sonic guide - Guide for Sonic Adventure 2 Battle

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Sonic Adventure 2: BATTLE

Nintendo Gamecube

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Updates

-----------------------------------------------------------------------

v.1.3 - The Kart Racing and 2P Battle sections have been completed, and 

they are now up.  Also, other sites authorized to post the FAQ have 

been added above. (released 8/30/02)



v.1.1 - This is the first release.  The basic game info and the 

walkthrough for every stage and mission is complete. (released 8/22/02)



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Contents

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1. The Basics

   -characters and stage types

   -mission objectives

   -bonus points

   -items and objects

   -the enemies

   -character upgrades

   -the emblems

   -secrets and cheats

   -differences from the DC version

2. Walkthrough: Hero Side Story

   -City Escape

   -Boss: Big Foot

   -Wild Canyon

   -Boss: Eggman

   -Prison Lane

   -Metal Harbor

   -Boss: Shadow

   -Green Forest

   -Pumpkin Hill

   -Mission Street

   -Aquatic Mine

   -Route 101

   -Hidden Base

   -Pyramid Cave

   -Death Chamber

   -Boss: King Boom Boo

   -Boss: Egg Golem

   -Eternal Engine

   -Meteor Herd

   -Boss: Rouge

   -Crazy Gadget

   -Boss: Eggman

   -Final Rush

   -Boss: Shadow

3. Walkthrough: Dark Side Story

   -Iron Gate

   -Boss: Hot Shot

   -Dry Lagoon

   -Sand Ocean

   -Radical Highway

   -Egg Quarters

   -Lost Colony

   -Weapons Bed

   -Boss: Tails

   -Security Hall

   -Boss: Flying Dog

   -White Jungle

   -Boss: Sonic

   -Route 280

   -Sky Rail

   -Boss: Egg Golem

   -Mad Space

   -Boss: Knuckles

   -Cosmic Wall

   -Boss: Tails

   -Final Chase

   -Boss: Sonic

4. Walkthrough: Last Episode

   -Cannon's Core

   -Boss: The Biolizard

   -Boss: The Finalhazard

   -Extra Stage

5. Kart Racing

   -The Basics

   -The Tracks

   -The Karts

6. 2P Battle

   -Action Race Battle

   -Treasure Hunt Race

   -Shooting Battle

   -Other Modes

7. Chao

   -Coming soon...

8. Closing

   -Contact Thunder Dragon

   -Special Thanks

   -The End.



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1. The Basics.

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Characters and stage types

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ACTION RACE

Hero Character: Sonic

Dark Character: Shadow

These stages are basicly 3D recreations of the classic Sonic-type 

games.  Of course, Sonic has new moves, such as homing attack, and 

more.  Shadow shares the same moves as Sonic, as do all the hero/dark 

counterparts.  You can earn bonus points by doing trick manuevers, more 

on that in the walkthrough.



Moves:



Homing Dash - press A while in the air to perform the homing attack.  

You will dash straight at the nearest enemy, destroying it. It can be 

used immediately once more after bouncing off the detroyed enemy.  The 

more enemies destroyed with this attack without touching the ground, 

the more bonus points you earn.



Somersault - press B on the ground to perform the somersault.  This can 

be used to break boxes,destroy enemies, etc.



Spindash - hold B to charge up, then release to get an enourmous burst 

of speed.



Rail Grind - Jump on any rail to grind down it.  Use the control stick 

to center yourself, and hold B to grind down faster.  At the end of 

many grinds, you can jump off and score a bonus.



Light Dash - this is accessable once you aquire the light/air shoes.  

Press B near a path of rings to dash across it at light speed.



Light Attack - this is accessable once you find the ancient light 

upgrade. To do the light attack, you must first hold B to charge up a 

spindash.  After charging up, Sonic/Shadow will stand up and be able to 

move with the light attack charged up, as long as you are still holding 

B.  Once you are near an enemy, release B to destroy all enemies in the 

area with a dash of light.  Bonus points are awarded.



Bounce Attack - this is accessable only to Sonic after obtaining the 

bounce bracelet.  Press B in the air to bounce, and keep pressing be to 

bounce higher. (this is a lot like the bubble sheild way back in the 

days of Sonic 3)  This is great for reaching  high places, as well as 

earning a ridiculous amount of bonus points.  As long as you are 

bouncing, you can destroy many 

enemies, and you'll be rewarded the points once you stop bouncing.



Magic Hands - a move accessable only with Sonic after he has found the 

magic gloves.  Press Y to switch Sonic's action to Magic Hands, and 

press B anywhere nearby an enemy to destroy it.  Not only will it be 

destroyed, but it will be turned into a ball in Sonic's hands that he 

can throw at other enemies with B.



_______________________________________________________________________



HUNTING

Hero Character: Knuckles

Dark Character: Rouge

These stages can be quite annoying, especially to beginners.  The 

object is to find 3 chaos emeralds, using the help of your radar.  

However, the emeralds are randomly placed, and the radar may not always 

help.  To earn lots of bonus points, you must quickly find an emerald 

without using the help of any of the hint-giving monitors.



To use the radar:

Look at the emerald icon at the bottom of the screen.  As you search 

around, it will start flashing colors.  The first color it will flash 

is green, meaning it should be around this area somewhere.  As you get 

closer, it will flash yellow, and when you are really close, it will 

start flashing red.  When the emerald is right in front of you, a "!" 

will appear over your character.



If you are stumped on finding the emerald, you may check any of the 

monitors around the stage by pressing B near them, but remember, it 

subtracts the points you earn ro finding the emerald.



Moves:



Glide - Hold A while in the air to glide through the air.  You can 

destroy any enemy you crash into.



Drill Claw/Drive - Press B while gliding.  Use it to destroy enemies or 

dig into the ground if you possess the digging tool.



Punch/Kick - press B to attack.  Press it repeatedly to fire many blows 

simoutainiously.  The final blow will be an uppercut.  This may be used 

to destroy boxes and enemies.



Screw Attack - rotate the control pad, then press B to do an uppercut.  

This reaches higher than a normal jump.



Climb - simply jump or glide onto a wall, and you can climb it.  Press 

B to dig into the wall, if you posess a digging tool.  Not all walls 

can be dug into, however.



Swim - in water, press B to swim down, and A to swim up.  Don't stay in 

too long, or else you will drown.



Sunglasses/Treasure Scope - you must find the respective upgrade first.  

Press Y until the option appears, then press B to turn it on.  You will 

be able to see items that you couldn't see before.  Jump to deactivate 

it.  This is required for hard mode.



_______________________________________________________________________



SHOOTING

Hero Character: Tails

Dark Character: Dr. Robotnik/Eggman

Not quite what you'd think of as a Sonic game: They aren't insanely 

fast, and your health relies on a health bar, rather than purely rings.  

In shooting stages, you pilot a big, clumsy mech, and are able lock on 

to many enemies at once, then fire.  The more enemies you destroy at 

once, the more bonus points you earn.



Moves:



Hover - Hold A while in the air to hover long distances, or descend 

slowly.  You must possess the jet engine, however.



Lock on and Fire - Hold B to lock on.  Aim the lock on ray to the 

enemies you wish the blow to pieces, then release the B button to fire.  

The more enemies you lock on to, the more bonus points you earn.  But 

remember, you can only hold the lock on ray for so long until it 

dissapears and you lose your targets.



Volcan Cannon - Press B to fire single shots to destroy containers.



Punch - Press B when close up to an enemy to punch it.



_______________________________________________________________________



KART RACING

Hero Character: Tails

Dark Character: Rouge

There are only 2 of these driving levels in the game.  You must reach a 

destination before time runs out.  You get extended time for every 

checkpoint you pass.  After clearing these levels, the Kart Race mini 

game becomes available.



Controls:

Hold A to accelerate.

Press B to brake.

Press Y to get a speed boost*



*speed boosts are accessable every time you collect 20 rings.



-----------------------------------------------------------------------

Mission objectives

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All normal stages have the same mission types.



Mission 1:  Simply comlete the stage as normal - get to the goal ring, 

find the emeralds, whatever.  If you wish to score an A, try earning a 

lot of points.



Mission 2:  Collect 100 Rings.  For an A, do it as quickly as possible.  

If you don't have 100 rings by the end of the level, a back ring will 

replace the goal ring. For Knux and Rouge, a back ring will appear at 

the beginning if you get hit.  



Mission 3:  Find the lost Chao.  Mystic Melody is REQUIRED, because the 

Chao is usually fould behind the secret path of an ancient shrine.  For 

an A, find the little chao quickly as possible.



Mission 4:  Complete the stage with a time limit.  Besides the time 

limit, this is similar to the first mission.  High score is the key to 

an A rank.



Mission 5:  Clear Hard Mode - more, tougher enemies, and slight 

structure changes to make the level more difficult.  Get an A by 

scoring lots of points.





The two Kart Racing stages, however, have different objectives.  All 

rely on time for an A rank.  The Kart Racing Objectives are as 

followed:



Mission 1:  Chase either the president's limo (hero) or Tails (dark) 

before time runs out.  They are always at the level's end.



Mission 2:  Collect 100 Rings.  Baloons contain random amounts of 

rings.



Mission 3:  Don't hit or get hit by other cars.



Mission 4:  Don't hit the walls.



Mission 5:  Hard mode - Less time, and more traffic to slow you down.



-----------------------------------------------------------------------

Bonus Points

-----------------------------------------------------------------------

All characters get the same bonuses for destroying multiple enemies.  

You will see one of these bonus' in the top left corner of the screen:

Good: 100pts, 2 enemies.

Nice: 200pts, 3 enemies.

Great: 300pts, 4 enemies.

Jammin: 400pts, 5 enemies.

Cool: 500pts, 6 enemies.

Radical: 600pts, 7 enemies.

Tight: 800pts, 8 enemies.

Awesome: 1000pts, 9 enemies.

Extreme: 1500pts, 10 enemies.

Perfect: 2000pts, 11+ enemies.



Hunting scoring:



No hints:

Perfect, 2000:  find the emerald in under 60sec.

Awesome, 1000:  find the emerald in over 60sec.



1 hint:

Extreme, 1500:  find the emerald in under 60sec.

Tight, 800:  find the emerald in over 60sec.



2 hints:

Radical, 600:  find the emerald in under 60sec.

Radical, 600:  find the emerald in over 60sec.



3 hints:

Jammin, 400:  find the emerald in under 60sec.

Jammin, 400:  find the emerald in over 60sec.



Shooting scoring is dependant completely on enemies.  Action Race 

Scoring will be explained in the walkthrough, because each stage has 

its own way of perfoming trick manuevers.



-----------------------------------------------------------------------

Items and objects

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Rings - anyone who's ever played a Sonic game should know what these 

do.  Rings serve many purposes.  They serve as sort of a defense; if 

you get hurt, you will lose all the rings you have collected, but are 

able to pick some back up, 20 is the most you can pick back up after 

getting hit.  If you are hit with no rings, you die.  Rings can also be 

used as a form of currency in the Chao World.  And finally, as all 

coin-like collectables in just about all platforms do, collecting 100 

rings gives you an extra life.  Rings are worth 10 points each.



Chaos Drives - these come out of the robots that you destroy.  Collect 

them and feed them to your Chao.  They come in 5 different colors, more 

on this in the Chao section of the FAQ.  10pts.



Small Animals - these can be found wandering around the stage in 

various places.  Collect them and give them to your Chao.  Their are 21 

animal types, more on this in the Chao section.



(You can hold up to 10 animals/chaos drives at once until you release 

them into the Chao Garden.  The hero and dark sides hold a separate 

inventory of animals/chaos drives.)



ITEM BOXES:

5 Rings - you get 5 rings, 50pts.

10 Rings - you get 10 rings, 100pts.

20 Rings - you get 20 rings, 200pts.

Sheild - protects you from one blow, 200pts.

Magna Sheild - protects you and magnetizes rings, 200pts.

Extra Life - gives you an extra life, 200pts.

Power Sneakers - Temporary speed boost, 200pts.

Bomb - destroys all nearby enemies, 200pts. + enemies' pts.

Health Pack - shooters only, fully recovers health bar, 200pts.



Baloons - these big, red baloons are pretty much the same thing as item 

boxes, they have the same contents, just a different appearence.  

Unlike item boxes, you cannot see what item is inside until you pop it.



Lamp Posts/Checkpoints - run through them to activate.  If active when 

you die, you will end up straight back to the checkpoint.  Also, you 

can get item box items if you run through with a certain amount if 

rings:

20+ rings - 5 rings.

40+ rings - 10 rings.

50+ rings - 20 rings.

80+ rings - Power Sneakers.

90+ rings - Sheild*

*If you have more than 90 rings as well as a sheild, you will get a 

magna sheild.



Chao Crate - 3 of these are hidden in each stage.  The first one 

contains a key to Chao Garden, the second contains 5 random small 

animals, and the 3rd contains one special small animal. (Dragon, 

Unicorn, Pheonix, Skelliton Dog or Half-fish)  You get these items in 

the order in which you get the Chao Crates, not in order of the 

placement of the Chao Crates.



Various Objects:



Omochao - the mechanical Chao who tells you basic info on the game.



Pick-up stuff - various objects in the game can be picked up, such as 

wheels, skulls, Omochao and more.  Press B near one to pick it up.  

While standing, press B to put it down.  While moving, press B to throw 

it.  These items aren't really needed to complete missions, but it is 

fun to bust enemies with 'em.



Pipes - press B near one of the small, grey pipes to whistle, a small 

animal will come out.



Spring Boards - these bounce you higher.



Bumpers - these are similar to springboards, only homing in at them 

will make you bounce even higher.



Propeller springs - homing dash these with Shadow to cause the 

propeller to fly up higher, and you to bounce off.  These only go up to 

a certain height, maked with a red circle.  They go down while you are 

not dashing them.



Pulley - grab hold of the hook to ride it up/down.



Rockets - ride these to areas you normally can't reach.



Missiles - step on the green launch pad button to fire a missile to 

break walls.



Dash Panel - increases your running speed.



Jump Panel - dashes you into the air.



Switch - now white with a star on it, press it to open doors, etc.



Time Switch - the clock switches stop time for a few seconds.



Gravity Switch - press B when near one to change the gravity into the 

direction of the arrow on it.



Hourglass - flip it to open a door.  The door closes when the time on 

the hourglass has run out.



Ancient Shrine - looks like a mini emerald shrine.  If you possess the 

mystic melody, press B near one to open a new path, often leading to 

that stage's lost Chao.



Goal Ring - this marks the end of a stage.



Back Ring - on missions 2 & 3, this replaces the goal ring.  Go into it 

to restart the stage from the very beginning with everything restored, 

only you will keep your rings, time, and score.



Containers:



Wood Box - these can easily be broken with an attack.



Steel Box - these can only be broken with an upgrade.



Black Box - these cannot be destroyed.



Cage - these can be broken with bombs or missiles.



Other breakable stuff - while not all of it may be containers, other 

various objects can be broken in the same fasion.



Hazards:



Weight - Giant black crushers with flashing red light.  You can stand 

on top of it, but don't go under it, unless you wish to be gushed 

flatter than a pancake.



Spike Ball - Some can be found alone, and some can be found attached to 

a spinning bar.  They are indestructable.



Spikes - you know not to touch these... or DO you?



Tourches - come on, it's FIRE!



Skull Statues - they blow fire in the direction that they face.



Quicksand - you fall in, you die.  However, only Sonic can get out if 

you top the A button repeatedly.



Laser Beams - These are often blocking your way.  Watch out for moving 

ones.  Time switches can temporarily turn them off.



Electric Field - don't run into it. 'nuff said.



Meteor - In space levels, these firey balls of rock will either be 

floating around, or they fall from the sky and squash you.



Dynamite - This is for shooters only.  Sometimes it can help get things 

out of your way, but it can also hurt you by blowing up pieces of the 

stage you need to get across, or squishing you with a collapsed wall.



Chemical Container - Also for shooters only, these are found on Space 

Station ARK.  Shooting them will cause a huge explosion that will shake 

the ground.  Try to stay away from shooting these.



Acid - while most just make you lose rings, some mean instant death, so 

avoid it at all costs.



Acid Lock - a wall of acid with a lock that can only be broken with a 

missile.  At all costs, don't touch it, as it means instant death, no 

matter what.



-----------------------------------------------------------------------

The Enemies

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GUN ROBOTS: (these contain chaos drives)



Hunter - the most common robot in the game.  They basicly just swoop 

down and then shoot stuff at you. 100pts.



Shield Hunter - this variety of hunter can only be attacked when their 

sheild is down, specificaly when they are shooting.  Sonic and Shadow 

can somersault to destroy them.  100pts.



Beetle - this hovering bot is also a very common enemy.  Most are 

helpless, and are used just as homing attack targets to get to farther 

areas.  However, some are armed with guns or bombs, and some have 

electric sheilds that suddenly pop up while homing in at them.  100pts.



Spring Beetle - a rarer variety of beetle, this one doesn't attack, it 

just sits there to be bounced off of. 100pts.



Wing Beetle - a tougher variety of beetle with glowing red lights, and 

the ability to fly around and shoot.  They are difficult to hit, as 

they move very quickly.  500pts.



Gold Beetle - one of these is hidden in each stage.  It will quickly 

appear, then dissapear. Destroying it will help you earn an A rank in 

score based missions.  1000pts.



Hawk - an aireal bot with huge jet engines.  They like to attack by 

surprise with a barrage of firepower. 200pts.



Sky Hawk - the winged hawk that quickly flies by and shoots at you.  

Like the Wing Beetle, hitting this may be a little difficult. 500pts.



Rhino - a short to the ground tank bot that will charge at you.  

100pts.



Spiked Rhino - due to obvious reasons, this rhino should only be 

attacked from the bottom.  100pts.



Metal Rhino - this large metal box bot is virtually indestructable - 

none of your attacks will hurt it.  Only bomb items can destroy it.  

100pts.



Rhino Cannon - this rhino doesn't charge like the others, instead, it 

shoots bombs.  Try picking up the bomb, and throwing it back at him. 

100pts.



Hornet - a robot carrying a large load of bombs.  They will fire the 

bombs at you, and they will home straight at you.  After frining, they 

pretty much just float around and do nothing.  Hornets with 3 bombs are 

worth 100pts, hornets with 6 bombs are worth 200 pts, and hornets with 

9 bombs are worth 300pts.  But that's not all - with Tails and Eggman, 

you can lock onto each individual bomb for a ridiculous amount of bonus 

points.



Pheonix - a rarer variety of hornet, this type is colored red.  They 

seem to fire quicker. 100pts.



Laser Hornet - this hornet fires a load of lasers rather than bombs.  

It can also attack more than once.  100pts.



Eagle Fighter - these are the huge jets that zoom across the sky and 

drop bombs.  You can hear them coming, so stay clear.  It is possible 

to destroy them, but it is quite difficult. 500pts.



Artificial Chaos - described by Omochao as "robots that look like 

research projects," this blue blob has offically been proven as the 

most annoying enemy in the entire game.  Not only do they fire lasers, 

they also are able to extend their blob portion of their bodies into 

deadly tenticles, reaching great distances in many directions.  Also, 

in various shooter stages, they hide their head in their indestructable 

blob body, and only come out for a split second to attack.  The best 

strategy for defeating this "P1 Type" is to constantly fire at it until 

it lifts its head.  Attacking the head is the only way to put the 

Artificial Chaos out of their misery.  200pts.



Artificial Chaos Guard Type - only seeming to appear in Sonic's stages, 

this blob will break into several explosive cells as soon as it sees 

him.  In order to destroy the army of cells, you must destroy the 

floating head. Homing attack is useless against it, because you will 

aim for the cells, and perhaps have them explode in your face.  To 

defeat it, use the bounce attack to bounce through the cells, then 

bounce on the head to destroy it.  You could also use the spindash to 

bust through the cells to earn lots of points, however there is the 

risk of being blown up by them.  Cells are 10pts each, the head is 

200pts.



Gyro - These green spinning things float around, doing absolutely 

nothing. Gold Gyros can be locked onto by Eggman twice. 20pts.



Energy Control Cannon - Found in Eternal Engine and Cannon's Core, the 

cannons themselves cannot be destroyed, however, its projectiles can 

be. 



EGGMAN'S ROBOTS: (these contain small animals)



Gola - a classic enemy that dates way back to Sonic 2, it is the red 

ball surrounded by flames.  Attack in the middle red ball to destroy 

it. 100pts.



Unidus - the spike ball version of Gola, as seen in Sonic 3.  The 

center ball is still the place to attack, however, the spikeballs 

surround Unidus in all directions, so be carefull.  100pts.



Kiki - the monkey also known as Coconuts returns, and as always, he 

throws bombs.  Like the Rhino Cannon, his bombs can be picked up and 

thrown back at him or at cages.  You don't have to worry about the bomb 

exploding while holding it. 100pts.



E-1000 - this Eggrobo-like robot is quite tough.  He fires at you quite 

quickly, in all directions.  200pts.



Egg Beetle - this indestructable annoyance patrols the Egg Quarters in 

search of intruders to blast.  When the screen in glowing green, that 

means he is nearby.  When the screen turns red, and you hear beeping, 

that means he has sighted you, and is about to blast you.  His laser 

blasts are impossable to avoid, however, you can get out of his sight 

by hiding in the shadows.



Buzz Bomber - one of the first Sonic enemies ever, these bees fly 

around and shoot projectiles at you once you are in sight. 100pts.



Pihrana - These fish jump out of the water in a poor attempt to bite 

you. But when they do, it hurts. 100pts.



GHOSTS: (these contain nothing)



Ghost:  what a worthless, annoying thing.  It just simply grabs you or 

jumps out at you, thus wasting your time. 0pts.



Attack Boo:  this kind can hurt you, at least... simply don't let it 

touch you, and attack it as normal. 100pts.



Boom Boo:  this is a HUGE ghost with a stitched mouth.  Each time you 

attack it, it will shrink smaller.  It will take 3 hits to shrink into 

nothing, and then you will be rewarded 300pts.



-----------------------------------------------------------------------

Character Upgrades

-----------------------------------------------------------------------

SONIC'S UPGRADES



Light Shoes - this upgrade enables Sonic to use the mystic melody.  The 

stage is Metal Harbor.  After the 1st checkpoint, you'll get to an area 

where you homing dash over a bunch of Beetles to get to the next ground 

area.  From there, you'll see a pulley, take it up and get the light 

shoes.



Bounce Bracelet - this enables Sonic to use the bounce attack. The 

bracelet is in plain sight on the main path of Pyramid Cave.



Flame Ring - this alows Sonic to break metal boxes.  This can be found 

in Crazy Gadget.  Pass the 4th checkpoint and the long tube and the 

three Artifical Chaos.  Reverse the gravity to normal with the switch, 

then go backward to a spring.  The ring will be up there.



Ancient Light - this enables Sonic to use the light attack.  In Green 

Forest, it is located just before the 2nd checkpoint.  Before entering 

the tree tunnel the the lamp posts, go the the lower right area of the 

ledge you are on.  You'll spot a bombing beetle, homing attack it, then 

homing attack the 5 rings box, then use another homing attack to get an 

extra life.  You will now be on the platform with the ancient light.



Magic Gloves - this allows Sonic to use the Magic Hands feature.  In 

city escape, after the part where you run down the building, you may 

notice a few metal boxes in the ground.  Make sure you have the flame 

ring and bounce bracelet, then bounce through the boxes to the room 

with the gloves.



Mystic Melody - this allows Sonic to access ancient shrines.  In Final 

Rush, just after the 6th checkpoint, grind slowly down the pipe.  

You'll spot two platforms, jump on one of them.  Take the rocket, which 

leads to a platform with an extra life.  Now, look around, and you'll 

see another platform, with an animal and a spring on it.  Spring up to 

another path, and follow it until you come to the upgrade.



_______________________________________________________________________



KNUX'S UPGRADES



Shovel Claw - this upgrade enables Knuckles to dig.  It is located in 

Pumpkin Hill, right in front of the beginning.



Hammer Gloves - this allowes Knuckles to break steel boxes.  Located in 

Death Chamber, go straight foward through the door.  Break the wooden 

boxes and you’ll see it.



Air Necklace - to get the underwater breathing device, go to Aquatic 

Mine.  Set the water depth to 3 with the switch at the very top room.  

Now, find the shaft with the Caution sign.  Go down it.  If you see a 

spring, you’re in the right place.  Now, follow the path, and hurry 

through the underwater area until you reach the end with the necklace.



Sunglasses - enables Knuckles to see hidden items.  Find them at Meteor 

Herd.  Near the central tower, find the floating platform with a 

punchable meteor on it.  Try punching the meteor into the door with a 

red - on it.  If you did it right, the door will be open, and you’ll 

find a steel box inside.  Punch it open with your hammer gloves to 

reveal a switch, which opens the floor in the central tower.  Go into 

the tower, and fall into the floor.  Don’t worry about the magma, as 

you float right over it.  Find the lowest platform, and the upgrade 

will be right there.



Mystic Melody - enables Knuckles to activate ancient shrines.  Find it 

in wild canyon.  Make your way to the lonely statue area, and climb 

above the statue.  You’ll see a painting now.  Dig into the center to 

find the upgrade.



_______________________________________________________________________



TAILS’S UPGRADES



Booster - allows Tails to hover.  Find it in Mission Street, just after 

you ride down the collapsed road.  Walk straight along the road, and at 

the end, go to the left and grab the booster.



Bazooka - allows Tails to bust metal boxes.  It is located in Eternal 

Engine.  After the 4th checkpoint, you’ll get to a bridge with a switch 

at the end.  If you blow up the bridge, don’t worry, the same switch is 

available below.  Throw the switch, then get up to the door it opened.  

The upgrade is in there.



Laser Blaster - this makes the explosions of your bazooka larger, so 

they destroy all nearby enemies.  Find it at the very end of Prison 

Lane.  Destroy all the enemies in the room to make sure the jail door 

in the back opens.  Bust the metal boxes, and the Hunters, and the 

upgrade is right there.



Mystic Melody - this allows Tails to activate ancient shrines.  The 

place is Hidden Base.  At some point after the 1st checkpoint, you’ll 

take a pully up to an area where you are completely surrounded by 

Kiki’s.  After you pass that area, go to the lower route, and bust open 

4 steel boxes, revealing a room with the upgrade in it.



_______________________________________________________________________



EGGMAN'S UPGRADES



Jet Engine - this enables Robotnik's mech to hover.  The upgrade is 

located in Lost Colony.  After you pass the 1st Checkpoint, you'll get 

to the looping room.  Make your way to the upper floor using the black 

boxes, and you'll find the upgrade around here.



Large Cannon - allows Robotnik to break steel boxes.  The location is 

Weapons Bed.  On the left side hangar of the beginning, blow up the 

dynamite on the doors.  A small room with the upgrade is revealed.



Laser Blaster - increases the explosion size of Robotnik's Large 

Cannon.  Find it at Iron Gate.  Just after the 2nd checkpoint, blow up 

the large tanks and the steel boxes to reaveal a path to the upgrade.



Protection Armor - this increases Robuttnik's defense and health meter.  

In Cosmic Wall, just before Checkpoint #3, when you are falling through 

a room with many platforms, be sure to land on the one that has the 

missile.  Launch it, and proceed to the platform that it went to.  The 

upgrade is there, right under another platform.



Mystic Melody - enables Robotnik to activate ancient shrines.  In Sand 

Ocean, on the first spinning platform, wait for the edge you are on to 

be facing west.  Hover to the platform over the quicksand, and get the 

upgrade.



_______________________________________________________________________



ROUGE'S UPGRADES



Pick Nails - this allows Rouge to dig.  Find it at Egg Quarters.  When 

you get to the egg fish chamber, launch the missile to break the cages 

blocking a room.  Go in that room, and find the upgrade behind the 

weight.



Iron Boots - allows Rouge to break steel boxes.  In Mad Space, go to 

the spherical planet (the only rocket available is the one that takes 

you here) and find the boots in the center blue building.



Mystic Melody - enables Rouge to activate ancient shrines.  In Dry 

Lagoon, find the painting under one of the ledges in the small Oasis.  

Dig into it and find the upgrade.



Treasure Scope - allows Rouge to see things she couldn't see before.  

The upgrade can be found in Security Hall.  From the beginning, take 

the east path, and follow it until you get to the large air 

conditioner.  Climb up the wall, and find the ancient shrine on the 

ledge.  Activate it, and platforms will appear, leading to a room 

blocked by metal boxes.  Break the boxes with the iron boots and go in 

to find Rouge's last upgrade.



_______________________________________________________________________



SHADOW'S UPGRADES



Air Shoes - this allows Shadow to use the Light Dash.  The location is 

White Jungle.  Some time after the 3rd checkpoint, you'll make it to an 

area with a path of rings suspending over a cliff.  To the right, 

you'll see a wood box.  Break it, then fall to the upgrade.



Flame Ring - this allows Shadow to break steel containers.  Located at 

Radical Highway, pretty early in the stage.  After you take the pully 

then spring up to the higher road, you'll notice a large, spinning drum 

to the left.  Somersault under it, then light dash to the ring.



Ancient Light - enables Shadow's light attack.  In Sky Rail, when you 

get to the first rocket, don't take it, but rather dash the Beetle and 

go onto the next ledge.  Go to the edge where the Chao Crate is, and 

more Beetles will appear.  Dash them up to the area with the upgrade.



Mystic Melody - enables Shadow to activate Ancient Shrines.  It is 

located at the Final Chase.  On the area before the 4th checkpoint, 

circle the gravity cylanders all the way to the top.  On top of one of 

them, you'll spot another gravity cylander with an electric field 

around it.  Jump to that one and get to the top, and you'll spot the 

upgrade on a platform.



-----------------------------------------------------------------------

The Emblems

-----------------------------------------------------------------------

Here is a short list of all the emblems that can be found in Sonic 

Adventure 2: Battle.  



Clearing all the missions: 155 Emblems



Clearing every mission with 'A': 7 Emblems



Clearing all of the Chao Races: 5 Emblems



Clearing Chao Karate: 4 Emblems



Clearing Kart Race: 3 Emblems



Clearing Boss Attack: 3 Emblems



Clearing the game on all stories: 3 Emblems



Total: 180 Emblems



For collecting all 180 emblems, you will be rewarded a secret stage, 

and all the items in the black market will now be available.



-----------------------------------------------------------------------

Secrets & Cheats

-----------------------------------------------------------------------



BASIC SECRETS



Kart Racing Mini Game - this is unlocked once you beat either Route 101 

or 280.  Beat both those levels to get it in 2P mode.



Boss Attack Mini Game - this is unlocked once you beat the game in any 

of the 3 stories.  Beating the hero side story unlocks hero story 

bosses, beating the dark side story unlocks dark side bosses, and 

beating the last story unlocks all the bosses.



Secret Karts - to get a new car for a specific character in Kart 

Racing, beat all of that character's missions.



Secret Costumes - to get a new costume for a specific character in 2P 

Battle, earn an A rank on all of that character's missions.



Guarunteed A Rank - you must collect all the rings on the stage.  When 

the stage ends, it will say "Perfect" over your ring counter.  Keep in 

mind, though, this is IMPOSSIBLE on most stages.



Secret Stage - to unlock the secret stage, collect all 180 emblems.  A 

? icon will appear on the stage select.  I won't spoil you right away 

on what the stage is, but you probably already know, as no one seems to 

keep their mouths shut.



CHAO SECRETS



Additional Chao Gardens - to unlock the Hero Garden, raise a Chao into 

a Hero type.  To unlock the Dark Garden, raise a Chao into a Dark type.



Additional Chao Races - to unlock the Jewel and Challenge Races, beat 

all the beginner races.  To unlock the Hero and Dark races, unlock the 

Hero and Dark Gardens.



Additional Chao Karate Tournament - to unlock the "Super" tournament, 

beat all the other tournaments.  Only a specific Chao who has beaten 

the others will have access to this tournament.



Burried Chao Masks - go to Chao garden with Knuckles or Rouge.  Keep 

digging into the ground until an item pops out.  Normal and Hero 

gardens have pumpkins, while Dark garden has skulls.  These items sell 

for 50 rings.



GLITCHES



Peak into the Cocoon - when your Chao is transforming and you are 

impatient to see how it will turn out, slowly move away from the cocoon 

with the cocoon facing your back, closest to the screen.  You can now 

see the Chao inside.



Jump after being hit - after Sonic or Shadow is hit by an enemy's 

attack and you are falling, try jumping.  If you time it right, it is a 

real life saver.



The back ring trick - this makes Knuckles's and Rouge's 2nd mission a 

lot easier.  First, collect 1 ring, then go and get hit by an enemy.  

The back ring will appear at the beginning of the stage.  Now, get as 

many rings as you wish, preferably over 50.  Then, go to the back ring, 

and restart the stage with regenerated rings as well as the rings 

you've collected before.  It is now much easier to obtain 100 rings.



Quick Cash - go to the Black Market, and buy any expensive item.  

Release it into any of the Chao gardens, then exit Chao World.  Then, 

go back into Chao World and take the item, then sell it back to the 

Black Market. (you will get 1/4 its value in rings.)  Now, reset the 

game.  Re-enter Chao world.  You will keep the same amount of rings, 

yet the item will still be there.  Repeat this process until you have 

all the rings you want.  When you are done, be sure to beat any stage, 

or else you could loose all the rings if your Gamecube gets turned off.



-----------------------------------------------------------------------

Differences from the DC version

-----------------------------------------------------------------------

First of all, I do not own the Dreamcast version of Sonic Adventure 2, 

nor do I even own a DC for that matter.  Many of the differences below 

may not be correct, but I'll try to explain them.



1. 2P Battle

The features in 2P Battle mode have increased greatly, hence the name 

Sonic Adventure 2 BATTLE. There are now TONS more levels to choose, and 

multiple characters to choose.  Also, new costumes can be unlocked 

later in the game, and they affect the characters' performance as well 

as their appearance.



2. Chao Garden

The other major change of the GCN version is the features in Chao 

World, which have also greatly increased.  There is a new mini-game, 

Chao Karate (I THINK its new), and there tons more features in the 

kindergarten.

There is a more complete black market, where you can buy a variety of 

fruit, as well as new colored Chao Eggs.  The Chao's stats are easier 

to view when you pick it up, or with a medical chart in the doctor's 

office. There is also a fortune telling house to name your Chao.  And, 

of course, there is the ability to link to Sonic Advance on the GBA to 

transport Chao, as well as being able to purchase exotic Chao eggs, 

such as gold, silver, and jewel chao.



3. Kart Racing

New, secret karts are available.  Complete the desired character's 

every mission to get that character a new car. If you complete all of 

Tails's missions, a Chao kart will be available.  If you complete all 

of Rouge's missions,  Eggrobo from Sonic and Knuckles will be 

available.  All the other characters get new, better karts if you beat 

their missions.



4. Menu Themes/Voices

These were availiable on the DC version only for download, but on SA2B, 

they come pre-loaded.  Also, new themes including Amy, Omochao and 

Maria's themes can be unlocked much later in the game.



=======================================================================

2. Walkthrough: Hero Side Story

=======================================================================



-----------------------------------------------------------------------

Stage 01: City Escape

-----------------------------------------------------------------------



Character: Sonic



Checkpoints: 3



A Rank Requirements:

Mission 1: 18000pts.

Mission 2: Under 1:20

Mission 3: Under 2:30

Mission 4: 18000pts.

Mission 5: 19000pts.



Small Animals: Racoon, Rabbit, Ram, Skunk

3rd Chao Crate: Unicorn



Total Rings: 444



Chao Crates:

1. At the end of the stairs past the 1st checkpoint, it is on the ledge 

with the "item box expo" sign to the right.

2. Before the 2nd checkpoint, you are grinding down a rail.  Hold B to 

gain speed, and you will quickly run up the ramp.  The box is up there.

3. Just as you are running down the building, hold foward so you are 

sure to grab onto the swinging bar.  Swing jump over 2 bars then onto 

the ledge with the 3rd Chao Crate.



Gold Beetle:

Normal: On the same platform as the 2nd Chao Crate.

Hard: It is along the main path, after you light dash past the 

botomless pit.

_______________________________________________________________________



MISSION 1: ESCAPE FROM THE MILITART PURSUIT



Sonic's first stage begins with him boarding down the street.  Manuever 

him with left and right, press B to break.  You can do jumps over the 

ramps for some bonus points, and perhaps some items.  Don't worry about 

hitting cars, as they won't hurt you, they merely slow you down.



After getting off the board, continue along the path, and be sure to 

practice Sonic's moves on the enemies.  Now would be a good time to 

break them in.



After the first checkpoint, you'll run down a dash panel, and go down 

the hill quite quickly.  This is sort of like the boatding part, only 

without the board - you can still do jumps over the ramps while running 

at a high speed.



Some time after the 2nd checkpoint, you'll be dashed up a loop.  Hold 

up on the control stick to ensure staying on it.  After the loop, you 

will run down a building.  You may then be bounced up onto a bar that 

Sonic will constantly spin on.  Press A when you hear the "whoosh" 

sound to get a high jump in.



After the 3rd checkpoint, the Semi chase will begin.  Hold down to run 

away from the truck, but still be sure to turn Sonic left and right.  

There are many dash panels along the path, these should easily help you 

pass the truck and get to the end of the stage.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



This mission is quite simple, as there are a lot of rings in City 

Escape.  Remember, don't run into enemies, as loosing rings will pretty 

much ruin your progress on the 2nd Mission.  By the end of the boarding 

part, you should easily have gained over 30 rings.  And be sure to get 

any item box rings you see, as they help a LOT.  So do Magna Shields.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Remember, you must have the Mystic Melody upgrade before even 

attempting the 3rd mission.  Find the Ancient Shrine just after the big 

loop.  Activate it to make a spring appear.  Take the spring to a few 

pulleys, and also use the Spring Beetles to get higher up.  Beware of 

the shock Beetle, though.  Make your way up to the bar, and swing 

yourself into the air, then land in the room where the Chao is.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 3:00



At the boarding part, AVOID RUNNING INTO CARS.  These will surely slow 

you down.  Also, doing jumps over the ramps help speed you up by quite 

a lot.  Light dashes and spin dashes also help.  Be sure to run over 

dash panels, and hold B while grinding straight down rails.  Also, keep 

in mind there are no checkpoints in the 4th mission.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



You may notice a few differences on ramp placement while at the 

boarding part.



After you get off the board, you will certainly notice that there are a 

lot more Hunters swooping down.  As you progress through the beginning 

area, you will also notice some shield Hunters.  Somersault to destroy 

them.  



After you bust past the hunters, you may be shot by a Gun Beetle that 

attacks by surprise.  Destroy it immediately.  After grinding down this 

area, you will notice a fence blocking the end of the stairs.  Either 

try to jump around it, or bounce off the second Gun Beetle.



After going down the hill past the 1st checkpoint, you'll notice that 

the stairs are fenced off again.  You'll need to bounce attack to get 

above this area.  There are several robots shooting at you here, so 

look out.



Then, you will go down another hill.  Be on your guard, or else you 

could run straight into an enemy robot.  Passing the 2nd checkpoint, 

the main difference you will notice is a ramp in the center of the road 

with a few wing Beetles hovering above.



Once you have passed down the large loop, the path to the right is now 

nothing but a botomless pit.  To get across it, bash the Beetle then 

light dash across the rings.  But be sure to time it right, as you 

could end up bouncing straight down the large pit.



When you make it to the Semi chase, you will have to run faster, as 

there are less dash panels.



_______________________________________________________________________



TECHNIQUE POINTS



These are the bonus points that you earn by doing trick manuevers.



The ramps - whenever you approch a ramp in this stage, run up it as 

quickly as possible, then, when at the end of the ramp, jump.  You can 

score up to 1000pts. by doing these jumps.



Jump through a hoop of rings - after the 1st checkpoint, when the hill 

turns right, run over the dash panels and do jumps over the ramps.  

Over the first ramp, you'll get a magna shield, and over the second, 

you'll go through a "ring of rings," giving you an 800pts. bonus.



SECRETS



Stuff over the jumps - There are item boxes over many of the jumps.  To 

get them, you will need to jump up higher - run as quickly as possible, 

and jump at the ramp's highest point.



Take Omochao through goal ring - on various stages, taking Omochao 

through the goal ring will make him say different things.  Here, he'll 

say "Whew, that big truck scared me!"



-----------------------------------------------------------------------

Boss: Big Foot

-----------------------------------------------------------------------



Character: Sonic



Location: City Escape at night



Hits: 4



The first of the 3 GUN mechs, Spider Troop Big Foot is the easiest.  

Don't bother jumping at him while he's in the air, as you can't damage 

him.  While he is shooting around, go and grab some rings - but not 

them all, as you may need them later if you get hit.  Remember this for 

any boss battle.  Anyways, when he lands, immediately get under the 

cockpit and jump to damage him, then he will go back to flying around.  

Repeat 3 more times.



-----------------------------------------------------------------------

Stage 02: Wild Canyon

-----------------------------------------------------------------------



Character: Knuckles



A Rank Requirements:

Mission 1: 16000pts.

Mission 2: under 1:30

Mission 3: under 0:40

Mission 4: 16000pts.

Mission 5: 17000pts.



Small Animals: Ram, Cheetah, Peacock, Condor, Dragon

3rd Chao Crate: Dragon



Total Rings: 171



Chao Crates:

1. On one the 3rd pillar on the left in Chamber of Wind.

2. At the feet of the Lonely Statue.

3. To the right of the Sphinx Head.



Gold Beetle:

Normal: Behind the Sphinx Head, on the left.

Hard: Currently unknown...



_______________________________________________________________________



MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD



The hunting stages of SA2B are not straight-foward paths like the other 

stage types, but rather, large areas divided into many sections.  Take 

note of landmarks.



Wild Canyon is the smallest hunting stage.  You start in the Chamber of 

wind, a large room with many pillars surrounding an air lift.  You can 

take the air lift to the upper part of the stage.



At the top of the stage, there is the small center area with a few 

enemies and a small hole leading back down to the Chamber of Wind.  

This is called the Stone Dance Hall.  On one side of the Stone Dance 

Hall, is a path leading to the Lonely Statue Area.  On the way there 

are a few small chambers blocked by wooden boxes that you can break.  

There are items in some of them.  On the other side of the Stone Dance 

Hall, is a path leading to the Buried Sphinx Head.



Pieces of the emerald are randomly hidden in the first mission, but 

they shouldn't be too hard to find, being that this stage is very 

small.  Also, they are hidden in easy places - none are burried etc.  

Monitors aren't really nessassary for hints.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Read about the back ring trick in the secrets section?  It will help 

you a lot in these 100 ring hunting missions.  Even if you consider 

this cheating, this mission is still very easy as played normal.



First of all, about 64 rings can be found inside the Chamber of Wind.  

Check all the pillars, as that is where all the ring clusters and item 

boxes will appear.



Then, at the Stone Dance Hall, 30 rings worth of item boxes can be 

found on one of the platforms.  The rest of the rings can then be found 

on top of the chambers going toward the lonely statue.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Climb up to the upper path of the Chamber of Wind.  Find the 4 steel 

boxes, and break them with your hammer gloves.  Then, dig into the 

center of the painting that is revealed, and once in the room, activate 

the shrine to open the door.  Inside is another shrine, activate that 

one to reveal a portal.  Go into the portal and to the lost Chao.



_______________________________________________________________________



MISSION 4: COLLECT THE EMERALD PIECES IN 2:00



While you have little time, remember, this stage is very small.  

Although the emerald pieces are randomly hidden, they shouldn't be too 

tough to find.  Use hints only if you NEED to.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Unlike the other stage types, hunting stages on hard mode seem to have 

little or no stucture changes whatsoever.  The changes seem to be 

completely on the enemies, however, there is also one other major 

change: the emeralds are now in set positions, rather than just being 

tossed into random spots.  They are in tricky areas, however, you will 

remember where they all are if you come back to the stage.



Oh yeah, one more thing.  If you are using this guide, ignore the hint 

monitors at all time.  They will do nothing for you, besides 

subtracting bonus points from the emeralds.  All the locations for the 

hard mode emeralds will be listed in this quide.



For the first emerald, head for the Lonely Statue Area.  You will 

notice it floating right under a platform.  In order to get it, you 

will have to jump from the top of the closest chamber, and glide into 

the emerald.



To find the next emerald, go to the Stone Dance Hall.  RIGHT under one 

of the platforms is a painting that you can dig into.  Dig into it, and 

you'll end up in a room with a bunch more of the same type of painting.  

Dig into the second one from the right to find the emerald.



The last emerald is located in the Chamber of Wind.  Find the shortest 

pilar with a circle of rings on it.  Put on the sunglasses, and a 

spring will appear.  It will bounce you straight into the air lift, 

directly where the emerald is.



_______________________________________________________________________



SECRETS



Free Dragon: In the room where you got the Mystic Melody (dig into the 

painting above the Lonely Statue), climb up to the top of the walls.  

You'll spot a Dragon flying around the exit painting.



4 item boxes: Go to the area where you found the lost Chao, only on 

hard mode.  There will be 45 rings and an extra life.



-----------------------------------------------------------------------

Boss: Eggman

-----------------------------------------------------------------------



Character: Tails



Location: Weapons Bed



Hits: 5



This battle is quite simple.  There are many rings around to fill up 

your health bar, and Eggman won't use many threatening attacks.  Don't 

lock on to him, but rather keep fireing your volcan cannon.  When up 

close to him, punching him can knock him really far back.  Don't get 

too close through, as he punches as well.



-----------------------------------------------------------------------

Stage 03: Prison Lane

-----------------------------------------------------------------------



Character: Tails



Checkpoints: 3



A Rank Requirements:

Mission 1: 26000pts.

Mission 2: Under 2:30

Mission 3: Under 2:00

Mission 4: 26000pts.

Mission 5: 26000pts.



Small Animals: Otter, Tiger, Ram, Gorilla, Unicorn

3rd Chao Crate: Unicorn



Total Rings: 134



Chao Crates:

1. To the right of the very beginning are a bunch of steel boxes.  Bust 

them with the bazooka to find the crate.

2. Find the 3rd elevator lift in the stage at the exit of one of the 

jails. Use it to get atop the jail, and look to your right to see 

another jail.  Destroy all the enemies and hover down to that jail and 

find the Chao Crate inside.

3. Alter the 1st checkpoint, you'll spot the box behind a jail gate.  

Destroy the hunter to open it.



Gold Beetle:

Normal: Just before the caged Unicorn, you should spot it under the 

platform, to the right.

Hard: It is in the same area, only now its to the left.



_______________________________________________________________________



MISSION 1: FIND THE CORE OF THE PRISON



This stage should be pretty easy to get through, as long as you know 

how to open the prison doors.  In order to do so, lock on to EVERY 

enemy in sight then bust them to bits.  Once all the enemies in an area 

are destroyed, a prison door leading to the next area will open.  Start 

by busting the beetles at the beginning.



Proceed through the stage, busting everything in sight.  When you pass 

the elevator lifts, beware of Wing Beetles, they can knock you off the 

edge of the path and into a hole of doom.  Procees into the jail, and 

aim your lock-on ray in all directions.



Just before the first checkpoint, you'll encounter a hornet.  Lock on 

to all its bombs and proceed - but look out for the two Wing Beetles 

that will crash into your face.  When you get to the checkpoint lamp 

posts, you'll notice a gate blocking your way.  Bust all the enemies 

behind the gate to open it.  Then, you'll get to another gate blocking 

your way.  Bust all the Hunters, but beware of those darned Wing 

Beetles.



Proceed through the stage, and after you bust a large propane tank, 

you'll get to the big elevator.  While on the elevator, aim at all the 

beetles and blow them up for some bonus points.  After the elevator has 

reached its top destination, head for the 2nd checkpoint.  Once again, 

you must blow up the Beetles to open the gate.



Proceed through the stage, looking out for Wing Beetles, as usual.  

When you get to the part with the gate on the left and a pit all 

around, aim your ray in all directions, being sure to blow up all the 

enemies to proceed through the gate.  You may have to lock on a few 

times.



Continue through the stage, blowing up Beetles to open gates.  At the 

3rd checkpoint, you'll have to aim into the gate (like you did for 

checkpoint 1) and destroy all the enemies.  After busting past a few 

more gates, you'll take an elevator lift up to another closed gate.  To 

open it,  go to the elevator lift on the right, and find the Beetle.  

Bust it and proceed to the final room.  To get into the final room, 

lock onto all the enemies in there.  Now go get that goal ring.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



The rings are easily laid out along the main path.  Finding them 

shouldn't be a problem, but beware of the enemies, who shoot a barage 

of projectiles at you.  Especially those annoying Wing Beetles.  By the 

2nd ckeckpoint, you should have about 70 rings.  Be sure to grab the 20 

ring box acessable from the next elevator lift.  The final 10 can be 

found laid out along the main path.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



After the 2nd Checkpoint, take the next elevator lift.  Once above the 

jail, rotate the camera with R and you'll see a platform with a shrine 

on it.  Hover to it and activate the shrine.  Now, take the spring up 

to a higher jail area.  Destroy all the Beetles to bust the Chao out of 

its cell.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 3:00



Just keep on moving ahead, and stop as little as possible.  Keep a lock 

on ray up while running to bust any annoyance in your way.  Don't waste 

too much time destroying enemies, however.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



The first difference you will notice is are hunters that swoop down at 

the beginning.  After passing them, quickly shoot the Wing Beetle (yes, 

there are more of them... learn to deal with 'em) then you'll approach 

a Shield Hunter.  Keep a lock on ray on it, and fire when it begins to 

shoot.



Continue through the stage, busting the extra enemies.  When you are 

walking though the second jail, approach with caution, because Beetles 

will suddenly appear in your face.  After that, you'll end up near a 

giant, crushing weight.  To pass it, start moving when it hits the 

ground.



Proceed through areas littered with enemies, until you get to the big 

elevator.  Beware, the Beetles shoot now.  Continue through the rest of 

the stage, staying alert for projectiles in all directions.



When you get to the gate leading to the end of the stage, slowly 

approach the right, and 3 Beetles will appear.  Bust them to open the 

gate.  The last obstacle before the end is a Sheild Hunter, do as you 

did near the beginning one.



_______________________________________________________________________



SECRETS



Atop the jail cells - at the ends of some elevator lifts, you can go 

backwards and on top of some of the jails.  There, you can find extra 

lives etc.



Shield and 20 Ring boxes - after the 2nd checkpoint, take the elevator 

lift up to a platform with the 2 item boxes.



Caged Unicorn - you'll see it along the main path.  To free it, hover 

backwards to a platform with a missile.  Launch it to break the cage.



-----------------------------------------------------------------------

Stage 04: Metal Harbor

-----------------------------------------------------------------------



Character: Sonic



Checkpoints: 3



A Rank Requirements:

Mission 1: 20000pts.

Mission 2: Under 1:10

Mission 3: Under 0:50

Mission 4: 18000pts.

Mission 5: 18000pts.



Small Animals: Seal, Peacock, Penguin, Racoon

3rd Chao Crate: Pheonix



Total Rings: 184



Chao Crates:

1. Stay on top of the overhead platforms near the beginning.  You'll 

see it on a large oil tank, homing bash the Beetle to get it.

2. In the airplane hangar after light dashing across the sea.

3. Right near the 3rd checkpoint; continue walking foward.



Gold Beetle:

Normal: On the part where you are dashing across Beetles to pass over 

the sea, hold the control stick left after the 4th Beetle, and dash to 

the extra life.  The Gold Beetle is next to the Extra Life.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: ESCAPE FROM THE MILITARY BASE



The stage starts out with Sonic running down a ramp and being launched 

into the air.  This pretty much continues onto the first checkpoint.  

Once you pass the checkpoint, you will be bounced to an area with a 

bunch of Beetles floating over the sea.  Homing attack them to get 

across.



On the next platform, take the pulley up to get the Light Shoes, then 

light dash the rings to get across the sea.  You are now on the large 

airplane hangar area, and watch out for the Eagle airplanes bombing 

you.  At the end of this area, light dash another path of rings to the 

second checkpoint.



Go up the hill, and light dash some more rings.  You'll then be dashed 

up a loop.  Continue onto the stage until you get to the stucture with 

blinking green arrows at the bottom.  Somersault to get under it, then 

take the pulley up.  There will be a few more structures just like 

this.



Then, you'll come to more Beetles over the sea, homing bash to get 

across once again to the 3rd checkpoint.  Now, take the rocket to the 

large launch pad.  A large missile will launch in 15 seconds, but don't 

worry, that's enough time.  At the end of the path, grab hold of the 

missile, and it will launch.



Jump off the missile when the camera angle changes, and you'll fall 

into a duct with a board.  The controls are similar to the boarding 

part in City Escape, only this part is shorter.  Try and grab some of 

the item boxes on the way.  Afterward, you will be launched into the 

goal ring.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



First off, grab the 4 rings leading to the left rail.  Now, stay to the 

tops of the overhead platforms.  On one of them, you'll spot a path of 

rings to light dash across, so do so.  Then, continue the stage as 

normal, light dashing across every ring path you see.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Get to the airplane hangar.  When you are near the Chao Crate, bounce 

to the room above with the ancient shrine.  Activate the shrine to make 

a platform appear outside the room, and use it to get to the top right 

of the hangar.  Bounce to the other platform, and jump to the others 

then to the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 2:00



First of all, you need to take the first light dash-able path of rings 

I mentioned in mission 2.  This also serves as a tremendous shortcut.  

Continue through the rest of the stage as quickly as possible, and 

wherever you see rings, light dash.  When you are on the missile, jump 

off as quickly as possible.  When boarding down the duct, don't break 

for items, and especially, don't hit the walls.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



There aren't many differences at first, just a few bombing Beetles here 

and there.  Once you are at the area with the airplane hangar, don't 

take the dash panels, as they will lead you straight into spinning 

spike balls!



The next difference you will notice is that the path of rings after the 

2nd checkpoint has been removed.  You will have to jump from the oil 

tank, and make sure the Hawk doesn't shoot you into the water.



There will also be tons of Hawks on the next path, waiting to annoy the 

heck out of you.  After passing the path littered with Hawks, you'll 

make it to the 3rd checkpoint.  You will notice the rocket is gone, so 

you need to take the Beetles that appear over the sea to get across.



When running up the launch pad, beware of yet another Hawk at the end.  

After that, there are no other changes in the stage.



_______________________________________________________________________



TECHNIQUE POINTS



Grind rail - near the beginning, you will spot a path of 4 rings to the 

left as you are going down the ramp.  Light dash across them and onto a 

grind rail, giving you 600pts.



Light dash - light dash the rings after the 2nd checkpoint for an 

additional 300pts.



Tight spaces - when somersaulting under those tight spaces, you may 

earn a little bonus points, 100-200pts.



Another grind rail - after the structures you somersault under, you go 

over a jump, then the path will curve to the right and dip down.  The 

left rail will look different, so grind down it for 500pts.



Rocket handle - when grabbing onto the missile, you will be rewarded a 

bonus depending on how long you took.



SECRETS



Alternate rocket handle - at the end of the launch pad, you can see a 

few beetles.  Dash across them, then light dash the rings.  Then bounce 

to the alternate missile handle.  You earn more points this way, but it 

is tricky to pull off.



-----------------------------------------------------------------------

Boss: Shadow

-----------------------------------------------------------------------



Character: Sonic



Location: Green Forest



Hits: 3



You won't be able to attack him with your homing attack - when you 

jump, he will jump.  When Shadow is jumping, he is impossible to hurt.  

You can only hurt him when he is landing from a jump, or is grounded.  

The best way to attack him is to use your somersault.  And be carefull 

not to fall off the edge of the stage.



-----------------------------------------------------------------------

Stage 05: Green Forest

-----------------------------------------------------------------------



Character: Sonic



Checkpoints: 5



A Rank Requirements:

Mission 1: 15000pts.

Mission 2: Under 2:30

Mission 3: Under 1:30

Mission 4: 12000pts.

Mission 5: 12000pts.



Small Animals: Rabbit, Racoon, Cheetah, Parot, Half-fish

3rd Chao Crate: Half-fish



Total Rings: 366



Chao Crates:

1. In the first cave, near the swampy area with a Spiked Rhino.  There 

is a small hole in the right wall, somersault under it.

2. At the part with several moving, floating platforms some point after 

the 2nd checkpoint, fall off the platform with the hollow tree and onto 

one with the crate.

3. You'll come across it at the springboard part past the 3rd 

checkpoint.



Gold Beetle:

Normal: In the tree-cave after checkpoint 1, above three Hunters.

Hard: In the same place.



_______________________________________________________________________



MISSION 1: ESCAPE FROM THE ISLAND IN 8:00



Although you only have 8 minutes before the whole place goes 'boom,' 

there is more than enough time to complete the stage.



At the start of the level, Sonic is running downhill.  Then, he will 

take a jump plate onto the next area.  There, 3 hunters will jump out.  

Destroy them, and proceed through the cave.  When you see the Spiked 

Rhino, use the somersault to destroy it.



Dash through the cave, and take the jump plate to the first checkpoint.  

Continue to the spring, and swing a vine to the next tree-cave.  Homing 

attack all the enemies there for loads of bonus points.  Then take the 

spring to the vine, and swing to the next downhill area.



Go through the loop, and into the next tree-cave.  Destroy the 3 

Hunters in front of the passage, then continue to the dash panels.  

Take the next dash panels to a half-loop, and continue to the 2nd 

checkpoint.



Take the next half-pipe down, then be bounced then swinged to the 

hollow tree platform.  Continue toward the floating ledges, homing at 

Beetles.  You'll then be bounced to chekpoint 3, where you go up 

another loop, then proceed to the spring area.



Take the springs up to the higher platforms, and be sure not to fall 

off.  Eventually, you'll get to an area with a Hunter and a Beetle.  

Homing attack the Beetle then the spring, and follow more floating 

platforms to checkpoint 4.  Go down the hill, then be bounced to a 

vine.  



Go to checkpoint 5, then follow the path to the earthquake area.  Here, 

the ground is breaking apart, so hurry foward to any of the springs 

that will take you to the goal.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Not only has the time limit been removed, but this mission is also 

incredibly easy.



First of all, after the first downhill area, instead of going straight, 

go to the platforms to the left, and there will be a long path of rings 

to light dash.  Continue through the stage, light dashing on every ring 

path.  In the tree-cave before the 2nd checkpoint, be sure to grab all 

3 item boxes, and you should have easily completed the mission with an 

A at the 3rd checkpoint.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



At the very beginning of the path leading to the 3rd checkpoint, look 

off the cliff to the left to see a platform with an ancient shrine.  

Activate the shrine for some platforms.  You need to use bounce attack 

to get to each platform, because they are high apart.  On the 3rd 

platform, homing attack the Beetles then grab the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 4:00



This is exactly like the 1st mission, only with half the time.  

However, that is still enough time, as long as you keep on moving 

ahead, and don't waste your time.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



More, tougher enemies have been added, of course.  Also, you will 

notice that the time limit is now gone.



Continue through the stage with the additional enemies until you reach 

the 2nd checkpoint.  Down the half-pipe are a bunch of spikeballs, so 

be carefull!  One touch and you could be bounced to death into the 

swamp.



The next notable difference is after the 3rd checkpoint, at the spring 

part.  There will now be swinging spike balls on the platforms, be 

warned.  Once to the top of the spring area, you'll notice the Beetle 

used to get across is now gone.  Don't take the spring ahead, but 

rather, go backwards to the platforms behind the Hunter.



Continue to checkpoint 4 then down the half pipe - beware, there are 

more spike balls.  Continue to the 5th checkpoint, then to the 

earthquake area.  Be ready to bounce, as the ground falls apart 

quicker, and you will need to make higher jumps.  Also, there are some 

spikeballs here.  Take the springs to the goal.



_______________________________________________________________________



TECHNIQUE POINTS



Grind the branch - after the first checkpoint, light dash the rings and 

hold foward to land on a grind-able branch.  If you do it right, you 

will recieve 500pts.



Low vine - on the vine after checkpoint 4, hold down A to get two 

balloons.  Beware of spikeballs, though.  When you land, you will 

recieve 1000pts.



Grind another branch - when running down the half-pipe after the 5th 

checkpoint, stay to the left edge, and you may end up grinding a 

branch.  If you do so, you recieve 600pts.



Springs - at the end of the earthquake area, after bouncing multiple 

springs, you will get a free 1000pts.



SECRETS



Secret Route - on the hollow tree platform, you will spot a bunch of 

crates to the right.  Bounce them to get under and to the secret route, 

which has a light dash ring path that will quickly take you to the 3rd 

checkpoint.



Free Half-fish - on the hollow tree platform, around the crates to the 

secret route, the rare sea monster can be seen walking around.  Grab 

it.



-----------------------------------------------------------------------

Stage 06: Pumpkin Hill

-----------------------------------------------------------------------



Character: Knuckles



A Rank Requirements:

Mission 1: 12000pts.

Mission 2: under 3:00

Mission 3: under 1:00

Mission 4: 13000pts.

Mission 5: 16000pts.



Small Animals: Skeliton Dog, Bat, Cheetah, Boar

3rd Chao Crate: Half-fish



Total Rings: 159



Chao Crates:

1. On the paths connecting the 3 mountains, above the starting path.

2. On the bottom area of Pumpkin Mountain, the area that can be seen 

from the rocket that leads to the top of the mountain.

3. Glide along the baloons from the top of Ghost Train Mountain.  

You'll end up on a pumpkin formation, then climb down the back of it to 

find the crate on a platform.



Gold Beetle:

Normal: Currently unknown...

Hard: Currently unknown...



_______________________________________________________________________



MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD



Pumpkin Hill is divided up into 3 large mountains: Pumpkin Mountain, 

Church Mountain, and Ghost Train Mountain.  The mountains' names give 

an acurate description of what is on it.



To get to Ghost Train Mountain, go foward then to the rocket on the 

right.  To get to Church Mountain, go foward then take the rocket on 

the left.  To get to Pumpkin Mountain, take the rocket from Church 

Mountain.



Search each mountain for emeralds, and remember, they may be burried 

now.  When you see an ! yet you don't see an emerald, try your new 

digging ability.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



First, get all the rings around the beginning path.  Then, head to 

Ghost Train Mountain for a path of balloons.  The rest of the rings can 

easily be found in baloons and item boxes.  If you can't find any more, 

use the back ring trick- errr, right, no cheating.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Head to the top of Pumpkin Mountain.  Activate the shring along the 

second highest area, then take the platforms up to the path leading to 

the Chao.



_______________________________________________________________________



MISSION 4: COLLECT THE EMERALD PIECES IN 3:00



Finding the emeralds without hints before time runs out is an extremely 

difficult task.  You may need to use minimal monitors here.  Although 

they take away bonus points, you will still have a big, fat time bonus 

awarded for clearing the mission.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



More enemies have been added, including a bunch of Hawks and Boom Boos.



For the first emerald, get to the bottom of the Ghost Train Turntable 

atop Ghost Train Mountain.  You'll see some swinging spikeballs.  The 

emerald is right above them.



The next one is on a lower part of Pumpkin Mountain, where too skulls 

are shooting flames at the walls.  Get rid of the pesky Hawk, then dig 

into the wall where the flames touched, once the skulls stop flaming.



The final one is atop Church Mountain.  Before getting to the very tip 

of the church building, destroy the Hawk... dang, these things are a 

pain in the butt.  Then, gently climb up to the very tip of the church 

and put on the sunglasses.  You will be bounced up by an invisible 

spring, then glide into the final emerald.



_______________________________________________________________________



SECRETS



Easy extra life - dig into the circle where the shovel claw upgrade 

was.  There will always be an extra life under there.



Skeliton Dog bonanza - you can find up to 5 of these usefull animals on 

Pumpkin Hill.  First, on Church Mountain, one will be walking around 

the cemetary.  Then, go to Ghost Train Mountain.  There are two dogs 

here, but there is also a chance they could come out as bats.  One is 

under a skull, inside a breakable hut on the side ledge of the 

mountain.  Lift the skull to reveal the animal.  The other is on the 

lower ledge of the mountain, inside 2 crates stacked on top of one 

another.  And finally, up to 2 can be obtained from the 2nd Chao Crate.  

This is the only stage that will have rare animals in the second crate.



-----------------------------------------------------------------------

Stage 07: Mission Street

-----------------------------------------------------------------------



Character: Tails



Checkpoints: 2



A Rank Requirements:

Mission 1: 25000pts.

Mission 2: Under 3:30

Mission 3: Under 3:20

Mission 4: 22000pts.

Mission 5: 30000pts.



Small Animals: Gorilla, Boar, Ram, Rabbit, Pheonix

3rd Chao Crate: Pheonix



Total Rings: 104



Chao Crates:

1. At the first collapsing road, hover to the road ahead before the 

road below you collapses.

2. Just before the cylander elevators, go to the left and find it 

surrounded by wooden boxes.

3. Just as you get on the road that leads to the falling weights, find 

it on the left.



Gold Beetle:

Normal: You'll spot it on the left of the elevator cylanders just 

before the first checkpoint.

Hard: You'll spot it on the right of the elevator cylanders just before 

the 2nd checkpoint.



_______________________________________________________________________



MISSION 1: ELUDE ENEMY PURSUIT



At the beginning, you are on the road surrounded by many enemies.  Lock 

on to them all.  Proceed ahead, but not too fast, as Eagle jets are 

bombing the area right in front of you.



Get through the tunnel, destroying all crates and enemies.  After the 

tunnel, the road below you will collapse.  Don't worry, as that just 

leads to the main path.



Grab the jet engine, then hover across the next gap.  After destroying 

several hunters that appear, get onto the weight when it falls.  At the 

top, lock on to all the dynamite and the Hornet for a lot of bonus 

points.



Now, get to the elevator cylanders ahead.  After reaching the top, get 

the first checkpoint then hover over the breaking road.  Lock on to the 

enemies on the sides without being hit by more Eagle bombs.



Get to the area with the Hornet, and you'll notice the bridge on the 

right is blocked by cages.  launch the missile to the left to break 

them, but beware the collapsing road.  Get over the bridge, locking 

onto all dynamite and enemies.



At the end of the bridge, you'll need to use one of the collapsed 

cylanders to get up on the raised area.  Continue across, and hover to 

the other side.  Beware, there are falling weights on the road ahead.  

To deactivate them, break the wood box on the right and throw the 

switch.



With the weights deactivated, make it up to the gap with a Hornet on 

the other side.  Blow it up, then hover over there.  Take the elevator 

cylanders up to the 2nd checkpoint.



Avoid the bombs, and hover across the long, breaking road from the 

upper area to get across.  Blow up the dynamite to knock down the 

cylanders, then walk across it to get to the broken road.



Get up the hill, but remember, Eagles bomb from behind you now, so 

you'll need to rush.  At the top, the road will start shaking back and 

forth due to an earthquake.  It shouldn't be too hard to cross, as long 

as you don't let yourself get dumped off.



Go into the tunnel.  When you get out, you'll notice an overhead bridge 

will fall on you, so hurry up!  Continue across the downtown area, 

until you see the goal ring.  ANOTHER bridge will fall on you if you 

don't hurry the heck up.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



This mission can be real annoying, due to little rings and lots of 

enemies.  



First, continue across the city, grabbing all the rings and avoiding 

the bombs.  Take the collapsing road down, as it contains more rings 

than the top route.  Be sure to grab the 10 ring box in the crates.



Continue through the stage as normal, picking up every ring in sight.  

When you get to the part with the falling weights, be sure to get the 

switch that deactivates them.  Continue without being hit, and you 

should have 100 rings some time after 2nd checkpoint.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Before the 2nd checkpoint, you'll see a caged pheonix.  Go to the left 

of it and fall to a platform with an ancient shrine.  Activate it to 

open a portal, and go in.



You'll now have to hover from cylander to cylander without being 

knocked off by an enemy's projectile.  The Chao is seen on the last 

cylander.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 3:00



Keep on moving, shooting missiles at everything in sight.  When you get 

to the first collapsing road, hover over it to the next road.  Once 

past it, hover straight onto the weight and continue the rest of the 

stage as quickly as possible.  Once again, the weight deactivation 

switch will help.  It won't take much time to get, and it saves lots of 

time without you trying to avoid the weights.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



The main difference at first is the addition of a lot more enemies.  

The existing enemies also seem to have gotten tougher, ex. Hornets have 

more bombs.



The first physical difference you'll notice is at the elevator 

cylanders, which are now farther apart.  You will need to hover to get 

between them.  The next physical differences are on the bridge - the 

bridge will fall apart, so hurry across it!



After the bridge, you will need to carefully hover around the spinning 

spike balls.  And when you approach the falling weight area, you will 

notice the switch is now gone, so you will need to rush this part.  

When you get to the gap, the weights you used as a bridge will now 

fall.  So, stand on the barrier and hover across to the platform with 

the hornet.



Pass the 2nd checkpoint, and at the end of the bridge, where you knock 

down the cylanders, you'll notice the road ahead is rocking back and 

forth.  To get on it, stad to the very edge of the left collapsed 

cylander, and just as the road is tilting to the left, hover toward its 

left.



When you get to the Earthquake area, the middle piece will fall off, so 

be warned of that.  For the rest of the stage, the only difference is 

the addition of more enemies.



_______________________________________________________________________



SECRETS



Caged Pheonix - you'll see it just before the 2nd checkpoint.  With 

your bazooka, break the steel boxes ahead and launch the missile inside 

in order to break the cage and free the pheonix.



-----------------------------------------------------------------------

Stage 08: Aquatic Mine

-----------------------------------------------------------------------



Character: Knuckles



A Rank Requirements:

Mission 1: 14000pts.

Mission 2: under 1:50

Mission 3: under 1:00

Mission 4: 14000pts.

Mission 5: 15000pts.



Small Animals: Skunk, Seal, Penguin, Condor, Dragon

3rd Chao Crate: Dragon



Total Rings: 138



Chao Crates:

1. In the room above the beginning, behind some wodden beams.

2. In the same room, set the water level to 3 and then activate the 

ancient shrine.  Go into the ghost room (past the door) and climb to 

the top beams.  The crate will be on one of the beams, next to the 

wall.

3. Go to the very bottom of the stage, with the water still on level 3.  

Go through the mine shaft, and you'll shortly find the box.



Gold Beetle:

Normal: Along the ledges around the wall of the starting area.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD



In order to access different parts of this stage, you need to change 

the water depth with the switches.  Switches 1 and 2 can be found in a 

room near the begginning area.  Switch 3 can be found in the area above 

the beginning by taking a pulley to the top.  Water level 1 is the 

highest, and the default water level.  Water level 2 is medium, and 

water level 3 is the lowest.



Aquatic Mine consists of 4 floors.  You start at floor three, and you 

can go down to floor 1.  Go up to floor 4 at the start, this is where 

you can find switch 3.



Aside from the main room, Aquatic Mine also has a long shaft, leading 

from floor 2 to 1.  There is also a ghost room, which is accessable 

from either the pit with a "caution" sign around it on the 3rd floor.  

There is another pit with a similar sign on floor 2, this way leads to 

the air necklace.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



The easiest way is to first go to floor 4 after getting the rings at 

the beginning.  Get the 10 ring up there, then throw switch 3.  

Activate the ancient shrine to go to the ghost room where you can find 

a 20 ring box.  Find the final rings on the way to the air necklace.  

You shouldn't need the back ring trick.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Don't touch ANY switches, and head up to the 4th floor.  Activate the 

ancient shrine, and make your way past the door it opened, punching 

mine karts until you get to the underwater ghost room.  Once there, 

find a path of rings leading up.  Follow them through a shaft until you 

get to a spikeball.  Take the pulley up to the Chao.



_______________________________________________________________________



MISSION 4: GET THE EMERALD PIECES IN 3:30



You will need to use the monitors here, as in Pumpkin Hill, the time 

bonus far outweighs the bonus points lost by monitors.  And, be sure 

you know this stage well.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



For the first emerald, do exactly as you did to get the lost Chao.  

Only now, go past the spikeball rather than up the pulley.  The emerald 

will be waiting right there.



Next, swim down to floor 2.  Go into the mine shaft, then get to the 

"botomless shaft" area, past all those ghosts.  Avoid the spikeballs, 

and find the emerald below.



Finally, go to floor 3 and onto the large water wheel that is not in 

the water.  Stand on the beam without the wood box and put on the 

sunglasses.  A spring will appear, bouncing you straight into the 

emerald.



_______________________________________________________________________



SECRETS



Free Dragon - in the room where you got the air necklace, climb up to 

the top and you'll see a dragon flying around.



-----------------------------------------------------------------------

Stage 09: Route 101

-----------------------------------------------------------------------



Character: Tails (Kart Race)



A Rank Requirements:

Mission 1: Under 2:45

Mission 2: Under 1:30

Mission 3: Under 3:00

Mission 4: Under 3:00

Mission 5: Under 2:50



_______________________________________________________________________



MISSION 1: CHASE THE PRESIDENT'S LIMOUSINE



This is the easier of the 2 Kart Racing stages, as your only worry is 

the remaining time.  All you do is drive to the end of the stage where 

the limo is as quickly as possible.  Collect 20 rings for a boost.  

Hitting cars and walls will slow you down, so avoid them at all time, 

especially when you are trying to score an A.



Also, keep in mind the checkpoints on this race are merely extensions 

of your time, not like the lamp posts that you go back to if you die.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



This mission is incredibly easy, as collecting rings here is really 

quick with large paths and balloons, as well as the fact that you can't 

lose your rings.  Whenever you see a balloon, go for it, as it may 

contain up to 40 rings.



_______________________________________________________________________



MISSION 3: DON'T HIT OTHER CARS



This mission is actually harder than it seems.  If you are speeding, 

you may not see that car coming in front of you.  Also, driving in 

those tight caves is quite annoying with cars in front and back.  If a 

car hits you suddenly from the back, you will still lose.



_______________________________________________________________________



MISSION 4: DON'T HIT THE WALLS



This mission is a little tough, but at least you know where all the 

walls are, rather than the cars that suddenly appear.  Don't be afraid 

to take your time here.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



You are now free to smash into walls all you want.  But don't waste too 

much time running yourself into walls, as there is a shorter time limit 

now.  Also, there are tons of cars on the road.  If you run into them, 

they will slow you down.  Be sure to use boosts on straight areas.



-----------------------------------------------------------------------

Stage 10: Hidden Base

-----------------------------------------------------------------------



Character: Tails



Checkpoints: 3



A Rank Requirements:

Mission 1: 14000pts.

Mission 2: Under 3:15

Mission 3: Under 2:50

Mission 4: 12000pts.

Mission 5: 13000pts.



Small Animals: Skunk, Tiger, Otter, Penguin, Half-fish

3rd Chao Crate: Half-fish?



Total Rings: 110



Chao Crates:

1. As you approach the "room" before the 1st checkpoint, bust down the 

wall on the right.

2. Instead of jumping across the gap to the 2nd checkpoint, fall down 

instead.  The crate will be waiting ahead.

3. Currently unknown...



Gold Beetle:

Normal: after the 1st checkpoint, grab the pulley to the left of the 

path.  It will take you up to the Beetle.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: FIND THE ENTERANCE TO THE BASE



A bunch of Hawks and Sky Hawks are guarding te beginning of the stage.  

Destroy them first, then hover to the next platform.  Don't fall in the 

quicksand!  Once on the platform, detonate the dynamite to lower the 

next ledge.  Break the wall with Eggman's face on it, then blow up all 

the dynamite in the next area.  Don't move until the ledges have fallen 

down to a reach-able height, or you may accidentally walk into the 

quicksand.



Continue to the straight along the path to the 1st checkpoint, avoiding 

barages by Hawks.  Get to the red blocks floating in quicksand, and use 

them to get to the platform on the left side.  Bust through a few more 

dynamite packs, and eventually you'll make it inside the base.  Once 

you make it up the pully, a bunch of Kiki's will be waiting for you.  

Aim your ray in all directions to destroy them and the nearby dynamite. 



Work your way up to the 2nd checkpoint.  After passing over more 

quicksand, you'll go up a pully with more Kiki's at the top.  Aim your 

ray in all directions once again, then jump to either side then up to 

the breakable door.  Beware of Kiki bombs on the other side.



Make your way up to the maze area.  First, break the wall on the left, 

next, go right and break the wall ahead, then, continue through the 

left breakable door to the 3rd checkpoint.  Take the pullies up to 

another Kiki area, then go up and bust the door ahead.  Continue along 

the left path at the shrine, and hover over the blocks floating in the 

quicksand.



Blow up more dynamite, then blast 3 more eggman walls in a row.  When 

the path turns right, take the left path.  hover over the quicksand, 

then into the next room.  Take a series of pullies up to a bustable 

door, and behind it is the goal ring.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Rings are quite scarce here, thus making the mission quite difficult.



First, grab the easy 10 rings box, and hover over 6 more rings.  But 

beware of the Hawks who shoot lots of projectiles at you.  Continue 

along the path, collecting rings and avoiding enemies.  After getting 

past the first set of Kiki's, go to the lower part of the stage.  To 

the right, you may be able to spot a platform with about 12 rings on 

it, floating in the quicksand.  Get them, then take the spring up and 

continue as normal.  Now, once past the door where you see two Kiki's 

bombing you, get ahead to the wall of this area.  There will be two 10 

ring boxes.  After the maze part, get the 3rd checkpoint, but don't go 

any farther.  This should raise your rings to about 90, so, now move 

back, then go the the right of the enterence to the 3rd checkpoint.  

Two 10 ring boxes will be there to help you finish the mission.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Some point after the 3rd checkpoint, you'll see an ancient shrine right 

in front of you.  Activate it to open the door.  Go in, and hover down, 

destroying the Hawks.  Go through the door ahead with the pulley and 

the sunken blocks.  Take the pulley, then use one of the springs to 

bounce up to the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 3:30



Follow the same strategy you used to clear all of Tails's other timed 

missions.  Be sure you know your away around the maze area, and you 

should be fine.  Also, there is a small shortcut toward the end of the 

stage.  When the path turns right, and you normally take the left path 

from there, take the right path.  Be sure you have the bazooka, then 

use it to break the steal box.  Use the revealed spring to bounce to 

the right of the screen, which is a slightly quicker route.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



A clear difference at the start is the dramatic increase in Hawks.  

They suddenly swoop down at you, so look out.  After passing all the 

Hawks, you'll get to the Kiki's, who now throw larger, more explosive 

bombs.  Continue to the Unidus platform, where there are now swinging 

spikeballs.  Go to the left to avoid them.



After passing the 2nd checkpoint, you take the pulley up, but you won't 

see a way to get up to the next area right away.  To get up there, look 

around for another pully next to you.



After moving past some more Unidus, you'll notice spinning platforms in 

the quicksand that you need to get over.  Wait for them to stop 

spinning, then get on.  Continue the stage to the end, as there are not 

much other differences.



_______________________________________________________________________



SECRETS



Hidden Half-fish - at the very last breakable door of the maze area, 

break the door to the right instead.  From there, go backwards and 

destroy another door.  The freaky fish will be walking around in the 

shadows.



-----------------------------------------------------------------------

Stage 11: Pyramid Cave

-----------------------------------------------------------------------



Character: Sonic



Checkpoints: 3



A Rank Requirements:

Mission 1: 15000pts.

Mission 2: Under 1:30

Mission 3: Under 3:45

Mission 4: 13000pts.

Mission 5: 14000pts.



Small Animals: Ram, Condor, Peacock, Bat, Skeliton Dog

3rd Chao Crate: Skeliton Dog



Total Rings: 418



Chao Crates:

1. When at the first swing pole, don't get on it, but rather go down.  

It will be against the wall to the left.

2. When you get to the hourglass after the bounce bracelet upgrade, go 

to the right.  The Chao Crate is behind a black box.

3. From the secret shrine (see secrets) after light dashing the second 

path of rings, try to land on the grind rail.  It will be straight 

ahead at the end of the rail.



Gold Beetle:

Normal: Past the 3rd checkpoint, to the E-1000.  Homing attack the 

bumper to bounce higher, the homing attack the Beetle that appears.

Hard: It is in the same location, only a little more to the right.

_______________________________________________________________________



MISSION 1: INFILTRATE EGGMAN'S HIDDEN BASE



You start by running down a tunnel.  By the end, you have already 

reached the 1st checkpoint.  Nest, flip the hourglass to temporarily 

open the door, and proceed until you reach the red swing pole.  Swing 

on it to get to the other side.  Or, you could go down, but its slower 

- you'll need to flip an hourglass to make some platforms come out to 

get you back up.



Flip another hourglass, then get to the next door before it closes.  

Light dashing the rings will really help.  Proceed, then grab the 

bounce bracelet, and use it to get onto higher ledges.  Flip the next 

hourglass, then quickly get to the spring that will bounce you up to 

the hall leading to the door it opened.



Next, get the flashing key, then place it on the octogon to open the 

Eggman door guarding the 2nd checkpoint.  Proceed ahead, either with 

the grind rail or plain old walking.  After passing this area, you'll 

see another octogon.  Go to the right path, and at the dead end, pick 

up the key.  Take it to the octogon to open the door.  On the way, it 

can be used as a throwing weapon.



Past the door is the ghost tunnel.  You'll need to flip the hourglass, 

then quickly get to the bottom of the tunnel, past the door to the 3rd 

checkpoint.  There are a lot of annoying ghosts on the way to annoy you 

and slow you down.  If you get to the bottom of the tunnel and the door 

is already closed, fall in the pit for a shortcut back to the beginning 

of the tunnel.



Once past the 3rd checkpoint, flip the hourglass then dash through the 

doors before they close.  If they do close, you must take the grind 

rails around them.  Then, somersault under the fence and be dashed to a 

large loop.  After that, you'll make it to an E-1000 guarding a bumper.  

Bounce from the bumper and continue on.



Grind across the rail to the next hourglass.  Flip it, then spindash to 

get up the hill and past the door.  Continue along the long path until 

you reach the end of the stage.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



This is not a hard mission, if you can get the many item boxes.  First, 

grab the 20 in the spinning hoop before the path in the tunnel, then 

light dash the path.  Another 20 will be available on the left wall.  

Light dash the last path in the tunnel, and you'll already have 60 

rings, and soon 80 after passing the 1st checkpoint.  Finally, fall off 

the area with the swing pole without falling into the large tourch.  

Get the two 10 ring capsules for an easy A.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



The shrine is close to the end of the stage.  After the last door, you 

should see the shrine on the right.  Activate it for a spring, and 

bounce up to another platform.  Flip the hourglass, then bounce up to 

the pole.  Swing across all the poles as quickly as possible before the 

door ahead closes.  Behind the door is the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 4:00



Remember, Light Dash is your friend.  Use it ANYWHERE there's rings.  

Also, be sure you've practiced getting through all those doors in time.



As for quickest routes, be sure to swing over the poles, not landing 

below.  The grind rails will also help by a LOT.  Remember to hold B 

grind down them faster.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



The starting cave is now infested by Attack Boos and Boom Boos bouncing 

around, so be on your guard.  Even after the 1st checkpoint, a Boom Boo 

is wandering around the path.



The hourglasses in hard mode seem to end quicker as well, so make 

haste.  Speaking of hourglasses, the one after the bounce bracelet has 

been moved to the right of the ledge it was previously on.  Also, the 

spring there has been removed, so you will need to bounce.



The next set of major differences are at the part where you are 

carrying back the 2nd flashing key.  First of all, the hourglass has 

been moved to a higher ledge that you can't reach when holding the key, 

so put down the key, flip the hourglass, pick the key back up, and rush 

through the door with it.  Next, stepping stones to get the key up 

higher have been removed.  So, you'll need to get on one of the black 

boxes, and throw the key onto the next ledge.  You will need to do this 

twice.



Once you get to the ghost tunnel, you'll immediately notice more ghosts 

- including Attack Boos and Boom Boos.  The key to getting past them is 

spindashing.  That's about it for the major differences.



_______________________________________________________________________



TECHNIQUE POINTS



Hoops - jumping through the various hoops in the tunnels will give you 

various bonuses, up to 600pts.  The higher ones seem to give more 

points.



Grind rails - grinding some of the rails gives you 300pts.



Through the doors - if you get through certain doors before they close, 

you can earn up to 300pts.



SECRETS



Caged Skeliton Dog - to the right of the area with the bounce bracelet, 

bounce to break the wood box.  Fire somersault the steel box with the 

cage on it to lower the cage, but not the dog.  Get it from above the 

cage.



Secret Shrine - right next to the 3rd checkpoint is the shrine, so slow 

down from the previous boost and activate it.  A path of rings will 

appear, light dash them.  On the next platform is another shrine.  

Activate that for another ring path.  This repeats a few times, and on 

the platforms, you can find extra lives and other items.



-----------------------------------------------------------------------

Stage 12: Death Chamber

-----------------------------------------------------------------------



Character: Knuckles



A Rank Requirements:

Mission 1: 12000pts.

Mission 2: under 2:30

Mission 3: under 2:00

Mission 4: 12000pts.

Mission 5: 12000pts.



Small Animals: Skunk, Rabbit, Tiger, Gorilla

3rd Chao Crate: Skelliton Dog



Total Rings: 213



Chao Crates:

1. Right under the door to the red area in the core.

2. In the big blue room, flip an hourglass then go past the east door 

and dig into the painting.  It is in the room behind.

3. In the big green room, proceed through the west door.  Go down, then 

break some boxes.  You'll see the crate with 2 Gorillas walking around 

it.



Gold Beetle:

Normal: From the beginning, go to the door on the right, and dig into 

the painting.  In the next room, go to the right and launch a missile 

that breaks some cages.  Go into the room where the cages broke, and it 

will appear before the hourglass.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: FIND THE 3 GATE KEYS



First of all, in order to pass certain areas, you will need to dig into 

certain walls.  The walls you can dig into have paintings with a 

colored oval center.  Be sure to dig into the oval.



The layout of Death Chamber is arranged sort of like a triangle.  You 

start in the red section, at the top of the triangle.  The blue section 

is on the left corner, the green section is on the right corner, and 

the pyramid core with the large machine is in the center.  Maps of the 

stage can be seen around the walls, with a blinking dot indicating 

where you are.



As for searching for emeralds, the only difference is that you are not 

searching for emeralds.  But rather, you are searching for silver keys 

with Eggman heads on them. (did you really think you'd get out of 

treasure hunting that easily?) The radar etc. works the exact same way 

as with emeralds.  



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Rings should be easy to find here, especially with the back ring trick- 

*smacked*  Anyways, before wandering around everywhere, go to the blue 

section.  Find the magna shield, then glide through every hallway, 

magnetizing every ring in sight.  A must if you wish to score an A.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



First, go to the lowest section of the pyramid core.  Find the ancient 

shrine somewhere around the circle, then activate it to open a door on 

the ground.  Be sure you have the air necklace, then dive down into the 

water.



Once down there, take note of where the door on the wall exactly is, 

then flip the hourglass on the other side, and make haste to the door 

before it closes.  Inside, swim past the E-1000's to the ghost room.  

As soon as you exit the ghost room, swim straight up immediately to a 

hole in the ceiling.



Once out of the water, you sight an hourglass above.  Flip it, then 

glide to the wall on either side.  The door opened is right above the 

hourglass, so quickly climb there and to the trapped Chao.



_______________________________________________________________________



MISSION 4: FIND THE 3 KEYS WITHIN 5:00



First, be sure you know the stage well, as it is extremely large and 

confusing.  And as always, don't be afraid to use the monitors a little 

bit, as you will be rewarded a large time bonus.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Aside from the increase in enemies, especially the Boom Boo's, the 

hourglasses now seem to run out of time much quicker.



At the beginning of the stage, flip the hourglass then rush to the left 

door.  Punch as you go through it to defend yourself from the Boom Boo.  

Continue across the path until you reach the room with the flashing 

floor, guarded by a Gola.  Dig into the painting on the right.



You'll now be in the room with the first key.  After getting rid of 

those pesky ghosts and E-1000's, flip the hourglass.  Then, go left to 

the platform the hourglass made come out, and punch the steel boxes.  

Inside is another hourglass.  This one opens the door in the center of 

the floor.  After flipping it, drill claw into the floor center where 

the door opened to dig out the key.



Now, get out of that room and make it to the pyramid core.  Go to where 

the shrine is that you used to get to the Chao.  Activate it and go in 

the water.  Make it through the doors, and as soon as you pass the 

ghost room, go straight to the back of the next room - don't go up just 

yet.  Go behind the alter at the back and grab the key, but beware of 

Unidus.



Now you can go up to the Chao room, but before you do, throw the switch 

on the ceiling just before the upward hole.  (prevents a weight from 

trapping you inside the next room)  Once up in the room, flip the 

hourglass, then go back down in the water.  The hourglass opens the 

floor in the small room in the second step.  Under the floor is the 

final key.



_______________________________________________________________________



SECRETS



Nothing notable at the moment.



-----------------------------------------------------------------------

Boss: King Boom Boo

-----------------------------------------------------------------------



Character: Knuckles



Location: Death Chamber (pyramid core?)



Hits: 4



Time to do battle with the king of ghosts.  He will start by throwing 

several blue fireballs at you while chasing you around the circular 

area of the battlefield.  Run away from him quickly, but not too 

quickly.  If you run away from him at full speed, he will turn around 

and begin chasing you in the other direction. (he isn't as dumb as he 

looks)  After chasing you for a bit, you will stop to spew large 

flames.  This is your chance to run to his back and get his little 

ghost servent that always hangs behind him.  Punch the ghost to make 

him drop the hourglass he's holding, then the hourglass will flip, thus 

causing a door in the ceiling to open, letting in a little light.  As 

everyone knows, ghosts hate light, so this is your chance to nail him.  

As soon as the sun shines in, he will hid under the ground, but you can 

still see his shadow.  Dig into the shadow to send him running, then 

punch him to cause him pain.  He will then run away from you at full 

speed until the room becomes dark again.  This process repeats for the 

whole battle.  But when he's halfway defeated, he will started chomping 

at you trying to have a nice echidna dinner.  When he's doing this, you 

must run at full speed.  After chomping, he will go back to throwing 

fireballs, so continue back to the normal strategy to beat him.



-----------------------------------------------------------------------

Boss: Egg Golem

-----------------------------------------------------------------------



Character: Sonic



Location: Hidden Base (inside)



Hits: 4



The second pyramid boss is Egg Golem... the Golem. (I bet you'd never 

guess he was a golem...)  He mainly tries to smash you with his fists, 

which are pretty easily avoidable.  When he does so, make your way 

around the circle to his back, where Dr. Robuttnik had conveniently 

built steps onto the golem's back with Sonic destroying his creation in 

mind.  Use the steps to get up the golem, and when you see the flashing 

hyrogliphs on the steps, homing attack them up to the top of his head, 

dealing him a hit.  After he is halfway defeated, your method of 

hitting him will change.  Now, he will try to smash his face into you.  

When his head is down, use the bounce attack to get higher, then homing 

dash the head to deal him a hit.  If you have any trouble in defeating 

the golem, go down in the quicksand (which Sonic can get out of) and 

get some of the ring boxes down there.



-----------------------------------------------------------------------

Stage 13: Eternal Engine

-----------------------------------------------------------------------



Character: Tails



Checkpoints: 5



A Rank Requirements:

Mission 1: 35000pts.

Mission 2: under 3:30

Mission 3: under 2:45

Mission 4: 30000pts.

Mission 5: 35000pts.



Small Animals: Racoon, Boar, Parrot, Condor

3rd Chao Crate: Dragon



Total Rings: 194



Chao Crates:

1. Straight through the door past the Hornet after the first 

checkpoint.  It is behind some wooden boxes, near the switch.

2. Past the Artifical Chaos area after the 2nd checkpoint, you'll end 

up in a room with wood boxes on the left and steel boxes on the right.  

Break the steel boxes to find the Chao Crate.

3. Just after passing the 3rd checkpoint, you'll notice a locked door 

ahead.  So, continue ahead the normal path, until at the outside 

walkway.  Take the first pulley up to the next walkway, then look down.  

At the gap, you'll see another walkway with a pulley.  Throw the switch 

there, then use the pulley to hover back to the door.  From there, go 

back to the locked door, which is now open.



Gold Beetle:

Normal: Just after the 5th checkpoint is the area where you float 

across.  You'll spot it on the left just after the falling platform.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: DESTROY THE COLONY'S POWER GENERATOR



Eternal Engine is one of the most difficult stages in the game, due to 

its longevity combined with its many hazards.



Just like in Prison Lane, you must destroy enemies at some parts to 

continue on, such as the two Beetles at the start.  Also like Prison 

Lane, you must deal with more of those annoying Wing Beetles.  Continue 

through the path of the stage, locking on to the many Beetles armed 

with guns and bombs.



When you get to the room with crates and springs on either side, take 

the spring to the right and onto the pully, before you get bombed.  At 

the top of the pully, bust the bombing Beetle and continue up the next 

pulley.  At the top, you will spot a Hornet.  It won't attack just yet, 

until you reach its ground.  Lock onto all its bombs, as well as all 

the bombs of the next Hornet behind it to earn a possible Perfect bonus 

of 2000pts.



After the first checkpoint, you'd better stop being reckless with that 

lock-on laser.  This is because, from here on, the stage is littered 

with dynamite and chemical containers - if they explode, the walls and 

ground of the colony will fall off, and you will be sucked right out 

into space!  In order to pass these rooms alive yet still score a 

bonus, lock onto everything in the room, but don't fire until you've 

reached the end.



Past the next door, destroy the Hornet, then notice that the door on 

the right is locked.  To open it, go straight ahead and throw the 

switch behind the wood boxes.  Don't fire any projectiles near the 

wall, as you could blow it up.  Continue through the door that has 

opened, to the outside bridge, then lock onto the next Hornet from a 

distance - if you are close, you could blow the bridge up with yourself 

on it.



After passing the next explosive room, you'll come to an outside area.  

Fall straight off the platform and onto another with a rocket.  Launch 

it to break the cages ahead, then continue across the platforms.  Once 

passing the door inside, be sure to walk along the wall, or risk being 

gushed by a weight.  After the weight falls, hit the switch between the 

springs and under the propane tank to make it go back up, then take the 

spring on the right to the top of the weight.  Take the pullies up to 

the 2nd checkpoint.



Now, prepare to face Artifical Chaos: Type P1, which hides in its blob 

body for defense.  Keep firing your volcan cannon at it until it lifts 

its head in order to defeat it and open the door.  Proceed through 

another explosive hall with more Artificial Chaos, but don't worry 

about killing them.



In the next room, you need to take platforms over the acid while 

avoiding the lasers.  Simply standing between the lasers is the way to 

get past this part.   Get the health baloon, then continue to the 3rd 

checkpoint.  Take the door to the right when you come across a locked 

one, and make your way to the outside walkway.



Shoot first, then approach slowly, as you don't want to blow up the 

platform you're standing on.  Along this area, Wing Beetles prove once 

again to be a big nussaince.  Get inside to the 4th checkpoint, then 

pass another explosive room.  Get to another outside area.  Don't worry 

about blowing up the bridge here, as all it does is make you take 

longer in getting the Bazooka if you haven't already.



Bust through some metal boxes at the bottom, then go to another 

explosive room.  After passing that, you'll end up to a room with 

another Artifical Chaos.  This one doesn't sheild itself, however, you 

must be carefull when shooting it.  If you blow up the dynamite behind 

it, getting onto the next pully will be a major struggle.



Go on to the 5th checkpoint, and out into outer space.  You will float 

around here, causing your lock-on ray to be hard to aim.  Don't worry 

about locking onto each hornet bombs, just destroy the things before 

they bomb you.  Float your way to the door on the other side, and 

beware of the Hornet behind it.



Destroy the Artifical Chaos past the next door, then fall down the long 

pit.  Be sure to hover, making it easier to avoid those lasers all over 

the place.  Beware of the alternating laser beams, so you may have to 

alternate between hovering and falling.  But that's not the only 

hazard, there are Beetles and Artifical Chaos here as well!



Toward the end, be sure to land on the platform.  There, you see the 

power generator right in front of you.  Lock on to all the parts of the 

generator at once, scoring you loads of bonus points, including a few 

Perfect's.  When locking on, watch out for the Energy Control Cannons 

shooting their deadly probes at you.  After blowing the whole thing up, 

the goal ring will be revealed.  Hover over to it, and Eternal Engine 

is finally over.  Phew!



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



First of all, don't bother shooting unless you absoulutly need to.  Be 

sure to avoid all explosions, grab every ring along the path, avoid the 

weight mentioned earlier, and remember the strategy for defeating the 

P1 Type Artificial Chaos.  This mission may take many tries, but 

remember, it IS possible.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Just as you get to the very first outside area, look to the left and 

see a platform with a shrine on it.  Activate it for some platforms, 

and follow the path to a moving platform and a door.  Hover to the 

platform then into the door.  There are Artifical Chaos here, but DON'T 

SHOOT, as there is a bomb inside!  One shot and *boom* goes the whole 

place.  So, go on to the moving platform ahead, and hover just over the 

laser beams and into the door where the Chao can be found.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 5:00



Be sure you practiced this stage.  Eternal Engine is quite difficult, 

as is reaching the goal in 5:00.  Be sure you know the quickest way to 

get through, and follow the same strategy as you did in past timed 

missions.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Oh great, a hard stage made even harder.  However, not much was changed 

besides the enemies.



As for physical changes, moving platforms are now about 4 times 

smaller.  Also, tons more explosives have been added.  A notable 

example is past the 3rd checkpoint - err wait, the lamp posts there 

have been removed, so technicly there is no 3rd checkpoint!



Anyways, past where the 3rd checkpoint used to be, is an outdoor 

walkway.  There is a ridiculous amount of explosives here, so one shot 

means certain doom.  It is best to pass through without shooting.



There aren't much other differences in structure, but this mission is 

still a big pain.  Good luck... you'll need it.



_______________________________________________________________________



SECRETS



Nothing notable at the moment.



-----------------------------------------------------------------------

Stage 14: Meteor Herd

-----------------------------------------------------------------------



Character: Knuckles



A Rank Requirements:

Mission 1: 13000pts.

Mission 2: under 2:00

Mission 3: under 1:30

Mission 4: 14000pts.

Mission 5: 13000pts.



Small Animals: Penguin, Seal, Rabbit, Ram, Pheonix

3rd Chao Crate: Pheonix



Total Rings: 250



Chao Crates:

1. It can be found next to one of the construction vehicles on the 

ground, left of the beginning.

2. On the base of the central tower, near the spring, punch the meteor 

into the door to reveal the crate.

3. Get to the upper area where there are 6 large, rectangle containers.  

Go into the left one at the front to find the crate.



Gold Beetle:

Normal: Currently unknown...

Hard:  Currently unknown...

_______________________________________________________________________



MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD



This stage is extremely large, but it is wide open so it is not 

terribly difficult to navigate.  You start on the ground area, which 

has a bunch of ledges and construction equipment.  In the middle is the 

central tower, and above the central tower is a ton of floating 

platforms.  At the very top of the stage is space station ARK.  Keep in 

mind these landmarks, and finding the emeralds shouldn't be too hard.



There aren't much enemies here, but the constant falling meteors more 

than make up for that.  Also, on the ground area, there is a different 

type of meteor, that looks like a rock covering up a blue block.  These 

can be punched into blue blocks or locked doors to break them.  The 

closer you are to them, the farther they are punched.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



The majority of the rings in this stage are found on the ground area, 

both scattered and in item boxes.  As usual, there's the back ring 

trick, but because of the scarseness of enemies, you will need to be 

hit by a meteor.  They never hit you when you want them to... but of 

course, one comes and hits you just as you have obtained 99 rings.  To 

avoid the meteors, be sure to move around at all time.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Take the rockets all the way up to ARK.  On one of ARK's higher ledges, 

you should find the ancient shrine.  Activate it to open a portal, then 

get it.  Fall through a room with another shrine at the bottom, and 

activate it for another portal.  Go in there to end up in the room with 

the Chao.



_______________________________________________________________________



MISSION 4: GET THE EMERALD PIECES IN 4:30



I have nothing new to say.  Just use the monitors without too much 

worry over point reduction.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



There are more enemies this time around, specificly Hornets, as well as 

the occasional Pheonix; this is one of the few stages the Pheonix 

Hornet appears in.



For the first emerald, get to the base of the centeral tower.  Go 

around all the doors, and take note of the one where an ! appears above 

your head.  Now, gently punch a meteor into that door, and the emerald 

will be revealed.



For the next one, get on top of the central tower and use the sping on 

one of the corners to get to a large platform.  Now, find the dented 

beam there with an extra life on the end, and put on the sunglasses.  

Take the spring that appears there, then a second invisible spring.  

Then, you'll see the emerald, so reach it by gliding.



Finally, work your way up to ARK.  On one of its lower platforms is a 

Pheonix enemy.  Destroy it, then put on the sunglasses again.  A spring 

will appear near the moon symbol.  Bounce of it, then glide foward and 

grab the floating emerald.



_______________________________________________________________________



SECRETS



2 free Pheonix's - the first one is near where two large, rectangle 

containers are next to eachother high above the ground.  You'll spot it 

franticly flying around in circles under a platform.  For the other 

one, go to ARK.  On one of the station's higher ledges, if you look out 

into space, you can see the firey chicken flying around.  Glide to get 

it.



-----------------------------------------------------------------------

Boss: Rouge

-----------------------------------------------------------------------



Character: Knuckles



Location: Meteor Herd, central tower



Hits: 4



When on the ground, Rouge shouldn't be difficult to attack at all.  The 

problem is when the floor opens and you float upward.  You must keep 

track of what beam Rouge went on, and not lose track, or else you'll 

have to wait for the floor to close back up.  When Rouge uses her Black 

Wave attack, the best defense is to glide away from it.



-----------------------------------------------------------------------

Stage 11: Pyramid Cave

-----------------------------------------------------------------------



Character: Sonic



Checkpoints: 5



A Rank Requirements:

Mission 1: 17000pts.

Mission 2: Under 3:00

Mission 3: Under 5:00

Mission 4: 16000pts.

Mission 5: 15000pts.



Small Animals: Skunk, Seal, Bear, Tiger, Pheonix

3rd Chao Crate: Pheonix



Total Rings: 391



Chao Crates:

1. Its just before the 4th checkpoint, in plain sight.

2. At the area where you got the flame ring, walk toward the screen 

until you get to a large acid pit.  Grind the rails on the sides of the 

walls to make it to the crate.

3. After the warp tube where the gold beetle appeared, there will be a 

narrow, red beam with swinging spikeballs.  After passing them, go 

through the door and reverse the gravity.  Launch the missile to break 

the acid lock, where the final crate is.



Gold Beetle:

Normal: Just before the short warp tube guarded by two Shield Hunters, 

it should appear on the left.

Hard: It will appear earlier.  Just as you are sliding down the rail to 

the short warp tube, it will appear where the path curves.



_______________________________________________________________________



MISSION 1: HURRY AND FIND EGGMAN



Welcome to the "Death Egg" off SA2.  As with all Sonic games in the 

past, the final stages are huge spaceships with warp tubes and reversed 

gravity at times.  There are many gravity switches here, so whenever 

you see one, press B near it to reverse the gravity.  However, since 

SA2 is 3D, not only will you walk on the ceiling, you can walk on the 

walls as well, with horizontal gravity.



After activating the first gravity switch in the stage, go to the left 

to find a shield, as you may need it here.  Continue foward then 

reverse the gravity again.  Back on normal gravity, you will encounter 

a Hunter that shoots a gum-like substance to get you stuck.  Destroy 

it, then continue to the Artifical Chaos.  The Magic Gloves are useful 

for defeating these blobs, as it seems to blow them up just before 

their Tenticles reach you, if you are quick enough.



Take the pullies to the 1st checkpoint as well as a warp tube.  Homing 

attack the glass to get in.  On the other side, dash past the Beetles 

over the acid pit and to the next gravity switch.  Reverse the gravity 

and get the spring that bounces you down - or rather, up.  Somersault 

through the small opening in the wall.  After the 2nd checkpoint, grind 

down the ceiling rail, without falling into the acid.



Now, you'll be in a room with three choices of gravity settings.  Don't 

use the middle switch, it will lead you to a death pit!  The right 

switch will take you the correct way.  The left switch is just a slower 

way of getting to the right switch area, but a shield can be found 

here.  Once in right gravity, grind down the rail into normal gravity, 

but look out for the Artifical Chaos at the end.



Continue foward, and you'll end up at the first Artifical Chaos Guard 

Type.  Don't use your homing attack, as it will probably lead you into 

an exploding cell, and it will simply take long.  You could somersault 

through the cells, earning loads of points, but there is still a risk 

of explosion.  Bounce attack is the best way to get through them, with 

the lowest risk of explosion, and the quickest way to pass the area.  

Or, if you can get back to charge up a light attack, that would be 

great.



After destroying the Artifical Chaos Guard, continue to the 3rd 

checkpoint.  After sliding down some rails and somersaulting Shield 

Hunters, you'll get to an acid pit where you must dash over electric 

shield Beetles.  Wait for their shields to dissapear, then dash them.  

At the end of them, either light dash the path of rings, or carefully 

land on the rail below.



You'll now be at the 4th checkpoint.  Homing attack the glass to get 

into the long warp tube.  You'll come out in reversed gravity.  

Continue foward, and be sure to grab the flame ring.  Then, when on the 

ceiling, break the steel boxes and somersault through the small 

opening.  Continue along the main path, and if you have a magna shield, 

you may as will get rid of it, because it could screw up your light 

dash, which you will be relying heavily on.  Light dash over the acid, 

then break the 2nd metal box to reveal a spring, which will bounce you 

back into normal gravity.  Destroy the Artifical Chaos to open a door 

into space.  Light dash along the long ring path, and to the next 

Artifical Chaos Guard, which you should now know how to deal with.



Slide down the next long rail, then somersault to defeat the Sheild 

Hunters, after killing the Gold Beetle.  Use the warp tube to the next 

room, and kill all 3 Artifical Chaos to open the next door.  Now, you 

could either go across the narrow support beam, or fall down to another 

Artifical Chaos Guard Type.  Either way, you'll eventually get to a 

door that opens after somersaulting sheild hunters.



Pass the 5th Checkpoint, and throw the switch to open the door ahead.  

You are now at the final outside area.  Use the gravity switch to get 

up to the purple block, then use another to get to the green block, 

this time in horizontal gravity.  Get to the black boxes, then bounce 

from them to get to the next gravity switch which leads to the yellow 

block, also in horizontal gravity.  At the end of it, homing attack the 

Beetle and hold foward to get on the blue block without falling into 

the darkness of space.  With the next gravity switch, you'll be back on 

the yellow block, only now in normal gravity.  Smash the Artifical 

Chaos, and go backwards to get a shield, if you want.  Get the next 

horizontal gravity switch, then use the spring.  Bounce to the top of 

the yellow block behind you, not the blue block in front of you.  From 

there, hit the spring to grind a rail to the green block.  Get the 

spring at the end, and hold foward to get on a purple block.  Light 

dash the rings to the blue block.  Use the gravity switch to get to the 

purple block, yet again.  Get the switch to activate a missile at the 

end of the stage, then take the gravity switch to the red block.  Take 

the path blocked by a spinning Artifical Chaos, then get down to the 

ledge where you launch the missile to break the acid lock, then get to 

the goal ring.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



As long as you know how to defeat Artifical Chaos without a scratch, 

this mission will be extremely easy.  Especially if you get the shields 

mentioned in mission 1.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



He can be found at the end of the stage, in the outer space area.  When 

on the red block, don't go past the Artifical Chaos, but rather, go to 

the left, and hit the gravity switch.  You'll land on the purple block 

yet agian.  Make it to the end, and activate the shrine for a path of 

rings.  Light dash it while holding foward so you reach the reb block.  

The Chao will be up ahead, but watch out you don't get shot off the 

block by the Wing Beetles.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 5:00



First, get to know the stage and all its quickest routes.  Don't waste 

any time in this mission.  When there are rails on the ceiling, don't 

slide down them, as running is much quicker.  And, as usual, light dash 

any and all rings along the path.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Of course, there are tons more enemies, specificly the whole Artifical 

Chaos family.  Aside from that, there are also many changes in the 

stage's structure.



First of all, some time before the 2nd checkpoint, where you used a 

spring in reversed gravity to get to the next platform, that has now 

been removed.  In order to get up, you must use the black boxes along 

the wall.  It may be difficult at first, due to the screwed up gravity.  

But don't worry, you'll get it right after a few tries.



Next, in the room after the second checkpoint where you had 3 choices 

of gravity settings, you only have two now.  The right one has been 

removed, so take the left one.



Then, at the the part where you need to destroy the Artifical Chaos 

Guard type in order to continue, an extra one has been added... look 

behind you.



Then, after the 2nd warp tube, you will end up in normal gravity rather 

than reversed gravity.  You must use a grind rail to pass the acid pit.  

Wait for the Beetles at the other side to stop using their electric 

sheilds, then quickly grind across the rain and dash up the Beetles.



Just after that, you must once again use black boxes as stepping stones 

once again to continue on.  Bounce up to the ones on the right, then be 

sure to hang onto the red rail to get to another box.  Bounce up to the 

above path.



Then, at the acidic area where there used to be a path of rings, there 

is now a row of Beetles.  Wait for the electric shield to go down, then 

dash them.  Doing this in reversed gravity can be quite awkward, but it 

is not as hard as it seems.



Finally, out in space, the switch to activate the missile launcher has 

been moved.  First, you must pass the spring on the platform before it 

is accessable.  It can be found on the green block, next to a black 

box.



_______________________________________________________________________



TECHNIQUE POINTS



Slide then slay - if you kill an enemy just after landing from a 

ceiling rail, you will be rewarded 500-600pts.



SECRETS



Acidic ancient shrine - when near the first Artifical Chaos guard type, 

go backwards.  There will be an ancient shrine sitting in the acid.  

Jump on it, and activate it from the top.  Platforms will appear, so 

take them up to a door.  There will be a gravity switch there, so you 

can explore parts of the stage in reversed gravity that you couldn't 

before, and find shortcuts/items.



Caged Pheonix - take the same route you used to get the lost Chao.  Go 

to the right of the red platform where the Chao can be found, and jump 

onto a blue platform.  Launch the missile to destroy the cage of the 

Pheonix you had passed earlier.  Use the spring to get back to it.



Take Omochao through goal ring - on various stages, taking Omochao 

through the goal ring will make him say different things.  Here, he'll 

say "Hmm, this looks like a game I've seen before..."



-----------------------------------------------------------------------

Boss: Eggman

-----------------------------------------------------------------------



Character: Tails



Location: Eternal Engine



Hits: 5



Dr. Robuttnik is back, and he means business.  Although it is easy to 

shoot him up close, it is not a good idea, as it is also easy for him 

to shoot you up close!  Use your volcan cannon, and try blowing up the 

chemical container in the center when he is around it, this deals him 

about twice the normal damage.  When he fires a barage of missiles, the 

best thing to do is run.  And, when he fires that enourmous Power 

Laser, you must jump away from him then hover.



-----------------------------------------------------------------------

Stage 16: Final Rush

-----------------------------------------------------------------------



Character: Sonic



Checkpoints: 6



A Rank Requirements:

Mission 1: 13000pts.

Mission 2: Under 1:30

Mission 3: Under 4:30

Mission 4: 13000pts.

Mission 5: 13000pts.



Small Animals: Peacock, Penguin, Condor, Ram

3rd Chao Crate: Dragon



Total Rings: 544



Chao Crates:

1. When at the first long platform, go to the left and spindash up the 

rail.

2. It is easily found after the first checkpoint.

3. You will bounce from 3 springs and then onto a grind rail.  Jump up 

it, backwards, to reach the crate.



Gold Beetle:

Normal: Currently Unknown...

Hard: Currently Unkown...



_______________________________________________________________________



MISSION 1: HURRY AND FIND THE POINT OF THE CANNON



In order to pass the final stage of the hero side story, you must have 

sufficent grinding skills, as this stage is made up of completely grind 

pipes, with a few platforms thrown in.  The first part of the stage is 

quite simple, grind down the pipes without falling into the atmosphere 

and burning to a crisp.



For the most part, this stage doesn't need a lot of explanation, just 

grind, grind, and grind.  When you get to a verticle rail, homing 

attack to get up it.  These verticle rails can be found after the 2nd 

checkpoint.



Also, some time after the 2nd checkpoint, you'll get to 3 choices of 

breakable crates.  Bounce attack each crate to go to the route its 

blocking.  The crate on the left leads to a Magna Shield, and the 

middle and right crates lead to the normal route; the middle one is 

quicker.



Continue along the path, grinding up more verticle rails with the 

homing attack.  When you are bounced from three springs to a rail, hold 

B to go down it quicker.



Some time after the 5th checkpoint, you will be dashed up a long, 

verticle rail with a spring at the top.  To get up, hold B while 

grinding on it.



Toward the stage's end, there is once again a choice of 3 crates.  They 

all lead to the exact same route, with you running down a ramp in the 

atmosphere, while running away from pieces of space junk.  You'll be 

bounced to the goal ring at the end.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Final Rush has a particularly large suply of rings, and little enemies 

to boot, so getting 100 will be absolutely no problem.  To get 100 

quicker, be sure to grab the item boxes on the left rail at the long 

grinding part past the first checkpoint.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Just before the 6th checkpoint, you'll see an ancient shrine along the 

bridge.  activate it for some platforms on the right, and take them up 

to a grind rail.  Getting up this rail is quite tricky, as you must 

jump across a curved, upward pipe.



Once up, follow the path to another ancient shrine which creates a path 

of rings upon activation.  Light dash them, then follow a series of 

croked vertical rails until you make it to the room with the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 5:00



Be sure to hold B to crouch down rails, as this makes you go a lot 

faster.  You will rely heavily on crouching here, as well as the jumps 

at the ends of a few pipes. (where the green arrow panels are)



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



The stage starts out without much changes besides the enemies.  

However, the enemy changes can be a big problem from the rails just 

before 1st checkpoint and ahead.  Don't grind down too fast, or you'll 

run straight into an Artifical Chaos!



There aren't much major structure changes here, besides the larger 

gaps.  Also, at the end of the stage, where the 3 wood crates were, 

there are now 2 Artifical Chaos and a falling weight.  To deactivate 

the weight, destroy the Artifical Chaos on the right and throw the 

switch that it reveals.



_______________________________________________________________________



TECHNIQUE POINTS



Rail jumps - these are important for earning an A.  At the end of many 

long rails, such as the one at the beginning, there is a green light 

panel with arrows on it.  Be sure to grind down rails while holding B, 

and when you see one of these panels, jump.  You will do a trick in the 

air, earning up to 1000pts.



SECRETS



Shortcut/bonus rail - at the end of the long rail after the 1st 

checkpoint, you'll end up on a platform with a bomb item box and 2 

Artifical Chaos.  If you jump off the right, you can see a steep rail.  

It is hard to miss getting on, as it is quite steep for quite a way 

down.  While on it, hold B to crouch, then when you get to the end, 

jump off for 1000pts.  This also saves you a lot of time.



-----------------------------------------------------------------------

Boss: Shadow

-----------------------------------------------------------------------



Character: Sonic



Location: Final Chase



Hits: 5



Shadow himself is not much of a problem, it is the terrain.  You must 

constantly run ahead, not letting the ground collapse with you on it.



The first 2 hits are easily achieved through homing attacks.  After 

that, Shadow will begin to defend himself by jumping.  Now, don't 

bother running ahead of him, as he will just Chaos Control back in 

front of you.  Let him get in front of you, then when he charges up his 

special attack, begin running.  After evading his attack, hit him while 

he is recharging.





Congratulations, you have now conquered the Hero Side Story.



=======================================================================

3. Walkthrough: Dark Side Story

=======================================================================



-----------------------------------------------------------------------

Stage 01: Iron Gate

-----------------------------------------------------------------------



Character: Eggman



Checkpoints: 3



A Rank Requirements:

Mission 1: 20000pts.

Mission 2: Under 1:35

Mission 3: Under 2:30

Mission 4: 20000pts.

Mission 5: 19000pts.



Small Animals: Racoon, Gorilla, Tiger, Skunk, Dragon

3rd Chao Crate: Dragon



Total Rings: 158



Chao Crates:

1. After the first checkpoint, take the elevator lift on the right.  

jump onto the wood boxes and the barrier, which the crate lies on.

2. Before turning left to the 3rd checkpoint, go to to the right first.  

Take the elevator platform up to the ledge with the crate.

3. Don't go straight to the goal ring once in that room, instaid, look 

behind yourself.



Gold Beetle:

Normal: On the first large elevator, stay on the right.  It will appear 

toward the end.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: GET TO THE CORE OF THE MILITARY BASE



The Dark Side Story's first stage is a shooter, so people usually play 

this story last due to the fact that you won't get much "real" Sonic 

action until a little bit later.  I suspect you have played the Hero 

Side Story by now, so, you should know the basics by now.



At the start of the stage, blow up a few helpless Beetles until you get 

to the security door.  To open it, lock onto all 4 corners, then fire.  

Continue up the elevator lift and through the stage.



After breaching security door no. 2, you'll get to the first large 

elevator.  Ride it down, and be sure to lock on to a bunch of Beetles.  

Just don't jump off the elevator just yet, as there is no floor to save 

you.  When the elevator reaches its destination, however, a bridge will 

appear.



Pass the 2nd checkpoint, then breach security door no. 3.  Go to the 

right, and continue along the bridge.  At the end of the bridge, get 

the 3rd checkpoint and breach security door no. 4.  You'll be at the 

next large elevator now, which is just like the first.



Continue past security door no. 5 until you get to the hall where you 

see all the doors closing on you.  Unlike the other security doors, you 

can't breach these with your weapons.  In order to get in, go on the 

platform behind you via an elevator lift, then lock onto the control 

panel with a green light.  A missile will launch, allowing you to reach 

the goal.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



As long as you know how to dodge attacks and not get hit, this will be 

real easy.  Just be sure to grab every item box along the path; they 

are usually in corners.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



After breaching security door no. 3, don't go right along the bridge, 

but rather, go straight, across the pipe.  Take the spring up to a 

platform, and break the steel box with the large cannon.  Another 

spring will be revealed, so bounce on it then hover to the platform 

ahead.



Take the springs up to the pipe with a path of rings.  Follow them onto 

the next pipe, then stand against the left wall.  Jump down to a 

platform in the middle of 2 pipes, and you'll see an ancient shrine.  

Activate it for some platforms, then follow them up to the last one.  

Once there, rotate the camera around to find another one, then hover 

onto it.



Take the pulley up to the room with 2 paths.  You could go right for 2 

extra lives, but if you are looking for the Chao, go left.  Beware of 

Hawks on the way to the end.  Once at the end, spot another ancient 

shrine on the left.  Activate it for a spring leading to some floating 

platforms.



Hover your way across the platforms and onto a Hunter-infested area.  

Look for the ledge in the back, then take the elevator lift right next 

to it to get up.  The Chao will be waiting for you there.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 4:00



Recall the strategy from the timed shooting missions from the Hero Side 

Story.  Rush through the stage, blowing up all in sight, without 

wasting time.  However, this mission isn't too difficult.



As for the slow-moving elevators, you could jump off them - but be sure 

you know what you are doing, as it is quite tricky to bust through the 

door below without falling into the abyss.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Aside from the swinging spikeballs after the 2nd checkpoint and the 

increase in enemies, nothing else here has changed.  



In the way of scoring A ranks, this mission could be easier, because 

more enemies = more points.  Also, the required score for an A has 

dropped from the normal missions.



_______________________________________________________________________



SECRETS



Dragon on the pipe - start going up to the area with the lost Chao.  

After following the path of rings to the pipe before the platform with 

the shrine.  Walk to the wall on the right from here to find the 

dragon.



-----------------------------------------------------------------------

Boss: Hot Shot

-----------------------------------------------------------------------



Character: Shadow



Location: Iron Gate



Hits: 4



The next if the 3 GUN mechs, Scorpion Troop Hot Shot is slightly 

tougher than Big Foot, but otherwise easy.  Hot Shot is fought in a 

similar style to Big Foot.  He starts by flying around, randomly 

shooting.  The time to attack him is when he lands.  Bear in mind you 

can't hit him from below, so be sure to jump up and homing dash the 

cockpit.  After being hit, Hot Shot will fly up and begin to charge up 

his energy bomb.  It will lock onto you, so be sure to run away at full 

speed.  Repeat until he's down to his last hit.  Then, he will fire 3 

energy bombs.  Wait for him to land, then finish him off.



-----------------------------------------------------------------------

Stage 02: Dry Lagoon

-----------------------------------------------------------------------



Character: Rouge



A Rank Requirements:

Mission 1: 15000pts.

Mission 2: under 2:00

Mission 3: under 0:40

Mission 4: 14000pts.

Mission 5: 17000pts.



Small Animals: Ram, Penguin, Peacock, Otter

3rd Chao Crate: Unicorn



Total Rings: 142



Chao Crates:

1. Go under the ledge on the right of the beginning area.  It is next 

to a red pillar.

2. Go to the top of the Small Oasis.  It is next to a chamber blocked 

by 4 wood boxes.

3. It is on the top of the right pillar at the beginning of the path to 

the Three Head Wall.



Gold Beetle:

Normal: Currently unknown...

Hard: Currently unknown...



_______________________________________________________________________



MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD



Dry Lagoon is slightly larger than Wild Canyon, but still quite small.



You start in the Small Oasis area.  The area itself is quite large and 

wide open, but it was named that because of the tiny water hole in the 

center.  There is also a Huge Oasis area.  In order to get there, you 

must free the turtle to the right of the start by killing the Hunters.  

It will then squirm into the water.  Jump on its shell, then press B to 

go to the Huge Oasis.



In the center of the Huge Oasis is a large pool; this is where the 

turtle takes you.  Under the water is another turtle, this one is 

swimming.  Grab hold of it with B, and it will take you through the 

strong current, and to the Oasis Prison.



At the top of the Large Oasis are two paths.  One way leads to the 

Three Head Wall, a wall with three statue heads.  Along the path are 

some pillars.  The other way leads to the Statue's Pool, an area with, 

well, a statue and a pool.  There are various chambers on the way, just 

like those in Wild Canyon.



Using all these landmarks as references, finding the emeralds shouldn't 

be too difficult.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Don't bother with Mr. Turtle, as all the rings you need are easily 

found in item boxes all around the Small Oasis.  Or, if you are the 

cheating type, go ahead and use the back ring trick, although it really 

isn't necassary.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Get to the topmost area of the Small Oasis.  Find the wall blocked by 

steel boxes, then break them with the iron boots.  A painting is 

revealed, so dig into it.  Activate the ancient shrine inside to open 

the door, then go through the portal and to the Chao's personal 

swimming pool.



_______________________________________________________________________



MISSION 4: GET THE EMERALD PIECES IN 3:30



While you have little time, remember, this stage is somewhat small.  

Although the emerald pieces are randomly hidden, they shouldn't be too 

tough to find.  Use hints only if you NEED to.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



The only notable difference here is the fact that the emeralds are in 

set positions.



For the first one, get to the top of the small Oasis.  Near where the 

steel boxes are, there are 3 black boxes surrounding one wood box.  

Drill claw into the box to reveal a spring that bounces you high in the 

air.  You will see the emerald in front of you, so glide to get it.



The next one is in the whirlwind just in front of you.  When you see 

the emerald, float just above it, and don't touch any button.  You 

should soon be able to grab it by falling into it.



Finally, take the turtle to the Huge Oasis.  Once there, activate the 

treasure scope and walk straight into the water.  Swim down with B, 

just under the prison.  With the treasure cope still one, you should 

see a spring on the ceiling.  Bounce off it and straight into the 

emerald.



_______________________________________________________________________



SECRETS



Invisible unicorn - just as you enter the Huge Oasis, go to the 

platform in front of you.  There is a circle of logs in the ground.  If 

you stand in the center of them, you may notice the "whistle" option.  

Press B, and a unicorn will appear out of nowhere.



-----------------------------------------------------------------------

Stage 03: Sand Ocean

-----------------------------------------------------------------------



Character: Eggman



Checkpoints: 3



A Rank Requirements:

Mission 1: 25000pts.

Mission 2: Under 3:30

Mission 3: Under 3:00

Mission 4: 25000pts.

Mission 5: 23000pts.



Small Animals: Racoon, Peacock, Parrot, Bat

3rd Chao Crate: Skeliton Dog



Total Rings: 222



Chao Crates:

1. In the first indoor area, after busting down the first pillar.  On 

the next platform, go past the swinging spikeball to find it, next to a 

peacock.

2. Past the 1st checkpoint, you'll get to a ledge blocked by a large 

oil tank.  Destroy the tank, then use the base to get to the box.  This 

crate is also next to a Peacock.

3. A bit past the 2nd checkpoint, you'll get to a bunch of pillars, 

high above a sea of quicksand.  Normally, you'd go left, but the crate 

is on a pillar to the right.  Hover to get to it.



Gold Beetle:

Normal: After crossing the pillar past the 2nd Chao Crate ledge, it 

will appear atop the next ledge.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: RETURN TO HIDDEN BASE



Dr. Robotnik has placed plenty of booby traps in his base, in order to 

keep intruders out.  Including himself.  



Sand Ocean is fairly straight-foward, though there are many secret 

paths, which will be mentioned later.  In his struggle to get into his 

own base, Eggman must watch out for falling pillars as well as the 

dreaded quicksand.  There are may platforms moving around in the 

quicksand, so make sure you are a sufficent jumper in order to cross 

them.



Continue to the rotation platform at the beginning of the stage.  Wait 

for it to rotate to the platform ahead, if you can't hover yet.  Don't 

jump into the flame.  Continue to the platforms floating in quicksand.  

Unable to hover, you must wait for the platform you are on to reach the 

next.



Now, at the pillar blocking your path, lock onto the dynamite to knock 

it down.  Just like any enemy, each dynamite pak can earn you bonus 

points.  Cross the collapsed pillar to the first indoor area.  When at 

a large gap of quicksand that you are unable to cross, lock onto the 

dynamite in the distance.  Stand clear of the falling pillar, so you 

don't get squished.



Avoid the Hawks and Wing Beetles, then bust the large oil tanks 

blocking your way. (they take a few hits.)  Continue up the stairs, 

then bust the dynamite on the next pillar.  Use it to get across to the 

1st checkpoint.



From here, there isn't much else that is new.  Remember how to cross 

floating platforms, blow up dynamite, etc etc etc.  Continue through 

this outdoor area to the 2nd checkpoint, where you eventually go 

inside.  You will need to go down to a platform, so do it cautiously.  

There is a Rhino at the bottom, waiting to ram you off the ledge.  

Proceed through the stage, which basicly recaps what you've already 

done in this stage.



After the 3rd checkpoint, take the jump plates over a large, flaming 

gap, and into the next indoor area.  This part relys on going upward, 

using the pillars that can be collapsed with dynamite.  The pillars 

knocked down will form a zigzag path upward, leading to the goal.  The 

weights may also help in getting you up there.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



First of all, there is a hidden 5 ring capsule at the beginning.  Get 

to the end of the path before the rotating platform, then aim backwards 

to lock onto the capsule.  Nest, on that rotating platform, with your 

large cannon, bust those steel boxes to the right to get to a path 

conaining about 20 rings.



Then, continue the stage as normal.  You know the drill: collect all 

the rings on the path, and don't get hit.  Also, be sure to pop all the 

balloons you see, as they contain many rings.  Earning an A this way is 

no problem.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Right before the 2nd checkpoint, there is a rotating platform.  Let it 

rotate until you see a platform with a spring.  Hover onto the platform 

without touching the spring.  From there, you will need to get to an 

extremely quick moving platform.  Just as it's coming to you, hover to 

it.



While on the quick plaform, shoot the steel boxes on the path ahead.  

When they are all destroyed, don't hover to there just yet.  Hover to 

the closer platform, THEN hover there.  The Chao is up on a platform 

ahead.



This is the ONLY lost Chao mission that doesn't require the Mystic 

Melody.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 4:00



Hover, hover, hover.  Hovering is an important skill to utilize in the 

completion of this mission.  Not only does it help you to cross 

platforms quicker, but it also allows you to take quite a bit of 

shortcuts.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



There are more enemies, as usual.  The only other difference here is 

that some of the platforms are farther apart, so you must hover.



_______________________________________________________________________



SECRETS



Big Shortcut - get to the area where you got Eggman's mystic melody 

upgrade. (hover from the rotating platform at the beginning.)  The 

ancient shrine on that same area creates a portal that will lead you to 

the area where the 3rd Chao box resides.



-----------------------------------------------------------------------

Stage 04: Radical Highway

-----------------------------------------------------------------------



Character: Shadow



Checkpoints: 3



A Rank Requirements:

Mission 1: 14000pts.

Mission 2: Under 1:20

Mission 3: Under 2:30

Mission 4: 14000pts.

Mission 5: 16000pts.



Small Animals: Seal, Boar, Cheetah, Racoon

3rd Chao Crate: Unicorn



Total Rings: 310



Chao Crates:

1. At the first small building where you use the pulley on the right to 

get up, go to the left instead.  The crate is on this tight path.

2. After homing dashing the path of Beetles, it is at the end, just 

below the main road.

3. Past the large bridge area, right of the rolling cylander.  It is 

hidden between a bunch of wood boxes.



Gold Beetle:

Normal: At the top of the large bridge area, at the end.  It hovers 

between the start of the two grind rails.

Hard: It will be along the main path, past the 3rd checkpoint.  It 

appears over a gap with elevator cylanders at the end.  Impossible to 

miss.

_______________________________________________________________________



MISSION 1: BREAK THROUGH THE BESIEGING MILITARY



Radical Highway has many routes, for example, the road will divide into 

two paths.  It does not matter which one you choose, as they are both 

the exact same route.



At the start of the stage, you grind down the bridge rail, then bounce 

off the bumper to the next road.  You will notice Eagles bombing the 

road.  Avoid the explosions, and continue the path.



After the long runway, you'll be launched to an area with a small 

building supporting the road ahead.  Take the pulley on the right to 

get up it.  Take the bumper to the next road, then go to the right.  

Get up to the next road using either the Beetle or the pulley, then 

rocket to the first checkpoint.



Somersault under the rotating cylander, then run ahead.  This area is 

straight foward, thus it doesn't need much explanation.  Then, bounce 

through the building, then somersault another cylander at the end of 

the next road.  Now, homing attack the Beetles to the next road.



Ahead, watch out for Eagle bombs that bust the bridge.  Run ahead.  On 

the road, there is a ramp.  Just like in Sonic's City Escape, you can 

do jumps over the ramps in Radical Highway.  Not only does the use of 

the jumps earn you technique points, but it is a shortcut as well, 

saving you much time.



Work your way up the support buildings.  Take the rocket at the end, 

and you will fall to the road.  In the air, you could grab a 20 ring 

box.  Go ahead to the 2nd checkpoint, but be wary of bombs.  After a 

few loops, you'll reach the large bridge area.



You could either take the top route, which is reached through a jump, a 

spring, or a swing bar.  This way is probably easier and faster.  From 

here, use the swing bar to get to some elevator cylanders.  Once the 

Beetles ahead are done with their electric sheilds, dash through them.  

Make it up to the top of the bridge, where you could either grind down 

the left or right rail.  You can do jumps at the end of these rails for 

some nice bonuses, then continue along the main path.



Backtracking to the beginning of the large bridge area, you could also 

take the bottom route.  While it appears as a large gap, you will float 

right over it.  Avoid the Beetles, then somersault between the two 

cylanders.  Continue to the road.  Get atop the small building then 

continue, but beware of the Eagle ahead, who is constantly firing a 

volcan cannon at you.  Dash the Beetles, then destroy the Volcan Eagle.



Now, continue to the 3rd checkpoint.  Proceed down the road, then make 

it up the next area either using the swing poles, or the ground.  The 

rest of the stage is nothing new, thus an explanation isn't needed.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



There are plenty or rings here, specificly in the middle of the road.  

It would also be wise to take the ring trail (with your light dash) 

that leads to the flame ring upgrade.  Light dash is also essential in 

collecting paths or rings as quickly as possible, as it will help you 

earn an A.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Get to the very top of the large bridge area (where the Gold Beetle 

is).  Get to the left, and instead of going foward, go backwards.  

Grind down the rail, being sure to crouch with B.  You should be able 

to land on the other bridge top, where the shrine is.  Activate it for 

platforms to the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 3:00



For beginners, 3:00 is too little time.  So, be sure you know the 

quickest way around the stage before even attempting this mission.  

Remember, use your spindash to get quick boosts, light dash EVERY path 

of rings, use the swing poles, and jump every ramp.  This will take 

practice, but practice makes perfect.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



There are many minor differences here, such as more enemies, the 

removal of swing poles, etc.  There aren't a heck of a lot of major 

differences.



First, after passing the first checkpoint, there is only one spring 

leading to the bouncy building, so be sure to hit it.



The next difference is at the large bridge area.  You cannot take the 

bottom route, as the air current that caused you to float across is 

gone.  You are forced to take the top.



Then, after bouncing the spring past the 3rd checkpoint, you won't 

touch a swing pole, so you must run.  Quickly.  RUN DANGIT!  This is 

because, in order to pass the next gap, you will need to use the 

quickly dissapearing Gold Beetle to get to the elevator cylanders 

ahead.



_______________________________________________________________________



TECHNIQUE POINTS



Jumps - whenever you see a ramp, run up it.  At the end, jump to do a 

trick in midair, usually worth about 500pts.



End of the grind - On grind rails, hold B to slide faster.  At the end, 

jump to do a trick in midair, earning you up to 1000pts.



SECRETS



Nothing notable at the moment.



-----------------------------------------------------------------------

Stage 05: Egg Quarters

-----------------------------------------------------------------------



Character: Rouge



A Rank Requirements:

Mission 1: 12000pts.

Mission 2: under 2:00

Mission 3: under 1:00

Mission 4: 13000pts.

Mission 5: 13000pts.



Small Animals: Gorilla, Bear, Skunk, Parrot, Half-fish

3rd Chao Crate: Half-fish



Total Rings: 189



Chao Crates:

1. In the Snake Chamber, go East.  The crate will be to the left, 

inside that hall enterence.

2. From there, go to the Snake Alter.  Activate the shrine atop the 

alter, and go into the portal.  To the back of the room, is a chamber 

with the crate, guarded by an E-1000 robot.

3. Proceed to the Fish Chamber, and launch the missile.  Go into the 

revealed room, then go right.  Drill Drive the wood box to the right to 

also drill open the final Chao Crate.



Gold Beetle:

Normal: Get to the Snake Chamber.  On the west side is a passage 

blocked by some wood boxes.  Break them, and the Beetle will appear in 

the small room.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: FIND THE 3 GATE KEYS



Rouge's equivlent of Knux's Death Chamber; this mission requires you to 

find three silver keys that are shaped like Eggman heads.  Finding keys 

works exactly the same as finding emeralds.



Also, a major hazard in this stage is the invincible Egg Beetle.  He 

will patrol the many rooms of the Egg Quarters, searching for intruders 

to vaporize.  You'll know the Egg Beetle is coming when the room is 

flashing green.  When he catches sight of you, the screen will flash 

red, and a shrill beeping sound is heard.  Then, he will fire a laser 

at you, which is pretty much impossible to escape from.  However, while 

hiding in any shadow, the Egg Beetle won't see you, thus it won't fire; 

you will now be able to wait for it to leave the room.



As for the layout, it is divided into four major rooms, so it shouldn't 

be hard to find your way around, taking these notes into consideration.  

You start in the red Egg Scorpion, located toward the back of the 

stage.  Proceed ahead, and you'll make it to the blue Egg Fish Chamber.  

From there, you may proceed along the path to the green Egg Snake 

Chamber.  From there, you will make it the the Snake Alter, which has 

many large pillars, etc.  Exiting the Snake Alter, you will return to 

the Scorpion Chamber.



As for the keys, take note of the stage's layout, and remember, some 

can only be reached by digging.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Avoid the Egg Beetle!  There are not many rings here, so every one ring 

counts.  So, don't get hit (unless you're doing the back ring trick, 

which I highly recommend).  Especially by that darned Egg Beetle!  

Anyways, the majority of the rings in Egg Quarters are around the Snake 

Alter, in both single and item box form.  Once again, AVOID THE EGG 

BEETLE!



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Go to the Snake Alter.  Atop the alter is an Ancient Shrine, so 

activate it.  Go into the portal, which will take you to a secret room 

with a weight, and some useless ghosts.  The Chao is in this room; you 

may hear it crying.  But, don't hang around here trying to get under 

the weight, where he is, as it will crush you to death.  To deactivate 

the weight, dig into the oval painting on the left.  You'll end up in a 

room with many steel boxes in the floor.  Go to the one just before the 

top-left one, and drill drive it to reveal a switch.  Once you throw 

the switch, dig into the center oval painting on the ground.  You'll 

now be on top of the deactivated weight.  Go into the pit below it to 

find your Chao.



_______________________________________________________________________



MISSION 4: FIND THE 3 KEYS WITHIN 3:00



Picturing the stage's layout in mind, it is actually quite small.  

Running though each room should guaruntee you to search out the keys in 

under three minutes without much problems.  However, if you do have 

problems, don't hesitate to use the monitors, as you shall recive a 

large time bonus to make up for lost points.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



For the first key, continue foward from the start.  You may notice that 

it is in a cage, so, in order to get it, you will need a small Kiki 

bomb (not a large one).  To get one, proceed to the Fish Chamber.  On 

the Fish Chamber's exit path, there will be a caged Kiki.  Let him 

throw a bomb at you.  Just pick it up and carry it back to the cage - 

don't worry, it won't explode until you put it down.  Get to the caged 

key, then place the bomb beside it.  Back away, then grab the key once 

the cage is blown up.



The next one is hidden in the Snake Alter room.  To the left, there's 

an oval painting where the key is hidden.  However, you cannot reach 

the oval, because cages are blocking it.  So, you will need another 

Kiki bomb.  You can get a bomb in the machinery hallway just ahead; the 

Kiki will bomb you from the ceiling.  With the bomb, go back to where 

the cages were.  Get on top of the table with the cages, then place the 

bomb and back off.  With the cages gone, you should be able to dig into 

the oval and get the key.



Finally, go to that hallway with the ceiling Kiki, the same one you 

used for the previous key.  Activate your Treasure Scope, then pick up 

a bomb, and take it to the Snake Chamber.  With your treasure scope, 

you should see a spring here.  Take it up to a chamber with the caged 

key.  Place the bomb, then get out.  Once the explosion has settled, go 

in and grab the key.



_______________________________________________________________________



SECRETS



Caged Half-Fish - grab a Kiki bomb, first of all.  Then, go to the 

Snake Alter.  On the back right wall, you should see the Half-fish.  

Place the bomb, then back off.  The explosion will set the creature 

free.



-----------------------------------------------------------------------

Stage 06: Lost Colony

-----------------------------------------------------------------------



Character: Eggman



Checkpoints: 3



A Rank Requirements:

Mission 1: 34000pts.

Mission 2: Under 2:00

Mission 3: Under 2:30

Mission 4: 34000pts.

Mission 5: 44000pts.



Small Animals: Rabbit, Boar, Bat, Racoon

3rd Chao Crate: Skelliton Dog



Total Rings: 205



Chao Crates:

1. In the looping area.  Hidden behind some wood boxes on the left 

wall.

2. It is in plain sight, after passing the looping area.

3. As soon as the downward moving platform (the one where you saw the 

Gold Beetle) stops, hover backwards, and you should land near the 

crate.



Gold Beetle:

Normal: You'll see it when you are moving down on the platform before 

the 3rd checkpoint.

Hard: Same area, but a little further away.

_______________________________________________________________________



MISSION 1: FIND THE WAY TO THE COLONY'S CORE



Lost Colony is pitch dark, being that it was shut down 50 or so years 

ago.  But, you can use the light from your explosions to help you see 

better.



You start on a platfrom behind a bridge.  Blow up the dynamite on the 

door, and continue through.  When you get to the next bridge, use the 

pulley to get down without falling into the laser beams.  Continue 

until you get to a locked door.  To open it, find a switch by busting 

those wood boxes.



Next, you'll be in a large room with acid.  Take the platform on the 

left to go along the upward route, and throw the switch to open the 

door.  Upon passing the first checkpoint, you'll come to the looping 

area.  Continueing along the path here just leads you in circles.  So, 

you will need to look for some black boxes that lead you up to the top 

of the ceiling.



Get the jet engine upgrade, and continue along the ceiling ledges until 

you find a missile.  Launch it, then follow the rings.  Continue to the 

bridge over an acid death pit, then take the platform up at the gap.  

Kill the Beetle enemies, then hover to the 2nd checkpoint.



After passing a few doors, you'll come to another locked door.  Break 

the wood boxes to the left, and use the black boxes that fall down to 

get up to the switch to open it.  Proceed to the outside bridge area.  

When walking across here, watch out for Wing Beetles, as they could 

knock you off, into a pit of death!



Pass into the next indoor bridge room with lots of Beetles.  At the 

end, you'll come to a downward moving platform, that will take you to 

your next destination.  Hover to the door ahead, then watch out for 

Wing Beetles.  In the next room, past the 3rd checkpoint, there are 

many enemies, including Wing Beetles, and many Hornets.  Score lots of 

points by locking onto them all.



Jump onto the next ledge, witch you will be locked onto while moving.  

Here, you can painlessly rotate in all directions while locking on, 

also ideal for scoring lots of points.  You will be able to move at the 

top, so blow up the door and continue to the next outside area. 



After blowing up a Hornet, hover down to the next bridge.  Launch a 

missile, which is atop some black boxes, to break the cages ahead.  

After another short hallway, you have reached the end of the stage.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



This is fairly easy.  Just be sure to get the 10 ring box behind the 

laser beams near the beginning.  Also, when you get to the first Rhino, 

bust the metal boxes to reveal a switch.  This will open a room, at the 

top back of the acid area (use a spring in the acid on the right to get 

there).  Here, you'll get 20 rings and an extra life.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Get to the outside bridge area.  Before the first small gap, you may 

notice a hidden platform to the right of the bridge's end.  It will 

take you up to a shrine, which you will activate for some floating 

platforms.  Continue through the next room, then hover over a large 

gap.  Just before reaching the door, a Beetle will appear to throw you 

off, so be carefull.  The Chao will be in the next room, past the 

Hornet.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 3:30



This shouldn't be too tough, just try to avoid downward moving 

platforms and pullies.  Falling/hovering works much faster.  Then, at 

the looping room, be sure to bust the metal box on the right, with two 

black boxes on top.  Use that to get past this area quicker.  This will 

leave you with plenty time.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



First of all, there's more dynamite at the beginning, so, blowing it up 

will blow a chunk of the bridge off, so stay clear.  Next, at the 

pulley, hover down so you can destroy the Hornet in mid air before it 

destroys you.



The next difference is the switch placement.  To get to it, bust the 

wood boxes to let black boxes fall, then use them as steps.  At the 

top, hover along the rings to the next pile of black boxes; then hover 

to the next, where the switch is.



At the acid area, the unlocker switch has been moved.  It is hidden 

inside the metal box on the left.  Now, take the platform on the right 

up, rather than the one on the left.  Then, pass the 1st checkpoint to 

the looping room.  In order to get out of it this time,  You will need 

to stand on two cages to the left wall, then hover to the black boxes 

on the right, and continue across the ceilings.



From here on, the only other differences besides the enemies are the 

extra dynamite packs.  Watch out, as they blow up chunks of the ground.



_______________________________________________________________________



SECRETS



Ring Box Room - when you get to the part near the first acid room 

blocked by wood and metal boxes and a Rhino, bust the metal box on the 

left.  Throw the switch that is revealed (opens the room), then 

continue to the acid area.  Just entering the acid area, with your jet 

engine, hover to the right.  There should be a spring in the acid.  

Bounce the spring onto a pulley, then hover onto a floating platform.  

You will be able to get into the room from here, which contains two 10 

ring boxes and an extra life.



-----------------------------------------------------------------------

Stage 07: Weapons Bed

-----------------------------------------------------------------------



Character: Eggman



Checkpoints: 3



A Rank Requirements:

Mission 1: 30000pts.

Mission 2: Under 2:00

Mission 3: Under 2:15

Mission 4: 30000pts.

Mission 5: 30000pts.



Small Animals: Seal, Otter, Ram, Cheetah, Pheonix

3rd Chao Crate: Pheonix



Total Rings: 194



Chao Crates:

1. Past the hangar on the left, near the beginning.

2. On the large boat a little before the 2nd checkpoint, you will spot 

some fuel tanks to the right.  The Chao Crate is right next to these.

3. After the 3rd checkpoint is another large boat.  At the end, to the 

right, it's behind some fuel tanks.



Gold Beetle:

Normal: Currently unknown...

Hard: Currently unknown...

_______________________________________________________________________



MISSION 1: RUSH INTO THE MILITARY BASE



Just at the start, you'll see tons of deactivated robots.  Be sure to 

lock on to at least ten of these, for a free perfect bonus of 2000pts.  

If you wish to score an A, make use out of all these idle Hunters.



Before continuing off of this boat, be sure to grab the large cannon, 

which is hidden in the hangar ti the left - blow up the dynamite to get 

in.  With your new cannon, you can bust steel boxes, which will lower 

the black boxes, so you may use them to get onto the next ledge, with 

the 1st checkpoint.



Be sure you're used to hovering, as you will need it to get across many 

of this stage's gaps.  Continue across the bridges, staying clear from 

Hawks and Sky Hawks, which like to attack by surprise.  



Continue across the boats, and more bridges... this stage is pretty 

much just a repitition of all that.  Cross the bridge, hover over gaps, 

avoid Hawks, blow up steel boxes, and so on...



You get the basic idea, no further explanation is nessassary.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



To find clusters of rings, check inside every hangar.  Be sure to get 

every ring there, as well as the many item boxes.  As always, don't get 

hit.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



After the 3rd checkpoint, stay to the boat's left.  At the hangar, 

there should be one room with a shrine in it.  Activate it to open a 

portal, which will take you directly to the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 2:45



You know the basic idea of most of the timed shooter missions.  Run 

through as quickly as possible, aiming to destroy anything that stands 

in your way.  Following this strategy, it shouldn't be too difficult...



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Not much has been changed at all.  Just look out for tougher enemies, 

as well as spinning spikeballs.  Most of the deactivated robots have 

been removed in order to make it a tad more difficult to score an A.



_______________________________________________________________________



SECRETS



Fuel tank pheonix - past the 3rd checkpoint, toward the end of the 

large boat.  Somewhere in the center, you'll spot a pulley.  Once it 

takes you up, hover to the fuel tanks on the right.  The Pheonix floats 

around on the second one.



-----------------------------------------------------------------------

Boss: Tails

-----------------------------------------------------------------------



Character: Eggman



Location: Weapons Bed



Hits: 5



This battle is quite simple.  There are many rings around to fill up 

your health bar, and Tails won't use many threatening attacks.  Don't 

lock on to him, but rather keep fireing your volcan cannon.  When up 

close to him, punching him can knock him really far back.  Don't get 

too close through, as he punches as well.





-----------------------------------------------------------------------

Stage 07: Security Hall

-----------------------------------------------------------------------



Character: Rouge



A Rank Requirements:

Mission 1: 12000pts.

Mission 2: under 4:00

Mission 3: under 0:30

Mission 4: 13000pts.

Mission 5: 16000pts.



Small Animals: Condor, Parot, Bear, Racoon

3rd Chao Crate: Pheonix



Total Rings: 229



Chao Crates:

1. Go left from the start, and be sure to stay around the central 

structure.  The crate is behind the second moving laser beam.

2. Get up to the blue safes.  Open the one that is on accessable from 

the large block.

3. On the very top of the top floor.  Evade the laser beams, then check 

next to the crushing weight to the right.



Gold Beetle:

Normal: Take the pulley to the top floor.  It appears before you reach 

the top.  Jump to kill it.

Hard: It is in the same place.



_______________________________________________________________________



MISSION 1: STEAL THE 3 CHAOS EMERALDS IN 5:00



Erm... what was that?  5 minutes... a timed hunting mission?  NO!  

Anything but a timed hunting mission, please spare me!  ...that's 

probably what you've thought at first, as did I think at first.  Yes, 

this stage is hell for beginners, but don't worry, it's easier than 

you'd think.



The stage is actually quite small.  You start on the bottom floor, 

which is basicly a wide open, large area.  There are many safes 

surrounding the walls.   At the bottom are red safes, going up are 

yellow safes, then blue safes.  You can open safes by digging into 

their centers - if they are unlocked.  All blue safes are unlocked at 

the start of the stage.  The other safes can be opened from the top 

floor.  Don't worry too much about unlocking safes, as the emeralds are 

rarely ever in them.



To get to the top floor, you could either take a spring from the bottom 

floor, or climb.  No matter which method you choose, make sure you find 

a pulley.  This will take you to the top floor.  Here, it's divided 

into 3 small sections, each has a switch at the end, that unlocks a 

single safe color.  To the right, is the path leading to the blue safe 

switch.  To the left, is the path leading to the red safe switch.  In 

the middle, which you must climb to reach, is the path leading to the 

yellow safe switch.



You must remember a few things about the safes, however.  First of all, 

only one safe color may be unlocked at a time.  To tell how a safe is 

unlocked or not, look at the center.  If there is a flashing GUN icon 

there, that means you can dig into it to unlock it.  This all may seem 

difficult at first, but don't worry, you'll get it.



And, one more thing about the emeralds.  Just so you know exactly what 

you're looking for, the emeralds you're searching for this time are the 

traditional Sonic the Hedgehog Chaos Emeralds - they are jewels colored 

red, purple, and blue.  That is all.  Good luck!



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



There's no time limit, but that's just the good news.  As for the bad, 

rings are very, very sparse here.  You will have to collect EVERY ring 

and item box you see.  This will be tough if you refuse to use the back 

ring trick.  But, if you don't want to cheat, so be it...



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



First of all, be sure you've obtained the Treasure Scope.  If you have 

already done so, go to the top floor.  Get to the very top, where the 

yellow letters on the floor are.  Activate the Treasure Scope, and a 

spring will appear in the 'B.'  It will bounce you to the platform with 

the Chao on it.



_______________________________________________________________________



MISSION 4: COLLECT THE CHAOS EMERALDS IN 3:30



Oh joy, now we have less time.  But, not to worry, as Security Hall is 

quite small.  Be sure you know the stage well, then you will do just 

fine.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Hard mode?  More like easy mode...  Not only has the time limit been 

removed, but the emeralds aren't too tough to get either!



From the start, jump to the fan on the right.  In the back corner, 

under the fans, you should see the red emerald.  To get it, jump from 

the ground, then drill drive into it.



Next, get to the top of the top floor (the yellow safe switch path).  

You'll spot the purple emerald hovering above the laser beams, so glide 

to get it.  Now, be sure to flip the red switch down to the left, 

you'll need it for the final emerald.



The final one is slightly tougher than the previous ones.  The safe 

that you want to get in is in the bottom red area, guarded by a 

crusher.  Thus, it is impossible to dig into.  So, climb up to the very 

top, and find the support beam with the shield hunter and the steel 

box.  Break the box, then activate the treasure scope to make a spring 

appear.  Bounce on it to activate a switch on the ceiling.  Now, go 

back down to the weight, which is now deactivated.  Dig into the safe 

under it to obtain the blue emerald.



_______________________________________________________________________



SECRETS



Nothing notable at the moment...



-----------------------------------------------------------------------

Boss: Flying Dog

-----------------------------------------------------------------------



Character: Rouge



Location: Security Hall



Hits: 5



This is the final and toughest of the 3 GUN mechs.  Just like the 

others, he flys around, randomly shooting at you.  However, unlike the 

others Flying Dog does not land, so he is slightly harder to hit.  So, 

in order to hit him, you will have to climb the gates on the sides of 

the battlefield, then glide straight into his cockpit.  He will be hard 

to hit, since he is constantly moving, so you may want to wait for him 

to stop and begin fireing missiles.  After being hit, he charges up a 

large energy ball, just like Hot Shot.  Be sure to run as quickly away 

from the crosshairs as quickly as possible.  After firing his energy 

ball, the sequence will repeat.  That is, until his final hit, when he 

fires 3 large energy balls consecutivly.  After that, one more hit will 

silence him forever.



-----------------------------------------------------------------------

Stage 09: White Jungle

-----------------------------------------------------------------------



Character: Shadow



Checkpoints: 3



A Rank Requirements:

Mission 1: 14000pts.

Mission 2: Under 1:30

Mission 3: Under 3:20

Mission 4: 14000pts.

Mission 5: 13000pts.



Small Animals: Bear, Peacock, Parrot, Skunk

3rd Chao Crate: Dragon



Total Rings: 431



Chao Crates:

1. After somersaulting past the fence after the spiked Rhinos, go to 

the left, where you see a mossy log and fence against the wall.  

Somersault under the fence.

2. Somersault under the next fence past the Gold Beetle.  Don't hit the 

spring, so you can get the Crate.

3. Avoid getting to the vine that leads to the end of the stage.  

Continue foward instead, and somersault under the next fence.



Gold Beetle:

Normal: Along the main path, after swinging on a vine, nearing the end 

of the stage.

Hard: It is in the same place.

_______________________________________________________________________



MISSION 1: CUT THROUGH THE JUNGLE IN 10:00



First of all, ignore the time limit.  White Jungle is real short, and 

rather easy.  So, take your time.  10 minutes is plenty of time here.



The stage begins exactly like Sonic's Green Forest.  Shadow is running 

down a half-pipe type tree trunk, and bounces off a spring at the end.  

You'll swing a vine onto the first ledge.  Continue to the vine lift, 

or somersault under the fence ahead for an extra life.  Either path 

leads to the 1st checkpoint.



You will proceed down another ring-filled half-pipe.  You'll hit a jump 

plate and continue to a ledge with Spiked Rhinos.  Somersault them to 

death, then somersault under the next fence.  You'll next go to an area 

with a bunch of enemies and a bomb box.  Then take the next vine.



You'll come to a Crushing weight.  To pass this, get on top of it.  

After the next Spiked Rhino, you could either take the easy way with 

the vine ahead, or the harder way with the moving platforms and Spark 

Beetle (the hard way gives you s free magna shield).



Somersault the fence and get to the 2nd checkpoint.  You'll pass down a 

half-pipe with a loop at the end, then end up in a tree-cave.  

Somersault another fence, then dash up a loop to make it to the 3rd 

checkpoint, with another long half-pipe.  Swing the vine to the next 

area.



You will notice a path of ring over a gap.  If you haven't gotten the 

air shoes, take the other route by somersaulting a wood box on the 

right.  Either way, you'll end up on a half-pipe with a vine on the 

end, leading to the Gold Beetle area.



Continue through the vines, fences, etc.  The last area of the stage is 

pretty much a rehash of what you've already done in White Jungle and 

Green Forest.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



This is an easy mission.  The time limit was removed, and the rings are 

real easy to get.  If you are trying to score an A, make sure you grab 

every item box that can be seen when descending from a jump.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Just after bouncing away from Chao Crate #2, don't continue along the 

vine.  Continue backwards down a ramp, and you'll find an Ancient 

Shrine at the end of the path.  Activate it for floating platforms, 

which you will follow up to a ledge with a procession of vines.  After 

the vines, wait for the Spark Beetle to stop its electric shield.  

Homing attack it, then more Beetles will appear.  Dash them to get to 

the Chao's ledge.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 3:00



While you have less time, this mission is still easy.  To complete it 

as quickly as possible, light dash those rings that appear in the 

centers of the many half-pipes.  Make the light dash your best friend.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



The time limit may have been removed, but tricky structure changes have 

also been added.



First of all, don't run down the first half-pipe too quickly.  That is, 

because the spring has been moved away from the end.  It is now over a 

gap, so you'll have to jump then homing attack in order to get it.



The next difference is in the weight, past the bomb box field.  It will 

now only fall when you get near it, so, you must slowly approach it, 

then quickly back away to get it to fall.



Just after that, the "easy route" vine has been removed.  So, you must 

take the floating platforms to the right.  Another route that was 

removed is the path of rings over the gap.  So, you must take the route 

where you got air shoes.



That's pretty much it.



_______________________________________________________________________



TECHNIQUE POINTS



Ring row - just after the first half-pipe, homing dash all the enemies, 

then quickly go back and run across the three rings on a ledge.  You'll 

get 500pts.



SECRETS



Light dash for a life - at the area with the bomb box, be sure you have 

the flame ring.  If so, somersault the steel box just left of it.  

Throw the switch for a path of rings, which you can light dash to find 

an extra life.



-----------------------------------------------------------------------

Boss: Sonic

-----------------------------------------------------------------------



Character: Shadow



Location: Green Forest



Hits: 3



And now, the moment you've been waiting for - the time has come to beat 

up our hero - Sonic the Hedgehog!  You won't be able to attack him with 

your homing attack - when you jump, he will jump.  When Shadow is 

jumping, he is impossible to hurt.  You can only hurt him when he is 

landing from a jump, or is grounded.  The best way to attack him is to 

use your somersault.  And be carefull not to fall off the edge of the 

stage.



-----------------------------------------------------------------------

Stage 10: Route 280

-----------------------------------------------------------------------



Character: Rouge (Kart Race)



A Rank Requirements:

Mission 1: Under 3:20

Mission 2: Under 2:00

Mission 3: Under 3:30

Mission 4: Under 3:45

Mission 5: Under 3:20



_______________________________________________________________________



MISSION 1: CHASE THE TORNADO



Rouge's Kart Race is a little more difficult than Tails's, as there are 

now gaps, and turns without guard rails.  Be sure not to fall off the 

road, as you must start the whole darned stage all over!  Get to know 

the track before speeding, so, if you are not used to Route 280 at 

first, don't be afraid to take your time.



Also, keep in mind the checkpoints on this race are merely extensions 

of your time, not like the lamp posts that you go back to if you die.



If you have already read the section on Route 101, there isn't anything 

else new written here, so... *copy/paste*



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



This mission is incredibly easy, as collecting rings here is really 

quick with large paths and balloons, as well as the fact that you can't 

lose your rings.  Whenever you see a balloon, go for it, as it may 

contain up to 40 rings.



_______________________________________________________________________



MISSION 3: DON'T HIT OTHER CARS



This mission is actually harder than it seems.  If you are speeding, 

you may not see that car coming in front of you.  Also, driving in 

those tight caves is quite annoying with cars in front and back.  If a 

car hits you suddenly from the back, you will still lose.



_______________________________________________________________________



MISSION 4: DON'T HIT THE WALLS



This mission is a little tough, but at least you know where all the 

walls are, rather than the cars that suddenly appear.  Don't be afraid 

to take your time here.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



You are now free to smash into walls all you want.  But don't waste too 

much time running yourself into walls, as there is a shorter time limit 

now.  Also, there are tons of cars on the road.  If you run into them, 

they will slow you down.  Be sure to use boosts on straight areas.



-----------------------------------------------------------------------

Stage 11: Sky Rail

-----------------------------------------------------------------------



Character: Shadow



Checkpoints: 3



A Rank Requirements:

Mission 1: 14000pts.

Mission 2: Under 1:15

Mission 3: Under 1:10

Mission 4: 14000pts.

Mission 5: 10000pts.



Small Animals: Ram, Condor, Tiger, Bear

3rd Chao Crate: Pheonix



Total Rings: 334



Chao Crates:

1. When you get to the first rocket, don't take it, but rather, homing 

dash the Beetle over the gap.  The crate is on the left.

2. Take the springs that are past the 1st checkpoint.  Once on the next 

ledge, before the propeller, fall off the cliff.  You should land on 

the ledge with the Crate, but be warned, if you miss it, you die.

3. Take the propellor just after the long grind, following the 2nd 

checkpoint.  You should see it in a small cave on the right.  Homing 

dash over there.



Gold Beetle:

Normal: On the right rail, past the 3rd checkpoint, you will see a path 

of Beetles floating in the sky.  Homing dash them, and the gold one 

shall appear at the end.

Hard: It is in the same place.

_______________________________________________________________________



MISSION 1: CHASE THE TORNADO



Be sure you know how to deal with grind rails (they're not hard...).  

That's because, Sky Rail is made up primarily of a bunch of rails... in 

the sky.  In fact, the level starts, on a rail... in the sky.  Another 

thing you must know about this stage is the fact that there are a bunch 

of wooden beams jutting out of the mountainside.  You might want to 

follow them up at first, but they usually have nothing but the 

potential risk of falling off the cliff.  So, stick to the main path, 

which is composed of mountains and grind rails.



After grinding down from the start, scale up the mountain until you get 

to what looks like a propeller with a star on it.  To use it, 

constantly use the homing attack on it to make it go up, bouncing you 

higher.  Of course, it can only go up to a certain height.  Continue 

straight, then take the first rocket to the 1st checkpoint.



Grind down the long rails, then get to a mountain.  Scale this mountain 

using the springs and propellors.  Watch out for Hawks on the way.  At 

the top, you'll reach the 2nd checkpoint, then you'll grind down 

another long rail.  Scale the next mountain using Beetles, propellers, 

etc. just as you did before.



The 3rd checkpoint and more long grind rails are next.  Grind to the 

next mountain, take the propeller against the wall up higher, pass the 

flames and the Metal Rhinos, then grind the final rails down to the 

goal.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Be sure to collect every ring along the main path + grind rails, 

including the many item boxes.  Upon passing the 2nd checkpoint, you 

should have gained about a total 85 rings.  Now, grind down the rail on 

the right for a 5 ring box, and at the end of the grind, be sure to 

jump up into the air and dash into the final 10 ring box.  An A rank 

should be easy to manage.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Right near the second checkpoint are some boxes.  Behind them is an 

ancient shrine, which you will activate for a path of rings.  Dash 

through them to the next mountain, where you will scale the mountain 

using the propellers.  The Chao lies in wait at the tip of the 

mountain.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 2:00



Hold B to crouch on rails, thus causing Shadow to slide much faster.  

This is essential for clearing this mission.  Also, whenever you can, 

try to do jumps at the end of some rails.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Spike balls, spike balls, spike balls.  Not only do they swing over 

mountains, but on grind rails as well.  If you do not yet know where 

they all are, grind rails slowly with caution.



_______________________________________________________________________



TECHNIQUE POINTS



End of the grind - you can do a jump at the end of the first grind, 

earning up to 1000pts.



Item box rail - while grinding down the rail just after passing the 1st 

checkpoint, be sure to grab all 3 item boxes, as well as the 5 rings 

near the end.  You will be rewarded 800pts.



SECRETS



Alternate route - just after the grind following the 2nd checkpoint, 

there is a Spring Beetle to the left of the mountain.  Homing dash it 

just as you jump from the rail to take the alternate route, where you 

can get a bunch of item boxes, etc.



-----------------------------------------------------------------------

Boss: Egg Golem

-----------------------------------------------------------------------



Character: Eggman



Location: Hidden Base (inside)



Hits: 9



This fight is staged after Sonic has beaten Eggman's rock robot.  

Robuttnik better learn to be nicer to his creations, or else they will 

turn against him! (giant robots made of rock have feelings too...)  

Anyways, Eggman's fight against Egg Golem the Golem is different than 

Sonic's.  The golem uses the same attacks - he'll smash you with his 

fists, and on his last few hits, he'll smash you with his head.  To 

attack him, constantly fire your volcan cannon until a hole breaks in 

him, revealing robot parts.  Lock onto the 3 robot parts revealed.  

Then, continue shooting him, until 3 more robot parts appear, then once 

more to defeat him.  If you are low on health, go down to the 

quicksand, where there are ledges you can stand on while locking onto 

rind boxes.  But, rememember, don't fall in the quicksand!  Oh yeah, 

did I mention that Egg Golem the Golem is a golem?



-----------------------------------------------------------------------

Stage 12: Mad Space

-----------------------------------------------------------------------



Character: Rouge



A Rank Requirements:

Mission 1: 14000pts.

Mission 2: under 2:30

Mission 3: under 1:30

Mission 4: 14000pts.

Mission 5: 12000pts.



Small Animals: Parrot, Peacock, Racoon, Gorilla, Pheonix

3rd Chao Crate: Pheonix



Total Rings: 250



Chao Crates:

1. On a platform near the bottom of the starting satelite.

2. On a platform near the bottom of the Capsule Planet.

3. On a balcony near the top of the stage, on ARK.



Gold Beetle:

Normal: Somewhere between the balconies of ARK, floating in space.

Hard: Currently unknown...



_______________________________________________________________________



MISSION 1: FIND 3 PIECES OF THE MASTER EMERALD



This stage is sooooo bloody huge, so yes, you may need hints in order 

to find the gems.  ...about the hints, they are reversed.  Meaning, 

they are all spelled backwards; if they are not spelled backwards, 

then, do the complete opposite of what they say.



You start on the satelite, which was 3 corners.  Each one has a rocket, 

which is activated by a switch, that takes you to one of the three 

planets in the stage.  The north rocket leads to the Capsule Planet, 

the southwest rocket leads to the Sphereical Planet, and the southeast 

rocket leads to the Holy Planet.



The Spherical Planet is a small, round asteroid, with a strong 

gravitational force.  You are able to walk around this planet due to 

its strong gravity - but be warned, its southern hemisphere will screw 

up your control.  To get off it, you will need to take the rocket atop 

the blue house in the center (activated by a switch just under the 

house), which leads to the Capsule Planet.



The Capsule Planet is a large, floating cylander, all covered in green 

grass.  It has and awkward gravitational force, due to its tilted 

position, however, you are able to walk off this planet, although it 

will take quite a bit of work.



The Holy Planet is an asteroid, with a hollowed out surfate at the top.  

The Holy Planet has no gravity of its own, so it is easy to get off of.  

Don't forget the rocket atop the blue house, as it will take you to 

parts you can't reach elsewhere.  You'll land on a large platform, 

where you could either go inside the 3 large rectangle container-like 

objects, or take the other rocket, which leads up to ARK.



On Space Station ARK, there are four large balconies, and there are 

various platforms surrounding the ARK.  Now, backtracking to the very 

bottom of the stage, are a ton of floating platforms.  Many of these 

platforms have rockets that lead back to the starting satelite.



Because Mad Space is so large, it may take a while before you fully 

know your way around it.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



Errr... WHAT?  NO BACK RING?!?!  I guess it took Sonic Team this long 

to figure out the cheating glitch...



Anyways, this mission is possible without cheating, eventhough the 

rings are real spread out.  Even compared to the other 100 ring hunting 

missions without cheating, this mission is extremely difficult, so, 

follow this guide for help.



First, get the rings in front of you, then go to the lower floor of the 

satelite, and grab the 20 ring box.  Then, from the North of the 

Satelite, glide to where you see two platforms together at the bottom 

of the stage.  If you did this correct, you should have landed near a 

weight.  Collect all the rings here, excluding the one under the weight 

(it's too risky, and you don't need it anyway).  Then, glide left for a 

10 ring box.  That's it for this area, so rocket back to the satelite.



Now, with your ring total at 52, get to the Capsule Planet.  Find 4 

item boxes that contain rings in order to raise your total to 77.  

Finally, get up to ARK.  There are several item boxes floating around 

here, so, find them all to complete the mission.



As for an A rank, it will be a difficult task, but, after getting used 

to the positions of all the rings, you will have a greater chance of 

obtaining a high rank.  Just keep on trying, and you'll eventually get 

it.  Good luck!



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Make your way up to ARK.  Somewhere around here, is a large platform 

with a shrine guarded by an Artifical Chaos.  Kill it, then activate 

the shrine for a portal.  Go in, then follow a procession of hallways 

until you reach the Chao.



_______________________________________________________________________



MISSION 4: COLLECT THE EMERALD PIECES IN 4:30



Being that Mad Space is so immense, finding all the emeralds in a given 

amount of time will be quite difficult.  Be sure you know the stage 

well, and use the monitors if nessassary. It may take several tries, so 

keep at it.

_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



Rocket up to the Holy Planet for the first emerald.  Grab hold of the 

side of the planet, then climb down as far as possible.  Just under the 

planet, you may be able to see the emerald.  Glide to get it.



From there, while still gliding, get to the Sphereical Planet.  Be sure 

to glide to the planet’s southern hemisphere, where the controls are 

whacked.  You’ll notice the emerald on a platform, so try landing on 

it.



The final one is rather difficult.  First, get to the ARK.  From the 

red light balcony, glide to the platform ahead, where you see the 

meteor.  There are also two swinging spikeball mechanisms to make your 

hunting even more agrivating.  Well, the emerald is above the meteor, 

so, you will need to get in the center of the star octogon, and perform 

a screw kick there.  But, the spikeballs WILL screw you up.  It’s best 

for you to wait for the spikeballs to pass the octogon, then do your 

screw kick to reach the jewel so desired.



Congratulations, you are now finished with the annoying hunting stages!



_______________________________________________________________________



SECRETS



Floating Pheonix - up on ARK, floating away from the red light balcony, 

are a bunch of boxes.  Among them is the firey foul; glide to get it.



-----------------------------------------------------------------------

Boss: Knuckles

-----------------------------------------------------------------------



Character: Rouge



Location: Meteor Herd, central tower



Hits: 4



When on the ground, Knuckles shouldn't be difficult to attack at all.  

The problem is when the floor opens and you float upward.  You must 

keep track of what beam Knuckles went on, and not lose track, or else 

you'll have to wait for the floor to close back up.  When Knuckles uses 

his Thunder Arrow attack, the best defense is to glide away from it.



-----------------------------------------------------------------------

Stage 13: Cosmic Wall

-----------------------------------------------------------------------



Character: Eggman



Checkpoints: 7



A Rank Requirements:

Mission 1: 80000pts.

Mission 2: Under 1:30

Mission 3: Under 1:30

Mission 4: 45000pts.

Mission 5: 100000pts.



Small Animals: Rabbit, Cheetah, Otter, Condor

3rd Chao Crate: Unicorn



Total Rings: 532



Chao Crates:

1. A little after the 2nd checkpoint, hover to the right where you find 

a platform, where the crate rests under a pyramid.

2. After exiting the first kart ride, it is in a corner on the left 

wall, just after the small drop before checkpoint 4.

3. Laying against the back wall, before the 7th checkpoint.



Gold Beetle:

Normal: Currently unknown...

Hard: Currently unknown...

_______________________________________________________________________



MISSION 1: GET AND CONFRONT THE TRESSPASSERS



Alright, you've come this far, to the second-to-last stage of the Dark 

Side Story.  You're expecting a great challenge filled with much 

danger, etc etc etc.  Well, YOU'RE WRONG!  Cosmic Wall is so easy, it 

is laughable.  In fact, it is rather fun.  The low gravity is a nice 

touch, allowing Eggman to actually fly!  Also, there are lots of 

enemies here, but none are a threat, being that most of them are the 

helpless Gyro.  So, lock onto everything you see, causing mass 

destruction, and watching your score soar.



As for the layout of this stage, it is long, but I feel it doesn't need 

any explanation.  Basicly, you follow the bridges, and make it up the 

stage, higher and higher, locking onto many enemies.  At some points, 

there are kart rides, were Robuttnik will be locked onto the kart, and 

travel along a monorail.  You can lock onto everything you see, by 

turning Eggman 360'degrees.  Toward the end of the stage, a large 

spinning machine will be chasing you while on the monorail.  Just shoot 

at it to keep it back.



That is all.  Enjoy!



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



There are over 500 rings available here.  Need I say any more?



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



After the 2nd checkpoint, go to the platform floating near the right, 

where the Chao Crate is.  An ancient shrine also rests under the same 

pyramid.  Activate it for a spring, which you will use to bounce up to 

a higher platform.  From there, hover up to a higher platform, then 

once again.  Beware the meteors!  Finally, take the springs up to a 

pyramid, where your little Chao is trapped.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 8:00



Hover across straight areas, fall down shafts, don't waste time on 

enemies, etc... you get the general idea.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



There are no physical changes in structure, however, the enemy supply 

has increased by A LOT.  Artifical Chaos is an extreme pain, so kill 

them as soon as possible!  As for an A rank, a whopping 100000pts. Is 

required.  But, due to the abundance of enemies and gold Gyros, you can 

earn a lot of bonus points, including lots of "perfect's."  But, be 

sure not to get hit while shooting, that will ruin your bonus.  Once 

again, kill the Artifical Chaos.  MAKE THEM GO EXTINCT!



_______________________________________________________________________



SECRETS



Nothing notable at the moment...



-----------------------------------------------------------------------

Boss: Tails

-----------------------------------------------------------------------



Character: Eggman



Location: Eternal Engine



Hits: 5



Miles "Tails" Prower is back, and he means business.  Although it is 

easy to shoot him up close, it is not a good idea, as it is also easy 

for him to shoot you up close!  Use your volcan cannon, and try blowing 

up the chemical container in the center when he is around it, this 

deals him about twice the normal damage.  When he fires a barage of 

missiles, the best thing to do is run.  And, when he fires that 

enourmous Power Laser, you must jump away from him then hover.



-----------------------------------------------------------------------

Stage 14: Final Chase

-----------------------------------------------------------------------



Character: Shadow



Checkpoints: 5



A Rank Requirements:

Mission 1: 14000pts.

Mission 2: Under 1:30

Mission 3: Under 3:20

Mission 4: 14000pts.

Mission 5: 13000pts.



Small Animals: Skunk, Otter, Penguin, Tiger, Pheonix

3rd Chao Crate: Pheonix?



Total Rings: 474



Chao Crates:

1. Before entering the tunnel guarded by a Shield Hunter, jump to the 

road to the left of the one you are on.  Find it here.

2. Right after hitting the 3rd checkpoint, go to the right corner of 

the right drum.  The crate is there.

3. Currently unknown...



Gold Beetle:

Normal: After passing the 2nd checkpoint, you go down a hill.  Before 

landing on the next road, jump to the gravity drums in the air (or... 

whatever space has).  The Beetle is at the end.

Hard: Currently unknown...

_______________________________________________________________________



MISSION 1: HURRY TO THE ECLIPSE CANNON



You'll quickly be reminded of Final Rush as Shadow grinds down the long 

pipe at the start of the stage.  At the end of this pipe, you will pass 

the 1st checkpoint, then run down a slope, avoiding the Meteors.



You'll shortly come to the first gravity drum, which you must learn to 

navigate on in order to clear the stage.  They pull Shadow onto them, 

and spin him around.  Use the control stick to run up the drum; once 

you are at the top, you escape the gravitational pull.



Follow the road, destroy enemies, etc.  You'll get to a bunch of 

horizontal gravity drums, which work similar to vertical ones.  Jumping 

should get you off of them.  Continue running across some more drums to 

the 2nd checkpoint.



Run down the slope, being sure to avoid all meteors.  Continue to the 

next drum, which has electric fields.  Simply jump over them.  Continue 

through the 3rd checkpoint, where you will have three choices of holes 

to fall down.  The one on the left leads to an extra life, the one on 

the right contains 5 rings, and the one in the center dashes you to a 

grindable pipe, continuing on with the stage.



Work your way up several gravity drums, eventually leading to the 4th 

checkpoint.  Grind down a long pipe, which will take you to a room full 

of more pipes.  Then, jump from vertical drum to vertical drum, making 

your way to the 4th checkpoint, were you will then be dashed up a steep 

road.  Proceed to a floor-less room, where you must jump from the 

tilted drums to get across.



Grind down another pipe, which leads to another horizontal drum.  Try 

to stay on top of it, as there is an electric field near the bottom 

that will knock you into the atmosphere.  Grind more pipes, get up more 

drums, you know the drill.



Dash up through a hole, bust the hornet, then reach the 5th checkpoint.  

Continue foward through many drums, then take the pulley on the final 

one.  Homing dash the Artifical Chaos here to reach the next drum.  Use 

the spring on top, then take a rocket to the long drums.  Quickly run 

down these.  At the very end is a spring attached to a ledge, you'll 

see it while still spinning.  Try to jump at it, then bounce to the 

goal ring.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



The Artifical Chaos may be a problem... avoid them at all costs.   Be 

sure you know how to deal with the enemies, and collect every item box 

in sight.  By the 2nd checkpoint, you should have 90 rings, provided 

you got all the item boxes.  The rest will be easy to obtain.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



Toward the end, after the series of horizontal gravity cylanders, 

you'll make it up the vertical cylander with the spring on the end.  

Don't take the spring, take the pulley behind you instead.



Activate the shrine on the next platform, then hold foward as you light 

dash the rings that appeared.  Start up the next gravity cylander, and 

on the way, avoid all electric fields and meteors.  Take the final 

pulley at the top to the Chao.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 5:30



As noted in Final Rush, hold B to crouch while grinding, this will help 

you grind much faster.  This is the key to completing the mission.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



While every hard mode mission contains more aggressive enemies, the 

enemies here are particularly more aggressive.  Especially those dang 

Artifical Chaos blobs.  There are now crazy spinning ones, and some 

whose tenticles are soooo ridiculously bloody long, that they seem to 

reach you from 50ft. away!  



As for structure, a lot of drums have been shortened, so you must grind 

pipes to get across them.  Also, arrangement of cylanders floating in 

space has altered quite a bit, and there are more electric fields.



_______________________________________________________________________



TECHNIQUE POINTS



Springs - springs give out 200pts. If you hit them on a gravity drum, 

same with pullies.



Purple pipes - grinding on purple pipes may sometimes get you 500pts.



Drums suck - if you manage to get sucked onto a drum (without 

immediately touching it) after you kill an enemy, you will recieve 

300pts.



SECRETS



Pheonix - it can be found on a ledge to the right while at the floor-

less room where you use drums to get across.



-----------------------------------------------------------------------

Boss: Sonic

-----------------------------------------------------------------------



Character: Shadow



Location: Final Chase



Hits: 5



It's time again to beat up our favorite hedgehog >:D. Sonic himself is 

not much of a problem, it is the terrain.  You must constantly run 

ahead, not letting the ground collapse with you on it.



The first 2 hits are easily achieved through homing attacks.  After 

that, Sonic will begin to defend himself by jumping.  Now, don't bother 

running ahead of him, as he will just Chaos Control back in front of 

you.  Let him get in front of you, then when he charges up his special 

attack, begin running.  After evading his attack, hit him while he is 

recharging.





Congratulations, you have now conquered the Dark Side Story.





=======================================================================

4. Walkthrough: Last Episode

=======================================================================



-----------------------------------------------------------------------

FINAL: Cannon's Core

-----------------------------------------------------------------------



Five Character Segments:

1. Tails

2. Eggman

3. Rouge

4. Knuckles

5. Sonic



A Rank Requirements:

Mission 1: 30000pts.

Mission 2: Under 3:30

Mission 3: Under 7:30

Mission 4: 30000pts.

Mission 5: 30000pts.



Small Animals: All normal animals

3rd Chao Crate: Dragon



Total Rings: 439



Chao Crates:

1. Where the 1st shrine is in Eggman's mission. (see Mission 3)

2. In Rouge's mission, to the left of the ledge with the switch that 

allows you to access the emergency switch.

3. At the start of Sonic's mission, after landing from the rail, go 

backwards to find it.



Gold Beetle:

Normal: In Sonic's mission, at the end of the room with the rushing 

current.  It can be seen on the right.

Hard: It is in the same place.

_______________________________________________________________________



MISSION 1: GET TO THE CORE OF THE COLONY



First of all, I must address that you should have obtained all of the 

characters upgrades, especially Knuckles' air necklace!  The stage will 

be extremely difficult without them...



The final stage, Cannon's Core, is played slightly different than the 

normal Hero and Dark stages.  First of all, it is divided into 5 mini-

missions, each featuring one of the six characters (excluding Shadow, 

but don't worry, he'll fight the boss).  As you clear one of the mini-

missions, you will proceed to the next one, with all your rings and 

score.  Also, if you die, you will restart the mini-mission with the 

same rings and score that you entered it with.  This should make it 

less frustrating to score an A.  Continuing on with the walkthrough...



~TAILS'S MISSION: DESTROY THE SECURITY DOOR~

You start just like in many of the previous shooting stages, with the 

dynamite blocking a door.  Blow it up, then proceed past the Shield 

Hunter.  A couple of swinging spikeballs will be blocking the path, so 

take note of the time switch.  Shoot it to stop time for a few seconds 

(freezing everything around you) and proceed.  Through the next hall, 

Hunters will swoop down, and an Artifical Chaos P1 guards the door.  To 

avoid the hassle, shoot back at the time switch to stop time some more.  

Plus, Artifical Chaos P1 can easily be killed while time is stopped.  

Proceed, then go on the ledge that takes you down to another dynamite 

door.  In the next hall, laser beams block your way.  Getting the time 

switch will make them dissapear for a short time.  Next, hover down the 

long shaft, but don't fall into the abyss.  Another dynamite door is 

near the bottom, so blow up the dynamite while hovering, then get in.  

Look out of the Hornet on the other side!  Proceed to the Artifical 

Chaos P1 ahead, then kill it along with the surprise Hunters to open 

the door.  Ahead are two weights that you need to get past without 

being squished.  Once they are wide enough apart for you to get 

through, shoot the time switch and continue.  You're now in the final 

room, so be sure to stop time again, then get on the ledge to the 

right.  Once there, watch the weight ahead.  Stop time as soon as it 

reaches the floor, then use it to get up to the higher ground.  The 

security door is ahead, so shoot it a few times to complete the 

mission.  But, beware of the surprise Hunters...



~EGGMAN'S MISSION: DESTROY THE SECURITY DOOR~

Bust the Shield Hunters, then bust all the normal Hunters ahead to open 

the first door.  Kill the hornet, then get on the platform.  At the 

top, you'll then proceed to a room with many flying Artifical Chaos and 

laser beams blocking the path.  Shoot the time switch, then continue to 

the block room, where several blocks move in many directions over the 

acid.  As soon as the closest block on the right comes out, shoot the 

time switch, then get on it.  Hover to the next block you can reach, 

then onto any of the upward blocks coming out of the 3 squares of acid 

at the end.  If you missed a block, be sure to wait on the red sides of 

the squares full of acid.  Take the block up to the door which leads to 

a hall full of acid pools on the side, with blocks trying to push you 

into them.  Lock onto the time switch ahead to stop the blocks so you 

can easily continue ahead, and past the laser beams.  You'll then reach 

the only lamp post type checkpoint in the stage.  Ahead is a platform 

that will fall as soon as you step on it.  You'll then fall down a pit 

with lots of laser beams, much like in Eternal Engine.  As you exit, be 

sure you throw one of the time switches on the walls to make the moving 

platform in the acid easier to land on.  Get the health baloon if 

needed, then kill the two Artifical Chaos P1's ahead to open the next 

door.  Just past that is the final room, another acid & block room.  

Shoot the time switch just as the closest block floats by, then jump on 

it.  Then jump on the upward block near the left side of the room.  As 

it goes up, hover towards the higher floor.  The security door is 

ahead, so shoot the crud out of it.



~ROUGE'S MISSION: DRAIN THE LIQUID FROM THE CORE~

The emergency switch to drain the liquid is just in front of you, but 

you can't access it just yet.  For the first step in getting to it, 

observe the 4 pillars around you.  Start climbing up the shortest one.  

Glide from the top of it to the next pillar that you can reach the top 

of.  Repeat until you make it up to the one where you can access a time 

switch.  After hitting it, fall towards the waterfall, which you are 

now able to get past and into the room it's blocking.  Bust the Sheild 

Hunter, then fall to a platform floating in acid.  Take note of the 

moving blocks out of the hall ahead.  As soon as one gets out, throw 

the time switch and proceed through the hall.  In here, climb to the 

top of the ledge with the time switch and the Artifical Chaos.  Kill 

the Artifical Chaos, then throw the switch that it was guarding.  This 

will allow access to the emergency switch, so start to turn back.  Once 

back on the platform floating in acid, throw the time switch behind 

you, then use the spring ahead.  Quickly rush through the waterfall 

before the effect of the the time switch wears off.  Then, step on the 

emergency switch to accomplish this mission.



~KNUCKLES'S MISSION: FIND THE FINAL SWITCH~

This is where the air necklace really comes in handy.  First, before 

diving down, take note of where the laser beams are.  Then, go down 

into the liquid, and you will find yourself in the same area you just 

were with Rouge, only now it's flooded.  Get the time switch, then 

surface and go through where the laser beams were, before the time 

switch deactivates.  Then, drill claw the steel boxes on the floor to 

take a spring up to a small room with a switch.  Throw the switch to 

deactivate the laser beams blocking a room underwater.  Drill claw 

another steel box in the floor to get to the main room, then go under 

the water once again.  Make it through the newly accessable room, then 

throw the switch ahead to deactivate more laser beams.  But, you cannot 

enter the room because of the strong current.  So, find the time switch 

behind you along the ceiling, then activate it to temporarily stop the 

current.  After getting past the frozen current, swim down the laser 

beam room to another time switch, but don't touch the acid.  With time 

frozen, quickly make it through the next current hall to a time switch, 

then through another current hall.  In the next room is the desired 

switch.



~SONIC'S MISSION: GET PAST THE ENERGY FIELD~

After sliding down a rail, you'll land near a time switch that will 

safely allow you to dash across the floating Aftifical Chaos.  The next 

room contains an Artifical Chaos Guard Type that opens the door on the 

right.  To open the one on the left, continue through the one on the 

right and defeat all the enemies in there.  The Shield Hunters will be 

easy, killed by a single somersault, but the Artifical Chaos floating 

above the botomless pain may be a little tricky.  The best way to kill 

him is with your magic gloves upgrade.  Afterwards, get to the newly 

opened door.  Kill the Artifical Chaos Guard Type and all the Hunters 

plus a Hornet while evading the laser beams.  After passing this mess 

of enemies, you'll get to a room where the floor is covered in a 

rushing current of water that pushes you back into a laser beam.  Get 

across this area with your bounce attack, and be sure to get the time 

switch atop the laser fence.  With the current stopped, you will now be 

able to somersault under the laser fence, then slide down the ceiling 

rail ahead.  You'll then land on the long waterslide.  At the start, 

you are sliding backwards, so jump and dash to get up the slide.  Then, 

enjoy the slide straight down to the Goal Ring.



_______________________________________________________________________



MISSION 2: COLLECT 100 RINGS



First, you must learn never to get hit.  AT ALL.  One little hit, and 

you've pretty much flunked the whole mission.  Anyways, the 100 rings 

needed to complete this mission can be found in the first two mini-

missions with Tails and Eggman.  By the end of Tails's mission, you 

shoul have obtained about 34 rings, easily found along the main path.  

Do the same for Eggman's mission, collecting all the rings you see.  

Only, in Eggman's mission, getting hit won't matter, as long as you 

have several lives.  If you kill yourself, you'll restart with the 34 

rings you obtained in Tails's mission.  By Eggman's checkpoint, you 

should have about 90 rings.  Assuming you know how to avoid getting 

hit, collecting the rest of the rings should be a piece of cake.



_______________________________________________________________________



MISSION 3: FIND THE LOST CHAO



This process takes several steps, one in each character's mission 

(excluding Tails).  Each of the ancient shrines you activate in one 

character's mission will affect the next character's mission.



Proceed through the stage until you reach Eggman's checkpoint.  Just 

past there is the deep pit with the falling platform.  Rather that 

going on the platform, stand on the railling, then hover towards the 

door ahead.  Bust through the metal boxes and the Chao Crate to find 

the first ancient shrine.  Activate it to make a shield appear, then 

continue the stage as normal.



Next, at the start of Rouge's mission, go towards the left wall, where 

you should notice an open hallway.  Activate the shrine inside for 

another shield, then continue as normal.  Then, at Knuckles's is 

mission, you will shortly notice a series of floating platforms at the 

top of the starting pool.  Follow them up to a room with a shrine, 

which will be activated for a magna shield.  Continue the mission as 

normal once again.



Finally, play through Sonic's mission until you reach the waterslide.  

You'll immediatly notice a path of rings going into the air.  Light 

dash up them while holding foward to make it to a higher ledge.  

Destroy the two Artifical Chaos guard types to open the door ahead.  

After evading a few Hunters the final lost Chao awaits.



_______________________________________________________________________



MISSION 4: REACH THE GOAL WITHIN 7:00



As with every other timed mission, be sure you know how the stage is 

layed out, and you know how to get through it.  Then, this mission 

won't be that tough.



Also, you have noticed that there are lots of time switches in the 

stage.  So, why not use them?  If you use the time switches often, 

you'll end up with a lot of remaining time by the end of the stage.



_______________________________________________________________________



MISSION 5: CLEAR HARD MODE



From Tails's mission, you will quickly notice that the time switches 

stop time for less time, and there are more enemies as usual.  A number 

of time switches have also dissapeared.  Next, when you get to the part 

with the weights, you'll notice that they won't fall until you get near 

them.  So, let the first one fall, then get on top of it.  Let the next 

one fall, then continue.  Once in the final room, you'll notice the 

platform leading to the right is gone, so you will need to take the one 

on the left, then hover to the right using the platform that foats 

between the two sides.



At Eggman's mission, there aren't much differences aside from the 

enemies.  But, as you fall down the pit, the time switches have been 

removed.  Be sure you know how to hover across the acid without hitting 

the laser beams.



The first difference in Rouge's mission you will notice are all the 

swinging spikeballs in the air.  Try to avoid them when climbing up the 

pillars.  Once getting past the waterfall, you'll notice the blocks 

move a lot faster.  Be sure to take note of where the blocks are when 

stopping time.  If a block is in your way when time is stopped, the 

block could... block you from going any further.  The time switches 

stop time for a very short period of time, so you must hurry, and make 

sure no blocks are in your way.



In Knux's mission, the first difference is after the first set of laser 

beams, where you drill claw the boxes in the floor.  There is no spring 

under there, but you can find an ancient shrine that will create a 

spring.  Bounce off the spring and onto the pulley.  Then, the laser 

beam-blocked room underwater will still be blocked by a few laser beams 

after hitting the switch.  To get past these, be sure to stop time with 

the time switch on the highest pillar.



Finally, Sonic's mission.  The first major difference is at the current 

with the Gold Beetle.  The time switch has been moved from the top of 

the laser fence to the opposite side of the current.  It is in the 

center, with some laser beams close behind.  Once under the small ledge 

with the laser beams, use your bounce attack to get the switch.  

Finally, there are a bunch of Artifical Chaos on the waterslide, so 

look out.



_______________________________________________________________________



SECRETS



Nothing notable at the moment...



-----------------------------------------------------------------------

Boss: The Biolizard

-----------------------------------------------------------------------



Character: Shadow



Location: Cannon's Core



Hits: 6



This is it, the battle against Professor Gerald Robotnik's ultimate 

creation, the prototype of the ultimite life form.  At first, he won't 

seem like the ultimate life, as he will simply chase you around, trying 

to eat you.  But, when running from the giant biohazard, keep a few 

things in mind.  Don't run too far ahead, or he'll whack you with his 

tail.  Also, be sure to jump over the stream, as falling in the current 

will send you into oblivion.  After running around for a bit, the 

lizard will get out of breath.  This is the time to grind up the pipe 

coming out of his throat, then homing dash the red light on his back to 

deal him a first hit.  The lizard, after roaring in pain, will continue 

to chase you around.  After a while, he'll stop, and shoot a bunch of 

energy balls at you. The ones in the ground can be jumped over, while 

the ones floating above the ground can be somersaulted under.  

Afterwards, he will get out of breath again, so grind up that pipe and 

deal him another hit.  Repeat this process for hit #3.  Then, he'll 

chase and attack as normal, but instead of getting out of breath, he 

will summon a swarm of pink eggs.  Some of them will flash then fly 

right at you.  Avoid them, and use the other Eggs to get to the red 

light on his back by homing dashing each one you get near, then using 

the homing attack on his little red light.  He will repeat this once 

again for hit #5.  Then, for his final hit, he will immediately summon 

his eggs once again after howling in pain.  Only this time, you will be 

floating in the air, along with all the eggs.  Don't get hit by any of 

the ones flying at you, and avoid all the others.  Try to make it 

foward to his red light.  Upon landing on him back, dash his light one 

more time to silence the savage beast... for now...



-----------------------------------------------------------------------

Boss: The Finalhazard

-----------------------------------------------------------------------



Character: Super Sonic and Super Shadow



Location: Earth's Atmosphere



Hits: 6



First of all, the controls for each of the characters is somewhat 

different than that you're used to.  You still use the Control Stick to 

get around, of course, but you can navagate them up and down with A and 

B.  A is up, and B is down, and holding these also gives you a burst of 

speed.  Also, as in previous Sonic games, your ring count will slowly 

go down (you start with 50 rings).  When you are out of rings, you die.  

However, your rings will be replenished when you switch characters (you 

can switch either by flying into ARK, or by scoring a hit on the 

Finalhazard).



To fight the final boss, you must avoid his egg and laser attacks, and 

charge (with A or B button) into the huge, red bump on the lizard to 

deal hit some pain.  Note that the red bump will often appear in 

different places.  As for attacks, the Finalhazard will start with a 

shield of a few eggs that he will shoot at you.  Getting hit will push 

you back, thus wasting your rings.  After being hit, he'll begin 

shooting lasers, which aren't too hard to avoid.  Then, after the next 

hit, he'll still shoot lasers, only he'll do a better job at aiming 

them at you.  Then, on the next hit, he'll be aiming two lasers at you.  

Use A and B to manuever past them.  And then, on his last two hits, he 

will form a large shield of eggs to fire at you, as well as those two 

lasers.  Aim for the bump two more times to put him to rest forever.



Congratulations, you have now beaten the game.



-----------------------------------------------------------------------

Extra Stage: ??????

-----------------------------------------------------------------------



Character: Sonic



Checkpoints: 2



A Rank Requirements:

13000pts.



Small Animals: Rabbit, Racoon, Penguin, Gorilla, Unicorn

3rd Chao Crate: Unicorn? (it can be found in the FIRST Chao Crate...)



Total Rings: 277



Chao Crates:

1. At the first checkpoint, drop off the right.  The crate is right 

down there.

2. Currently unknown...

3. Currently unknown...



Gold Beetle:

Normal: Currently unknown...

Hard: Currently unknown...

_______________________________________________________________________



This stage can be reached from the stage select after you have earned 

all 180 emblems.  I won't spoil you on exactly what it is, however, you 

probably already know, because every other place spoils it... Heh, even 

this guide has some subtle hints of what it is...



Anyways... this stage consists of several paths, adding lots of replay.  

This is a very fun stage, one of my favorites in the game.  No 

walkthrough here is nessassary, so HAVE FUN! ^_^



=======================================================================

5. Kart Racing

=======================================================================



-----------------------------------------------------------------------

The Basics

-----------------------------------------------------------------------



Kart Racing is unlocked as soon as you beat one of the story mode Kart 

Racing stages (Route 101 or 280).  Beat the other Kart Racing stage to 

unlock the two player Kart Racing mini-game.



OBJECTIVE

In order to earn each track's emblem, you MUST finish in first place.  

To achieve this goal, avoid driving into walls, as they will slow you 

down and make you spin out.  Be sure to collect as many rings as 

possible, so you may perform speed boosts.



CONTROLS

Control Stick - steer your car.

Hold A Button - accelerate.

B Button - use your breaks.

Y Button - use a speed boost*

*At least 20 rings are needed to perform a speed boost.



OBJECTS ON THE TRACK

Checkpoints - marks the loop around the track and counts your time.

Dash Panels - run over these for a boost of speed.

Ramps - drive over these for a jump into the air.

Rings - collect 20 for a boost.  Note that opponents can also pick 

rings up.



-----------------------------------------------------------------------

The Tracks

-----------------------------------------------------------------------



There are 3 tracks in the Kart Racing mini-game: Beginner, Standard, 

and expert.  All the tracks take place in a similar environment, but 

the layout of the track itself is different.  Complete all the tracks 

in first place to win an emblem for each race.



TRACK DESCRIPTIONS:



Beginner - A simple track with no sharp turns, drop-offs, or any other 

hazards.  Just before the checkpoint, there is a small road to the 

right containing a dash panel to boost you ahead of the other 

competitors.  Obviously, this is the easiest track.



Standard - This track introduces sharp turns.  Practice breaking to 

safely pass them, and you'll have no problem with this track.  There 

are also several dash pannels in the middle of the road.



Expert - An obviously difficult track, however, if you have mastered 

the standard track, this won't be terribly hard.  There are even more 

sharp turns here, some of which lack guard rails, and there are a few 

pits in the road, but going over the jump ramps will help you avoid 

them.  There is also a tilted road at one point - going off the left 

will send you into the ocean, and running into the right guard rail 

will slow you down dramaticly.  All this may sound tough, but if you 

have mastered the previous tracks, that will definatly help.



-----------------------------------------------------------------------

The Karts

-----------------------------------------------------------------------



~NOTES~



SPD = Top Speed

ACL = Accelleration

BRK = Breaks

GRP = Grip



Each category is rated with *'s.  ***** is the highest, and * is the 

lowest.

_______________________________________________________________________



NORMAL KARTS

These are available as soon as you unlock Kart Racing.



~Sonic~

SPD: ****

ACL: ***

BRK: **

GRP: ***



Sonic is a good, all-round driver.  A great for beginners due to his 

well-rounded stats and ease of use.





~Tails~

SPD: **

ACL: ****

BRK: ***

GRP: ***



While he is lacking is Speed, all of Tails's other stats are somewhat 

decent.  He may not be good for straight driving, but he'll handle 

those turns well.





~Knuckles~

SPD: ***

ACL: ***

BRK: ***

GRP: ***



Knuckles is one of the most well-rounded racers in the Kart Racing 

mini-game.





~Shadow~

SPD: ****

ACL: ***

BRK: **

GRP: ***



Shadow is a good, all-round driver.  A great for beginners due to his 

well-rounded stats and ease of use.





~Eggman~

SPD: ***

ACL: **

BRK: ***

GRP: ****



Dr. Eggman is a great handler, garunteed to stay on the track.  Use him 

to get around those sharp turns.





~Rouge~

SPD: **

ACL: ****

BRK: ***

GRP: ***



While she is lacking is Speed, all of Rouge's other stats are somewhat 

decent.  She may not be good for straight driving, but she'll handle 

those turns well.





SECRET KARTS

These are unlocked by clearing all of the respective character's 

missions.  An arrow will appear over the character's icon, so press up 

to switch to the secret kart.  Note that Tails is replaced by Chao, and 

Rouge is replaced with Eggrobo.



~Sonic~

SPD: *****

ACL: ***

BRK: *

GRP: ***



Sonic's breaking ability has been sacrificed for pure speed.





~Chao~

SPD: ****

ACL: ***

BRK: *

GRP: **



This goofy little Chao car is merely a dumbed down version of Sonic's 

normal kart.  However, since Chao is so light, it will seem to float 

over jumps.





~Knuckles~

SPD: ***

ACL: *****

BRK: **

GRP: ***



Knuckles now has THE highest acceleration in the game.  Although the 

top speed is low, you will be able to grab rings before everyone else 

to perform some easy boosts.





~Shadow~

SPD: *****

ACL: **

GRP: **

BRK: ***



Aside from looking really cool, this secret kart is also THE fastest!  

Just like Bowser in Mario Kart, he sacrifices acceleration for pure 

speed.  A must for advanced drivers.





~Eggman~

SPD: ****

ACL: **

BRK: ***

GRP: *****



Eggman's secret kart is infinately better than his normal one.  His 

great grip got even better, and his top speed has gone up a bit as 

well.  Definatly a good choice.





~Eggrobo~

SPD: ****

ACL: ****

BRK: ***

GRP: **



The Eggrobo is the only racer who doesn't drive a car.  It floats above 

the track, and because of this, it may be a little hard to steer.  

However, Eggrobo's other stats are excellent.



=======================================================================

6. 2P Battle

=======================================================================



One of the major highlights of Sonic Adventure 2: Battle is the 2 

Player Battle mode.  Apparently, it is more complete than the Dreamcast 

version's 2 player mode.  All info about the 2P Battle from the 

Gamecube version can be found here.



-----------------------------------------------------------------------

Action Race Battle

-----------------------------------------------------------------------



This competition is a race to the finish against another human 

opponent.  All of the races take place in Sonic and Shadow's stages.  

Also, a difference in 2P Battle is that you can perform special moves 

on the opponent, depending on your ring count.  Just use the B Button 

when the option comes up.  These will be explained in the characters 

segment:



_______________________________________________________________________



CHARACTERS



~Sonic~

Super-sonic hedgehog with super-sonic speed.  He can use the light dash 

and spin dash for even greater boosts of speed.



SPECIAL ATTACKS:

20 rings: Speed Up, gives Sonic a temporary boost of speed.

40 rings: Sonic Wind, attacks the opponent with a whirlwind.

60 rings: Time Stop, freezes opponent for 10 seconds.





~Shadow~

Shadow posses the same amazing speed as Sonic.  He can use the light 

dash and spin dash for even greater boosts of speed.



SPECIAL ATTACKS:

20 rings: Speed Up, gives Shadow a temporary boost of speed.

40 rings: Chaos Spear, attacks the opponent with lightning.

60 rings: Chaos Control, freezes opponent for 10 seconds.





~Amy~

The Hedgehog girl who has a crush on Sonic.  She is nowhere near as 

fast as "her love," and can't use spindash or light dash, but can take 

advantage of special attacks early on.



SPECIAL ATTACKS:

10 rings: Speed Up, gives Amy a temporary boost of speed.

20 rings: Storming Heart, attacks the enemy with hearts.

30 rings: Amy Flash, freezes the opponent for 20 seconds.





~Metal Sonic~

This is the Metal Sonic seen in Sonic CD.  He is the fastest runner and 

the highest jumper.  However, he is unable to use any special attacks, 

nor is he able to use light dash.  However, by holding B, Metal Sonic 

will activate his "Black Shield," which can block attacks and destroy 

enemies.



SPECIAL ATTACKS:

None.





~Sonic w/ Alternate Costume~

Earn A ranks on all of Sonic's missions to unlock Sonic in a racing 

uniform.  Press up while Sonic is highlighted to select him.  He is 

great for constantly attacking your opponent, because his main attack 

is Sonic Wind.



SPECIAL ATTACKS:

20 rings: Sonic Wind, attacks the opponent with a whirlwind.





~Shadow w/ Alternate Costume~

Earn A ranks on all of Shadow's missions to unlock Shadow in a racing 

uniform.  Press up while Shadow is highlighted to select him.  He is 

great if you really want to annoy your opponent, as his specialty is 

Chaos Control.



SPECIAL ATTACKS:

20 rings: Chaos Control, freezes the opponent for 5 seconds.



_______________________________________________________________________



STAGES

They have been slightly modified from their 1P counterparts.



Downtown Race

Level: 1

2P Mode exclusive.  This is a snowboarding level down an icy road.  You 

and your opponent will board all the way down the hill until one 

reaches the goal ring.



Grind Race

Level: 1

2P Mode exclusive.  The entire race takes place with both players 

grinding down two rails and through a pyramid.



City Escape

Level: 2

The game's first stage.  There's a boarding part at the start, and lots 

of downhill action on the city streets following.



Metal Harbor

Level: 2

A fast-paced race along a military base in the sea.



White Jungle

Level: 2

A rainforest course where you race down hollow trees and swing from 

vines.



Green Forest

Level: 3

A forest similar to White Jungle.  Lots of uphill platform jumping 

here.



Sky Rail

Level: 3

A sky level with a lot of scaling of mountains and grinding of rails.



Radical Highway

Level: 3

A long highway with a bunch of loops and jumps.



Final Rush

Level: 4

Unlocked after beating Hero Side Story.  A space station above the 

earth's atmosphere with many grind rails.



Final Chase

Level: 4

Unlocked after beating Dark Side Story.  Space highway with gravity 

cylanders and meteors.





-----------------------------------------------------------------------

Treasure Hunting Race

-----------------------------------------------------------------------



The object of this competition is to find all the emeralds before your 

opponent does.  The number of emeralds in the stage varies depending on 

the level number.



_______________________________________________________________________



CHARACTERS



~Knuckles~

Powerfull Echidna who protects the emeralds.  Skilled at martial arts 

and treasure hunting.



SPECIAL ATTACKS

20 rings: Hammer Punch, Knuckles smashes the ground to trip opponent.

40 rings: Thunder Arrow, lightning strikes and paralyzes the opponent.

60 rings: Power Flash, freezes the opponent for 10 seconds.





~Rouge~

Bat girl who posesses the same strength as Knuckles, and is attracted 

to jewels.



SPECIAL ATTACKS

20 rings: Hip Drop, Rouge smashes the ground to trip opponent.

40 rings: Black Wave, wave of darkness paralyzes the opponent.

60 rings: Charm Ray, freezes the opponent for 10 seconds.





~Tikal~

Echidna girl from SA1, who has some kind of connection to Knuckles.  It 

is easier to find close emeralds with her, as the radar will only go 

off when it is right around her.



SPECIAL ATTACKS

20 rings: Wrath of Gaia, Tikal smashes the ground to trip opponent.

40 rings: Heaven's Justice, lightning paralyzes the opponent.

60 rings: Captive Light, freezes the opponent for 10 seconds.





~Chaos Zero~

Mysterious liquid creature from SA1.  His powers are great, with 

painfull punches and superior special attacks.  However, he is rather 

slow.



SPECIAL ATTACKS

20 rings: Chaos Impact, Chaos smashes the ground to trip opponent.

40 rings: Chaos Strike, void damages and paralyzes the opponent.

60 rings: Chaos Bind, freezes the opponent for a whole 30 seconds.





~Knuckles w/ Alternate Costume~

Earn A ranks on all of Knux's missions to unlock Knuckles wearing 

emerald armor.  Press up while Knuckles is highlighted to select him.  

He is great for constant attacks on the opponent, as his main attack is 

Thunder Arrow.



SPECIAL ATTACKS:

20 rings: Thunder Arrow, lightning strikes and paralyzes the opponent.





~Rouge w/ Alternate Costume~

Earn A ranks on all of Rouge's missions to unlock Rouge's goth-like 

look.  Press up while Rouge is highlighted to select her.  Her 

specialty is annoying the opponent constantly by stopping time.



SPECIAL ATTACKS:

20 rings: Charm Ray, freezes the opponent for 5 seconds.



_______________________________________________________________________



STAGES

They have been made smaller than their 1P counterparts.



Pool Quest

Level: 1

It is Aquatic Mine, and a lone emerald is hidden underwater.  The first 

to find it may declare themselves the winner.





Planet Quest

Level: 1

It is a small quest on the Spherical Planet from Mad Space.  The 

emerald will always be hidden underground, so one must dig to recover 

the single gem.





Dry Lagoon

Level: 2

A nice little oasis at sunrise.  Find both emeralds before your 

opponent does so!





Egg Quarters

Level: 2

Multicolored pyramid.  The Egg Beetle has left so two treasure hunters 

may compete for two emeralds.





Security Hall

Level: 2

A large building full of safes.  Search out two multicolored emeralds.





Wild Canyon

Level: 3

Desert canyon with 2 layers.  Find 2 emeralds!





Pumpkin Hill

Level: 3

A serious of mountains in a large, Halloween-themed environment.  As 

always, there are 2 emeralds to find.





Meteor Herd

Level: 3

An extremely large space station that hides two emeralds.





Death Chamber

Level: 4

Unlocked after beating the Hero Side Story.  A large pyramid with a 

noisy machine at the core.  2 emeralds are hidden in the pyramid's 

depths.





Mad Space

Level: 4

Unlocked after beating the Dark Side Story.  A system of many small 

planets floating in space.





-----------------------------------------------------------------------

Shooting Battle

-----------------------------------------------------------------------



The object of the shooting battle is to defeat your opponent by, 

well... shooting.  The first person to run out of health is the loser.  

The level 1 stages, however, are actually races.



_______________________________________________________________________



CHARACTERS



~Tails~

Fox boy who pilots the "Cyclone," complete with an arsenol of weaponry 

and missiles.



SPECIAL ATTACKS

20 rings - Laser Missile, fires a series of many missiles at opponent.

40 rings - Rocket Launcher, fires a series of many rockets at opponent.

60 rings - Power Laser,  fires a HUGE laser attack.





~Eggman~

Sonic's archnemisis pilots an Egg Walker, carrying the same deadly 

weapons as Tails's cyclone.



SPECIAL ATTACKS

20 rings - Laser Missile, fires a series of many missiles at opponent.

40 rings - Rocket Launcher, fires a series of many rockets at opponent.

60 rings - Power Laser,  fires a HUGE laser attack.





~Chao Walker~

This seemingly harmless little Chao pilots a machine that is rather 

quick.  It is also quick to attack, using special attacks at 15 ring 

intervals, rather than 20.  The drawbacks, however, are the fact that 

it's attack and defense aren't as good as the other characters.



SPECIAL ATTACKS

15 rings - Boom Missile, fires a series of many missiles at opponent.

30 rings - Rumble Launcher, fires a series of many rockets at opponent.

45 rings - Zap Laser,  fires a HUGE laser attack.





~Dark Chao Walker~

While this fiendish little Chao in a big, scary mech is rather slow, it 

makes up for it in attack and defense.



SPECIAL ATTACKS

20 rings - Crazy Rush, fires a series of many missiles at opponent.

40 rings - Hell Bomber, fires a series of many rockets at opponent.

60 rings - Dark Finish,  fires a HUGE blast of darkness.





~Tails w/ Alternate Costume~

Earn A ranks on all of Tails's missions to unlock Tails in his classic 

red cyclone.  Press up while Tails is highlighted to select him.  While 

he has no special attacks, his normal attacks are rather powerfull, and 

he is fast - INSANELY FAST!



SPECIAL ATTACKS:

None





~Eggman w/ Alternate Costume~

Earn A ranks on all of Eggman's missions to unlock Eggman black 

camouflauge.  Press up while Eggman is highlighted to select him.  He 

doesn't have a lock-on laser, however, he is rather powerfull, and has 

constant use of his mighty power laser!



SPECIAL ATTACKS:

10 rings: Power Laser, fires a HUGE laser attack.



_______________________________________________________________________



STAGES

These are nothing like their 1P counterparts.



Deck Race

Level: 1

A short race across Weapons Bed to the Goal Ring.



Pyramid Race

Level: 1

A short race across Hidden Base to the Goal Ring.



Weapons Bed

Level: 2

And now, the battlefields.  It is a large aircraft carrier.



Iron Gate

Level: 2

A small prison area with laser beams.



Hidden Base

Level: 2

Battle atop a large pyramid.



Mission Street

Level: 3

A bridge overlooking a city.



Sand Ocean

Level: 3

A sea of quicksand with some ledges, as well as a spinning platform in 

the very center of the stage.



Cosmic Wall

Level: 3

Space level, complete with low gravity flight.



Eternal Engine

Level: 4

Unlocked after beating the Hero Side Story.  This is the exact same 

battlefield Tails and Eggman fight on in Story Mode.



Lost Colony

Level: 4

Unlocked after beating the Dark Side Story.  This 2-floored battlefield 

is HUGE, and is played in split screen.





-----------------------------------------------------------------------

Other Modes

-----------------------------------------------------------------------



Other 2P modes are listed here.  For more info, check their respective 

sections.



CHAO RACE

Up to 4 players may participate in this competition.  Each player may 

select one Chao from one of the two memory cards plugged into the 

'cube, and race them in any of the Beginner or Jewel races.



CHAO KARATE

2 Players may select one Chao each from either of the memory cards 

plugged into your Gamecube.  You may then participate in a duel.



KART RACING

2P Kart Racing is unlocked after you complete both Kart Racing Stages 

in Story Mode.  Two players may race against each other as well as all 

the computer oppenents.



=======================================================================

7. Chao

=======================================================================



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