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    FAQ/Walkthrough by Kulock

    Version: 1.02 | Updated: 11/14/06 | Search Guide | Bookmark Guide

    Sonic The Hedgehog - "Bringing it Home" TGS Demo (Xbox 360)
    (Some aspects of this FAQ may also apply to the PS3 version.)
        FAQ created by Kulock, November 5th-6th, 2006
    Currently posted to MoogleCavern.com, GameFAQs.com and SuperCheats.com only.
    Check version posted to MoogleCavern.com for most accurate list of approved
    sites. If a site is not listed, they posted the FAQ without asking permission.
    Copyright 2006 David Eggleton
    I've played the demo pretty regularly, learned all of the ins and outs I can,
    and decided to use what I know to write a FAQ about it. Do you really need
    assistance to get through the level? No, of course not. But there might be a
    lot of small details you're missing, or a few control aspects you've yet to
    work out. There's a surprising amount of detail in this demo that you don't
    notice at first, and once you know what to look for and what to do, you'll
    have a much easier time playing through without deaths. Ignore it, and you
    look like a bad IGN video playthrough. "Light Dash whaaa?"
    Sonic The Hedgehog, called Sonic Next internally by Sega (just check out the
    site URL in the demo) and Sonic 2k6 by fans (because we still refer to the
    original every now and then) is Sonic's first major foray into the world of...
    well, "next gen consoles" won't be an applicable term pretty soon, but "really
    fast machines that make the pretty happy" doesn't have the same ring to it. No
    pun intended.
    This demo was... well, it was cited as the TGS demo, but it has a scaled-down
    enemy count versus the E3 demo, and I believe even compared to the actual TGS
    demo. This is actually a little unfortunate, because I've found the enemy
    balance is just about right in this demo, whereas they look a little too
    lumped-in for the other revisions. It remains to be seen what the balance will
    be in the final game. The demo was completed some time in August, so be warned
    that it does not have the total polish the final version will receive. You
    will run into glitches, you will run into awkward bits (like some crates
    triggering or breaking before you even get near them, such as the stack that
    explodes just before the first wall you can run on, due to an awkwardly-placed
    bot). This is simply the nature of unfinished software, and even with that in
    mind, this is a pretty polished presentation.
    [Revision History:]
    11/05/06:  FAQ started.
    11/06/06:  First FAQ version completed (v1.00), submitted to GameFAQs.
    11/12/06:  A few minor fixes, addition of counter overflow glitch that happens
               rarely. Approval of SuperCheats.com to post. (v1.01)
    11/14/06:  Refined the counter overflow glitch to an exact method, with
               example video. Small note about the Cloaked Crab Bots. (v1.02)
    [Table of Contents:]
    Search using the codes (#XX#) to find the section you want to jump to.
    #01#  The Controls
    #02#  The Tricks
    #03#  The Bots
    #04#  Walkthrough and Path Branches
    #05#  Speed-Run
    #06#  Score-Run
    #07#  Differences from the TGS Demo
    #08#  Differences compared to the E3 Demo
    #09#  Glitches
    #10#  Tutorial Voices
    #11#  Ranking Breakdown
    #12#  Demo Specifics
    #13#  Demo-Hacked Spoilers
    #14#  Contact the Author
    #01# [The Controls:]
    Sonic has a repertoire of familiar maneuvers in this demo, most closely
    relating to Sonic Adventure 2. In the final game, he'll be able to purchase
    new and upgraded moves with the rings he earns from beating the levels with
    a good ranking grade.
    Jumping: Basic platformer logic, holding down the jump button (A on the 360
    Controller) results in Sonic making a much higher jump than if you just tap
    it. There is one specific thing about jumping that you should be aware of
    before you continue: unlike previous Sonic games, if Sonic isn't actively
    attacking a bot when he jumps into them (Homing Attack, Bounce Attack), Sonic
    will actually be the only one hurt. It's unclear whether this will be changed
    in the final game or not, but it seems like a strange design decision. This
    doesn't affect gameplay nearly as much as you think it would, it just means
    that you have to be careful to have enough attack room in the really up-close
    encounters. (You can always turn a jump into a Bounce Attack, for one
    Homing Attack: Unlike previous Sonic games, there's now much more leeway in
    what Sonic can homing attack, including much less of a restriction on homing
    in on things above Sonic. To Homing Attack, in the middle of a jump or
    launching off a spring, either tap or hold the jump button again. If no enemy
    is nearby, you'll just dash in the direction you're holding (or if you're not
    holding a direction, the one Sonic is currently facing). If a bot or object is
    close enough, and you've got Sonic pointed in the right direction, he'll dash
    into it and rebound. How MUCH he rebounds is determined by whether or not you
    held down the button. For quick Homing Attacks with short rebounds (like
    you've seen in the trailers), make sure to just tap the button, and have it
    released before you hit the bot or object. For the higher and slower rebounds
    (which forces a lag inbetween your Homing Attacks, you've probably run into
    these in your first playthrough by accident), you hold the button down.
    You can only homing attack once per jump, unless you successfully hit
    something that Sonic bounces off of. (An enemy, an object, et cetera.) Walls
    don't count, but you can successfully Homing Attack into the walls designed
    for Sonic to run up them sideways and return to that orientation to backtrack
    or change routes, as explained in the Tricks section.
    Bounce Attack: Much like the Bounce Bracelet move granted in Sonic Adventure
    2, if you press the attack button (X on the 360 Controller) while jumping,
    Sonic will shoot downward in a smashing move. He can rebound off the ground
    with this, and even gain just a little extra height. Unfortunately, you'll
    most often activate this move over pits when you haven't yet learned how far
    away Sonic can be from a Light Dash ring line before he will successfully
    follow it. Hopefully you will be able to upgrade this move to something more
    useful and less potentially fatal in the final game.
    Break-Out Kick: (Not an official name, obviously) Depending on your speed
    (still to slow run), quickly pressing and releasing the attack button will
    result in a sort of "breakdance" kick that is actually quite functional. This
    is good for smashing boxes, rocks, et cetera. This will not hit things it
    shouldn't be expected to hit; for example, tall robots won't really be
    affected by a kick move that goes under their main body.
    Sliding Attack: Depending on your speed (medium to fast run), quickly pressing
    and releasing the attack button will result in a sliding move. Sonic will skid
    across the ground in this attack, smashing boxes and whatever else is
    reachable and in his way, fully controllable and aimable, until you let the
    move time expire or press the attack or jump buttons again. He looks a little
    silly being in place and "sliding" sometimes, but again, you can turn off the
    move animation by just tapping the button again.
    Spindash: Pressing and holding the attack button will cause Sonic to charge up
    a spindash move (indefinitely, it's likely you'll be able to charge something
    akin to the Light Speed Attack or something similar in the final game as an
    upgraded move). Release the button to let Sonic shoot off in a direction.
    There generally isn't much use for this in the demo, however, and it generally
    isn't as reactive to controls as it was in previous games, so even in a
    speed-run you probably won't be using it. It's also the single thing most
    likely to accidentally kill you in the demo, especially if you go to tap the
    attack button for a kick and end up doing a quick spindash.
    Light Dash: Press the attack button (yes, the same button as all those other
    moves) near a string of rings to perform a "Light Dash." This lets you zip
    through the line of rings quickly, and gives you a score bonus. There are some
    extremely obvious "follow this" ring lines in the game, and some you can just
    find and combo nicely. There are also a few stray ones about that won't let
    you Light Dash, even though it seems like they should. (One example is the
    line of rings just after the first grind across a path of wind.)
    Grind Stance Switch: You can speed up Sonic grinding on rails by tapping the
    attack button in a certain rhythm. Do it wrong and he'll only do it once in a
    certain period of time, do it right and you may be able to do it three. The
    effect is subtle, but there. You can only learn the correct timing with
    Camera Rotate: You can pan the camera around Sonic to the left or right, and
    tilt it upwards or downwards by using the Right Stick. You can also use the
    Left Bumper and Right Bumper (the smaller shoulder buttons in front of the
    triggers) to rotate the camera. This is INCREDIBLY slow, though, which is why
    I recommend that you instead use:
    Camera Centering: Simply pull the Left Trigger, and the camera will zip right
    behind your character. This is a lot faster and fairly useful. Either way,
    don't panic about babysitting the camera; at least in the demo, it really
    seems to do a good job with showing off the various routes and paths that are
    available to you.
    #02# [The Tricks:]
    Some of the various special objects around, and things you can do to employ
    them to your advantage:
    Grinding: Jumping on to rails and special paths of wind lets Sonic grind. You
    don't have to worry about keeping Sonic's balance or anything of that sort. If
    you want to pick up your speed slightly while grinding, use the Grind Stance
    Switch I mentioned above. If you want to get off a rail, just jump off, or
    travel to the end of it.
    Statues: These have a green globe attached to them. Simply jump or Homing
    Attack into the green globe (not the statue body, which you can also do to no
    effect), and it will create a path of wind for you to grind on. This path of
    wind is temporary, but you should have plenty of time to get on and across. On
    the right-most upper path near the end (the second place where you can face a
    Giant Mech), if you hit the green globe a second time, an alternate path will
    show up, leading you on a small loop through three ring bubbles and a 1up. Hit
    it again to show the original route.
    Exploding Boxes: These will not injure Sonic when they go off, but they will
    destroy all the bots close to it. You often get a bonus for using one to beat
    several robots, and one neat thing you can do is launch robots into one from a
    distance with a carefully aimed homing attack. The wrecked bot will fly off in
    that direction before exploding, and if it hits the box, it triggers an
    explosion and takes out the others. There's two spots where this can obviously
    be done, and one less obvious one with the second batch of crab bots after the
    first eagle.
    Static Boxes: I believe there's just one of these in the demo. You can find it
    by taking the route to the right when you reach the breakable bridge. (The
    route with the red missile launching robot.) Smashing the box (by you or a bot
    with unfortunate aim) causes the bots nearby to be stunned and short out for a
    moment, perfect for smacking about.
    Trick Rings: Returning from Sonic Heroes (but much less of a PITA), these
    rainbow rings mainly serve as shortcuts with a score bonus, in exchange for
    finding and reaching them. Just get Sonic to touch them and he'll fly for a
    bit of distance, safely landing at a slightly later part of the stage.
    Rope Lengths: Extended between some pillars are lengths of rope. You can
    Homing Attack or just jump onto these, and Sonic will spring upward. What you
    may not know is that if you stay on them instead of continuing on, Sonic will
    jump higher on the second bounce, and quite high on the third one. There's not
    too much you can do with this unless you're just messing about the levels,
    doing major back-tracking or what have you, but it's there, and it may lead to
    bonuses in the final game.
    Wall Running: There's two sequences in this level (not counting the Mach Speed
    segment not present in the demo) where Sonic is launched up a wall and can run
    up it. You have a surprising amount of control with this to loop around,
    change your direction, and such, the only caveats are that you shouldn't stop,
    and jumping off the wall or smacking into something "fixes" your gravity.
    (Don't worry, in both cases there's a secondary route below.) What's even more
    interesting is that even when you're off the wall (whether by jumping, or
    back-tracking), if you jump and do a Homing Attack at the wall, you'll switch
    to the alternative gravity and can run across it again. Again, not too useful
    unless you're frustrated with missing the Crab Cavern, or just want to mess
    about. It could also be helpful if you're trying to get as many rings as
    absolutely possible in the level.
    Chaos Gauge: It's difficult to see at normal speed, but those little bursts of
    light you get from bots are Chaos Cores, again, like SA2 (but more
    streamlined). You also get an equivalent version of the energy from the Iblis
    beasts in the final game. This will be used for special moves, but the fill
    rate was heavily scaled back for this demo, and even if you manage to fill it
    to full using the few bots that specifically respawn (most notably those by
    the second wall you can run across, right after the ropes leading you up from
    the lower areas), it doesn't seem to allow any extra moves or abilities
    currently, it just simply pulses red.
    Disable Mechs: If you've played the demo before, when facing the really big
    walker mechs (the ones that can shoot those twin lasers at you), you've
    probably just run up to the mechs and smacked the cockpit three times, right?
    You may not have realized that you can actually disable them strategically. If
    you specifically attack a leg, it'll lose it's balance and drop to a kneel,
    pausing for a moment. If you wait too long, it'll eventually get back up, but
    what you can also do is attack the other leg. This makes the mech completely
    fall over and stuns it (with blue, non-injuring electricity).  This seems to
    take a hit away, as well, but at least in the demo, it's not that useful. It
    may prove more useful in the final game, however, and it's just one more
    example of a neat, strategic detail they included.
    Torches Burn: This may be something you wouldn't ever notice naturally, but if
    you do actually hit the small fire on top of torches, you will get hurt by it.
    There's no use to doing this, but I certainly didn't expect it, I thought they
    were purely decorative initially.
    #03# [The Bots:]
    This will be THE most different aspect in the final game. The robots have been
    shown in trailers and trade show demos as being in far greater numbers, some
    requiring more hits to defeat (unfortunately), and having many more attacks to
    throw at you. On the plus side, they seem to be shying away from the machine
    gun shots in favor of slower, blue energy shots, it's not clear whether this
    was for game design reasons, or for possible concerns about how the US may
    One mechanic carried over from Sonic Heroes is that certain large groupings
    will contain a stronger "leader" bot that, if you destroy it before destroying
    the rest of the nearby, related type, it will take the rest with it and give
    you a score bonus. Most of these leader bots are excluded from the demo, but
    there are two situations (just before the second Giant Mech, and the second
    wall you can run on closest to the goal) where you'll find a cloaked crab bot
    with more abilities and HP (health, I.E. requiring more hits) than the others
    around it. If you smash that, the ones around it also explode. That's how
    it'll work in the final game.
    I apologize for not knowing the proper names of most of these enemies, but I
    feel their description will suffice for now:
    Grey Walker Bot:
    These generally don't move around, and only take a single hit to destroy. They
    simply pivot in place, or in a few cases hover, and shoot at you with machine
    gun fire. This machine gun fire can travel LONG ways across the stages, so
    don't be too surprise if you get tagged by a bot far away if you're not paying
    attention. Thankfully, getting hit by it doesn't slow Sonic down a bit and
    only makes him drop one ring for each shot that hits. They can also launch
    vaguely homing missiles, usually if you're at a lower position than them (the
    hovering ones near the one you can smack into the breakable bridge often fire
    these), they're far more potent, but they also have a much shorter range.
    Red Missile Bots:
    These are designed to launch missiles at you that generally do a better job
    homing in on you, but are still quite avoidable. They only take one hit in
    this demo, but in videos of other pre-release versions I've seen, there's a
    Yellow variant that takes three hits.
    Red Crab Bots:
    You'll find these both in trios walking around a small area, and also clinging
    to the walls you run across. They lob small spherical bombs that are activated
    by both touch and time, but you can disable them with a Homing Attack if you
    feel the need. These bombs won't harm the other crab bots, but can break
    nearby boxes.
    Cloaked Crab Bots:
    These are naturally blue, but are much more difficult to see than the red
    version, with a sort of sheening Predator-like cloaking effect in place while
    they're still functioning. They launch blue bombs that generate a small
    electric pocket on detonation, and take two hits to defeat. But they are
    leader bots, which means they'll take the other nearby crab bots with them
    upon demise.
    In lieu of anything else to call them, these resemble large versions of the
    GUN drones in SA2. These can get you with stray shots every now and then, but
    primarily they serve as Homing Attack stepping stones through an area. A
    single hit is all they need.
    Wasp Bot:
    Hello. Other than the crabs, this is easily the most "retro" style bot in the
    demo, and while it'll be placed more in the final version, in the demo it's
    only located in one place: the area below the second wall you can run across.
    Drop down and you'll find it there. The main body only takes 1 hit and has the
    standard machine gun, but it has three replenishable satellite drones it can
    use for several attacks, and to draw your own attacks away. It's not annoying,
    it's just one of the trickier bots in the demo. Hitting the main body without
    destroying the drones results in a small score bonus.
    Giant Mech:
    Remember how Sonic fought Big Foot as his first boss in SA2? This is like a
    downscaled version of that. It can hit you with powerful twin lasers from a
    fair distance away, so don't dawdle too long around one. Aim for the cockpit
    three times to set the pieces scattering. As I mention in the Tricks section
    above, you can also stun it by smacking the legs until it falls over.
    #04# [Walkthrough and Path Branches:]
    One pleasant thing about Sonic Next is that it looks like the game will
    consistently include multiple, overlapping pathways throughout the level, and
    in many cases, stacked areas (so if you fall down, you still can reach ground
    below you). Sonic Heroes included this in early stages, but by the later ones,
    the paths were directly obvious and widely separated, and if you fell, you
    were over a pit and that was it. I'm not saying you're always safe to fall in
    Sonic Next, but it's a far more natural arrangement than the way the previous
    few games handled it, even Shadow.
    I'll try to note as many of these alternate and variant paths as I can. Some
    of them you'll need a little practice and familiarity to find.
    [01] From the start, you can continue forward, or jump onto the eagle
    immediately. If you jump on the eagle, you can use item bubbles (best
    described in the speed run) to maneuver over to the first green-globed
    statue [02] and save some time. Otherwise, just run forward, and Homing Attack
    the lower right bot into the Exploding Box if possible, trashing them all for
    a bonus. Turn left and start down the spiral, either using the Dash Pads or
    grinding down the rails on the sides.
    [02] You'll land on a small island with a tree, a single bot, and a wall of
    gray stones. Homing Attack the bot (don't worry if the machine gun fire hits
    you, it only takes a single ring away for each bullet, but it is avoidable
    with some practice), then if you need to, Homing Attack or jump past the wall
    of gray stones to a statue of an eagle, with a green globe on a pole sticking
    out. Jump into or Homing Attack the green globe specifically (not the statue
    base) and it'll spin around, creating a sort of half-pipe of wind. Jump onto
    it, and Sonic will automatically grind. During this wind path, you'll see four
    Hovercraft and a rainbow-colored circular ring (a Trick Ring for reference
    purposes of this FAQ) suspended in the air. If you want, you can (optionally)
    Homing Attack the four bots, then jump into the Trick Ring to receive a point
    bonus and be flung towards the next island [03]. Otherwise, you can just
    continue grinding the path of wind to reach the same destination.
    [03] Here is your first major branch. I apologize if this gets confusing,
    there is no easy way I know of to organize this in text. Jump onto the rope,
    and when you launch up, you can either Homing Attack at the hovering Grey
    Walker Bot, which will shatter a bridge, making a path to a suspended
    rope [04], or wait a moment and Homing Attack toward (but not necessarily hit)
    the Red Missile Bot to the right [13]. We'll assume you went with the bridge
    path for now, use the blocked number to skip that section if you took the Red
    Missile Bot route.
    [04] The camera swivels to show you a path of rings leading to a rope, and a
    tutorial message automatically plays. Jump close to the line of rings and then
    press the attack button to Light Dash through them, to the rope. You'll spring
    upward once, and you'll be facing another rope. This is the obvious way up,
    just Homing Attack into it, spring up, and Homing Attack forward to the next
    major piece of land [05]. You can also aim diagonally to the right after that
    first rope, and Homing Attack into an item bubble. From there, you can Homing
    Attack into a spring, which will launch you up faster (and with the extra
    rings) to the same spot. It's simply a matter of preference.
    [05] You've just landed on a small ledge connected to a wall, with two Crab
    Bots climbing on the wall, and a path leading to a stable bridge. You can just
    run across the bridge, hearing a tutorial about sliding and fighting a couple
    of Grey Walker Bots to the next junction [06], or you can take a rewarded
    shortcut. Make sure there's a bit of space between you and the wall, jump up,
    and Homing Attack at least one of the Crab Bots. (As I mentioned above, the
    Homing Attack is more forgiving about things above you in this game.) As you
    bounce up, Homing Attack into an item bubble (a 1up!) you'll see, and the
    camera will swivel around to show you a Trick Ring. Homing Attack into this
    for a score bonus and to zip you past the robots on the bridge to [06].
    [06] This is another major junction, but you may initially miss it. Hit the
    first dash pad to begin running on the wall. (Don't worry too much, this
    mechanic is fairly forgiving.) If you drop down, you'll just switch to the
    path you would have reached going the way of the Red Missile Bot [13].
    Continuing forward will take you through the route normally [07]. Veer upward
    (this is sometimes difficult to do with the dash pads), and Sonic may make a
    comment about going up. Whether he does or doesn't, keep running toward the
    top of the wall and you should see a small circular cave. This is the Crab
    Cavern I've made reference to several times. Taking this route [12] is a
    little more boring than some of the others, but it can shave upwards of a
    minute off your time. This can be extremely useful for Speed-Runs and getting
    high Time Bonuses.
    [07] You run down onto a small ledge with a dash pad. Hit this, and this'll
    launch you over a pit. Tap the attack button to Light Dash through the ring
    line and across the pit. You hit another dash pad leading you across a stable
    bridge and between six wood boxes, and a Giant Mech drops down in front of
    you. Simply Homing Attack or Bounce Attack the cockpit (or use the "Disabling"
    trick if you want to do it with a bit of flourish), and continue past to a
    checkpoint. This is the second wall you'll be running on. Watch out for the
    crab bots, particularly one cloaked with invisibility, or you'll fall down to
    a lower area [08], and need to fight or avoid some nasties (including the only
    Wasp Bot in the demo) to make it back up. If you see those wooden boxes
    stacked on a ledge above, you can take just the tiniest shortcut by running
    directly up there to a spring that leads to [11], but you'll also find a
    spring leading to that ledge at [09]. Otherwise, just keep running straight,
    and use the Light Dash when you reach that giant curve of rings for a score
    bonus and a fairly safe trip to [09].
    [08] You fell down, you've gotta get up again. No, they're never gonna keep
    you down. Depending on where you fell down, you've got some nasties to get by,
    or maybe you're already in place to start back up. Of note is a Wasp Bot,
    which has several attacks you should be wary of. It's actually one of the most
    interesting enemies in the demo. If you're down on the lower part, break
    through or jump past the stone wall, and hit the springs to reach the upper
    section. Smash the Grey Walker Bot on the exploding box if he still lives, and
    use the rebound to Homing Attack into an item bubble floating up above the
    middle of that raise land. (If you miss this chance and still want it, get
    just a little bit away from it, jump, use the Bounce Attack to rebound and
    gain just a slight amount of height, then Homing Attack and you should get
    it.) In front of you are three suspended ropes you can bounce off of, and from
    there are two Hovercraft you can Homing Attack to help you reach land [09].
    [09] There is a blatant spring there. It'll bounce you against two other
    springs and to a short, safe upper route. [11] But let's keep walking the
    "clear" path. Onoe! The bridge is tilting! The rocks are falling! The worst
    thing that can happen with this is if you Homing Attack them, but skip off the
    top instead of breaking them up. Just ignoring them or breaking them more
    carefully is safer. What happens next depends on how long you wait to jump off
    this bridge, or how bad your jumping skills are. If you go quickly, you can
    jump to a suspended rope. Spring off that, Homing Attack into two Hovercraft
    (I told you they're primarily stepping stones), Homing Attack to the next
    rope, spring up, hit the next Hovercraft, then Homing Attack over to the Goal
    Ring [GR]. Hooray! If you were slow, the bridge may tilt down too much for
    you. You'll probably jump down and land on the platform the suspended rope is
    above [10]. Don't worry, it's fairly big.
    [10] You're on a fairly sizable platform. There is a gap and another platform
    in front of you. Just jump the gap, and hit the dash pad to start running up
    the ramp. (You can also just run up it with a reasonable amount of speed.) You
    may miss the line of rings, don't worry about them. (If you're curious: if you
    Light Dash them, you'll fall back down. And Bounce Attacking down won't
    glitch, but it gets annoying slow to set you down because it doesn't like the
    significantly ramped ground.) Bam, Goal Ring [GR].
    [11] A small outcropping of land, an eagle statue. Tag the green globe like
    before, and get on the path of wind. Just before the first bend to the left,
    there's a Trick Ring you can jump into which will save you even more time and
    shoot you right to the Goal Ring [GR]. Or just keep lazily grinding the path
    of wind. You're dumped just after the gap of route [10], but it should be
    pretty obvious that you just need to hit the dash pad, run up the ramp, and
    you're at the Goal Ring [GR].
    [12] Crab Cavern! Grrraaa, it broke my knife! *ahem* This cavern is fairly
    friendly to you running up the walls, but you'll probably plow into crab bots
    doing so. For example, you'll want to avoid ones on the right as soon as you
    enter. There's a dash pad once you enter, which usually plows you through a
    line of rings (skip that first pad if you want to Light Dash that line of
    rings), then just hit the two pads out to be safely directed to the exit...
    which is covered by rocks. But actually, there's a wide gap you can run
    through, or you can run around them, or heck, jump over them. But if you
    really must, a Break-Out Kick looks nice. (But it actually slows the game down
    just briefly, and isn't advisable during a Speed-Run.) There's a dash ramp
    just slightly to the left, and to the right... is a tempting bit of land
    that's part of a different route, so don't worry about it. (But it's [17] if
    you're curious.) So just hit the dash ramp and be launched over to a spring
    with a trio of boxes, which sets you down right at [11]. You've just skipped a
    large chunk of level.
    [13] This is the path if you don't break or ignore the broken bridge just
    after the first path of wind and suspended rope, starting with you facing a
    Red Missile Bot. Homing Attack it, and it may plow into a wall of stone
    blocks. If it doesn't, just Homing Attack into it, or jump over it, and hit
    the first spring trio. Just Homing Attack into the second one, and you're
    going to see two bots and a blue box. This is referred to as a Static Box for
    lack of a better name. What will most likely happen is that you'll Homing
    Attack the right-most bot, Homing Attack into the box which stuns the second
    bot, then Homing Attack into that. Be CAREFUL that you don't just "skip" off
    the wooden crate below instead of jumping off of it, otherwise you'll run into
    the bot and take damage. And no, there is currently no score bonus if you hit
    the Static Box first, then the two bots. Either way, just Homing Attack or
    jump into the eagle's claws, and let it carry you to the next section [14].
    [14]  You're going to immediately see two crab bots, but the stack of boxes is
    obscuring a third to the right, so be careful. Bash them or run past, and
    you'll be on a bridge that starts to tilt. (Don't worry, it won't completely
    break off.) If you're quick enough, jump up and use a Light Dash to get a line
    of rings and a 1up, leading you right to [15]. If you don't, the bridge will
    tilt down more. There's a spring trio on the side of the island you're facing.
    When you jump for it, be warned that there is some visible clipping through
    the island that happens, but don't worry, you can hold right against the thing
    and Sonic won't fall through, it's purely a visual goof on their part. The
    spring trio will launch you to [15].
    [15] A circular island with three crab bots on it. Depending on your luck
    and/or timing, they may be huddled near one of the explosive boxes. Homing
    Attack one of them into the box to take out the others, but sometimes there's
    a straggler if he's far enough away. At any rate, Homing Attack or just jump
    onto the suspended rope, then Homing Attack into the Hovercraft. Rope,
    Hovercraft, then you land in front of a spring trio. When you launch up,
    Homing Attack into an item bubble, then Homing Attack forwards, but carefully
    to not fall off or plow into a missile coming at you. Homing Attack the middle
    bot or just break the Exploding Box for a nice score bonus. Break through or
    jump past the stone wall, and there'll be a spring trio hugging the left, by
    the raised ground. (Your view might be temporarily obscured by a tree.) You'll
    land on raised ground, with a single line of rings. (Which I don't think will
    Light Dash properly, and it's not the safest place to try it anyway.) There's
    an eagle that will be flying up. WAIT for it to arrive (unlike the first one,
    Sonic unfortunately "misses" this one if you try to Homing Attack to it early
    sometimes), and it'll fly you to [16]. Or, you get a little brave. Tilt the
    camera, or face Sonic to the right and use the Camera Centering button 
    (L Trigger). See those stone pillars? That's [19].
    [16] Not brave, huh? That's OK, this route continue to be fresh while that one
    leads you to the same ones you could end up on taking the broken bridge path.
    You've just tagged a checkpoint. Rings (you can Light Dash them, potentially
    continuing your combo from the bot quintet and the Exploding Box), then a
    spring trio. There's a Trick Ring right in front if you, if you can Homing
    Attack into it, you skip a trio of Grey Walker Bots and most of the tilting
    bridge. Either way, don't worry about the large stones rolling your way, they
    won't hurt you if they hit you, at least in the demo. Oh my, Ultimate Crab
    Battle. There's three openly visible crabs here, and a stronger, cloaked crab
    that takes more hits to defeat. This is a leader bot, and so if you can manage
    it, trash this bot first (dare I say that the Bounce Attack is actually useful
    here?), and the other bots will simultaneously go and you'll get a score
    bonus. Otherwise, just take them out as you can. (You might also be getting
    stray machine gun fire from pretty far away, so don't panic if you get those
    random shots from seemingly nowhere.) Tag the green globe on the statue, and
    take the path of wind to [17]. Ignore the Hovercraft that the path snakes
    around, I think it's just there to make your life harder. You may be able to
    Homing Attack it to bounce up the path of wind and scale it faster, but just
    jumping can accomplish that too.
    [17] This is that piece of land you could see at the end of [12], but not
    reach. (Well, you're not supposed to, but you can manage it. More
    interestingly, you can also easily backtrack from here and go back through the
    Crab Cavern or take the dash ramp to [11], should the urge hit you.) The wind
    pops you right onto a spring trio, and you're facing a Giant Mech. He's
    probably already doing his twin beam attack, so just stay in the middle, lined
    up with the cockpit, and he won't it you. Run up and thwack the cockpit,
    disabling the legs first if the urge hits you. Now, there's an obvious method
    to continue here [18], but to just plow on you'd be missing a 1up and
    30 rings. First, to the right? see the steel crate on top of two wooden boxes?
    The box you want to break is the lower left one, the one furthest away from
    when you sprung up onto this platform. Sometimes the steel crate falls in the
    way, and you'll want to nudge or Homing Attack it away, but generally you'll
    have open access to 20 Rings. Then, go up to the eagle statue, and if you want
    the 10 other rings and the 1up, hit the green globe once, do NOT get on the
    wind ([18]), then hit it a second time, and the route will change to one
    looping to the left. Jump on the wind and you'll take a small loop around to
    the three item bubbles. Once you land, just hit the globe again to toggle back
    to the original route.
    [18] You're on a path of wind, grinding toward the Goal Ring [GR]. The only
    reason I separated this out is because you pass a small island with a tree on
    it. If you jump onto this island, around the tree is a hidden 1up. Sonic
    comments on this triumphantly. Hit the spring to be launched right at the
    Goal Ring [GR].
    [19] You got brave, huh? Good, although this bit needs a tiny bit of
    tightening up before release. Jump down, and if need be, or if you just want
    to, Homing Attack into the Hovercraft to make your fall safer. Land, then jump
    and Homing Attack the spring. This is important, you'll need to "pull back"
    your bounce just a little bit to land squarely on the platform. If you just
    let the momentum carry you like all the other springs, you won't land on the
    platform, and no one wants that. But for your effort, you're rewarded with a
    1up, and a spring to just after the pit in [07].
    [GR] This is the Goal Ring. It is made of win and happy. In the trade show
    demos, and probably the final game, this is replaced by a circle of rings, and
    an eagle flying in. Jumping onto this eagle will take you to the "Mach Speed"
    segment and the Goal Ring, but again, that segment is not present in this
    demo. If you didn't take route [18], or just missed it, you can still walk
    onto the small gray outcropping past the torch (near that small island off to
    the left of the Goal Ring with the tree on it), and jump up and onto said
    island. (If you try to do it from further away, or think you're going to miss
    the jump, using a Homing Attack will generally home in on the spring and
    bounce you back to the Goal Ring, unless you've had more experience.) Circle
    around the tree and get the 1up and Sonic's quip, then return back to the Goal
    Ring with the spring. Getting a 1up when the demo ends a few seconds later
    isn't too important now, but in the final game, it will probably matter more.
    Plus it's just fun to be a completionist when possible.
    #05# [Speed-Run:]
    Speed running doesn't require you to spindash constantly or anything of that
    nature, it just means you often need to run past fights and take the obvious
    shortcuts. Don't do things that slow you down. If you have to mess with the
    camera (which actually, you don't normally), use the Camera Center button,
    don't use the Bumpers or Right Stick to slowly rotate it around and wait on
    It's possible that there are some really precarious and iffy ways to shave
    your time down even further, but many times those rely on luck. Here I'm just
    listing a reliable way you can always use to get a low time, with just a bit
    of practice. There's no luck or uncertainty with this path.
    First run forward, and Light Dash the ring line. (Hey, points and rings help,
    and you have the time.) There should be an eagle flying above. Jump and homing
    attack to latch onto it. It'll carry you around for a moment; look for a stray
    Item Bubble floating in the air. Jump off and Homing Attack it when you're
    close enough, then look for a second one in that direction and hit that as
    well. There's a ring line you can homing attack into and Light Dash to help
    your score just slightly, or you can just homing attack in that general
    direction. You can just drop down normally, or do a Bounce Attack to go even
    faster once you have an idea of where you'll be landing.
    You plop down just on the other side of the first brick wall, shaving a good
    20 or so seconds off the other route. If you haven't already, jump into the
    green statue globe (you don't have to Homing Attack into it to activate it),
    then continue the jump motion right onto the wind path. Use the Grind Stance
    Switch move to speed things up, and ignore the bots. Just jump directly into
    the Trick Ring (just be aware that you will have to jump sooner than you may
    expect) and land on the next platform.
    Run and Homing Attack the rope to spring up, then smack into the nearest
    flying bot to smash the bridge down. Homing Attack toward the left of the
    bridge that just fell (sometimes if you land between the broken pieces, you
    get under them and it may take you a second to find your way out), then jump
    and Light Dash the ring line right to a rope. You're bounced up once and aimed
    toward another rope. Hold to the diagonal-right and instead homing attack an
    Item Bubble, and from there, Homing Attack a spring. You'll be bounced up to a
    ledge with two crabs on the wall above and a path to a bridge on the right.
    Jump up and Homing Attack one of the crabs (this is the only iffy part of the
    path, sometimes they get a little too high up, but this is rare), then aim in
    the opposite direction to hit an Item Bubble (a 1up), then Homing Attack again
    to hit a Trick Ring and shoot across the bridge area.
    Hit the dash pad, and you'll start running up the side of the wall. Run
    towards the top of the wall (he may comment on this), preferably hitting the
    dash pad furthest up, and you'll see a small crab-filled cavern path. There
    are dash panels in here that will lead you through, but if you skip the first
    one, you can also Light Dash a ring line to add to your score, your choice. At
    the end of the cavern there are rocks you probably should smash to get through
    (using your Break-Out Kick), but the resulting rubble will slow you down just
    slightly, and there's a wide crack you can just run through. You hit the dash
    ramp and launch over to the final part.
    Upon reaching the other side, you hit a spring automatically, and plop onto a
    high stone outcropping. Just run and jump into (again, you don't need to
    Homing Attack) the green globe, continue the jump into the wind path (even
    Homing Attack into it if you're far away enough from the statue, but too close
    and you'll aim back towards it), and use the Grind Stance Switch for a tiny
    bit of extra speed. Right before the first curve, jump off, and Homing Attack
    into a Trick Ring. From there, just aim Sonic as close to dropping on the Goal
    Ring as possible (you don't even need to actually hit it, just get close).
    Voila. With just a little familiarity you'll break a minute, and if you didn't
    get hit or die along the way, you probably got a B or A Ranking, maybe even
    an S. Congrats.
    #06# [Score-Run:]
    Getting a high score is a mixture of a good time mixed with heavy combos. It's
    separate from the Speed-Run, because you basically have to make the choice
    between 16-25K points and 20 seconds. Much of the rest is the same, since
    you'll want as much of the Time Bonus as you can get, but don't skip smashing
    large groups of bots quickly, especially if you get a bonus for it. Also,
    dying resets your Score, so it's far more vital that you don't die than when
    you're doing a Speed-Run. It's less important if you get tagged by a few shots
    and lose a few random rings, just try to avoid it when possible, and don't
    lose them all.
    The most important part is the first pathway. To begin, run forward, and Light
    Dash into the first line of rings. Slide (or Break-Out) into the boxes, get
    out of the Slide if need be, and Light Dash the second line. See those bots in
    front of you? Homing Attack the lower-right one into the Explosive Box
    (sliding into it sometimes works too) and you'll get a bonus.
    Now you've started down a curving stone path, and there's a trick you can do
    with these lines in particular (since there's no bots nearby and your
    maneuvering room is wide), which I'll mention at the end of this segment. What
    you want to do is start down the path (hitting the grind rail right off of the
    box area if you want the extra speed, jumping down when you reach the first
    ring line), stay away from the dash pads, and Light Dash the ring line. Run
    down and toward the left, around the dash pad, Light Dash the next line. Jump
    up and homing attack onto the rail, grab the rings (use the Grind Stance
    Switch for a little extra speed when you've got the timing down), then when
    you're across the gap, jump down, Light Dash the next line, then the following
    line, then jump almost straight right onto the rail, getting the rings there
    and hitting the spring to launch across the gap.
    Adjust your fall so you land before or just on the first ring of the following
    grouping, and Light Dash that. (You'll probably want to continue your momentum
    running toward the right a bit to avoid being shot by the bot, even though
    that will only take away a ring or two at worst). Congrats, you're staring at
    a combo score of somewhere between 16,900 and 25,000. Even more if you use the
    tricks/glitches mentioned below.
    Otherwise, it's pretty much a Speed-Run through the level. There are two short
    ring lines following the wind grind you can't Light Dash for some reason, the
    ones proceeding and following the long one the game directly tells you about
    (to get to the suspended rope.) Most every other one on your path will work
    fine, though. Smack both crabs instead of one when you go for the 1up and
    Trick Ring; if you're lucky, that box on that bridge exploding will count
    towards a combo for you. Hit the checkpoint, Light Dash the small line, run up
    the wall, into the Crab Cavern, skip the first dash pad in there and Light
    Dash that ring line, run out, ramp, spring globe, Trick Ring, ta daa.
    I've scored as high as 69k-ish before, and I'm sure people out there can do
    better than that. You can get a LOT more rings taking a more normal route
    (such as not going up to the Crab Cavern), but they add about an extra minute
    to your time, and I've generally not found them to be worth it.
    This may or may not be fixed in the final version, but sometimes if you
    repeatedly tap the attack button (and waggle the Left Stick to some degree,
    but be careful about when the Light Dash ends), you get multiple credits for
    the same ring line. This is mostly based on luck, and seems to be a tiny
    glitch more than anything. (You're quickly starting a new Light Dash in the
    gap between actually hitting the rings, and that's a small gap.)
    There's also one quirk about how Light Dashes work in at least this demo: You
    can get multiple credits for the same line if you break it up. This requires a
    little practice and familiarity with the controls (so you don't go running off
    of things), but basically, run into the middle of a Ring Line, and dash it in
    one direction. Turn around, and dash the remaining half in the other
    direction. Double credit. This does eat up time and makes for a dash to the
    next actual line, but you could really extend out the initial segment into a
    crazy score.
    #07# [Differences from the TGS Demo:]
    As I mentioned above, this "Bringing it Home" demo differs from the demo shown
    at TGS, and in general similar demos of the game at other trade shows and
    gaming events. (This does not include obvious beta-to-final aspects, like the
    1up icon changing from red to yellow, or the missing 1up chime, merely stuff
    that was omitted from the Xbox Live version of the demo.)
    -There's no choice between Sonic (in Kingdom Valley) and Silver (in
     Crisis City), only Sonic is available.
    -The stage Sonic plays (Kingdom Valley), nor the Mission ("Head for a Goal
     Ring!") are ever actually mentioned. That spot of the Score Tally Screen is
     simply blank.
    -The enemy count has been significantly reduced. It's possible this is an
     early mission arrangement, and the groupings they're showing at the trade
     shows are for the harder missions.
    -The enemies don't take as many hits to defeat.
    -The circle of rings and eagle to the "Mach Speed" segment were taken out, and
     the Goal Ring was placed directly in the stage at that point.
    -Because of the removed "Mach Speed" segment, presumably the score
     requirements to get a high rank were reduced.
    #08# [Differences compared to the E3 Demo:]
    This won't be a complete list, but if you're curious, most of the above
    elements apply, and also:
    -The HUD was more naturally mirrored on the top of the screen at two bars
     each, instead of being huddled over to the left.
    -No Chaos Gauge in the E3 version.
    -Different Music.
    -The stage was shown with a bright, sunny sky at E3, but a darker,
     cloud-covered sky in the "Bringing it Home" TGS demo. One feature of the new
     game is that the time (and possibly weather) can change in-level in real
     time, so it's possible that both are correct, and take place during different
    -Many of the trickier sections of the levels featured a pad of wind to keep
     the player from dying, such as the part where you Light Dash over a gap. Why
     this was removed from the TGS demo (or at least the "Bringing it Home"
     version), I'm unsure.
    -The first ? Marker was initially off to the right, instead of being right in
     the way.
    -The first few dash ramps didn't cut to a cinematic view of your jump.
    -No small line of rings after the second dash ramp leading to the island.
    -Sonic's "Yahoo" (if he even said it) was not displayed on-screen in text, and
     the Trick Ring didn't grant a score bonus, let alone show it and a combo
     description on-screen.
    -Item bubbles hit don't show the icon at the bottom.
    -The text for tutorials was much larger, and shown in a transparent gray box
     with no edging. The text was obviously under development as well, "Press X
     before the ring for light dash." There was no voicing.
    -The 1up chime was the one used in more recent Sonic games. It's missing in
     the TGS demo, and is replaced by a new chime in the final game.
    -The 1up icon was red at E3, versus the yellow in the "Bringing it Home" TGS
    -The small ripple/shockwave of energy from Sonic's Bounce Attack hitting the
     ground was all blue, instead of the outer ring being white.
    -The trick ring right before the Goal Ring/eagle area doesn't show the
     cinematic view.
    -I can't comment much about the rest because I did not personally play version
     of the demo shown at TGS (only the Bringing it Home version), but in the
     GameTrailers video demonstrating a run through, he remarks that the midway
     portion of the "Mach Speed" area is someone empty and unfinished. This was
     most likely altered by the TGS demo.
    -The Score Tally lists "RING", which is a mistake they've been making since
     Sonic 1. (I suppose it makes more sense to the Japanese developers?) This was
     changed to "RINGS" in the TGS version's score tally.
    #09# [Glitches:]
    Other than the occasional one-off geometry goofs (and some unpredictable
    issues with the spindash shooting you through things), there are a few issues
    that can be recreated fairly reliably. You probably won't run into or notice
    most of these until you specifically look for them, and many of them exist
    simply because this is a pre-release demo, not a finalized game.
    -Sometimes if you repeatedly tap the attack button, you can get multiple
     credits for the same ring line. It won't be excessive, but for example, the
     initial 16,900 point combo can turn out as 25,000 this way, sometimes. This
     is explained more in the Score-Run section.
    -The title screen menu (most likely a temporary demo inclusion) doesn't seem
     properly rigged for the control stick, and changes between the options too
     fast. The D-Pad functions just fine, however, and the only other option other
     than "Start Demo" is "Quit."
    -If you hit A or Start too quickly, the "Press Start" text may show back up.
     It still functions normally.
    -Occasionally the demo will start running at an insanely slow speed. It's not
     clear what causes this, but it might be more likely if you hammer your way
     through the first menu into the demo, and hold up or other directions going
     in. It probably tries to start moving Sonic before everything's ready every
     once in a while. The slowdown may increase or decrease slightly if you
     continue to play this, and you can beat the level normally, but take too long
     and it's possible your 360 could lock up. (I've only had that happen once,
    -Simple S-Ranks: I've found at least two different ways to S-Rank without...
     S-Ranking. The first is easiest; get to the goal ring (or any spot, really),
     park yourself where you won't be hit by any stray shots, and wait out the
     timer until it maxes out at 99'99"999. S-Rank. Alternatively, hit the
     continue point nearest to the Goal Ring. Kill yourself, and make sure that
     when you restart not to touch or kill anything that will give you score. And
     make sure you wait out the Time Bonus. Finish with a score of 0, and... you
     S-Rank. Please note that the latter will be harder to attempt in the final
     version of the level, since there will be a "Mach Speed" section before the
     Goal Ring. Both are likely to be fixed, at any rate.
    -Running on certain stone floors will result in little bits of grass still
     shooting up. Gasp, game breaking indeed! Hopefully it will be fixed in the
     final revision, though.
    -Just after the rope (and spring) sequence following the bridge you smash with
     a flying bot, if you turn around and homing attack the last spring again,
     then hold forward toward the wall, it has a tendency to shoot you through.
     Just bad luck/geometry, this is easily avoidable by not aiming Sonic directly
     at a wall at high speed. (Even if you hit the spring, you can still just veer
     slightly to the right.) I think he'd appreciate that, anyway.
    -On the bridge that collapses with a ring line to a 1up, if you use the spring
     instead, you can see Sonic clips through the ground in front of it a little
     when he falls down to hit it. You don't go through, though; I've never died
     from this once in all my playthroughs.
    -Very rarely (and I do mean rarely) the Trick counter has trouble figuring out
     the combinations of combos and rewards to give you. There is one place where
     this can be replicated reliably. Take the Red Missile Bot route (the first
     major branch to the right), the eagle, and follow the path normally to the
     second eagle that drops you off high up on a gray rock outcropping, right by
     a checkpoint and a small line of rings. Tag the checkpoint, and if you've
     already got a combo going, wait it out for a few seconds or take a dive.
     You'll want to make a single combo out of these events: Light Dash the small
     string of rings in front of you, hit the bumper, Homing Attack into the
     Trick Ring. Avoid hitting any of the Red Crab Bots, and directly attacked the
     Cloaked Crab Bot in the back of the grouping. (Using a Bounce Attack is the
     easiest way to keep from targeting the wrong thing.) If you did it right, you
     will receive a lengthy negative Trick score accompanied by "RADICAL!", and
     your score will max out. Your rings will show up fine, but once you actually
     beat the level (without dying from here on out, obviously), they'll display
     as the maxed out, along with almost every other figure relating to score or
     rings. Amusingly, the game can visibly reward you more rings for your rank
     than it can actually display in your stock.
     You can see a video of this glitch here:
    #10# [Tutorial Voices:]
    Both Sonic and an unknown Narrator will provide information on the controls
    and game mechanics, and Sonic will blurt out a quip in relation to some
    specific events, like Trick Rings or successful use of Exploding Boxes to
    destroy multiple foes. I've listed them here because someone, somewhere may
    find it useful. Somehow.
    When this text (primarily the Narrator) refers to the button, that button is
    generally a colored icon, and will be different in the PS3 version of the
    game, for obvious reasons.
    -"While jumping, press the A button to perform a homing attack."
    -"If you do a homing attack on the round part of this statue, it will create a
      path of wind."
    -"Do a homing attack on that rope. 
      It should [fling/whip] you high into the air."*
    -"When you are near a trail of rings, you can do a light dash by pressing the
      X button."**
    -"While running, hold the X button and release after a while to perform a
      sliding attack."
    -"Grab onto the eagle to take a shortcut."
    *The voice says "fling", the text says "whip". Sometimes early text isn't
     modified to match changes made during voice acting sessions. They probably
     decided "fling" was a more neutral, less threatening word than "whip."
    **This quip is peculiar, because it isn't triggered by collision with a
      visible ? icon like the others. It's quietly triggered by a much wider area.
    -"Piece of cake!
      No sweat."
    -"Let's try going up."
    -"Gotta be careful not to fall off here."
    -"Yes! I knew it."
    #11# [Ranking Breakdown:]
    These are the scores required for the various letter grades available, and the
    ring reward for each letter grade. This will not look so hot if you aren't
    viewing this FAQ in a fixed-width font.
    Rank  Score Req  Ring Reward
    ----  ---------  -----------
       S     40,000        3,000
       A     30,000        2,000
       B     20,000        1,000
       C     10,000          500
       D          1          200 
    As mentioned in the Glitches section below, a perfect score of 0 seems to
    result in an S Rank. This will probably be changed to a D Rank in the final
    game, but there is the vague chance it was intentional. I sincerely doubt it,
    #12# [Demo Specifics:]
    Sonic The Hedgehog redefines his trademark speed for the most intense,
    high-velocity adventure yet!
    314 MB
    #13# [Demo-Hacked Spoilers:]
    It was discovered by several sites that the demo contained left-over text and
    possibly other materials from the full game, including all of the helper
    characters, their moves, purchasable move upgrades, dialogue, level names,
    et cetera. Much of the content can be considered a spoiler, and for this
    reason, I will not be listing it here and I recommend you do not look it up.
    I'm simply bringing this up for completion reasons, so people don't feel the
    need to contact me about it.
    #14# [Contact the Author:]
    If you wish to contact me, first, make sure it's not about any of the
    -Spam (like spammers care)
    -Sonic Hatred (like the haters care)
    -Author Hatred (because I won't care)
    -Posting your Times/Scores (because this is a FAQ, not a Leaderboard)
    If you still have an applicable e-mail, you can contact me at
    sonicnextdemofaq/at/mooglecavern/dawt/com . That's annoying, I know, but you
    can thank spammers for that. It should be obvious what you need to replace

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