======================================================================= Sonic Adventure 2: BATTLE Nintendo Gamecube ======================================================================= FAQ / Walkthrough written by Thunder Dragon. ----------------------------------------------------------------------- Legal Stuff ----------------------------------------------------------------------- SEGA, Sonic the Hedgehog, Sonic Adventure 2: Battle, and all related items are registered trademarks of SEGA/Sonic Team. Nintendo Gamecube is a registered trademark of Nintendo. Gamefaqs is (c) CJayC. This FAQ/Walkthrough is (c) Thunder Dragon. This FAQ has been exclusivly designed for http://www.gamefaqs.com, meaning, it is to NOT be posted anywhere else. HOWEVER, if you email me, asking nicely, MAYBE I'll allow you to post it on your site. Other sites authorized to post this FAQ are: http://www.cheatcc.com ----------------------------------------------------------------------- Updates ----------------------------------------------------------------------- v.1.3 - The Kart Racing and 2P Battle sections have been completed, and they are now up. Also, other sites authorized to post the FAQ have been added above. (released 8/30/02) v.1.1 - This is the first release. The basic game info and the walkthrough for every stage and mission is complete. (released 8/22/02) ======================================================================= Contents ======================================================================= 1. The Basics -characters and stage types -mission objectives -bonus points -items and objects -the enemies -character upgrades -the emblems -secrets and cheats -differences from the DC version 2. Walkthrough: Hero Side Story -City Escape -Boss: Big Foot -Wild Canyon -Boss: Eggman -Prison Lane -Metal Harbor -Boss: Shadow -Green Forest -Pumpkin Hill -Mission Street -Aquatic Mine -Route 101 -Hidden Base -Pyramid Cave -Death Chamber -Boss: King Boom Boo -Boss: Egg Golem -Eternal Engine -Meteor Herd -Boss: Rouge -Crazy Gadget -Boss: Eggman -Final Rush -Boss: Shadow 3. Walkthrough: Dark Side Story -Iron Gate -Boss: Hot Shot -Dry Lagoon -Sand Ocean -Radical Highway -Egg Quarters -Lost Colony -Weapons Bed -Boss: Tails -Security Hall -Boss: Flying Dog -White Jungle -Boss: Sonic -Route 280 -Sky Rail -Boss: Egg Golem -Mad Space -Boss: Knuckles -Cosmic Wall -Boss: Tails -Final Chase -Boss: Sonic 4. Walkthrough: Last Episode -Cannon's Core -Boss: The Biolizard -Boss: The Finalhazard -Extra Stage 5. Kart Racing -The Basics -The Tracks -The Karts 6. 2P Battle -Action Race Battle -Treasure Hunt Race -Shooting Battle -Other Modes 7. Chao -Coming soon... 8. Closing -Contact Thunder Dragon -Special Thanks -The End. ======================================================================= 1. The Basics. ======================================================================= ----------------------------------------------------------------------- Characters and stage types ----------------------------------------------------------------------- ACTION RACE Hero Character: Sonic Dark Character: Shadow These stages are basicly 3D recreations of the classic Sonic-type games. Of course, Sonic has new moves, such as homing attack, and more. Shadow shares the same moves as Sonic, as do all the hero/dark counterparts. You can earn bonus points by doing trick manuevers, more on that in the walkthrough. Moves: Homing Dash - press A while in the air to perform the homing attack. You will dash straight at the nearest enemy, destroying it. It can be used immediately once more after bouncing off the detroyed enemy. The more enemies destroyed with this attack without touching the ground, the more bonus points you earn. Somersault - press B on the ground to perform the somersault. This can be used to break boxes,destroy enemies, etc. Spindash - hold B to charge up, then release to get an enourmous burst of speed. Rail Grind - Jump on any rail to grind down it. Use the control stick to center yourself, and hold B to grind down faster. At the end of many grinds, you can jump off and score a bonus. Light Dash - this is accessable once you aquire the light/air shoes. Press B near a path of rings to dash across it at light speed. Light Attack - this is accessable once you find the ancient light upgrade. To do the light attack, you must first hold B to charge up a spindash. After charging up, Sonic/Shadow will stand up and be able to move with the light attack charged up, as long as you are still holding B. Once you are near an enemy, release B to destroy all enemies in the area with a dash of light. Bonus points are awarded. Bounce Attack - this is accessable only to Sonic after obtaining the bounce bracelet. Press B in the air to bounce, and keep pressing be to bounce higher. (this is a lot like the bubble sheild way back in the days of Sonic 3) This is great for reaching high places, as well as earning a ridiculous amount of bonus points. As long as you are bouncing, you can destroy many enemies, and you'll be rewarded the points once you stop bouncing. Magic Hands - a move accessable only with Sonic after he has found the magic gloves. Press Y to switch Sonic's action to Magic Hands, and press B anywhere nearby an enemy to destroy it. Not only will it be destroyed, but it will be turned into a ball in Sonic's hands that he can throw at other enemies with B. _______________________________________________________________________ HUNTING Hero Character: Knuckles Dark Character: Rouge These stages can be quite annoying, especially to beginners. The object is to find 3 chaos emeralds, using the help of your radar. However, the emeralds are randomly placed, and the radar may not always help. To earn lots of bonus points, you must quickly find an emerald without using the help of any of the hint-giving monitors. To use the radar: Look at the emerald icon at the bottom of the screen. As you search around, it will start flashing colors. The first color it will flash is green, meaning it should be around this area somewhere. As you get closer, it will flash yellow, and when you are really close, it will start flashing red. When the emerald is right in front of you, a "!" will appear over your character. If you are stumped on finding the emerald, you may check any of the monitors around the stage by pressing B near them, but remember, it subtracts the points you earn ro finding the emerald. Moves: Glide - Hold A while in the air to glide through the air. You can destroy any enemy you crash into. Drill Claw/Drive - Press B while gliding. Use it to destroy enemies or dig into the ground if you possess the digging tool. Punch/Kick - press B to attack. Press it repeatedly to fire many blows simoutainiously. The final blow will be an uppercut. This may be used to destroy boxes and enemies. Screw Attack - rotate the control pad, then press B to do an uppercut. This reaches higher than a normal jump. Climb - simply jump or glide onto a wall, and you can climb it. Press B to dig into the wall, if you posess a digging tool. Not all walls can be dug into, however. Swim - in water, press B to swim down, and A to swim up. Don't stay in too long, or else you will drown. Sunglasses/Treasure Scope - you must find the respective upgrade first. Press Y until the option appears, then press B to turn it on. You will be able to see items that you couldn't see before. Jump to deactivate it. This is required for hard mode. _______________________________________________________________________ SHOOTING Hero Character: Tails Dark Character: Dr. Robotnik/Eggman Not quite what you'd think of as a Sonic game: They aren't insanely fast, and your health relies on a health bar, rather than purely rings. In shooting stages, you pilot a big, clumsy mech, and are able lock on to many enemies at once, then fire. The more enemies you destroy at once, the more bonus points you earn. Moves: Hover - Hold A while in the air to hover long distances, or descend slowly. You must possess the jet engine, however. Lock on and Fire - Hold B to lock on. Aim the lock on ray to the enemies you wish the blow to pieces, then release the B button to fire. The more enemies you lock on to, the more bonus points you earn. But remember, you can only hold the lock on ray for so long until it dissapears and you lose your targets. Volcan Cannon - Press B to fire single shots to destroy containers. Punch - Press B when close up to an enemy to punch it. _______________________________________________________________________ KART RACING Hero Character: Tails Dark Character: Rouge There are only 2 of these driving levels in the game. You must reach a destination before time runs out. You get extended time for every checkpoint you pass. After clearing these levels, the Kart Race mini game becomes available. Controls: Hold A to accelerate. Press B to brake. Press Y to get a speed boost* *speed boosts are accessable every time you collect 20 rings. ----------------------------------------------------------------------- Mission objectives ----------------------------------------------------------------------- All normal stages have the same mission types. Mission 1: Simply comlete the stage as normal - get to the goal ring, find the emeralds, whatever. If you wish to score an A, try earning a lot of points. Mission 2: Collect 100 Rings. For an A, do it as quickly as possible. If you don't have 100 rings by the end of the level, a back ring will replace the goal ring. For Knux and Rouge, a back ring will appear at the beginning if you get hit. Mission 3: Find the lost Chao. Mystic Melody is REQUIRED, because the Chao is usually fould behind the secret path of an ancient shrine. For an A, find the little chao quickly as possible. Mission 4: Complete the stage with a time limit. Besides the time limit, this is similar to the first mission. High score is the key to an A rank. Mission 5: Clear Hard Mode - more, tougher enemies, and slight structure changes to make the level more difficult. Get an A by scoring lots of points. The two Kart Racing stages, however, have different objectives. All rely on time for an A rank. The Kart Racing Objectives are as followed: Mission 1: Chase either the president's limo (hero) or Tails (dark) before time runs out. They are always at the level's end. Mission 2: Collect 100 Rings. Baloons contain random amounts of rings. Mission 3: Don't hit or get hit by other cars. Mission 4: Don't hit the walls. Mission 5: Hard mode - Less time, and more traffic to slow you down. ----------------------------------------------------------------------- Bonus Points ----------------------------------------------------------------------- All characters get the same bonuses for destroying multiple enemies. You will see one of these bonus' in the top left corner of the screen: Good: 100pts, 2 enemies. Nice: 200pts, 3 enemies. Great: 300pts, 4 enemies. Jammin: 400pts, 5 enemies. Cool: 500pts, 6 enemies. Radical: 600pts, 7 enemies. Tight: 800pts, 8 enemies. Awesome: 1000pts, 9 enemies. Extreme: 1500pts, 10 enemies. Perfect: 2000pts, 11+ enemies. Hunting scoring: No hints: Perfect, 2000: find the emerald in under 60sec. Awesome, 1000: find the emerald in over 60sec. 1 hint: Extreme, 1500: find the emerald in under 60sec. Tight, 800: find the emerald in over 60sec. 2 hints: Radical, 600: find the emerald in under 60sec. Radical, 600: find the emerald in over 60sec. 3 hints: Jammin, 400: find the emerald in under 60sec. Jammin, 400: find the emerald in over 60sec. Shooting scoring is dependant completely on enemies. Action Race Scoring will be explained in the walkthrough, because each stage has its own way of perfoming trick manuevers. ----------------------------------------------------------------------- Items and objects ----------------------------------------------------------------------- Rings - anyone who's ever played a Sonic game should know what these do. Rings serve many purposes. They serve as sort of a defense; if you get hurt, you will lose all the rings you have collected, but are able to pick some back up, 20 is the most you can pick back up after getting hit. If you are hit with no rings, you die. Rings can also be used as a form of currency in the Chao World. And finally, as all coin-like collectables in just about all platforms do, collecting 100 rings gives you an extra life. Rings are worth 10 points each. Chaos Drives - these come out of the robots that you destroy. Collect them and feed them to your Chao. They come in 5 different colors, more on this in the Chao section of the FAQ. 10pts. Small Animals - these can be found wandering around the stage in various places. Collect them and give them to your Chao. Their are 21 animal types, more on this in the Chao section. (You can hold up to 10 animals/chaos drives at once until you release them into the Chao Garden. The hero and dark sides hold a separate inventory of animals/chaos drives.) ITEM BOXES: 5 Rings - you get 5 rings, 50pts. 10 Rings - you get 10 rings, 100pts. 20 Rings - you get 20 rings, 200pts. Sheild - protects you from one blow, 200pts. Magna Sheild - protects you and magnetizes rings, 200pts. Extra Life - gives you an extra life, 200pts. Power Sneakers - Temporary speed boost, 200pts. Bomb - destroys all nearby enemies, 200pts. + enemies' pts. Health Pack - shooters only, fully recovers health bar, 200pts. Baloons - these big, red baloons are pretty much the same thing as item boxes, they have the same contents, just a different appearence. Unlike item boxes, you cannot see what item is inside until you pop it. Lamp Posts/Checkpoints - run through them to activate. If active when you die, you will end up straight back to the checkpoint. Also, you can get item box items if you run through with a certain amount if rings: 20+ rings - 5 rings. 40+ rings - 10 rings. 50+ rings - 20 rings. 80+ rings - Power Sneakers. 90+ rings - Sheild* *If you have more than 90 rings as well as a sheild, you will get a magna sheild. Chao Crate - 3 of these are hidden in each stage. The first one contains a key to Chao Garden, the second contains 5 random small animals, and the 3rd contains one special small animal. (Dragon, Unicorn, Pheonix, Skelliton Dog or Half-fish) You get these items in the order in which you get the Chao Crates, not in order of the placement of the Chao Crates. Various Objects: Omochao - the mechanical Chao who tells you basic info on the game. Pick-up stuff - various objects in the game can be picked up, such as wheels, skulls, Omochao and more. Press B near one to pick it up. While standing, press B to put it down. While moving, press B to throw it. These items aren't really needed to complete missions, but it is fun to bust enemies with 'em. Pipes - press B near one of the small, grey pipes to whistle, a small animal will come out. Spring Boards - these bounce you higher. Bumpers - these are similar to springboards, only homing in at them will make you bounce even higher. Propeller springs - homing dash these with Shadow to cause the propeller to fly up higher, and you to bounce off. These only go up to a certain height, maked with a red circle. They go down while you are not dashing them. Pulley - grab hold of the hook to ride it up/down. Rockets - ride these to areas you normally can't reach. Missiles - step on the green launch pad button to fire a missile to break walls. Dash Panel - increases your running speed. Jump Panel - dashes you into the air. Switch - now white with a star on it, press it to open doors, etc. Time Switch - the clock switches stop time for a few seconds. Gravity Switch - press B when near one to change the gravity into the direction of the arrow on it. Hourglass - flip it to open a door. The door closes when the time on the hourglass has run out. Ancient Shrine - looks like a mini emerald shrine. If you possess the mystic melody, press B near one to open a new path, often leading to that stage's lost Chao. Goal Ring - this marks the end of a stage. Back Ring - on missions 2 & 3, this replaces the goal ring. Go into it to restart the stage from the very beginning with everything restored, only you will keep your rings, time, and score. Containers: Wood Box - these can easily be broken with an attack. Steel Box - these can only be broken with an upgrade. Black Box - these cannot be destroyed. Cage - these can be broken with bombs or missiles. Other breakable stuff - while not all of it may be containers, other various objects can be broken in the same fasion. Hazards: Weight - Giant black crushers with flashing red light. You can stand on top of it, but don't go under it, unless you wish to be gushed flatter than a pancake. Spike Ball - Some can be found alone, and some can be found attached to a spinning bar. They are indestructable. Spikes - you know not to touch these... or DO you? Tourches - come on, it's FIRE! Skull Statues - they blow fire in the direction that they face. Quicksand - you fall in, you die. However, only Sonic can get out if you top the A button repeatedly. Laser Beams - These are often blocking your way. Watch out for moving ones. Time switches can temporarily turn them off. Electric Field - don't run into it. 'nuff said. Meteor - In space levels, these firey balls of rock will either be floating around, or they fall from the sky and squash you. Dynamite - This is for shooters only. Sometimes it can help get things out of your way, but it can also hurt you by blowing up pieces of the stage you need to get across, or squishing you with a collapsed wall. Chemical Container - Also for shooters only, these are found on Space Station ARK. Shooting them will cause a huge explosion that will shake the ground. Try to stay away from shooting these. Acid - while most just make you lose rings, some mean instant death, so avoid it at all costs. Acid Lock - a wall of acid with a lock that can only be broken with a missile. At all costs, don't touch it, as it means instant death, no matter what. ----------------------------------------------------------------------- The Enemies ----------------------------------------------------------------------- GUN ROBOTS: (these contain chaos drives) Hunter - the most common robot in the game. They basicly just swoop down and then shoot stuff at you. 100pts. Shield Hunter - this variety of hunter can only be attacked when their sheild is down, specificaly when they are shooting. Sonic and Shadow can somersault to destroy them. 100pts. Beetle - this hovering bot is also a very common enemy. Most are helpless, and are used just as homing attack targets to get to farther areas. However, some are armed with guns or bombs, and some have electric sheilds that suddenly pop up while homing in at them. 100pts. Spring Beetle - a rarer variety of beetle, this one doesn't attack, it just sits there to be bounced off of. 100pts. Wing Beetle - a tougher variety of beetle with glowing red lights, and the ability to fly around and shoot. They are difficult to hit, as they move very quickly. 500pts. Gold Beetle - one of these is hidden in each stage. It will quickly appear, then dissapear. Destroying it will help you earn an A rank in score based missions. 1000pts. Hawk - an aireal bot with huge jet engines. They like to attack by surprise with a barrage of firepower. 200pts. Sky Hawk - the winged hawk that quickly flies by and shoots at you. Like the Wing Beetle, hitting this may be a little difficult. 500pts. Rhino - a short to the ground tank bot that will charge at you. 100pts. Spiked Rhino - due to obvious reasons, this rhino should only be attacked from the bottom. 100pts. Metal Rhino - this large metal box bot is virtually indestructable - none of your attacks will hurt it. Only bomb items can destroy it. 100pts. Rhino Cannon - this rhino doesn't charge like the others, instead, it shoots bombs. Try picking up the bomb, and throwing it back at him. 100pts. Hornet - a robot carrying a large load of bombs. They will fire the bombs at you, and they will home straight at you. After frining, they pretty much just float around and do nothing. Hornets with 3 bombs are worth 100pts, hornets with 6 bombs are worth 200 pts, and hornets with 9 bombs are worth 300pts. But that's not all - with Tails and Eggman, you can lock onto each individual bomb for a ridiculous amount of bonus points. Pheonix - a rarer variety of hornet, this type is colored red. They seem to fire quicker. 100pts. Laser Hornet - this hornet fires a load of lasers rather than bombs. It can also attack more than once. 100pts. Eagle Fighter - these are the huge jets that zoom across the sky and drop bombs. You can hear them coming, so stay clear. It is possible to destroy them, but it is quite difficult. 500pts. Artificial Chaos - described by Omochao as "robots that look like research projects," this blue blob has offically been proven as the most annoying enemy in the entire game. Not only do they fire lasers, they also are able to extend their blob portion of their bodies into deadly tenticles, reaching great distances in many directions. Also, in various shooter stages, they hide their head in their indestructable blob body, and only come out for a split second to attack. The best strategy for defeating this "P1 Type" is to constantly fire at it until it lifts its head. Attacking the head is the only way to put the Artificial Chaos out of their misery. 200pts. Artificial Chaos Guard Type - only seeming to appear in Sonic's stages, this blob will break into several explosive cells as soon as it sees him. In order to destroy the army of cells, you must destroy the floating head. Homing attack is useless against it, because you will aim for the cells, and perhaps have them explode in your face. To defeat it, use the bounce attack to bounce through the cells, then bounce on the head to destroy it. You could also use the spindash to bust through the cells to earn lots of points, however there is the risk of being blown up by them. Cells are 10pts each, the head is 200pts. Gyro - These green spinning things float around, doing absolutely nothing. Gold Gyros can be locked onto by Eggman twice. 20pts. Energy Control Cannon - Found in Eternal Engine and Cannon's Core, the cannons themselves cannot be destroyed, however, its projectiles can be. EGGMAN'S ROBOTS: (these contain small animals) Gola - a classic enemy that dates way back to Sonic 2, it is the red ball surrounded by flames. Attack in the middle red ball to destroy it. 100pts. Unidus - the spike ball version of Gola, as seen in Sonic 3. The center ball is still the place to attack, however, the spikeballs surround Unidus in all directions, so be carefull. 100pts. Kiki - the monkey also known as Coconuts returns, and as always, he throws bombs. Like the Rhino Cannon, his bombs can be picked up and thrown back at him or at cages. You don't have to worry about the bomb exploding while holding it. 100pts. E-1000 - this Eggrobo-like robot is quite tough. He fires at you quite quickly, in all directions. 200pts. Egg Beetle - this indestructable annoyance patrols the Egg Quarters in search of intruders to blast. When the screen in glowing green, that means he is nearby. When the screen turns red, and you hear beeping, that means he has sighted you, and is about to blast you. His laser blasts are impossable to avoid, however, you can get out of his sight by hiding in the shadows. Buzz Bomber - one of the first Sonic enemies ever, these bees fly around and shoot projectiles at you once you are in sight. 100pts. Pihrana - These fish jump out of the water in a poor attempt to bite you. But when they do, it hurts. 100pts. GHOSTS: (these contain nothing) Ghost: what a worthless, annoying thing. It just simply grabs you or jumps out at you, thus wasting your time. 0pts. Attack Boo: this kind can hurt you, at least... simply don't let it touch you, and attack it as normal. 100pts. Boom Boo: this is a HUGE ghost with a stitched mouth. Each time you attack it, it will shrink smaller. It will take 3 hits to shrink into nothing, and then you will be rewarded 300pts. ----------------------------------------------------------------------- Character Upgrades ----------------------------------------------------------------------- SONIC'S UPGRADES Light Shoes - this upgrade enables Sonic to use the mystic melody. The stage is Metal Harbor. After the 1st checkpoint, you'll get to an area where you homing dash over a bunch of Beetles to get to the next ground area. From there, you'll see a pulley, take it up and get the light shoes. Bounce Bracelet - this enables Sonic to use the bounce attack. The bracelet is in plain sight on the main path of Pyramid Cave. Flame Ring - this alows Sonic to break metal boxes. This can be found in Crazy Gadget. Pass the 4th checkpoint and the long tube and the three Artifical Chaos. Reverse the gravity to normal with the switch, then go backward to a spring. The ring will be up there. Ancient Light - this enables Sonic to use the light attack. In Green Forest, it is located just before the 2nd checkpoint. Before entering the tree tunnel the the lamp posts, go the the lower right area of the ledge you are on. You'll spot a bombing beetle, homing attack it, then homing attack the 5 rings box, then use another homing attack to get an extra life. You will now be on the platform with the ancient light. Magic Gloves - this allows Sonic to use the Magic Hands feature. In city escape, after the part where you run down the building, you may notice a few metal boxes in the ground. Make sure you have the flame ring and bounce bracelet, then bounce through the boxes to the room with the gloves. Mystic Melody - this allows Sonic to access ancient shrines. In Final Rush, just after the 6th checkpoint, grind slowly down the pipe. You'll spot two platforms, jump on one of them. Take the rocket, which leads to a platform with an extra life. Now, look around, and you'll see another platform, with an animal and a spring on it. Spring up to another path, and follow it until you come to the upgrade. _______________________________________________________________________ KNUX'S UPGRADES Shovel Claw - this upgrade enables Knuckles to dig. It is located in Pumpkin Hill, right in front of the beginning. Hammer Gloves - this allowes Knuckles to break steel boxes. Located in Death Chamber, go straight foward through the door. Break the wooden boxes and you’ll see it. Air Necklace - to get the underwater breathing device, go to Aquatic Mine. Set the water depth to 3 with the switch at the very top room. Now, find the shaft with the Caution sign. Go down it. If you see a spring, you’re in the right place. Now, follow the path, and hurry through the underwater area until you reach the end with the necklace. Sunglasses - enables Knuckles to see hidden items. Find them at Meteor Herd. Near the central tower, find the floating platform with a punchable meteor on it. Try punching the meteor into the door with a red - on it. If you did it right, the door will be open, and you’ll find a steel box inside. Punch it open with your hammer gloves to reveal a switch, which opens the floor in the central tower. Go into the tower, and fall into the floor. Don’t worry about the magma, as you float right over it. Find the lowest platform, and the upgrade will be right there. Mystic Melody - enables Knuckles to activate ancient shrines. Find it in wild canyon. Make your way to the lonely statue area, and climb above the statue. You’ll see a painting now. Dig into the center to find the upgrade. _______________________________________________________________________ TAILS’S UPGRADES Booster - allows Tails to hover. Find it in Mission Street, just after you ride down the collapsed road. Walk straight along the road, and at the end, go to the left and grab the booster. Bazooka - allows Tails to bust metal boxes. It is located in Eternal Engine. After the 4th checkpoint, you’ll get to a bridge with a switch at the end. If you blow up the bridge, don’t worry, the same switch is available below. Throw the switch, then get up to the door it opened. The upgrade is in there. Laser Blaster - this makes the explosions of your bazooka larger, so they destroy all nearby enemies. Find it at the very end of Prison Lane. Destroy all the enemies in the room to make sure the jail door in the back opens. Bust the metal boxes, and the Hunters, and the upgrade is right there. Mystic Melody - this allows Tails to activate ancient shrines. The place is Hidden Base. At some point after the 1st checkpoint, you’ll take a pully up to an area where you are completely surrounded by Kiki’s. After you pass that area, go to the lower route, and bust open 4 steel boxes, revealing a room with the upgrade in it. _______________________________________________________________________ EGGMAN'S UPGRADES Jet Engine - this enables Robotnik's mech to hover. The upgrade is located in Lost Colony. After you pass the 1st Checkpoint, you'll get to the looping room. Make your way to the upper floor using the black boxes, and you'll find the upgrade around here. Large Cannon - allows Robotnik to break steel boxes. The location is Weapons Bed. On the left side hangar of the beginning, blow up the dynamite on the doors. A small room with the upgrade is revealed. Laser Blaster - increases the explosion size of Robotnik's Large Cannon. Find it at Iron Gate. Just after the 2nd checkpoint, blow up the large tanks and the steel boxes to reaveal a path to the upgrade. Protection Armor - this increases Robuttnik's defense and health meter. In Cosmic Wall, just before Checkpoint #3, when you are falling through a room with many platforms, be sure to land on the one that has the missile. Launch it, and proceed to the platform that it went to. The upgrade is there, right under another platform. Mystic Melody - enables Robotnik to activate ancient shrines. In Sand Ocean, on the first spinning platform, wait for the edge you are on to be facing west. Hover to the platform over the quicksand, and get the upgrade. _______________________________________________________________________ ROUGE'S UPGRADES Pick Nails - this allows Rouge to dig. Find it at Egg Quarters. When you get to the egg fish chamber, launch the missile to break the cages blocking a room. Go in that room, and find the upgrade behind the weight. Iron Boots - allows Rouge to break steel boxes. In Mad Space, go to the spherical planet (the only rocket available is the one that takes you here) and find the boots in the center blue building. Mystic Melody - enables Rouge to activate ancient shrines. In Dry Lagoon, find the painting under one of the ledges in the small Oasis. Dig into it and find the upgrade. Treasure Scope - allows Rouge to see things she couldn't see before. The upgrade can be found in Security Hall. From the beginning, take the east path, and follow it until you get to the large air conditioner. Climb up the wall, and find the ancient shrine on the ledge. Activate it, and platforms will appear, leading to a room blocked by metal boxes. Break the boxes with the iron boots and go in to find Rouge's last upgrade. _______________________________________________________________________ SHADOW'S UPGRADES Air Shoes - this allows Shadow to use the Light Dash. The location is White Jungle. Some time after the 3rd checkpoint, you'll make it to an area with a path of rings suspending over a cliff. To the right, you'll see a wood box. Break it, then fall to the upgrade. Flame Ring - this allows Shadow to break steel containers. Located at Radical Highway, pretty early in the stage. After you take the pully then spring up to the higher road, you'll notice a large, spinning drum to the left. Somersault under it, then light dash to the ring. Ancient Light - enables Shadow's light attack. In Sky Rail, when you get to the first rocket, don't take it, but rather dash the Beetle and go onto the next ledge. Go to the edge where the Chao Crate is, and more Beetles will appear. Dash them up to the area with the upgrade. Mystic Melody - enables Shadow to activate Ancient Shrines. It is located at the Final Chase. On the area before the 4th checkpoint, circle the gravity cylanders all the way to the top. On top of one of them, you'll spot another gravity cylander with an electric field around it. Jump to that one and get to the top, and you'll spot the upgrade on a platform. ----------------------------------------------------------------------- The Emblems ----------------------------------------------------------------------- Here is a short list of all the emblems that can be found in Sonic Adventure 2: Battle. Clearing all the missions: 155 Emblems Clearing every mission with 'A': 7 Emblems Clearing all of the Chao Races: 5 Emblems Clearing Chao Karate: 4 Emblems Clearing Kart Race: 3 Emblems Clearing Boss Attack: 3 Emblems Clearing the game on all stories: 3 Emblems Total: 180 Emblems For collecting all 180 emblems, you will be rewarded a secret stage, and all the items in the black market will now be available. ----------------------------------------------------------------------- Secrets & Cheats ----------------------------------------------------------------------- BASIC SECRETS Kart Racing Mini Game - this is unlocked once you beat either Route 101 or 280. Beat both those levels to get it in 2P mode. Boss Attack Mini Game - this is unlocked once you beat the game in any of the 3 stories. Beating the hero side story unlocks hero story bosses, beating the dark side story unlocks dark side bosses, and beating the last story unlocks all the bosses. Secret Karts - to get a new car for a specific character in Kart Racing, beat all of that character's missions. Secret Costumes - to get a new costume for a specific character in 2P Battle, earn an A rank on all of that character's missions. Guarunteed A Rank - you must collect all the rings on the stage. When the stage ends, it will say "Perfect" over your ring counter. Keep in mind, though, this is IMPOSSIBLE on most stages. Secret Stage - to unlock the secret stage, collect all 180 emblems. A ? icon will appear on the stage select. I won't spoil you right away on what the stage is, but you probably already know, as no one seems to keep their mouths shut. CHAO SECRETS Additional Chao Gardens - to unlock the Hero Garden, raise a Chao into a Hero type. To unlock the Dark Garden, raise a Chao into a Dark type. Additional Chao Races - to unlock the Jewel and Challenge Races, beat all the beginner races. To unlock the Hero and Dark races, unlock the Hero and Dark Gardens. Additional Chao Karate Tournament - to unlock the "Super" tournament, beat all the other tournaments. Only a specific Chao who has beaten the others will have access to this tournament. Burried Chao Masks - go to Chao garden with Knuckles or Rouge. Keep digging into the ground until an item pops out. Normal and Hero gardens have pumpkins, while Dark garden has skulls. These items sell for 50 rings. GLITCHES Peak into the Cocoon - when your Chao is transforming and you are impatient to see how it will turn out, slowly move away from the cocoon with the cocoon facing your back, closest to the screen. You can now see the Chao inside. Jump after being hit - after Sonic or Shadow is hit by an enemy's attack and you are falling, try jumping. If you time it right, it is a real life saver. The back ring trick - this makes Knuckles's and Rouge's 2nd mission a lot easier. First, collect 1 ring, then go and get hit by an enemy. The back ring will appear at the beginning of the stage. Now, get as many rings as you wish, preferably over 50. Then, go to the back ring, and restart the stage with regenerated rings as well as the rings you've collected before. It is now much easier to obtain 100 rings. Quick Cash - go to the Black Market, and buy any expensive item. Release it into any of the Chao gardens, then exit Chao World. Then, go back into Chao World and take the item, then sell it back to the Black Market. (you will get 1/4 its value in rings.) Now, reset the game. Re-enter Chao world. You will keep the same amount of rings, yet the item will still be there. Repeat this process until you have all the rings you want. When you are done, be sure to beat any stage, or else you could loose all the rings if your Gamecube gets turned off. ----------------------------------------------------------------------- Differences from the DC version ----------------------------------------------------------------------- First of all, I do not own the Dreamcast version of Sonic Adventure 2, nor do I even own a DC for that matter. Many of the differences below may not be correct, but I'll try to explain them. 1. 2P Battle The features in 2P Battle mode have increased greatly, hence the name Sonic Adventure 2 BATTLE. There are now TONS more levels to choose, and multiple characters to choose. Also, new costumes can be unlocked later in the game, and they affect the characters' performance as well as their appearance. 2. Chao Garden The other major change of the GCN version is the features in Chao World, which have also greatly increased. There is a new mini-game, Chao Karate (I THINK its new), and there tons more features in the kindergarten. There is a more complete black market, where you can buy a variety of fruit, as well as new colored Chao Eggs. The Chao's stats are easier to view when you pick it up, or with a medical chart in the doctor's office. There is also a fortune telling house to name your Chao. And, of course, there is the ability to link to Sonic Advance on the GBA to transport Chao, as well as being able to purchase exotic Chao eggs, such as gold, silver, and jewel chao. 3. Kart Racing New, secret karts are available. Complete the desired character's every mission to get that character a new car. If you complete all of Tails's missions, a Chao kart will be available. If you complete all of Rouge's missions, Eggrobo from Sonic and Knuckles will be available. All the other characters get new, better karts if you beat their missions. 4. Menu Themes/Voices These were availiable on the DC version only for download, but on SA2B, they come pre-loaded. Also, new themes including Amy, Omochao and Maria's themes can be unlocked much later in the game. ======================================================================= 2. Walkthrough: Hero Side Story ======================================================================= ----------------------------------------------------------------------- Stage 01: City Escape ----------------------------------------------------------------------- Character: Sonic Checkpoints: 3 A Rank Requirements: Mission 1: 18000pts. Mission 2: Under 1:20 Mission 3: Under 2:30 Mission 4: 18000pts. Mission 5: 19000pts. Small Animals: Racoon, Rabbit, Ram, Skunk 3rd Chao Crate: Unicorn Total Rings: 444 Chao Crates: 1. At the end of the stairs past the 1st checkpoint, it is on the ledge with the "item box expo" sign to the right. 2. Before the 2nd checkpoint, you are grinding down a rail. Hold B to gain speed, and you will quickly run up the ramp. The box is up there. 3. Just as you are running down the building, hold foward so you are sure to grab onto the swinging bar. Swing jump over 2 bars then onto the ledge with the 3rd Chao Crate. Gold Beetle: Normal: On the same platform as the 2nd Chao Crate. Hard: It is along the main path, after you light dash past the botomless pit. _______________________________________________________________________ MISSION 1: ESCAPE FROM THE MILITART PURSUIT Sonic's first stage begins with him boarding down the street. Manuever him with left and right, press B to break. You can do jumps over the ramps for some bonus points, and perhaps some items. Don't worry about hitting cars, as they won't hurt you, they merely slow you down. After getting off the board, continue along the path, and be sure to practice Sonic's moves on the enemies. Now would be a good time to break them in. After the first checkpoint, you'll run down a dash panel, and go down the hill quite quickly. This is sort of like the boatding part, only without the board - you can still do jumps over the ramps while running at a high speed. Some time after the 2nd checkpoint, you'll be dashed up a loop. Hold up on the control stick to ensure staying on it. After the loop, you will run down a building. You may then be bounced up onto a bar that Sonic will constantly spin on. Press A when you hear the "whoosh" sound to get a high jump in. After the 3rd checkpoint, the Semi chase will begin. Hold down to run away from the truck, but still be sure to turn Sonic left and right. There are many dash panels along the path, these should easily help you pass the truck and get to the end of the stage. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS This mission is quite simple, as there are a lot of rings in City Escape. Remember, don't run into enemies, as loosing rings will pretty much ruin your progress on the 2nd Mission. By the end of the boarding part, you should easily have gained over 30 rings. And be sure to get any item box rings you see, as they help a LOT. So do Magna Shields. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Remember, you must have the Mystic Melody upgrade before even attempting the 3rd mission. Find the Ancient Shrine just after the big loop. Activate it to make a spring appear. Take the spring to a few pulleys, and also use the Spring Beetles to get higher up. Beware of the shock Beetle, though. Make your way up to the bar, and swing yourself into the air, then land in the room where the Chao is. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 3:00 At the boarding part, AVOID RUNNING INTO CARS. These will surely slow you down. Also, doing jumps over the ramps help speed you up by quite a lot. Light dashes and spin dashes also help. Be sure to run over dash panels, and hold B while grinding straight down rails. Also, keep in mind there are no checkpoints in the 4th mission. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE You may notice a few differences on ramp placement while at the boarding part. After you get off the board, you will certainly notice that there are a lot more Hunters swooping down. As you progress through the beginning area, you will also notice some shield Hunters. Somersault to destroy them. After you bust past the hunters, you may be shot by a Gun Beetle that attacks by surprise. Destroy it immediately. After grinding down this area, you will notice a fence blocking the end of the stairs. Either try to jump around it, or bounce off the second Gun Beetle. After going down the hill past the 1st checkpoint, you'll notice that the stairs are fenced off again. You'll need to bounce attack to get above this area. There are several robots shooting at you here, so look out. Then, you will go down another hill. Be on your guard, or else you could run straight into an enemy robot. Passing the 2nd checkpoint, the main difference you will notice is a ramp in the center of the road with a few wing Beetles hovering above. Once you have passed down the large loop, the path to the right is now nothing but a botomless pit. To get across it, bash the Beetle then light dash across the rings. But be sure to time it right, as you could end up bouncing straight down the large pit. When you make it to the Semi chase, you will have to run faster, as there are less dash panels. _______________________________________________________________________ TECHNIQUE POINTS These are the bonus points that you earn by doing trick manuevers. The ramps - whenever you approch a ramp in this stage, run up it as quickly as possible, then, when at the end of the ramp, jump. You can score up to 1000pts. by doing these jumps. Jump through a hoop of rings - after the 1st checkpoint, when the hill turns right, run over the dash panels and do jumps over the ramps. Over the first ramp, you'll get a magna shield, and over the second, you'll go through a "ring of rings," giving you an 800pts. bonus. SECRETS Stuff over the jumps - There are item boxes over many of the jumps. To get them, you will need to jump up higher - run as quickly as possible, and jump at the ramp's highest point. Take Omochao through goal ring - on various stages, taking Omochao through the goal ring will make him say different things. Here, he'll say "Whew, that big truck scared me!" ----------------------------------------------------------------------- Boss: Big Foot ----------------------------------------------------------------------- Character: Sonic Location: City Escape at night Hits: 4 The first of the 3 GUN mechs, Spider Troop Big Foot is the easiest. Don't bother jumping at him while he's in the air, as you can't damage him. While he is shooting around, go and grab some rings - but not them all, as you may need them later if you get hit. Remember this for any boss battle. Anyways, when he lands, immediately get under the cockpit and jump to damage him, then he will go back to flying around. Repeat 3 more times. ----------------------------------------------------------------------- Stage 02: Wild Canyon ----------------------------------------------------------------------- Character: Knuckles A Rank Requirements: Mission 1: 16000pts. Mission 2: under 1:30 Mission 3: under 0:40 Mission 4: 16000pts. Mission 5: 17000pts. Small Animals: Ram, Cheetah, Peacock, Condor, Dragon 3rd Chao Crate: Dragon Total Rings: 171 Chao Crates: 1. On one the 3rd pillar on the left in Chamber of Wind. 2. At the feet of the Lonely Statue. 3. To the right of the Sphinx Head. Gold Beetle: Normal: Behind the Sphinx Head, on the left. Hard: Currently unknown... _______________________________________________________________________ MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD The hunting stages of SA2B are not straight-foward paths like the other stage types, but rather, large areas divided into many sections. Take note of landmarks. Wild Canyon is the smallest hunting stage. You start in the Chamber of wind, a large room with many pillars surrounding an air lift. You can take the air lift to the upper part of the stage. At the top of the stage, there is the small center area with a few enemies and a small hole leading back down to the Chamber of Wind. This is called the Stone Dance Hall. On one side of the Stone Dance Hall, is a path leading to the Lonely Statue Area. On the way there are a few small chambers blocked by wooden boxes that you can break. There are items in some of them. On the other side of the Stone Dance Hall, is a path leading to the Buried Sphinx Head. Pieces of the emerald are randomly hidden in the first mission, but they shouldn't be too hard to find, being that this stage is very small. Also, they are hidden in easy places - none are burried etc. Monitors aren't really nessassary for hints. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS Read about the back ring trick in the secrets section? It will help you a lot in these 100 ring hunting missions. Even if you consider this cheating, this mission is still very easy as played normal. First of all, about 64 rings can be found inside the Chamber of Wind. Check all the pillars, as that is where all the ring clusters and item boxes will appear. Then, at the Stone Dance Hall, 30 rings worth of item boxes can be found on one of the platforms. The rest of the rings can then be found on top of the chambers going toward the lonely statue. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Climb up to the upper path of the Chamber of Wind. Find the 4 steel boxes, and break them with your hammer gloves. Then, dig into the center of the painting that is revealed, and once in the room, activate the shrine to open the door. Inside is another shrine, activate that one to reveal a portal. Go into the portal and to the lost Chao. _______________________________________________________________________ MISSION 4: COLLECT THE EMERALD PIECES IN 2:00 While you have little time, remember, this stage is very small. Although the emerald pieces are randomly hidden, they shouldn't be too tough to find. Use hints only if you NEED to. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE Unlike the other stage types, hunting stages on hard mode seem to have little or no stucture changes whatsoever. The changes seem to be completely on the enemies, however, there is also one other major change: the emeralds are now in set positions, rather than just being tossed into random spots. They are in tricky areas, however, you will remember where they all are if you come back to the stage. Oh yeah, one more thing. If you are using this guide, ignore the hint monitors at all time. They will do nothing for you, besides subtracting bonus points from the emeralds. All the locations for the hard mode emeralds will be listed in this quide. For the first emerald, head for the Lonely Statue Area. You will notice it floating right under a platform. In order to get it, you will have to jump from the top of the closest chamber, and glide into the emerald. To find the next emerald, go to the Stone Dance Hall. RIGHT under one of the platforms is a painting that you can dig into. Dig into it, and you'll end up in a room with a bunch more of the same type of painting. Dig into the second one from the right to find the emerald. The last emerald is located in the Chamber of Wind. Find the shortest pilar with a circle of rings on it. Put on the sunglasses, and a spring will appear. It will bounce you straight into the air lift, directly where the emerald is. _______________________________________________________________________ SECRETS Free Dragon: In the room where you got the Mystic Melody (dig into the painting above the Lonely Statue), climb up to the top of the walls. You'll spot a Dragon flying around the exit painting. 4 item boxes: Go to the area where you found the lost Chao, only on hard mode. There will be 45 rings and an extra life. ----------------------------------------------------------------------- Boss: Eggman ----------------------------------------------------------------------- Character: Tails Location: Weapons Bed Hits: 5 This battle is quite simple. There are many rings around to fill up your health bar, and Eggman won't use many threatening attacks. Don't lock on to him, but rather keep fireing your volcan cannon. When up close to him, punching him can knock him really far back. Don't get too close through, as he punches as well. ----------------------------------------------------------------------- Stage 03: Prison Lane ----------------------------------------------------------------------- Character: Tails Checkpoints: 3 A Rank Requirements: Mission 1: 26000pts. Mission 2: Under 2:30 Mission 3: Under 2:00 Mission 4: 26000pts. Mission 5: 26000pts. Small Animals: Otter, Tiger, Ram, Gorilla, Unicorn 3rd Chao Crate: Unicorn Total Rings: 134 Chao Crates: 1. To the right of the very beginning are a bunch of steel boxes. Bust them with the bazooka to find the crate. 2. Find the 3rd elevator lift in the stage at the exit of one of the jails. Use it to get atop the jail, and look to your right to see another jail. Destroy all the enemies and hover down to that jail and find the Chao Crate inside. 3. Alter the 1st checkpoint, you'll spot the box behind a jail gate. Destroy the hunter to open it. Gold Beetle: Normal: Just before the caged Unicorn, you should spot it under the platform, to the right. Hard: It is in the same area, only now its to the left. _______________________________________________________________________ MISSION 1: FIND THE CORE OF THE PRISON This stage should be pretty easy to get through, as long as you know how to open the prison doors. In order to do so, lock on to EVERY enemy in sight then bust them to bits. Once all the enemies in an area are destroyed, a prison door leading to the next area will open. Start by busting the beetles at the beginning. Proceed through the stage, busting everything in sight. When you pass the elevator lifts, beware of Wing Beetles, they can knock you off the edge of the path and into a hole of doom. Procees into the jail, and aim your lock-on ray in all directions. Just before the first checkpoint, you'll encounter a hornet. Lock on to all its bombs and proceed - but look out for the two Wing Beetles that will crash into your face. When you get to the checkpoint lamp posts, you'll notice a gate blocking your way. Bust all the enemies behind the gate to open it. Then, you'll get to another gate blocking your way. Bust all the Hunters, but beware of those darned Wing Beetles. Proceed through the stage, and after you bust a large propane tank, you'll get to the big elevator. While on the elevator, aim at all the beetles and blow them up for some bonus points. After the elevator has reached its top destination, head for the 2nd checkpoint. Once again, you must blow up the Beetles to open the gate. Proceed through the stage, looking out for Wing Beetles, as usual. When you get to the part with the gate on the left and a pit all around, aim your ray in all directions, being sure to blow up all the enemies to proceed through the gate. You may have to lock on a few times. Continue through the stage, blowing up Beetles to open gates. At the 3rd checkpoint, you'll have to aim into the gate (like you did for checkpoint 1) and destroy all the enemies. After busting past a few more gates, you'll take an elevator lift up to another closed gate. To open it, go to the elevator lift on the right, and find the Beetle. Bust it and proceed to the final room. To get into the final room, lock onto all the enemies in there. Now go get that goal ring. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS The rings are easily laid out along the main path. Finding them shouldn't be a problem, but beware of the enemies, who shoot a barage of projectiles at you. Especially those annoying Wing Beetles. By the 2nd ckeckpoint, you should have about 70 rings. Be sure to grab the 20 ring box acessable from the next elevator lift. The final 10 can be found laid out along the main path. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO After the 2nd Checkpoint, take the next elevator lift. Once above the jail, rotate the camera with R and you'll see a platform with a shrine on it. Hover to it and activate the shrine. Now, take the spring up to a higher jail area. Destroy all the Beetles to bust the Chao out of its cell. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 3:00 Just keep on moving ahead, and stop as little as possible. Keep a lock on ray up while running to bust any annoyance in your way. Don't waste too much time destroying enemies, however. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE The first difference you will notice is are hunters that swoop down at the beginning. After passing them, quickly shoot the Wing Beetle (yes, there are more of them... learn to deal with 'em) then you'll approach a Shield Hunter. Keep a lock on ray on it, and fire when it begins to shoot. Continue through the stage, busting the extra enemies. When you are walking though the second jail, approach with caution, because Beetles will suddenly appear in your face. After that, you'll end up near a giant, crushing weight. To pass it, start moving when it hits the ground. Proceed through areas littered with enemies, until you get to the big elevator. Beware, the Beetles shoot now. Continue through the rest of the stage, staying alert for projectiles in all directions. When you get to the gate leading to the end of the stage, slowly approach the right, and 3 Beetles will appear. Bust them to open the gate. The last obstacle before the end is a Sheild Hunter, do as you did near the beginning one. _______________________________________________________________________ SECRETS Atop the jail cells - at the ends of some elevator lifts, you can go backwards and on top of some of the jails. There, you can find extra lives etc. Shield and 20 Ring boxes - after the 2nd checkpoint, take the elevator lift up to a platform with the 2 item boxes. Caged Unicorn - you'll see it along the main path. To free it, hover backwards to a platform with a missile. Launch it to break the cage. ----------------------------------------------------------------------- Stage 04: Metal Harbor ----------------------------------------------------------------------- Character: Sonic Checkpoints: 3 A Rank Requirements: Mission 1: 20000pts. Mission 2: Under 1:10 Mission 3: Under 0:50 Mission 4: 18000pts. Mission 5: 18000pts. Small Animals: Seal, Peacock, Penguin, Racoon 3rd Chao Crate: Pheonix Total Rings: 184 Chao Crates: 1. Stay on top of the overhead platforms near the beginning. You'll see it on a large oil tank, homing bash the Beetle to get it. 2. In the airplane hangar after light dashing across the sea. 3. Right near the 3rd checkpoint; continue walking foward. Gold Beetle: Normal: On the part where you are dashing across Beetles to pass over the sea, hold the control stick left after the 4th Beetle, and dash to the extra life. The Gold Beetle is next to the Extra Life. Hard: It is in the same place. _______________________________________________________________________ MISSION 1: ESCAPE FROM THE MILITARY BASE The stage starts out with Sonic running down a ramp and being launched into the air. This pretty much continues onto the first checkpoint. Once you pass the checkpoint, you will be bounced to an area with a bunch of Beetles floating over the sea. Homing attack them to get across. On the next platform, take the pulley up to get the Light Shoes, then light dash the rings to get across the sea. You are now on the large airplane hangar area, and watch out for the Eagle airplanes bombing you. At the end of this area, light dash another path of rings to the second checkpoint. Go up the hill, and light dash some more rings. You'll then be dashed up a loop. Continue onto the stage until you get to the stucture with blinking green arrows at the bottom. Somersault to get under it, then take the pulley up. There will be a few more structures just like this. Then, you'll come to more Beetles over the sea, homing bash to get across once again to the 3rd checkpoint. Now, take the rocket to the large launch pad. A large missile will launch in 15 seconds, but don't worry, that's enough time. At the end of the path, grab hold of the missile, and it will launch. Jump off the missile when the camera angle changes, and you'll fall into a duct with a board. The controls are similar to the boarding part in City Escape, only this part is shorter. Try and grab some of the item boxes on the way. Afterward, you will be launched into the goal ring. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS First off, grab the 4 rings leading to the left rail. Now, stay to the tops of the overhead platforms. On one of them, you'll spot a path of rings to light dash across, so do so. Then, continue the stage as normal, light dashing across every ring path you see. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Get to the airplane hangar. When you are near the Chao Crate, bounce to the room above with the ancient shrine. Activate the shrine to make a platform appear outside the room, and use it to get to the top right of the hangar. Bounce to the other platform, and jump to the others then to the Chao. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 2:00 First of all, you need to take the first light dash-able path of rings I mentioned in mission 2. This also serves as a tremendous shortcut. Continue through the rest of the stage as quickly as possible, and wherever you see rings, light dash. When you are on the missile, jump off as quickly as possible. When boarding down the duct, don't break for items, and especially, don't hit the walls. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE There aren't many differences at first, just a few bombing Beetles here and there. Once you are at the area with the airplane hangar, don't take the dash panels, as they will lead you straight into spinning spike balls! The next difference you will notice is that the path of rings after the 2nd checkpoint has been removed. You will have to jump from the oil tank, and make sure the Hawk doesn't shoot you into the water. There will also be tons of Hawks on the next path, waiting to annoy the heck out of you. After passing the path littered with Hawks, you'll make it to the 3rd checkpoint. You will notice the rocket is gone, so you need to take the Beetles that appear over the sea to get across. When running up the launch pad, beware of yet another Hawk at the end. After that, there are no other changes in the stage. _______________________________________________________________________ TECHNIQUE POINTS Grind rail - near the beginning, you will spot a path of 4 rings to the left as you are going down the ramp. Light dash across them and onto a grind rail, giving you 600pts. Light dash - light dash the rings after the 2nd checkpoint for an additional 300pts. Tight spaces - when somersaulting under those tight spaces, you may earn a little bonus points, 100-200pts. Another grind rail - after the structures you somersault under, you go over a jump, then the path will curve to the right and dip down. The left rail will look different, so grind down it for 500pts. Rocket handle - when grabbing onto the missile, you will be rewarded a bonus depending on how long you took. SECRETS Alternate rocket handle - at the end of the launch pad, you can see a few beetles. Dash across them, then light dash the rings. Then bounce to the alternate missile handle. You earn more points this way, but it is tricky to pull off. ----------------------------------------------------------------------- Boss: Shadow ----------------------------------------------------------------------- Character: Sonic Location: Green Forest Hits: 3 You won't be able to attack him with your homing attack - when you jump, he will jump. When Shadow is jumping, he is impossible to hurt. You can only hurt him when he is landing from a jump, or is grounded. The best way to attack him is to use your somersault. And be carefull not to fall off the edge of the stage. ----------------------------------------------------------------------- Stage 05: Green Forest ----------------------------------------------------------------------- Character: Sonic Checkpoints: 5 A Rank Requirements: Mission 1: 15000pts. Mission 2: Under 2:30 Mission 3: Under 1:30 Mission 4: 12000pts. Mission 5: 12000pts. Small Animals: Rabbit, Racoon, Cheetah, Parot, Half-fish 3rd Chao Crate: Half-fish Total Rings: 366 Chao Crates: 1. In the first cave, near the swampy area with a Spiked Rhino. There is a small hole in the right wall, somersault under it. 2. At the part with several moving, floating platforms some point after the 2nd checkpoint, fall off the platform with the hollow tree and onto one with the crate. 3. You'll come across it at the springboard part past the 3rd checkpoint. Gold Beetle: Normal: In the tree-cave after checkpoint 1, above three Hunters. Hard: In the same place. _______________________________________________________________________ MISSION 1: ESCAPE FROM THE ISLAND IN 8:00 Although you only have 8 minutes before the whole place goes 'boom,' there is more than enough time to complete the stage. At the start of the level, Sonic is running downhill. Then, he will take a jump plate onto the next area. There, 3 hunters will jump out. Destroy them, and proceed through the cave. When you see the Spiked Rhino, use the somersault to destroy it. Dash through the cave, and take the jump plate to the first checkpoint. Continue to the spring, and swing a vine to the next tree-cave. Homing attack all the enemies there for loads of bonus points. Then take the spring to the vine, and swing to the next downhill area. Go through the loop, and into the next tree-cave. Destroy the 3 Hunters in front of the passage, then continue to the dash panels. Take the next dash panels to a half-loop, and continue to the 2nd checkpoint. Take the next half-pipe down, then be bounced then swinged to the hollow tree platform. Continue toward the floating ledges, homing at Beetles. You'll then be bounced to chekpoint 3, where you go up another loop, then proceed to the spring area. Take the springs up to the higher platforms, and be sure not to fall off. Eventually, you'll get to an area with a Hunter and a Beetle. Homing attack the Beetle then the spring, and follow more floating platforms to checkpoint 4. Go down the hill, then be bounced to a vine. Go to checkpoint 5, then follow the path to the earthquake area. Here, the ground is breaking apart, so hurry foward to any of the springs that will take you to the goal. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS Not only has the time limit been removed, but this mission is also incredibly easy. First of all, after the first downhill area, instead of going straight, go to the platforms to the left, and there will be a long path of rings to light dash. Continue through the stage, light dashing on every ring path. In the tree-cave before the 2nd checkpoint, be sure to grab all 3 item boxes, and you should have easily completed the mission with an A at the 3rd checkpoint. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO At the very beginning of the path leading to the 3rd checkpoint, look off the cliff to the left to see a platform with an ancient shrine. Activate the shrine for some platforms. You need to use bounce attack to get to each platform, because they are high apart. On the 3rd platform, homing attack the Beetles then grab the Chao. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 4:00 This is exactly like the 1st mission, only with half the time. However, that is still enough time, as long as you keep on moving ahead, and don't waste your time. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE More, tougher enemies have been added, of course. Also, you will notice that the time limit is now gone. Continue through the stage with the additional enemies until you reach the 2nd checkpoint. Down the half-pipe are a bunch of spikeballs, so be carefull! One touch and you could be bounced to death into the swamp. The next notable difference is after the 3rd checkpoint, at the spring part. There will now be swinging spike balls on the platforms, be warned. Once to the top of the spring area, you'll notice the Beetle used to get across is now gone. Don't take the spring ahead, but rather, go backwards to the platforms behind the Hunter. Continue to checkpoint 4 then down the half pipe - beware, there are more spike balls. Continue to the 5th checkpoint, then to the earthquake area. Be ready to bounce, as the ground falls apart quicker, and you will need to make higher jumps. Also, there are some spikeballs here. Take the springs to the goal. _______________________________________________________________________ TECHNIQUE POINTS Grind the branch - after the first checkpoint, light dash the rings and hold foward to land on a grind-able branch. If you do it right, you will recieve 500pts. Low vine - on the vine after checkpoint 4, hold down A to get two balloons. Beware of spikeballs, though. When you land, you will recieve 1000pts. Grind another branch - when running down the half-pipe after the 5th checkpoint, stay to the left edge, and you may end up grinding a branch. If you do so, you recieve 600pts. Springs - at the end of the earthquake area, after bouncing multiple springs, you will get a free 1000pts. SECRETS Secret Route - on the hollow tree platform, you will spot a bunch of crates to the right. Bounce them to get under and to the secret route, which has a light dash ring path that will quickly take you to the 3rd checkpoint. Free Half-fish - on the hollow tree platform, around the crates to the secret route, the rare sea monster can be seen walking around. Grab it. ----------------------------------------------------------------------- Stage 06: Pumpkin Hill ----------------------------------------------------------------------- Character: Knuckles A Rank Requirements: Mission 1: 12000pts. Mission 2: under 3:00 Mission 3: under 1:00 Mission 4: 13000pts. Mission 5: 16000pts. Small Animals: Skeliton Dog, Bat, Cheetah, Boar 3rd Chao Crate: Half-fish Total Rings: 159 Chao Crates: 1. On the paths connecting the 3 mountains, above the starting path. 2. On the bottom area of Pumpkin Mountain, the area that can be seen from the rocket that leads to the top of the mountain. 3. Glide along the baloons from the top of Ghost Train Mountain. You'll end up on a pumpkin formation, then climb down the back of it to find the crate on a platform. Gold Beetle: Normal: Currently unknown... Hard: Currently unknown... _______________________________________________________________________ MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD Pumpkin Hill is divided up into 3 large mountains: Pumpkin Mountain, Church Mountain, and Ghost Train Mountain. The mountains' names give an acurate description of what is on it. To get to Ghost Train Mountain, go foward then to the rocket on the right. To get to Church Mountain, go foward then take the rocket on the left. To get to Pumpkin Mountain, take the rocket from Church Mountain. Search each mountain for emeralds, and remember, they may be burried now. When you see an ! yet you don't see an emerald, try your new digging ability. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS First, get all the rings around the beginning path. Then, head to Ghost Train Mountain for a path of balloons. The rest of the rings can easily be found in baloons and item boxes. If you can't find any more, use the back ring trick- errr, right, no cheating. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Head to the top of Pumpkin Mountain. Activate the shring along the second highest area, then take the platforms up to the path leading to the Chao. _______________________________________________________________________ MISSION 4: COLLECT THE EMERALD PIECES IN 3:00 Finding the emeralds without hints before time runs out is an extremely difficult task. You may need to use minimal monitors here. Although they take away bonus points, you will still have a big, fat time bonus awarded for clearing the mission. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE More enemies have been added, including a bunch of Hawks and Boom Boos. For the first emerald, get to the bottom of the Ghost Train Turntable atop Ghost Train Mountain. You'll see some swinging spikeballs. The emerald is right above them. The next one is on a lower part of Pumpkin Mountain, where too skulls are shooting flames at the walls. Get rid of the pesky Hawk, then dig into the wall where the flames touched, once the skulls stop flaming. The final one is atop Church Mountain. Before getting to the very tip of the church building, destroy the Hawk... dang, these things are a pain in the butt. Then, gently climb up to the very tip of the church and put on the sunglasses. You will be bounced up by an invisible spring, then glide into the final emerald. _______________________________________________________________________ SECRETS Easy extra life - dig into the circle where the shovel claw upgrade was. There will always be an extra life under there. Skeliton Dog bonanza - you can find up to 5 of these usefull animals on Pumpkin Hill. First, on Church Mountain, one will be walking around the cemetary. Then, go to Ghost Train Mountain. There are two dogs here, but there is also a chance they could come out as bats. One is under a skull, inside a breakable hut on the side ledge of the mountain. Lift the skull to reveal the animal. The other is on the lower ledge of the mountain, inside 2 crates stacked on top of one another. And finally, up to 2 can be obtained from the 2nd Chao Crate. This is the only stage that will have rare animals in the second crate. ----------------------------------------------------------------------- Stage 07: Mission Street ----------------------------------------------------------------------- Character: Tails Checkpoints: 2 A Rank Requirements: Mission 1: 25000pts. Mission 2: Under 3:30 Mission 3: Under 3:20 Mission 4: 22000pts. Mission 5: 30000pts. Small Animals: Gorilla, Boar, Ram, Rabbit, Pheonix 3rd Chao Crate: Pheonix Total Rings: 104 Chao Crates: 1. At the first collapsing road, hover to the road ahead before the road below you collapses. 2. Just before the cylander elevators, go to the left and find it surrounded by wooden boxes. 3. Just as you get on the road that leads to the falling weights, find it on the left. Gold Beetle: Normal: You'll spot it on the left of the elevator cylanders just before the first checkpoint. Hard: You'll spot it on the right of the elevator cylanders just before the 2nd checkpoint. _______________________________________________________________________ MISSION 1: ELUDE ENEMY PURSUIT At the beginning, you are on the road surrounded by many enemies. Lock on to them all. Proceed ahead, but not too fast, as Eagle jets are bombing the area right in front of you. Get through the tunnel, destroying all crates and enemies. After the tunnel, the road below you will collapse. Don't worry, as that just leads to the main path. Grab the jet engine, then hover across the next gap. After destroying several hunters that appear, get onto the weight when it falls. At the top, lock on to all the dynamite and the Hornet for a lot of bonus points. Now, get to the elevator cylanders ahead. After reaching the top, get the first checkpoint then hover over the breaking road. Lock on to the enemies on the sides without being hit by more Eagle bombs. Get to the area with the Hornet, and you'll notice the bridge on the right is blocked by cages. launch the missile to the left to break them, but beware the collapsing road. Get over the bridge, locking onto all dynamite and enemies. At the end of the bridge, you'll need to use one of the collapsed cylanders to get up on the raised area. Continue across, and hover to the other side. Beware, there are falling weights on the road ahead. To deactivate them, break the wood box on the right and throw the switch. With the weights deactivated, make it up to the gap with a Hornet on the other side. Blow it up, then hover over there. Take the elevator cylanders up to the 2nd checkpoint. Avoid the bombs, and hover across the long, breaking road from the upper area to get across. Blow up the dynamite to knock down the cylanders, then walk across it to get to the broken road. Get up the hill, but remember, Eagles bomb from behind you now, so you'll need to rush. At the top, the road will start shaking back and forth due to an earthquake. It shouldn't be too hard to cross, as long as you don't let yourself get dumped off. Go into the tunnel. When you get out, you'll notice an overhead bridge will fall on you, so hurry up! Continue across the downtown area, until you see the goal ring. ANOTHER bridge will fall on you if you don't hurry the heck up. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS This mission can be real annoying, due to little rings and lots of enemies. First, continue across the city, grabbing all the rings and avoiding the bombs. Take the collapsing road down, as it contains more rings than the top route. Be sure to grab the 10 ring box in the crates. Continue through the stage as normal, picking up every ring in sight. When you get to the part with the falling weights, be sure to get the switch that deactivates them. Continue without being hit, and you should have 100 rings some time after 2nd checkpoint. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Before the 2nd checkpoint, you'll see a caged pheonix. Go to the left of it and fall to a platform with an ancient shrine. Activate it to open a portal, and go in. You'll now have to hover from cylander to cylander without being knocked off by an enemy's projectile. The Chao is seen on the last cylander. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 3:00 Keep on moving, shooting missiles at everything in sight. When you get to the first collapsing road, hover over it to the next road. Once past it, hover straight onto the weight and continue the rest of the stage as quickly as possible. Once again, the weight deactivation switch will help. It won't take much time to get, and it saves lots of time without you trying to avoid the weights. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE The main difference at first is the addition of a lot more enemies. The existing enemies also seem to have gotten tougher, ex. Hornets have more bombs. The first physical difference you'll notice is at the elevator cylanders, which are now farther apart. You will need to hover to get between them. The next physical differences are on the bridge - the bridge will fall apart, so hurry across it! After the bridge, you will need to carefully hover around the spinning spike balls. And when you approach the falling weight area, you will notice the switch is now gone, so you will need to rush this part. When you get to the gap, the weights you used as a bridge will now fall. So, stand on the barrier and hover across to the platform with the hornet. Pass the 2nd checkpoint, and at the end of the bridge, where you knock down the cylanders, you'll notice the road ahead is rocking back and forth. To get on it, stad to the very edge of the left collapsed cylander, and just as the road is tilting to the left, hover toward its left. When you get to the Earthquake area, the middle piece will fall off, so be warned of that. For the rest of the stage, the only difference is the addition of more enemies. _______________________________________________________________________ SECRETS Caged Pheonix - you'll see it just before the 2nd checkpoint. With your bazooka, break the steel boxes ahead and launch the missile inside in order to break the cage and free the pheonix. ----------------------------------------------------------------------- Stage 08: Aquatic Mine ----------------------------------------------------------------------- Character: Knuckles A Rank Requirements: Mission 1: 14000pts. Mission 2: under 1:50 Mission 3: under 1:00 Mission 4: 14000pts. Mission 5: 15000pts. Small Animals: Skunk, Seal, Penguin, Condor, Dragon 3rd Chao Crate: Dragon Total Rings: 138 Chao Crates: 1. In the room above the beginning, behind some wodden beams. 2. In the same room, set the water level to 3 and then activate the ancient shrine. Go into the ghost room (past the door) and climb to the top beams. The crate will be on one of the beams, next to the wall. 3. Go to the very bottom of the stage, with the water still on level 3. Go through the mine shaft, and you'll shortly find the box. Gold Beetle: Normal: Along the ledges around the wall of the starting area. Hard: It is in the same place. _______________________________________________________________________ MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD In order to access different parts of this stage, you need to change the water depth with the switches. Switches 1 and 2 can be found in a room near the begginning area. Switch 3 can be found in the area above the beginning by taking a pulley to the top. Water level 1 is the highest, and the default water level. Water level 2 is medium, and water level 3 is the lowest. Aquatic Mine consists of 4 floors. You start at floor three, and you can go down to floor 1. Go up to floor 4 at the start, this is where you can find switch 3. Aside from the main room, Aquatic Mine also has a long shaft, leading from floor 2 to 1. There is also a ghost room, which is accessable from either the pit with a "caution" sign around it on the 3rd floor. There is another pit with a similar sign on floor 2, this way leads to the air necklace. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS The easiest way is to first go to floor 4 after getting the rings at the beginning. Get the 10 ring up there, then throw switch 3. Activate the ancient shrine to go to the ghost room where you can find a 20 ring box. Find the final rings on the way to the air necklace. You shouldn't need the back ring trick. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Don't touch ANY switches, and head up to the 4th floor. Activate the ancient shrine, and make your way past the door it opened, punching mine karts until you get to the underwater ghost room. Once there, find a path of rings leading up. Follow them through a shaft until you get to a spikeball. Take the pulley up to the Chao. _______________________________________________________________________ MISSION 4: GET THE EMERALD PIECES IN 3:30 You will need to use the monitors here, as in Pumpkin Hill, the time bonus far outweighs the bonus points lost by monitors. And, be sure you know this stage well. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE For the first emerald, do exactly as you did to get the lost Chao. Only now, go past the spikeball rather than up the pulley. The emerald will be waiting right there. Next, swim down to floor 2. Go into the mine shaft, then get to the "botomless shaft" area, past all those ghosts. Avoid the spikeballs, and find the emerald below. Finally, go to floor 3 and onto the large water wheel that is not in the water. Stand on the beam without the wood box and put on the sunglasses. A spring will appear, bouncing you straight into the emerald. _______________________________________________________________________ SECRETS Free Dragon - in the room where you got the air necklace, climb up to the top and you'll see a dragon flying around. ----------------------------------------------------------------------- Stage 09: Route 101 ----------------------------------------------------------------------- Character: Tails (Kart Race) A Rank Requirements: Mission 1: Under 2:45 Mission 2: Under 1:30 Mission 3: Under 3:00 Mission 4: Under 3:00 Mission 5: Under 2:50 _______________________________________________________________________ MISSION 1: CHASE THE PRESIDENT'S LIMOUSINE This is the easier of the 2 Kart Racing stages, as your only worry is the remaining time. All you do is drive to the end of the stage where the limo is as quickly as possible. Collect 20 rings for a boost. Hitting cars and walls will slow you down, so avoid them at all time, especially when you are trying to score an A. Also, keep in mind the checkpoints on this race are merely extensions of your time, not like the lamp posts that you go back to if you die. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS This mission is incredibly easy, as collecting rings here is really quick with large paths and balloons, as well as the fact that you can't lose your rings. Whenever you see a balloon, go for it, as it may contain up to 40 rings. _______________________________________________________________________ MISSION 3: DON'T HIT OTHER CARS This mission is actually harder than it seems. If you are speeding, you may not see that car coming in front of you. Also, driving in those tight caves is quite annoying with cars in front and back. If a car hits you suddenly from the back, you will still lose. _______________________________________________________________________ MISSION 4: DON'T HIT THE WALLS This mission is a little tough, but at least you know where all the walls are, rather than the cars that suddenly appear. Don't be afraid to take your time here. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE You are now free to smash into walls all you want. But don't waste too much time running yourself into walls, as there is a shorter time limit now. Also, there are tons of cars on the road. If you run into them, they will slow you down. Be sure to use boosts on straight areas. ----------------------------------------------------------------------- Stage 10: Hidden Base ----------------------------------------------------------------------- Character: Tails Checkpoints: 3 A Rank Requirements: Mission 1: 14000pts. Mission 2: Under 3:15 Mission 3: Under 2:50 Mission 4: 12000pts. Mission 5: 13000pts. Small Animals: Skunk, Tiger, Otter, Penguin, Half-fish 3rd Chao Crate: Half-fish? Total Rings: 110 Chao Crates: 1. As you approach the "room" before the 1st checkpoint, bust down the wall on the right. 2. Instead of jumping across the gap to the 2nd checkpoint, fall down instead. The crate will be waiting ahead. 3. Currently unknown... Gold Beetle: Normal: after the 1st checkpoint, grab the pulley to the left of the path. It will take you up to the Beetle. Hard: It is in the same place. _______________________________________________________________________ MISSION 1: FIND THE ENTERANCE TO THE BASE A bunch of Hawks and Sky Hawks are guarding te beginning of the stage. Destroy them first, then hover to the next platform. Don't fall in the quicksand! Once on the platform, detonate the dynamite to lower the next ledge. Break the wall with Eggman's face on it, then blow up all the dynamite in the next area. Don't move until the ledges have fallen down to a reach-able height, or you may accidentally walk into the quicksand. Continue to the straight along the path to the 1st checkpoint, avoiding barages by Hawks. Get to the red blocks floating in quicksand, and use them to get to the platform on the left side. Bust through a few more dynamite packs, and eventually you'll make it inside the base. Once you make it up the pully, a bunch of Kiki's will be waiting for you. Aim your ray in all directions to destroy them and the nearby dynamite. Work your way up to the 2nd checkpoint. After passing over more quicksand, you'll go up a pully with more Kiki's at the top. Aim your ray in all directions once again, then jump to either side then up to the breakable door. Beware of Kiki bombs on the other side. Make your way up to the maze area. First, break the wall on the left, next, go right and break the wall ahead, then, continue through the left breakable door to the 3rd checkpoint. Take the pullies up to another Kiki area, then go up and bust the door ahead. Continue along the left path at the shrine, and hover over the blocks floating in the quicksand. Blow up more dynamite, then blast 3 more eggman walls in a row. When the path turns right, take the left path. hover over the quicksand, then into the next room. Take a series of pullies up to a bustable door, and behind it is the goal ring. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS Rings are quite scarce here, thus making the mission quite difficult. First, grab the easy 10 rings box, and hover over 6 more rings. But beware of the Hawks who shoot lots of projectiles at you. Continue along the path, collecting rings and avoiding enemies. After getting past the first set of Kiki's, go to the lower part of the stage. To the right, you may be able to spot a platform with about 12 rings on it, floating in the quicksand. Get them, then take the spring up and continue as normal. Now, once past the door where you see two Kiki's bombing you, get ahead to the wall of this area. There will be two 10 ring boxes. After the maze part, get the 3rd checkpoint, but don't go any farther. This should raise your rings to about 90, so, now move back, then go the the right of the enterence to the 3rd checkpoint. Two 10 ring boxes will be there to help you finish the mission. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Some point after the 3rd checkpoint, you'll see an ancient shrine right in front of you. Activate it to open the door. Go in, and hover down, destroying the Hawks. Go through the door ahead with the pulley and the sunken blocks. Take the pulley, then use one of the springs to bounce up to the Chao. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 3:30 Follow the same strategy you used to clear all of Tails's other timed missions. Be sure you know your away around the maze area, and you should be fine. Also, there is a small shortcut toward the end of the stage. When the path turns right, and you normally take the left path from there, take the right path. Be sure you have the bazooka, then use it to break the steal box. Use the revealed spring to bounce to the right of the screen, which is a slightly quicker route. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE A clear difference at the start is the dramatic increase in Hawks. They suddenly swoop down at you, so look out. After passing all the Hawks, you'll get to the Kiki's, who now throw larger, more explosive bombs. Continue to the Unidus platform, where there are now swinging spikeballs. Go to the left to avoid them. After passing the 2nd checkpoint, you take the pulley up, but you won't see a way to get up to the next area right away. To get up there, look around for another pully next to you. After moving past some more Unidus, you'll notice spinning platforms in the quicksand that you need to get over. Wait for them to stop spinning, then get on. Continue the stage to the end, as there are not much other differences. _______________________________________________________________________ SECRETS Hidden Half-fish - at the very last breakable door of the maze area, break the door to the right instead. From there, go backwards and destroy another door. The freaky fish will be walking around in the shadows. ----------------------------------------------------------------------- Stage 11: Pyramid Cave ----------------------------------------------------------------------- Character: Sonic Checkpoints: 3 A Rank Requirements: Mission 1: 15000pts. Mission 2: Under 1:30 Mission 3: Under 3:45 Mission 4: 13000pts. Mission 5: 14000pts. Small Animals: Ram, Condor, Peacock, Bat, Skeliton Dog 3rd Chao Crate: Skeliton Dog Total Rings: 418 Chao Crates: 1. When at the first swing pole, don't get on it, but rather go down. It will be against the wall to the left. 2. When you get to the hourglass after the bounce bracelet upgrade, go to the right. The Chao Crate is behind a black box. 3. From the secret shrine (see secrets) after light dashing the second path of rings, try to land on the grind rail. It will be straight ahead at the end of the rail. Gold Beetle: Normal: Past the 3rd checkpoint, to the E-1000. Homing attack the bumper to bounce higher, the homing attack the Beetle that appears. Hard: It is in the same location, only a little more to the right. _______________________________________________________________________ MISSION 1: INFILTRATE EGGMAN'S HIDDEN BASE You start by running down a tunnel. By the end, you have already reached the 1st checkpoint. Nest, flip the hourglass to temporarily open the door, and proceed until you reach the red swing pole. Swing on it to get to the other side. Or, you could go down, but its slower - you'll need to flip an hourglass to make some platforms come out to get you back up. Flip another hourglass, then get to the next door before it closes. Light dashing the rings will really help. Proceed, then grab the bounce bracelet, and use it to get onto higher ledges. Flip the next hourglass, then quickly get to the spring that will bounce you up to the hall leading to the door it opened. Next, get the flashing key, then place it on the octogon to open the Eggman door guarding the 2nd checkpoint. Proceed ahead, either with the grind rail or plain old walking. After passing this area, you'll see another octogon. Go to the right path, and at the dead end, pick up the key. Take it to the octogon to open the door. On the way, it can be used as a throwing weapon. Past the door is the ghost tunnel. You'll need to flip the hourglass, then quickly get to the bottom of the tunnel, past the door to the 3rd checkpoint. There are a lot of annoying ghosts on the way to annoy you and slow you down. If you get to the bottom of the tunnel and the door is already closed, fall in the pit for a shortcut back to the beginning of the tunnel. Once past the 3rd checkpoint, flip the hourglass then dash through the doors before they close. If they do close, you must take the grind rails around them. Then, somersault under the fence and be dashed to a large loop. After that, you'll make it to an E-1000 guarding a bumper. Bounce from the bumper and continue on. Grind across the rail to the next hourglass. Flip it, then spindash to get up the hill and past the door. Continue along the long path until you reach the end of the stage. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS This is not a hard mission, if you can get the many item boxes. First, grab the 20 in the spinning hoop before the path in the tunnel, then light dash the path. Another 20 will be available on the left wall. Light dash the last path in the tunnel, and you'll already have 60 rings, and soon 80 after passing the 1st checkpoint. Finally, fall off the area with the swing pole without falling into the large tourch. Get the two 10 ring capsules for an easy A. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO The shrine is close to the end of the stage. After the last door, you should see the shrine on the right. Activate it for a spring, and bounce up to another platform. Flip the hourglass, then bounce up to the pole. Swing across all the poles as quickly as possible before the door ahead closes. Behind the door is the Chao. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 4:00 Remember, Light Dash is your friend. Use it ANYWHERE there's rings. Also, be sure you've practiced getting through all those doors in time. As for quickest routes, be sure to swing over the poles, not landing below. The grind rails will also help by a LOT. Remember to hold B grind down them faster. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE The starting cave is now infested by Attack Boos and Boom Boos bouncing around, so be on your guard. Even after the 1st checkpoint, a Boom Boo is wandering around the path. The hourglasses in hard mode seem to end quicker as well, so make haste. Speaking of hourglasses, the one after the bounce bracelet has been moved to the right of the ledge it was previously on. Also, the spring there has been removed, so you will need to bounce. The next set of major differences are at the part where you are carrying back the 2nd flashing key. First of all, the hourglass has been moved to a higher ledge that you can't reach when holding the key, so put down the key, flip the hourglass, pick the key back up, and rush through the door with it. Next, stepping stones to get the key up higher have been removed. So, you'll need to get on one of the black boxes, and throw the key onto the next ledge. You will need to do this twice. Once you get to the ghost tunnel, you'll immediately notice more ghosts - including Attack Boos and Boom Boos. The key to getting past them is spindashing. That's about it for the major differences. _______________________________________________________________________ TECHNIQUE POINTS Hoops - jumping through the various hoops in the tunnels will give you various bonuses, up to 600pts. The higher ones seem to give more points. Grind rails - grinding some of the rails gives you 300pts. Through the doors - if you get through certain doors before they close, you can earn up to 300pts. SECRETS Caged Skeliton Dog - to the right of the area with the bounce bracelet, bounce to break the wood box. Fire somersault the steel box with the cage on it to lower the cage, but not the dog. Get it from above the cage. Secret Shrine - right next to the 3rd checkpoint is the shrine, so slow down from the previous boost and activate it. A path of rings will appear, light dash them. On the next platform is another shrine. Activate that for another ring path. This repeats a few times, and on the platforms, you can find extra lives and other items. ----------------------------------------------------------------------- Stage 12: Death Chamber ----------------------------------------------------------------------- Character: Knuckles A Rank Requirements: Mission 1: 12000pts. Mission 2: under 2:30 Mission 3: under 2:00 Mission 4: 12000pts. Mission 5: 12000pts. Small Animals: Skunk, Rabbit, Tiger, Gorilla 3rd Chao Crate: Skelliton Dog Total Rings: 213 Chao Crates: 1. Right under the door to the red area in the core. 2. In the big blue room, flip an hourglass then go past the east door and dig into the painting. It is in the room behind. 3. In the big green room, proceed through the west door. Go down, then break some boxes. You'll see the crate with 2 Gorillas walking around it. Gold Beetle: Normal: From the beginning, go to the door on the right, and dig into the painting. In the next room, go to the right and launch a missile that breaks some cages. Go into the room where the cages broke, and it will appear before the hourglass. Hard: It is in the same place. _______________________________________________________________________ MISSION 1: FIND THE 3 GATE KEYS First of all, in order to pass certain areas, you will need to dig into certain walls. The walls you can dig into have paintings with a colored oval center. Be sure to dig into the oval. The layout of Death Chamber is arranged sort of like a triangle. You start in the red section, at the top of the triangle. The blue section is on the left corner, the green section is on the right corner, and the pyramid core with the large machine is in the center. Maps of the stage can be seen around the walls, with a blinking dot indicating where you are. As for searching for emeralds, the only difference is that you are not searching for emeralds. But rather, you are searching for silver keys with Eggman heads on them. (did you really think you'd get out of treasure hunting that easily?) The radar etc. works the exact same way as with emeralds. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS Rings should be easy to find here, especially with the back ring trick- *smacked* Anyways, before wandering around everywhere, go to the blue section. Find the magna shield, then glide through every hallway, magnetizing every ring in sight. A must if you wish to score an A. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO First, go to the lowest section of the pyramid core. Find the ancient shrine somewhere around the circle, then activate it to open a door on the ground. Be sure you have the air necklace, then dive down into the water. Once down there, take note of where the door on the wall exactly is, then flip the hourglass on the other side, and make haste to the door before it closes. Inside, swim past the E-1000's to the ghost room. As soon as you exit the ghost room, swim straight up immediately to a hole in the ceiling. Once out of the water, you sight an hourglass above. Flip it, then glide to the wall on either side. The door opened is right above the hourglass, so quickly climb there and to the trapped Chao. _______________________________________________________________________ MISSION 4: FIND THE 3 KEYS WITHIN 5:00 First, be sure you know the stage well, as it is extremely large and confusing. And as always, don't be afraid to use the monitors a little bit, as you will be rewarded a large time bonus. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE Aside from the increase in enemies, especially the Boom Boo's, the hourglasses now seem to run out of time much quicker. At the beginning of the stage, flip the hourglass then rush to the left door. Punch as you go through it to defend yourself from the Boom Boo. Continue across the path until you reach the room with the flashing floor, guarded by a Gola. Dig into the painting on the right. You'll now be in the room with the first key. After getting rid of those pesky ghosts and E-1000's, flip the hourglass. Then, go left to the platform the hourglass made come out, and punch the steel boxes. Inside is another hourglass. This one opens the door in the center of the floor. After flipping it, drill claw into the floor center where the door opened to dig out the key. Now, get out of that room and make it to the pyramid core. Go to where the shrine is that you used to get to the Chao. Activate it and go in the water. Make it through the doors, and as soon as you pass the ghost room, go straight to the back of the next room - don't go up just yet. Go behind the alter at the back and grab the key, but beware of Unidus. Now you can go up to the Chao room, but before you do, throw the switch on the ceiling just before the upward hole. (prevents a weight from trapping you inside the next room) Once up in the room, flip the hourglass, then go back down in the water. The hourglass opens the floor in the small room in the second step. Under the floor is the final key. _______________________________________________________________________ SECRETS Nothing notable at the moment. ----------------------------------------------------------------------- Boss: King Boom Boo ----------------------------------------------------------------------- Character: Knuckles Location: Death Chamber (pyramid core?) Hits: 4 Time to do battle with the king of ghosts. He will start by throwing several blue fireballs at you while chasing you around the circular area of the battlefield. Run away from him quickly, but not too quickly. If you run away from him at full speed, he will turn around and begin chasing you in the other direction. (he isn't as dumb as he looks) After chasing you for a bit, you will stop to spew large flames. This is your chance to run to his back and get his little ghost servent that always hangs behind him. Punch the ghost to make him drop the hourglass he's holding, then the hourglass will flip, thus causing a door in the ceiling to open, letting in a little light. As everyone knows, ghosts hate light, so this is your chance to nail him. As soon as the sun shines in, he will hid under the ground, but you can still see his shadow. Dig into the shadow to send him running, then punch him to cause him pain. He will then run away from you at full speed until the room becomes dark again. This process repeats for the whole battle. But when he's halfway defeated, he will started chomping at you trying to have a nice echidna dinner. When he's doing this, you must run at full speed. After chomping, he will go back to throwing fireballs, so continue back to the normal strategy to beat him. ----------------------------------------------------------------------- Boss: Egg Golem ----------------------------------------------------------------------- Character: Sonic Location: Hidden Base (inside) Hits: 4 The second pyramid boss is Egg Golem... the Golem. (I bet you'd never guess he was a golem...) He mainly tries to smash you with his fists, which are pretty easily avoidable. When he does so, make your way around the circle to his back, where Dr. Robuttnik had conveniently built steps onto the golem's back with Sonic destroying his creation in mind. Use the steps to get up the golem, and when you see the flashing hyrogliphs on the steps, homing attack them up to the top of his head, dealing him a hit. After he is halfway defeated, your method of hitting him will change. Now, he will try to smash his face into you. When his head is down, use the bounce attack to get higher, then homing dash the head to deal him a hit. If you have any trouble in defeating the golem, go down in the quicksand (which Sonic can get out of) and get some of the ring boxes down there. ----------------------------------------------------------------------- Stage 13: Eternal Engine ----------------------------------------------------------------------- Character: Tails Checkpoints: 5 A Rank Requirements: Mission 1: 35000pts. Mission 2: under 3:30 Mission 3: under 2:45 Mission 4: 30000pts. Mission 5: 35000pts. Small Animals: Racoon, Boar, Parrot, Condor 3rd Chao Crate: Dragon Total Rings: 194 Chao Crates: 1. Straight through the door past the Hornet after the first checkpoint. It is behind some wooden boxes, near the switch. 2. Past the Artifical Chaos area after the 2nd checkpoint, you'll end up in a room with wood boxes on the left and steel boxes on the right. Break the steel boxes to find the Chao Crate. 3. Just after passing the 3rd checkpoint, you'll notice a locked door ahead. So, continue ahead the normal path, until at the outside walkway. Take the first pulley up to the next walkway, then look down. At the gap, you'll see another walkway with a pulley. Throw the switch there, then use the pulley to hover back to the door. From there, go back to the locked door, which is now open. Gold Beetle: Normal: Just after the 5th checkpoint is the area where you float across. You'll spot it on the left just after the falling platform. Hard: It is in the same place. _______________________________________________________________________ MISSION 1: DESTROY THE COLONY'S POWER GENERATOR Eternal Engine is one of the most difficult stages in the game, due to its longevity combined with its many hazards. Just like in Prison Lane, you must destroy enemies at some parts to continue on, such as the two Beetles at the start. Also like Prison Lane, you must deal with more of those annoying Wing Beetles. Continue through the path of the stage, locking on to the many Beetles armed with guns and bombs. When you get to the room with crates and springs on either side, take the spring to the right and onto the pully, before you get bombed. At the top of the pully, bust the bombing Beetle and continue up the next pulley. At the top, you will spot a Hornet. It won't attack just yet, until you reach its ground. Lock onto all its bombs, as well as all the bombs of the next Hornet behind it to earn a possible Perfect bonus of 2000pts. After the first checkpoint, you'd better stop being reckless with that lock-on laser. This is because, from here on, the stage is littered with dynamite and chemical containers - if they explode, the walls and ground of the colony will fall off, and you will be sucked right out into space! In order to pass these rooms alive yet still score a bonus, lock onto everything in the room, but don't fire until you've reached the end. Past the next door, destroy the Hornet, then notice that the door on the right is locked. To open it, go straight ahead and throw the switch behind the wood boxes. Don't fire any projectiles near the wall, as you could blow it up. Continue through the door that has opened, to the outside bridge, then lock onto the next Hornet from a distance - if you are close, you could blow the bridge up with yourself on it. After passing the next explosive room, you'll come to an outside area. Fall straight off the platform and onto another with a rocket. Launch it to break the cages ahead, then continue across the platforms. Once passing the door inside, be sure to walk along the wall, or risk being gushed by a weight. After the weight falls, hit the switch between the springs and under the propane tank to make it go back up, then take the spring on the right to the top of the weight. Take the pullies up to the 2nd checkpoint. Now, prepare to face Artifical Chaos: Type P1, which hides in its blob body for defense. Keep firing your volcan cannon at it until it lifts its head in order to defeat it and open the door. Proceed through another explosive hall with more Artificial Chaos, but don't worry about killing them. In the next room, you need to take platforms over the acid while avoiding the lasers. Simply standing between the lasers is the way to get past this part. Get the health baloon, then continue to the 3rd checkpoint. Take the door to the right when you come across a locked one, and make your way to the outside walkway. Shoot first, then approach slowly, as you don't want to blow up the platform you're standing on. Along this area, Wing Beetles prove once again to be a big nussaince. Get inside to the 4th checkpoint, then pass another explosive room. Get to another outside area. Don't worry about blowing up the bridge here, as all it does is make you take longer in getting the Bazooka if you haven't already. Bust through some metal boxes at the bottom, then go to another explosive room. After passing that, you'll end up to a room with another Artifical Chaos. This one doesn't sheild itself, however, you must be carefull when shooting it. If you blow up the dynamite behind it, getting onto the next pully will be a major struggle. Go on to the 5th checkpoint, and out into outer space. You will float around here, causing your lock-on ray to be hard to aim. Don't worry about locking onto each hornet bombs, just destroy the things before they bomb you. Float your way to the door on the other side, and beware of the Hornet behind it. Destroy the Artifical Chaos past the next door, then fall down the long pit. Be sure to hover, making it easier to avoid those lasers all over the place. Beware of the alternating laser beams, so you may have to alternate between hovering and falling. But that's not the only hazard, there are Beetles and Artifical Chaos here as well! Toward the end, be sure to land on the platform. There, you see the power generator right in front of you. Lock on to all the parts of the generator at once, scoring you loads of bonus points, including a few Perfect's. When locking on, watch out for the Energy Control Cannons shooting their deadly probes at you. After blowing the whole thing up, the goal ring will be revealed. Hover over to it, and Eternal Engine is finally over. Phew! _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS First of all, don't bother shooting unless you absoulutly need to. Be sure to avoid all explosions, grab every ring along the path, avoid the weight mentioned earlier, and remember the strategy for defeating the P1 Type Artificial Chaos. This mission may take many tries, but remember, it IS possible. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Just as you get to the very first outside area, look to the left and see a platform with a shrine on it. Activate it for some platforms, and follow the path to a moving platform and a door. Hover to the platform then into the door. There are Artifical Chaos here, but DON'T SHOOT, as there is a bomb inside! One shot and *boom* goes the whole place. So, go on to the moving platform ahead, and hover just over the laser beams and into the door where the Chao can be found. _______________________________________________________________________ MISSION 4: REACH THE GOAL WITHIN 5:00 Be sure you practiced this stage. Eternal Engine is quite difficult, as is reaching the goal in 5:00. Be sure you know the quickest way to get through, and follow the same strategy as you did in past timed missions. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE Oh great, a hard stage made even harder. However, not much was changed besides the enemies. As for physical changes, moving platforms are now about 4 times smaller. Also, tons more explosives have been added. A notable example is past the 3rd checkpoint - err wait, the lamp posts there have been removed, so technicly there is no 3rd checkpoint! Anyways, past where the 3rd checkpoint used to be, is an outdoor walkway. There is a ridiculous amount of explosives here, so one shot means certain doom. It is best to pass through without shooting. There aren't much other differences in structure, but this mission is still a big pain. Good luck... you'll need it. _______________________________________________________________________ SECRETS Nothing notable at the moment. ----------------------------------------------------------------------- Stage 14: Meteor Herd ----------------------------------------------------------------------- Character: Knuckles A Rank Requirements: Mission 1: 13000pts. Mission 2: under 2:00 Mission 3: under 1:30 Mission 4: 14000pts. Mission 5: 13000pts. Small Animals: Penguin, Seal, Rabbit, Ram, Pheonix 3rd Chao Crate: Pheonix Total Rings: 250 Chao Crates: 1. It can be found next to one of the construction vehicles on the ground, left of the beginning. 2. On the base of the central tower, near the spring, punch the meteor into the door to reveal the crate. 3. Get to the upper area where there are 6 large, rectangle containers. Go into the left one at the front to find the crate. Gold Beetle: Normal: Currently unknown... Hard: Currently unknown... _______________________________________________________________________ MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD This stage is extremely large, but it is wide open so it is not terribly difficult to navigate. You start on the ground area, which has a bunch of ledges and construction equipment. In the middle is the central tower, and above the central tower is a ton of floating platforms. At the very top of the stage is space station ARK. Keep in mind these landmarks, and finding the emeralds shouldn't be too hard. There aren't much enemies here, but the constant falling meteors more than make up for that. Also, on the ground area, there is a different type of meteor, that looks like a rock covering up a blue block. These can be punched into blue blocks or locked doors to break them. The closer you are to them, the farther they are punched. _______________________________________________________________________ MISSION 2: COLLECT 100 RINGS The majority of the rings in this stage are found on the ground area, both scattered and in item boxes. As usual, there's the back ring trick, but because of the scarseness of enemies, you will need to be hit by a meteor. They never hit you when you want them to... but of course, one comes and hits you just as you have obtained 99 rings. To avoid the meteors, be sure to move around at all time. _______________________________________________________________________ MISSION 3: FIND THE LOST CHAO Take the rockets all the way up to ARK. On one of ARK's higher ledges, you should find the ancient shrine. Activate it to open a portal, then get it. Fall through a room with another shrine at the bottom, and activate it for another portal. Go in there to end up in the room with the Chao. _______________________________________________________________________ MISSION 4: GET THE EMERALD PIECES IN 4:30 I have nothing new to say. Just use the monitors without too much worry over point reduction. _______________________________________________________________________ MISSION 5: CLEAR HARD MODE There are more enemies this time around, specificly Hornets, as well as the occasional Pheonix; this is one of the few stages the Pheonix Hornet appears in. For the first emerald, get to the base of the centeral tower. Go around all the doors, and take note of the one where an ! appears above your head. Now, gently punch a meteor into that door, and the emerald will be revealed. For the next one, get on top of the central tower and use the sping on one of the corners to get to a large platform. Now, find the dented beam there with an extra life on the end, and put on the sunglasses. Take the spring that appears there, then a second invisible spring. Then, you'll see the emerald, so reach it by gliding. Finally, work your way up to ARK. On one of its lower platforms is a Pheonix enemy. Destroy it, then put on the sunglasses again. A spring will appear near the moon symbol. Bounce of it, then glide foward and grab the floating emerald. _______________________________________________________________________ SECRETS 2 free Pheonix's - the first one is near where two large, rectangle containers are next to eachother high above the ground. You'll spot it franticly flying around in circles under a platform. For the other one, go to ARK. On one of the station's higher ledges, if you look out into space, you can see the firey chicken flying around. Glide to get it. ----------------------------------------------------------------------- Boss: Rouge ----------------------------------------------------------------------- Character: Knuckles Location: Meteor Herd, central tower Hits: 4 When on the ground, Rouge shouldn't be difficult to attack at all. The problem is when the floor opens and you float upward. You must keep track of what beam Rouge went on, and not lose track, or else you'll have to wait for the floor to close back up. When Rouge uses her Black Wave attack, the best defense is to glide away from it. ----------------------------------------------------------------------- Stage 11: Pyramid Cave ----------------------------------------------------------------------- Character: Sonic Checkpoints: 5 A Rank Requirements: Mission 1: 17000pts. Mission 2: Under 3:00 Mission 3: Under 5:00 Mission 4: 16000pts. Mission 5: 15000pts. Small Animals: Skunk, Seal, Bear, Tiger, Pheonix 3rd Chao Crate: Pheonix Total Rings: 391 Chao Crates: 1. Its just before the 4th checkpoint, in plain sight. 2. At the area where you got the flame ring, walk toward the screen until you get to a large acid pit. Grind the rails on the sides of the walls to make it to the crate. 3. After the warp tube where the gold beetle appeared, there will be a narrow, red beam with swinging spikeballs. After passing them, go through the door and reverse the gravity. Launch the missile to break the acid lock, where the final crate is. Gold Beetle: Normal: Just before the short warp tube guarded by two Shield Hunters, it should appear on the left. Hard: It will appear earlier. Just as you are sliding down the rail to the short warp tube, it will appear where the path curves. _______________________________________________________________________ MISSION 1: HURRY AND FIND EGGMAN Welcome to the "Death Egg" off SA2. As with all Sonic games in the past, the final stages are huge spaceships with warp tubes and reversed gravity at times. There are many gravity switches here, so whenever you see one, press B near it to reverse the gravity. However, since SA2 is 3D, not only will you walk on the ceiling, you can walk on the walls as well, with horizontal gravity. After activating the first gravity switch in the stage, go to the left to find a shield, as you may need it here. Continue foward then reverse the gravity again. Back on normal gravity, you will encounter a Hunter that shoots a gum-like substance to get you stuck. Destroy it, then continue to the Artifical Chaos. The Magic Gloves are useful for defeating these blobs, as it seems to blow them up just before their Tenticles reach you, if you are quick enough. Take the pullies to the 1st checkpoint as well as a warp tube. Homing attack the glass to get in. On the other side, dash past the Beetles over the acid pit and to the next gravity switch. Reverse the gravity and get the spring that bounces you down - or rather, up. Somersault through the small opening in the wall. After the 2nd checkpoint, grind down the ceiling rail, without falling into the acid. Now, you'll be in a room with three choices of gravity settings. Don't use the middle switch, it will lead you to a death pit! The right switch will take you the correct way. The left switch is just a slower way of getting to the right switch area, but a shield can be found here. Once in right gravity, grind down the rail into normal gravity, but look out for the Artifical Chaos at the end. Continue foward, and you'll end up at the first Artifical Chaos Guard Type. Don't use your homing attack, as it will probably lead you into an exploding cell, and it will simply take long. You could somersault through the cells, earning loads of points, but there is still a risk of explosion. Bounce attack is the best way to get through them, with the lowest risk of explosion, and the quickest way to pass the area. Or, if you can get back to charge up a light attack, that would be great. After destroying the Artifical Chaos Guard, continue to the 3rd checkpoint. After sliding down some rails and somersaulting Shield Hunters, you'll get to an acid pit where you must dash over electric shield Beetles. Wait for their shields to dissapear, then dash them. At the end of them, either light dash the path of rings, or carefully land on the rail below. You'll now be at the 4th checkpoint. Homing attack the glass to get into the long warp tube. You'll come out in reversed gravity. Continue foward, and be sure to grab the flame ring. Then, when on the ceiling, break the steel boxes and somersault through the small opening. Continue along the main path, and if you have a magna shield, you may as will get rid of it, because it could screw up your light dash, which you will be relying heavily on. Light dash over the acid, then break the 2nd metal box to reveal a spring, which will bounce you back into normal gravity. Destroy the Artifical Chaos to open a door into space. Light dash along the long ring path,