hide results

    FAQ/Walkthrough by Snow Dragon

    Version: 1.0 | Updated: 04/26/03 | Search Guide | Bookmark Guide

    | SONIC THE HEDGEHOG               |
    | FAQ/Walkthrough v1.0             |
    | Written by Snow Dragon (C) 2003. |
    | All rights reserved.             |
         I. Story and Intro
         II. Controls/Items
         III. Walkthrough
             a. Green Hill Zone
             b. Marble Zone
             c. Spring Yard Zone
             d. Labyrinth Zone
             e. Star Light Zone
             f. Scrap Brain Zone
             g. Final Zone + Epilogue [SPOILERS]
         IV. Bonus Stages Walkthrough (Chaos Emeralds)
             a. Blue Emerald
             b. Yellow Emerald
             c. Purple Emerald
             d. Green Emerald
             e. Red Emerald
             f. White Emerald
         V. Miscellaneous Codes
         VI. Credits 'N Stuff
    In Sonic the Hedgehog, the flagship title of the massively popular 16-bit 
    Genesis/Megadrive system, you of course play the role of the titular 
    protagonist who is not on a quest to save any sort of damsel in distress but 
    rather an entire race of beings: the Flickys, whom the mad scientist Dr. Ivo 
    Robotnik has encased in robotic form and made to do his evil bidding. Your 
    job is to go through the game's six zones, which are divided in three 
    separate acts, and destroy all of the contraptions Dr. Robotnik has created 
    in order to thwart your 18-level mission. Along the way, you'll collect a 
    bunch of items like rings, super speed-up shoes, invincibility, and extra 
    lives. It's a fast-paced game with enough action to keep anyone hooked for 
    the entire duration. So let's get into it!
    Contrary to what my rushed-to-publication Super Dodge Ball Advance FAQ says, 
    _this_ is my 30th FAQ, not that one (which is my 29th). I hope you enjoy 
    reading and using it as much as I enjoy writing. I felt I needed some Sega 
    stuff to balance out my Nintendo-heavy contributor page, and so here is this 
    review for a Genesis game that holds a special place in my memory.
    The only things you need to know:
    1) Look in the Table of Contents for specific help on what you need. I made
       this one extra-detailed in the hopes that it's a bit easier to use.
    2) If you need to ask a question or register any suggestions, requests, or
       complaints about this or any of my FAQs, e-mail me. The address, as
       always, is <eubanks1084@hotmail.com>. Remember to make triple-sure that
       the question you ask isn't already addressed in the walkthrough, or I
       will totally disregard it. CONSTRUCTIVE COMMENTS PLEASE.
    3) The walkthrough is written according to the path I took. I hope no one has
       a problem with this.
    Well, now that that's out of the way, let's get into the meat of this 
    There are only four things you need to know about Sonic the Hedgehog's 
    controls. That's why I lumped these two sections together.
    1. Moving Back and Forth
    Press Left and Right on the D-pad to move Left and Right. You do not need to 
    push a specific button to get Sonic running; he will automatically do so if 
    he has enough leeway.
    2. Jumping
    All three buttons (A, B, and C) will allow Sonic to jump. Personally, I use C 
    because it's closest to my thumb.
    3. Pausing
    Press Start to pause the game. Of course, you have known that Start pauses 
    games since the dawn of time, so why did you need me to tell you?
    4. Rolling
    While Sonic is running, press Down to make him roll. This can break certain 
    walls and lead to secret areas if you are the Stalwart ExplorerT type of 
    Sonic can get many items that will help him greatly in the quest to defeat 
    Dr. Robotnik. And here they are!
    Rings are the equivalent of Mario's coins. Collect 100 and Sonic will receive 
    an extra life. Having 50 at the end of either Act 1 or 2 of any given zone 
    will cause an enormous ring to appear above the exit that acts as a portal to 
    the Bonus World, where Sonic can maneuver through a topsy-turvy trippy dream 
    world to compete for a Chaos Emerald. Sonic's rings act as a sort of shield 
    for him. If he is hit, a mess of rings will fly away from his body, leaving 
    him vulnerable to die by the hand of any enemy that gets near him. As long as 
    you have one ring to your name, you can't die unless you fall in a pit, touch 
    spikes, or get crushed between a moving surface and another wall. If you are 
    hit by an enemy with no rings in your possession, Sonic dies.
    10 Rings
    If you see a static screen with a ring on it, bounce on it to add 10 rings to 
    your collection.
    Pounce on a monitor with a picture of a shoe on it to temporarily give Sonic 
    super speed. Depending on your surroundings, this can either be a blessing or 
    a curse.
    Extra Life
    A computer screen bearing Sonic's face will reward him with an instant extra 
    life if he breaks it.
    These are often very well hidden, so be on the lookout for them so you can 
    cruise through levels at top speed without a worry or care. Bounce on a 
    screen with sparkling stars on its screen to become temporarily invincible 
    for the duration of the game's theme song. You can still die if you fall in a 
    pit or get sandwiched between two surfaces, so watch out.
    Enormous Ring
    As mentioned in the Rings entry, an enormous ring will take you to the Bonus 
    World if you're fortunate enough to have 50 rings at the end of a level and 
    then jump into it after spinning the sign that marks the level's end.
    Hidden Point Bonuses
    Jump around after beating a level to uncover point bonuses hidden among the 
    background. You can uncover point bonuses ranging in value from 100 to 10,000 
    in each of the game's twelve non-Robotnik-encountering acts.
    The only way you can earn continues in Sonic is to get 50 rings in the Bonus 
    Chaos Emerald
    Though they are little more than a side diversion in Sonic 1 (your ending 
    varies slightly depending upon if you get all six or not), Chaos Emeralds are 
    the stuff of legends on the planet Mobius (where this and all Sonic games are 
    set). They have the power to be used for the ultimate good or to power 
    weapons of unimaginable destructive capacity. The moniker of "emerald" is a 
    slight misnomer, seeing as how they tend to come in colors other than green, 
    but they are nonetheless quite powerful and worth your while to get a hold of 
    if at all possible.
       I. Green Hill Zone
    ACT 1
    Jump and get the game's first three rings, then hop up to the short plateau 
    and jump on the 10-ring monitor. Kill the fast blue bee robot as it speeds by 
    to shoot you, then jump to the nearby tree to your right. It's barely 
    visible, but there's a yellow spring hidden in the treetop. Hop on it and 
    you'll shoot upward to five more rings. Go forward past the fish jumping up 
    out of the water and then jump in the top of the second tree past that 
    bridge. You'll hit an invincibility monitor that's there but that you can't 
    see that well. Run forward until you reach a yellow spring opposite a cliff 
    overhang. Jump to that area, but watch out - the cliff overhang crumbles 
    underneath your feet, as do all others that look like this one. Go past about 
    two more of these falling edges until you reach a blue post. It will turn red 
    when you run past it - it's a checkpoint. You'll start back at that point 
    should you happen to die.
    Run straight forward from that goal point. You'll go through the famous 
    dizzying loop-de-loop that mesmerized gamers in the Genesis' formative months 
    and through a tunnel that takes a short break to make room for another 
    checkpoint. You'll shoot up a natural half-pipe of sorts and get a couple of 
    rings in a large trapezoidal formation. When you come down, there's a short 
    way to go until you make the exit. If you have 50 rings or more when you get 
    there, there will be a humongous ring above the sign and to its right. Jump 
    into it as you pass the sign and you'll be taken to a rotating bonus stage 
    where you can try for one of the six Chaos Emeralds. If you don't have fifty 
    rings, pass on to the next act.
    ACT 2
    Grab the rings hovering horizontally over the bridge and vertically over the 
    spring, then take a detour to the left. There are spikes to the left of that 
    yellow spring, and if you control your jump right, you can sort of dive past 
    them to a lower area holding twenty rings and a shield, which will allow you 
    to take a hit without causing you to suffer any ring loss. You're now in this
    bottom pit area then (if you made it past the spikes, that is - if you didn't 
    then you more than likely died), and you have no apparent way to get out. To 
    do so, start from up against the spikes (you won't get hurt by touching their 
    sides) and run to the wall to the right, pressing Down before you get in 
    front of it. If executed properly, you'll roll up into a ball and destroy the 
    weak wall ahead of you, which opens up into a more expansive area where you 
    can get a super-speed shoe. After getting that, ride the moving ledge above 
    you to the waterfall with rings in front of it. Make your way to the half-
    pipe ahead, which plants you on a swinging ledge. Get the rings that are in 
    the ledge's path and stop at the tree to the left for a shield if you've lost 
    your other one. Some invincibility to the right will help you blow right 
    through to a checkpoint. Go straight ahead from here until you reach the exit 
    (and hopefully, another large ring!)
    ACT 3
    Hit the top of the second tree from underneath to reveal invincibility, then 
    speed ahead with it. Use the spring to get up to the cliff edge that falls 
    under Sonic's weight and keep progressing up the high road to a shield. Try 
    to stay along this high road until you make a checkpoint. You have two 
    choices here; get the super-speed shoe and speed ahead for a load of rings, 
    or take the high road along the moving platforms and make it to another quick 
    checkpoint. The high road reaps an eventual convenient reward, so take it.
    When you make the second checkpoint post, ride along the moving ledges until 
    you get to one that just falls. Let it take you down; you'll be on the top of 
    a loop-de-loop and right near an accessible 1-up (the small reward I was 
    talking about). Jump down to the left to get a shield out of the palm tree 
    below, then continue through the loop as normal and jump when you reach a 
    small mound in front of the red springboard on the rock to get back on higher 
    Ride the swinging ledge that stops in front of a series of ledges that fall 
    shortly after you land on them. Jump across them to a cliff, above which is 
    more invincibility. Grab that and run with reckless abandon across the 
    rotating spike log, which normally requires patience and good timing to get 
    past. Continue forward to the platform on a chain swinging very low over a 
    bed of spikes. You'll come to a short curve that will result in you 
    uncovering a 10-ring monitor. Shortly after that, if you get a running start 
    from way back near the bed of spikes and jump at the correct moment, you'll 
    get your third invincibility of the level out of a very tall palm tree. This 
    comes just in time for your first battle with Dr. Robotnik.
    His first contraption that attaches to his ship is a giant ball-and-chain. It 
    swings back and forth as he moves in the same manner. With invincibility on 
    your side, you can get in an easy three or four hits out of the eight that 
    are required to send him running. For the rest of the time when you don't 
    have temporary invulnerability, beat his ball-and-chain to the proper ledges 
    and jump to get him, then outrun it back to the opposite ledge, and so on and 
    so forth until his ship explodes. He will run in terror, and the screen will 
    move to the right to a sort of containment device. Inside is a boatload of 
    Flickys. Press the button on top to release them and go to the next zone.
       II. Marble Zone
    ACT 1
    To kill the caterpillars who are covered in spikes, roll in front of them so 
    that you hit their faces. This will allow you to kill them without hurting 
    yourself. If this fails, avoid them altogether and move on. At the first 
    major slope, hit the brakes and go inside the room under it when the moving 
    platform dips down. You'll find three monitors containing thirty rings. If 
    you can hang onto them plus the others you get in this initial above-ground 
    area until you get to the exit, you'll be able to play in one of those 
    coveted bonus stages, so stay on your toes.
    You'll come to some humped ledges that catch fire when you stand on them. 
    Commit their shape to memory so that you know not to lollygag when you hop on 
    one and continue ahead to a shield that will aid you in keeping those fifty 
    precious rings. Go down into the underground place and move slowly through 
    the Plexiglas pillars that move up and down. When you come to a button, 
    you'll probably stand on it to make the hanging spikes move up, but when you 
    come off it, it will slam back down. Using Sonic's mighty pushing abilities, 
    walk up against the marble block sitting on top of the hanging spikes and 
    push it onto the button. It will be stuck there and allow you to move down 
    under the spikes. Keep going down through the retracting spikes and hit the 
    checkpoint to the left, getting the shield near it if you've already lost 
    your other one.
    The bobbing blocks in the ceiling will drop as you approach them, creating a 
    bridge of sorts that allows you to cross over the long river of lava there. 
    Make your way across them and go up as far as you can until a hanging spike 
    chain falls. Jump on top and up to the left to enter a hidden tunnel leading 
    to forty rings and a 1-up. Backtrack through the hidden tunnel and go up the 
    shifting marble ledges to a falling weight and spiked chain. Move quickly 
    through those two objects and jump up to fresh air. Your biggest problem here 
    will be a couple of spiny caterpillars and fire-catching platforms; other 
    than that, it's smooth sailing to the exit.
    ACT 2
    Head down to the underground area as fast as possible and touch the button to 
    make the clear column move down. Go left and push the block into the lava, 
    then start using it as a boat of sorts to advance slowly but surely over the 
    molten liquid. Take a detour up and to the right at the lava cascade to find 
    ten rings and a shield. You don't have to rely on the marble block to get 
    across the lava now; just go left and beware the devices in the wall that 
    shoot fireballs.
    You are now at a long row of blocks that you have to push out of the way in 
    order to reach the corridor below. As soon as your feet hit the ground, start 
    running, because there's a wall of lava in hot pursuit - pun totally intended 
    :)  As soon as you get past that, you'll soon find swinging platforms 
    situated in such a way that you can simply walk from one to the next. Be sure 
    not to hit the red springboard ahead or it'll launch you right into the lava, 
    maybe even at the expense of your rings. Touch the button, jump up, and get 
    the shield before riding another block across another river of lava. Stay 
    still as the lava that shoots up propels your block into the air. If you get 
    to the end of the line, there's a hidden tunnel leading to 20 rings and a 1-
    up. Only get it if you feel it's worth your time, because after getting it 
    you have to make a trip back across the lava (that thankfully moves pretty 
    fast) to get back to the original block. At the final lava shooting, jump to 
    the purple overhang sticking out of the wall and go up to the fresh air 
    checkpoint, which is accompanied by ten more rings. Head right.
    Go through the barrage of fireballs, caterpillars, and bee robots to the 
    slope, which you can again go under, this time for only twenty rings. Kill 
    the bats in that small alcove and backpedal out of there, going right. Crush 
    the blocks that are blockading your forward progress by jumping on them, and 
    get the shield if you don't have one. To the left are spaces out of which 
    huge pools of lava come crashing down. Skillfully evade them and go to the 
    left where an invincibility screen is hugging the wall. Get it and wade 
    through the lava as if it's a day at the beach. You can then make your way 
    carefully through a series of rapidly falling spikes which eventually lead up 
    to the exit.
    ACT 3
    Don't go in the area under the first slope this time. Instead, head to the 
    right for ten rings and go down into the latter underground area. After 
    dodging the crisscrossing fire-shooting wall devices, you'll have to hotfoot 
    it (there I go with the puns again) over a series of alternating falling 
    blocks and chained weights. Your travails over the magma are rewarded at the 
    end of the line with a shield - that is, if you're willing to go past two of 
    the gliding Plexiglas columns. Drop down through the greenish-gray blocks 
    that fall when you stand on them and move immediately to the left. Touch the 
    button to make the pillar go down and head right. Ride the block along the 
    lava river until you get to the first deal of the fiery stuff that shoots up. 
    Jump to the left and wait patiently for a lone block to ootch out of the 
    wall. Use it as a stepping stone to the purple platform above and then go 
    When you go right, you'll get to two falling spike chains. Go across them and 
    into the wall which leads into a hidden tunnel, which reveals a 1-up - ah, 
    but it does not end there, my friend, oh ho ho, no it doesn't! Keep going to 
    the right through _another_ hidden tunnel and you'll be at the business end 
    of another falling chain. Wait until it goes back up and then hop onto it 
    when it falls back down again.
    You probably don't realize what a huge shortcut you just took, but trust me, 
    you just made some major headway really really fast.
    Go up along the spiked chain to the left and up the steps to a 10-ring 
    screen, making sure to watch out for the individual spikes that FWIP out of 
    the wall on alternating steps. Continue to the right, jumping on the bats and 
    across the weights chained to the ceiling that fall for you to jump on. 
    You'll soon come back to the above-ground. Leap past the fireballs that leap 
    out of the lava as they're headed back down to avoid getting hit. At the 
    checkpoint, run and jump past the lava to the two purple brick ledges.
    Dr. Robotnik will appear once again, this time with a widget on the bottom of 
    his cruiser that drops spreading flames. Hit him when he first appears and 
    he'll go to the ledge on the left. His pattern is predictable and easy to 
    force him into if you hit him as he comes toward you to set your ground on 
    fire, and then jump to the opposite ledge after hitting him so his flames 
    don't lick you. Repeat this yawn-inducing pattern until he is down for the 
    count, then save the Flickys and move on to the Spring Yard Zone.
       III. Spring Yard Zone
    ACT 1
    At the first red springboard, shoot off it and press Down to roll into a 
    ball, then veer to the left. You might catch a glimpse of a moving platform 
    that sits next to an extra life and a speed-boosting shoe. Keep trying to get 
    up there and get those items, then go through the narrow hall to the right. 
    Bounce off the red springboard to get by the bumpers and go right (unless you 
    want to get the rings behind you, in which case you should mess with the 
    bumpers first). Go down through the shifting beige blocks and roll down the 
    hill. Let yourself hit the spring (while holding Down) so that you kill the 
    rolling robot that's on your tail.
    When you make it to the outside, you'll see a button. Hit it and immediately 
    jump to the platform behind you before it goes up. It may look as though it's 
    out of your leaping range, but it can be made in a single jump. At the top, 
    jump to the edge of the half-pipe with the spiked balls creeping along it. To 
    the far left are ten rings and a shield. Backtrack to the five-block platform 
    that morphs from a left-facing staircase into a right-facing one. Ride along 
    the top to keep from being pushed off and walk to the next one, then to the 
    vertically-oriented moving platform that takes you down to safe ground. Stay 
    along the high ground - if you slide down the steep hill onto the bumper that 
    bounces you to the low road, use the yellow springboard nearby to get back 
    up. Keep going until you reach a checkpoint.
    From there, go to the right and fall down at the shifting staircase for 
    invincibility, then bounce back up via the springboard and go to the two crab 
    robots on the very top ledge, getting any interim items below in the spring 
    fields as you feel it is necessary. At that point, drop down to the 10-ring 
    screen and get it, then make a controlled jump in to the button next to the 
    yellow springboard. Get the boost off it and speed right ahead to the exit. 
    If you're getting the bonus portal ring, be warned that it's positioned a 
    little higher than normal, so you'll have to backtrack and reach it before 
    the game forces Sonic to go forward without getting it.
    ACT 2
    Don't go off the red spring behind you, you'll just go back and forth in a 
    dumb horizontal line. Instead, go down and let the half-pipe carry you, but 
    don't go along the top row where the crab-bots are. Instead, take the low 
    road that has the spiked balls moving slowly up and down. Go through the 
    corridor until you make it outside and see two red springboards. Jump on the 
    lower of the two, but hold right. You'll go through the wall and be able to 
    travel through what is normally just background decoration. If you make it 
    all the way to the end without getting crushed by the moving blocks, you'll 
    be rewarded with a free extra life. Bounce out and make your way against the 
    wall to the right amid the chaotic springs and bumpers. You're trying for the 
    vertically moving ledge that will take you up to safe ground and eventually 
    to a checkpoint.
    Jump on the red springboard just after that checkpoint and go to the right, 
    staying along the horizontal platforms that move in and out and the shifting 
    staircases. When you reach the stationary ledge with four rings, go down and 
    to the right. Drop down past the bumper and JUMP when you get to the end of 
    the ramp. You'll reach an alternate exit that holds more rings for you in 
    case you didn't quite make the quota of fifty. Note that the bonus ring is 
    positioned much lower than usual, but you still have to jump to get into it, 
    so don't horse around or you'll be forced into going into the next level. If 
    you don't make the ramp jump, just go to the exit as normal.
    ACT 3
    Go forward through the line of bee-bots, who are easier to avoid by rolling 
    down the hill, and into the spring pit, where a shield is located between the 
    springboard triads. Go up to the right and pounce the 10-ring monitor and go 
    to the right through the spiked balls and turning mini-spikes. Ride the 
    blocks downward and go inside the wall to the left for some rings. Backtrack 
    back up them when you have those and go left. Get to the platform above the 
    shifting blocks and touch the button to open the door. Kill the two crab-bots 
    and get ready for major platform jumping.
    Don't bother to roll through the half-pipes with the spiked balls creeping 
    through them, because you'll outrun them and ending up losing your shield, or 
    worse yet, your rings. Make the careful jumps required when there's an 
    opening. When you come to the next set of shifting blocks, you can go to the 
    bottom quickly for three rings (if you're obsessive) and then go back up. 
    This will look somewhat identical to the first area of this type, but at the 
    top there's a robot that you should roll into to kill and a checkpoint.
    Keep moving forward and shoot down through the humongous half-pipe. There is 
    a tunnel leading to the right, but go up to the wall above it and hold right. 
    You'll find a secret compartment containing invincibility and a super speed 
    shoe. Ignore the springboard that leads up and get the 20 rings and shield to 
    your right. Continuing to go right will result in you going really fast and 
    getting the final checkpoint before encountering Dr. Robotnik. Slow down at 
    the shifting staircases and remember to go along the top of them so that you 
    don't get pushed down into eternal abyss. When you reach a row of dark brown 
    blocks immediately following that, you've reached the Bad Doctor himself yet 
    He appears normal at first, but when he gets right above you, a spike will 
    appear from his ship that takes out one of the blocks and destroys it, 
    leaving a gap for you to fall in. The one mistake people make the most is 
    running randomly around the place having him take out chunks in random spots, 
    which makes for some haphazard jumping. Don't do that. Instead, go to the far 
    left and wait for him to come down. When he ducks down, hit him. Sometimes, 
    if you're lucky, you can get in two hits at once. After having Robotnik 
    eliminate the far left block, run to the far right and have him take out that 
    one. If you keep going until you're enclosed on the inside, you won't have to 
    worry about any making needlessly hazardous jumps to single blocks. Just be 
    sure to keep hitting him or you'll eventually be down to one block and you'll 
    be high and dry!
    As usual, eight hits will do him in. Kill Robotnik, then jump to the Flicky 
    containment device and press the button to move on to the Labyrinth Zone.
       IV. Labyrinth Zone
    ACT 1
    Go to the far right and get the shield, then go into the water. Unlike Mario 
    the everyman and like the rest of us, Sonic only has limited breathing 
    capacity underwater. Touch the button at the bottom of the pond floor and go 
    in. Notice the little grouping of bubbles on the ground. Eventually one will 
    rise that is large enough that Sonic can breathe in and extend his time 
    underwater. If you're in the water too long, a 5-second countdown will begin, 
    at which time you obviously have five seconds to find an air bubble or risk 
    drowning. In any case, breathe in the necessary bubbles and get the 10-ring 
    screen to the left.
    Go into the water and go all the way down and press the button to open the 
    door on the right. You'll be pulled through in a current tunnel. Step off the 
    ledge that goes up that you land on or you'll get crushed between spikes and 
    die, even if you do have a shield. Go down and refill your oxygen at the 
    bottom floor with the bubble group. When you go through to the right, fill up 
    again at the bubble puddle on the right, even if you don't need it, and 
    advance upward through the very fast-spinning spiked balls on the ring 
    chains. If your countdown starts going, get out of the water ASAP. You'll be 
    at a series of platforms on a conveyor going upward.
    Jump on one of them going up. You'll get crushed between the surface and some 
    more spikes if you stay there, so jump to the next one in the series as you 
    approach them. Hop to the button against the right wall to open up a floor 
    below. Past the burrowing nose robots is a checkpoint. Get it and keep going 
    right. Along the very bottom of the level, touch the button to open the door; 
    it will close as soon as you enter. The water level will sink enough during 
    your passing of the retractable harpoons that you can go up for air. Go up 
    the steps and ride on the cork, which floats when the water level rises 
    again. Jump to the left.
    When you drop back into the water, be careful. There are some retracting 
    spikes and an enemy that is surrounded by spiked balls that he throws at you. 
    Wait for him to get rid of his supply of four, then either jump on him or 
    ride the moving ledges out of the water. Avoid the ornamental heads that blow 
    fire and jump off to the right. The water level will now rise again; don't 
    get caught between the corks and the ceiling. Open the door with the button 
    at the end of the hallway and go up past the harpoon to fresh air, and then 
    head right to finish out the level.
    ACT 2
    Go to the right and let the stream of water carry you down into the briny 
    deep. When you land in the water, go to the right for some invincibility. 
    Take the watery road to the left and get the 20 rings, then go down and to 
    the right until you reach a tunnel with a current. Get some of the rings down 
    here if you feel like it and then take the red springboard up. Ring screens 
    are scattered about on various ledges throughout this area, and one of them 
    is covering a button you need to touch to move on. After touching it, go to 
    the right and hit the checkpoint.
    There is some invincibility to the right of the checkpoint. Get it and blow 
    through the one-way path. It should last until you reach a block that you 
    must stand on to make fall. Conveniently, there is a puddle of bubbles right 
    there, so take a hit of oxygen off one before moving onward. Watch out for 
    the circular enemies that throws his thorny barrier at you. The corridor is 
    thin enough that you can get over each one with a single jump. Roll into him 
    as opposed to jumping into him, because you could catch a bubble and lose 
    your rings from stepping on him. Continue on until you reach some 
    crisscrossing conveyors. Jump to the second rotating square before you get 
    crushed between the spikes and ride the second set of them out of the water. 
    Go to the right over the dry land tiles and to the exit.
    ACT 3
    Watch out for the drillbots that pop out of the ground at the beginning as 
    you come to a stream of water coming out of a gargoyle's mouth. You can jump 
    off the stream to shoot off at an angle and find a shield at one point, but 
    you will keep continually looping unless you find a switch. Keep jumping off 
    when you start going down to the left. With perseverance (or skill, one) you 
    will reach the button, which is accompanied by a 10-ring box. Go to the 
    immediate right, where a wall has opened up. Jump through the new passage.
    Touch the next button to open up the floor beneath you, which leads to 
    another watery area. Kill the fishbot, but don't touch the switch to the 
    right just yet. If you continue left, the floor will help you get the height 
    needed to jump to a ring windfall. Get those and then find the button to the 
    right. Go down and to the right, grabbing an oxygen bubble if needed, and 
    then leap carefully through the field of harpoons in front of you. Don't fall 
    with the block that collapses under Sonic's weight, but keep moving forward 
    along the linear path. There should be enough air bubble groupings around to 
    keep Sonic's lungs in good shape. When you come out into safe air, three 
    spiked spheres will be swinging around at varying speeds. Proceed to the 
    right, getting the 10-ring monitor if you feel like it.
    Ride the moving platforms to the right and jump to the right to find some 
    invincibility (mind the spikes). Go down the line and get the lone ring box 
    to the right, then ride along to the left and jump to the left when you see a 
    passage in the wall leading to 40 rings and an extra life. Come back up for 
    air, as you'll inevitably need it, then head down and touch the switch to 
    open the door. You'll soon be at a wavy tunnel (no current); walk through it 
    and get yet another round of temporary invulnerability before descending 
    further into the depths. Make it to the checkpoint and go forward.
    There is a series of single blocks ahead, but worry not - it's safe to fall. 
    20 rings are located down in that hole, along with two different stops for 
    fresh air. An opening floor to the right will help you avoid a pesky enemy 
    that throws his spike shield at you. Get the shield that protects you and 
    make the curve up to the left where ten more rings lie. Move carefully 
    through the swinging spikes at left. If you get hit, it's a long fall, and 
    you really don't want to make that trip again, so get it right the first 
    time. Luckily, the surface is coming up. Make it there and ride the moving 
    platforms as far as you can. The floor button at the top will reverse their 
    direction. Take the new route to a plateau harboring a line of five of those 
    drillbots. Get past them and cruise down the cascade that was behind them. 
    You'll hit a checkpoint at the bottom.
    The water will steadily rise with you at this point. Move up through the 
    winding corridor. At the top, you'll find a shield to the left. Get it and go 
    to the right. Dr. Robotnik is there. He will now attempt to run away from 
    you. Stay in hot pursuit, trying as hard as you can to keep at least the 
    bottom of his ship in your sights as you make yourself upwardly mobile 
    through the harpoons and gargoyle heads that shoot fire. To add to your 
    troubles, the water is again rising. Don't worry about getting in the 
    required eight hits to kill him; if you make it to the top, he will run 
    scared. He got away clean this time, but there are still two more zones for 
    you to get him good. Release the Flickys and head for the Star Light Zone.
       V. Star Light Zone
    ACT 1
    This zone starts with a nifty secret: 30 rings and invincibility right from 
    the get-go. Just run forward and roll to charge through the wall. Some 
    springboards will help you make it back out. Run like the wind with your 
    state of indestructibility and stand on a series of four tiles. They will 
    turn into a staircase that you can go down. Go to the right down the first 
    hill, then backtrack. The staircase will have reverted to its original 
    straight position, allowing you to get the 1-up that was before inaccessible.
    Cruise down the hill and continue running. You'll barely make it past the 
    hole and go up a wall. Hit the red spring you see to your left. It will send 
    you careening off walls and eventually into the path of a fan, whose wind 
    current you cannot push yourself past (under normal circumstances - I will 
    indicate when said circumstances are otherwise). Go forward and either roll 
    under or jump over the spiked enemy, whose different color indicates that he 
    will not throw his spikes at you and is ergo impossible to kill. Hit the flat 
    edge from underneath to reveal a staircase. Go on the yellow springboard at 
    the top and hold right. You'll just barely make it to the higher road.
    Keep going right through the rotating ledges that appear to be just floating 
    in space. Go up the ramp with the fan (which is now facing left and turns off 
    periodically) and roll under the spiked guy who just moves forward, staring 
    blankly. From there, run forward until you reach a 10-ring screen. Backtrack 
    to the floor that may have seen collapse in the corner of your eye and go 
    down there. A fan will blow you right, so roll to get the twenty rings 
    located down here. Jump out to the right and run to the exit.
    ACT 2
    Go forward as far as you can at the beginning. For some reason, you'll come 
    to a halt immediately after the collapsing floor. Jump back and get yourself 
    a running start, then jump and go up the half-pipe to where the fan is. Avoid 
    the robots with the short fuse on the ledge above - when you approach, a 
    timed fuse will begin and they will explode shortly. When they're eliminated, 
    go up to where they were and take the high road by going on the yellow 
    springboard. Roll slowly under the two floating spikeys, then run along the 
    series of hills to two staircases that will lower themselves so that you 
    might go ahead. They will lower themselves to a platform that falls on top of 
    a spikey enemy - a clever trap, it is. Jump ahead and keep going right.
    When you go down the next automatic flight of stairs, you'll encounter a new 
    obstacle: floating catapults. The spiked ball on the right will shoot up into 
    the air when you hit the opposite end of the catapult. When you fire a spiked 
    sphere into the sky, go to the other end of the catapult. When the ball 
    lands, you'll be shot upward. The ball will fly higher and send you farther 
    upward the harder you come down on the catapult, so use that knowledge to 
    reach higher areas and hidden secrets. Go right along those until you reach 
    more rotating sets of four ledges, then go down the wavy hills just past them 
    which lead directly to the exit.
    ACT 3
    There are many rings to be had in this first area if you can move fast and 
    not get hit by the slow spiked guys at the same time. Go to the right past 
    the floor that falls and up the half-pipe with the fan at the top. You'll 
    only be able to pass when the fan turns off, so keep walking up it until 
    you're free of the fan's pull. When you walk up the next quarter-circle 
    curve, you'll see a springboard to your right. Hit it and press Down to go 
    into a roll. You'll fly up past a machine that shoots fire and get a couple 
    of rings. When you land, proceed to your left.
    Use the two catapults to go up and to the left. The invincibility is tricky 
    to get what with all the short fuse-bots right above your head, but just roll 
    gently into the power-up and you'll not have to worry about getting hit by 
    the debris from the many explosions. Jump down to the catapult below; you may 
    have to get two boosts off of it to reach the top ledge that you need to get 
    to. When you get to the top of the level where the fan is pushing you 
    forward, jump to the opposite platform. Roll down the wavy hill to avoid the 
    spike shield-bots, then roll through the next series of loop-de-loops. You'll 
    land on a platform that takes you slightly up. Jump to the left after the 
    ceiling walkers have exploded.
    There is a half of a spiked ball swinging along here; jump on the non-spiked 
    part and get the rings that lie in its path, then head right to another ledge 
    that takes you up. Another series of loops will take you to a lone catapult 
    and a platform that takes you down just a bit. Beware the hill; it will lead 
    you into a springboard that sends you back into enemy fire. Move slowly on it 
    and descend the resulting stairs. Pray that you have a shield up ahead too, 
    because the spiked moving guy combined with the line of fuse-bots is tough to 
    get past. When you walk up the final half-pipe, you'll be met with a 
    checkpoint. Touch it and proceed to Dr. Robotnik's arena.
    Using what you've learned about the catapults thus far (that when you get 
    launched off of one you turn into a ball and that those things hurt when they 
    hit you), you have all the knowledge you need to defeat the bad doctor in 
    this match-up. Either you can launch the balls (which are now bombs) at him, 
    or you can use them to propel yourself up to his ship's level and hurt him 
    yourself. The best combination is to propel yourself up to him with the 
    middle one and then use the bombs in conjunction with the seesaw on the left. 
    If you aim correctly and are quick enough, he should go down in no time flat. 
    Now it's time for the last zone.......
       VI. Scrap Brain Zone
    ACT 1
    Beware of the trapdoors that open and shut at different intervals. You don't 
    want to be caught on one and fall into the pit below. If you think you're man 
    enough to get the rings, go ahead and do it, then go right (while avoiding 
    the broken pipes that shoot fire) to the wheel with the button in front of 
    it. The button reverses the wheel's direction each time you hit, and you see 
    that there is a small round compartment for Sonic to fit into. Turn it so 
    that it is going clockwise and fit yourself into it. Go on ahead when you 
    come out the other side.
    There are ledges that spin here. When they are spinning, you can't stand on 
    them. Find the time intervals and pattern and go to the top, stopping off on 
    the left for a shield first. Go right along the high road and roll into the 
    face of the caterpillar who is making a return from the Marble Zone. You'll 
    then see some blocks that appear as if out of thin air. Use them to go up and 
    avoid the fusebots from the Star Light Zone. It takes a while for the next 
    series of appearing and disappearing blocks to pop up, but if you proceed 
    long enough along their road, you'll be treated to ten rings and a shield in 
    case you lost yours already. Fall off the left side of that ledge now.
    You'll be in front of a new series of line-guided platforms. They spin along 
    the bottom half and are stable along the top. Follow the pattern as you go 
    across the similarly shaped trio. Walk along the hill you are taken to and 
    you'll soon find yourself at another rotating wheel. Make it turn clockwise 
    using the button provided and hit the checkpoint, then return to the wheel 
    and fall down into the tunnel below.
    Now you are at a series of platforms, each of which moves in the exact same 
    pattern. Walk on top of each one, then go to the left up against the wall 
    until it makes a wide enough gap for you to keep going down. At the bottom, a 
    door will open for you and close behind you. It's relatively easy to beat the 
    spinning ledges, as they twirl one right after another and make for an easily 
    maneuverable platform. Just be sure to avoid the fire-blowing pipes at the 
    end of each set. Fall straight down at the edge of the second one and ride 
    the stable platforms along the line to thirty rings. Kill the pig that lets 
    bombs out of his stomach and continue up along the path to the level's 
    NOTE: You won't have a chance for Chaos Emeralds in this zone. The bonus ring
          will not show up even if you complete the level with more than 50 rings
          in your possession. Tough luck!
    ACT 2
    Run along the spinning gears here and jump at the top to give yourself a good 
    momentum burst upward. Go as far up as you can. You'll see one switch around 
    the middle, but pass it and find another one even farther up. You'll know it 
    by the floor that opens and closes on you, and there's a red springboard 
    after it. Avoid both and head right. You'll find some robots with short fuses 
    toddling along the ceiling. Get past them quickly and fall in front of the 
    floating gear to the right to reveal ten rings. Sneak your way to the right 
    and go up the gears (avoiding the swinging spiked ball) to locate a shield. 
    Make your way through the series of swinging balls ahead as best as you can, 
    although it's admittedly difficult when walking along opposing conveyor 
    belts. When you clear them, you will happen upon a tunnel. Walk into it.
    After being transported through the tunnel, you'll have to go under a pair of 
    pistons that has the ability to ruthlessly crush you. Roll under the thing 
    that looks like one of those plasma lamps without the protective lid and 
    you'll reach another tunnel that takes you straight down in less than a 
    second. Alternating blocks will then start appearing that you have to jump 
    to. Jump straight down off the third one of these and you'll land right smack 
    dab on a 1-up. Leap deftly over the electricity generators to the right and 
    you'll get 20 more rings AND you'll find a way out of this hole! Excellent! 
    Continue right.
    Either roll or walk under the buzzsaws that come down out of the ceiling, but 
    run quickly to safe ground when a renegade one starts buzzing toward you. The 
    tunnel will protect you; walk into it and you'll head straight up. Be careful 
    where you walk here, as swinging spikes and a fire pipe will attempt to cut 
    off your ring count. A door ahead of them will open automatically - go 
    through it. Go right, ignoring the pig stomach bomber and the two 
    catepillars. After a swinging ball triad, you'll have reached the end of the 
    level. Remember, no bonus stages!
    But it doesn't quite end yet. Dr. Robotnik lies ahead in his red button-up 
    shirt and Mickey Mouse pants, and there's nothing stopping you from 
    eliminating him! Except for that force field wall there. Trapped on a series 
    of blocks, there's nothing you can do as he presses the button that destroys 
    them one by one. All great heroes have to go through hell before they get to 
    heaven, and Sonic the Hedgehog is no exception. You have no choice but to go 
    through one final act before the game's denouement.
    ACT 3
    Since you're stuck in what appears to be a gray-shaded clone of the Labyrinth 
    Zone, you don't have much choice but to touch the button that makes the stone 
    lattice to your left move down its path. You don't have to ride along it, 
    though you can. Wouldn't it be more exciting to go ahead of the path? Let's 
    do that. Walk off to the left and wait for the moving ledge to come to a 
    Wade through the purple pond to the button that opens the floor, then go back 
    in when it's safe to wiggle through the harpoons. This purple water is 
    actually more chemical than anything, and Sonic loses his breath much faster 
    in this violet liquid waste. As a result, you're going to have to wait on 
    just about every air bubble mass you see to yield a bubble just as a safety 
    precaution. The first one can be seen just below the floor you opened up. 
    Grab the fresh air and move past the two swinging spikes, which are located 
    on the same hub. Move forward through the gargoyle fire shooters, being sure 
    not to get. Safe dry land is just up ahead. When you reach it, go to the 
    farthest right water pit and fall straight down to find another grouping of 
    air bubbles. Eat one and proceed to your right. From here, you only have to 
    make your way up. Don't worry about your rings - you won't be needing them. A 
    bed of red springboards is just ahead. Bounce on the central one to reach the 
    Final Zone.
       VII. Final Zone + Epilogue [SPOILERS]
    There are no rings to aid you in the final battle against Dr. Robotnik, who 
    now has two tricks up his sleeve in his last desperate attempt to foil your 
    good-doing plans. There are four columns in his lair, and two will move at a 
    time. The evil doctor is nestled inside one of them, and you must hit the 
    side of the one that he is in to score a hit. After the pillars retreat back 
    into the ceiling and floor, you must then avoid an assault from four 
    electrical charges that emanate from the red siren on the wall above you. 
    There is usually a large gap between two of them, so locate it and use it to 
    keep from getting fried. The column/electricity pattern carries on the same 
    way for the battle's entire duration. The same eight hits are required as 
    usual. Just make sure not to get hit by static or crushed by metal.
    At the end of the battle, Robotnik will make a cowardly getaway. Pursue him 
    and follow him all the way to his one-man ship. You can either let it get 
    away and watch him in his state of utter panic, or you can get in one final 
    hit and watch him crash and burn.
    A movie now plays in which Sonic celebrates with the remaining Flickys in the 
    Green Hill Zone, and another short film immediately follows it wherein you 
    watch Sonic as he travels through all six zones. If you got all six Chaos 
    Emeralds, the final screen will show Dr. Robotnik stomping angrily up and 
    down on the words "THE END." Otherwise, it will say "TRY AGAIN" and will 
    display Robotnik juggling whichever Emeralds you were unable to collect.
    Congratulations on beating the original Sonic the Hedgehog!
    The first Chaos Emerald is also, incidentally, the easiest to get. You start 
    at the end of a corridor that is turning round and round, as all bonus stages 
    in this game do. Make your way down it and take note of the some of the 
    symbols that line the walls. Up and Down have little bearing on your 
    direction, but you need to watch out for R (Reverse), which makes the stage 
    turn a full 180 and can seriously throw off your sense of direction. Bumpers 
    also contribute to the inherent chaos of the special stages, so watch out for 
    them as well.
    In any case, head down the corridor until you come to a path that branches 
    out in three directions. Two of those paths lead shortly to walls that read 
    GOAL on the individual circles. If you want a Chaos Emerald, then DO NOT 
    TOUCH THESE. They will boot you out of the special stage immediately and 
    you'll have to wait for that particular bonus stage to come around again in 
    the rotation to try for that Chaos Emerald.
    Avoiding the GOAL walls, you want to head into the pathway that has some 
    circle that look like translucent peppermints. Shortly inside this room is 
    the Blue Emerald, hidden behind a square barrier of diamonds. The diamonds 
    start off blue, and you must touch them to make them change colors, blue 
    being the strongest color of diamond and purple being the final color before 
    they disappear and you're able to get through to the Emerald. Watch out for 
    the GOAL walls that are in this small enclosed space or, like I said, you'll 
    get booted from the joint. Make advantageous use of the Reverse pad if needed 
    and break through the diamonds until you have the Emerald.
    Remember also that if you get 50 rings in a bonus stage, you'll earn a 
    continue whether you get the Emerald or not.
    If you see a line of rings anywhere in this stage, it's most likely pointing 
    you in the right direction. Stay along the proverbial bread crumb trail of 
    those golden circular beauties until you reach the faded circles allowing you 
    entrance into the Emerald's lair. There's still one GOAL wall in that final 
    chamber, so be careful. More diamonds surround the Emerald, which this time 
    is yellow, so make efficient use of your bumpers and R-pads. Get the Emerald 
    (and hopefully a continue) and move on to the next stage.
    This special stage is one big Emerald lair. It dumps you right in the middle 
    of the action, so take some time before tackling the diamond barrier to move 
    around and collect 50 rings if you feel safe doing that. Wearing down the 
    middle of the arena is slow goings, as when the stage turns fully around 
    you're often dumped back at the very edge. Use bumpers and nearby Reverse 
    icons to keep Sonic near the middle of the level so that he can continue to 
    whittle away at the Emerald's defenses. If you get knocked back toward the 
    edge, just lather, rinse, and repeat your previous strategy. Be sure to watch 
    out for GOAL walls all the while.
    Unless you're trying to fail, you most likely won't fall into a GOALpost 
    while making your way through the winding corridor. The GOAL walls are 
    situated far from the rest of the action and aren't much of a worry until you 
    get to the rotating bonus stage's central hub. Considering the centralized 
    positioning of many of the rings, getting a continue out of this one 
    shouldn't be too much of a task. Keep yourself in the safe alcoves in the 
    central hub around the Green Emerald (finally, a stone color that matches the 
    stone!) and you won't have too much trouble. Finally, keep in mind that the 
    GOAL walls are far more concentrated in here than they were in the partially 
    similar Blue Emerald stage.
    This stage is reminiscent of the Blue Emerald stage in that it is primarily 
    directed along a single path and rings guide you most of the way. You should 
    have no problem getting fifty rings for the easy continue here - in fact, 
    there are sixteen in front of you right at the start! The forks in the path 
    that lead to undesirable GOALs are quite easy to spot and stay away from. 
    When you do get to the central area containing the fifth Emerald, just know 
    that the only thing concentrated very heavily is bumpers. You'll have hardly 
    any problem getting through the diamonds to the Emerald, as they are 
    scattered a fair distance from each other, enough so that you can get through 
    them before the stage flips you around and slams you back into a wall.
    Though this is the final Emerald, it looks awful easy to get. You start right 
    beside it in a bonus stage reminiscent of the one where you acquired the 
    Purple Emerald. However, the arrangement of the diamonds is a tricky one, and 
    this stage rotates faster than most. Don't make it a point to consciously go 
    for a continue unless you're that kind of obsessive freak. Keep plugging away 
    and going for the sixth and final Emerald and you'll have it in no time. 
    After getting this or whatever other Emerald constitutes your final one, a 
    message will appear saying SONIC GOT THEM ALL, after which you can no longer 
    access the bonus stages for getting 50 rings. Your game's ending will now 
    also be slightly different as a result.
    Just a couple of fun things that are cool to know.
    At the title screen, before it goes to the demo, press Up, Down, Left, and 
    Right. You'll hear the sound of a ring being collected. Now hold A and press 
    Start to access a list of all the stages in the game - any of which you can 
    start in, including the special stage*. There's also a sound test so that you 
    can listen to your favorite tunes from the game, if you're in such a mood.
    * Choosing the special stage takes you to the one that gives you the Blue  
      Emerald. Whether you get it or not, you'll be dumped into Green Hill Zone
      Act 1 after it's over.
    If you hold the A, B, and C buttons, Sonic's performance during the demo will 
    not be quite so much up to par as it normally is.
    This code also applies to the end movie displaying demos of all the zones 
    Sonic travelled through.
    In the bonus world when you're trying to get the Chaos Emeralds, take time to 
    move around and get 50 rings. Whether you successfully get the Emerald in 
    that particular stage or not, when you come back into the real world you'll 
    get a continue, which of course allows you to start back in the zone you were 
    at if you lose all of your lives.
    Well, here we are at the end of my 30th FAQ (for real this time), and so it 
    comes time for the obligatory thanks. Not much here in the way of thanks - 
    these sections are always a pain to do :p
    Here are the following folks I'd like to give a shout-out to:
    ** My dad for moving the big computer into my room. Now I have the freedom to
       write FAQs on the big monitor.
    ** The guys at the FCB (FAQ Contributors Board) here at GameFAQs. Looking at
       their daily FAQ progress topics is one of two things that is giving me the 
       motivation to continue in the field of walkthrough writing. Frankly, I'm a
       lot better at writing reviews than instruction manuals.
    ** The other thing giving me the motivation is a fellow FAQ writer,
       falsehead (Sophie Cheshire). Our playful rivalry in terms of KB count is
       also a good motivator. She's also a lot of fun to talk to on AIM. I'm
       still winning, falsie!
    ** My parents, who actually encouraged my writing further after discovering
       that I had won Review of the Month two months after the fact. Thanks guys!
    ** Pegboy (Derek Kader), a Close and Personal Friend who reminds me that I
       need to work on these things.
    ** Anyone else who encourages or otherwise contributes to improving my  
       writing ability.
    ** CJayC for posting my brilliant guides on his brilliant sites.
    ** Any sort of caffeinated beverage that I drank while writing this guide.
    If you are going to use this guide on your site, the least you can do is ask 
    permission first by e-mailing me at <eubanks1084@hotmail.com>. Make the note 
    short and sweet. If you're e-mailing me about anything, whether it's related 
    to this guide or another one or what, put what you're talking about in the 
    subject line of your message. I need to be able to differentiate the spam 
    from the important stuff. I really can't keep people from stealing guides, I 
    mean, it's going to happen, what can I do? But you know. Whatever. Just ask 
    before you do it. Most people can do it with little or no problems.
    If you use my guide on your site, you may HTML-ize the text or change the way 
    it's set up on the page, but don't change a single letter. All words must 
    remain the same - don't alter anything whatsoever. I would like to see 
    screenshots added to some of my guides though. I always thought that would 
    look super-sweet.
    Oh, and don't sell my intellectual property for money either. That's so not 
    cool at all.
    This version of this guide (1.0) is (C) April 25, 2003 by Snow Dragon. The 
    latest version of this walkthrough can always be found on GameFAQs and 
    Have a nice day playing Sonic the Hedgehog!

    FAQ Display Options: Printable Version