit and use the springs to get 
the floating rings and then hug the right wall. You should fall through 
it. Use the spring to nab the rings, and then head LEFT. Use the 
platforms ahead to move down, get the rings that form an arrow, and then 
hug the right wall, and, once again, you should enter it. Keep going 
right, avoiding platforms that can crush you, and get the 1-up that lies 
at the end. Use the spring to go up to the shield. Get it, and get all 
the rings you can here. The use the platform to continue right. Jump on 
the platform, move down the hill, avoiding spike-balls, and hit the 
checkpoint. Use the spring when it's safe, and then cross the platforms 
that grow wider and then shrink again. After crossing these platforms 
and others, drop down between the wall and bumper, and hold down to 
execute a roll again.  If you jump at just the right time when you reach 
the ramp, you may reach a secret ledge filled with rings. If not, don't 
worry to much. Either way, just head right towards the exit.

Bonus Round #6

The final and easiest of them all! This level is just like #3, except 
this time you'll drop right onto the emerald encasement at the start! 
Just hang around this area and bust open the encasement to get the Gray 
Emerald. You did it! Unfortunately, Super Sonic will have to wait until 
Sonic 2. Sorry, folks. However, the good news is that you get a good 
ending from your hard work! If you messed up one bonus round and/or 
didn't get enough rings in an act to qualify for the Bonus Round, don't 
worry. You can retry the ones you missed up until Scrap Brain Act 1, 
where the Bonus Rounds are no longer accessible.

Act 3:

Head right down the hill, killing Buzzbombers, and get the Shield from 
under the bumpers. Use the springs to reach a platform high above and 
ride it to a ledge with rings and an Invincibility box. Then drop down, 
get the Super Ring, and plow right through the hazards here. Drop down 
and jump through the wall to the left to nab some rings. Now climb up to 
the top and head left. Bounce up to the platform and head right, hitting 
the button to open the doors. Then jump past the spike balls, into 
another cavern, and you'll encounter another set of platforms. Climb up 
and head left. Then hop onto a platform and head left via the shifting 
stairs. Grab the rings on the ledge and then ride the platform down to 
the place where you hit the button. Repeat from there and this time when 
you reach the top of the square platform pit, head right. Kill the 
Spikebot and then hop down, remembering to hold down to roll. Hug the 
right wall after you pass the cavern to nab some Shoes and 
Invincibility. Then, plow through the cavern and use the spring further 
on. Head left, and ride the platforms to the ledge. Kill the Crabmeats, 
and then ride the platforms down the shaft. Head up the hill to your 
right, and use the spring to hit the Checkpoint. Head left, use the 
springs to get the rings, and then nab the Invincibility. Spring up, and 
then use the shifting stairs to reach the boss arena.

BOSS FIGHT: Spikey vs. the Spike.

Robotnik will fly overhead in his Egg-o-Matic ship. Try to hit him, but 
if you stay in one spot, he will come down with a spike protruding from 
the bottom of the ship. It can easily be avoided, but the spike takes 
part of the floor with it. Try to kill Robotnik before the floor gets 
too small. Then head right to release chickens and pigs.

Labyrinth Zone:

HARD HARD HARD HARD HAAAAAAAAAAAARD!!!!! Robotnik has somehow recovered 
Atlantis from the depths of the oceans and has attached it to his base. 
With a little bit of strategic trap placing, he's made it the hardest 
zone in the game! Almost everything here is a severe hazard, including 
the water, which can drown you after a bit. Suck up air bubbles to keep 
your air supply up. Be prepared to lose several lives here.

Act 1: 

Head right, getting rings and killing Burrobots, and get the shield past 
the swinging spike-ball. Drop into the water and kill the two Burrobots 
to your left, and grab the Super Ring beyond. Then use the button to 
open the door, and hit the next to open the next area. Hop out of the 
water. After drying off (well, not really), get the Super Ring, and then 
head right, killing Burrobots as they come at you. Then drop down into 
the water, killing Chop Chops as you go until you hit rock bottom (no 
pun intended). Head left, hit the button, and grab the Super Ring. Then 
head right, hit the button, and then ride the vacuum tube to the next 
area. Drop down, avoiding platforms that rise and can impale you in an 
instant, and then head right. Kill the 2 Chop Chops and get the 4 rings 
hovering overhead, and then climb up the stairs, avoiding swinging 
spike-balls and then hop out of the water. Now you should come to an 
area with rocks moving along a rope. Don't do the obvious and ride the 
rocks, as then you'll have to face the punishment of the spikes. 
Instead, jump to the other side, and then jump up, rock by rock, until 
you reach the button, and then drop down. Hit the Checkpoint and then 
use your best low jumps to get past the spears. Hit the button, and then 
continue down this spear-ridden corridor. Somewhere along the lines, the 
water should begin to drain. But be careful, as it will fill back up as 
you climb the stairs. Ride the cheese(?) up to the ledge, where you can 
grab several rings and kill a Burrobot. Go back in the water, and dodge 
the spikes the Orbinaut shoots at you. After taking car of it, ride the 
rocks until you can see another ledge (above the stone dragon head). 
Beware the fireballs they shoot and head right. The water should fill 
even more here, so avoid standing on any cheese. Also beware of the 
Burrobots. They're especially deadly here, as the corridor's a tight 
fit. Then hit the button to open the door and climb the stairs. Then 
head right to the exit.

Act 2:

Head right and ride the water slide into the H2O. Grab the Invincibility 
and head left. Go past the Chop Chop and then drop down, killing two 
more of the menaces. Then grab the 2 Super Rings and head right. Grab 
another 12 rings and then kill the Burrobots ahead. Ride the vacuum tube 
to the next area, with rings galore as well as a shield. Underneath one 
of the Super Rings is a button. Hit it to open a door nearby. Then head 
right, get the Checkpoint and the Invincibility Box on the ledge to the 
right. Plow through hazards and open doors until the Invincibility runs 
out, which should be near the fireball cannon, so I'll continue from 
there. Maneuver past the spears, and kill the Chop Chop and Orbinaut as 
you continue along. Climb the stairs, kill the Orbinaut, and ride the 
rocks. When you approach an overlapping set of rocks, jump on it, or 
else be impaled. The leap out of the water and head for the exit!

Act 3:

Head right, killing 3 Burrobots and getting rings, and then ride the 
water slide. The slide is endless, so when you are on the slide that 
moves you left, keep jumping and eventually you'll reach one ledge with 
a shield and another with a button and a Super Ring. Hitting the button 
will cause the wall opposite the ledge to open up, revealing a new 
section of the level! Then hit the next button, which will open the next 
path but close the wall behind you again, so make sure you have 
everything you need before hitting that button. Then delve into the 
water and DON'T HIT THAT BUTTON JUST YET!!! Instead, head left and get 
the rings from the ledge: a total of 20 in all! NOW hit the button and 
go deeper. Dodge the spears, and don't stay on the tile between spears 2 
and 3, or you'll drop into a more dangerous path. Instead, continue on, 
evading spears and spikes that pop out from the floor. Hit the Super 
Ring ahead, and then jump out of the water. Dodge spikes and swinging 
spike-balls here, and don't forget the Super Ring on the platform. Then 
head right, killing Burrobots, and then ride the rocks until you reach 
the ledge with the invincibility box. Then hit the button inside the 
spike pit (underwater) and then drop down. By the way, I hope you got 
the 5 Super Rings and the 1-up scattered around the area.... Hit the 
button and then proceed through the dead vacuum tube (I guess Sonic Team 
either never got around to or forgot to put the vacuum effect here). Nab 
the Invincibility box and just plow through the next area. When you 
reach the spot with the tiny platforms, try not to fall into a gap, or 
you'll end up in the harder section. Beware of the Orbinaut at the end 
of the section as well. Kill him when it's safe, and nab the shield 
ahead. Then jump from platform to platform, being careful of the 
swinging spike-balls, and then ride the rocks up to the button. It 
should reverse the direction of the rope when pressed, so jump on top of 
another rock and ride it to the next open platform. Kill a whopping' 
FIVE Burrobots, and then ride the slide down to the Checkpoint. Ride the 
cheese and then keep climbing as the water fills. Grab the shield if you 
need it, and then face a now-cowardly Robotnik,

BOSS FIGHT: The Labyrinth!

This really isn't a boss fight at all. You can hit him for kicks, but 
your real goal is to evade fireballs, spikes, and spears as you make 
your way to the top of the shaft. Be careful, as the water is still 
filling, and since no air bubbles are available here, it might as well 
be lava. The only point getting caught in water is safe at is near the 
top. Once you reach the top, release you penguin and seal pals. You've 
finally made it out of that deathtrap. Whew!

Star Light Zone

After that nightmare of a zone, you need a break, and the Star Light 
Zone is it. No mad scientist's fortress is ever big enough, and Robotnik 
is no different. This is the construction site of the newest wing of his 
fortress, and it has tons of loops and ramps. As long as you take the 
high path of this zone at all times, it's very simple. Only 2 types of 
Badnik are found here: Boombots and Orbinauts, but both are extremely 
deadly if taken lightly. This level has a beautiful cityscape in the 
background, and the most soothing music in the entire Sonic Series. In 
short, an easy level with cool elements.

Act 1:

Head right and hop onto the ledge. Step back as the Boombot explodes, 
and continue up the stairs until you reach the spot where the floor 
sinks in to form a staircase. Head right, but after going a short way 
head back. Hopefully, the staircase is back up, so you can nab that 1-
up. Then go back to the right and roll down the ramps so you'll pick up 
maximum speed when crossing the dangerous gap ahead. Next, use the 
spring to reach the next platform and to the overlapping ledge. You 
can't go in the opposite direction of the fan, so it's a one-way trip 
from here. Beware of the Orbinaut ahead; unlike the ones you saw 
previously, these don't shoot off their protection, so don't bother 
trying to kill these (unless you're invincible). Get the rings and then 
go back left. Hit the flashing yellow platforms, and if you hit them 
right, they should jiggle and eventually form stairs. Jump up them and 
use the spring to get rings and to the high ledge to the right. Then 
roll down the ramp and onto the next ledge. Don't stick around, as that 
thing behind you is a lava cannon. Instead, go right, dodge the 
Orbinaut, and jump on the rotating platforms. Try not to fall off; if 
you do, you will encounter this level's biggest hazard: a bottomless 
pit. After scaling the platforms, go up the ramp, avoid the 2 orbinauts, 
and then roll down the hill to pick up max speed around the loop. Get 
the Super Ring above the ramp, dodge the Orbinaut, and drop down into 
the pit that opened up after you left the loop. Nab the Super Rings 
(you'll have to roll into the one to the left) and continue right.... to 
the exit.

Act 2:

Use the spring to the left to launch yourself up the ramp. Dodge the 
Orbinaut and roll down the hill to go around the loops at the speed of 
Super Sonic! Head right from the ledge and jump up when you reach the 
platform with the Boombots. They'll blow soon, so step back. Then jump 
up and use the spring to reach the next ledge. Dodge the 2 Orbinauts and 
roll over the hills. Then use the stairs that form out of the strange 
floors to go lower. Then hop on the flashing blue platform to go even 
lower and then use the new stairs to the right to continue on. Here 
you'll encounter 3 strange seesaws. Step on the side without the spike-
ball, and it will launch the ball into the air. Get to the other side, 
quick, as that ball will be coming down on the opposite side soon. When 
it lands, you will be catapulted into the air. The more you do this (it 
has to be consecutive) the higher you will be launched. If you go high 
enough, you may pick up a few extra rings.... Ahem, anyways, use the 
seesaws to get to the next ledge. Dodge the 2 Boombots, and use the 
rotating platforms to reach a ledge with FIVE SUPER RINGS!!!!! Now go 
back and use the blue platform to go even lower. Now just roll down the 
ramp to reach the exit.

Act 3:

Start by heading right, collecting 6 rings and dodging an Orbinaut. Then 
roll down the hill and up the ramp. This next evil fan will suck you in 
towards it, but will shut off eventually, so it may take a couple of 
times to proceed. Dodge the Orbinaut ahead, and use the spring ahead to 
launch up the ramp and collect a load of rings! Next, head left,, use 
the seesaws, and take the high road to become invincible after the 
second seesaw. Use the next one to catapult to the ledge above the place 
where you got your invincibility, and proceed right. Don't roll down the 
next hill, as you can jump right from the top of it to reach an easier 
ledge. If you roll down this next hill, you will go right under the next 
3 Orbinauts and careen over the next 3 loops. Use the flashing blue 
platform ahead to get past the boombots and go higher. Go up the ramp, 
go left to get a shield, and head right past the ENOURMOUS half of a 
spike-ball to land on an even higher blue platform. Go up, and continue 
right. Use the seesaw to rocket up to a high ledge... higher than the 
one you already see, idiot. Roll down the hill, across the loop and 
towards the boss.

BOSS FIGHT: Seesaw Land

Here is 3 empty seesaws. Robotnik will fly overhead and start dropping 
spike-balls that will explode after awhile. You have two options for 
Robotnik this time:

1. Operate the seesaws as normal, and hit him as you're launched up, or

2. Launch the spike-balls at him.

After this easy boss goes up in flames, go right to release bluebirds 
and pigs. Done!

Scrap Brain Zone:

This is it. You've made it to Robotnik's fortress, and boy, is it a 
doozy! Electrified balls, flamethrowers, and factory-related elements 
fill this zone to the brim. Good luck... you'll need it! And a simple 
warning: the special stages are not accessible in this zone.

FUN FACT: Did you know that this zone was originally called the Clock 
Work Zone? Moreover, when the name of this zone appeared on the screen, 
the W was missing, so it said "Clock Ork"!

Acts 1 and 2:

Sorry... but... I just can't write a walkthrough for acts 1 and 2. There 
are multiple forked paths, each with the same amount of prizes, 
surprises, and dangers. It would take me years to write what exactly is 
to be found down each and every path. Thus, I leave these acts for you 
to complete, with these hints to help you along:

Flamethrowers are not to be taken lightly. Be patient around these.
Electric balls are also a danger. Avoid these whenever you can.
Conveyor belts can help or hinder you, so avoid those that harm and use 
those that help.
Yellow-and-blue platforms cannot be stepped on when spinning.
Collect every ring and item box that you possibly can. Trust me, you're 
gonna need 'em.
Don't look for secrets unless you're in a good position. Your main goal 
here is to just get outta here.

After your score is tallied at the end of Act 2, proceed right and you 
will encounter Robotnik, whom is hiding behind a force field. He'll hit 
a button, causing the floor beneath you to crumble. This leads you to

Act 3:

AAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!! IT'S LABYRINTH ALL OVER AGAIN!!!!! All 
the badniks, all the hazards, and all the elements of Labyrinth are back 
to give you a final lashing. The only difference is the colors (woo). 
Well, first hit the button and get UNDERNEATH the platform before it 
stops. Hit the button and drop down, dodging spears. Avoid the duet of 
swinging spike-balls and jump from platform to platform, being careful 
not to drop down or hit a fireball. Jump out of the Mega Mack, dodge the 
spike ball, jump over the pool, and, after killing some Burrobots, drop 
down. Then move right, climb the stairs, killing Burrobots and dodging 
spike-balls along the way, and then use the spring to propel yourself to 
the

Final Zone.

Not really a zone, but it IS your final encounter with Robotnik. Though 
somewhat challenging, as far as final boss battles go, this is 
disappointing. Four pistons are in this room along with a small red 
light. Two of the pistons will try to crush you. Robotnik will be in one 
of them. Hit the correct piston when it pops out to nab Robotnik. Don't 
worry if you hit the wrong piston, as the only penalty is a longer 
battle. After the pistons return, the red light will shoot four pink 
plasma balls simultaneously. They will hover above you for a brief 
moment, so find the right spot to avoid them. Then they will shoot down 
at you. Normally, if you're in the right position, you can just stand 
there and the balls won't go near you, but jump just in case. Then the 
process will repeat itself. After 8 slaps on Robotnik, he will retreat 
to his Egg-o-Matic. Hit him for kicks, or let him fly away; it doesn't 
really matter what you do. Congratulations! Mission Accomplished!

The ending theme shows Sonic running through the Green Hill Zone, with 
the animals celebrating. If you got all the emeralds, Sonic will hold 
them in his hand, and they will fly off in a circular pattern. If you 
didn't, then Sonic will simply jump at the screen.

Then, after the credits, Robotnik stomps on the word END. Kooky way to 
end the credits, but at least it's better than watching him juggle the 
emeralds you missed on top of TRY AGAIN.

6. Codes

I unfortunately do not gave any Game Genie Codes for this game, but I 
will provide the button codes for this game.

LEVEL SELECT:

At the title screen, once Sonic starts shaking his hand, press Up, Down, 
Left, Right. You should hear a ring chime to indicate you did the code 
correctly. Then hold A and press Start to activate the Level 
Select/Sound Test menu. This code was actually discovered when people 
just started toying with the buttons!

DEBUG MODE:

Again, wait for Sonic to start shaking his hand, and then press Up, C, 
Down, C, Left, C, Right. You should hear a ring chime to indicate you 
did the code correctly. Now, whenever the game is paused, hit A to reset 
the game, B to go in slow motion, and C for One-Frame-Advance mode.

CONSTRUCTION MODE:

Put in the Debug code, and then hold A when the zone name is displayed. 
Keep holding it until you see Sonic. If you see hex numbers where the 
score should be and the time isn't moving, you did it correctly. Hit B 
to activate/deactivate Construction Mode, A to change sprites (sprites 
vary from zone to zone), and C to place the sprite.

DRUNK SONIC:

Just hold A+B+C during any demo (including the credit demos) and Sonic 
will start to act strangely, trying to push walls and running straight 
into hazards. Green Hill Act 1's demo is especially funny, as he runs 
straight into the Motobug! With some well-timed button pressing, you can 
even make him get the Chaos Emerald in the Special Stage Demo!

7. Legal Stuff and Special Thanks

Did I ever say I created Sonic the Hedgehog and all related characters? 
No. SEGA does. So leave me alone.

This document is Copyright 2002 by me, Garry O'Brien, a.k.a. Whammychip. 
If you steal anything from this F.A.Q., reproduce it, or use it on your 
site without my sole permission, I unfortunately can't beat you to a 
bloody pulp with a baseball bat. But, I can sue you and take legal 
action. See you in court, jerk.

For the information in this F.A.Q., I thank myself and only myself. I 
played the game, I wrote the F.A.Q., and I did the work. Stop trying to 
take credit for what I did.

However, I would like to thank sonicroms.co.uk for showing me a place to 
download the ROM for this game so I can play it forever and ever. And 
hopefully I can thank GameFAQs.com and Gamewinners.com for giving my 
hard work a home.

Until then, this is Whammychip, signing off.