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    Level Descriptions by WMcMurtray

    Updated: 01/01/70 | Printable Version | Search This Guide

    Sonic & Knuckles level descriptions...
    
    Copyright ©1995 Will McMurtray
    
    
    SONIC&KNUCKLES SONIC&KNUCKLES SONIC&KNUCKLES SONIC&KNUCKLES 
    SONIC&KNUCKLES SONIC&KNUCKLES SONIC&KNUCKLES SONIC&KNUCKLES 
    SONIC&KNUCKLES SONIC&KNUCKLES SONIC&KNUCKLES SONIC&KNUCKLES 
    
    
    This is a breif description of the levels in Sonic & Knuckles according 
    to which character is playing. They are fairly accurate, so they 
    should help some if you’re having trouble.
    
    
    Sonic________________________________________
    
    Mushroom Hill Zone - Deep in the Heart of Floating Island, you zip 
    through a hilly area. Much of the plant life here is useful (Use the 
    mushrooms to reach higher areas), but most of it is just plain 
    aggravating. There are many routes to take here, so don't worry about 
    having to go over half of the level to find the right way out. There 
    are lots of walls you can walk through, so do some testing. When you 
    have to go down a "pit", be careful. Many of those "pits" have spikes 
    at the bottom (ouch!).
    
    Flying Battery Zone - An easy Zone, just watch out when you're 
    outside of the fortress, it's easy to misjudge a jump & fall, so 
    take heed, & . An unessicarily long zone, basically just jump on 
    the tops of flame throwers with caps & wait for a quick & easy 
    boost upward wait for magnets to hit ceiling before preceding. 
    Looks for secrets by pushing on spikes beside magnets. 
    
    Sandopolis Zone - Really unessecarily long (Like most of the game's 
    levels) you run through the hot desert sands in the first act, & in 
    the second act, you race through the inside of a hidden pyramid. When 
    inside the pyramid, hit the switch when the lights dim to ward off 
    ghosts. Push the switches on the floor to open up doors ahead, but 
    remember, after you push these switches COMPLETELY over, run 'till 
    you're sure you've passed the doors up, 'cause if you don't you have 
    to go all the way back when you get to the door's switch, & repeat 
    the process. Knock out the plugs in the ceiling, & run to the next 
    place you're due at, or you'll find yourself starring into Sonic's 
    eyes when he is flattened, it makes you wanna cry. NOT! can you say 
    "Hedgehog Pancakes"? But you waste life if you let that happen, so 
    remember to be nice to them. *sniff* Oh yeah, watch out for the skorp 
    badniks, their tails can hit you from a long distance.
    
    Lava Reef Zone - Yet (Oh no, not again!!!) ANOTHER long zone. Be 
    careful when walking around, some of the floors give out due to your 
    weight. There are many dead-ends that you can pass through, using the 
    spin dash. Watch out for flame throwers in the 2nd act. 
    
    Hidden Palace Zone - Another worthless zone. All you do is collect a 
    few coins, fight Knuckles, & watch Knuckles get zapped by Robotnik 
    before Knuckles teams with you, & shows you the way out.
    
    Sky Sanctuary Zone - A well-done zone, but one bad jump, & you're 
    repeating half the level again. When you fight Mecha-Sonic, you say 
    to yourself, "Haven't I seen these attacks before?". Next level, The 
    Death Egg Zone.
    
    Death Egg Zone - Well, I've come to the conclusion that this place 
    is indestructible!! Every time you blow it to smithereens, or crash 
    the [*BEEP*]'n thing, Robotnik brings it back!!!!!!!!!!!!!!!! This 
    guy is incourigable! But now it has some new inventions watch out 
    for Mid-Boss 1. When you Jump up at him, do your Electric shield 
    attack when your near the eye's opening. Then dodge the steel ball's 
    shrapnel flying at you. When all the steel balls are gone, the eye 
    comes after you itself. Wait 'till it's on the other side of the 
    screen. Hit it from the top, & then run to the opposite side of the 
    screen & duck, 'cause this machine has one heck of a migraine 
    headache, & it doesn't want to be messed with. Proceed 'till you get
    to the anti-gravity switches/machines. Walking on the ceiling seems 
    fun at first, but you get sick of it after a while. The next Mid-Boss 
    is a pain. He has a shield that circles him & you CAN NOT get past 
    the shield. Get in the anti-gravity booth on either side of the to 
    reverse the gravity & hit the Boss with his own little deploys. Once 
    this boss is done for, run after Robotnik. Now he'll jump into a big 
    (And I mean BIG) robo-machine. When he first attacks, hit his hands. 
    Once each finger is gone, he'll retreat, but he isn't gone for long. 
    When he comes back he chases you. Watch out for the flames he shoots 
    out his nose. When he isn't coughing up flames, jump at his nose. His 
    upper chest will open. Hit it. It's his only weakness. When he 
    gathers up enough energy up, he'll sit there for a second before he 
    shoots a laser beam that is brutal. Jump before the laser is shot to 
    avoid annihilation. Beat him, & you'll have to chase Robotnik in the 
    Robo-mobile, hit him when you can. Beat him, & you've conquered the 
    game.
    
    
    Knuckles__________________________________
    
    Mushroom Hill Zone - Deep in the Heart of Floating Island, you zip 
    through a hilly area. Much of the plant life here is useful, but most 
    of it is just plain aggravating. There are many routes to take here, 
    so don't worry about having to go over half of the level to find the 
    right way out. There are lots of walls you can walk through, so do 
    some testing. When you have to go down a "pit", be careful. Many of 
    those "pits" have spikes at the bottom (ouch!).
    
    Flying Battery Zone - An easy Zone, again, just watch out when you're 
    outside of the fortress, it's easy to misjudge a jump & fall. An 
    unessicarily long zone, basically just jump on the tops of flame 
    throwers with caps & wait for a quick & easy boost upward wait for 
    magnets to hit ceiling before preceding. Looks for secrets by pushing 
    on spikes beside magnets. Try climbing up walls to find secret parts 
    of the level
    
    Sandopolis Zone - Really unessecarily long (Like most of the game's 
    levels) you run through the hot desert sands in the first act, & in 
    the second act, you race through the inside of a hidden pyramid. When 
    inside the pyramid, hit the switch when the lights dim to ward off 
    ghosts. Push the switches on the floor to open up doors ahead, but 
    remember, after you push these switches COMPLETELY over, run 'till 
    you're sure you've passed the doors up, 'cause if you don't you have
    to go all the way back when you get to the door's switch, & repeat 
    the process. DO NOT break the plugs in the ceiling. Instead, climb 
    up the walls & use your floating abilities to pass those parts up. 
    Watch out for the skorp badniks, their tails can hit you from a long 
    distance.
    
    Lava Reef Zone - Yet (Oh no, not again!!!) ANOTHER long zone. Be 
    careful when walking around, some of the floors give out due to 
    your weight. There are many dead-ends that you can pass through, 
    just by walking through. Watch out for flame throwers in the 2nd 
    act. Now this zone is were it starts getting hard for Knuckles.
    
    Hidden Palace Zone - Basically a worthless zone. All you do is jump 
    on the transporter emerald, and *BOOM*, your in the Sky Sanctuary 
    Zone.
    
    Sky Sanctuary Zone - Here's the final showdown between Knuckles & 
    Mecha-Sonic. This is Knuckles' last level, so be careful. First 
    you'll find Robotnik coming after you. Let him catch you (He will, 
    anyway, so why try to stop him?). When Robotnik faces Mecha-Sonic,
    Mecha-Sonic will attack Robotnik (naughty robot!) Right before Mecha 
    Sonic hits Robotnik, Robotnik lets you go. Glide out of there unless 
    you want to end up like Robotnik. Mecha-Sonic is easy to attack. Just 
    don't try the gliding attack on him, unless you can time it perfectly.
    After you defeat him, It looks like he's down. But, he's not. He gets 
    up, runs off, & when you follow him, *gasp* he has your emerald!!! he 
    gets up on it & powers up. He turns into Golden Mecha-Sonic (Don't 
    these emeralds have a nasty side-effect on Hedgehogs?)! He's only 
    like this momentarily. Don't follow him when he flies off. When he 
    gets back, he loses his power (Those sugar rushes don't last long.) 
    hit him on the back of the head (that's right, those spikes won't 
    hurt 'ya.). Wait for him to repeat his attack process (electric ball 
    1,2,3, Buzz) & hit him again. After you take a sufficient amount of 
    hits off of him, he'll stay in the air, shooting rings (but these 
    rings hurt you.) hit him when he momentarily loses power. When he's 
    done for the sanctuary explodes (aren't sanctuaries supposed to be 
    safe???) out of no where (Why does this happen?). And now, Congrats! 
    you've beat the game!
    
    - by Will McMurtray
       willamc@aol.com                                   *arf*
    
    
    This breif, level description of Sonic & Knuckles is brought to you 
    via The ‘Zine(Video Games Magazine)
    
    Send all coments or suggestions to Willamc (internet: willamc@aol.com)
    If you wish to have a subscription to The ‘Zine The subscriptions are 
    FREE & UNLIMITED. Just send E-mail to Willamc on AOL (internet: 
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    This levels description of Sonic & Knuckles is Copyrighted by Will 
    McMurtray & is supplied by The ‘Zine.
    
    The End