S O N I C A D V E N T U R E 2 B A T T L E F A Q
-------------------------------------------------------------
Written by PPM - ppm42@yahoo.com
L A T E S T U P D A T E - 6 / 2 3 / 0 3
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Table of Contents
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1) Introduction
1.1) Intro
1.2) Navigation
1.3) Update History
2) Controls, Plot, Et Cetera
2.1) Basic Controls
2.2) Advanced Controls
2.3) Characters
2.4) Basic Plot
2.4.1) Hero Story
2.4.2) Dark Story
3) Hero Story Walkthrough
3.1) City Escape
3.1.1) 100 Rings
3.1.2) Lost Chao
3.1.3) Timed Mission
3.1.4) Hard Mode
3.1.5) BOSS - F-6t Bigfoot
3.2) Wild Canyon
3.2.1) 100 Rings
3.2.2) Lost Chao
3.2.3) Timed Mission
3.2.4) Hard Mode
3.3) Prison Lane
3.3.1) 100 Rings
3.3.2) Lost Chao
3.3.3) Timed Mission
3.3.4) Hard Mode
3.3.5) BOSS - Dr. Eggman
3.4) Metal Harbor
3.4.1) 100 Rings
3.4.2) Lost Chao
3.4.3) Timed Mission
3.4.4) Hard Mode
3.5) Green Forest
3.5.1) 100 Rings
3.5.2) Lost Chao
3.5.3) Timed Mission
3.5.4) Hard Mode
3.5.5) BOSS - Shadow
3.6) Pumpkin Hill
3.6.1) 100 Rings
3.6.2) Lost Chao
3.6.3) Timed Mission
3.6.4) Hard Mode
3.7) Mission Street
3.7.1) 100 Rings
3.7.2) Lost Chao
3.7.3) Timed Mission
3.7.4) Hard Mode
3.8) Aquatic Mine
3.8.1) 100 Rings
3.8.2) Lost Chao
3.8.3) Timed Mission
3.8.4) Hard Mode
3.9) Route 101
3.9.1) 100 Rings
3.9.2) Don't Hit Other Cars
3.9.3) Don't Hit the Walls
3.9.4) Hard Mode
3.10) Hidden Base
3.10.1) 100 Rings
3.10.2) Lost Chao
3.10.3) Timed Mission
3.10.4) Hard Mode
3.11) Pyramid Cave
3.11.1) 100 Rings
3.11.2) Lost Chao
3.11.3) Timed Mission
3.11.4) Hard Mode
3.12) Death Chamber
3.12.1) 100 Rings
3.12.2) Lost Chao
3.12.3) Timed Mission
3.12.4) Hard Mode
3.12.5) BOSS - King Boom Boo
3.12.6) BOSS - Egg Golem
3.13) Eternal Engine
3.13.1) 100 Rings
3.13.2) Lost Chao
3.13.3) Timed Mission
3.13.4) Hard Mode
3.14) Meteor Herd
3.14.1) 100 Rings
3.14.2) Lost Chao
3.14.3) Timed Mission
3.14.4) Hard Mode
3.14.5) BOSS - Rouge
3.15) Crazy Gadget
3.15.1) 100 Rings
3.15.2) Lost Chao
3.15.3) Timed Mission
3.15.4) Hard Mode
3.15.5) BOSS - Dr. Eggman
3.16) Final Rush
3.16.1) 100 Rings
3.16.2) Lost Chao
3.16.3) Timed Mission
3.16.4) Hard Mode
3.16.5) BOSS - Shadow
4) Dark Story Walkthrough
4.1) Iron Gate
4.1.1) 100 Rings
4.1.2) Lost Chao
4.1.3) Timed Mission
4.1.4) Hard Mode
4.1.5) BOSS - B-3x Hotshot
4.2) Dry Lagoon
4.2.1) 100 Rings
4.2.2) Lost Chao
4.2.3) Timed Mission
4.2.4) Hard Mode
4.3) Sand Ocean
4.3.1) 100 Rings
4.3.2) Lost Chao
4.3.3) Timed Mission
4.3.4) Hard Mode
4.4) Radical Highway
4.4.1) 100 Rings
4.4.2) Lost Chao
4.4.3) Timed Mission
4.4.4) Hard Mode
4.5) Egg Quarters
4.5.1) 100 Rings
4.5.2) Lost Chao
4.5.3) Timed Mission
4.5.4) Hard Mode
4.6) Lost Colony
4.6.1) 100 Rings
4.6.2) Lost Chao
4.6.3) Timed Mission
4.6.4) Hard Mode
4.7) Weapons Bed
4.7.1) 100 Rings
4.7.2) Lost Chao
4.7.3) Timed Mission
4.7.4) Hard Mode
4.7.5) BOSS - Tails
4.8) Security Hall
4.8.1) 100 Rings
4.8.2) Lost Chao
4.8.3) Timed Mission
4.8.4) Hard Mode
4.8.5) BOSS - R-1/A Flying Dog
4.9) White Jungle
4.9.1) 100 Rings
4.9.2) Lost Chao
4.9.3) Timed Mission
4.9.4) Hard Mode
4.9.5) BOSS - Sonic
4.10) Route 280
4.10.1) 100 Rings
4.10.2) Don't Hit Other Cars
4.10.3) Don't Hit the Walls
4.10.4) Hard Mode
4.11) Sky Rail
4.11.1) 100 Rings
4.11.2) Lost Chao
4.11.3) Timed Mission
4.11.4) Hard Mode
4.11.5) BOSS - Egg Golem
4.12) Mad Space
4.12.1) 100 Rings
4.12.2) Lost Chao
4.12.3) Timed Mission
4.12.4) Hard Mode
4.12.5) BOSS - Knuckles
4.13) Cosmic Wall
4.13.1) 100 Rings
4.13.2) Lost Chao
4.13.3) Timed Mission
4.13.4) Hard Mode
4.13.5) BOSS - Tails
4.14) Final Chase
4.14.1) 100 Rings
4.14.2) Lost Chao
4.14.3) Timed Mission
4.14.4) Hard Mode
4.14.5) BOSS - Sonic
5) Last Story Walkthrough
5.1) Cannon's Core
5.1.1) 100 Rings
5.1.2) Lost Chao
5.1.3) Timed Mission
5.1.4) Hard Mode
5.1.5) BOSS - The Biolizard
5.1.6) BOSS - The Finalhazard
6) Secrets
7) The End
7.1) Legalities
7.2) Sites Authorized to Display this FAQ
7.3) Future Plans
7.4) Contributors
7.5) Potpourri
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===============
1) Introduction
===============
----------
1.1) Intro
----------
Hidey ho. Looks like you've chosen my FAQ out of all the other ones on
the site. I can only feel like you've run out of options =P In all
seriousness, this would be my second FAQ published on GameFAQs, my first
being Banjo-Kazooie. It sucked, so don't go scouring for it. This is
really the bare bones, and I hope I can put in some stuff concerning the
2nd-5th missions in later updates. In the original writeup of this FAQ,
I stated that I would have no Chao section because they caused me enough
emblem problems already. Even though I now have all 180 emblems, I'm
still not including a Chao section. Why? Personal reasons. I plan to
have one of the most comprehensive first mission walkthroughs on
GameFAQs...and probably the first SA2B-exclusive one. Like several
others, I play through the stages as I write this up, so it's almost
perfectly accurate. There are points where I get vague, but at those
points it's pretty straightforward so I don't really need to get into
great detail. Just some preliminary warnings before you continue. Also,
you'll notice before every level I list the name of the background music
(since the music in this game is awesome), the amount of points needed
for an A rank (called A Rank Cap), and my personal best (if you feel a
need to be better than me).
---------------
1.2) Navigation
---------------
This is a fairly extensive FAQ, if you haven't noticed already, and it
can be quite complicated to navigate. That's why I've set up a system
which is in no way original. Just search for the number of the section
you want. For example, if you're having trouble beating B-3x Hotshot
(God knows why, but for the sake of example...), you would open up the
search...dealy (Ctrl+F) and type in "4.1.4". It would first bring you to
the Table of Contents, then here, then the boss strategy. Simple!
-------------------
1.3) Update History
-------------------
v4.0 - 06/23/03
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- Fifth mission walkthroughs complete, which means the entire walkthrough
is now complete. Congratu-freaking-lations to me. =P
v3.0 - 06/22/03
---------------
- Fourth mission walkthroughs complete. Summer is good.
v2.5 - 06/21/03
---------------
- I am SO FREAKING SORRY for not updating for six months. Contrary to what
many of you thought, I did not forget about this walkthrough. And I did
not totally disregard all your emails; in fact, several of you are now
added to the walkthrough where your help was desperately needed!
- You'd think with all this downtime, I'd have updated the FAQ entirely,
to include all five missions. You overestimate me.
v2.0 - 01/01/03
---------------
- File recovery status: 180 Emblems! YAY! ^_^
- Absolutely HUGE update! All 100 Ring missions completed, all Lost Chao
missions completed, all missions for Route 101 and Route 280 completed.
v1.3 - 10/15/02
---------------
- My file's been erased! WAUGH! T_T
- Revised the "authorized site" criteria
v1.2 - 07/16/02
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- Began the Lost Chao/100 Ring guides
- Began the Advanced Controls section
v1.1 - 06/22/02
--------------
- Several new sites under the authorized list
- Straightened out the description of the cutscene after Biolizard
- Added both Update History and Future Plans sections
v1.0 - 05/19/02
---------------
- The entire (first mission) walkthrough is completed!
============================
2) Controls, Plot, Et Cetera
============================
-------------------
2.1) Basic Controls
-------------------
A - Jump
A (in the air) - Homing Attack (Sonic/Shadow)
Hover (Tails/Eggman)
Glide (Knuckles/Rouge)
A (on a pole) - Jump off (Sonic/Shadow)
B - Somersault (Sonic/Shadow)
Light Dash (Sonic/Shadow)
Magic Hand (Sonic)
Fire Volkan Cannon (Tails/Eggman)
Propeller/Punch (Tails/Eggman, only at close range)
Punch/Kick (Knuckles/Rouge)
Dig (Knuckles/Rouge)
Sunglasses/Treasure Scope (Knuckles/Rouge)
Play Mystic Melody (Anyone)
Whistle (Anyone)
B (in the air) - Bounce (Sonic)
Drill Claw/Drive (Knuckles/Rouge)
Hold B - Charge Spin Dash (Sonic/Shadow)
Charge Light Attack (Sonic/Shadow)
Lock-On (Tails/Eggman)
Release B - Spin Dash (Sonic/Shadow)
Light Attack (Sonic/Shadow)
Fire Laser Missile (Tails/Eggman)
L/R - Rotate Camera
Y - Cycle through the B menu
----------------------
2.2) Advanced Controls
----------------------
B, then B - Double Somersault (Sonic/Shadow)
B, then A - Somersault Jump (Sonic/Shadow)
B, B, B - Triple Punch/Triple Kick (Knuckles/Rouge)
Spin the control stick 360 degrees, then B - Spiral Uppercut/Spiral Kick (Knuckles/Rouge)
---------------
2.3) Characters
---------------
Sonic the Hedgehog - The world's favorite blue hedgehog is back for his
10th anniversary. His stages are fast-paced, start-to-finish levels, and
you die if you get hit with no rings. It just wouldn't be Sonic
Adventure 2 Battle without...erm...Sonic.
Miles "Tails" Prower - The two-tailed kitsune returns for another co-
star role. He's either paralyzed from the waist down or Sonic Team
didn't want us flying all over, because he's stuck in his robot walker
for this game. His stages are shoot-em-up and normally of moderate
length. You don't die if you get hit with no rings; rather, your Cyclone
Walker can sustain a moderate amount of damage before you die. Rings
replenish the energy. And his English voice acting is just HORRIBLE.
Knuckles the Echidna - The guardian of the Master Emerald returns, but
he's got a new rival with whom to deal. His stages, contrary to the
others, are generally large areas with shards of the Master Emerald
hidden around the place. There's hint computers which give you a vague
idea of their location, though, instead of Tikal from the last game.
Shadow the Hedgehog - The ultimate life form, the rival of Sonic, the
creation of Professor Gerald Robotnik. Since he's almost the exact same
hedgehog as Sonic, his stages play the same way, he dies the same way,
et cetera.
Dr. Ivo "Eggman" Robotnik - The evil scientist with an IQ of 300
continues his schemes to conquer the world in SA2B. He plays the same
way as Tails, except his voice acting's better. A LOT better.
Rouge the Bat - The treasure hunter with a passion for jewels, she
serves as both the rival to Knuckles and the obligatory sex appeal
character. But what are her true intentions, anyway? She plays the exact
same as Knux.
Amy Rose - Not a playable character, really more of a hindrance to the
Hero side and a useful bargaining chip for the Dark.
Omochao - Replacing Tikal in this game is Omochao, the leader of the
Chao, who gives you hints and advice. Most of the time, it's useless,
such as, "Keep your health meter above zero".
Maria Robotnik - She's the female offspring of Dr. Gerald Robotnik,
Eggman's grandfather. She was killed on the Space Colony ARK by GUN
soldiers.
---------------
2.4) Basic Plot
---------------
+++++++++++++++++
2.4.1) Hero Story
+++++++++++++++++
It is just another ordinary day...until Sonic, hero of justice, is
accosted by a secret military force code-named GUN. Escaping the
confines of a high-security helicopter, Sonic leaps down into the city
streets in an effort to flee from his captors. Suddenly, a mysterious
black hedgehog appears in front of him, grasping a Chaos Emerald in his
hands. Meanwhile, across the globe, unexplained incidents occur
following the declaration of world conquest by Dr. Eggman himself. Once
aware of the connection between Shadow and Dr. Eggman, Sonic begins his
quest to stop their evil plan, helped along the way by his old friends:
Tails and Knuckles.
+++++++++++++++++
2.4.1) Dark Story
+++++++++++++++++
While searching for a top secret weapon known only as "Shadow," the evil
genius, Dr. Eggman, penetrates the security of a high-level military
base. Deep inside the compound, Dr. Eggman discovers that the weapon is
actually a black hedgehog claiming himself as the "ultimate life form,"
a creature known as "Shadow." Shadow invites Dr. Eggman to Space Colony
ARK and reveals the Eclipse Cannon - an enormous weapon capable of
destroying the world, more than enough to entice the evil genius to help
out Shadow in his quest to conquer the world. Just as they begin to
revel in their plan for destruction, the villains are startled by a
menacing bat named Rouge who offers her help as well. Thus, the plot to
conquer the world begins...
=========================
3) Hero Story Walkthrough
=========================
You start off with a cutscene where a GUN chopper, codenamed Sigma-Alpha
2 (SA2), is escorting Sonic to a military base on Prison Island. It is
revealed, however, that Sonic took out everyone on board and he soon
escapes on a makeshift snowboard.
----------------
3.1) City Escape
----------------
Background Music - Escape From The City
A Rank Cap - 18000 points
Personal Best - 20200 points
You start out falling from the sky on a snowboard made out of a piece of
metal. Your first batch of rings is in front of you, then to the right,
then to the left. After that last string of rings, there's a ramp off of
which you can jump. Do so by hitting A when you're close to the top of
the ramp. A slow 180 boardspin is worth 200 points, a 720 boardspin is
worth 500, and a half-backflip 900 boardspin is worth 1000. It
progresses like this for the first 30 seconds, then you hit some
boosters and lose your board. Run up the stairs to your left and Homing
Attack the Hunter that falls down. Since you don't have the Flame Ring
or the Light Shoes yet, go on the lower path and run up the wall. When
you run out of wall, there will be a Hunter in front of you. Homing
Attack it, then Somersault into the wooden crates to get them out of
your way. Jump on the rail to grind it, then jump again at the end of it
to link the grind to the next rail for another 300 points. Hit the
booster and run up the vertical wall. When you land, turn left and
Homing Attack the 10-ring capsule, then Homing Attack to the other side
of the pit. Run through the first checkpoint.
You're back on the street, but you don't have a board this time. There's
still ramps, but doing tricks off of them gets you 200 points every
time. On the last ramp, if you jump through the two ring loops, you'll
pull a Nice, worth 200, and a Tight, worth 800. Work your way up the
stairs and watch out for the Beetle robot at the top, because it shoots
at you. You probably won't have much speed coming off the stairs, but
try to pull a decent trick off the ramp to your right. Hopefully you'll
hit Speed Shoes, which speed you up and will let you get to the next
rail faster. Grind down it, then screech to a halt. Charge up a Spin
Dash (Hold B) for just about a second, then let it loose up the vertical
wall. When you're coming down, you should see a golden robot, called the
Gold Beetle. Homing Attack it quickly for 1000 points. Run into the
spring to your right, then let it take you to the next checkpoint.
Run through the grassy knoll, watching out for the Hunters lying in wait
(if this isn't reenacting history, nothing is) and go through the loop
at the end of the path. After your run down the building, let the
springs take you to the poles. Hit A when you see the red streak to
launch to the other pole. Do the same on that one to get to the high
platform. You don't have the required upgrades at this point, but come
back here when you do for...
U P G R A D E
Magic Gloves
Required: Bounce Bracelet, Flame Ring
Priority: None; though they're fun
To get the Magic Gloves, go down to the four iron crates embedded in the
ground just in front of the elevated platform. Bounce Attack on them to
break them, then hit the green ring to pick up the Magic Gloves. To use
them, get close enough to an enemy so that the words "Magic Hand" appear
in the B menu. Then hit B to form the enemy into a ball. Hit B again to
launch them. I have not once used these in a practical way, so they're
definitely nonessential to the game.
Make your way across the pit ahead by Homing Attacking the Beetles if
you're on the top path or Homing Attacking the one beetle and making
your way across on the pillars if you're on the bottom path. Above the
next doorway, hit the spring and make your way down the rails, linking
the grinds as you go. Let the rail launch you to the poles, then swing
up to the final checkpoint.
This next part is all running. There's no real big hazards...well,
except for that HUGE TRUCK TRYING TO RUN YOU DOWN! Stay on the right
side of the road at all times, because you can't see the ramps this time
around and you'll just fall off and kill all your speed. And if that
truck hits you, you're in trouble. Just keep running forward and you'll
get to the goal ring.
++++++++++++++++
3.1.1) 100 Rings
++++++++++++++++
A Rank Cap - 1:20:00
Personal Best - 00:52:34
For the easiest way to get 100 rings in this level, get the first seventeen
in front of you on the very first street segment. Don't take the ramp and go
down the center of this road for eight more rings. Ignore the three rings on
the corners of the turns because you'll need the speed on this next ramp. Jump
off this ramp and hit the 20 ring capsule. Coming down, grab any number of the
six rings on the two corners. Coming down the center of the road, grab every
ring before the ramp and jump off it. At the part where you run up the wall
(just after you fly off the snowboard), take the lower path. Grab the eight
rings before the wall, then run up it and hit the ten-ring capsule. Take care
of the Hunter (be very careful) and go forward through the alcove. Grind down
the rails and take the ten rings there. Run up the wall and hit the ten-ring
capsule over the pit, then hit the checkpoint and run forward to get the few
rings you may be missing.
++++++++++++++++
3.1.2) Lost Chao
++++++++++++++++
A Rank Cap - 2:30:00
Personal Best - 2:07:54
For every Lost Chao mission, the Mystic Melody is required. Go and get it from
Final Rush first before attempting this mission. The Lost Chao is located in an
alcove high above the ground after you run down the building. Finding the Ancient
Shrine can be tricky, so pay attention. After you hit the springs at the bottom of
the building, don't grab on to the pole. Backtrack to the corner of the building on
your left, facing the camera. Play the Mystic Melody at the Ancient Shrine you find
there and a spring will appear on top of it. Take that spring up to a pulley. When
the pulley stops, Homing Attack the Spring Beetle to get to the next pulley. Homing
Attack this Spring Beetle to get to a third pulley. When this Spring Beetle is at
the highest point of its movement, Homing Attack it to get to a fourth pulley. When
the Spark Beetle up here lets his shield down, Homing Attack him and grab the fifth
and final pulley. At the top, jump off the pulley and on to the pole. Swing off it
when the red streak appears and press towards the alcove, which you will have seen
by now. The Lost Chao is in this alcove, so touch him to collect him.
++++++++++++++++++++
3.1.3) Timed Mission
++++++++++++++++++++
Time Limit - 3:00
A Rank Cap - 18000 pts
Personal Best - ----- pts
As opposed to giving an entire level walkthrough, since the level remains
unchanged, I'm just going to tell you some time-shaving tips. Unfortunately,
for City Escape, there aren't very many. Most of your time can be saved in
the opening and closing street sections, though there is opportunity in the
two in the middle. At the beginning, lauch off every ramp you can. The same
applies for the two middle sections. In the first of those, though, make
sure you pull off the "Nice + Tight" combo, described in the main walkthrough.
On the final stretch of road, don't take any ramps at all! It's easy to know
when a ramp is coming, because there is a path of rings leading up to it.
Instead, charge up your Spin Dash and motor down the road as fast as possible.
You stand to lose a lot of lives here, because it's pretty hard to clear the
level in three minutes flat and if you don't do it in time, you have to
restart. Another note about the Timed Missions: There are no checkpoints.
++++++++++++++++
3.1.4) Hard Mode
++++++++++++++++
A Rank Cap - 19000 pts
Personal Best - ----- pts
Upgrades Required - Light Shoes (from Metal Harbor)
Hard Mode missions are, expectedly, harder than the main mission. Since the
level remains geographically unchanged, I'll just be giving you tips on the
changed parts. Frequently, a special upgrade is needed, so that is listed up
with the A Rank Cap and Personal Best. Before going into specifics, a rule
of thumb is that Hard Mode missions almost always have several more enemies
than the normal mission. With that said, there are two specific points to
cover for City Escape. One is directly after the first running street section.
The stairway is blocked by a large gate, meaning you'll need to either Bounce
from the ground to the next ledge, or jump and grab the edge. The second
point is after the vertical building which you have to run down. Instead of
elevators over the large pit, there is now a Beetle and a string of rings.
Wait for the beetle to move in front of the rings, then Homing Attack it and
Light Dash across the pit using the rings. This may take you a few tries
because it's more than likely that you'll hit B too early and Bounce right
into the pit. The Gold Beetle in this level (and most of the levels) has
moved. It is now across that pit, right before the long rail.
++++++++++++++++++++++++++
3.1.5) BOSS - F-6t Bigfoot
++++++++++++++++++++++++++
As Sonic comments that "this game of tag is boring", F-6t Bigfoot, a
huge robot, appears and engages Sonic in a battle. Because he's the
first boss of the game, he's naturally not going to be too hard. Run
around to dodge the machine gun fire, then when Bigfoot lands, run
around to dodge all the semi-homing missiles. After the missiles stop,
jump up and Homing Attack the see-through part on his front. When he
takes off, watch out, because the jet engines hurt. Three more cycles of
that and Bigfoot falls.
----------------
3.2) Wild Canyon
----------------
Background Music - Kick The Rock!
A Rank Cap - 16000 points
Personal Best - 17470 points
After a brief confrontation with Rouge and Eggman, Knuckles is off to
Wild Canyon to search for shards of the Master Emerald. These hunting
levels are a lot harder to write walkthroughs for because there are
literally hundreds of locations which may house the shards. Fortunately,
this level is a lot smaller than most of Knux's other ones, so if your
radar doesn't come up with anything after a quick sweep of the ground
floor, make a beeline for the Airlift and glide to the left. If nothing
else comes up, double back and go right. The Gold Beetle is located to
the left of the Airlift, near the weight in the canyon. All directions
are relative to the starting point.
U P G R A D E
Mystic Melody
Required: Shovel Claw
Priority: Needed for every Lost Chao mission
The Mystic Melody is found in a room behind a wall panel high above the
statue when you go right from the Airlift. Dig into the oval of the
panel and pick up the Mystic Melody. It allows you to activate Ancient
Shrines which cause objects to appear or doors to open. In nearly every
case when you come across an Ancient Shrine, you will need to use your
Mystic Melody to reach the Lost Chao. Otherwise, it doesn't serve much
of a purpose.
++++++++++++++++
3.2.1) 100 Rings
++++++++++++++++
A Rank Cap - 1:30:00
Personal Best - 1:11:54
Follow these directions to get 100 rings in the easiest way possible. Pick up
the eight rings in the circle at the beginning, then climb to the top of one of
the larger pillars and glide around, collecting all those rings. Drop to the
smaller pillars and take every ring on top of them, for a grand pillar total of
56 rings. Now, take the airlift up and go to the highest outcropping in the
central area. Take the 30 rings from the two ring capsules there. Facing the
camera, jump off and glide to the left. Land on the large box with six rings on
it to finish this mission.
++++++++++++++++
3.2.2) Lost Chao
++++++++++++++++
A Rank Cap - 00:40:00
Personal Best - 00:38:99
You'll need, in addition to the Mystic Melody, the Shovel Claw (from Pumpkin Hill)
and the Hammer Gloves (from Death Chamber) to complete this mission. Jump out of
the alcove in which you are from the starting point and glide to the right. Climb
up that wall to the top level and smash the iron crates in the box in front of you.
Dig through the painting to get to a small room. Play the Mystic Melody at the
Ancient Shrine in the upper-right corner of the room (relative to your entrance),
then in the next room play it at the Ancient Shrine in the lower-left corner (again,
relative to your entrance). Jump through the warp point and run forward to take the
Lost Chao.
++++++++++++++++++++
3.2.3) Timed Mission
++++++++++++++++++++
Time Limit - 2:00
A Rank Cap - 16000 pts
Personal Best - ----- pts
Since this level isn't too big, finding everything quickly won't be a big problem.
Simply follow the tips provided in the main walkthrough. I don't recommend using
the hint computers, though. You shouldn't need to, anyway.
++++++++++++++++
3.2.4) Hard Mode
++++++++++++++++
A Rank Cap - 17000 pts
Personal Best - ----- pts
Upgrades Required - Shovel Claw (from Pumpkin Hill), Sunglasses (from Meteor Herd)
A great thing about the Treasure Hunting stages in Hard Mode is that all the
Emerald Shards, Keys, Chaos Emeralds, what have you, are always in the same places.
Once you learn the locations, getting an A should be easier than ever. Naturally,
I'm going to tell you where to find them.
The first Shard can be found in the upper area, near the Lonely Statue. It is
hovering under the large circular platform suspended high above the Lonely
Statue. Get a good start from the top of one of the boxes nearby and glide into
it to pick it up.
The second Shard is in the center of the upper area. Under the ledges there are
several paintings. Dig into one of them to reach a room with several identical
paintings, then put on your Sunglasses and follow the rings to a particular
painting. Dig into it for the second Shard. To leave this area, dig into the
painting from which you entered.
The third and final Shard is in the main area. Leaving the area with the second
Shard should bring you right where you need to be. Go to one of the short pillars
surrounding the Airlift and put on your Sunglasses. If a spring appears, run into
it and you'll be bounced to the third Shard. If a spring doesn't appear, keep
looking until one does.
----------------
3.3) Prison Lane
----------------
Background Music - This Way Out
A Rank Cap - 26000 points
Personal Best - 27540 points
Following a boss battle with Dr. Eggman (covered next), Tails in his
Cyclone Walker must storm into Prison Island to bust Sonic out of jail.
Most of the prison doors in this level don't open until you shoot every
enemy in the room. After you blast the three Beetle robots in front of
you, you enter a short hallway which then ends and comes into an open
area. There's going to be a Gun Beetle rushing at you from the end of
the short hallway, so be ready. Keep moving forward, blasting enemies as
you go, until you get to the steel grate in the ground. Stand still on
it for a second and it will lift you up to the next platform. Do that
again on the next elevator, then blast the two Hunters in the jail cell.
When you're about halfway through that hallway, you'll see a Beetle in
the foreground. Lock on to that one and the one at the end of the hall
to get the next door open. Keep moving forward until you get to the
hallway filled with wooden boxes. Be careful at the end of this hallway
because a Hunter will drop in from above onto the elevator. Take the
aforementioned elevator up to the next platform and target the Hornet-3
and all his bombs for 4 separate lock-ons. Traverse down the short
hallway, being wary of the two sneak-attacking Gun Beetles, and hit the
first checkpoint.
Keep moving deeper inside the compound and target all three Hunters. The
door above the elevator on the right wall will open, and you can
continue. After another short hallway, you'll come to a room with four
Beetles just hovering there. Kill them all to open the door on the left
wall. A twisting hallway riddled with enemies leads to an elevator ride.
There's 11 Beetles along the way, and the most you can target is 8 at a
time before your laser dies out. Knock out the last four at the top
(there's one behind you) and pass the second checkpoint.
After this hallway, there's an elevator just to the right of the next
hall. It's wiser to take this path because you can get an extra life, 20
rings, and a shield, plus you don't have to deal with the insane Gun
Beetle whipping around the tight spaces in the hall. Drop down from the
hall's roof and target everything on the Hornet-3 again. Go up the two
elevators and target the Hornet-3 again. There's two Hunters way in the
back that you have to destroy to make your way further. In this long
chain of hallways, it's point-and-shoot. When you reach an elevator
below two moving Gun Beetles, look to the right on your way up with your
laser at the ready. Shoot the Gold Beetle when it appears and continue
upwards. The two Hunters up here shouldn't pose a problem, and once
you've dealt with them, continue on along the hallways. Shoot every
robot you see. When you reach a seemingly dead-end, look to the right to
find a door and a single Beetle. Hit the third checkpoint after a few
more hallways.
You're as deep in the compound as you can get right now, but it can get
tricky. To bypass the doors following the third checkpoint, you'll have
to target each and every robot past the doors, and most of them you
can't see. When you take care of all of them, move forward to the next
mechanical room. Three Beetles are there when you begin, then move right
and three Hunters fall down. Destroy the six of them, then go behind the
half-wall in the center of the room to get on the elevator there. Jump
and use your laser to target one last Beetle and open the door behind
you. It's one long hallway here, but at the end there's a Hornet-3, a
few Beetles, some inactive Hunters, and a Hunter that drops down when
you get close enough. Target and kill them all to open the door
and...hold up a second.
U P G R A D E
Laser Blaster
Required: Bazooka
Priority: Medium; really helps in big swarms of enemies
Move to the back of the room with the goal ring and target the right
corner (relative to the entrance). There's a Beetle there which you have
to kill. Do so, and the gate in front of six iron containers opens.
Break them open with the Bazooka and move forward. Kill the two Hunters
on either side of you to open the gate in front of you. There's your
laser blaster. It's automatic, and it replaces your normal laser
missile. The shots explode on contact and destroy any surrounding
enemies.
Now you can go back and hit the goal ring.
++++++++++++++++
3.3.1) 100 Rings
++++++++++++++++
A Rank Cap - 2:30:00
Personal Best - 2:19:14
There are no real hints I can give for this level, except for a couple. First,
keep in mind that there are only 124 rings in the entirety of this level. Second,
checkpoints always give 20 rings when you have between 60 and 80 rings when hitting
them. Third, take the path on the roof when you get the chance; it is described
above in the paragraph after the second checkpoint, and you'll net 20 rings and a
shield with which to protect your rings.
++++++++++++++++
3.3.2) Lost Chao
++++++++++++++++
A Rank Cap - 2:00:00
Personal Best - 1:49:69
To find this level's lost Chao, you'll need the Booster from Mission Street as well
as the mandatory Mystic Melody. Just after the second checkpoint, in the large room
with the alternate roof path, get on to the roof and look to your left (you may need
to rotate the camera). Hover over to the platform you should see and play the Mystic
Melody at the shrine there. A spring should appear, so logically take it. Destroy
every enemy in sight and run to the Lost Chao behind the now-unlocked door, or hover
over to it to save time.
++++++++++++++++++++
3.3.3) Timed Mission
++++++++++++++++++++
Time Limit - 3:00
A Rank Cap - 26000 pts
Personal Best - ----- pts
Hit and run. Don't stop for anything; you'll accumulate more than enough points
just by doing that. Speed things up by shooting enemies as you approach the
gates.
++++++++++++++++
3.3.4) Hard Mode
++++++++++++++++
A Rank Cap - 26000 pts
Personal Best - ----- pts
Upgrades Required - None
The only significant change to this level is in the room directly after the
third checkpoint. To make the gate rise, you'll need to run into the alcove to
the right (behind the half-wall, as described in the main walkthrough) and
wait for three Beetles to appear (what, Ringo couldn't make it?). Kill them to
make the gate open. That's pretty much it for this level.
++++++++++++++++++++
3.3.5) BOSS - Eggman
++++++++++++++++++++
Tails is flying by in his Tornado 2 when he notices Eggman advancing on
Amy on an aircraft carrier. Eggman is a pushover. Just lock on and shoot
when he starts to move in a circle and fire his Volkan Cannon. Three or
four good pops will kill him. Of course, he'll come up with an excuse,
as his dying grunts are, "Ugh...I let my guard down...", when he just
won't admit that he sucks monkey eggs.
-----------------
3.4) Metal Harbor
-----------------
Background Music - That's The Way I Like It
A Rank Cap - 20000 points
Personal Best - 21560 points
Thanks to Tails' help, Amy got into the military complex and unlocked
Sonic's cell. He must now escape from the compound by way of
conveniently placed loops, tracks, and jumps. Keep moving forward until
you get to the ramp where you can see a Beetle beneath you. Jump off at
the top of this ramp and Homing Attack on that Beetle, then the other
Beetle, then land on the roof ahead of you. Homing Attack the three
Beetles ahead of you and land on the roof again. You can't do anything
about that long row of rings just yet, so keep moving forward through
the first checkpoint.
As you pass through that checkpoint, you'll run right into a series of
springs. You'll ultimately end up on a platform with a lot of Beetles
ahead of you. When you hit the fourth Beetle in the chain, hold back on
the control stick and Homing Attack that Beetle there. Next, hit the
extra life, wait until the Gold Beetle appears, and Homing Attack it.
Homing Attack your way to the next platform.
U P G R A D E
Light Shoes
Required: Nothing
Priority: Required to finish level
Jump onto the pulley above the upper-left-hand corner of the platform
you're on. When you reach the top, jump to the platform with the green
light on it. The Light Shoes allow you to Light Dash across any row of
rings at supersonic speeds. When you run into a row of rings, just hit
B.
Next, jump off the platform with the Light Shoes and land on the one
below. Line yourself up with the row of rings and hit B to dash across
and land on the aircraft carrier. Run to the end, watching out for the
bombs the Blue Eagles drop, then hit B at the rings to dash across to
the second checkpoint.
As opposed to jumping across from platform to fuel tank to platform,
Light Dash across the rings and run through the loop, where you'll hit
springs at the top. Somersault under the bar to grab the pulley, then do
that again on the next platform. At the top of this pulley, jump off,
run through the loop, and keep going. Do. Not. Somersault. The game
tries to trick you by putting a shadow halfway through there, but if you
Somersault like you'd expect a bar, you won't get enough speed to make
it over the jump and you'll fall to your watery grave. After you land
safely, keep running towards the end, and this time, Somersault. Hit the
boosters and Homing Attack across the water via the Beetles. Run to the
end of this short pier and hit the checkpoint.
Here's where the fun starts. Grab on to the rocket after the checkpoint
and run up the catwalks to the spring below the missile handle. Or, if
you want to get a big point bonus, jump off before you activate the
missile timer and hit the far right spring on the central platform. Run
up as usual, but don't hit the spring at the top. Instead, jump off and
Homing Attack the Beetles quickly. Hit the booster, then Light Dash
across the rings to hit the three springs, which launch you to a spring
below a second handle. You get a 1500 point bonus, which really comes in
handy if you're trying to score an A. But remember, you'll have to move
quickly because you only have 15 seconds. No matter which path you
choose, you'll drop from the missile and enter a short snowboarding
portion. Hit the capsules to get 10 rings, 20 rings, an extra life, and
5 rings, in that order. Run through the loop and land on the goal ring.
++++++++++++++++
3.4.1) 100 Rings
++++++++++++++++
A Rank Cap - 1:10:00
Personal Best - 00:57:87
(Bounce Bracelet highly recommended)
This is one of the easier missions for Metal Harbor, as all the rings are
pretty much laid out for you. Starting off, light dash to collect the four
rings after the first loop. Take the light dash path described above before
you reach the first checkpoint. Take the short route of Beetles to get to
the other side quickly, then light dash the rings to reach the aircraft
carrier. At the end of the carrier, light dash all the rings. Hit the
checkpoint for 20 more rings, then light dash across the canister to the
half-loop. Right now, you should have 99 rings. Go up the two pulley shafts,
but at the top of the second one, use the Bounce Bracelet to reach the roof
of the shaft and get your hundredth ring.
++++++++++++++++
3.4.2) Lost Chao
++++++++++++++++
A Rank Cap - 00:50:00
Personal Best - 00:44:55
This mission, however, is one of the more difficult ones for Metal Harbor
and, indeed, most of the earlier stages. You'll need the Bounce Bracelet
from Pyramid Cave before starting this. Finding the lost Chao isn't hard;
it's contending with the 50 second time limit. Rush towards the south end
of the aircraft carrier as fast as possible. Bounce to the upper chamber
on the left side of the carrier. Play the Mystic Melody at these Ruins to
cause some platforms to appear outside of this alcove. Jump to the roof of
the right chamber, then bounce to reach the first platform. Quickly and
carefully traverse these platforms until you reach the deck with the Chao
on it. Expect to attempt this mission several times.
++++++++++++++++++++
3.4.3) Timed Mission
++++++++++++++++++++
Time Limit - 2:00
A Rank Cap - 18000 pts
Personal Best - ----- pts
Wow. Just...wow. Okay, remember that long row of rings in the very beginning
I mentioned in the main walkthrough? Light Dash them to cut out a lot of the
stage and get some more points to boot. That's pretty much it on shortcuts
for Metal Harbor. I think the best I've ever done on this level was finishing
with roughly two seconds to spare.
++++++++++++++++
3.4.4) Hard Mode
++++++++++++++++
A Rank Cap - 18000 pts
Personal Best - ----- pts
Upgrades Required - None
One substantial difference in this level, aside from the usual multitude of
enemies: The rocket used to get to the big rocket near the end of the level
isn't there anymore. This is probably better, points-wise, because now you
have to Homing Attack several appearing Beetles to get across. The next one
only appears after the previous one has been killed. Other than that, since
you don't have that ungodly time limit, take your time until you feel safe
with this mission, then go for the A.
-----------------
3.5) Green Forest
-----------------
Background Music - Won't Stop, Just Go!
A Rank Cap - 15000 points
Personal Best - 16450 points
Prison Island is primed to explode, thanks to the actions of Eggman,
Shadow, and Rouge, and now Sonic has to escape the island in eight
minutes or less. This is something that's very easily done, because
Eggman's plans suck and they're not all that challenging to best. You
start in a big snakerun which ends in a jump panel. A few Hunters will
drop down on the pathway, and if you're not careful they'll take you
down. Press on, going underground, and watch out for the Rhino Spike
lying in wait near the exit. Hit the jump panel and land in front of the
first checkpoint.
Light Dash across the rings in front of you and hit the spring, which
launches you to a vine. In this tunnel, there are several Beetles and
Hunters, so be on your toes. When you reach the end, hit the spring,
which launches you into another vine. This empty tunnel leads into a
snakerun. At the end of the snakerun, you will be launched into a tunnel
containing three Hunters that drop from above. The Gold Beetle is within
Homing Attack range from Homing Attacking off a Hunter. Run up the
boosters, then make your way through the loop.
U P G R A D E
Ancient Light
Required: Nothing
Priority: Medium; really helps in big swarms of enemies
At the top of the loop, you'll land on a large platform. Move towards
the camera so that it pans out, then Homing Attack the Bomb Beetle and
link it by Homing Attacking the 10-ring capsule and the extra life. The
Ancient Light is right next to you. To use it, hold down the B button
until Sonic says "Ready!", then release the B button near a swarm of
enemies. If you come across a P-100 Artificial Chaos, you'll be in the
air for a good 30 seconds, making for some good fun.
Coming back from the platform with the Ancient Light, run back up the
loop and through the door to hit the second checkpoint.
Leaving this checkpoint, you'll enter another snakerun. At the end,
bounce from the spring and skid to a halt. Homing Attack the Beetle in
front of you, link it to the Beetle ahead of that, then finish it off by
Homing Attacking the spring close by. As your bouncing chain ends,
you'll land on a booster and fly through the third checkpoint.
Run through the loop and the short snakerun to wind up bouncing off a
spring. Work your way up, spring by spring, until you get to a platform
with a Hunter and a Beetle. Kill them both, then keep bouncing up. At
the peak, before you hit the fourth checkpoint, drop down behind you and
pick up the extra life. Jump back up and bolt through the fourth
checkpoint.
As usual, there's a long snakerun after the checkpoint. You'll soon come
to a booster and enter a Spring Shaft. At the end, you'll bounce onto a
bungee vine. Hold A while going down to hit the balloon and get five
rings, but release A before you hit the spike balls at the very bottom.
Charge up a Spin Dash when you land on solid ground again and let it
take you to the fifth and final checkpoint.
Once again, run all the way to the end of the snakerun and bounce off
the spring. After you land from the vine swing, rush forward and keep
jumping to stay on solid ground and avoid the sinking earth. The last
portion stops at the bottom, so run forward into the spring at that
point. You'll find yourself in front of the goal ring.
++++++++++++++++
3.5.1) 100 Rings
++++++++++++++++
A Rank Cap - 2:30:00
Personal Best - --:--:--
To get the most rings in the least amount of time, follow the first
snakerun to mainland. Take the spring to the left of the main path,
then light dash that string of ~20 rings. Progress as normal until you
reach the first vine swing. Instead of taking the upper path, drop
to the lower path for some rings. Progress as normal, getting every
ring you can, until you reach the room with the Gold Beetle. After
destroying the three Hunters and the Gold Beetle, don't go through the
loop. Instead, go to the end of the platform with the loop for two ring
capsules totaling 30 rings. By now, you should have 100 rings easily.
++++++++++++++++
3.5.2) Lost Chao
++++++++++++++++
A Rank Cap - 1:30:00
Personal Best - --:--:--
In addition to the Mystic Melody, you'll need the Bounce Bracelet to
complete this mission. Get to the platform with the third checkpoint
on it as quickly as hedgehoggedly possible, but don't hit the
checkpoint. Instead, jump off the back-left side on to a platform with
an Ancient Shrine on it. Play the Mystic Melody and jump on the
resulting platform. Bounce up to the second platform (which is actually
very difficult), then to the third (equally hard). Homing Attack the
two Beetles off the top-right corner of this platform to reach the
floating island with the lost Chao on it.
++++++++++++++++++++
3.5.3) Timed Mission
++++++++++++++++++++
Time Limit - 4:00
A Rank Cap - 12000 pts
Personal Best - ----- pts
This is a simple one. It's easy enough to get through this level in three
minutes with 15000 pts, so just do everything as normal.
++++++++++++++++
3.5.4) Hard Mode
++++++++++++++++
A Rank Cap - 12000 pts
Personal Best - ----- pts
Upgrades Required - One could argue the Bounce Bracelet (from Pyramid Cave)
There are two changes (more if you count each snakerun as a change) which
can really trip you up if you're not expecting them...and even if you are.
First, all the snakeruns are now lined with spike balls. Many spike balls.
They're difficult to avoid and you'll lose many a ring to them. Second, the
sinking land at the very end of the stage sinks much faster, which is why
one could argue that the Bounce Bracelet is essential for this mission. Use
the Bracelet to get from land piece to land piece barely as quickly as the
land sinks. Don't press directly up against the land, though, because you'll
get stuck halfway up and never get enough height, thanks to the magic of
glitches.
++++++++++++++++++++
3.5.5) BOSS - Shadow
++++++++++++++++++++
You'll land in the arena and instantly notice that faker Shadow perched
on a log in front of you. He may call himself the ultimate life form,
but he's really very simple. Dodge Shadow's movement until he stops,
then jump up behind him and Homing Attack. Repeat twice, but beware: If
you attack him from the front, he'll jump up, deflect it, and Homing
Attack you. Your only danger aside from that is bouncing off the arena
when you ricochet from a Homing Attack.
-----------------
3.6) Pumpkin Hill
-----------------
Background Music - A Ghost's Pumpkin Soup
A Rank Cap - 12000 points
Personal Best - 12590 points
First things first. Pumpkin Hill is made up primarily of three
mountains. To the east is Ghost Train Mountain, to the west lies Church
Mountain, and to the southeast is Pumpkin Mountain. All directions are
relative to the starting point. A problem you may encounter lies in the
clue, "A sad-eyed pumpkin". Don't go looking around Pumpkin Mountain for
it. Instead, check one of the large pumpkin pillars with a sad face.
Also, if you come across a clue which goes something like, "Step back
from the platform and wait for the next arrival", head to the bottom of
Pumpkin Mountain. The emerald shard is cargo on the train which goes by
there.
U P G R A D E
Shovel Claw
Required: Nothing
Priority: Essential
Not too hard to find, it's directly in front of you from the beginning.
When clinging to a wall, hit B to dig into it. Also, when gliding, hit B
to dig into the ground. You can also hit Y until Dig appears in the B
menu and dig from a standstill.
++++++++++++++++
3.6.1) 100 Rings
++++++++++++++++
A Rank Cap - 3:00:00
Personal Best - 02:22:55
Finding rings in Pumpkin Hill can be like looking for needles in a haystack.
Your biggest help are the balloons, holding 5, 10, or 20 rings each. Grab
the 10-ring balloon in front of you, then glide backwards to hit a 20-ring
balloon. Glide to the rocket taking you to Ghost Train Mountain, picking
up eight rings on the beam between the main "island" and the rocket, and hit
the four 5-ring balloons. Drop to the Ghost Train Turntable and pick up
five rings from the capsule there. Fall to the rocket taking you to Church
Mountain, pick up the eight rings on the beam, and go to the graveyard at
the top. Punch the harmful ghost until he's gone, then pick up the six rings
on the platform jutting out of the mountain, then the six rings in the
graveyard. Drop to the bottom of Church Mountain and get a 10-ring balloon,
bringing your total to 93 rings. Glide and/or take a rocket to the top of
Pumpkin Mountain and pick up 14 rings there.
++++++++++++++++
3.6.2) Lost Chao
++++++++++++++++
A Rank Cap - 01:00:00
Personal Best - --:--:--
Finding the lost Chao within the time limit is a piece of cake, and really
the only easy mission you'll get in Pumpkin Hill. Turn around and glide to
the rocket behind you, which leads to the top of Pumpkin Mountain. Play the
Mystic Melody at the Ruins you find here, then jump to the small raised
portion of the mountain, across the platforms and beams, to the lost Chao.
++++++++++++++++++++
3.6.3) Timed Mission
++++++++++++++++++++
Time Limit - 3:00
A Rank Cap - 13000 pts
Personal Best - ----- pts
As opposed to Wild Canyon, you'll probably want to use every hint computer
you can find. While you'll lose some points, the points you get for speed
will be substantially greater. Another thing which is recommended is
learning the layout of Pumpkin Hill for quick navigation.
++++++++++++++++
3.6.4) Hard Mode
++++++++++++++++
A Rank Cap - 16000 pts
Personal Best - ----- pts
Upgrades Required - Sunglasses (from Meteor Herd)
The first Shard is on Ghost Train Mountain, near the Turntable. There's a
pipe on the side of the turntable which you should go to. Rotate the camera
until you see some spike balls spinning around in midair. There's the Shard,
directly above the spindle of the balls. Glide over and grab it.
The second Shard is at the bottom of Pumpkin Mountain. On a ledge facing away
from the level, there are two fire-breathing skulls. The Shard is buried in
the wall at the point where their flames cross. Wait for them to stop breathing
and dig.
The third Shard is at the very top of Church Mountain; specifically, at the
very top of Church Mountain's steeple. Climb up the narrow point and balance
precariously at the top. Put on your Sunglasses and a spring will launch you
into the air. Glide forward as soon as you reach the peak of your launch and
you should glide right into the final Shard.
-------------------
3.7) Mission Street
-------------------
Background Music - Rumbling HWY
A Rank Cap - 25000 points
Personal Best - 25570 points
(For what it's worth, I truly and wholly hate, abhor, detest, despise,
loathe, and dislike Mission Street in every sense and synonym.)
Tails has a price on his head for breaking into the prison complex, and
now he's got to elude the military to escape. When you land, move
forward, watching out for the dropping Hunters. When turning the corner,
stay to one side of the road, because some Blue Eagles will drop bombs
from behind and you'll be hit if you stay in the center. Turn the next
corner, shooting the Hunters and the Hornet-3, and press onward. Behind
the second set of boxes lies two Hunters that are difficult to lock on
to, but you have to do it quickly or they'll shoot. At the end of the
tunnel, two additional Hunters will drop down behind the first one.
Shoot them, then fall with the fragment of highway.
U P G R A D E
Booster
Required: Nothing
Priority: Required to finish level
Walk forward to the purple arrow sign, then turn left and jump over the
barrier. The Booster is right in front of you, and it allows you to
hover over wide gaps by pressing A in the air.
Jump over the barricade again and hover over the large gap in the road.
Shoot the Hunter in front, then move to one side to make two more drop.
Shoot them, then jump on top of the weight when it's lowered. Coming up,
keep your laser ready to target the dynamite packs and the Hornet-3 all
in one swoop. Hit the pulley in the back, then jump on the pillars to
the top. On the fifth pillar, the Gold Beetle will appear in front of
you. Quickly shoot it. At the top, pass through the first checkpoint.
Stay to one side on the following road, but be wary on the second
falling section, because Blue Eagles will launch bombs right in front of
you. At the bottom, shoot the Hornet-3 and turn left. Step on the
missile button and hover back across. Shoot the Hunter, then aim high to
take out the snipers on the beam. Move forward across the breaking
bridge and target every dynamite pack in sight. When you blast them all,
you should take out a Blue Eagle and a Hunter. Move forward, being
careful not to be crushed by a falling pillar, and take out the two
Hunters that perch themselves on the support beams. Get rid of the last
Hunter and jump while firing your Volkan Cannon to hit the balloon and
give you full health. Take out the pillar on the left, then jump on it
and jump on the box...thing. Kill the two Hornet-3s and hover across to
solid ground again. Destroy the two Hunters and jump on the pillars to
the right. Shoot the wooden box and hit the switch to suspend the
weights. Run up this long stretch of road, being careful of Hunters
positioned on the tops of pillars, and hover across at the top from the
weights. Shoot the Hornet-3 and work your way up the pillars to the top.
Turn right and pass the second checkpoint.
There's going to be a long stretch of fallapart road that you'll have to
hover over. When you reach the bottom, shoot both pillars, then jump on
the one with the flat top. Hover from the end of that pillar to the
angled road segment ahead of you. After this relatively clear stretch of
road, you'll come across an earthquake. Jump and hover to the other side
from the first segment, taking down the Hunters while in flight. In the
following tunnel, there's some robots hidden behind boxes. You can
easily target the first two, but the Hornet-3 hiding behind the last set
is harder to get. The two Hunters around the corner shouldn't pose a
problem, so just run through and blast them. In this last section, there
are two falling pieces of highway. You'll notice them by the fact that
your camera points upwards. Just run by, because they don't fall very
quickly. Shoot only what's in your path and bolt to the goal ring.
++++++++++++++++
3.7.1) 100 Rings
++++++++++++++++
A Rank Cap - 3:30:00
Personal Best - --:--:--
Possibly the hardest Mission Street...mission...is this one. You can't
take even one hit if you want to ace this. Move slowly on areas you know
Blue Eagles regularly bomb (ie long stretches of highway) and collect
every ring in sight. Take the bottom path where you found the Booster
for a ten ring capsule hidden behind some boxes. Aside from those hints,
there's really nothing else I can do for you. The rings are right in
front of you, but the lengthy time limit doesn't mean anything. You'll
need all but a few seconds of it, if you're lucky.
++++++++++++++++
3.7.2) Lost Chao
++++++++++++++++
A Rank Cap - 3:20:00
Personal Best - --:--:--
You'll, of course, need the Mystic Melody for this mission. Bolt to the
second checkpoint, but don't hit it. Instead, jump off the side of the
platform opposite the checkpoint. Hover down and you'll reach a suspended
area with an Ancient Shrine on it. Play the Melody there and jump into
the resulting warp. Jump and hover across these cylinders, being sure to
destroy the Laser Hunter on the third cylinder, and get to the elevators.
Go up this stack of cylinders to the lost Chao.
++++++++++++++++++++
3.7.3) Timed Mission
++++++++++++++++++++
Time Limit - 3:00
A Rank Cap - 22000 pts
Personal Best - 22010 pts
You read correctly. I've only gotten ten points more than the A Rank Cap.
To quote a title of a song from this game, [d]on't stop, just go! Keep moving
past anything, but lock on to and shoot anything you see. This could be
difficult to do at first, but it took me a good five tries before even
breaking a C on this level. Just keep trying. It's a very hard mission.
++++++++++++++++
3.7.4) Hard Mode
++++++++++++++++
A Rank Cap - 30000 pts
Personal Best - ----- pts
Upgrades Required - Bazooka (from Eternal Engine)
This level was painful enough as-is, and Sonic Team still had the nerve of
making it even harder for Hard Mode. There are three major changes to cause
you even more pain. First, during the long stretch of highway with all the
pillars you need to knock down, Blue Eagles take out a piece of the road
before you can get across it. You need to knock down the pillar on the right
and traverse the pit with it. Second, at the end of that section, there are
spinning spike balls hovering over the pit. There's also a Hornet behind the
spikes; take it out before crossing the pit. Third and finally, the broken
piece of highway before the earthquake section now moves to each side, but
the pillar used to get to that highway is a different one. Wait for the
highway to tilt to the left before jumping to it.
-----------------
3.8) Aquatic Mine
-----------------
Background Music - Dive Into The Mellow
A Rank Cap - 14000 points
Personal Best - 16340 points
Somehow, from Pumpkin Hill, Knux made his way into an old mine filled
with water. As Omochao so kindly tells you, the big thing in the center
is called the Water-Powered Lift. The water can be raised or lowered
depending on which switch you hit. Water Level One, the highest level,
and Water Level Two, the middle level, can be changed via the switches
behind you from the start. Water Level Three, the lowest level, can be
changed from the pulley at the top of the level, which is only
accessible when the water level is at one. Frequently, an emerald shard
is hidden in the mine shaft in the southeast (relative to the starting
point) among the ghosts.
U P G R A D E
Air Necklace
Required: Nothing
Priority: Medium; helps a lot in Cannon's Core
From the starting point, there is a mineshaft in the northwest. To get
to it, you have to lower the water level to three via the switch up top.
Drop down the shaft and start swimming for your life. The demon of sucky
camera angles will rear its ugly head in the first tunnel, and there's
also boosters which you'll have to watch out for. At the end of the
first tunnel, turn right and swim around all the wooden bars to get
through the next opening and tunnel. Resurface as soon as possible when
you're in the vertical shaft to pick up the Air Necklace. It allows you
to breathe underwater, so you can take your jolly old time getting back
into the main room. It also enables itself automatically, thankfully.
++++++++++++++++
3.8.1) 100 Rings
++++++++++++++++
A Rank Cap - 01:50:00
Personal Best - --:--:--
The time limit isn't much of an issue if you know the layout of Aquatic
Mine fairly well. Get the eight rings around you, then jump on the Water
Powered Lift and grab a pulley to the higher area. Hit the Water Level 3
switch and the 10-ring capsule up there, then drop into the southeast, or
the ghost-infested, mine shaft. Behind a pillar in the far right corner
of that room is a capsile with 20 rings in it. Get out of this shaft and
go to the shaft in which you found the Air Necklace. Collect every ring
here and you should easily get the hundred rings.
++++++++++++++++
3.8.2) Lost Chao
++++++++++++++++
A Rank Cap - 01:00:00
Personal Best - --:--:--
Once again, getting the lost Chao is fairly easy. Use the pulley on the Water
Powered Lift to get to the alcove with the Ancient Ruins. Play the Mystic
Melody at those Ruins, then punch through the minecarts to the water. Swim
to the end, grab the pulley, and take it to the lost Chao.
++++++++++++++++++++
3.8.3) Timed Mission
++++++++++++++++++++
Time Limit - 3:30
A Rank Cap - 14000 pts
Personal Best - ----- pts
Remember that the mine shafts, especially the one with the ghosts, frequently
have at least one Emerald Shard in them. There doesn't seem to be much
randomization in this level and only in this level, which should make it a bit
easier for you to pinpoint the Emeralds. Use the hint computers only if you
get seriously stuck.
++++++++++++++++
3.8.4) Hard Mode
++++++++++++++++
A Rank Cap - 15000 pts
Personal Best - ----- pts
Upgrades Required - Sunglasses (from Meteor Herd), Air Necklace (from Aquatic
Mine)
The first Shard can be found near the Lost Chao. Instead of grabbing the
pulley, go behind the spike ball.
The second Shard is in the center of the room, hovering near the top. To
get this shard, go to one of the oil drilling wheels on the very top level.
Climb to the outer plank and put on your Sunglasses. A spring should appear,
so hit it and you'll be launched into the second Shard.
The final Shard is in a long mine shaft which leads to the very bottom of
the mine. Set the water level to one and take the mine shaft on the second
level of the mine. Since there's only one route, if you come across a fork,
you're in the wrong shaft. Follow the shaft all the way to the bottom. In
the final drop, watch out for all of the spike balls.
--------------
3.9) Route 101
--------------
Background Music - Chasing Drive
A Rank Cap - 2:45:00
Personal Best - 2:42:99
Eggman is plotting to take over the world and Tails needs to catch the
President's limousine to cancel the deal. This is a pleasant change of
pace from Tails' normal levels, but there's still some things you need
to follow to get an A. The controls have changed, first off, so hold
down A to accelerate, B brakes, and Y gives you a speed boost with every
20 rings. Power slide around every turn. To power slide, start turning a
corner, let go of the A button, then turn a little more and gun it. It
sounds complicated, but it's actually easy to pull off. Only use speed
boosts on straightaways, because if you hit a wall when you're moving
too fast, you'll bust through it. Be cautious of the few hairpin turns
in this level, and always power slide around them. Successful completion
of this level unlocks 1P Kart Racing.
++++++++++++++++
3.9.1) 100 Rings
++++++++++++++++
A Rank Cap - 1:20:00
Personal Best - --:--:--
On either Route 101 or Route 280, the 100 Ring mission is, without a
doubt, the easiest. The rings, literally, are laid out for the taking.
Grab all the balloons, including those in the pit stops, for 10-40
rings easily. Pick up the stray rings on the road and you'll easily
meet the time requirement.
+++++++++++++++++++++++++++
3.9.2) Don't Hit Other Cars
+++++++++++++++++++++++++++
A Rank Cap - 3:00:00
Personal Best - --:--:--
While this mission seems easy at first sight, actually playing it
quickly proves otherwise. You can be the world's most careful driver,
but more often than not, other cars will drive into you and cause
you to fail the mission. Be very careful in two key points: when
driving down the large loop after the first checkpoint, and in the
narrow tunnels in the last leg. Carefully and quickly drive past any
cars which seem to be swerving and trying to cut you off; they'll
cause you major problems later on. If you need to use a boost, only
use it on a long straightaway, such as the last piece of road on
which you find the President. You have 45 more seconds to complete this
mission than you normally would, so utilize that advantage. Drive slow
around curves, but power slide around hairpins as usual.
++++++++++++++++++++++++++
3.9.3) Don't Hit the Walls
++++++++++++++++++++++++++
A Rank Cap - 3:00:00
Personal Best - --:--:--
Expect to waste about 20 lives on this mission before you even pass it.
Trying to beat the rather rigid time limit without hitting the walls is
incredibly difficult. If you need to skid to a halt before you go around
hairpins, do it. Slow down around turns, and especially when going down
the loop after the first checkpoint. When going through narrow tunnels,
like that in the last part of the course, slow down and stop repeatedly
to make it through without hitting the walls. Only, I repeat, ONLY use
a boost on the final stretch of road on which you find the President.
Remember, any piece of wall is eligible to stop you. I recall one of my
dumber moves...I tried to get the rings in the beginning, missed by a
mile, and hit the wall before the course even started. Rings aren't
important in this mission, so don't use pit stops, either.
++++++++++++++++
3.9.4) Hard Mode
++++++++++++++++
A Rank Cap - 2:50:00
Personal Best - --:--:--
The course is entirely unchanged, so this should be a pretty easy mission.
Your only problem may be that the cars are a good deal more aggressive. A
good point about this is that you can hit the walls and cars again. A bad
point is that you only have five more seconds to complete this mission.
Also, the time bonus from each checkpoint is about 20 seconds less. Maintain
a constant power slide to increase your speed and take turns quicker.
Follow those tips and you should easily get an A, but this mission is still
quite difficult even with them.
-----------------
3.10) Hidden Base
-----------------
Background Music - Down In The Base
A Rank Cap - 14000 points
Personal Best - 20640 points
The negotiations with the President have been cancelled, but the gang
still needs to stop Eggman from firing the Eclipse Cannon again. This
means Tails needs to locate Eggman's Hidden Base. When you drop to the
lower platform, keep your laser at the ready to lock on to and shoot the
hidden Hawk robot. Go to the left and shoot the wooden boxes to make
your way up the steps. Hover across the row of rings, with or without
shooting the other Hawk to the right, and blast the dynamite packs.
Shoot the Eggman Wall until it breaks open, then lock on to and shoot
all nine dynamite packs for a big point bonus. Break open the Eggman
Tank and climb up the newly formed steps. Break the Eggman Wall up top,
shoot the two Hawks lying in wait, then keep moving to the end of the
dark hallway, shooting Eggman Walls as you go. Only worry about the Hawk
directly in your path, because the other two can't shoot you from inside
the walls. Behind the Eggman Wall to your left in this room, there is
another Hawk waiting to ambush you. Stay to one side to avoid his
bullets. On the left side of this walkway, there is a Sphinx Block.
Destroy it, then descend to the first pulley. The Gold Beetle
materializes just off-center from the top of the pulley. Work your way
back up and hit the first checkpoint ahead of you.
Blow up the three dynamite packs in front of you, then break the two
Eggman Walls down. Before you make your first pillar jump, a Hawk will
descend, cannon firing. Take care of it before you hover to the next
pillar. Shoot the dynamite packs under both of the large blocks to
advance to the next walkway. After your pillar jump, two Hawks will rise
from the sand. Finish the two off, then turn right and blow up the
dynamite packs. Grab the pulley, walk forward, turn left, and grab the
other pulley. Spin around with your laser activated while still on the
pulley. If you target the six dynamite packs and the four Kikis, you'll
earn an Extreme, worth 1500 points. Jump onto the large platform you
just lowered, ahead of you. At this point, you don't have the proper
requirements for the upgrade, but when you do...
U P G R A D E
Mystic Melody
Required: Bazooka
Priority: Needed for every Lost Chao mission
Fall down from the large platform and land on the walkway. Shoot the
four iron containers with your Bazooka and walk forward. Hover to the
pillar holding the Mystic Melody. It allows you to activate Ancient
Shrines which cause objects to appear or doors to open. In nearly every
case when you come across an Ancient Shrine, you will need to use your
Mystic Melody to reach the Lost Chao. Otherwise, it doesn't serve much
of a purpose. To leave this room, play the Mystic Melody at the Ancient
Shrine in front of you.
If you picked up the Mystic Melody, turn right after you leave the
Melody room and destroy the Eggman Tank to reach a pulley which takes
you to the second checkpoint. If you didn't, hover to the pillar in
front of you from the large platform. Hover from there to the platform
with the Eggman Wall. Destroy the Walls in front of you, then hover
across the gap to the second checkpoint.
Make your way across the pillars to the pulley. At the top, six Kikis
lie in wait, so be careful. When they're all destroyed, make your way to
one of the two pulleys on either catwalk. This brings you to the next
Eggman Wall which you have to break open. There will be two Kikis
waiting for you, throwing bombs, when you enter the next room, so hang
back a while and wait for an explosion before you shoot them. There's a
few Kikis on the elevated area to the right, so take care of them. Hit
the spring and shoot the Eggman Wall from the pillar you're now on.
Hover over, then enter the maze. Here, it can get confusing. The
shortest path is as follows: Shoot the two Sphinx Blocks on the left,
then make your way around the pillar that juts out and shoot the Eggman
Wall there. Shoot the Sphinx Block, go up the stairs, and hang left to
hit the third checkpoint.
On the last block, there is a pulley. The camera angle will
automatically change when you reach the top, so hover over to the pulley
you see and shoot the Kiki staring you in the face at the top. Jump off
onto that catwalk, shoot the wooden box between the two metal boxes, and
use them as stairs to get to the pulley. After shooting this Eggman
Wall, turn left and target the centers of the two Unidus enemies. Jump
on the precariously placed blocks ahead of you, target and kill all the
Kikis, and make your way to the large platform. Shoot all the dynamite
packs, then burst your way through three Eggman Walls. You have three
paths you can take here; I find the simplest one is reached by jumping,
hovering, and turning a tight right. Remember to not touch the wall
while you're hovering. Once you make it to the end, shoot the Eggman
Wall and hover from pillar to pillar, making your way to a pulley on
either side of the room. Destroy all the dynamite packs, then jump from
pulley to pulley to get to the top. Hit the spring, shoot open the
Eggman Wall, and there's the goal ring.
+++++++++++++++++
3.10.1) 100 Rings
+++++++++++++++++
A Rank Cap - 3:15:00
Personal Best - --:--:--
First, know this: You WILL, no matter what, have to use the "back" ring
at the end of this level. There is truly nothing more frustrating than
having 89 rings and being caught off-guard by the very first enemy in
the level.
Aside from the usual wariness of enemies, be especially careful of
enemies which swoop down firing. The most dangerous of all is the one
before the first point marker, so take special care there. Otherwise,
there's a decent amount of rings before the third point marker, in a
side alcove in the maze. Grab all the rings in your immediate path,
along with the ones previously mentioned, and you should be fine.
+++++++++++++++++
3.10.2) Lost Chao
+++++++++++++++++
A Rank Cap - 2:50:00
Personal Best - --:--:--
After making it through the maze and interior area after the maze,
you'll find an Ancient Shrine. It's almost impossible to miss. Play
the Mystic Melody at this Shrine, then go through the door and hover
from block to block. Kill all the enemies in your way to the doorway.
Once again, sucky camera angles prevail over all...you may fall to
your death in the sand before you know where you're jumping. Hover to
the pulley on the far side of the room, which will take you to the Chao.
+++++++++++++++++++++
3.10.3) Timed Mission
+++++++++++++++++++++
Time Limit - 3:30
A Rank Cap - 12000 pts
Personal Best - ----- pts
For the quickest path through this level...well, I pretty much gave it
to you in the main walkthrough. Just follow that path (cutting out the
Mystic Melody section) to the end.
+++++++++++++++++
3.10.4) Hard Mode
+++++++++++++++++
A Rank Cap - 13000 pts
Personal Best - ----- pts
Upgrades Required - None
The changes made to this stage aren't that horrible. One specific
change, though, is that swooping enemies are attacking in forces
to dwarf...something big. The first other change lies in the large
rooms with pulleys on either side; specifically, there aren't pulleys
on either side now. There's just one in the middle. The second change
is the blocks providing passage across the sand. They now spin to
dump the unwary Tails into the sand.
------------------
3.11) Pyramid Cave
------------------
Background Music - Keys The Ruin
A Rank Cap - 15000 points
Personal Best - 15410 points
Now that Tails has located Eggman's Hidden Base, it's Sonic's turn to
infiltrate it. You fall from a hole in the ceiling and land just behind
some boosters. Hit the boosters and run up the right wall. You'll hit
another booster and at that point you'll have to jump through the ring.
Jump through the next three rings, then hit the booster and run up the
right wall again. Jump through the ring that soon follows, then drop
down, hit the booster, and run up the right wall once more. Jump through
the two rings in one jump, then take the boosters out of the tunnel. You
should have a decent amount of points by now as you hit the first
checkpoint.
Light Dash uphill and jump on top of the hourglass to open the door. Run
through, hit the spring which launches you to a pulley, then jump on the
platform. Light Dash the row of rings to your right, then jump on the
red bar and swing. When you hit the next bar, do the same thing. You
should land on an hourglass behind a row of rings. Light Dash those
rings and keep running forward through the loop and off the jump panel.
Move downhill, picking up rings, and Homing Attack the E-1000 robot to
get to the next ledge.
U P G R A D E
Bounce Bracelet
Required: Nothing
Priority: Required to finish level
Just run forwards into the Bracelet. Hit B in mid-jump to slam into the
ground in a ball. Keep hitting B to attain maximum height.
Destroy the two E-1000s in front of you, then Bounce to the next ledge.
Do the same on this ledge, then bypass the hourglass and Bounce up to
the platform. Kill the E-1000 here, then drop down and hit the
hourglass. Bounce back up and hit the spring, then run downhill into the
mechanical room. Here, you'll need to grab the glowing apple...thing...
and put it on the big glowing circle. It'll automatically move to the
center and open the door. Run through the second checkpoint.
Here, grind down the rail and go through the short tunnel at the end.
Kill the E-1000, don't worry about the Attack Boo, and grind the rail to
your right. At the end, drop off the ledge and destroy the E-1000
nearby. Run forwards up the winding hallway, Bounce up on the white
blocks, and kill the two E-1000s. This way, if the Attack Boo grabs you,
you don't need to worry about getting shot. Pick up the glowing apple
and backtrack. Hit the hourglass, run forwards into the alcove and
through the door, and keep jumping up the blocks to the top. Hit the
boosters behind the ramp and place the glowing apple on the glowing
circle. In the snakerun beyond, hit the hourglass and rush to the end.
There are several Attack Boos in this tunnel, however, who will hold you
still and eat up time. If you get caught by just one of these Boos, you
will have to run to the end and fall down the hole to restart the
snakerun. However many tries it takes you, make it under the door and
hit the third checkpoint.
Hit the hourglass and gun it to the end to make it under the three
doors. If you don't make it, there are rails on either side of all three
buildings upon which you can grind. Any way you slice it, somersault
under the bar at the end and hit the jump panel to make it to the next
loop. Hit all the boosters to make your way to a hallway which ends with
an E-1000 and a springboard. Homing Attack the springboard and hold A on
your way up to get high enough to Homing Attack the Gold Beetle. Bounce
to the top of the white blocks, take care of the E-1000, and Homing
Attack the extra life. Run to the end and grind over the pit. Hit the
hourglass, charge up a Spin Dash for a very short time, then let it
loose up the hill to get through the door. Zip through the boosters, go
all the way through the loops, and you'll wind up at the goal ring.
+++++++++++++++++
3.11.1) 100 Rings
+++++++++++++++++
A Rank Cap - 1:30:00
Personal Best - 00:58:99
There are 50 rings available to you by the time you reach the first
checkpoint...you just need to know where to find them. There is a 20-ring
capsule along the top of the left wall just after the area where you can
Light Dash a row of rings around a corner. Run up the wall into a Homing
Attack onto the capsule. Hit the Extra Life, too, if you want. Get the
other rings lining the floor of this snakerun and proceed as normal
until you reach the area with the opportunity to swing from your first
laser-pole thing. Instead of swinging from that pole, drop down and you
can get 20 rings from capsules down there, behind where you land. Past
that, follow the level as per usual and you can very, very easily beat
the clock.
+++++++++++++++++
3.11.2) Lost Chao
+++++++++++++++++
A Rank Cap - 3:45:00
Personal Best - --:--:--
Finding the Lost Chao in this level can be tricky, because there are two
Ancient Shrines in plain sight along your path. The shrine you want is
the second one, near the end of the level. Play the Mystic Melody there
to make a spring appear. Bounce off this spring to get to the roof of the
"building" from which you just exited. Go through the archway up here and
flip the hourglass. Quickly and accurately, swing off the series of poles
in front of you to get to the end of the abyss. Pass through the door
here to reach the Lost Chao. This could take you a few tries.
+++++++++++++++++++++
3.11.3) Timed Mission
+++++++++++++++++++++
Time Limit - 4:00
A Rank Cap - 13000 pts
Personal Best - ----- pts
Personally, I think this is an easy one. You don't need to worry too
much about points, leaving you free to blast through the level as quickly
as possible. Remember that grinding rails and jumping through loops often
gives you substantial point boosts, too. Don't go too far out of your way,
though, to hit the high-scoring loops, since you don't really have much
time to spare.
+++++++++++++++++
3.11.4) Hard Mode
+++++++++++++++++
A Rank Cap - 14000 pts
Personal Best - ----- pts
Upgrades Required - Bounce Bracelet (from Pyramid Cave)
There are two major differences that make this level harder than usual.
First, the hourglass before the first apple-shaped key has moved from the
center of the upraised platform to the alcove to the right of it. There's
no spring, either, to get you to the hallway before the key, so you need
to Bounce from the upraised platform to get to the hallway. The second is
entirely...what do you cool kids say? Ah yes, "wack". This wack change lies
in the positioning of items with the second apple key. The hourglass that
opens the door is on a white ledge, so you have to drop the apple, hit the
hourglass, and pick up the apple again before running through the door. I
suggest leaving the apple in front of the door so you can just pick it up
while you're running through. You'll also need to throw the apple to the
ledge in front of you from the black crates to ascend to the keyhole.
-------------------
3.12) Death Chamber
-------------------
Background Music - Deeper
A Rank Cap - 12000 points
Personal Best - 12070 points
Tails found the base, Sonic penetrated the defenses, but the door's
still locked. This calls Knuckles in to get the three Gate Keys and let
the heroic trio inside. The only real tip I can give you is that you
cannot leave the Red Room without picking up the Hammer Gloves. The rest
of this level is pretty much luck. The Gold Beetle can be found in the
first hallway to the west of the Red Room. There's a missile on one side
and a stack of cages on the other. The Gold Beetle is behind these
cages.
U P G R A D E
Hammer Gloves
Required: Nothing
Priority: Required to finish level
From the starting point, go north, hit the hourglass, and enter the
hallway there. Turn right and you'll see some wooden crates with
Eggman's mug on them. Break them open to get to the Hammer Gloves. You
can now break open iron containers.
+++++++++++++++++
3.12.1) 100 Rings
+++++++++++++++++
A Rank Cap - 2:30:00
Personal Best - --:--:--
Oy. Another difficult one. I hate explaining this one, so I'll just copy
what my Versus Books guide says. It's actually pretty accurate, too...
unlike a certain other third-party guide maker *coughbradygamescough*. I
should get that cough looked at. ^_^
"After grabbing the six rings in front of you at the beginning of the
stage, head for the blue section. Play the Mystic Melody at this shrine
[In the metallic hallway between red/blue sections. -Ed] to make 14 more
rings appear. From there, keep heading for the blue section, where you'll
find a Magnetic Shield in the room just after the metallic hallway [See?
Told ya. -Ed]. Armed with this useful item, collecting the remainder of
the 100 rings you need will be much easier."
Accurate, yes. Specific? No. I'll need to elaborate, it seems. A large
amount of the rings can be found in the Pyramid Core, the large central
room patrolled by ghosts. Never be afraid to use the Back ring if you
feel you've milked the area dry. On my best runs, I've gotten maybe 95
rings without using the Back ring, highest.
+++++++++++++++++
3.12.2) Lost Chao
+++++++++++++++++
A Rank Cap - 2:00:00
Personal Best - --:--:--
(Air Necklace required)
First, hurry your little echidna bum to the Pyramid Core as quickly as
possible. Play the Mystic Melody at the Ancient Shrine on the floor in
front of the green section to open a pathway down into some water. Dive
down and into the rear of the water-filled chamber. Hit the hourglass, then
quickly swim back to the closed door in the front of the chamber. Swim
through that door, through a short hallway, and up to dry land once more.
Climb the walls of this chamber into an alcove on the lowest overhang. Flip
the hourglass in that alcove, then quickly get to the now-opened alcove
directly above you on the next-highest overhang. This one also will take
some trying.
+++++++++++++++++++++
3.12.3) Timed Mission
+++++++++++++++++++++
Time Limit - 5:00
A Rank Cap - 12000 pts
Personal Best - ----- pts
Grr. This level is too big and very confusing. The only tip I can give is
to use the hint computers as much as you want and/or need. Once again, the
points you get for speed far outweigh what you'll lose for using the CPUs.
+++++++++++++++++
3.12.4) Hard Mode
+++++++++++++++++
A Rank Cap - 12000 pts
Personal Best - ----- pts
Upgrades Required - Shovel Claw (from Pumpkin Hill), Air Necklace (from
Aquatic Mine), Hammer Gloves (from Death Chamber)
This level follows the path of the Lost Chao for the last two Keys. You
might want to brush up on that mission before attempting this one.
The first Key lies on the other side of a painting in the metallic hallway
between the red and green rooms. You'll be met with two Attack Boos and two
E-1000s which are ruthless in their pursuit of you. Destroy them as soon as
you can, then hit the hourglass. Two platforms will come out from the left
and right sides of the room; jump on one and smash the crates to reveal
another hourglass. This will cause a door in the center of the floor to open;
dig there to find the first Key.
The second and third Keys are found in the Lost Chao area. The second Key is
behind a large crate in the underwater area of the area. There's also an
Unidus back there, so be careful.
The final Key which will get you out of this godforsaken level for eternity
is also in the underwater area, but you'll need to surface to find the
hourglass. When you do surface, a weight will block off the water. There's
a switch nearby that deactivates the weight permanently. The hourglass
is still in the same place as from the Lost Chao mission, but it opens a
different door, down in the underwater area. There are two doors which open
in a small alcove near the chest behind which the second Key was hidden. Swim
down to that alcove as quickly as possible to grab the key before the doors
close.
++++++++++++++++++++++++++++
3.12.5) BOSS - King Boom Boo
++++++++++++++++++++++++++++
After a torturous trek through Death Chamber, the king of all ghosts
decides to stop by and take Knuckles out. Your arena is a big circular
platform with a large pillar in the center. His first attack is throwing
fireballs, which aren't hard to avoid. Don't move too fast or he'll
double back and chase you in the opposite direction. Keep running until
you hear the King inhale and spew fire. At that time, sprint behind him
and punch the ghost holding up the hourglass. In an attempt to avoid the
light, the King ducks into the ground. Stand on his shadow and Drill
Claw into it. When King Boom Boo emerges, chase after him and punch him.
Follow the same routine again until you turn on the lights for the
second time. This time around, he'll go up the pillar. Again, keep doing
the same thing. Four hits will bring this high-class pile of ectoplasm
down to a harmless Slimer. =P
++++++++++++++++++++++++
3.12.6) BOSS - Egg Golem
++++++++++++++++++++++++
A short cut scene, in which the Sonic team finally gets into the base,
reveals the Egg Golem, a giant rock monster. You're, once again, on a
circular arena, but with every punch the Egg Golem deals out, the
segment he hits will lower until it falls into the quicksand. After he
punches twice (as in both his fists are on the platforms), run behind
him and jump up the red steps on his back. Homing Attack the yellow
things in rapid succession, then Homing Attack the control unit to take
out some of his health. When electricity surges through him, one of two
things could happen, both of which are easily avoided. The first
possible thing is that he puts both his hands out and spins around. Get
on a low section of the arena to have him pass over you totally. The
second possibility is that he will slam both his fists down
simultaneously, then headbutt the arena. Stand to one side of a fist to
avoid the headbutt. No matter what happens, keep following the same
pattern and take Rocky out of commission.
--------------------
3.13) Eternal Engine
--------------------
Background Music - On The Edge
A Rank Cap - 35000 points
Personal Best - 40200 points
Eggman took off into space, and Sonic hitched a ride on the rocket.
Tails and Knuckles also got on, somehow, and now everyone's in space.
Yaay. Let all rejoicing cease, though, because Eternal Engine is just
one rear pain after another. In front of you are two Beetles, so shoot
them and move on. Two Beetles, a Gun Beetle, and a Bomb Beetle await you
in this hallway, so destroy them all. Turn right, destroy that Bomb
Beetle, then turn left and blow up the two Gun Beetles there. Swerve
right, shoot the wooden box, and use the spring to reach the pulley in
this next room. Destroy the Bomb Beetle between you and a pulley, then
jump to aforementioned pulley. On your way up, the horrible camera
angles return. Jump to solid ground when the camera zooms out, then take
out the Hornet-6s on this path. Go through the door and hit the first
checkpoint.
Here, run into the 5-ring capsule and do nothing else. Dynamite was your
friend in Tails' last level, now it's out to get you. Turn left and
traverse to the end of the hallway where a Hornet-6 awaits you behind
the door. Keep moving forward, but walk behind the wooden boxes rather
than shooting them, because there's a hidden dynamite pack behind the
boxes. Hit the switch, then leave the small room and turn to the door to
the camera's right. The locked door here is now unlocked, so progress
into space...which makes no sense whatsoever because Tails' head would
exploderate the second he walks out. Which could only improve his voice.
Anyway, target and destroy the Hornet-9 and the two dynamite packs for
an Awesome, plus you should also take out the swooping Gun Wing en
route to earn an Extreme!. Keep going forward, through the short hallway
(keeping a lookout for TNT on the floor) and you'll emerge in space again.
Denying every law of nature, shoot the two rotating Gun Wings and drop down
to the narrow strip of land. Hit the green button to launch the missile, then
jump on one of the moving platforms to either side of you. When you hit
the middle platform, watch out for the Gun Wings swooping in from the
right. At the extreme of the platform's movement, jump and hover over to
solid ground. In this following room, destroy the Gun Wing coming in
from the top and blow up the canister in front of you from afar. Make a
sharp left or right around the shadow, then hit the switch to suspend
the giant weight. Jump on the spring on the left to launch yourself up
to the weight. Grab the pulley, then jump and grab the other pulley. At
the top, hit the second point marker.
Proceed through this door and you'll catch a glimpse of the Artificial
Chaos series. The best way to deal with the Guard Chaos is to
continually shoot at it, ever moving closer, until you're close enough
to Propeller Punch it and destroy it. Practice this tactic on the Guard
Chaos in front of you, then turn left and perfect it on the second Guard
Chaos there. Hanging off the ceiling are Laser Chaos who, quite
appropriately, shoot lasers from their eyes. Deal with them and proceed
through the door. Tangle with the trio of Beetles awaiting you, then
jump onto the wooden boxes and, from there, onto the steel platform
above the acid. Stand between the laser beams to avoid being hurt, and
don't worry, Tails fits. Jump and hover to the next platform, shoot the
balloon for full life, then jump and hover down to the third checkpoint.
Ahead of you will be a locked door which you don't need to worry about
right now. Turn right, kill the Beetles behind the door, and keep
moving. Again, you're in space, but there's a lot more explosives and a
lot more narrow walkways for you to navigate. Gun Beetles and Gun Wings
wait around every turn. Make your way up via pulleys, and if you blow up
a platform below a pulley, don't worry. You can hover to grab on. On the
last stretch of walkway, three Gun Wings will swoop in from behind and
below, then rise. Two more Gun Wings will come down from above at the
end. Hovering above the last turn is a Bomb Beetle, which you don't need
to destroy but it's slightly easier if you do. Behind the following door
is the fourth checkpoint.
You enter a room with a veritable treasure chest of explosives and Gun
Wings. Being very cautious, work your way around either side of the room
without shooting anything you don't need to. Most of the Gun Wings will
miss, and the few that do make a shot across...well, they also miss.
Pick up the shield in the next room and get ready to fire at the Gun
Beetle waiting to take it away from you. Out in space once more, a Hover
Chaos waits for you at the end of a long walkway. Two more Hover Chaos
float in from the left and right, but you should be down below by now.
There's a large platform below you with a switch on it. Hit the switch,
double back behind the metal boxes behind you, and destroy the boxes
guarding the springs. Up here, a platform will take you up to the door
which was formerly locked.
U P G R A D E
Bazooka
Required: Nothing
Priority: Required to finish level
Just go forward, through the door, and pick it up. You can now break
open iron crates.
Jump back down to the wall of metal and iron crates. With your newfound
bazooka, tear the iron crates apart and advance forward. In this room,
there are explosives in every possible place, plus the added challenge
of many dropping Gun Wings. Destroy as many Gun Wings as you can, then
get just close enough to the door so that it opens. In the room ahead, a
Tentacle Hover Chaos awaits you. True to their name, they unleash
tentacles and can get you from halfway across a small room. Target and
destroy it. You most likely took out the dynamite packs under the pulley
in the process, so just jump for it. The gravitational force of space
isn't strong enough to pull you downward. From the top of this pulley,
hover to the next one, then jump onto the adjoining platform. Progress
forward to the end of this hallway, picking up the full health pack, and
turn right to hit the fifth checkpoint.
From beyond this door, you're hovering wildly. The Gold Beetle appears
to your left right after you start your psycho gyrations. Hornet-3s, Gun
Beetles, and other assorted Hunters litter your path through space. When
you reach solid ground again, a Hornet-3 is right there waiting. Through
this next door is a Tentacle Hover Chaos, so take care of it before you
start your Mission: Impossible parody. Hover down the shaft, dodging the
lasers, Tentacle Hover Chaos, and Beetles, and land on the moving
platform below. You'll be locked in place and ready to destroy the
generator. Those two red...dealies...will be shooting pink spheres at
you the whole time. It's really an opportunity for a helluva lot of
points. Lock on to several parts of the generator at once, and when
they're all blown up, run towards the goal ring. There's a safety net,
so you can just walk off.
+++++++++++++++++
3.13.1) 100 Rings
+++++++++++++++++
A Rank Cap - 3:30:00
Personal Best - --:--:--
Frustrating hard evil difficult every-other-word-meaning-hard mission.
There aren't very many hidden rings, so you'll just have to be extra-
careful in not getting hit. You'll probably be relying on checkpoints
to give you the bulk of your rings, as well. There are no real ways I
can help you with this mission...as much as I hate saying it, you'll
just have to keep practicing.
+++++++++++++++++
3.13.2) Lost Chao
+++++++++++++++++
A Rank Cap - 2:45:00
Personal Best - --:--:--
Much easier than the previous mission, but then again, that's not hard to
do. When you first enter space, there should be a platform with an Ancient
shrine on it to your left. Play the Mystic Melody at that shrine to cause a
series of platforms to appear. Take the elevating platform to some more
stone platforms, then leap onto the moving platform. Wait until the moving
platform is at the extreme left or right of its movement before jumping towards
the door. DO NOT SHOOT THE ENEMY INSIDE THIS ROOM!!! If you do so, every
hatch in the room will open, thus screwing you. Run past the enemy, do some
platform-hopping, then hover over the lasers (or, if you have enough height
and some rings, hover through them) when the platform is closest to the door.
Go through this door to finally get the Lost Chao.
+++++++++++++++++++++
3.13.3) Timed Mission
+++++++++++++++++++++
Time Limit - 5:00
A Rank Cap - 30000 pts
Personal Best - ----- pts
GNYAGH! Thirty thousand points in five minutes. It's nearly impossible, and
I'm speaking from two files' worth of experience. It's even worse when there
are no shortcuts at all. Keep shooting, keep moving, and pray.
+++++++++++++++++
3.13.4) Hard Mode
+++++++++++++++++
A Rank Cap - 35000 pts
Personal Best - ----- pts
Upgrades Required - None
Since this level's a big enough pain to begin with, there aren't any major
changes aside from the enemy and space hatch amount.
-----------------
3.14) Meteor Herd
-----------------
Background Music - Space Trip Steps
A Rank Cap - 13000 points
Personal Best - 14550 points
If you were watching some past cutscenes, you would know that Sonic
drove the rocket into a meteor and let all the Master Emerald pieces out
of the cargo bay. Knuckles, in his last level, has to gather three of
those pieces (wonder who picked up the rest?) and fight his second boss.
Meteor Herd is riddled with...well, meteors. Not only will you have to
punch meteors out of your way to get to several things, you'll have to
contend with an infinite amount of falling meteors which seem to track
you wherever you go. Some quick tips: The "inverted blue tower" is the
tip of the ARK at the top of the stage. When on the ground floor, the
floors with blue lasers tracking them can be walked on. "Rotating
beacons" are the small, gray-and-yellow rotating pillars.
U P G R A D E
Sunglasses
Required: Hammer Gloves
Priority: Required for many Hard Mode emblems
On a part of the central tower, there's a meteor on a platform hovering
above the ground. Punch that meteor as hard as you can and get it to
slam into the door in front of it. Hit that switch, then take a spring
so you go between the four pillars of the central tower. Drop down,
platform by platform, until you get to the Sunglasses. To put these on,
hit Y until Sunglasses appears in the B menu. Put them on where you got
them and look around for some surprises. To take them off, just jump.
Nicholas Rainville offers his advice for getting 300+ rings in one
sitting...
"If you want to get some easy rings, go to that little circle of rings
near the beginning, and if you fly around in a circle and dig where the
rings used to be, you can get a ton of rings! I got over 300 in 3
minutes."
I'd add that to the 100 Rings mission...but you can't dig up rings in
the 100 Rings mission.
+++++++++++++++++
3.14.1) 100 Rings
+++++++++++++++++
A Rank Cap - 2:00:00
Personal Best - --:--:--
First, pick up the eight rings in a circle around you at the beginning.
There are six more ahead of you, on the ground. Facing the central pillar,
go right and on top of the blue tube. At the far end of that tube, there
is a 20-ring capsule. On the ground to the right of that capsule, there are
six more rings. Near you is a large meteorite and a box. Punch the meteorite
into the box for 20 more rings in an easy-to-swallow capsulized form. Run to
the other side of the central pillar to the three ledges jutting out from the
side. There are five rings there. Run to the left (still facing the pillar)
and punch a meteorite into the door there for ten more rings. Pick up the
pieces by taking the rocket inside the central pillar to the first large blue
platform.
+++++++++++++++++
3.14.2) Lost Chao
+++++++++++++++++
A Rank Cap - 1:30:00
Personal Best - --:--:--
Take the rocket inside the central pillar up to the large blue platform. Take
that rocket to the tip of the ARK. Grab onto the ledge directly in front of you
and climb to level ground. Glide to the next ledge over, then do that one more
time to arrive on a ledge with an Ancient Shrine. Jump into the warp, then play
the Mystic Melody at the Ancient Shrine in this small room. Jump into that warp
to finally reach the Lost Chao.
+++++++++++++++++++++
3.14.3) Timed Mission
+++++++++++++++++++++
Time Limit - 4:30
A Rank Cap - 14000 pts
Personal Best - ----- pts
My VersusBooks guide says to take both rockets up to the top of the stage and
hover down in a circle. I frown upon this method, but I don't really have
anything better to tell you. To quicken this method a little, though, I suggest
using at least one and no more than two hint computers (if needed) for each
emerald shard. Those tips I gave you in the main walkthrough are very helpful
here.
+++++++++++++++++
3.14.4) Hard Mode
+++++++++++++++++
A Rank Cap - 13000 pts
Personal Best - ----- pts
Upgrades Required - Sunglasses (from Meteor Herd)
The first Shard is behind the door on the main tower with the blue moon next
to it. You have to tap a meteorite over using gentle blows to shatter the
door, which is easier said than done because of the constant meteors breaking
the required meteorite.
The second Shard is on the blue platform you reach by bouncing off the spring
on the top of the central tower. There is a narrow beam with an extra life on
it. Walk to the end of that beam and put on your Sunglasses to reveal a spring.
Bounce off of it, then press right slightly to hit another spring suspended in
midair. Bounce on that spring for a while until you can see where the Shard is,
then glide from the top of your bounce to it.
The final Shard of the Hero Story is found by taking the two rockets up to the
ARK, then gliding around the lower platforms until you find a platform with
a Phoenix robot (it looks like a red Hornet) and a blue moon. Dispose of the
Phoenix and put on the Sunglasses to see another spring in front of the moon.
Launch off that spring and glide forward into the Shard.
++++++++++++++++++++
3.14.5) BOSS - Rouge
++++++++++++++++++++
Apparently Rouge was tracking the rocket and had to wind up in the same
place as Knuckles. Since Knux won't just hand over the emerald shards,
Rouge decides she has to take them. Pick up a couple rings at a time in
this fight, and try to get over Rouge and Drill Claw her. It's the
fastest way to take care of her. When the floor opens up, try to land on
the same rafter as the bat so you can Drill Claw her easily. Watch out
for her Black Wave attack, which is easily identifiable by the quick
close-up on her face as she says Black Wave. Four smacks will make her
give up.
------------------
3.15) Crazy Gadget
------------------
Background Music - Unstable World
A Rank Cap - 17000 points
Personal Best - 18610 points
This level is going to drive you nuts. Gravity switches, Artificial
Chaos, and of course, deep space. Anyway, follow the rings from your
starting point to the door. Destroy the two Hunters and don't get hit by
their shots, because they will hold you in place as a sitting duck.
Press onward some more and a Hunter will drop from the ceiling. Destroy
it, take the ring capsule, and turn left. You'll come across a nasty
Tentacle Laser Chaos, so destroy it. Move up to the gravity switch and
hit B to invert gravity. On the ceiling, you'll find an ordinary Laser
Chaos, so you can deal with it or just ignore it. Behind it, there is
another gravity switch, so flip it and go into the next room. As soon as
you open the door, a Hunter will be right there. Further on, there will
be another Tentacle Laser Chaos underneath a pulley. Destroy it and try
to bounce off its head to grab on to the pulley. If you miss, just
Bounce up to it. At the apex of this pulley lies another pulley. Jump to
it, then jump off at the top and hit your first checkpoint.
Wheee! High-speed warp tube! Homing Attack the glass; you'll be sucked
into deep space and from there into the next section. Homing Attack the
Beetles to get across the acid pit, then hold forward as you're bouncing
off the spring to hit the bomb and destroy the enemies in front of you.
If you miss, you know how to deal with them. Hit the gravity switch,
jump over the boxes, and hit the spring. Somersault under the tight
space, then find your way through the hallway (More bad camera angles!
Yay!) and hit the second checkpoint.
Jump onto the rail (lucky for that checkpoint) and you'll enter a large,
black, vertical room. Hit the gravity switch pointing right and run down
to the rail. Light Dash the rings to make it on easier. At the end of
the rail, a Tentacle Laser Chaos will be waiting for you, so make a
quick right turn to avoid it. When you drop down to the narrow platform,
you get to use the Light Attack for once! Charge it up, then let it
loose on the Chaos Cells released by the Capsule Chaos (Just to let you
know, these aren't their official names). Once they're all dead, take
out the head of the Capsule Chaos and go through the door to the third
checkpoint.
Run down the hallways to the first Shield Hunter. Somersault its feet to
take it out. The end of the next hallway has a Shield Hunter as well.
Destroy it in the same fashion, then make your way up the boxes and to
the Spark Beetles. Wait until their shields are down, then Homing Attack
them in rapid succession and try to land on the rail below. Grind that
to the spring, which takes you to a door and the fourth checkpoint.
More warp tube fun! When you emerge this time, you'll be inverted. Make
your way to the gravity switch at the end of the room, but be sure to
take out the trio of Laser Chaos guarding the boxes.
U P G R A D E
Flame Ring
Required: Nothing
Priority: Required to finish level
From hitting the gravity switch and righting yourself, go back towards
the camera and move to the left or right corner. A spring will launch
you to the elevated ground above. Trace back to the place where the
Laser Chaos hung and pick up the Flame Ring. It lets you break open iron
containers with a Somersault or a Bounce.
Flip gravity again, then Somersault into the iron crates blocking your
exit from this room at the end of the room. Somersault under the tight
space, then you'll enter a room with more bad camera angles. Take out
the Spinning Laser Chaos on the ceiling, then hit the springboard to
make it to the next hallway. Here, take out the Laser Chaos and hit the
springboard, but make sure you only move forward enough to just get
stable ground. Here, you need to edge closer and closer until Light Dash
appears on the B menu. At that time, Light Dash across. Somersault into
the iron crate in the center of this ceiling to unveil a spring which
will launch you downward so fast and so far that gravity switches.
Ignoring all impossibilities of this happening, advance forward and
destroy the Tentacle Laser Chaos. At this door, you'll need to Light
Dash across the arc of rings to make it to the next room. Charge up your
Light Attack here and take out the Capsule Chaos. Turn right, make your
way down, and stop. The Gold Beetle materializes just in front of the
two Shield Hunters. Destroy it for a hefty 1,000 points, take out the
two Shield Hunters, and go through the next warp tube. Take out the
Tentacle Laser Chaos here, then the two Laser Chaos on the ceiling. Make
your way across the narrow beam, being ever careful of the spike balls,
and destroy the Beetle at the end to open the door. Here, grab the rings
and don't hit the gravity switch. Instead, jump off and Homing Attack to
make it to the other side with the springboards. Hit one, then destroy
the Shield Hunter guarding the door. Through this door lies the last
checkpoint.
Here's the part that'll drive you out of your gourd. Hit the switch
before you do anything, then use all the boosters to get into deep
space. Hit the gravity switch to get to the purple block. Go left, then
forward. Take out the Gun Beetle and hit the Gravity Switch behind it.
Make your way forward on the green block, then down. When you reach the
two metal boxes, you have to Bounce on them while holding down so you
can make it to the next platform. Hit the switch there to make it to one
of the faces of the yellow block. Move away from the camera, then up,
then take a leap to the blue block. You don't need to do anything about
the Beetle there. Light Dash the rings on this face of the blue block,
then flick the switch to cure your vertigo for about ten seconds. Take
out the Tentacle Laser Chaos, then flick the switch he was guarding.
When you hit the spring, hold down to get to the third face of the
yellow block. Hit the spring behind the rail and let "gravity" take you
back to the green block. Here, just run upwards, avoiding the Spark
Beetles, until you reach a spring. Take the spring to the second face of
the purple block, then Light Dash across the rings to land on the second
face of the blue block. Hit the gravity switch there and you'll be taken
to the third face of the purple block. Move away from the camera, then
down. It is IMPERATIVE that you hit the switch here before you flick the
gravity switch. After hitting the switch, flick the gravity switch and
you'll be taken to the underside of the red block. A Spinning Laser
Chaos greets you, so take him out before you move away from the camera
and hit the gravity switch there. You're back on solid ground again, and
the missile to open the final barrier should be emerged. If it's not,
you probably don't know what imperative means and you have to go back
and repeat the process all over again. Hit the missile button to
dissolve the acid barrier and dash to the goal ring. I hope you had as
much fun playing this stage as I did running through it over and over
trying to get all As. On two separate occasions. Curse it all.
+++++++++++++++++
3.15.1) 100 Rings
+++++++++++++++++
A Rank Cap - 3:00:00
Personal Best - --:--:--
Rather stringent limit, this. It's not so much the time as it is the Artificial
Chaos attacking you every three rooms. The best strategy to deal with these guys
is to charge up a Spin Dash and zoom right past them as they unleash their
tentacles. While they're busy trying to hit you, bash their heads in. This one
may take you a couple tries indeed, but it's worth it.
+++++++++++++++++
3.15.2) Lost Chao
+++++++++++++++++
A Rank Cap - 5:00:00
Personal Best - --:--:--
Run through this level as quickly as possible to get to the Gravity Room at the end
of the level with as much time to spare as you can. Get to the red block you would
normally end the level with, but go to the left instead of going forward. Flip the
gravity switch here to fall on top of the purple block. Run towards the camera and
to the right, to an Ancient Shrine. Play the Mystic Melody there and wait a second or
two for the rings to fully appear. Light Dash across those rings and hold forward on
the control stick to land on top of the red block. Run forward to pick up the Lost
Chao and narrowly avoid a shot from a swooping Gun Wing.
+++++++++++++++++++++
3.15.3) Timed Mission
+++++++++++++++++++++
Time Limit - 5:00
A Rank Cap - 16000 pts
Personal Best - ----- pts
There is only one substantial shortcut in this level, and it turns out I've
already given it to you. It's in one of the final rooms of the level; the one
with the narrow red beam, the spike balls, and the Beetle. The shortcut is to
do what I told you to do in the main walkthrough. You really have to speed
through this level. To quote VersusBooks, "Don't attack any unnecessary
enemies and don't stray for any rings". You'll have a hell of a time with
this one. Like I did. Twice. Bitter? I'm not bitter.
+++++++++++++++++
3.15.4) Hard Mode
+++++++++++++++++
A Rank Cap - 15000 pts
Personal Best - ----- pts
Upgrades Required - Flame Ring (from Crazy Gadget), Bounce Bracelet (from
Pyramid Cave)
Many a change has been made to Crazy Gadget. It's like a twisted Doublemint Gum
commercial. "Double your anguish, double the fits, it's a sick ode to Hard Mode
Crazy Gadget".
With that said and done, the first change lies in the convenient spring in two
locations which launches you down from the ceiling to a much lower ceiling. Those
locations are after the Flame Ring pickup and just before the long vertical
neon-yellow room. The spring has been replaced by a series of boxes held in place
by rails which you must use to jump down to reach the lower ceiling.
The second change is directly after the high-speed warp tube. You need to grind
the short rail and Homing Attack up the Spark Beetles while their shields are down.
Speaking of Spark Beetles, the line of rings used to Light Dash across the pit of
acid later in the level has now been replaced by a line of Spark Beetles.
The only shortcut in this level now has a laser grid guarding it instead of spike
balls. It's far harder to navigate, but still semi-useful.
In the Block Room of Hell, the rocket switch has been moved to under a black crate
on the green block. When you land on the yellow block with normal gravity, go towards
the rear of the block to find a gravity switch. Flip it and hit the rocket switch
as soon as you can, before the black crate covers it up again. You can progress as
normal until you land on the green block again. Instead of Spark Beetles, there are
now lasers, but they are easy to jump over. The line of rings you used to Light Dash
from the purple block to the blue block are now gone; you'll just have to jump and
hope you make it. The changes end there.
+++++++++++++++++++++++++
3.15.5) BOSS - Dr. Eggman
+++++++++++++++++++++++++
When Eggman vowed that next time, you wouldn't be so lucky, he was
right. This fight is a lot harder than your previous one. You can blow
up the canister moving up the middle when Eggman gets close to it and he
will be hurt by the resulting explosion. If, after a zoom on Eggman's
face, you hear a charging sound (trust me, you'll know it), run. Run
like hell. His Power Laser is coming around, and once you're inside,
there's no escaping. Keep running around, pulling off shots when you're
close to him, and you should make it by fine.
----------------
3.16) Final Rush
----------------
Background Music - Highway in the Sky
A Rank Cap - 13000 points
Personal Best - 14200 points
Yaay! Sonic's alive! The power of Chaos is strong in this one, yes?
Anyway, all fake Yoda quotes aside, you now need to rush to the tip of
the Eclipse Cannon to stop it from firing once more. You start off on a
rocket, which explodes over a rail. At the bottom of this rail is a
green line, followed by a green X. Hit A between those two points to
score a big trick. On the purple rail in front of you, just grind down
it and don't worry about the Tentacle Hover Chaos. Here, try to Homing
Attack the Hornet-6 at the end of the pathway. Jump on the red rail on
the platform you land on and grind all the way to the first checkpoint.
When you get to the rail split just beforehand, don't worry. You'll
catch the rail if you're close to it.
Now, run down the hill, grab the rails and hit the spring. A long
downward grind commences, but you don't need to do anything except keep
your balance. At the end, Homing Attack the bomb capsule to get rid of
the two Tentacle Hover Chaos. Hit the rail here, then at the end hit the
springboard and run through the second checkpoint.
Here, run down the hill and don't catch the rails. Instead, hitch a ride
on the rocket and land on the purple rail far ahead of you. Grind down
this, hit the springboard, and get to the next platform after the metal
boxes. Here, you'll have to Homing Attack the vertical rails to get up.
The Gold Beetle lies above the second platform with the single rail on
it. Jump at the top of your vertical grind to nail it. Take out the
Hornet and grind across deep space. Jump over all the gaps in the rails
and hit the boosters to take you to the third checkpoint.
Make your way up the vertical rails, be careful of the Tentacle Hover
Chaos on top, and use your Bounce attack to break through the center
boxes. Take the rail to all the other vertical rails. The first one you
have to Homing Attack to get up, but for the next one just hit a booster
and you go up it. Homing Attack all the vertical rails and just land on
the horizontal ones until you get to the fourth checkpoint.
Now, continue Homing Attacking up the rails until you reach a solid blue
catwalk again. Turn right and Homing Attack up that rail, then jump over
to the platforms with the Tentacle Hover Chaos on them. Destroy them
both, then Homing Attack up the two rails. After some more platform
jumping, Homing Attack up a rail to a spring. The springs will launch
you to another rail. Grind upon that to the next checkpoint.
Here, jump over the yellow sign and land on the rail below. Let all the
following rails take you to a platform with a single vertical rail on
it. Homing Attack up that one, then take the boosters up the long
vertical rail. Be sure to crouch or you won't have enough speed going
up. Now, you're faced with a choice. If you want to continue, take the
purple rail on this catwalk, then run forward and hit the sixth
checkpoint. If you want the upgrade, however...
U P G R A D E
Mystic Melody
Required: Nothing
Priority: Needed for every Lost Chao mission
Grind down the orange rail, then when you come off at the end, hold
forward to land on the platform with the rocket. Take the rocket to
another platform, then jump across the platforms to a spring. Grind up
the vertical rail ahead of you and the Mystic Melody is right there. It
allows you to activate Ancient Shrines which cause objects to appear or
doors to open. In nearly every case when you come across an Ancient
Shrine, you will need to use your Mystic Melody to reach the Lost Chao.
Otherwise, it doesn't serve much of a purpose.
After a series of rails, you will eventually hit a spring which brings
you to a series of platforms. Make your way up to the vertical rail,
then grind up and land on the rail in front of you. At the end of this
rail, make your way up the vertical rails and hit the bomb capsule to
take out the Hornet, and, if you hit the springboard in time, the
Tentacle Hover Chaos ahead of you. Use the springboard to get up to the
next platform, then just jump up the blocks with rails on them. Take the
springboards at the end of the hallway, then Bounce on any of the three
stacks of boxes to bust through. Run all the way down the wall, staying
ahead of the debris, and you'll launch right into the goal ring.
+++++++++++++++++
3.16.1) 100 Rings
+++++++++++++++++
A Rank Cap - 1:30:00
Personal Best - --:--:--
There is an abundance of rings in Final Rush, but to get them all in a minute
and a half will require some fancy footwork. Launch off every rail; don't crouch
on the one rail with four ring capsules slowly materializing above it; coming off
that rail, hit the spring on the meteorite; get the 20-ring capsule below the
walkway in that same area; don't get hit, though you should be experienced
enough by now to be able to avoid most of the shots.
+++++++++++++++++
3.16.2) Lost Chao
+++++++++++++++++
A Rank Cap - 4:30:00
Personal Best - --:--:--
After ascending the large vertical wall, take the purple rail as opposed to the
orange one. On the platform you end up on, stop running forward and backtrack to
an Ancient Shrine. Jump onto the two platforms which appear, then get up the rail
in front of you carefully and with as much speed as you can safely gather. You
might need to Homing Attack the rail, but it's risky because you'll probably fall.
Once you get up that rail, play the Mystic Melody at this Ancient Shrine to cause
a row of rings to appear. Wait a tick, then Light Dash across the rings to a solid
platform. You'll now need to traverse a bunch of angled rails to get to the other
side of this pit. On the other side is a room with the Lost Chao...a fitting reward
for your efforts.
+++++++++++++++++++++
3.16.3) Timed Mission
+++++++++++++++++++++
Time Limit - 5:00
A Rank Cap - 13000 pts
Personal Best - ----- pts
Chrcol123@aol.com gives a nice description of the level's biggest shortcut.
"When you reach the platform with 2 tentacle hover chaos and a bomb capsule. From
there, go to the right and a rail will lead to al [sic] the vertical rails."
Aside from that, two other things. Lauch off of every X rail (the ones with the
green lines) and don't be tempted to cheat death by jumping from the top of the
long downward circular grind to the bottom of it. It never works. Trust me.
+++++++++++++++++
3.16.4) Hard Mode
+++++++++++++++++
A Rank Cap - 13000 pts
Personal Best - ----- pts
Upgrades Required - None
A welcome change, this level. There are only two changes and neither are too
immense. The Hover Chaos early in the level now attacks, so you need to jump
off the rail, attack him, and hit the spring to get to the next platform. In
the first room with the three shafts, there should be a weight and two Tentacle
Laser Chaos. Kill the one on the right to unveil a switch which lifts the weight
covering your way of escape. I can't recall if it's the first or the second
three-shaft room, so if it's not in the first one, you know where it is.
+++++++++++++++++++++
3.16.5) BOSS - Shadow
+++++++++++++++++++++
Shadow and Sonic meet up racing to the point of the Cannon, where Shadow
comments that he can't let Sonic live. For the final boss of the Hero
Story, he's not all too difficult. For the first two or three hits, you
can just Homing Attack Shadow. However, when you damage him enough,
he'll start countering your attacks. At this point, let him advance far
enough forward so that he mutters, "Time to put this to rest". At this
point, Homing Attack to get out of the way of his oncoming Chaos Spear.
Homing Attack him while he's standing still after he unleashes it. Your
main hazard in this level is the narrow platform on which you fight. If
you miss with a Homing Attack, you'll more than likely go flying off the
edge. Also, parts of the path you've already passed crumble and fall to
the Earth below. The point: Keep moving and aim. When Shadow fails to
withhold his position as the ultimate life form, have fun watching the
Hero ending.
=========================
4) Dark Story Walkthrough
=========================
You open with the insidious Dr. Eggman trying to break into a top-secret
military base. As the guard computer notifies the base that there is an
intruder, Eggman is already halfway inside.
--------------
4.1) Iron Gate
--------------
Background Music - Remember Me? M.F.M.
A Rank Cap - 20000 points
Personal Best - 21620 points
After you drop from above, the camera angle will slowly change to behind
you. Lock on to and destroy the four Beetles in front of you, then
follow the hallway to the Hunter and two more Beetles. Take them out,
then move to the door. You'll encounter several of these doors in Iron
Gate; to destroy them, you have to target all four locks on the corners
of the door and shoot them. Once this door is taken care of, move
forward to the first checkpoint.
In this next room, be careful of the three Hunters that drop from the
ceiling. Destroy them and turn right. Step on the metal plate to be
taken to the alcove above. Shoot the wooden boxes in your way, then drop
down and destroy the robots in front of you. Turn left into the hallway
on the back wall of the room. Make your way through, shooting the
Hunters, and destroy another security door. Go down the elevator. The
Gold Beetle appears on your right, but you have to destroy the other
Beetles to make it appear. At the bottom, blow away another security
door and hit the second checkpoint.
Here, destroy the security door in front of you. In the next room, a
good 20 rings awaits you.
U P G R A D E
Laser Blaster
Required: Large Cannon
Priority: Medium; really helps in swarms of enemies
Destroy the two large canisters in front of you, then break the iron
crates behind them. Make your way down the dead-end and pick up the
Laser Blaster at the end. It's automatic, and it replaces your normal
laser missile. The shots explode on contact and destroy any surrounding
enemies.
Turn right (left if you're picking up the Laser Blaster) and go into the
hallway there. Destroy the security door at the end and you'll enter a
large mechanical room. Turn right onto the catwalk, then make your way
down until you see another catwalk branching off to the left. Destroy
the Hunters in front of you and go down the series of large steps, being
wary of the Beetles. Move forward into a smaller mechanical room and
destroy the Hunters in front of you. Follow the catwalk to the third
checkpoint.
Destroy the security door in front of you, then keep moving forward to
the second elevator of the level. At the bottom, destroy another
security door. Now that you've penetrated the deepest part of the base,
it has entered lockdown mode. There will be no open hallways, as they
will all be locked with security doors. Proceed through all the rooms,
destroying the security doors in your way, until you reach a room with a
metal plate and an elevated platform. Move forward so that you lock
every door ahead of you, then go to the plate and go to the elevated
platform. Lock on to and shoot the control panel to activate the
missile. When it launches, just run forward through the hallway and land
on the Goal Ring.
++++++++++++++++
4.1.1) 100 Rings
++++++++++++++++
A Rank Cap - 1:3