Sonic Adventure 2 Battle
------------------------

Copyright 2004-2005 Brian McPhee
Author: Brian McPhee (Kirby021591)
E-mail: Kirby0215@aol.com
Most Recent Update: July 1, 2005
Originally Created: December 24, 2004
Version: 1.0

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-------------------------------Table of Contents--------------------------------
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Section 1*

Introduction*
Navigation*
Storyline*
Items*

Section 2*

Hero Story*
Dark Story*
Last Story*

Section 3*

City Escape*
Wild Canyon*
Prison Lane*
Metal Harbor*
Green Forest*
Pumpkin Hill*
Mission Street*
Aquatic Mine*
Route 101*
Hidden Base*
Pyramid Cave*
Death Chamber*
Eternal Engine*
Meteor Herd*
Crazy Gadget*
Final Rush*
Iron Gate*
Dry Lagoon*
Sand Ocean*
Radical Highway*
Egg Quarters*
Lost Colony*
Weapons Bed*
Security Hall*
White Jungle*
Route 280*
Sky Rail*
Mad Space*
Cosmic Wall*
Final Chase*
Cannon's Core*

Section 4*

Kart Race*
Boss Attack*
Other Emblems*
Rank Conditions*

Section 5*

Level-Up Items*
Chao Garden*
Battle Mode*
Secrets and Glitches*
The Console Wars*
FAQ*

Section 6*

Credits and Legal Information*
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================================================================================
=================================Introduction*==================================
================================================================================

Ah, it's been a long time since I wrote for a Sonic game.  There doesn't seem to
be any pattern to the way I write my guides, but if you look closely at the
order for a long enough period of time, you may be able to start seeing a
pattern.  If you do, e-mail me so I can adhere to it.  Anyways, like I said,
it's been a while, Sonic.  It was eleven walkthroughs ago that I wrote about a
Sonic game, and it's about time that I wrote about Sonic Adventure 2.  Of
course,
SA2 "Battle" is the same game as Sonic Adventure 2, but it has a multiplayer
mode and a few other additions.  Now I shall give my review of the game.

Let's face it, people.  The original Sonic Adventure was no prize.  I didn't
like it very much at all and it took my about two days to beat it to completion
having never played before.  This game, the anticipated sequel (not so
anticipated anymore), is a million and three halves times better than Sonic
Adventure.  Why?

Well, I've been studying the matter for about ten minutes and I think I've come
to a conclusion.  First, there is the matter of having three stories.  Yes, in
Sonic Adventure there were six different playable characters that you could
unlock, each with their own very similar and short modes of play.  This game, on
the other hand, also has six playable characters.  There are tons of levels for
everyone and each level has five different missions.

The controls to this game are similar to those of Sonic Adventure (or even Sonic
Heroes).  That is, they are easy to learn and very fun to use.  Each playable
character has a dark/good counterpart that is essentially the same as them, but
the levels and stories are much different.  There's also an upgrade system in
this game in which you can find secret items.

Not to mention that there's a Chao Garden in this game.  I swear there must be
subliminal messages in that garden because it is just way too addictive.  All in
all, this game is all-around better than Sonic Adventure and some would even
call it superior to Sonic Heroes.  Enjoy.

By the by, if you see my guide on any site other than www.GameFaqs.com (GameSpot
is allowed, as it is an affiliate of GameFaqs), please alert me.  I'd be very
grateful.  With your help, we can stop plagiarists (it is illegal).  Thanks a
bunch.

================================================================================
==================================Navigation*===================================
================================================================================

You may have noticed all the asterisks (*) by the various section titles.  Sure,
they are pretty festive, but they serve another purpose.  On your keyboard,
press CTRL and F at the same time.  If you have a Mac, press Apple and F at the
same time.  This is the "Find/Search" command and it is used to search the
document for specified text.  Type in a section name and be sure to include the
asterisk.  Press "Find/Search" and you'll be brought to the first time it was
mentioned in the document (the Table of Contents).  Search again and you'll be
brought to the desired section.  It is very handy in such a large document as
this.  Try it everywhere; it works in most documents.  Glad I could be of
service.

Also, since I only write it once in the guide anywhere, you can use this tip
to find the exact location of the level you're looking for.  Type in this
when you search if you want a particular level.

Stage #: _______

The # is the number assigned to the stage by the game.  The _______ is where
you put the name of the stage.  Perhaps this will help break down the guide
further for you.

================================================================================
===================================Storyline*===================================
================================================================================

I think that the plot in this game is spectacular.  It will keep you guessing
until the very end.  So, with further ado, here it is.  It's time to save the
world.  or conquer it!

                          +-------------------------+
                          |    Storyline Summary    |
                          +-------------------------+

Hero Story: Sonic has been arrested by a mysterious military group called G.U.N.
In his effort to escape the confines of a high-security helicopter he meets a
dark hedgehog named Shadow, who was obviously mistaken for Sonic.  In order to
clear his good name, and stop the evil Eggman, who has declared his intentions
for world conquest, Sonic and friends must stop the dastardly duo from realizing
their dark designs.

Dark Story: Dr. Eggman was searching for a top-secret weapon in a military base
called "Shadow."  After infiltrating the base, Eggman discovers that Shadow is
actually a black hedgehog that claims to be the ultimate life form.  For their
mutual benefit, Shadow takes Eggman to Space Colony ARK, an abandoned project
that was terminated by the mysterious G.U.N. forces.  On it is a currently un-
powered structure called the Eclipse Cannon.  If the maniacal scientist can find
a power source for the cannon, he can destroy the world in a single shot.  With
that kind of machine at his disposal, he and Shadow will be able threaten the
earth's inhabitants and seize control.

One of the serious flaws in Eggman's plan was announcing to the world his plan.
This is only the tip of iceberg (the part of the story revealed after the first
levels of play).  But there are many more characters than just Sonic, Shadow,
and Eggman.  There are three other playable characters and three other important
characters.  Here is my list.

                            +----------------------+
                            |    Character Cast    |
                            +----------------------+

Sonic the Hedgehog: Sonic has been the star of his own series since Sonic the
Hedgehog for the Genesis.  Sonic hails from South Island, where Dr. Robotnik
(Eggman's formal name) kidnapped the animal residents to man his robotic army.
Sonic stopped him single-handedly and he's had a rival ever since.  Sonic hates
injustice and loves speed.  He's the world fastest hedgehog and he's come quite
a way since his debut on the Genesis.

Shadow the Ultimate Life Form: Regardless of his title, Shadow is a hedgehog
that is very similar to Sonic in form and abilities.  They have different
colorings, but there is another important difference.  Professor Gerald
Robotnik,
the grandfather of Eggman, created Shadow.  Shadow lived his entire life before
meeting Eggman on the Space Colony ARK, where he spent his time with Maria
Robotnik, a cousin of Eggman's.  G.U.N., a military group, deemed the colony
dangerous and destroyed it, killing both his creator and his only true friend.
Shadow has hated the world below ever since that day.  But beneath his arrogant
exterior is a deeply philosophical creature.  Shadow spends much of his time
lost in thoughts of Maria.

Miles "Tails" Prower: Tails is a fox born with a birth defect - he has two
tails.
As a result, Tails can propel himself to speeds that almost match those of Sonic
and he can fly and swim quite well.  But Tail's real value to the good guys is
his mechanical ingenuity; he designs many helpful machines for Sonic to use,
among them the Tornado and the Tornado II.  The Tornado was his plane, which was
destroyed in Sonic Adventure by the Egg Carrier.  The Cyclone, the vehicle that
Tails uses all throughout all the game, is a specially created ship that can
"transform" into other vehicles.  Regardless of his newfound talent, Tails is
still very young and very attached to Sonic.

Dr. Ivo "Eggman" Robotnik: Eggman was once known as Dr. Robotnik, but I guess
Sonic and him have gotten friendlier.  Robotnik is a self-proclaimed evil
genius,
boasting an IQ of 300.  He is responsible for countless mechanical
monstrosities,
such as Metal Sonic, the Death Egg, the Egg Carrier, and, more recently,
additions to the Eclipse Cannon on Space Colony ARK.  Eggman is repeatedly
foiled by Sonic, each and every time he attempts to rule the world.  This is one
of the first times you can control Eggman (if you count the kart games), who
goes the game in a large walker similar to the Cyclone.  Eggman's lasting
ambition is to collect all seven of the Chaos Emeralds, extremely powerful items
that he intends to use to power the Eclipse Cannon.  With the Eclipse Cannon,
Eggman plans to finally kill that meddlesome Sonic (even though Sonic spares
Eggman each and every time).

Knuckles the Echidna: Originally, Knuckles was Sonic's fiercest rival.  He is
the Master Emerald kept on Angel Island, his home.  The Master Emerald has the
ability to negate the effects of the Chaos Emeralds.  He is also guardian of the
Chaos Emeralds (originally), but they seem to forget that in this game.  You
see,
Knuckles was convinced by Eggman that Sonic was out to collect and misuse the
Chaos Emeralds.  Although now they are allies, Knuckles is an iffy friend of
Sonic and Tails.  In this game, the Master Emerald has been shattered and
Knuckles must collect the shards.

Rouge the Bat: Rouge is a jewel-collector who was out to get the Master Emerald.
It was broken while she tried to take it, and the result was a quest for the
shards.  With the intentions to attain all the shards of the Master Emerald and
make herself rich, she has joined Shadow and Eggman, but her true intentions are
unknown to them both.  She goes on into future games, and she is Knuckles's new
adversary.

Amy Rose: She is not actually one of the playable characters, but she does play
an important role in the game.  Amy, although she and Sonic are pretty young,
has been madly in love with Sonic ever since she saved him from Metal Sonic long
ago.  Amy's goal in life is to marry Sonic, and she makes it known to everyone.
She is a character in both Sonic Heroes and Sonic Adventure, but she didn't find
her way into this game.  In "Battle," though, you can control her, along with a
few other characters.

Professor Gerald Robotnik: Robotnik's grandfather, Gerald was one of the most
brilliant minds of his day.  He worked on Project Shadow while he was alive and
his presence can still be felt in Space Colony ARK.  I assure you, he is dead,
but he will have his say in things in the end.

Maria Robotnik: Maria is the cousin of Eggman and the only person that truly got
to know Shadow.  She was killed by G.U.N. soldiers, but Shadow still remembers
her vividly and frequently.  Maria left Shadow with words that he holds close to
his heart, as will be exampled.

Those are all of the important characters.  You'll get to know them much better
as you progress through the game.  All of them effect the outcome in the end.

================================================================================
=====================================Items*=====================================
================================================================================

There is a wide array of items to get in this game.  Many are from the early
Sonic games.  Here I will list them and record their effects.

                          +-------------------------+
                          |    Items and Objects    |
                          +-------------------------+

Omochao: Omochao is the annoying helper Chao that flies around you when touched
and gives advice.  Sometimes there's no getting around them.

Ring: This is the fundamental item that you use as health.  If you are hit and
you have no rings, you die.  If you have rings, you lose them and you can
collect them around you.  Getting 100 gets you an extra life, and you can only
drop 20 rings maximum.

Chao Container: There are three of these in every course.  The most important
item within is the Chao Key, which lets you go to Chao World after the stage is
over.

Point Markers: I will call these items checkpoints in the game.  In the guide,
reaching one of these starts a new paragraph.  If you go through it, you're
point in the level is saved.  That way, if you lose a life you won't have to
start from the beginning of the stage.  Depending on how many rings you have,
there are different effects for passing through them.  If you have 20 + when
going through, you get 5 rings.  40 +, ten rings, 60 +, twenty rings, 80 +,
speed up, and if you have more than 90, you get a shield.

Technique Points: You are awarded points in the level for your style when
playing the level when Sonic or Shadow(pressing the buttons at specific points
in the level to get bonuses), the number of rings you have, your completion
time,
the number of enemies you defeated while in lock-in (Tails and Eggman), and not
taking hints in search levels (Knuckles and Rogue).  Technique points determine
your level grade, which can be used to unlock certain secrets in the game.

Animals: Animals can be given to Chao to enhance their natural abilities in Chao
Garden.  In each Sonic/Shadow level there are 20, 15 in Tails/Eggman levels, and
10 in each Knuckles/Rouge course.  This does not include the Chao Container
animals and the ones that result from enemies.  If you collect all the animals
in a course, you get a 1-Up.

Chaos Drives: Collectively, you can carry up to ten animals and Chaos drives at
a time for your side (hero or dark).  Chaos Drives are given to you when you
defeat enemies and are also used to enhance Chao, but they are less effective
and they do not change your Chao's physical appearance like animals do.

Emblem: You get an Emblem each time you clear a mission, beat a boss, clear a
mini-game, etc.  The more Emblems you have, the more things you unlock.

                            +---------------------+
                            |    Capsule Items    |
                            +---------------------+

High-Speed Shoes: For a limited time your character becomes much faster than
normal.

Ring: You can find bundles of rings in Capsules, the glass containers found
around levels.  They come in 5, 10, and 20-ring bundles.

Magnetic Shield: This acts as a regular shield and can block attacks for you
without causing you to lose rings, but this type of shield attracts rings to
you.

Health: Picking up health packs restores all your health when you are Tails or
Eggman.

Invincibility: You destroy enemies simply by touching them and you earn double
points in the process for a brief period of time.

Shield: This is good for one hit.  You lose no rings when you hit by it, meaning
that you can be hit three times (more, really, because you can collect rings
that drop out) with this on.

Bomb: This item systematically destroys all enemies on the field in a wave.

Extra Life: I will call these 1-Ups.  This adds one life to your total.  You can
also get one of these by collecting 100 rings.

Those are all the items in the game.  Now it is time to get down to the good
part, the walkthrough.
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================================================================================
==================================Hero Story*===================================
================================================================================

                        +-----------------------------+
                        |    Stage 01: City Escape    |
                        +-----------------------------+

Sigma Alpha-2 has the detainee on board and is flying over the capital city.
Quite unexpectedly Sonic breaks loose and rips of the helicopter to use as his
snowboard.  I won't comment on this.  However, it does make for a very fun first
level.

Just slide down the first part.  If you press A with good timing while in air
you can perform a trick.  At the very end Sonic is ejected into the real
beginning of the level.  Run up the stairs and run through the tunnel.  A robot
falls down.  This is the perfect opportunity to practice the homing attack.
Press A to jump and then A again to home in on it.  Continue down the slope and
try running up the wall.  Do so to reach a capsule with 10 rings.

When you get back on land, defeat the robot and you'll see two crates.  Press B
to roll and destroy them both.  Next you'll see some rails.  Jump on and grind
down.  Press B to grind (which is faster) and jump at the breaks in the rail.
At the end, use the booster to get on top of the white structure.  Once up there
look at the capsule in the distance.  Home attack it and perform another home
attack to cover the gap.  The home attack is a very useful move.  Make sure to
use the jump to its full potential.  When you land run through the checkpoint.

Run into the booster and you'll be blasted onto the streets as high speeds.
Avoiding cars is optional, here.  Use the ramps to get some points and at the
end you'll fly to a spring.  Use it to jump up and then run up the stairs.  Jump
over the robots here and go through the tunnel.  Run down the street and jump
when you reach the opening to be bounced from a spring to another rail.  Grind
down, collecting the rings on the way, and at the end is another white
structure.
If you're not going fast enough to run up it, you can roll up by holding B,
building up some energy, and releasing.  At the top is the golden robot of the
course (they give extra points).  Home attack the spring on the wall to be
bounced to the second checkpoint.  Go through it.

Follow the path here.  If you run straight down you'll bump into a robot and
possibly lose your rings.  At the end of the path you'll be boosted into a half-
loop that ends with Sonic running down the face of the building.  At the end
you'll be sprung forward and you'll land on a bar.  Swing around until you're at
your peak and release to be brought to the next bar.  Do the same here and
you'll be sent to a platform ahead.  If you missed the bars, you'll have to take
the lower route (which may actually be easier.  Jump from platform to platform).
If you take the high route, home attack across the gap using the enemies.  At
the end, grind down the rail and you'll reach another bar.  Either drop down or
swing to the next checkpoint.

This is the last stretch of this rather easy level.  Roll through the gap and
you'll be boosted down a road with a huge G.U.N. truck chasing you.  Here, you'd
almost have to know in advance where the ramps are to utilize them.  Your
primary concern in running, so reach the end and you'll be boosted to the Goal
Ring.  It marks the end of the level.

Boss: F-6t Big Foot

You may've noticed the posters for "Chao in Space 2" in the city.  In the arena
is a poster with Chaos Zero on it.  Anyways, this boss is easy to defeat.  Big
Foot, a specialized machine, has been sent out to capture you.  Run around in
circles so that it cannot hit you with its gunfire.  When it lands on the ground
to start bombarding you with missiles, jump up and home attack the cockpit.  It
then takes to the skies and resumes flying around the arena.  Repeat the process
and after five hits you'll win.

After defeating Big Foot, Shadow appears on its top.  He has one of the Chaos
Emeralds.  Sonic figures out that the military has mistaken him for Shadow.  But
as he tries to attack, Shadow uses Chaos Control, a move that warps time and
space.  Shadow easily outmaneuvers Sonic, and then he takes off just as the
G.U.N. reinforcements arrive.

                        +-----------------------------+
                        |    Stage 02: Wild Canyon    |
                        +-----------------------------+

Knuckles and Rouge are starting each other down at the site of the Master
Emerald.  It can neutralize the effects of the Chaos Emeralds, but as they talk
Eggman drops in and steals it.  Knuckles tries to get it back, but he shatters
it.  Now Knuckles has to restore it.

This is somewhat hard to do considering that the location is random each time.
Instead of writing a comprehensive guide on where to find all of the many, and I
mean MANY, places that the emerald ends up, I'll just describe the hunting
process.  First, you should know that Wild Canyon is very easy.  It has no item
requirements whatsoever and the emeralds are pretty obvious.

First, don't go after A ranks on your first try.  Use the monitors (like the one
you start by) to get hints on the locations of the shards.  This reduces your
score dramatically, so don't expect an A.  Use the radar (flashing "!" mark) and
use it well.  When it is green, you are in range of it.  Yellow indicates that
you're getting closer and red means that you're right on top of it (not
necessarily on top of it.  It's a figure of speech).

As for Knuckles's moves, they couldn't be easier.  Jump with A and press A again
to glide forward.  Gliding to walls results in you climbing the wall.  B has his
standards attacks, which are punches for the most part.  Remember that enemies
can have emeralds and that they can be in containers.  Remember that the emerald
may also move.

Wild Canyon itself is a pretty easy course.  The initial area is a large indoors
area.  To see if you pick up anything on your radar, glide around all four
sides.
To exit the initial area, glide to the wind tunnel in the center.  You'll rise
into daylight.  At that point there are two directions to take, both of which
may have emeralds in them.  To return to the starting area, fall through one of
the holes around the vent.  There are always three emeralds in total.  If you
cannot seem to find one, lose a life.  This resets the emerald locations (to new
locations).  With this in mind, you should be able to get all the emeralds quite
easily in this course.

                        +-----------------------------+
                        |    Stage 03: Prison Lane    |
                        +-----------------------------+

Tails is flying in his Tornado II to Prison Island.  Tails doesn't believe that
Sonic could've committed those crimes.  Tails sees Amy and Eggman below and he
transforms into the Cyclone to save her.

Boss: Dr. Eggman

This isn't too tough.  Tails does not use the ring system that the others use.
He has a health gauge.  Health packs found in capsule heal his robot.  You can
shoot with B and you can lock on by holding B.  In this battle, though, it is
much easier just to continually pelt Eggman with bullets by rapidly pressing B.
It depletes his health very quickly.

Eggman comes up with an excuse for his loss and takes off.  Amy thanks you and
Amy says that she's here to save Sonic.  Tails bravely goes in her stead.
Here's how Tails operates.  First, you can jump with A.  Press B to fire lasers.
These lasers direct where Tails fires a missile (when you lock-on).  You get
more points by locking on to multiple enemies.  Now to begin the guide...

Target the three enemies, take them out, and advance to the next room.  Go down
the hall (clearing enemies as you go) and follow the path to a mechanical lift.
Step on it and rise up to the next walkway.  Follow it to another lift and
you'll reach a gate.  Target and destroy the enemies on the other side to open
the gate.  Go through and you'll reach another door.  Target the flying enemies
beyond the bars and you can open it.  Continue forward and rise up with the
lift.
Use the metal crates to step up to the next level.  Use Tails's Volkan Cannon to
break the wooden crates.  Behind them is another lift.  Use it to rise up and
you'll see an enemy with bombs around it.  Target it (wait for the bombs to be
released so that you have more targets) and fire.  Go through the hall and watch
out for the flying robot that comes out.  At the end is a checkpoint.

Target the machines in the hall and destroy them to force an entryway.  At the
end shoot the gunners and the gates lower.  Behind it is a lift.  Use it to
reach the next hallway.  In it, go forward, drop down, and decimate the enemies.
This opens a door.  Go through and destroy all the enemies (you can destroy the
capsule) to reach a huge elevator.  Target as many of the robots as you can.
This is a great place to get points.  At the top, run through the checkpoint.

Run through the halls, defeating any enemies that you encounter along the way to
open the halls, and you'll reach a fork in the path.  Personally, I prefer
taking the lift.  It is much easier than going through the hall.  Assuming you
take my advice, use the lift to reach the top of the hall.  Target and shoot the
capsules to get a Shield and 20 rings.

Now drop down to land to the left.  Shoot the bomber robot to make the gate drop
ahead.  Go forward and take the lifts at the end to yet another region of the
compound.  Defeat as many of the gunman bots before you advance any further.
This causes the door to the hall to open.  Go through and then use the wooden
containers to reach the next tier.  It is short, however.  Use the lift directly
in front of you to reach another path.  The golden robot is in the distance from
this lift.  At the top, enter the hallway.  At the end of the hall (defeat
enemies to open doors) is the checkpoint.

Defeat the enemies on the other side of the door to open it.  At the end of the
hallway, repeat the process.  You may have to use one of the lifts in the room
to hit an enemy in the air (the camera would never let you see it otherwise).
When you've successfully opened the door by means of destroying the robots, use
the lift to enter a hallway.  At the end, shoot the enemies and touch the Goal
Ring.

                        +------------------------------+
                        |    Stage 04: Metal Harbor    |
                        +------------------------------+

Tails finally reaches Sonic's cell.  Of course, Amy gets there first.  I like
how Sonic refers to Shadow as "it."  Amy tells Sonic that the black hedgehog
came with Dr. Eggman.  As the level starts, Sonic is outside and must escape the
base.  You start the level in a long loop sequence.  After it, run down the path
to a booster.  It sends you to another track of metal path that leads to some
springs.  They bounce you to more track.  Bounce up and you'll see the
checkpoint dead ahead.

Run to the spring and you'll be bounced into a series of springs that end in an
"island" with a series of hovering enemies in front of you.  Home attack to one
and then the next repeatedly to bridge the gap.  At the end it seems that you've
reached the end of your rope.  Look left for a pulley.  Use it to rise up and
then jump off to see a glowing light.

UPGRADE: Light Shoes

I wrote in all caps to catch your attention.  The Light Shoes are one of the
best upgrades in the game.  When by a trail of rings, press B to perform a Light
Dash.  This takes you across the rings, collecting each.

Drop down and Light Dash across the gap to reach the other end of the gap.  If
you fall when performing the dash, use the rocket you land by to get across.
Either way, you'll land by the checkpoint.

Run forward and Light Dash on the rings for a shortcut.  Continue forward for a
loop sequence that ends with you at a booster.  When you land roll under the low
ledge to reach a pulley.  Use it to go up.  At the top, jump off and roll under
another low ledge.  Rise up and jump off.  Run forward at sonic speeds to
another loop.  Continue running forward to be boosted across a gap to more of
the path.  Roll under the ledge and you'll be boosted to the edge of the road.
Home attack across the gap, ending with a ten-ring capsule, and then walk
through the checkpoint.

Grab onto the bar of the rocket to take it across the water.  Run up the catwalk
around the rocket and spring up to it before your 15 seconds are up.  As it
rises, Sonic drops down and somehow has a metal board like in City Escape.  Try
to take the prizes in the capsules.  At the bottom you'll be boosted off your
board and into a loop.  It ends in the Goal Ring.

Boss: Shadow

Sonic reappears in the forest.  There he sees him, the black hedgehog.  The
fight starts when Shadow says, "You're not even good enough to be my fake,"
followed by, "I'll make you eat those words!"  Anyways, this is not a
challenging battle.  Jump and Shadow will also jump.  Hold A to remain jumping
after he does his home attack.  When he does, wait for him to land and then home
attack him.  This will more than likely result in you hitting him.  It takes
three hits to beat him.

                        +------------------------------+
                        |    Stage 05: Green Forest    |
                        +------------------------------+

Shadow's communicator sounds with Eggman telling him that the island will blow
up in eight minutes.  They give you more than enough time on this mission.  As
you start, run straight down and boost on the path to the next section.  As you
run forward, watch out for the gunners that drop down.  Continue forward and
you'll boost into a tunnel.  Very cleverly, a spiky tank is in the tunnel.  In
other words, don't run into it.  After a series of boosters you'll reach the
checkpoint.

Run down to a spring that bounces you to a vine.  Swing on it right to the upper
level ahead.  Home attack the enemies here to reach a spring (this is good for
points).  Swing up the vine to more path.  Here are a few robots, as well as the
golden robot above.  After you're done playing with them, boost forward on the
booster and enter a tunnel that succeeds a checkpoint, the second one.

After quite a bit of setup for a would-be loop, you'll take a vine to the other
side of a huge tree.  When you land, continue forward to some rising and
lowering platforms.  You might even home attack across them.  At the end, run
down and through the checkpoint.

Continue forward to a spring.  Spring up until you see a gunner unfold.  Defeat
it with a roll so that you don't fall victim to its laser (which knocks you down
over the edge).  Then home attack the robot and then the spring.  When you
bounce up, jump across the platforms to a 1-Up in a capsule followed by the
checkpoint.

Run forward down some steep terrain that ends in a series of springs.  They will
bounce you to a vine, which Sonic uses to bungee-jump to the next part of the
level.  When you land, beware of falling enemies and run straight to yet another
checkpoint.

After one last loop you'll be sprung to a vine that drops you off on a
collapsing platform.  Quickly jump across the collapsing parts, using springs as
you go.  At the very end you should use a spring to bounce up to the Goal Ring.

                        +------------------------------+
                        |    Stage 06: Pumpkin Hill    |
                        +------------------------------+

The island explodes in quite the cinema.  Afterwards, Knuckles must find three
more pieces of the Master Emerald in a mountainous region.  Like I said before,
there is no way to cover Knuckles levels accurately.  If I did, it would be very
long and pretty useless.  That's because you'd have to check out every location
I list for possible shards (it's random every time), which would be really
inefficient.  However, there are a few things you can do anyways while you're
here.

UPGRADE: Shovel Claw

Just glide straight forward.  This has to be the easiest upgrade to get in the
game.  It is also fundamental to the completion of not only this level, but of
the game.  If you jump and press B in the air, you can dig.

Note that some shards of the emerald will be buried this time around.  From
where you got the Shovel Claw you can either go left or right.  To the left is a
rocket that leads to Church Mountain.  To the right is one leading to Ghost
Train Mountain.  The other mountain in the stage, which doesn't really have a
rocket to it, is Pumpkin Mountain.  Now, here's a huge tip for this level.
Glide around the three mountains (start from the top and drop to the bottom of
each to scope it out completely) and see if you're radar goes off.  By the way,
there are several other smaller platform in the air around you that may hold the
shards, or at least valuable clues.

                       +--------------------------------+
                       |    Stage 07: Mission Street    |
                       +--------------------------------+

Eggman takes over all the televisions on Earth and then Space Colony ARK, which
looked like a huge rock orbiting the earth, opens its Eclipse Cannon.  With only
a few of the Chaos Emeralds, it fires its beam at the moon, destroying half of
it and exposing the core.  He then puts up a clock with 24 hours on it for the
world to surrender control to him.  Tails wonders how he could harness that
energy.  Sonic points out that it must be using Chaos Emeralds.  Tails still has
a Chaos Emerald from when he saved the city in Sonic Adventure.

However, the trio is being hunted for breaking into the military compound where
Sonic was being held.  While Sonic goes off doing something... else, Tails has
to find a way out of the city.  I would really have preferred to play this level
as anyone else, because I truly dislike this level.  In fact, I really dislike
all of Tails's levels.  Miles should lose the machine, or use the Tornado form
to fly out.

But seriously, folks.  When you start go forward.  Round the bend and the
enemies will start popping up in droves.  Shoot them down (this is a great place
to rack up some points) and you'll reach some crates.  Blast them to rid
yourself of the obstacle and continue forward.  You'll get a health pack
shortly.
As you try to advance past a wanted poster with Tails on it (why not Amy, or,
better yet, Eggman?), the road collapses.  When you fall down, look left.

UPGRADE: Booster

Simply jump over the barrier you see left and you'll find this upgrade.  From
now on, when you press A while in the air, the Cyclone slowly descends.  We'll
be using this upgrade to finish the level.

Jump back over the barrier and then over the gap in the road to the right (hover
to get across).  In here, after you defeat the robots, use the large lift to
reach the upper level.  Notice the road signs.  Freedom is in "? miles" and your
amigo is in the left lane.  Now here's your big chance to get lots of points.
Target the bomb robot ahead and all the packs of dynamite at once and release B.
Afterwards, go forward and use the pulley to reach the tops of the cylindrical
objects floating up and down.  Use them to reach the top (the golden robot of
the stage is near there).  Here you will see a jet and the checkpoint.

Hover to jump over missing segments of the highway and avoid the explosions that
follow the jets (if the air force cannot take Tails, then that is just sad).
When you reach the end, jump left.  Press the button to launch a rocket at some
otherwise impassable cages.  Now hover that way and you're big chance to score
some major points arises.  Target the enemies and packs of dynamite here and
you'll be awarded with huge sums of points.  When you reach the end, hit the
last two cylinders to knock them over and use one to reach the higher-elevated
platform.

Avoid the bombs of the bomb robot toward the end.  Jump (hovering, of course) to
the other side of the pit and engage the enemies.  Wait for a good time to run
under the weights.  Now climb up the road (it's teeming with gunners) and you'll
eventually see the weights.  Do not step on them or you will drop with them.
Instead, get a good running start and jump over them, hovering across the pit.
Now use the floating cylinders to reach the checkpoint, at last.

As you run down the road, your speed increases.  Jump across the collapsing part
of the bridge (note that I did not say hover.  Continually jump, quickly, to the
side).  At the end blow up the dynamite pack and use the cylinder to cross the
gap.  This is a relatively peaceful stretch of land.  Do not stand in the middle
of the road or it is likely that you'll be the target of a bomb.  At the end
there is an earthquake.  I highly doubt that there could be one that affected
only that part of the road, and so we will assume that Omochao is wrong.  Curse
that Chao.

Anyways, you'll reach a tunnel.  Gunners and bomb robots use the crates in here
as cover.  Jump to shoot through the holes, or you can just shoot the crates to
even the playing field.  Either way, be wary of the many gunners in here.  This
is where they try to kill you (and the upcoming portion).  As you go, gunners
galore appear everywhere.  Not only that, but parts of the bridge above fall
down.  Avoid them to reach the Goal Ring.

                        +------------------------------+
                        |    Stage 08: Aquatic Mine    |
                        +------------------------------+

In the same region as Pumpkin Mountain (they go Knuckles-Tails-Knuckles because
Sonic got two levels in a row) is another ghost-infested place to find three
shards of the Master Emerald.  Knuckles seems to meet a lot of ghosts in this
game.  Well, there is an EXTREMELY valuable item here.  Although it isn't
particularly useful right now, it will be your best friend in the last level.

But first, I'll describe the course.  There are four main regions of this level.
First, there's the uppermost region.  When you start, glide to the pillar and
climb up.  Jump to the pulley and take it to the top region.  Then there's the
one you start in.  Then there are two more levels below that are currently
covered in water.  You can adjust the water level by using switches.  Relative
to the start, go behind you.  In an alcove are two switches, each changing the
water level.  The other switch, which changes the water to level 3, is located
in the uppermost level.  Now to get the Air Necklace.

UPGRADE: Air Necklace

This lets Knuckles breathe when underwater automatically; he cannot drown.  This
seems sort of useless at first, but that's because you haven't seen the final
level with Knuckles.  It is killer, a mass murderer, without the Air Necklace.
Rambling aside, it is time to get it.  First, the water must be Level 3 (the
switch in the uppermost region).  When it is, you can drop into a hole from
Level 2.  Drop in and enter the mineshaft from there.  The camera is very
limiting here, so I'll try to guide you as best I can.  Go down the first tunnel
and quickly go through the only available tunnel.  Swim down quickly with B to
drop through the wooden beams (well, not through them, but pass them).  Go
through the tunnel you see and then rise as quickly as you can (A) to rise up
and take the Air Necklace.

Now, for a few more tips to help you along.  Remember that may be buried and
that they will more then likely be in different mineshafts.  If they are,
explore them top to bottom.  To trigger your radar, run around the perimeter of
the middle layer.  It gives you a good reading there as to what side to look on.
Also, you may find the emerald in crates, enemies, and it may move.

                         +---------------------------+
                         |    Stage 09: Route 101    |
                         +---------------------------+

Note: In the car transformation of the Tornado II, press B to brake (although
you shouldn't), press A to accelerate and move, and press Y to Boost when you
can.

Sonic is communicating with Tails as they try to track the Chaos Emeralds.
Knuckles pops out of the sewers from below.  Tails suggests that the Chaos
Emeralds may be in space.  However, the only way to know is by tracking a call
Eggman made to the president.  Personally, I think they're referring to the
president of the US, but that may just be me speaking out loud with patriotic
pride.  Of course, that could the translation for prime minister in Japan.  In
any case, you need to reach the limousine of the president by taking Route 101.
That way, you can track Eggman's call and see where he is.

You play this mission in the car transformation of the Tornado II as Tails.
This mission is timed, although it is not particularly difficult.  It does,
however, have extremely difficult secondary missions.  Anyways, like I said,
this is an easy level.  The checkpoints are presented in checkered lines (like
the starting point in a race).  Each time you hit a checkpoint, you get a time
extension.  There are a few cars (hitting them will slow you down), and there
are also walls.  This is a good thing, because they act as a barrier so that you
don't drive off the highway, but they can also slow you down.

Of course, all other cars are built rather pathetically, meaning that you can
ram and destroy them by stopping in front of them.  Personally, I like looking
at the advertisements (Chao Soda, for instance) and the types of cars in this
level.  Sometimes you'll find balloons, but rings are completely optional.
Also,
you get Boosts as you drive (press Y).  Use these in straight stretches of road
for maximum effect.  At the end you'll catch up to the president's limousine.

                        +-----------------------------+
                        |    Stage 10: Hidden Base    |
                        +-----------------------------+

Tails catches up with the incumbent and they show his face.  It doesn't look
like anyone I know.  Eggman is in the process of threatening the president (to
establish the Eggman Empire) when Sonic and Tails bust in.  Tails tinkers with
the communicator for a second and realizes that they are sending the
transmission from Space Colony ARK.  To get there, Eggman must have a base on
the ground that he uses as a site to launch a rocket.  Knuckles and Amy saw
Eggman and Rouge enter the pyramid earlier.  Obviously it is the launch site.
However, Tails must take the brunt of Eggman's forces while Sonic and the
echidna tail him.  Yes, this is another fantabulous level with Tails.

In this level, treat quicksand as falling off the bridge in Mission Street.
Seriously, it is just a quicker way of dying instantly.  From the start go
forward onto another platform.  Get used to enemies appearing directly in front
of you.  Also, target enemies from a distance.  Hover forward to the next
platform and fire bullets at the three dynamite packs to lower the platform.  On
it, destroy the Eggman capsule and jump to the next platform.

Shoot the wall ahead (breakable) and you'll see several packs of dynamite.
Target them all and the capsule to get at least 600 points, if not more (two
enemies fly by to the left).  Jump across the platforms and shoot down some more
doors directly ahead.  They've placed some enemies to the sides; be careful.
When you enter a tunnel, run to the end and shoot the wall.  Three separate
machines come out to shoot you.  Defeat them all and break the north door.
Shoot the door to the left and as you walk through, an airship swoops down and
shoots you quickly.  Ahead is the checkpoint.

Shoot the dynamite packs to lower the platform and then shoot down the doors
ahead.  Jump onto the platforms ahead and you can reach another platform that
you must lower.  Continue across the platforms sticking out of the quicksand and
you'll see more dynamite packs by a pulley.  Shoot the former and use the latter
to get onto another platform.  Go left and then hover to another platform ahead.
Two flying bots pop up as you do so.  Take them out and use the pulley to reach
the platform that you should lower.  To the upper left is a pulley.  Take it up
and jump right.  Hover over the gaps and make your way to the Eggman door ahead.
Shoot it and the subsequent doors to reach an open area with two spiky robots in
them.  Shoot them and their subparts, and then hover to the checkpoint.

Shoot the Eggman door and jump to the pulley in here.  While hanging you should
clear out the enemies.  Then jump to the pulley to the right and take it to an
Eggman door.  This is the kind of level in which Tails should use the Tornado II
to fly.  Anyways, bust down the door and go forward to a spring.  Somehow, it
can bounce the weight of the Cyclone up.  Shoot down the door ahead and hover to
the ledge it was on.  Bust down the door to the right and you'll see another one
ahead.  Shoot down the wall here (the one with the sphinx on it) and follow the
path to yet another Eggman wall directly ahead.  After it you'll find the
checkpoint.

Before the checkpoint, to the right, are three capsules, among them a 1-UP.
Now,
past the checkpoint, you'll see a system of pulleys.  Use the first to reach the
second (jump and hover to it), and then left to the third, and then left to an
Eggman wall.  To the left are several spike bots.  Defeat them and continue in
that direction to three packs of dynamite.  Shoot them down to lower the
platform and then shoot the Eggman wall.  There are three, all of them in a row.

Now go all the way left when you've gone through the doorway.  Jump across the
pits (hover, too) and you'll reach several capsules.  Break them and then the
Eggman wall.  In here, fly around on the ground to the right to find a pulley.
From there shoot the six packs of dynamite to lower the platform two levels and
then jump to the other pulley.  Jump onto the platform and use the third pulley
to reach an Eggman door.  Blast it down to see the doorway into the pyramid, as
well as the Goal Ring.

                        +------------------------------+
                        |    Stage 11: Pyramid Cave    |
                        +------------------------------+

Finally!  Another Sonic level, at last!  Run to the end of the tunnel.  Note
that jumping through rings gives you technique points.  At the end you'll be
boosted to the first checkpoint.

Jump onto the hourglass ahead and the door opens until the sand drains from the
top half.  Go through the door and bounce on the spring to the pulley.  Jump off
and run down until you see a red bar that is so bright that it looks like a
laser.  Swing on both of these to reach the other side of the gap, which has an
hourglass on it.  Jump on it and Light Dash using the rings along the way and
you'll easily beat the door.  Continue forward for a loop and a boost that end
by a robot.  Home attack this new breed of gunner and go forward.

UPGRADE: Bounce Bracelet

Run forward for the Bounce Bracelet.  It gives Sonic the ability to roll into a
ball and bounce down to earth by pressing B while in the air.  Keep pressing B
and you'll reach a height that you previously couldn't.

Bounce up the walls ahead and you'll see an hourglass.  Jump on it and then
bounce up through the door above.  On the other side is another type of door
(real great security, Eggman).  On the pedestal is a stone.  Place it on the
glowing altar and the door opens.  When the door opens (and stays open), you'll
see the checkpoint.

Coming out of the serpent statue's mouth is a wire.  Grind across the gap on it
to bypass quite a few pointless obstacles and reach another altar.  However,
unlike the last, the stone is not in the vicinity.  Grind on the rail to the
right and run forward, up a sloping path, to the stone.  Pick it up (the ghosts
here hold you down so that you're a sitting duck for the gunners) and hit the
hourglass.  Run forward and through the door.  Jump up the blocks here and get a
running start up the slope.  Put the stone on the altar and the door opens.

On the other side hit the hourglass and then start a roll by holding B.  Release
and you'll zoom at high speeds through the tunnel.  Avoid the ghosts and roll
under the door at the end to barely make it.  Here, hit the hourglass and speed
through another door.  Go very quickly to go through all three doors.  At the
end roll under the low ledge to be sprung to a loop series.  At the end you'll
run into a robot.

Use the spring here to reach the next tier (or bounce).  Bounce to the next tier
and home attack the 1-Up.  Run forward to a rail and grind across to another
hourglass.  Hit it and roll up the slope by holding B for a bit and then
releasing to just barely get through the passage.  Follow the path to some loops
that end in the Goal Ring.

                       +-------------------------------+
                       |    Stage 12: Death Chamber    |
                       +-------------------------------+

The three musketeers plus Amy reach the central door of the base.  They need
three keys, so it is up to Knuckles, the world's greatest treasure hunter, to
find them.  This is probably Knuckles's worst level.  I absolutely hate this
stage.  But it does have one of the new upgrades for Knuckles in it.

UPGRADE: Hammer Gloves

Hit the hourglass right in front of the starting point and the door opens.  Run
into the first hallway and look right to see some crates.  Break them with a
punch and you'll reveal the upgrade.  Most upgrades aren't this easy to find.
The Hammer Gloves allow Knuckles to break steel containers.

You can bet that at least one of your shards will have something to do with
breaking open the metal boxes.  Black ones are still, and always will be, off
limits, but now you can break both of the other types.  Anyways, there are three
parts to this course.  It is shaped much like a triangle with a line connecting
the vertex to the base, if you catch my drift.

If you use the hourglass in the room to run through the hallway you can reach
the red part of the course on the map.  The dark blue portion is to the left
(when looking at the map).  You need the Hammer Gloves to access it.  To the
right is the green portion, which is also covered by metal crates.  Run through
the triangle each time you need to see if you're radar starts beeping or
blinking.  Also, you should note that you can go through certain walls by
digging where you see a scarab, right in the middle.

Boss: King Boom Boo

This is one of the few bosses that is in one story without a very similar
counterpart in the other.  Anyways, this slightly multicolor ghost is pretty
easy.  But you should get ready for a long battle.  Run away from him at first
in the direction of his "tail."  If you run quickly, you'll easily avoid the
fire he throws at you.  When you reach the tail, hit the hourglass the lesser
ghost has (punch the ghost) and light pours into the room.  Dig where you see
King Boom Boo's shadow and he'll be exposed to the light.  Run to him and punch.
K.B.B. has the same attack pattern each time.  However, he may turn around while
you're running away from him, so stay on your toes.  His shadow may also go on
the wall.  After four hits you'll completely end Knux's relationship with
ghosts.
Finally!  Rouge has no such luck - most her levels are completely unrelated to
ghosts.  When you win, be glad; there's a cinema next.

                       +--------------------------------+
                       |    Stage 13: Eternal Engine    |
                       +--------------------------------+

Boss: Egg Golem

As Knuckles opens the door, Eggman appears.  Before Sonic can engage him,
however, a titanic stone creature rises from the pit below.  You fight this
remarkably easy battle as Sonic.  The golem's weakness is a switch on its head.
I don't know why it has this debilitating switch, but it does.  At first it
moves very slowly.  Home attack over gaps and reach his back, which has
platforms on it.  Jump onto the first three (which slowly shorten) and you'll
reach the last three.  Home attack the letters on them (I guess they're Japanese
letters) and give a fourth home attack to the switch to deal damage.  As soon as
you land, go left and repeat the process twice more.  After dealing three hits
he starts using new moves.  First, he may head-butt the platform you're on.
This is easy to avoid if you're fast and a good way to deal him another blow.
If you defeat him quickly (five hits), you won't experience his other bad move,
in which he drags his arms around half the arena.  If you should fall,
continually jump to avoid dying in the quicksand.  Go around, pick up rings, and
then use the pulleys to rise up and face him again.

Eggman's rocket is launching.  Sonic quickly runs from a catwalk onto it.  It's
a pretty neat cinema.  It flies straight to Space Colony ARK.  However, the
shards that Knuckles collected (the Master Emerald shards) fall out as they are
in flight.  Now, inside the colony, Knuckles has bailed and Tails and Sonic are
left.  Watch Tails's mouth.  He moves it while he doesn't talk in one part of
the scene.  Tails flaunts a fake Chaos Emerald designed to blow up the Eclipse
Cannon.  Its power is actually that of a Chaos Emerald reversed.

So, as Tails, we will be reaching the power generator of the colony.  Yes, you
thought you were out of the woods but no!  There are endless Tails-levels.  Now
to begin.  Defeat the enemies in this room to open the door.  Go through the
hall, destroying all opposition, and go through the door.  Continue through the
hall, taking out robots and opening doors, to find a spring.  Bounce up to a
pulley (right) and use the pulleys to reach a door.  Go forward through a door,
defeating the bomb robot, and you'll reach the checkpoint.

There are dynamite packs on the doors in the area.  Blow them up if you're
desperate for points, but otherwise avoid them.  They let air out, which sucks
you out, too.  Go through the door and be careful not to target the explosive
containers.  It will probably blow up in your face.  Obliterate the foolish
robot defenders of the room, walk around the laser wall, and go through the
door.
Immediately destroy the bomb robot you see.  Then go through the right door.

It is locked, so go to the previous room and take the other door.  This has some
crates and an explosive tied to a door.  Touch the switch in here to open the
door that was locked and go through it.  Defeat the enemies on the bridge and
then pass over it to the door.  Don't target the dynamite packs in this room.
Just go through.  Now you're outside.  Personally, I think that ARK has some
sort of artificial atmosphere or a glass container around it.  Otherwise Tails
would suffocate right around here.

Descend to the moving platforms below slowly by hovering.  At the bottom, find a
rocket behind you and press the button to launch it.  Then make your way through
the door that you may now use.  Go to the next door and watch out for the large
weight.  Bounce up on the springs to the weight and then take the pulleys to the
checkpoint.

There's an enemy in here that is very bothersome.  As it releases its tentacles
jump up and hover to avoid them.  Their heads are the weak spots.  In the room
to the left are three more.  Defeat the two on the ceiling without them noticing
you and attack the first one with the same strategy as the first.  Go around the
lasers and through the door.  Defeat the enemies in here and use the crates to
reach the next tier of the room.  Use the floating platforms to traverse the
gap,
which ends in a checkpoint.

Go through the first door and then through the one to the right.  Defeat the
enemies here and advance to the next room.  Defeat enemies as you go and follow
the path to a pulley.  Take it up to more outdoor path and another pulley.
Defeat enemies as you go.  The flying kind is more advanced than the original
flyers.  Through the door at the end is the checkpoint.  Pass through it,
obviously.

In this room is plenty of dynamite to go around.  Just ignore them and the
flying enemies and you'll reach the door safely.  Take a Shield from the capsule
and go back outside.  Blow up all the dynamite to fall through the bridge to a
rising platform.  Through a door you elevate/lower by are three capsules, one
being a 1-Up.  Take the rising platform down and go across the platforms to a
switch.  Press it and look for a spring behind the adjacent crates.  Bounce to
another platform and ride it up to a now-open door.

UPGRADE: Bazooka

It is right in front of you at this point.  This upgrade allows Tails to break
steel crates.  It is required to finish this level and others.

With the new upgrade in hand, exit this area and slowly descend to the floating
platform below.  Shoot the metal crates here and go through the entryway you
formed.  Run through this room without attacking anything.  In the next room a
floating tentacle enemy attacks you quickly.  Avoid it with a well-timed jump
and then jump to the pulley over the pit.  Use them to reach a platform that
rises to a door.  Go through this room and then right.  Here's the checkpoint.

Go forward and you'll be outside.  The gravity isn't strong enough to pull you
down, but it is almost as strong as the Cyclone's resistance.  This causes a
very strange thing to happen to the Cyclone.  You spin out of control in space,
which makes it pretty difficult to target enemies.  Just go forward and through
the door, ending the crazy gyration.

In here, defeat the enemies and go through the door.  Avoid the deadly tentacles
of the monster here and drop down.  Hover past the lasers and land on the
platform.  You get strapped in and the red objects here continually fire bullets
at you.  Here is where you can get the easy A.  Target the bullets over and
over,
each time getting 2000 points from destroying it.  Continue this until you have
over 35000 points to have an A.  When you're finally ready, shoot the wall and
go to the Goal Ring.

                        +-----------------------------+
                        |    Stage 14: Meteor Herd    |
                        +-----------------------------+

As Tails directs Sonic where to place the fake emerald, Eggman interrupts their
conversation.  Amy is.  and then Tails cuts out.  What happened to Amy?  Are you
hyperventilating?  I know I am.  But more to the point, Knuckles has landed on
the outskirts of Space Colony ARK.  This is the best Knuckles level yet (and in
the game).  Three of the shards of the Master Emerald that Knuckles collected
landed here.  There is also an upgrade to be found in this level that is
required for many other missions.

UPGRADE: Sunglasses

From the start, glide forward to the main tower.  On the ground level are large
boulders (meteorites) that you can punch into doors and boxes to bust them open.
Find a meteorite on a platform that is physically separate from the tower ground
area.  Punch the rock into the door opposite it to uncover a metal box, under
which is a switch.  Press it and the floor of the tower opens.  Climb up to
where the invisible wall stops and drop into the tower's open floor.  In here
you'll see several platforms over lava.  Fly to one of them below to find this
upgrade.  When you wear the Sunglasses, you can see invisible objects.

Now for a description of the place.  First, most of your emeralds will not be in
the starting area.  More than likely, they'll be on or above the central tower.
You can climb it for a long time and go extremely high.  Rockets can be used to
advance to higher places.  At the very top is part of ARK, I believe.  In this
course the gravity is weaker, meaning that you can jump higher than normal.
Other than that, there's not much good advice.

Avoid meteors, which make the course famous.  There's hardly any resistance at
all in the level, though.  To get the radar to start working you're going to
have to patrol all side on all elevations.  Note that emeralds may be inside
some of the meteors floating near the long tube-like objects before the topmost
section of the level.

Boss: Rouge

No fair!  Rouge has special moves in this battle to up the difficulty.  Rouge
has found you here and wants to get her hands on a complete Master Emerald.
Well, sorry, bat girl.  The arena is the central tower from Meteor Herd.  Every
now and then the gravity turns off, disrupting your fighting.  At this point in
the battle it becomes easier.  Rise up to higher elevations and then come
crashing down on her with a Drill Claw attack.  After two hits she'll start
using her special, Black Wave.  Just move to avoid it.  When the gravity
returns,
glide over her and crash down with a Drill Claw.  It is the easiest way to
connect a hit.  After four hits she loses.  Upon winning you see a cinema.
Knuckles and Rouge are standing over the lava in a stalemate.  Rouge falls and
Knuckles saves her.  She has the emeralds, after all.  Rouge hands over the rest
of the Master Emerald and Knuckles restores it to its former glory.  Knuckles
apologizes for whooping her (it's true, though) and runs off.

                        +------------------------------+
                        |    Stage 15: Crazy Gadget    |
                        +------------------------------+

Eggman has Sonic deep in ARK and he is separated from his friends.  You must
find and defeat Eggman once and for all!  Or at least until Sonic Heroes!  Run
forward, through the door, and home attack the two gunners.  One falls down by
the 5-ring capsule ahead.  Go left and hang onto the rail to slide to the end.
Once there, jump forward and defeat the tentacle enemy with a home attack to the
head before it can strike.  Now go forward and press B by the arrow switch.
This reverses gravity, letting you safely cross the pit.  Run forward, killing
the enemy at the end, and then reverse the gravity to normal.  Fall down and go
through the door.  Attack the gunner and follow the path to defeat another
tentacle monster.  Use the pulleys to reach a new sector or ARK.  There's the
checkpoint.

Home attack the glass of what Omochao so kindly tells you is the high-speed warp
tube.  After more loops than you can shake a stick at, you'll enter a room with
a pit over acid ahead.  Home attack the robots here.  The third one, the
superiorly programmed one, has a spring for protection that bounces you to a
Bomb.  It destroys all the enemies in the room.  Head over to the switch and
press it to invert the gravitational pull.  That's right; everything your
science teachers ever told you were lies.  Gravity repels.  Anyways, when at the
top go forward to a spring and bounce to a lower ceiling.  Run forward and roll
through the slit in the wall.  Follow the set trail to the checkpoint.

Run forward to a rail and grind on it to three switches.  Press the right button
and go right until you find a pole between two black crates.  Grind down it to
level ground by a tentacle monster.  Continue forward, past some electric
flyers,
and you'll be boosted to a tentacle enemy that releases its components -
possibly a hundred tinier enemies that explode upon impact.  Hit the head to
open the door.  That's where you will find the third of the checkpoints.

Grab onto the rail and you'll drop down to Omochao.  He actually gives useful
advice!  Run into the passage ahead and you'll see a shield robot.  Roll into it
to beat it.  Now jump to the rail and slide down to another shield robot.  Roll
into it for a quick victory.  Now jump up and wait for the electric fields
around the hovering enemies to drop.  Home attack across them to land on a rail
that leads to a spring.  Bounce up to a door that hides the fourth checkpoint.

Home attack the high-speed tube glass and you'll enter it.  Eggman warns that if
you don't advance, Amy will die.  At the end of the tube you reach a gravity-
reversed room.  Light Dash forward and avoid the tentacle trio.  Hit the switch
ahead to assume normal gravity levels.  Look behind Sonic when you fall to see
springs.

UPGRADE: Flame Ring

Go around the crates when you have bounced up to find this upgrade.  It lets us
crush metal crates using a bounce or a Flame Somersault.  I will still call it a
roll.  This is used in getting another upgrade in City Escape, too.

Go back to where you first dropped down and go forward to a gravity switch.
Break the metal crates and then activate it.  Roll through the slit in the wall.
Run forward to see a tentacle monster shooting lasers.  Defeat it and bounce on
the spring to reach a tunnel below.  Grind down the rail and you'll end up by
another enemy.  Attack it before it can attack you.  Run to the springs and
bounce down to a trail of rings.  Light Dash across them and hit a metal crate
by where you end up.

A spring is unveiled, letting you bounce out of the reversed gravity's hold to
the bottom.  Run forward, attacking the monster, and go through the door to a
trail of rings.  Light Dash across them to a new part of ARK.  The enemy ahead
divides into many tiny enemies.  Attack the disembodied head to destroy all the
minions below.  Follow the path to an electrically charged flyer.  Destroy it
when its field is down and then slide down the rail.  The gold enemy is near
where you stop.

At the end, run forward, defeat both shield robots, and take the high-speed
tube.
Run forward to another enemy.  I do not recommend defeating all the enemies in a
single homing attack.  Spread out your attacks and victor to open the door.  Now
drop down to the floor below.  Defeat the enemy to go through the next two
doors.
Use a Bounce Attack to reach the next tier and use the springs to the left to
reach the tier.  Defeat the enemies to go through the door, where you'll find
the checkpoint.

Boost forward, hitting the switch along the way.  Through the door, press the
gravity switch.  Run left to a purple path the ends in another switch.  Follow
the green path down to some black crates.  Stand on them and bounce to the next
tier.  Here, press the gravitational switch.  Run up the yellow path quickly and
you'll reach the blue path (you can also jump).  Follow the blue path to the end
and press the switch to return gravity to normal.  When you fall, follow the
path to another switch.  Press it and bounce on the spring (go down) to another
face of the yellow figure.

Hit the spring to be launched onto a rail and take it to the green path.  Follow
it to another spring, which leads to the purple path.  To the right on it is a
trail of rings.  Light Dash to a 5-ring capsule and hit the gravity switch.
Follow the purple path down to a switch, press it, and then press the other
switch.  You're taken to a red path.  Go forward on it to a switch behind some
black crates.  Go down on it and you'll fall to a regular strip of land.  Hit
the rocket button to break the wall and reveal the Goal Ring.

Boss: Dr. Eggman

In thirty-three minutes the Eclipse Cannon will destroy the world.  Tails and
Eggman are staring each other down with Amy as the hostage.  Sonic's
"girlfriend" is threatened and Sonic is trapped in glass.  Sonic is then ejected
into space.  Farewell, Sonic the Hedgehog.  He is sent down to his death in the
capsule, and he officially dies in a huge explosion.  You see, Eggman thought
that there might be treachery and accused Sonic of having a fake Chaos Emerald.
Tails accidentally blurted out, quite by accident, "How did you know it wasn't a
real one?"  Because you just told him, fox boy!  Now Tails must avenge the death
of his hero.  I'll never forgive you for this!

Dr. Eggman is much harder this time around.  He's getting out his lesser
nuisance, Miles Tails Prower, and Sonic at the same time.  When you start the
fight, it is really easy just to whip him down to half his health with a few
attacks.  However, this is a very risky move to make.  When you've taken out
near half of his health, Eggman releases an extremely powerful beam that will
kill you almost instantly.  It is a huge laser that sweeps around the arena.  It
is nearly impossible to avoid.  This is my strategy.  As the battle starts, run
up to him and rapidly press B to deal tons of damage.  After a close-up to
Eggman's face, indicating that he will use a special, run to his side as quick
as you can (that's why you need to stand right next to him) to get behind him
and avoid the laser blast completely.  Then finish him off in one fell swoop.
Serves you right, Eggman.

                         +----------------------------+
                         |    Stage 16: Final Rush    |
                         +----------------------------+

Knuckles is walking in the colony when Sonic suddenly appears.  He used Chaos
Control to warp, like Shadow did in their first encounter.  With 22 minutes
left,
Sonic must reach the cannon.  There is no real time limit, so take your time.
Personally, I don't see why Sonic just doesn't do another Chaos Control.
Anyways, you start out flying on a rocket and onto a rail.  Grind to the end and
when in air go left to an orange rail.  Grind it to land.  Here, take the purple
rail the arrow points to.  At the end you'll boost to another purple rail.  At
its end, run forward to some springs.  Go forward on the platform you've landed
on and get on the rail.  If you go up, you'll grind to the checkpoint.

Jump forward to a trail leading downward.  Run to the bottom and take the purple
rail available to you.  It takes you to two capsules and a spring.  Bounce to a
red rail and take it the entire time.  You land on a spring.  Home attack the
Bomb and the enemies below die.  Run forward to the orange rail.  If you grind,
you'll be thrown off right to the spring.  Bounce to the checkpoint.

Run down the slope and take the rocket to the purple rail.  When it drops you
off, bounce up to some capsules and home attack another spring.  This bounces
you to a new platform.  Light Dash to the trail of rings to gain enough speed to
go up the rail.  Repeat the process on the next level.  If you can't quite make
it, just home attack the rail to go up it easily.  Attack the bomb robot before
it sees you and then jump to the orange rail ahead.  As you go, it bounces you
from the rail to a 20-ring capsule and onto the rail again.

You'll repeat this until you jump to the next orange rail before the turn.  Note
that this rail has a hole in it about halfway that you must jump over.  At the
end you'll boost to the checkpoint.  Go forward to see a tentacle enemy.  Defeat
it if you want, but it is unimportant.  Hit the rightmost crate and fall in.
You'll be bounced down and then sent grinding to land.  Run forward to a pulley
and take it up.  Jump to the platform to your left (as in, you, the player) for
five rings and then to the one above it and the one above that ("away" from the
screen).

When you are there, home attack another capsule that is in the air and use it to
reach a platform with a vertical rail.  Home attack the rail to get up and then
run into the booster to go up yet another rail.  See a trend?  Run right and
home attack another rail.  Go onto the platform to the left and the view
changes.
Jump to the platform ahead and home attack the rail.  Take these rails up to a
20-ring capsule.  Bounce on the spring and jump onto another rail.  Take it to a
trail of rings and Light Dash.  Jump up the platforms to a spring.  Bounce to
the platforms ahead and jump up them.  Home attack the vertical rail and you'll
finally see the checkpoint!

Home attack the vertical rail and then home attack the capsule to bridge the
gap.
Home attack another rail and bounce to a new platform.  Run forward and home
attack yet another rail.  Jump left and attack the tentacle monster before it
causes you any pain.  Jump further forward this time to another one.  Defeat it
and home attack the vertical rail.  Jump up the platforms here to a new rail.
Home attack it and you'll be sprung to a red rail.  It ends with a checkpoint.

Run down the steep path to find a booster and an orange rail.  When you see the
green X and you're just leaving it, press A to do a trick and land on a platform
below.  Jump forward to a short rail that leads to a new path.  Jump onto the
red rail and then you'll boost to a vertical rail.  Go up it and you'll see more
boosters.  Grind (as in press B) up to reach a spring that bounces you to a fork
in the rails.  You have a decision to make - purple or orange.  Take the purple
rail.  It ends on a platform by a Mystic Melody shrine (useful in Chao
missions).
Now run forward to a checkpoint followed by an orange rail.

Just press B to grind quickly and you'll go through two rails and land by a
third.  Press B throughout the entire rail so that when it ends, you're launched
to a spring.  It bounces you to land.  Light Dash forward and hit the springs to
the left.  Defeat the enemy quickly here and jump to the next set of platforms
that end in a vertical rail.  Grind up and take the rail you land on pressing B
the whole time.

If you do, you'll fly right to a Bomb under a robot.  Hit it and run forward,
grinding up another pair of vertical rails.  Dodge the tentacles of the monster
and you'll be in a room filled with springs.  Bounce to the next tier and you'll
be faced with an intersection.  Take the middle this time.  Some of the material
of ARK is hot and broken off, following you as run down its side.  You'll boost
to the Goal Ring.

Boss: Shadow

In five minutes the cannon will destroy the nations of Earth.  Shadow just has
to ruin Sonic's good time by stopping it from happening.  After an exchange of
words (Shadow feels less special now), the battle begins.  Seriously, if you
want extra lives, this is the boss to play.  I've found there's one good way to
hurt Shadow that he never blocks.  You see, as you run forward you can Light
Dash to stay in the lead in a sort of footrace.  Shadow uses Chaos Control to
warp ahead of you.  Stand there, press B to charge up a roll, and then release
right in Shadow's direction.  You'll easily pass him and hit him to boot.  But I
should warn you about his attacks.  Occasionally he might use his special, which
you should just roll to avoid.  If you stick around on a piece of track for too
long, it will collapse and fall to Earth.  But, Shadow must be standing still to
use his special, Disappear.  Don't worry, though.  Stick to the above strategy
and Shadow will be so easy (and easy to get lives with all the rings here), that
you and your friends will play again and again.  Trust me, after Boss Mode and
the Dark Story, you'll have played this boss way too many times.

After hearing a confession that he is not the ultimate life form from Shadow,
Tails looks over Eggman.  He sure is tired.  Amy and Tails look outside to see
the Eclipse Cannon start to work, but explode in the process.  Sonic's alive!
The story is over.  The world is saved!

Or is it?  I couldn't resist, guys.

================================================================================
==================================Dark Story*===================================
================================================================================

                         +---------------------------+
                         |    Stage 01: Iron Gate    |
                         +---------------------------+

Deep in Prison Island, the devious Dr. Ivo “Eggman” Robotnik has broken into the
compound containing a weapon that his grandfather developed.  Eggman's walker is
basically the same as the Cyclone, the vehicle that Tails uses.  Press A to jump
and B to fire a laser.  Target as many items as you want and release B to shoot
homing missiles.  When you start, go forward through the hall.  Defeat the
robots present with one attack to get more points.  At the end of the hall, the
door seals shut.  Defeat the enemies here, including a gunner, and then shoot
the door itself down.  Run forward to find the first checkpoint.

In the room you enter three robots fall down to attack you.  Defeat them all and
take the mechanical lift (stand on the metal platform on the ground) into
another hallway.  Drop into the next room and look left for a total of 15 rings
in the capsules.  Now shoot down the robot guards.  Now go through the door,
clearing out enemies and the door supports as you go.  Step onto the huge
elevator and you'll have a perfect chance to rack up some points.  The gold
robot is also situated in this room.  At the bottom, take out the door and
continue forward.  Go to the checkpoint.

Shoot the corners of the door and the capsules behind it for a lot of rings.
Follow the arrow down another hallway.  When you reach the end of the hall,
shoot down all four corners of the door.  In the room you are brought to are a
few enemies to worry about.  Annihilate them before you proceed across the
catwalks.  Use the boosters to reach the next until you are brought to a fork in
the road.  Shoot the capsules to the left and then take the upper path (destroy
the enemies).  Drop down to and target the capsules in the area.  Now follow the
path to a catwalk, on which is the checkpoint by a door that just locked.

Take out the door and you'll find another elevator.  Take it down, scoring some
points as you go, to a door.  Knock it back and you'll see some wooden crates.
Like before, you can shoot them out of your way.  Go forward and drop down to
three gunmen.  Shoot them before they can you and go through the door to a hall.
It ends in another door that you must unhinge.  Do so and you'll drop into a
room with more robots in it.  Like last time, defeat them, and then shoot the
door down.  In the hallway, clear the enemies out and advance.  You'll see an
idle rocket.  Walk forward a bit more and tons of doors form.  Shoot the switch
to activate the rocket, which blasts through the doors.  Boost down the hall and
hit the Goal Ring.

Boss: B-3x Hot Shot

Eggman uncovers the weapon that his granddad made so long ago.  Eggman figures
that the password is Maria.  He puts it in and places the Chaos Emerald in the
slot.  A machine rises and releases from its bowels the top-secret weapon.
Apparently Eggman is colorblind and he mistakes Shadow, the weapon, for Sonic.
But Shadow claims to be the ultimate life form.  For freeing him, Eggman gets
one wish.  However, one of the compound's defenses kicks in.  It should be easy
for Shadow.  You get to be Shadow throughout this bout.  Shadow's controls are
the same as the ones for Sonic, making him very powerful and fun to use.  Press
A to jump and A again to home attack.  Press B to roll and hold B to charge a
roll.  Now for the battle...  First, pick up a few rings.  Unlike Eggman, Shadow
dies if he has no rings and is hit.  Run around, avoiding Hot Shot's gunfire,
and wait for him to land.  At this point you should jump and home attack him
after he fires the missiles.  It may also charge a blast, which can be avoided
easily by running.  Four hits is all it takes to win.

                         +----------------------------+
                         |    Stage 02: Dry Lagoon    |
                         +----------------------------+

Eggman is quite impressed.  Shadow leaves Eggman, telling him that he will meet
him again on Space Colony ARK with all the Chaos Emeralds.  Meanwhile, Knuckles
and Rouge, a treasure hunter, argue over the ownership of the Master Emerald.
Eggman tries to steal it, but Knuckles jumps and shatters it as he tries to get
away.  The Master Emerald can neutralize the power of the Chaos Emerald, which
Eggman would want to have if Shadow needs the Chaos Emeralds.  So, now you
control Rouge.  You need to find three pieces of the Master Emerald (all her
levels are either like this or very similar).

Rouge jumps with A and glides if you press A again.  To climb onto a wall, just
jump into it.  Now, Rouge also has a radar.  It blinks green to indicate that
your somewhat close to the emerald, yellow that you're mildly close, red means
that you're in the right area, and if you see a red exclamation mark over
Rouge's head, you're right on top of it.  In all levels with Rouge, there are
monitors in the air.  Press B by them to get a hint from them.  Press Start to
view these hints.  Not taking hints and finding the emerald shards quickly
increases your score.

Since the shards are always random, it is very difficult to write a
comprehensive guide on getting them.  Instead of that, in treasure-hunting
courses I always cover how to get around and trigger your radar.  In Dry Lagoon,
you'll be stuck in the first area until you free the turtle from two robot
guards on the ground.  After that, you can ride the turtle in the water to the
other region of the course.  In the first area, run around the ground level to
see if your radar starts working.  In the other region, go down either path
(left and right) to see if the radar starts working.  If it doesn't try doing
this at different elevations.  Make sure to look everywhere.  Also, the emerald
may be moving (like in a wind current) or inside an enemy.  When you have all
three, you're done.

                         +----------------------------+
                         |    Stage 03: Sand Ocean    |
                         +----------------------------+

Eggman must get to his base hidden inside a pyramid to reach ARK.  For some
unknown reason, Eggman must "claim" the base first by destroying the robots
there.  Treat falling into quicksand like instant death.  It is, after all.

Go forward to see a platform rotating in the sand.  Jump to it when the time is
right and spin to another walkway ahead.  Take it to some platforms shifting
around in the lethal sand.  Use them to reach some safe land.  Target the three
packs of dynamite on the pillar to cause it to fall over.  Be wary of the robots
that swoop down in this course.

As you go forward, you'll see a metal capsule.  Shoot it as if it were a robot
and you can bypass it.  Take the path to some more enemies machines.  Go left
here and the camera view changes.  Go left and then target the dynamite across
the quicksand.  This causes the pillar to fall, allowing you to cross the gap
safely.  Destroy the capsules ahead and use the ledges right of them as stairs.
At the top you should destroy more dynamite.  Traverse the pillar-bridge to
reach the checkpoint.

Wait for the rotary platform to come your way and jump to it.  Ride it to the
other side of the gap.  Upon landing, use the platforms to the right to reach
safe land.  Shoot the dynamite to topple the pillar and cross it to the golden
robot.  Drop down to more path that leads to another rotary platform in the
quicksand.  How monotonous!  Take it to the checkpoint to the right.  That is,
don't go north.

Run forward and use the moving platforms to cross.  Shoot the dynamite (this
seems oddly familiar) and cross the pillar.  Drop down and shoot the metal
capsule to the left.  Climb the stairs and advance forward until you see path to
the right.  Jump across the platforms and past a large spinning spike ball pair.
Go up the tiers, dodge another spike ball pair, and drop down right of the fence
on the lower level.  Follow the path to a narrow passageway with capsules in it.
Shoot them down and then jump from platform to platform.  When you reach the
large platform in the quicksand, take it to the checkpoint.

Go forward and you'll boost over open flames to a new region of this forsaken
pyramid.  Blow up the dynamite on the nearby pillar and cross it.  Blow up more
dynamite and take that pillar to more.  Take that pillar to a rising weight.
Jump on and ride it up to a hall to the right.  Follow this path (clearing out
enemies as you go) to the Goal Ring.

                      +---------------------------------+
                      |    Stage 04: Radical Highway    |
                      +---------------------------------+

In a room in the hidden base, Eggman watches the news.  Apparently, Shadow just
robbed the federal reserves bank of its Chaos Emerald.  With a quick flashback,
Shadow remembers Maria and being launched from ARK.  Back to the matter at hand,
Shadow needs to flee the police and their robots.  The result is your first
Shadow-level!  FINALLY!

Run forward to a spring to bounce up.  Continue your dash forward to end up past
a booster and by a gunner.  Go forward to a pulley and jump to it to take it up.
Run forward to a gunner and bounce up past it to a stretch of highway that is
bombarded with missiles via jets.  Near the top you can jump up the wooden
crates to a higher elevated road.  You could also use a pulley in the distance.
Grab onto the rocket here to fly to the checkpoint.

Roll under the cylinder and get ready for a loop.  Who builds roads like this?
At the end you'll spring down a tower to another spring that ends in you on a
new part of the highway.  Run forward and roll under the cylinder.  Home attack
the enemies in the air and continually do so to cross the gap and get a 10-ring
capsule at the end.  Run forward and you'll see a ramp.  Here's an opportunity
to get points.  Press A just as you leave the ramp to do a trick.  Run to the
bottom and use the spring at the end to the left to bounce to a pulley.  Follow
the rings to a rocket.  Use it to drop down to a 20-ring capsule followed by a
checkpoint.

Run forward to more loops followed by ramps.  Assuming that you did a trick on
the first, you'll land by a gunner.  Jump to the bar at the end of the track.
Press A to jump off when you are at the peak of the swing.  Climb up the
cylinders you land on and wait for the electrically charged hovering robots to
lower their electric fields.  At that point in time, it is safe to home attack
to them to cross the gap.  Run forward and watch out for the gunner that falls
from above.  Then spring up.

The gold robot appears ahead.  Stand on the left edge of the arch and grind down
the left support rope.  Press A at the end to do a trick and bypass a cylinder.
With all the boosters and the like, this area would lead you to believe that
this high-speed section precedes a loop.  Do not run fast, however, or you will
run into a gunner.  At the end is a checkpoint.

Run forward with good speed.  In the tunnel is a ramp to do a trick off of.
When you land, roll under the cylinder and run down the slope.  After the loop
you'll start swinging on a bar.  Jump off it to the next and off it to a new
stretch of road.  Run down it.  As you go you can see a billboard advertising
the Sonic Team.  At the end of a few loops, you'll reach the Goal Ring.

                        +------------------------------+
                        |    Stage 05: Egg Quarters    |
                        +------------------------------+

Sonic has just toppled a huge robot in the city when Shadow runs into him.
Shadow flaunts his Chaos Emerald and Sonic gives him a stern talking-to.  As a
battle seems imminent, Shadow uses Chaos Control to manipulate space and time.
He warps across the street, past Sonic, before warping away.  The police chasing
Shadow arrest Sonic.  In the meantime, Rouge is trying to break into Eggman's
base.  You must find the three gate keys to enter the heart of the pyramid.
This stage is a harder version of "Death Chamber," a course from the Hero Story.
Before you can enter the other regions of the quarters, you need an upgrade.

UPGRADE: Pick Nails

From the start, look onto the higher-elevated tier of the room.  Jump in and go
down the hallway to a room with blue lighting.  In here you can find a rocket on
top of a stand opposite some cages stacked in a doorway.  Use the rocket to
destroy the cages and go through the door.  In front of you (watch out for the
weight) is the upgrade.  It lets you dig by jumping and then pressing B in air.

As for the course itself, it isn't too tough.  The only thing that makes this
course "harder" than Death Chamber is that there's a beetle that goes around all
the room.  If you have your sound on, you'll hear it quite easily.  If it spots
you, the light on its tail turns red and laser turrets appear out of nowhere and
shoot you.  To avoid this, stand in the shadow of something.  When hunting the
keys, be sure to look in crates and enemies.  Also, it is more than likely that
one of the emeralds will be buried, requiring you get the Pick Nails.  To get
your radar to start working, run through all the rooms.  There are three keys.

                        +-----------------------------+
                        |    Stage 06: Lost Colony    |
                        +-----------------------------+

Rouge transports herself into ARK.  In the meantime, Eggman needs to reach the
central control room of ARK.  A few G.U.N. robots remain after the violent
termination of the colony.  For starters, blow up the dynamite ahead and walk
through the door.  Everything is dark since there's hardly any power in the
colony.  There's one enemy at the end of the hall.  Make a left through a door.
Defeat the enemies here and proceed through another door.  Grab the pulley and
take it down.

Blow up the dynamite on the door and jump through.  Go forward, past a bomb
robot, through the door.  Stand in the middle of the path to avoid two flyers.
Shoot the crates in the corner of the room and press the switch to open the
door.
Run down (there are a few ground tank robots) and you'll be in an acid-filled
room.  Defeat the robotic defenders and use either platform in the acid to rise
to a door.  Press the switch in front of it and hit the checkpoint.

Go forward to enter the circular room that I hate most in this level.  Find a
stack of metal boxes that you can jump up and use them as stairs to the upper
level of the room.

UPGRADE: Jet Engine

Jump across the platforms until you find the upgrade.  With it, when you press A
when in air you hover.  This is an invaluable upgrade.

Hover across the pit ahead and you'll find a rocket.  Press the switch by it to
destroy the cages ahead and then hover to where they stood.  Go forward to a
room with platforms to either side.  Use them to reach the next part of the room
and then walk forward to a platform that rises up.  Defeat the enemies in the
distance and then hover across the gap.  At the end is the second checkpoint.

Defeat the robots in the air and go through the door.  There's a mechanized tank
on the floor.  Go left and be aware of the robots in the room.  Shoot the three
wooden containers to create a stairway.  Jump up them to a switch.  Now you can
go through the door.  Defeat the enemy hiding in the room and go through another
door.  You are now outside.

Keep your laser on at all times (ARK must have a bubble around it to keep air in
or something) so that you can destroy all the enemies in your way.  Hover over
gaps in the path and go through the door at the end.  Take the 10-ring capsule
and go through the door.  Quickly obliterate the opposition.  This is a good
time to get points.  Step onto the platform at the end.  As you go down, the
gold robot forms.  At the bottom hover forward and go through the door.  A
battalion of robots fly toward you.  Dispatch them and go to the checkpoint.

Through the door is an abundance of enemies to target (another good point
opportunity).  There are more enemies ahead.  Walk to the platform and ride it
up.  This is the perfect time to get major points by targeting multiple robots
at a time.  At the top take out the dynamite and go forward through the doors.
You'll be outside.  Hover forward as much as you can to a door (take out bomb
robots and the like as you go).  Destroy the four bundles of dynamite and the
door opens.  Cages obstruct your path, however.  Go back and hit the rocket
switch.  Behind it is a 20-ring capsule.  Now go forward through the door.
Three flyers attack you as you enter.  Through the door is a bomb robot.  More
importantly, though the door is the Goal Ring.

                        +-----------------------------+
                        |    Stage 07: Weapons Bed    |
                        +-----------------------------+

In the main room of ARK, Shadow meets Eggman.  Shadow shows Eggman the Eclipse
Cannon, a weapon of mass destruction that was deactivated 50 years ago.  To
activate it, the remaining six Chaos Emeralds will be needed.  But Rouge barges
in as they start.  Actually, she drops down.  Rouge already has one of the Chaos
Emeralds.  Eggman allies with her and she agrees to let her find the remaining
emeralds.  On the island, the plan is made.  First, Eggman will rush in and
distract the main forces.  Shadow will set a time bomb to blow the island up in
thirty minutes.  In the meantime, Rouge must find the three Chaos Emeralds
suspected to be on the island.  Then the bad guys will have five of the seven
Chaos Emeralds!

First, Eggman will be the distraction.  This is quite a nice level after Lost
Colony.  Run forward and blow up all of the un-activated gunners.  These
stockpiles of inactive enemies makes the A rank easier on this level.  Continue
further along to see three smaller stockpiles.  Destroy them in two sittings to
get more points.  You can also destroy the satellite dish and the jets.  Go a
bit further to see dynamite on the door.  Shoot the middle door.

UPGRADE: Large Cannon

Through that door you just shot down is the upgrade.  It lets you destroy metal
containers.

Exit the alcove and avoid the bomb robot to the right.  Shoot the metal crates
ahead to form a stairway and get on top.  Hover to the checkpoint on the small
island.

Hover forward, shooting down jets as you go.  Boost forward and jump to the
catwalk to the left.  Two enemies drop down to attack you, so watch out.
Continue forward, knocking down metal crates, and you'll soon reach another
cluster of steel containers.  Shoot them down and hover forward.  Bounce up, hit
the balloon, and then target the capsules for a total of 40 rings.  Break the
crates and hover forward (just as Omochao advises.  Where would we be without
that little bugger?) to a next walkway.  Shoot both enemies as you approach them
and take the pulley up.

Jump off and you'll be on another weapons storage piece of land.  Shoot the
dynamite and jets to the right for some easy points.  Destroy all the jets to
the left and systematically clear out all the stockpiles of gunners.  Toward the
end are a few real robots and rolling spike balls.  Continue forward to fight a
bomb robot.  Then hover forward to another platform with a bomb robot on it.
From there hover to a balloon followed by another platform.  On it is the second
checkpoint.  Note that you can shoot the signs.

Go forward and shoot the metal crates.  Stand on the black ones and hover left.
Go forward and go right, all the while defeating robots.  Shoot the metal crates
ahead and bounce up to a new platform.  Shoot the capsules for lots of rings and
then hover right to a new stretch of path.  Go along it like the previous ones,
avoiding jets and some robots that suddenly appear.  At the end is the
checkpoint.

Take the pulley to a bomb robot.  Jump down and take out a few more.  Destroy
all the gunners stored to the left and go forward to take out a few jets.  Grab
the pulley ahead and defeat the three robots that have you circled.  Note that
there are a few more robots on the building to the left.  Hover forward and
shoot out enemies that you see.  Hover further forward and shoot some metal
crates to the right.  Jump forward and take out a jet and a sign.  Bounce to the
catwalk to the right and shoot the metal crates ahead to uncover the Goal Ring.

Boss: Tails

Amy runs up to Shadow, mistaking him for Sonic.  Eggman sees Amy and chases her.
Tails drops in from out of nowhere to save the day.  It's time to kick some
tail!
Seriously, Tails is a pushover.  If you have good dodging skills, avoid Tails's
homing attacks and rapidly press B.  He's a piece of cake, my friend, cake.
Winning doesn't really do anything for you, but it does set us behind by 15
minutes.

                       +-------------------------------+
                       |    Stage 08: Security Hall    |
                       +-------------------------------+

Eggman must be a real wimp if it took him fifteen minutes to fight Tails.
Nonetheless, that's still 15 minutes to do this mission.  But Rouge, a total and
complete numbskull, says that she can do it in five, making this (in my opinion)
a ridiculously tough stage.  You're more than likely to have at least one Chaos
Emerald in a safe in the stage.  To unlock them (so that you can dig through
their centers to open them), run forward at the start and go left.  Jump on the
spring to reach a pulley and take it up.

To the left and right are switches you may need to press to open safes.  Also,
you might as well accept the fact that one of the will be on the second level.
That is, in the area where the two switches there is a higher level accessible
by climbing on the wall.  It is also not uncommon to see emeralds inside the
spiky tanks.

Even though I usually don't do that well on this level, I always seem to get an
A.  The standards for the A are very low.  Completing the level practically gets
it for you.  Remember that even if you have only a bit of time left, you can
still finish.  There doesn't seem to be an effective way to get the radar to
start blinking, and so you should just glide around at different elevations.
Also, sometimes an emerald is being blown through the air by the fans on the
first level.

Boss: R-1/A Flying Dog

This is another pointless battle with a G.U.N. pilot.  Five hits does it in.
You see, this is the boss that the Hero Story doesn't have (yes, they have one,
but not two of this type of boss).  Flying Dog never lands, which means you'll
have to find another way to hit it.  Glide to the walls to either side and climb
up.  In my professional (well, not professional) opinion, the easiest way to
land a hit is to glide over it and then press B t drill drive into the cockpit.
You can also glide into the cockpit.  Aside from gunfire, R-1/A may also use a
laser attack.  Avoid the red cursor and you'll avoid the laser.  It also
launches missiles.

                        +------------------------------+
                        |    Stage 09: White Jungle    |
                        +------------------------------+

Rouge is locked inside a safe with a Chaos Emerald inside.  To boot, in ten
minutes the island will explode.  Shadow has a memory of dearly departed Maria.
To destroy the earth, he needs the Chaos Emeralds.  Also, the extra will bring
the trio up to six of seven Chaos Emeralds.  You need to cut through the jungle
on the island to reach Rouge in ten minutes before the island blows.  You start
running down a slope that springs you to a vine that leads you to a spring.
Bounce up and home attack your way to the vine bar.  Use it to fly up to the
next tier.  Roll under the low ledge and use another vine bar to reach the
checkpoint.

Run down the slope for a loop that leads to a spring.  You end up hitting
another spring and bouncing back and then forward.  Avoid the spike tanks and
roll under the fence.  You'll boost forward to a vine bar.  Use it to bridge the
gap and then run forward (rolling under the fence when the weight is up) to a
vine bar.  Take it up and defeat the gunman guarding the fence.  Roll under and
follow the path to the checkpoint.

Run down the path to a loop.  You'll boost into a cave at the end.  Roll under
the fence and follow the rings to a booster.  Bounce up to the next level and
roll through the wooden crates.  On the other side you'll find the checkpoint.

Run forward to experience speed.  At the end you'll swing on a vine to a small
island with robots on it.

UPGRADE: Air Shoes

It would seem that we are trapped.  Roll into the crate to unveil a hole.  Fall
in and you'll see the upgrade.  The Air Shoes let Shadow use Light Dash.  When
you see a trail of rings, press B to Light Dash across them.  Basically, you
collect them all and go to the endpoint of the line.

Roll under the fence by the upgrade to see a trail of rings.  Light Dash across
and you'll reach another platform.  Light Dash off of it to see a spring.
Bounce up and boost forward for a high-speed sequence.  It ends on an island in
the air.  Home attack the robots (one is the gold robot) and Light Dash to the
vine bar.  Run forward, avoiding enemies and the weight, and roll under the
fence.  Collect the capsules at the bottom of the screen and then bounce up.
Touch the vine bar to be brought to the Goal Ring.

Boss: Sonic

Shadow is right about to exit the jungle when he sees that blue hedgehog.  Sonic
takes three hits and he isn't too tough.  at all.  Press B to charge up a roll
and direct it at Sonic.  This is an easy way to hit him.

                         +---------------------------+
                         |    Stage 10: Route 280    |
                         +---------------------------+

With one second left to the timer, Shadow breaks into the compound and takes
Rouge's Chaos Emerald.  Using Chaos Control, they escape.  Shadow remembers
Maria wondering about Earth.  Back on ARK, Eggman takes over all the satellite
televisions on Earth and broadcasts his message, an announcement that he will
conquer the world. As a show of power, he uses the six Chaos Emeralds they have
to power the Chaos Emerald.  The target?  The moon.

Half of it is destroyed, displaying its core to the world.  If the nations of
Earth do not give in within 24 hours, they won't be around anymore.  Meanwhile,
Eggman is upset.  The cannon will need too much time to recharge.  If they want
to use it, they'll need the seventh Chaos Emerald.  Rouge has a newspaper about
it and she shows Dr. Robotnik.  Apparently, Miles "Tails" Prower received a
Chaos Emerald for saving Station Square from a missile crisis (in Sonic
Adventure, the first SA).  As a result, they must find Tails and take the final
emerald.

Route 280 is really easy to beat, but it has super-tough extra missions.  In
Rouge's car you must find Tails, who is seeking out the president's limousine at
the current time.  Rouge's car is unstoppable.  It can ram any other car and
come out unscathed.  Press A to accelerate and move, B to brake, and Y to boost
every time you get twenty rings.  I suggest that you boost only in straight
sections.  Sometimes there will be ramps and holes in the road.  The wall may
even have a break.  After a long stretch of road you reach Tails in the Tornado
II.

                          +--------------------------+
                          |    Stage 11: Sky Rail    |
                          +--------------------------+

Rouge sends Shadow's Tails's coordinates.  Sky Rail is a level in the Pumpkin
Hill area.  You start grinding a rail.  Press B to actually grind and you'll fly
into a booster that leads to a spring.  Go forward and home attack the fan-like
object to make it rise.  Hit it until it's at its top and then home attack the
10-ring capsule ahead.  Jump forward to another tier.  Look left to see a
rocket.
Jump to it and take it and you will fly forward right to the checkpoint.

Boost onto the rail and grind down.  When it ends, land on the right rail and
jump to the spring at the end.  Roll through the enemy you land by and home
attack the fan to go up.  At the top, home attack the capsule for a 1-Up and
then home attack the fan.  At the top is another, rather unnecessarily placed
checkpoint.

Start grinding down the right rail (it has a capsule on it).  At the end, run
left and home attack the hovering robot.  Home attack the fan and take it up to
a capsule.  Then home attack to another fan.  Bounce up and home attack the
robots at the top and hit another spring to bounce right onto the checkpoint.

Take the right rail and start grinding.  At the end, go forward and home attack
the fan to the top. Jump up the tiers and take either rail behind the upside-
down V.  At the end, run forward.  There's the Goal Ring.

Boss: Egg Golem

Shadow tells Eggman that Tails is headed for the hidden base.  In the pyramid,
Knuckles, Tails, Amy, and Sonic open the door.  Eggman comes out from behind the
door and challenges them for their Chaos Emerald.  Eggman calls out his servant
to destroy the intruders.  Sonic faces it and hits the exposed switch on its
head.  This causes the Egg Golem to go crazy and attack Eggman.  With clever
dodging, the Egg Golem is not hard at all.  Shoot it rapidly with B.  To assure
that you dodge his fist, stand where one hand hit (the second will not hit
there).  When you hit it enough, some of the inner workings are revealed.
Target them and fire.  This does the most damage.  When you've destroyed the
revealed unit, keep firing until you see another one.  Repeat this to win.  Egg
Golem does have some hard-to-avoid attacks.  The best way to avoid dying to it
is to jump off the edge.  Hover down onto a platform below and target capsules
to increase your health.  Then take a pulley back up.  When his life gauge is
drained, you win.

                         +---------------------------+
                         |    Stage 12: Mad Space    |
                         +---------------------------+

The rocket in the pyramid is beginning its launch.  Sonic and company get in
before it takes off, which means that they'll be in ARK in no time.  In the
meantime, Rouge is talking to Eggman, from whom she finds out the password
(Maria in syllables).  With it she finds out that Shadow is the ultimate life
form.  Rouge finds out that Knuckles lost six of his pieces of the Master
Emerald.  It's time to take three of them.  Mad Space is the worst item-hunting
level in the game.  Period.

Let it be known that I hate, deplore, and furthermore can't stand this level.
First, the hint computers are meant to mislead you.  The hints you get for some
computers are written backwards.  The others will tell you the opposite of the
truth.  That is, a low place would become a high place.  Also, gravity gets
pretty messed up on the planets that make up Mad Space.  First, you'll need to
get the upgrade to do just about anything in this level.

UPGRADE: Iron Boots

From the start, look around for a switch standing in the open (as in, not under
a steel crate).  Press it to make a rocket appear.  Use that rocket to reach the
large spherical planet, the lower one.  When on it, inside the pillar at the
north pole of the planet is the upgrade.  It lets you kick open iron containers.

The upgrade is useful because you need to break crates to hit switches on the
planets.  These switches let you use rockets, your only means of transportation
to other planets.  Now don't get me wrong; there's a lot more to hate about Mad
Space.  I'm getting to it.  For one, the place is absolutely enormous.  There is
no effective way to scan the entire place at all.  One thing that Mad Space
tells us is that ARK does, in fact, have some of field around it that contains
oxygen.  That's what I think the border is.  Anyways, like I said, the gravity
is distorted on all the planets.  It messes up your camera view and often you
cannot jump off them.  Expect to play this mission a few times before you get an
A.

Boss: Knuckles

They don't really show how Rouge got to Knuckles, but you're fighting him in the
main tower of the level called Meteor Herd.  Knuckles is really quite easy.
Pick up two rings at a time, because he can hit you pretty easily.  Glide over
Knuckles and drill drive into him to score an easy blow.  After two hits (or
maybe I just hit him twice real fast), Knuckles starts to use his special.  You
know he's using it when there's a close-up to his face and he says "Take this!"
Move out of the way or lightning will hit you.  Also, the floor may open, which
sends you upwards.  Get on the catwalk Knuckles is on and then drill drive into
him.  Four hits makes you the victor.  After the real battle, Knuckles and Rouge
are standing on a bar over the lava below.  Both of them are wiped out.  Rouge
yells at him and falls.  Knuckles saves her (he claims it's just for the emerald
shard) and Rouge coughs up the emerald shards she's collected.  Knuckles
assembles the Master Emerald.  Now, he should be able to stop the Chaos Emeralds
and save the world, but he needs to be nearby or something.

                        +-----------------------------+
                        |    Stage 13: Cosmic Wall    |
                        +-----------------------------+

Eggman can tell that there are two separate emeralds on an energy chart of ARK.
One must be a fake.  Now Eggman goes through the portal to ARK from the pyramid.
Now, as Eggman, you must reach the interior of the colony.  I don't know why
this only applies to this level, but the gravity is weak and you can jump very
high.  You also go up by hovering.  Jump up the first two platforms by hovering.
Go left and repeat the process.  Follow the arrows, defeating enemies as you go,
and hover up another platform.  Defeat the bomb robot and go forward, hovering
up some more.

Hover over the weight to the next level.  Target the enemies before going
(remember, the green things can be targeted) and then head forward and up a bit
more.  Go forward, defeating the enemies ahead.  Shoot the tentacle monsters
(they can reach out and attack you) to your upper-right.  Now shoot down the
pyramid-shaped object ahead.  Hover up to the next level.  Continually hover up,
destroying the pyramids in your path, and you'll reach three tentacle monsters.
Defeat them and the green things around them.  Go forward and jump up, following
the yellow arrows.  You'll reach the checkpoint.

Hover up, destroy the metal pyramid, and shoot the bomb robots behind it.  Go
forward again, clearing out assailants as you go.  Hover up and bounce to the
next platform.  Decimate the pyramid and jump to the next platform.  Hover up
some more and bounce to another spring.  From there, bounce up to a higher
platform.  Repeat this process, bouncing and hovering up, until you reach the
top of this pit.  You'll have to use a pulley along the way and destroy metal
pyramids, too.  You're at the end when you go over the wall.  You can fall to
the bottom, but there are also points to be gotten along the way.

UPGRADE: Protection Armor

This will be useful to you later.  It is not essential, however.  As you fall,
hit the rocket switch in the upper left-hand corner.  Hover to where the cages
were broken.  In there is the upgrade, which adds another meter to your health
gauge (another color actually).  Like I said, before falling to the bottom you
may want to rack up a few points.

You need a lot of points to pull off an A in this level.  At the bottom, defeat
the enemies and go forward to the checkpoint.

Move forward and stand on the platform.  Now, if you need help getting all the
very many points you need to get in this level, pay attention.  As you go,
you'll see some containers.  Shoot each individually to rack up tons of points.
There are plenty of other enemies to shoot to add to your score along the way.
At the end is the checkpoint.

Go forward to yet another shaft.  In here there are two tentacle monsters to
worry about.  Other than that, just hover up it like normal.  Now drop down,
hovering along the way to shoot many enemies and pick up points.  At the
bottom, go forward to the checkpoint.

Hover across the gap ahead and shoot the metallic pyramid.  Continue forward,
annihilating opposition as you see it, and eventually you'll reach two bomb
robots.  Shoot them down and go forward.  Hover up (the camera angle changes,
too) and destroy the objects ahead.  When you see a giant weight, ride it to the
top and hover up.  At the top, go forward and hover some more.  Really, it's
more like levitating.  Continue along the path.  It's pretty obvious really.
Just watch out for some tentacle monsters that come out.  At the end is the
checkpoint.

Levitate forward and bounce to a new platform.  Destroy the robots in the shaft
as you ascend within it.  Hovering, bouncing, and rising with pulleys should be
your chief mode of transportation.  At the top you'll fall over a wall and have
to go down.  Shoot the enemies as you go down (hovering is quite a risky
proposition considering the presence of tentacle monsters).  At the bottom, go
forward to the checkpoint.

This feels like you're replaying the exact same section over.  Step onto the
platform dead ahead to be strapped in.  Here's where you'll tip the scales and
get 80,000 + points, the requirements for an A on this level.  There are tons of
those metal canisters here.  Target them (one at a time) to get lots of points
at a time.  Repeat this over and over until you've gotten enough.  As you enter
a tunnel, a giant drill comes after you.  There's nothing you can do about it,
so just go to the Goal Ring.

Boss: Tails

Eggman finds Amy deep in ARK.  Sonic and Tails should've followed her.  Tails is
in the room already and Sonic steps in.  Amy is the hostage.  Eggman tricks
Tails into revealing that their emerald is a fake and Eggman then discards Sonic
into space.  Sonic dies in an explosion.  Tails stands there dumbfounded.  He
doesn't know what to do; SONIC IS DEAD!!!  Now Eggman will kill Tails.  Tails
has a fire in his belly, my friend.  He will fight hard, and he does indeed.

Tails/Dr. Eggman (depending on what story you play) is the second-hardest boss
in the game, if I do say so myself.  When you drain about half his health he
starts using his special - a huge and almost unavoidable laser.  Practically the
only way to avoid it is to behind him.  You can beat Tails successfully, though,
if you use this strategy.

                        +-----------------------------+
                        |    Stage 14: Final Chase    |
                        +-----------------------------+

Shadow watches Sonic die and then steps in the main room.  Rouge is about to
steal the six Chaos Emeralds when Shadow.  It looks like a fight will start when
they reveal each other's secrets.  Rouge is a government spy working for the
president to stop the Eclipse Cannon from firing.  Shadow, on the other hand, is
supposedly not the ultimate life form.  Is Shadow really Shadow?  Shadow looks
ticked, but Eggman calls him and says that he needs the last Chaos Emerald.  He
got it from Tails, and you must deliver it to the cannon before it fires again.

You start the level grinding down a rail.  Grind your way down and you'll fly
right at some springs.  Take the collective ten rings in the capsules and hit
the checkpoint.

Run down the slope, avoiding the meteorites.  At the bottom is a tentacle
monster.  Home attack it before it can attack you and then you'll see a spinning
drum.  Jump onto it and you'll start rotating around on it.  Run to the top and
run forward to a shield robot.  Roll into it to defeat it.  Bounce on the
springs ahead and home attack the capsule to the left.  Home attack the tentacle
monster nearby and bounce up onto a tunnel.

Run forward to some spinning drums.  Jump across them carefully to reach the
other side.  A hovering tentacle monster awaits you.  Hit the spring below it to
bounce to another spinning drum.  Take the pulley up near the top and jump
forward to another drum.  Spring to a booster that leads you to more drums.
Avoid the meteors and get to a vertical set of them.  Take them up to be sprung
to the checkpoint.

Run down the slope, avoiding meteors as you go.  Boost down to a short tract of
flat land.  Jump forward to defeat a tentacle monster and then rotate around the
drums (avoiding the electric barriers, obviously).  At the end, run forward past
a bomb robot to the checkpoint.

Home attack up the spinning drums to see three squares.  Fall into the right
one,
the left one, and finally into the middle.  This will cause Shadow to run into a
rail.  When on it, Light Dash to the spring and use the spinning drum to a hit
20-ring capsule, home attack a tentacle monstrosity, and home attack to the next
drum.  There are a few more series of spinning drums.

They end at a 10-ring capsule followed by a booster to a spring.  Bounce up and
roll into the shield robot to kill it (yes, I realize that robots cannot be
killed).  To reach the next three spinning drums you must home attack the
hovering tentacle monsters and then home attack to them.  At the end you'll
bounce right to the checkpoint.

Grind the red rail and run down the slope to a rail that leads to a spring.
This spring bounces you to another rail further along in the level.  It ends on
another rail that ends on a green platform.  Home attack the adjacent spinning
drums (upper right) and take them past a tentacle monster to a checkpoint.

Run forward, up a vertical wall, to be bounced onto a new catwalk.  Run forward
and Light Dash along the rings.  The speed should send you close enough to a
spinning drum to be attracted onto it.  From there jump onto all the other lower
spinning drums until you reach a path below one of the slanted ones.  Run
forward on it to an orange rail.  Grind along it to another spinning drum
series.
Go along them, avoiding a hidden electric barrier, and you'll end up on a new
walkway.  Light Dash the rings to get onto the right rail.  It seems to be
thinner than the other somehow.

Grind along it to bounce to more spinning drums.  Just standing in the right
spot will draw you to the next.  When you reach the vertical one, go up and
stand on the right side to be drawn to another horizontal one.  From there, jump
to the next walkway.  Run forward and you'll boost up a rail and through one of
the blue-tiled tubes.  At the top, go down through the tunnel the arrow points
to in order to find another checkpoint.

Run forward, jumping to the first spinning drum.  Ignore the spring and jump to
the drum ahead of it.  Bounce on it and then the next three obvious springs to a
1-Up capsule.  Then jump (home attack to jump further) to the long segmented
drum to your right.  Take the pulley on it past two tentacle monsters and jump
to the drum.  Take it up and bounce on it at the top.  Take the rocket at the
end of the platform across quite the distance.  Go down on these drums (just
keep going down, avoiding the meteors) to a spring.  It bounces you to the Goal
Ring.

Boss: Sonic

Somehow Sonic is alive.  He used Chaos Control with the fake emerald to escape
the explosion.  They start running with each other into battle.  The battle
isn't hard at all.  In fact, if you're in the business for gaining lives, I'd
fight this battle.  There are rings covering the track, which lets you Light
Dash past Sonic again and again.  With that fake emerald of his, Sonic can Chaos
Control in front of you.  Press and hold B to charge up a roll (be in line wit
the center of the track) and release when Sonic appears.  This will probably hit
him, but Sonic may dodge you with a jump.  Try homing attack Sonic, too.  If you
are, for some reason, running with Sonic, he will try to home attack you like in
your first bout.  However, Sonic's main attack is his special "Sonic Wind."  It
causes a torrent of blue light to form around you.  Run out of it to avoid it.
Otherwise, you've got this battle in the bag.

Eggman places the final Chaos Emerald into the cannon.  But there's a warning on
the screen.  Regardless, Eggman's dreams are realized; the era of the Eggman
Empire has begun!

================================================================================
==================================Last Story*===================================
================================================================================

                      +----------------------------------+
                      |    Final Stage: Cannon's Core    |
                      +----------------------------------+

After beating both Hero and Dark Stories you unlock this final story.  I stress
that you should get every upgrade for every character (see Level-Up Items).  Now
then, if we recall, Sonic had just destroyed the Eclipse Cannon in either story.
This triggers the intercom to start working.  It is a recording from Gerald
Robotnik, Eggman's grandfather that built the place.  Meanwhile, Rouge drops in
on Knuckles and Sonic.  Somehow, ARK is hurtling toward Earth.  The television
screens show Gerald.

In 27 minutes the world will be destroyed.  Eggman comes by and shows them the
diary.  It recalls how Gerald went insane, how ARK was destroyed because of his
research, and how Maria died.  Regardless, the group must find a way to stop the
colony from crashing into Earth, which will surely result in the destruction of
the world.  To throw the colony off course, they must redirect or negate the
energy of the Chaos Emeralds.  To do this, they must get the Master Emerald to
the core of the cannon.

This level has every character participate aside from Shadow.  Instead of
checkpoints, as there are none in truth, I divide sections into the player.
However, if you die as a certain character, you start back in their section with
the same number of rings and points, one life less, though.

-------------------------------------Tails--------------------------------------

Tails is busting out first.  He must destroy a security door to let the others
into the chamber above the cannon.  When you fall down, shoot the dynamite packs
on the door.  Through it is a shield robot.  Skipping over it is the best
strategy.  In the next room is a bomb robot.  Through the other door you'll see
a strange switch.  I will call these Time Switches.  Hit it to freeze time.
With time frozen, go forward and through the door.  In the next room are a few
gunners and a tentacle monster.  Get up to the latter and continually shoot
until you kill it.

Now go forward and get on the platform that descends.  Shoot all the robots as
you go down.  Take out the five packs of dynamite at the bottom and go through
the door.  Hit the Time Switch to lower the lasers.  This also stops the in-game
clock.  Go forward, past a bomb robot, and shoot another Time Switch.  Shoot the
enemies and then drop down the pit.  Hover to radically slow your descent.  When
you can, shoot the dynamite on the door and go through.  Avoid the bomb robot
that you'll meet and go forward to some gunners and a tentacle monster.  Defeat
it and go through the door.

Shoot the Time Switch to freeze the weights and lasers.  Go through the door
(shooting the Time Switch again on the way out).  Shoot the bomb robot before
time marches on again.  Target the Time Switch in the room and look left or
right.  When the platform is near the next tier, shoot it.  Use it to reach the
next level.  Shoot the Time Switch again and go forward to a weight.  Take it up
to a door.  While time is still stopped, shoot down the security door.

-------------------------------------Eggman-------------------------------------

Eggman is up next.  Directly ahead of Eggman are three shield robots.  Shoot
them as they try to shoot you.  Continue forward into the next room and shoot
the gunners that fall and surround you.  Through the door is a bomb robot.  Go
forward past it to an elevator platform.  Take it up, shooting enemies along the
way.  Go through the door at the top and you'll see two tentacle monsters.  This
may seem impossible to bypass without losing rings, but think again.

Run between them, shooting them the entire time (this way, they are defending).
Once behind them, beat them easily.  Go through the door and shoot the 20-ring
capsule.  Take the pulley below it down to two shield robots.  Wait for them to
charge a blast at you and shoot them.  Go through the door they were guarding.
Three hovering tentacle monsters swoop down to attack you.  Avoid their lasers
and you'll be fine.  Shoot the Time Switch at the end and go forward.

Shoot the Time Switch when the block to the left is partially submerged in the
acid (so you can jump onto it).  Quickly jump forward to the block between two
other higher blocks (upper-right) and then hover over the edge to a another
block.  Here, jump around for a while.  The left block on the acid floor (in the
middle) has a block that rises from it.  Ride it up to a door you should go
through.  You should be able to target a Time Switch.  Shoot it and run through
the hall, all the while shooting the Time Switches (it is safety).  At the end
is a checkpoint.

Through the door you'll see a platform.  Jump to it and it fades away.  Fall
freely, just hover to avoid tentacle monsters and lasers.  At the bottom are
three Time Switches preceding a lake of acid.  Stop time and drop to the
platform in it.  Hover to the next and go through the door.  If time is still
ceased, shoot the tentacle monsters to defeat them.  Go through the door.
Welcome to the final room in Eggman's part of the stage.

Shoot the Time Switch when a block coming from the right is in line with the
next tier to the left.  Jump up two blocks onto the next tier.  When there, look
at the Time Switch.  A block should rise by it periodically.  Shoot the Time
Switch when it is accessible and hover to it.  Then, when time restarts, take it
up to the door.  Shooting down this security door lets the others into the ne