Walkthrough by Sonictrainer

Last Updated 2012-09-06

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Table of Contents

  1. Introduction
  2. Updates
  3. Background Info
    1. Summary of the Opening Movie
    2. Important Characters
    3. Important Items and Places
  4. Controls
    1. Hedgehog's Regular Moves
    2. Hedgehog's Special Shoes
    3. Bobsled/Roller Coaster Car
    4. Werehog's Regular Moves
    5. Grabbing with the Werehog
    6. Critical Attacks
  5. Skill Lists
    1. Straight Attacks
    2. Hook Attacks
    3. Aerial Attacks
    4. Special Attacks
  6. Basic Items
  7. Gimmicks
  8. Traps and Hazards
  9. Sun and Moon Medals/Levels
  10. Food
    1. Chip's Commentary
  11. Professor Pickle's Lab
    1. Art Books/Bookshelf
    2. Videotapes/TV
    3. Records/Gramophone/Audio System
    4. Souvenirs
  12. Traveling Salesman Wentos
  13. Experience
    1. Speed Stat
    2. Ring Energy Stat
    3. Combat Stat
    4. Strength Stat
    5. Life Stat
    6. Unleash Stat
    7. Shield Stat
  14. Scavenging
  15. Sonic's World
    1. World Map
    2. Town Stages
    3. Entrance Stages
    4. Acts
    5. Result Screen
  16. Downloadable Content
  17. Story Walkthrough Checklist
  18. Apotos
  19. Apotos Town Stage
    1. Apotos Directory
    2. Apotos' Town Stage Shop
  20. Apotos Entrance Stage
    1. Windmill Isle Day Act 1
    2. Windmill Isle Day Act 2
    3. Windmill Isle Day Act 3
    4. Windmill Isle Night Act 1
    5. Windmill Isle Night Act 2
    6. Windmill Isle Day Act 1-2 DLC
    7. Windmill Isle Day Act 2-2 DLC
    8. Windmill Isle Day Act 4 DLC
    9. Windmill Isle Night Act 1-2 DLC
    10. Windmill Isle Night Act 1-3 DLC
  21. Tornado Defense Act 1
  22. Spagonia
  23. Spagonia Town Stage
    1. Spagonia Directory
    2. Spagonia's Town Stage Shop
  24. Spagonia Entrance Stage
    1. Rooftop Run Day Act 1
    2. Rooftop Run Day Act 2
    3. Rooftop Run Day Act 3
    4. Rooftop Run Night Act 1
    5. Day Boss: Egg Devil Ray
    6. Rooftop Run Day Act 1-2 DLC
    7. Rooftop Run Day Act 2-2 DLC
    8. Rooftop Run Day Act 4 DLC
    9. Rooftop Run Day Act 5 DLC
    10. Rooftop Run Night Act 1-2 DLC
    11. Rooftop Run Night Act 2 DLC
  25. Mazuri
  26. Mazuri Town Stage
    1. Mazuri Directory
    2. Mazuri's Town Stage Shop
  27. Mazuri Entrance Stage
    1. Savannah Citadel Day Act 1
    2. Savannah Citadel Day Act 2
    3. Savannah Citadel Day Act 3
    4. Savannah Citadel Night Act 1
    5. Savannah Citadel Night Act 2
    6. Day Boss: Egg Beetle
    7. Savannah Citadel Day Act 1-2 DLC
    8. Savannah Citadel Day Act 3-2 DLC
    9. Savannah Citadel Day Act 4 DLC
    10. Savannah Citadel Day Act 5 DLC
    11. Savannah Citadel Night Act 3 DLC
    12. Savannah Citadel Night Act 4 DLC
  28. Holoska
  29. Holoska Town Stage
    1. Holoska Directory
    2. Holoska's Town Stage Shop
  30. Holoska Entrance Stage
    1. Cool Edge Day Act 1
    2. Cool Edge Day Act 2
    3. Cool Edge Night Act 1
    4. Night Boss: Dark Moray
    5. Cool Edge Day Act 1-2 DLC
    6. Cool Edge Day Act 2-2 DLC
    7. Cool Edge Day Act 3 DLC
    8. Cool Edge Day Act 4 DLC
    9. Cool Edge Night Act 2 DLC
    10. Cool Edge Night Act 3 DLC
  31. Chun-nan
  32. Chun-nan Town Stage
    1. Chun-nan Directory
    2. Chun-nan's Town Stage Shop
  33. Chun-nan Entrance Stage
    1. Dragon Road Day Act 1
    2. Dragon Road Day Act 2
    3. Dragon Road Day Act 3
    4. Dragon Road Night Act 1
    5. Dragon Road Night Act 2
    6. Night Boss: Dark Gaia Phoenix
    7. Dragon Road Day Act 1-2 DLC
    8. Dragon Road Day Act 2-2 DLC
    9. Dragon Road Day Act 4 DLC
    10. Dragon Road Day Act 5 DLC
    11. Dragon Road Night Act 1-2 DLC
    12. Dragon Road Night Act 3 DLC
  34. Shamar
  35. Shamar Town Stage
    1. Shamar Directory
    2. Shamar's Town Stage Shop
  36. Shamar Entrance Stage
    1. Arid Sands Day Act 1
    2. Arid Sands Day Act 2
    3. Arid Sands Night Act 1
    4. Night Boss: Dark Guardian
    5. Arid Sands Day Act 1-2 DLC
    6. Arid Sands Day Act 3 DLC
    7. Arid Sands Night Act 2 DLC
    8. Arid Sands Night Act 3 DLC
  37. Empire City
  38. Empire City Town Stage
    1. Empire City Directory
    2. Empire City's Town Stage Shop
  39. Empire City Entrance Stage
    1. Skyscraper Scamper Day Act 1
    2. Skyscraper Scamper Day Act 2
    3. Skyscraper Scamper Night Act 1
    4. Skyscraper Scamper Day Act 1-2 DLC
    5. Skyscraper Scamper Day Act 3 DLC
    6. Skyscraper Scamper Night Act 2 DLC
    7. Skyscraper Scamper Night Act 3 DLC
  40. Adabat
  41. Adabat Town Stage
    1. Adabat Directory
    2. Adabat's Town Stage Shop
    3. Adabat Entrance Stage
    4. Jungle Joyride Day Act 1
    5. Jungle Joyride Day Act 2
    6. Jungle Joyride Day Act 3
    7. Jungle Joyride Night Act 1
    8. Jungle Joyride Night Act 2
    9. Day Boss: Egg Lancer
    10. Jungle Joyride Day Act 1-2 DLC
    11. Jungle Joyride Day Act 4 DLC
    12. Jungle Joyride Day Act 5 DLC
    13. Jungle Joyride Night Act 1-2 DLC
    14. Jungle Joyride Night Act 3 DLC
  42. Tornado Defense Act 2
  43. Eggmanland
  44. Eggmanland Town Stage
    1. Eggmanland Directory
    2. Eggmanland's Town Stage Shop
    3. Eggman Land Act
    4. Night Boss: Egg Dragoon
    5. Final Boss: Dark Gaia/Perfect Dark Gaia
  45. Mission Basics
    1. Mission/Star Items
  46. Gregorio's Missions
    1. The Elder's Doubt
    2. The Elder's Plans
    3. The Elder's Book
    4. The Elder's Trial
  47. Gigi's Mission
  48. Elio's Missions
    1. Elio's Nights
    2. Lunch Thief!
    3. A Miffed Mom
    4. Elio's Loss
    5. Working Dad
    6. Money Troubles
    7. Happy Birthday
  49. Marcantonio's Missions
    1. Tower Terror
    2. Forest Fright
  50. Kwami's Missions
    1. Before the Ritual
    2. Spooky Shadows
    3. Ana's Dream 1
    4. Ana's Dream 2
    5. Soul Mates
    6. Heir Wanted
    7. Elder's Call
    8. Final Exam
  51. Yaya's Missions
    1. Run Yaya Run
    2. Yaya's Request
  52. Jerri-Pekka Missions
    1. A Promise Made
    2. A Promise More
    3. Love is Jerky
  53. Zonshen's Missions
    1. Checkup Time
    2. Find A Cure
    3. Get Pumped
    4. Chronic Ailment
    5. Forbidden Arts
    6. Energy Boost
    7. Meat Bun Trial
    8. Hide & Seek Trial
    9. Deliver-A-Doc
  54. Shuifon's Missions
    1. Kung Fu Flex
    2. Kung Fu Speed
  55. Sammar's Mission
  56. Yasmine's Missions
    1. Committee Call
    2. Urgent Mission
    3. The Hideout
    4. Missing Sister
    5. Shamarian Peace
  57. Mufid's Missions
    1. Iman's Mission
  58. Shadi's Missions
    1. Curt Craftsman
    2. Missing Son
    3. A Rising Star
    4. A Dead End
    5. No Appointment
    6. Which One?
  59. Louie Montaine's Missions
    1. Passion Power
    2. Play it Cool
    3. Sonic Presents
  60. The Boss' Missions
    1. Charming Girl
    2. Boss's Heart
    3. Boss's Empathy
    4. A Final Gift
    5. Miracle Cure
  61. Sa'id's Missions
  62. Sandra's Quizzes
    1. Quiz Lady 1
    2. Quiz Lady 2
    3. Quiz Lady 3
    4. Quiz Lady 4
    5. Quiz Lady 5
    6. Quiz Lady 6
  63. Brenda's Interviews
    1. Brenda Blurb 1
    2. Brenda Blurb 2
    3. Brenda Blurb 3
    4. Brenda Blurb 4
    5. Brenda Blurb 5
  64. Exorcisms
  65. Hot Dog Trials
    1. Don Fachio's Apotos
    2. Don Fachio's Mazuri
    3. Don Fachio's Spagonia
    4. Don Fachio's Holoska
    5. Don Fachio's Chun-nan
    6. Don Fachio's Shamar
    7. Don Fachio's Empire City
    8. Don Fachio's Adabat
    9. Don Fachio's Eggmanland
  66. Enemies
    1. Eggman Robots
    2. Dark Gaia's Minions
  67. Achievements
  68. FAQ
    1. Glitches
    2. Trivia
  69. Legal Stuff
  70. Special Thanks
  71. Contact Info

Sonic Unleashed (Xbox 360 Version)

  • Walkthrough/FAQ
  • By Sonictrainer


Hi, my name is Ryan aka Sonictrainer and this is the second guide I have made and posted online and the first full walkthrough I have ever done for any game. I made this guide to help people while they play the Xbox 360 version of Sonic Unleashed.

If you own the PS3 Version, I believe my guide may be able to help you as well.


I'm working on adding more specific information to the individual Acts and Missions, including Rings, Extra Lives, Experience, Enemies, and S Ranking.

If anyone has something they think I should add to the guide or notice any errors, feel free to contact me.


  • Corrected Errors throughout the guide
  • Added Glitches and Trivia Subsections to the FAQ section
  • Added Quick Links in some of the Sections


  • Reorganized different Sections
  • Renamed Flip Springs to Spike Springs
  • Corrected Errors throughout the guide
  • Added Townspeople Directories for each Country
  • Added Chip's Commentary Subsection
  • Updated Food Section
  • Moved Professor Pickle's Lab and Traveling Salesman Wentos Section
  • Added more prices to Wentos' Items
  • Updated Hot Dog Trials Section and separated them into separate subsections
  • Updated the Enemies Section
  • Updated Contact Info


  • Still reediting sections
  • Updated most sections
  • Corrected Errors
  • Special Thanks Section Updated


  • Currently reediting the entire guide in the new Formatted FAQ style


  • Did some editing
  • Changed Table of Contents
  • Added DLC info to several sections


  • Reorganized Table of Contents
  • Updated FAQ and Legal Stuff


  • Added to the Table of Contents
  • Found all the Art Books
  • Added to Werehog's moves and completed all Skill Lists
  • Score/Rank Info Updated
  • Added more info to Hot Dog Trials in Missions Section
  • Downloadable Content Questions posted in FAQ Section
  • Art Book 40 Questions also Updated in FAQ Section
  • Special Thanks Section and Contact Info Updated


  • Finished Walkthroughs for all 9 Countries
  • Fixed Collectible Errors in Cool Edge and Arid Sands
  • All Bosses covered
  • Completed all Mission Descriptions


  • Did Walkthroughs for Acts in Apotos and Spagonia
  • Added controls for the Bobsled to Sonic Abilities Section
  • Missions in Apotos, Spagonia, and Mazuri have complete descriptions
  • Changed and added info to Hot Dog Trials in Missions Section
  • Updated Enemies and Achievements Sections


  • Did a Walkthrough for Windmill Isle Night Act 1 and Eggmanland
  • Fixed an Error in Jungle Joyride Night 1


  • Found Art Books I missed except for Art Book 29
  • Added scores to certain levels
  • Fixed minor errors in guide
  • Changed and added questions to FAQ Section
  • Small Update to Contact Info


  • Added some Skill Lists to the Sonic's Abilities Section
  • All Bosses covered except Egg Dragoon and Dark Gaia


  • Corrected some minor errors in different parts of the guide
  • Added to the Sonic's Abilities Section
  • Added a few Gimmicks I forgot about
  • Found every Videotape, Record, and Medal location
  • Finished the Story Map in the Levels Section
  • Added scores to certain levels
  • Added more info in the Missions Section
  • More people added to the Special Thanks Section


  • Guide posted online

Background Info

Sonic the Hedgehog is a videogame icon who has been around for over 17 years. From his first game in 1991, he has become very popular to gamers in the United States, Japan, and other areas in the world. Besides games he has also had 4 animated series, a movie, and a comic book made by Archie Comics. Right now, Sonic Unleashed is his latest adventure in the videogames.

Summary of the Opening Movie

In the beginning, we watch as Sonic infiltrates Eggman's space armada. When Sonic uses the 7 Chaos Emeralds to transform into Super Sonic, Eggman quickly tries to escape into a strange looking spaceship. Once Super Sonic catches up to Eggman, Eggman pleads for forgiveness.

It seems that the battle is pretty much won so Sonic agrees to let Eggman go and begins to leave. But then Eggman pulls a switch and an energy cage forms around Sonic. The machines that released the cage now separate Sonic and the Chaos Emeralds, as Eggman reveals the space ship is actually a Chaos Energy Cannon. He then uses the energy coming from Sonic and the Emeralds and fires a ray at the Earth.

The results of this cause the planet to break up into pieces, floating above the Earth's core, while awakening a dark energy being known as Dark Gaia. It also causes Sonic to turn into a new form he calls the Werehog while the Chaos Emeralds lose their colors and turn black as Night. Happy to accomplish his plans, Eggman ejects Sonic and the Chaos Emeralds, sending them towards the Earth's atmosphere.

Dark Gaia divides himself and spreads over the entire planet...

Important Characters

These are all of the main characters in Sonic Unleashed.

Sonic the Hedgehog

  • Bio: Sonic is a blue hedgehog who's well known for his superpower: speed. Sonic can run faster than the speed of sound and enjoys travel and going on adventures. He can also use his speed to curl into a ball, spin, and cut through different materials including metal. Although he is impatient sometimes, he always helps those in need and hates to see injustice. His only known weakness is water. At high speeds, he can hydroplane, but he can't swim. After meeting with Chip, he sets out on his journey to restore the planet, the Chaos Emeralds, Chip's memories, and himself.

Other Versions of Sonic in this game

Super Sonic
    • Bio: This is a form Sonic takes when he collects all 7 Chaos Emeralds (and sometimes 50 Rings). In this form he turns a golden yellow, can move faster speeds, perform stronger versions of regular moves, becomes invulnerable to almost all attacks, and can even fly. However, this transformation always has a time limit.
Sonic the Werehog
    • Bio: The Werehog is a new form that Sonic takes during the Nighttime, due to the fact Dark Gaia's power becomes active at night. Since Super Sonic was being used to power the Chaos Energy Cannon, Sonic's body absorbed a part of Dark Gaia. However, since Sonic's mind was strong, his body was affected instead, unlike others who have been possessed by Dark Gaia's minions. While in this form, his arms are more muscular and his limbs can expand and stretch out over certain distances. Though he can't break the sound barrier at night, he can dish out punches, kicks, and other devastating blows in a matter of seconds. It is truly the complete opposite of Sonic's regular Hedgehog form.


  • Bio: Chip is a strange little creature, that Sonic found and nicknamed, who has amnesia. He travels with Sonic in hopes of recovering his memories. Although Chip forgot who he is, he seems to have knowledge of Sonic's abilities, places, and points out things people would probably miss. He also has other mysterious powers besides a love of sweet foods and what seems to be an endless supply of chocolate. As Sonic and Chip restore the planet, Chip will eventually recover his memories and his purpose.

Tails (aka Miles Prower) the Fox

  • Bio: Sonic's best friend who's IQ and mechanical abilities almost match those of Dr. Eggman's. His real name is Miles Prower but he was given the nickname Tails due to the fact that he has 2 instead of 1. He can use them to spin like a propeller and fly around for periods of time. When traveling long distances or to airborne places, Tails uses his biplane Tornado, which he has modified over past adventures. He was last seen heading towards Apotos...

Amy Rose

  • Bio: A pink Hedgehog who believes she is Sonic's girlfriend. It's wise not to make her angry otherwise she will go into her own form of Unleash Mode and attack with her Piko Piko Hammer, which she can create out of thin air. She loves Sonic so much that she has mistaken other male hedgehogs for him. She was last seen heading towards Spagonia...

Professor Pickle

  • Bio: A Professor at Spagonia University, who is the leading expert on Dark Gaia. He loves cucumber sandwiches.

Dr. Eggman (aka Dr. Ivo Robotnik)

  • Bio: A mad scientist is who bent on taking over the world. His plan is to create a place called Eggman Land which will be his base of operations as he sends attacks around the world. As always, Sonic is the only thing standing is the way of his dreams. Can he be stopped now that he's unleashed Dark Gaia and broken the world?


  • Bio: A robot assistant that Eggman recently created. Although he's intelligent, his mouth gets him into trouble.

Dark Gaia

  • Bio: A dark energy being that slept inside the core of the planet, who becomes more powerful during the night. He was awakened when Eggman used the Chaos Emeralds to separate the planet. Since it wasn't the Time of Awakening, he couldn't maintain his body, so when the planet split into pieces, he did too. Every Dark Gaia Minion you encounter during the nighttime is a part of Dark Gaia. Some of them became stronger and changed shape by feeding on people's negative actions and emotions. Some Dark Gaia minions may also try to possess a person's body, causing their hosts to act the opposite of their normal selves.

Important Items and Places

These are some of the important items and locations in the game.

Chaos Emeralds

  • Bio: These are 7 powerful gemstones that come in 7 different colors: Green, Red, Blue, Cyan, Yellow, Purple, and Grey. Should a person be fortunate enough to find 1, it can bestow the user with incredible abilities. The most common two uses are allowing the user to perform Chaos Control, giving them control over time and space, or using all 7 to transform into a different form. After Eggman used them to break the planet into pieces, the Emeralds all turned black and lost their shine. Is there a way to return them back to normal?


  • Bio: A biplane that Sonic and Tails use to travel. The current model is a combination of the original and the Tornado 2, allowing it to transform 2 Modes: Flight and Battle.

Temples of Gaia

  • Bio: These are 7 temples located throughout the world. Although their purpose is unknown, Eggman seems bent on finding them for some reason...


In this game, Sonic has some of his old abilities from past games and plus new ones. Not only that, but his new Werehog form comes with a different style of gameplay. This game also has an Experience system which can be used to level up his current abilities in either form.

Misc Controls
Skip a CutscenePress the Start Button during a CutsceneNone
Adjust Camera?None

Hedgehog's Regular Moves

These are all of Sonic's regular Hedgehog moves and abilities.

  • Ring Energy/Boost Gauge: This is the gauge shown on the bottom of the screen. When the gauge is empty Sonic cannot perform regular boosts or Air Boosts. To fill it up, collect Rings and destroy enemies.
Walk/RunTo walk and run, move the Left Analog stick in the direction you want to go.In order to stop running or slow down, move the Left Analog in the opposite direction that Sonic is running.
CrouchPress and hold the B Button when not moving or on a rail to crouch down.Use this to dodge and to get under places when standing on moving platforms.
CrawlingWhile crouching, continue to hold the B Button while moving the Left Analog Stick in order to crawlAn alternative in case you miss an area you would normally slide under.
Spin KickPress the B Button quickly while crouching or crawling to do a Spin Kick.A quick attack Sonic can do.
SlidePress and hold the B Button while running to slide.Use this to get through tight spaces, dodge enemy attacks quickly, and to attack enemies, especially those that carry shields.
Spin JumpPress the A Button while standing or running to jump.Depending on how hard you press down the button affects how high he jumps. If you press it lightly he hops without spinning, if you press it harder he jumps his highest while spinning. This is also Sonic's basic attack.
Homing AttackThe Buttons for the homing attack have been changed in this game. First press the A button. Next, while in midair, move the left analog button to choose a target. Finally, press the X Button to hit the target.Coming Soon
BoostPress/Hold the X Button when the Boost Gauge has is filled to move faster, destroy incoming enemies, and run on water.If you press the Jump Button while still holding the Boost Button, you can jump while still keeping speed. Any Rings Sonic passes will be drawn towards him.
Quick StepWhile moving forward in 3D areas, press LB to quickly move left or RB to quickly move rightNone
DriftingTo turn around certain curves in certain levels use the B/LT/RT to turn while still running. Hold the B to for long turns, and hold the LT (turning left)/RT (turning right) while doing close turns.This move takes some practice. You can also do this move while still boosting.
Grinding/Grind StepWhen Sonic is grinding on a rail, press the LB Button to switch to a rail to the left and the RB Button to switch to a Rail on the right. Press the A Button to jump without moving the Analog Stick to jump once and stay on the same rail. Hold the B Button to move fasterNone
SkydivingSometimes while in midair, Sonic will slowly float down instead of dropping normally. You can use the Boost Button to move faster but be aware that he becomes harder to move to certain positions.Skydiving only occurs in Rooftop Run, Dragon Road, and Eggman Land

Hedgehog's Special Shoes

Similar to the Sonic Adventure games, there are Power-Up items that Sonic needs in order to progress in the story, get all Collectible items, and play certain DLC Acts. In this game, they come in the form of Shoes that can be found in 4 different Entrance Stages. They only affect Sonic's Hedgehog form.

NameDescriptionLocationAbilityControlsPersonal Experience
Stomping ShoesHefty shoes made of steel. The spikes on the soles make them even more devastating.Holoska Entrance Stage during the DaytimeStompIn order to do a Stomp, press the B button once after jumping or while in midair.Not only does Stomping destroy enemies and items underneath Sonic, it's the fastest way to get to the ground and come to a stop
Wall Jump ShoesShoes with coils in the soles that put a spring in your step, literally.Spagonia Entrance Stage during the DaytimeWall JumpIn order to do a wall jump, press the A button as soon as you touch a high area of a wall. Press A again as soon as you jump to the other wall on the opposite and again to reach the top of the walls.I found this ability to be very useful, especially when combined with the Air Boost Ability. In certain areas where you accidently run off a platform to certain death, Sonic can Wall jump to stop his fall, Air Boost to reach the other wall, and repeat to eventually get to safety. Watch your timing though.
Air Boost ShoesShoes as light as a feather. They even let you accelerate even in midair.Chun-nan Entrance Stage during the DaytimeAir BoostIn order to do an Air Boost, press the X button once after jumping or while in midair while the Boost Gauge is filled.Once you have this ability, be very careful when trying to do Homing Attacks. If you don't remember to move the Left Analog stick, Sonic will fly past his target to his death.
Light Speed Dash ShoesSparkling golden shoes. They're made with the same material as Rings.Shamar Entrance Stage during the DaytimeLightspeed Dash (aka Ring Dash)In order to do a Ring Dash, press the Y button when you're near a row of rings.This move has changed since the past games. Sonic will only follow a trail of rings in the form of a horizontal line, not in a circle.

Bobsled/Roller Coaster Car

In Cool Edge and Eggman Land, Sonic will use these to travel. The controls change slightly.

MoveIn the 3D areas, tilt the Left Analog Stick it to the left or right to slide in that directionLearn to use your momentum to your advantage
JumpPress the A Button to JumpTime your jumps carefully
FlipPress the X Button when going over a Ramp to have Sonic do a midair flipNot sure what the significance of this move is

Werehog's Regular Moves

These are all the regular moves Sonic the Werehog can do.

  • Shield Gauge:
  • Unleash Gauge: this gauge appears above the Health Gauge. To fill it, collect Dark Gaia Force by defeating enemies, destroy items, and perform Combos and Critical Attacks.
  • Health Gauge:
WalkTo walk around, use the Left Analog stick in the direction you want to go.None
DashTo dash, hold the LT or RT while moving the Left Analog stick.Dashing allows Sonic to move faster. There are also certain techniques that can be done while dashing.
Jump/Double JumpPress the A Button to jump. Press the A Button again after jumping, in midair, to do a double jump.The double jump gets more height and distance while Sonic is moving.
Dash JumpWhile Dashing press the A to do a wide jump.Some areas require this move in order to for Sonic to access them. There are also moves that Sonic can learn that require this technique
Straight AttackPress the Y Button to attack enemies from a distance who are in front of Sonic.See Skill Lists Section
Wide AttackPress the X Button to attack enemies who are close and surrounding Sonic.See Skill Lists Section
Shield/GuardPress/Hold the LB Button to create a shield that protects Sonic from certain attacks.You can move around and do barrel rolls and backflips by pressing A. If your shield breaks, it will slowly recover. There are some techniques that Sonic can do while the shield is up
Unleash ModeOnce the Dark Gaia Force goes past the White marker in the Unleash Gauge, press the RB Button to enter Unleash Mode.When Sonic enters this mode, he becomes stronger, faster, and immune to most enemies attacks. Use it wisely, because once you enter Unleash Mode you cannot get out of it until the gauge is empty.

Grabbing with the Werehog

The Werehog can grab and carry different things by pressing the B Button, but the Buttons change depending on what's being held. Press the X Button when trying to grab large enemies to cancel the grab.

Jump Grab

  • After jumping, press B to grab an enemy, to jump up. Mostly used on Dark Bats.

Small Enemy (Little Rexes, Frights, Little Fighters)

  • A: Jump while holding the enemy
  • B: Smash the enemy into the ground. It hurts other enemies who are in the way.
  • X: Throw the enemy. A cursor normally appears when other enemies are around so you can throw it at them.
  • Holding Y: Swing an enemy, hitting all surrounding enemies in the way. A cursor will appear showing where the enemy will be thrown. You can't swing forever so choose a target.
    • Note: When you have one small enemy, you can grab another small enemy, and carry both in each hand. The controls are the same as holding a single enemy.

Medium Size Enemy (Nightmares, Egg Fighters, Egg Shooters, etc)

  • A: Jump while holding them
  • Repeatedly B: Sonic swings the enemy, in front and back, into the ground while hitting anything in the way
  • X: Same as Small Enemies
  • Holding Y: Same as with Small Enemies
    • Note: After a while enemies may break free of Sonic's grasp if you wait too long. Also, he'll let them go if he gets attacked.


  • A: Jump while holding it
  • B: Gently set it down
  • X: Throw it
  • Repeatedly Press Y: Do a combo where Sonic swings it
    • Note: When holding something, press LT/RT to move faster.


  • Sonic can grab ledges and climb around the side.
    • Opposite Direction of where the pole is + A: Jump in that direction

Tightrope Ledges

  • Sonic has to walk across these to get to certain areas. Sonic can hang on the side of them like the regular Ledges, but some can't be grabbed or have spikes on them. If you move Sonic to a point where he starts to tilt back and forth, move to keep his balance, because if he stays in that position for a certain amount of time he will fall. Sonic can hop across certain corners, if you check the distance first.

Vertical/Climb Poles

  • A: Jump off
  • Left Analog (Up) + A: Sonic climbs up the pole faster

Swing Poles

  • A: Jump off
  • X/B: Let go of the pole

Side Poles

  • Up + A: Jump up above the pole
  • Left + A: Jump to the left of the pole
  • Right + A: Jump to the right of the pole
  • Opposite Direction of where the pole is + A: Jump in that direction

Critical Attacks

These are finishing QTE moves Sonic the Werehog can pull off on certain medium sized and large enemies after they've taken damage and have an icon above their heads that look like a burning arrow, facing up. To do a Critical Attack stand near the enemy with the icon, press the B Button, and press the Buttons that show up before the line makes a complete circle.

Notes about Critical Attacks:

  • Critical Attacks are different for every enemy
  • doing a Critical Attack makes the enemy drop more Chaos Orbs (experience) than when you normally defeat them. However, be aware of where you activate them because you may send enemies flying near bottomless pits
  • If you fail a Critical Attack, you will take damage instead while the enemy you tried it on will recover full health
  • the time it takes to pull off Critical Attacks changes depending on how much health the enemy has left. The less health the Enemy has, the longer you can pull off Critical Attacks
  • If you're trying to perform a grab instead of a Critical Attack, knock them to the ground and then grab them
  • While doing a Critical Attack you will be unaffected by outside attacks until the QTE is over. However, once it's over you may get hit by an incoming attack so shield as soon as you can
  • using a Critical Attack will force an Egg Fighter to drop their swords and shields

Skill Lists

At the beginning of the game, the Werehog starts out with a few attack combos. As you increase his Combat Stat, more effective and stronger techniques will be unlocked. To see what moves the Werehog can do, press the Start Button, and choose the option Skills. On this menu, it splits all the Werehog's techniques into 4 categories and shows the Button sequences. Here I put down all info involving every technique, in that same order.


  • Name
  • Combat Level: The Combat level Sonic has to reach or pass to learn that attack
  • Controls: the buttons that have to be pressed to do the attack
  • Description: Describes how Sonic does the attack
  • Tips/Tricks: Tips and notes about attacks that I've noticed

Straight Attacks

These are attacks that start with the Y Button.

NameCombat Level LearnedControlsDescriptionTips/Tricks
Were-HammerBasic TechniqueHit the Y Button 4 times/repeatedlySonic throws several straight punches.This is the basic Straight Attack that's good when attacking enemies from a distance. This is stronger than the Wild Whirl Technique.
Double Kick ComboBasic TechniqueHit the Y Button once and then the X Button twiceSonic punches once, does a sliding front kick, and finally jumps, throwing both feet at an enemy.A good attack when facing 1 Medium Sized Enemy or smaller enemies.
Sho-hog-kenBasic TechniquePress the Y Button twice and then press the A ButtonSonic punches twice and does an uppercut that sends an enemy up in the air.Use this attack to send enemies up into the air and finish them off with Aerial Attacks. This can also break Egg Fighter Shields' Regular Shields.
Donkey Kick Combo2Press the Y Button twice and then press the X Button 3 times/repeatedlySonic does 2 punches, turns on the ground and does a back kick that sends any enemy flying.Good to use also when you're surrounded.
Double Axle Combo6Hit the Y Button 3 times and then press the X Button twice/repeatedlySonic does 2 punches, 1 claw attack, spins, does a karate chop, lands towards the enemy, and does several kicks before landing on the ground.This is a good attack for taking out 1 enemy, but watch out for outside attacks.
Feral Were-Hammer16Hit the Y Button 5 times/repeatedlySame as Were-Hammer except Sonic ends the combo with a straight double punch.The double punch at the end sends enemies flying, so this allows you to make room when surrounded by several enemies. As your strength increases it also becomes good when taking out enemies.
Werewheel Rush17Hit the Y Button 4 times and then hit the X Buttons repeatedly while simultaneously moving the left analog stick in the direction you want to go inAfter doing the Were-Hammer, Sonic does a cartwheel, hurting all enemies in his path, jumps up into the air, and bashes the ground, making any enemy near the impact dizzy.This is an awesome technique to use if you can pull it off without inference from outside attacks.
Vertical Were-Hammer20Hit the Y Button 4 times and then hit the A ButtonAfter doing the Were-Hammer, Sonic jumps high in the air, punches the ground, and sends every enemy within the radius of the attack into the air.You can use this to lead into Aerial Attacks, but be careful not to press the A Button twice.
Knuckle Sandwich Combo28Press the Y Button twice, then the X Button twice, and finally the Y twiceSimilar to Donkey Kick Combo except Sonic ends it by slamming his right hand down and throwing both hands up.A good attack that throws enemies off balance.
Unleashed Knuckle Sandwich30Press the Y Button twice, the X Button twice, the Y Button twice, and finally the X Button twiceSame as Knuckle Sandwich Combo except Sonic ends it with a series of fast punches and finally a giant arm/fist punch.The best Straight Attack. Personally I found it harder to pull off than Unleashed Wild Combo, so watch out for outside attacks when surrounded by enemies.

Hook Attacks

These are attacks that start with the X Button.

NameCombat Level LearnedControlsDescriptionTips/Tricks
Wild WhirlBasic TechniqueHit the X Button 4 times/repeatedlySonic does several wide claw attacks.This is the basic Hook Attack that's good when attacking enemies that are close and surrounding Sonic.
Rolling Kick ComboBasic TechniqueHit the X Button once and then the Y Button twiceSonic does a claw attack, a spinning kick, and ends with a break dance spin.Good to use when moving forward and making room.
Sho-claw-kenBasic TechniquePress the X Button twice and then press the A ButtonSonic does 2 claw attacks and an uppercut that sends an enemy up in the air.Use this attack to send enemies up into the air and finish them off with Aerial Attacks.
Egg Scrambler2Press the X Button twice and then press the Y Button 3 times/repeatedlySonic does 2 claw attacks, 2 more while spinning forward, and a cross attack to enemies in front of him.Good to use when attacking several enemies and finishing off 1 of them.
Wereclap7Hit the X Button 3 times and then press the Y Button twice/repeatedlySonic does 3 Wide Claw attacks, puts both fists together, swings them, and stops while doing a large clap on enemies in front of where he's standing.This attack will temporarily daze an enemy for a few seconds or defeat them.
Feral Wild Whirl17Hit the X Button 5 times/repeatedlySame as Wild Whirl except Sonic ends with a spinning attack.This is good to use when surrounded by enemies.
Earthshaker19Hit the X Button 4 times and then hit the Y Buttons repeatedlyAfter doing the Wild Whirl, Sonic enlarges his fists and repeatedly slams them into the ground. He ends it by slamming both fists simultaneously that sends all enemies within the impact in the air.This is an awesome technique to use if you can pull it off without inference from outside attacks.
Wild Whirl Were-Hammer21Hit the X Button 4 times and then hit the A ButtonAfter doing the Wild Whirl, Sonic jumps high in the air, punches the ground, and sends every enemy within the radius of the attack into the air.You can use this to lead into Aerial Attacks, but be careful not to press the A Button twice.
Ultimate Wild Combo29Press the X Button twice, then the Y Button twice, and finally the X twiceSimilar to Egg Scrambler except Sonic ends it by stretching out his arms and swinging in front of him and behind.A good Hook Attack even though the technique is not perfected.
Unleashed Wild Combo31Press the X Button twice, the Y Button twice, the X Button twice, and finally the Y Button twiceAfter doing the Ultimate Wild Combo, Sonic swings his fists in a half circle, jumps up into the air, and sends 2 Missile Punches into the ground.One the best attacks in the Werehog's arsenal. This technique alone can defeat an entire group of enemies.

Aerial Attacks

In order to do these, first press X, X, A, (Sho-claw-ken) or Y, Y, A (Sho-hog-ken) to get airborne. If you try doing these after Double or Dash Jumping, they may not go through the entire combo.

NameCombat Level LearnedControlsDescriptionTips/Tricks
Flying Double-PunchBasic TechniqueWhile in midair, press the Y Button twice.Sonic does 2 straight punches while in midair.A basic Aerial Attack to start out with. This can be used after jumping.
Aerial Claw SlashBasic TechniqueWhile in midair, press the X Button twice.Sonic does 2 wide claw attacks while in midair.A basic Aerial Attack to start out with. This can be used after jumping.
Diving BodypressBasic TechniqueWhile in midair, press the A Button.While in midair, Sonic spreads his arms, claws, and legs out and body slams the ground, hitting any enemy within the impact.You can only use this after using Sho-hog-ken, Sho-claw-ken, Were-Hammer, or Wild Whirl Were-Hammer.
Aerial PiledriverBasic TechniqueWhile in midair, press the B Button when near a medium sized enemy.While in midair, Sonic grabs a medium sized enemy and smashes them into the ground, hitting all enemies with the impact's range.This Attack is perfect to use at the end of other Aerial Attacks. It cannot only defeat one enemy but damage others waiting for you on the ground.
Flying Double-Punch Crush4While in midair, press the Y Button twice and then press the A Button.Same as Flying Double Punch except Sonic ends with a forward kick.This attack sends enemies flying.
Aerial Claw Slash and Spin5While in midair, press the X Button twice and then press the A Button.Same as Aerial Claw Slash except ends by spinning forward.This attack can also push Sonic pass certain areas while in midair.
Shooting Star Combo8While in midair, press the Y Button 3 times and then press the A Button.Same as Flying Double Punch except Sonic does a forward cartwheel and swings both fists down, knocking an enemy into the ground.Without the last A Button press, this gives Sonic an extra attack to Flying Double Punch. With the last A Button press, the enemy sent into the ground sends all enemies on the ground near it flying backwards.
Typhoon Combo9While in midair, press the X Button 3 times and then press the A Button.Same as Aerial Claw Slash except ends by doing a wide claw attack and spinning forward.Without the last A Button press, this gives Sonic an extra attack to Aerial Claw Slash. With the last A Button press, Sonic finishes the enemy or attacks any other flying enemies in the air
Crescent Moon Strike22Press the Y Button twice, the X Button twice, and immediately press the A Button afterwardAfter doing a Flying Double-Punch, Sonic does a flip and a series of straight punches, and bashes the enemy into the ground like the Shooting Star Combo.Without the last A Button press, Sonic sends the enemy flying. With the last A Button press, the enemy is sent into the ground sending all enemies on the ground near it flying backwards. This Attack is perfect for defeating 1 enemy quickly and then focusing on the others.
Hurricane Combo23Press the X Button twice, the Y Button twice, and immediately press the A Button afterwardAfter doing an Aerial Claw Slash, Sonic stretches and swings his arms in front and back of him, then spins, and does a reverse spin roundhouse punch.Without the last A Button press, Sonic spins in the air with his arms wide out damaging any enemies already in the air. With the last A Button press, they are sent flying. Personally, I prefer without the last A Button press because his arms are further out then with any other attack and enemies sent into the air are already defeated.

Special Attacks

Moves that require different Buttons besides Y and X.

NameCombat Level LearnedControlsDescriptionTips/Tricks
Were-Claw Charge10Press the X Button while Dashing.While Dashing, Sonic does a slow cross chop.Good when doing long Combos.
Triple Wild Claw11Press the Y Button while Dashing.While Dashing, Sonic does several claw attacks.Good when doing long Combos.
Spinning Needle Attack12Do a Dash Jump and press the Y Button.Sonic does a Dash Jump and spins forward like a saw.A perfect attack to use to get pass enemies and make room while causing a lot of damage at the same time.
Were-Rush13Do a Dash Jump and press the X Button.Sonic does a Dash Jump and performs a cross chop.This one is stronger than the Were-Claw Charge and takes out weaker enemies easily.
Tricky Tornado Uppercut24While holding/Press LB, Y, and pull the Left Analog down simultaneously.(While guarding) Sonic does a forward somersault and does a spinning uppercut into the air.It's similar to Sho-claw-ken and Sho-hog-ken except Sonic does 2 hits instead of just 1
Wild Werewhip25While holding/Press LB, X, and pull the Left Analog down simultaneously.(While guarding) Sonic stretches his arms behind him and swings them over his head, smashing the ground in front of him.Not very strong but it's quick and stuns enemies for a brief period of time.
Missile Punch14Hold the Y Button for 2 seconds and release.Sonic focuses energy into his hand and releases it, sending a huge arm and fist in the forward direction.This technique can KO enemies that take the full impact of the punch. The key is charging and knowing when to release.
Comet Punch26Hold the Y Button for 4 seconds and release.Similar to Missile Punch except Sonic focuses more energy into the attack, making his arm and fist stay out longer.Same as Missile Punch.
Were-Tornado15Hold the X Button for 2 seconds and release.Sonic focuses energy into his hand which goes into his arms. When he releases it, he spins, stretching his arms out hitting anyone within distance.A great attack to use when surrounded and/or in a small area. It will send enemies flying.
Were-Cyclone27Hold the X Button for 4 seconds and release.Similar to Were-Tornado except Sonic focuses more energy into the attack, which he uses to do a reverse spin after the first spin.Same as Were-Tornado.

Basic Items

These are regular items that can easily be found throughout Entrance Stages and Acts. Some act as Power-ups.

Basic ItemsActsEffect/Purpose
RingsBoth ActsRings are the most important item to collect in the Daytime levels because they allow Sonic to take hits from enemies, spikes, bombs, and other obstacles that do damage. If Sonic is hit when he doesn't have any rings, he will lose one life. This doesn't apply to the Werehog but collecting rings will replenish his life bar. When you collect 100 Rings, you will get an extra life. Also, all Rings you collect in Entrance Stages, Acts, and Missions can be used to buy items from shops.
10 RingsBoth ActsThese Rings are 10 Rings in 1. When the Werehog collects these his health goes up more.
Hint RingsBoth ActsThese are Question Marks with multicolored spheres rotating around them. If you touch these, Chip will give you a hint about how to use certain abilities, items, gimmicks, enemies, and other things.
Heal RingsNight ActsThese are Rings that have green crystals inside of them. When Sonic touches them, his health bar becomes full. They are hidden throughout the Act and you have to hit and destroy things to find them
Chaos OrbsBoth ActsThese are yellow diamonds that appear after defeating enemies. These add experience to your Experience Gauge.
Dark Gaia ForceNight ActsThese are white and purple balls that appear when you hit and destroy things and defeat enemies during the Night Acts. Collecting these will fill your Unleash Gauge. The ones that glow brightly will make your Unleash Gauge full.
Shield ChargeNight ActsThey resemble the shield counter above the Unleash Gauge and be found inside certain objects in Night Acts. These fully refill your shield counter.
Power ShieldNight ActsThese are floating shields that glow aqua green. This Power-up gives Sonic an aqua green glow and lowers the amount of damage he takes from enemies for a period of time. They are hidden throughout the Act and you have to hit and destroy things to find them
Super ClawNight ActsThese are floating Claw Gloves that glow red. This Power-up gives Sonic a red glow and increases the power in his attacks towards enemies for a period of time. They are hidden throughout the Act and you have to hit and destroy things to find them.
Goal RingBoth ActsWhen Sonic touches a Goal Ring, the level is cleared. Sometimes the Goal Ring will come in the form of a Gaia Key, item, or a Townsperson. At the end of Night Acts, you normally have to defeat enemies to make it appear.


These are items that Sonic must use to get around in the Entrance Stages and Acts. Some allow him to find secret items and shortcuts.

Gimmick's NameActsEffect/Purpose
SpringsDay Acts OnlyTouching them sends Sonic to other points. He can also Home Attack them from a distance.
QTE SpringsDay Acts OnlyThese are blue Springs. Hitting these will send Sonic flying towards pads that require one button to be pressed in order for Sonic to jump off them. If the pads have a button on them, you always have to press that button each time you play that Act. If it has a ?/Question mark, then the QTE will always be random
Spike SpringsDay Acts Onlythese look like regular springs, but they have spikes on the other side. After a period of time they flip over and Sonic may hit the spikes instead of the spring. Be careful when using a Homing Attack on them!
Egg SpringsDay Acts OnlyThese are red, rectangular, and have Eggman's icon on them. They laugh when you hit them and are normally placed to block Sonic or send him towards obstacles and bottomless pits.
Dash PanelsDay Acts OnlyThese are red devices that make Sonic move faster and increase speed in a certain direction when he touches them. There is also a type that appears on rails.
BalloonsDay Acts OnlySonic use these as a stepping stones to reach certain areas
RampsDay Acts OnlyDepending on whether Sonic is boosting or not when he runs through them affects how high Sonic is sent into the air.
QTE RampsDay Acts OnlyThe white and yellow ramps trigger a QTE where you have to hit 3 or more Buttons to send Sonic on a higher path and earn some points. If you press the wrong button or don't press them all in time, Sonic will either take a lower path or die.
Dash RingsDay Acts OnlyThese are big wide rings that Sonic can jump through, which will send him flying in a certain direction.
Rainbow RingsDay Acts OnlyA multicolored version of the Dash Rings. They do the same thing but give 1000 points the first time Sonic goes through them.
Directional Launchers/Jump SelectorsDay Acts OnlyThese are circular devices that send Sonic in a certain direction depending on what Button you press. The button normally shown is the one that sends Sonic on the regular path. However, where the Button sends you is the same for all of them. The A Button sends Sonic up into the air, the X Button sends Sonic in the direction the device was originally facing, and the B Button sends Sonic down. If you don't press any Buttons after a period of time, it will drop Sonic down and you will lose control temporary.
Step SwitchBoth Actsstand on these once to make something happen. Some require having items being put on top in order to keep a door open. In Adabat's Night Acts, there is also a Flower type, in which Sonic has to step on them in the order of which a flower grows.
Stomp SwitchDay Acts OnlyLime Green switches. Once you get the Stomping Shoes, Sonic can stomp them into the ground to activate something
Balloon SwitchNight Acts Onlythese are white balls on red poles that have targets on them. All of them have to be hit at the same time to trigger something.
LeversNight Acts OnlyA switch that Sonic can pull by repeatedly pressing B. Some come in a turntable style, where you have to hold B and use the Left Analog Stick to turn. Some Levers may move back to their original position after a period of time.
Target SwitchesNight Acts OnlySonic has to throw enemies at these to activate platforms. These are mostly found in Mazuri
Stone Keys and AltersNight Acts OnlySonic will have to find the Stone Keys and place them in the Stone Alters of the same color. Once all the Alters are filled, it triggers something.
Spring PolesDay Acts OnlySonic can bounce off of these to get onto platforms. Landing on the red part will send Sonic the highest
Swing PolesBoth ActsDuring the day, Sonic can Home Attack and swing into these poles to get across. Press A at the right time and do it quickly, because he won't spin forever. In Night Acts, Sonic can swing from these (See Grabbing with the Werehog Subsection).
Side PolesNight Acts OnlySonic can use these to scale the walls (See Grabbing with the Werehog Subsection)
Fling PolesNight Acts Onlythese appear with a circle in the ground next to them. Stand on the circle and repeatedly press the B button to send Sonic flying.
Climb PolesNight Acts OnlySonic can climb up and down these (See Grabbing with the Werehog Subsection)
Automated PolesNight Acts Onlya machine version of the Swing and Side Poles. Sometimes they pop in and out after a period of time, so use them quickly. Also, some may require a Lever or Switch to activate them.
Wooden PolesNight Acts Onlya wooden version of the Swing and Side Poles. They break after a period of time, so use them quickly.
Movable CrateBoth ActsSonic can move these in order to jump on them. At night, press B to grab them and LT/RT to move faster while moving it.
Barrels/CratesNight Acts OnlySonic can pick them up and use them as stepping stones or throw them at enemies (See Grabbing with the Werehog Subsection)
Water FountainDay Acts OnlyThese appear in Rooftop Run. They act similar to Springs and propel Sonic into the air.

Traps and Hazards

These are some items, objects, and anything you want to avoid and be aware of.

SpikesDay Acts OnlyThe most common hazard you'll run into. They can appear on the ground, walls, and even on Rails. Either Sonic can Jump over the ones on the ground and on rails.
Spiked BallsBoth ActsIf you thought spikes were bad, now they can move around! Make sure not to touch them.
Spiked TrapsDay Acts OnlyThese are floating platforms with spikes on the bottom or the sides. They move when Sonic gets close enough. Quickly hop on top of the horizontal ones it after they drop.
BombsDay Acts OnlySonic will have to avoid these during certain Acts, Missions, and Aero Chaser and Interceptor Sections
LasersBoth ActsThese prevent Sonic from accessing certain areas and will hurt him if he touches them. Normally, they can be turned off with a switch or lever
Swinging BladesDay Acts OnlyGiant blades that swing across the ground and skies in certain levels. Sonic can slide under them.
TrippingDay Acts Onlysometimes in the Day Acts if you get hit while running or run over broken paths, Sonic will trip and you'll temporary lose control.
Getting CrushedDay Acts OnlyAlthough, this is rare, there are some obstacles in the game that can crush Sonic. If this happens, it will cost you a life.
ElectrocutionBoth ActsIf Sonic gets electrocuted he will freeze temporary. Oddly, enough this won't kill him during the day even if he has no Rings. However, at night it becomes annoying since he can't shield against it.
Getting BurnedBoth ActsDuring the day, Sonic will take damage if he gets hits by fire. However, at Night if Sonic is on fire, it won't leave for a period of time and will lower your health. If you get caught on fire at Night, hop in some water or hit a water barrel. Sonic can't shield against flames.

Sun and Moon Medals/Levels

These are collectibles that allow you to unlock new Acts in the Entrance Stages. Sun Medals unlock Day Acts and the Moon Medals unlock Night Acts.

Also, when you collect them, your Sun and Moon levels will go up respectively. Certain Gaia Gates (portals to Acts) only open once you've reach a certain Sun or Moon level.

For example, in order to open Sun Level 4 Gaia Gates, your Sun Level has to be 4 or higher.

In order to collect Medals you have to find them in the Town Stages, Entrance Stages, Acts, Missions, and touch them. Professor Pickle has 6 Sun Medals and 6 Moon Medals that he'll sometimes give you after giving him Souvenirs.

Sun/Moon LevelNumber of Sun/Moon Medals

Other Notes about Sun and Moon Medals:

  • If you see a medal that's transparent, that means you've already collected it
  • There are 200 of each kind of Medal so there 400 medals that can be collected
  • in the Town stages, Moon Medals will only appear during the Day and Sun Medals only appear during the night
  • Day Acts have more Moon Medals than Sun Medals and Night Acts have more Sun Medals than Moon Medals
  • you can look at the number of Medals you need to reach the next Sun/Moon medal by standing on the Gaia Gate and having Chip tell you or by looking at the gauges in the Status on the Pause Screen
  • in order to beat the game you need Sun Level 7 and Moon Level 6

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