Sonic the Hedgehog Guide version 1.2 (Genesis version) By Whammychip (email@example.com) 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.