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Retro Game Walkthroughs For
"Sonic Adventure 2 Battle"
(Gamecube)

Retro Game Walkthroughs for Sonic Adventure 2 Battle (Gamecube)
Submitted By: WelshMiyamoto
+++++++++++++++++
2.3.1) Hero Story
+++++++++++++++++

It is just another ordinary day...until Sonic, hero of justice,
is accosted by a secret military force code-named GUN. Escaping the
confines of a high-security helicopter, Sonic leaps down into
the city streets in an effort to flee from his captors. Suddenly, a
mysterious black hedgehog appears in front of him, grasping a Chaos Emerald in his hands. Meanwhile, across the globe, unexplained incidents occur following the declaration of world conquest by Dr. Eggman himself. Once aware of the connection between Shadow and Dr. Eggman, Sonic begins his quest to stop their evil plan, helped along the way by his old friends: Tails and Knuckles.

+++++++++++++++++
2.3.1) Dark Story
+++++++++++++++++

While searching for a top secret weapon known only as "Shadow,"
the evil genius, Dr. Eggman, penetrates the security of a high-level
military base. Deep inside the compound, Dr. Eggman discovers that the
weapon is actually a black hedgehog claiming himself as the "ultimate life form,"a creature known as "Shadow." Shadow invites Dr. Eggman to Space Colony ARK and reveals the Eclipse Cannon - an enormous weapon capable of destroying the world, more than enough to entice the evil genius to help out Shadow in his quest to conquer the world. Just as they begin to revel in their plan for destruction, the villains are startled by a menacing bat named Rouge who offers her help as well. Thus, the plot to conquer the world begins...

=========================
3) Hero Story Walkthrough
=========================

You start off with a cutscene where a GUN chopper, codenamed
Sigma-Alpha 2 (SA2), is escorting Sonic to a military base on Prison Island.
It is revealed, however, that Sonic took out everyone on board and he
soon escapes on a makeshift snowboard.

----------------
3.1) City Escape
----------------

Background Music - Escape From The City
A Rank Cap - 18000 points
Personal Best - 20200 points

You start out falling from the sky on a snowboard made out of a
piece of metal. Your first batch of rings is in front of you, then to the right, then to the left.
After that last string of rings, there's a ramp off off which you can jump. Do so by hitting A when you're close to the top of the ramp. A slow 180 boardspin is worth 200 points, a 720 boardspin is
worth 500, and a half-backflip 900 boardspin is worth 1000.
It progresses like this for the first 30 seconds, then you hit some
boosters and lose your board. Run up the stairs to your left and
Homing Attack the Hunter that falls down. Since you don't have the
Flame Ring or the Light Shoes yet, go on the lower path and run up the
wall. When you run out of wall, there will be a Hunter in front of you.
Homing Attack it, then Somersault into the wooden crates to get them
out of your way. Jump on the rail to grind it, then jump again at the
end of it to link the grind to the next rail for another 300 points. Hit
the booster and run up the vertical wall. When you land, turn left
and Homing Attack the 10-ring capsule, then Homing Attack to the
other side of the pit. Run through the first checkpoint.

You're back on the street, but you don't have a board this time.
There's still ramps, but doing tricks off of them gets you 200 points
every time. On the last ramp, if you jump through the two ring loops,
you'll pull a Nice, worth 200, and a Tight, worth 800. Work your way up
the stairs and watch out for the Beetle robot at the top, because it
shoots at you. You probably won't have much speed coming off the
stairs, but try to pull a decent trick off the ramp to your right. Hopefully you'll hit Speed Shoes, which speed you up and will let you get to the next rail faster. Grind down it, then screech to a halt. Charge up a Spin Dash (Hold B) for just about a second, then let it loose up the vertical wall. When you're coming down, you should see a golden robot, called the Gold Beetle. Homing Attack it quickly for 1000 points. Run into the spring to your right, then let it take you to the next checkpoint.


Run through the grassy knoll, watching out for the Hunters lying
in wait (if this isn't reenacting history, nothing is) and go through
the loop at the end of the path. After your run down the building, let
the springs take you to the poles. Hit A when you see the red streak
to launch to the other pole. Do the same on that one to get to the
high platform. You don't have the required upgrades at this point,
but come back here when you do for...

U P G R A D E
Magic Gloves
Required: Bounce Bracelet, Flame Ring
Priority: None; though they're fun

To get the Magic Gloves, go down to the four iron crates
embedded in the ground just in front of the elevated platform. Bounce Attack on them to break them, then hit the green ring to pick up the Magic Gloves.
To use them, get close enough to an enemy so that the words "Magic
Hand" appear in the B menu. Then hit B to form the enemy into a ball. Hit B again to launch them. I have not once used these in a practical way, so they're definitely nonessential to the game.

Make your way across the pit ahead by Homing Attacking the
Beetles if you're on the top path or Homing Attacking the one beetle and
making your way across on the pillars if you're on the bottom path.
Above the next doorway, hit the spring and make your way down the rails,
linking the grinds as you go. Let the rail launch you to the poles, then
swing up to the final checkpoint.

This next part is all running. There's no real big
hazards...well, except for that HUGE TRUCK TRYING TO RUN YOU DOWN! Stay on the right side of the road at all times, because you can't see the ramps this time around and you'll just fall off and kill all your speed. And if that truck hits you, you're in trouble. Just keep running forward and you'll get to the goal ring.

++++++++++++++++++++++++++
3.1.1) BOSS - F-6t Bigfoot
++++++++++++++++++++++++++

As Sonic comments that "this game of tag is boring", F-6t
Bigfoot, a huge robot, appears and engages Sonic in a battle. Because he's the first boss of the game, he's naturally not going to be too hard.
Run around to dodge the machine gun fire, then when Bigfoot lands,
run around to dodge all the semi-homing missiles. After the missiles
stop, jump up and Homing Attack the see-through part on his front.
When he takes off, watch out, because the jet engines hurt. Three more
cycles of that and Bigfoot falls.

----------------
3.2) Wild Canyon
----------------

Background Music - Kick The Rock!
A Rank Cap - 16000 points
Personal Best - 17470 points

After a brief confrontation with Rouge and Eggman, Knuckles is
off to Wild Canyon to search for shards of the Master Emerald. These
hunting levels are a lot harder to write walkthroughs for because there
are literally hundreds of locations which may house the shards.
Fortunately, this level is a lot smaller than most of Knux's other ones, so if your radar doesn't come up with anything after a quick sweep of the ground floor, make a beeline for the Airlift and glide to the left. If nothing else comes up, double back and go right. The Gold Beetle is located to the left of the Airlift, near the weight in the canyon. All directions are relative to the starting point.

U P G R A D E
Mystic Melody
Required: Shovel Claw
Priority: Needed for every Lost Chao mission

The Mystic Melody is found in a room behind a wall panel high
above the statue when you go right from the Airlift. Dig into the oval of the panel and pick up the Mystic Melody. It allows you to activate
Ancient Shrines which cause objects to appear or doors to open. In
nearly every case when you come across an Ancient Shrine, you will need to use your Mystic Melody to reach the Lost Chao. Otherwise, it doesn't
serve much of a purpose.

----------------
3.3) Prison Lane
----------------

Background Music - This Way Out
A Rank Cap - 26000 points
Personal Best - 27540 points

Following a boss battle with Dr. Eggman (covered next), Tails in
his Cyclone Walker must storm into Prison Island to bust Sonic out
of jail.
Most of the prison doors in this level don't open until you
shoot every enemy in the room. After you blast the three Beetle robots in front of you, you enter a short hallway which then ends and comes into an open area. There's going to be a Gun Beetle rushing at you from the end of the short hallway, so be ready. Keep moving forward, blasting
enemies as you go, until you get to the steel grate in the ground. Stand
still on it for a second and it will lift you up to the next platform. Do that again on the next elevator, then blast the two Hunters in the
jail cell.
When you're about halfway through that hallway, you'll see a
Beetle in the foreground. Lock on to that one and the one at the end of
the hall to get the next door open. Keep moving forward until you get to
the hallway filled with wooden boxes. Be careful at the end of this
hallway because a Hunter will drop in from above onto the elevator. Take
the aforementioned elevator up to the next platform and target the
Hornet-3 and all his bombs for 4 separate lock-ons. Traverse down the
short hallway, being wary of the two sneak-attacking Gun Beetles, and
hit the first checkpoint.

Keep moving deeper inside the compound and target all three
Hunters. The door above the elevator on the right wall will open, and you can continue. After another short hallway, you'll come to a room
with four Beetles just hovering there. Kill them all to open the door on
the left wall. A twisting hallway riddled with enemies leads to an
elevator ride.
There's 11 Beetles along the way, and the most you can target is
8 at a time before your laser dies out. Knock out the last four at the
top (there's one behind you) and pass the second checkpoint.

After this hallway, there's an elevator just to the right of the
next hall. It's wiser to take this path because you can get an extra
life, 20 rings, and a shield, plus you don't have to deal with the insane Gun Beetle whipping around the tight spaces in the hall. Drop down from the hall's roof and target everything on the Hornet-3 again. Go up the two elevators and target the Hornet-3 again. There's two Hunters way in the back that you have to destroy to make your way further. In this long chain of hallways, it's point-and-shoot. When you reach an elevator below two moving Gun Beetles, look to the right on your way up with your laser at the ready. Shoot the Gold Beetle when it appears and continue upwards. The two Hunters up here shouldn't pose a problem, and once you've dealt with them, continue on along the hallways. Shoot every robot you see. When you reach a seemingly dead-end, look to the right to find a door and a single Beetle. Hit the third checkpoint after a few more hallways.

You're as deep in the compound as you can get right now, but it
can get tricky. To bypass the doors following the third checkpoint,
you'll have to target each and every robot past the doors, and most of them you can't see. When you take care of all of them, move forward to
the next mechanical room. Three Beetles are there when you begin, then
move right and three Hunters fall down. Destroy the six of them, then go
behind the half-wall in the center of the room to get on the elevator
there. Jump and use your laser to target one last Beetle and open the door behind you. It's one long hallway here, but at the end there's a
Hornet-3, a few Beetles, some inactive Hunters, and a Hunter that drops down when you get close enough. Target and kill them all to open the door and...hold up a second.

U P G R A D E
Laser Blaster
Required: Bazooka
Priority: Medium; really helps in big swarms of enemies

Move to the back of the room with the goal ring and target the
right corner (relative to the entrance). There's a Beetle there which
you have to kill. Do so, and the gate in front of six iron containers
opens.
Break them open with the Bazooka and move forward. Kill the two
Hunters on either side of you to open the gate in front of you. There's
your laser blaster. It's automatic, and it replaces your normal laser
missile. The shots explode on contact and destroy any surrounding
enemies.

Now you can go back and hit the goal ring.

++++++++++++++++++++
3.3.1) BOSS - Eggman
++++++++++++++++++++

Tails is flying by in his Tornado 2 when he notices Eggman
advancing on Amy on an aircraft carrier. Eggman is a pushover. Just lock on and shoot when he starts to move in a circle and fire his Volkan Cannon.
Three or four good pops will kill him. Of course, he'll come up with an
excuse, as his dying grunts are, "Ugh...I let my guard down...", when he
just won't admit that he sucks monkey eggs.

-----------------
3.4) Metal Harbor
-----------------

Background Music - That's The Way I Like It
A Rank Cap - 20000 points
Personal Best - 21560 points

Thanks to Tails' help, Amy got into the military complex and
unlocked Sonic's cell. He must now escape from the compound by way of
conveniently placed loops, tracks, and jumps. Keep moving
forward until you get to the ramp where you can see a Beetle beneath you. Jump off at the top of this ramp and Homing Attack on that Beetle, then the other Beetle, then land on the roof ahead of you. Homing Attack the three Beetles ahead of you and land on the roof again. You can't do anything about that long row of rings just yet, so keep moving forward through the first checkpoint.

As you pass through that checkpoint, you'll run right into a
series of springs. You'll ultimately end up on a platform with a lot of
Beetles ahead of you. When you hit the fourth Beetle in the chain, hold
back on the control stick and Homing Attack that Beetle there. Next, hit
the extra life, wait until the Gold Beetle appears, and Homing
Attack it.
Homing Attack your way to the next platform.

U P G R A D E
Light Shoes
Required: Nothing
Priority: Required to finish level

Jump onto the pulley above the upper-left-hand corner of the
platform you're on. When you reach the top, jump to the platform with the green light on it. The Light Shoes allow you to Light Dash across any row of rings at supersonic speeds. When you run into a row of rings,
just hit B.

Next, jump off the platform with the Light Shoes and land on the
one below. Line yourself up with the row of rings and hit B to dash
across and land on the aircraft carrier. Run to the end, watching out
for the bombs the Blue Eagles drop, then hit B at the rings to dash
across to the second checkpoint.

As opposed to jumping across from platform to fuel tank to
platform, Light Dash across the rings and run through the loop, where
you'll hit springs at the top. Somersault under the bar to grab the pulley, then do that again on the next platform. At the top of this pulley, jump off, run through the loop, and keep going. Do. Not. Somersault. The game tries to trick you by putting a shadow halfway through there, but if you Somersault like you'd expect a bar, you won't get enough speed to make it over the jump and you'll fall to your watery grave. After you land safely, keep running towards the end, and this time, Somersault.
Hit the boosters and Homing Attack across the water via the Beetles. Run
to the end of this short pier and hit the checkpoint.

Here's where the fun starts. Grab on to the rocket after the
checkpoint and run up the catwalks to the spring below the missile handle.
Or, if you want to get a big point bonus, jump off before you activate
the missile timer and hit the far right spring on the central
platform. Run up as usual, but don't hit the spring at the top. Instead, jump off and
Homing Attack the Beetles quickly. Hit the booster, then Light
Dash
across the rings to hit the three springs, which launch you to a
spring
below a second handle. You get a 1500 point bonus, which really
comes in
handy if you're trying to score an A. But remember, you'll have
to move
quickly because you only have 15 seconds. No matter which path
you
choose, you'll drop from the missile and enter a short
snowboarding
portion. Hit the capsules to get 10 rings, 20 rings, an extra
life, and
5 rings, in that order. Run through the loop and land on the
goal ring.

-----------------
3.5) Green Forest
-----------------

Background Music - Won't Stop, Just Go!
A Rank Cap - 15000 points
Personal Best - 16450 points

Prison Island is primed to explode, thanks to the actions of
Eggman,
Shadow, and Rouge, and now Sonic has to escape the island in
eight
minutes or less. This is something that's very easily done,
because
Eggman's plans suck and they're not all that challenging to
best. You
start in a big snakerun which ends in a jump panel. A few
Hunters will
drop down on the pathway, and if you're not careful they'll take
you
down. Press on, going underground, and watch out for the Rhino
Spike
lying in wait near the exit. Hit the jump panel and land in
front of the
first checkpoint.

Light Dash across the rings in front of you and hit the spring,
which
launches you to a vine. In this tunnel, there are several
Beetles and
Hunters, so be on your toes. When you reach the end, hit the
spring,
which launches you into another vine. This empty tunnel leads
into a
snakerun. At the end of the snakerun, you will be launched into
a tunnel
containing three Hunters that drop from above. The Gold Beetle
is within
Homing Attack range from Homing Attacking off a Hunter. Run up
the
boosters, then make your way through the loop.

U P G R A D E
Ancient Light
Required: Nothing
Priority: Medium; really helps in big swarms of enemies

At the top of the loop, you'll land on a large platform. Move
towards
the camera so that it pans out, then Homing Attack the Bomb
Beetle and
link it by Homing Attacking the 10-ring capsule and the extra
life. The
Ancient Light is right next to you. To use it, hold down the B
button
until Sonic says "Ready!", then release the B button near a
swarm of
enemies. If you come across a P-100 Artificial Chaos, you'll be
in the
air for a good 30 seconds, making for some good fun.

Coming back from the platform with the Ancient Light, run back
up the
loop and through the door to hit the second checkpoint.

Leaving this checkpoint, you'll enter another snakerun. At the
end,
bounce from the spring and skid to a halt. Homing Attack the
Beetle in
front of you, link it to the Beetle ahead of that, then finish
it off by
Homing Attacking the spring close by. As your bouncing chain
ends,
you'll land on a booster and fly through the third checkpoint.

Run through the loop and the short snakerun to wind up bouncing
off a
spring. Work your way up, spring by spring, until you get to a
platform
with a Hunter and a Beetle. Kill them both, then keep bouncing
up. At
the peak, before you hit the fourth checkpoint, drop down behind
you and
pick up the extra life. Jump back up and bolt through the fourth

checkpoint.

As usual, there's a long snakerun after the checkpoint. You'll
soon come
to a booster and enter a Spring Shaft. At the end, you'll bounce
onto a
bungee vine. Hold A while going down to hit the balloon and get
five
rings, but release A before you hit the spike balls at the very
bottom.
Charge up a Spin Dash when you land on solid ground again and
let it
take you to the fifth and final checkpoint.

Once again, run all the way to the end of the snakerun and
bounce off
the spring. After you land from the vine swing, rush forward and
keep
jumping to stay on solid ground and avoid the sinking earth. The
last
portion stops at the bottom, so run forward into the spring at
that
point. You'll find yourself in front of the goal ring.

++++++++++++++++++++
3.5.1) BOSS - Shadow
++++++++++++++++++++

You'll land in the arena and instantly notice that faker Shadow
perched
on a log in front of you. He may call himself the ultimate life
form,
but he's really very simple. Dodge Shadow's movement until he
stops,
then jump up behind him and Homing Attack. Repeat twice, but
beware: If
you attack him from the front, he'll jump up, deflect it, and
Homing
Attack you. Your only danger aside from that is bouncing off the
arena
when you ricochet from a Homing Attack.

-----------------
3.6) Pumpkin Hill
-----------------

Background Music - A Ghost's Pumpkin Soup
A Rank Cap - 12000 points
Personal Best - 12590 points

First things first. Pumpkin Hill is made up primarily of three
mountains. To the east is Ghost Train Mountain, to the west lies
Church
Mountain, and to the southeast is Pumpkin Mountain. All
directions are
relative to the starting point. A problem you may encounter lies
in the
clue, "A sad-eyed pumpkin". Don't go looking around Pumpkin
Mountain for
it. Instead, check one of the large pumpkin pillars with a sad
face.
Also, if you come across a clue which goes something like, "Step
back
from the platform and wait for the next arrival", head to the
bottom of
Pumpkin Mountain. The emerald shard is cargo on the train which
goes by
there.

U P G R A D E
Shovel Claw
Required: Nothing
Priority: Essential

Not too hard to find, it's directly in front of you from the
beginning.
When clinging to a wall, hit B to dig into it. Also, when
gliding, hit B
to dig into the ground. You can also hit Y until Dig appears in
the B
menu and dig from a standstill.

-------------------
3.7) Mission Street
-------------------

Background Music - Rumbling HWY
A Rank Cap - 25000 points
Personal Best - 25570 points

Tails has a price on his head for breaking into the prison
complex, and
now he's got to elude the military to escape. When you land,
move
forward, watching out for the dropping Hunters. When turning the
corner,
stay to one side of the road, because some Blue Eagles will drop
bombs
from behind and you'll be hit if you stay in the center. Turn
the next
corner, shooting the Hunters and the Hornet-3, and press onward.
Behind
the second set of boxes lies two Hunters that are difficult to
lock on
to, but you have to do it quickly or they'll shoot. At the end
of the
tunnel, two additional Hunters will drop down behind the first
one.
Shoot them, then fall with the fragment of highway.

U P G R A D E
Booster
Required: Nothing
Priority: Required to finish level

Walk forward to the purple arrow sign, then turn left and jump
over the
barrier. The Booster is right in front of you, and it allows you
to
hover over wide gaps by pressing A in the air.

Jump over the barricade again and hover over the large gap in
the road.
Shoot the Hunter in front, then move to one side to make two
more drop.
Shoot them, then jump on top of the weight when it's lowered.
Coming up,
keep your laser ready to target the dynamite packs and the
Hornet-3 all
in one swoop. Hit the pulley in the back, then jump on the
pillars to
the top. On the fifth pillar, the Gold Beetle will appear in
front of
you. Quickly shoot it. At the top, pass through the first
checkpoint.

Stay to one side on the following road, but be wary on the
second
falling section, because Blue Eagles will launch bombs right in
front of
you. At the bottom, shoot the Hornet-3 and turn left. Step on
the
missile button and hover back across. Shoot the Hunter, then aim
high to
take out the snipers on the beam. Move forward across the
breaking
bridge and target every dynamite pack in sight. When you blast
them all,
you should take out a Blue Eagle and a Hunter. Move forward,
being
careful not to be crushed by a falling pillar, and take out the
two
Hunters that perch themselves on the support beams. Get rid of
the last
Hunter and jump while firing your Volkan Cannon to hit the
balloon and
give you full health. Take out the pillar on the left, then jump
on it
and jump on the box...thing. Kill the two Hornet-3s and hover
across to
solid ground again. Destroy the two Hunters and jump on the
pillars to
the right. Shoot the wooden box and hit the switch to suspend
the
weights. Run up this long stretch of road, being careful of
Hunters
positioned on the tops of pillars, and hover across at the top
from the
weights. Shoot the Hornet-3 and work your way up the pillars to
the top.
Turn right and pass the second checkpoint.

There's going to be a long stretch of fallapart road that you'll
have to
hover over. When you reach the bottom, shoot both pillars, then
jump on
the one with the flat top. Hover from the end of that pillar to
the
angled road segment ahead of you. After this relatively clear
stretch of
road, you'll come across an earthquake. Jump and hover to the
other side
from the first segment, taking down the Hunters while in flight.
In the
following tunnel, there's some robots hidden behind boxes. You
can
easily target the first two, but the Hornet-3 hiding behind the
last set
is harder to get. The two Hunters around the corner shouldn't
pose a
problem, so just run through and blast them. In this last
section, there
are two falling pieces of highway. You'll notice them by the
fact that
your camera points upwards. Just run by, because they don't fall
very
quickly. Shoot only what's in your path and bolt to the goal
ring.

-----------------
3.8) Aquatic Mine
-----------------

Background Music - Dive Into The Mellow
A Rank Cap - 14000 points
Personal Best - 16340 points

Somehow, from Pumpkin Hill, Knux made his way into an old mine
filled
with water. As Omochao so kindly tells you, the big thing in the
center
is called the Water-Powered Lift. The water can be raised or
lowered
depending on which switch you hit. Water Level One, the highest
level,
and Water Level Two, the middle level, can be changed via the
switches
behind you from the start. Water Level Three, the lowest level,
can be
changed from the pulley at the top of the level, which is only
accessible when the water level is at one. Frequently, an
emerald shard
is hidden in the mine shaft in the southeast (relative to the
starting
point) among the ghosts.

U P G R A D E
Air Necklace
Required: Nothing
Priority: Medium; helps a lot in Cannon's Core

From the starting point, there is a mineshaft in the northwest.
To get
to it, you have to lower the water level to three via the switch
up top.
Drop down the shaft and start swimming for your life. The demon
of sucky
camera angles will rear its ugly head in the first tunnel, and
there's
also boosters which you'll have to watch out for. At the end of
the
first tunnel, turn right and swim around all the wooden bars to
get
through the next opening and tunnel. Resurface as soon as
possible when
you're in the vertical shaft to pick up the Air Necklace. It
allows you
to breathe underwater, so you can take your jolly old time
getting back
into the main room. It also enables itself automatically,
thankfully.

--------------
3.9) Route 101
--------------

Background Music - Chasing Drive
A Rank Cap - 2:45:00
Personal Best - 2:42:99

Eggman is plotting to take over the world and Tails needs to
catch the
President's limousine to cancel the deal. This is a pleasant
change of
pace from Tails' normal levels, but there's still some things
you need
to follow to get an A. The controls have changed, first off, so
hold
down A to accelerate, B brakes, and Y gives you a speed boost
with every
20 rings. Power slide around every turn. To power slide, start
turning a
corner, let go of the A button, then turn a little more and gun
it. It
sounds complicated, but it's actually easy to pull off. Only use
speed
boosts on straightaways, because if you hit a wall when you're
moving
too fast, you'll bust through it. Be cautious of the few hairpin
turns
in this level, and always power slide around them. Successful
completion
of this level unlocks 1P Kart Racing.

-----------------
3.10) Hidden Base
-----------------

Background Music - Down In The Base
A Rank Cap - 14000 points
Personal Best - 20640 points

The negotiations with the President have been cancelled, but the
gang
still needs to stop Eggman from firing the Eclipse Cannon again.
This
means Tails needs to locate Eggman's Hidden Base. When you drop
to the
lower platform, keep your laser at the ready to lock on to and
shoot the
hidden Hawk robot. Go to the left and shoot the wooden boxes to
make
your way up the steps. Hover across the row of rings, with or
without
shooting the other Hawk to the right, and blast the dynamite
packs.
Shoot the Eggman Wall until it breaks open, then lock on to and
shoot
all nine dynamite packs for a big point bonus. Break open the
Eggman
Tank and climb up the newly formed steps. Break the Eggman Wall
up top,
shoot the two Hawks lying in wait, then keep moving to the end
of the
dark hallway, shooting Eggman Walls as you go. Only worry about
the Hawk
directly in your path, because the other two can't shoot you
from inside
the walls. Behind the Eggman Wall to your left in this room,
there is
another Hawk waiting to ambush you. Stay to one side to avoid
his
bullets. On the left side of this walkway, there is a Sphinx
Block.
Destroy it, then descend to the first pulley. The Gold Beetle
materializes just off-center from the top of the pulley. Work
your way
back up and hit the first checkpoint ahead of you.

Blow up the three dynamite packs in front of you, then break the
two
Eggman Walls down. Before you make your first pillar jump, a
Hawk will
descend, cannon firing. Take care of it before you hover to the
next
pillar. Shoot the dynamite packs under both of the large blocks
to
advance to the next walkway. After your pillar jump, two Hawks
will rise
from the sand. Finish the two off, then turn right and blow up
the
dynamite packs. Grab the pulley, walk forward, turn left, and
grab the
other pulley. Spin around with your laser activated while still
on the
pulley. If you target the six dynamite packs and the four Kikis,
you'll
earn an Extreme, worth 1500 points. Jump onto the large platform
you
just lowered, ahead of you. At this point, you don't have the
proper
requirements for the upgrade, but when you do...

U P G R A D E
Mystic Melody
Required: Bazooka
Priority: Needed for every Lost Chao mission

Fall down from the large platform and land on the walkway. Shoot
the
four iron containers with your Bazooka and walk forward. Hover
to the
pillar holding the Mystic Melody. It allows you to activate
Ancient
Shrines which cause objects to appear or doors to open. In
nearly every
case when you come across an Ancient Shrine, you will need to
use your
Mystic Melody to reach the Lost Chao. Otherwise, it doesn't
serve much
of a purpose. To leave this room, play the Mystic Melody at the
Ancient
Shrine in front of you.

If you picked up the Mystic Melody, turn right after you leave
the
Melody room and destroy the Eggman Tank to reach a pulley which
takes
you to the second checkpoint. If you didn't, hover to the pillar
in
front of you from the large platform. Hover from there to the
platform
with the Eggman Wall. Destroy the Walls in front of you, then
hover
across the gap to the second checkpoint.

Make your way across the pillars to the pulley. At the top, six
Kikis
lie in wait, so be careful. When they're all destroyed, make
your way to
one of the two pulleys on either catwalk. This brings you to the
next
Eggman Wall which you have to break open. There will be two
Kikis
waiting for you, throwing bombs, when you enter the next room,
so hang
back a while and wait for an explosion before you shoot them.
There's a
few Kikis on the elevated area to the right, so take care of
them. Hit
the spring and shoot the Eggman Wall from the pillar you're now
on.
Hover over, then enter the maze. Here, it can get confusing. The

shortest path is as follows: Shoot the two Sphinx Blocks on the
left,
then make your way around the pillar that juts out and shoot the
Eggman
Wall there. Shoot the Sphinx Block, go up the stairs, and hang
left to
hit the third checkpoint.

On the last block, there is a pulley. The camera angle will
automatically change when you reach the top, so hover over to
the pulley
you see and shoot the Kiki staring you in the face at the top.
Jump off
onto that catwalk, shoot the wooden box between the two metal
boxes, and
use them as stairs to get to the pulley. After shooting this
Eggman
Wall, turn left and target the centers of the two Unidus
enemies. Jump
on the precariously placed blocks ahead of you, target and kill
all the
Kikis, and make your way to the large platform. Shoot all the
dynamite
packs, then burst your way through three Eggman Walls. You have
three
paths you can take here; I find the simplest one is reached by
jumping,
hovering, and turning a tight right. Remember to not touch the
wall
while you're hovering. Once you make it to the end, shoot the
Eggman
Wall and hover from pillar to pillar, making your way to a
pulley on
either side of the room. Destroy all the dynamite packs, then
jump from
pulley to pulley to get to the top. Hit the spring, shoot open
the
Eggman Wall, and there's the goal ring.

------------------
3.11) Pyramid Cave
------------------

Background Music - Keys The Ruin
A Rank Cap - 15000 points
Personal Best - 15410 points

Now that Tails has located Eggman's Hidden Base, it's Sonic's
turn to
infiltrate it. You fall from a hole in the ceiling and land just
behind
some boosters. Hit the boosters and run up the right wall.
You'll hit
another booster and at that point you'll have to jump through
the ring.
Jump through the next three rings, then hit the booster and run
up the
right wall again. Jump through the ring that soon follows, then
drop
down, hit the booster, and run up the right wall once more. Jump
through
the two rings in one jump, then take the boosters out of the
tunnel. You
should have a decent amount of points by now as you hit the
first
checkpoint.

Light Dash uphill and jump on top of the hourglass to open the
door. Run
through, hit the spring which launches you to a pulley, then
jump on the
platform. Light Dash the row of rings to your right, then jump
on the
red bar and swing. When you hit the next bar, do the same thing.
You
should land on an hourglass behind a row of rings. Light Dash
those
rings and keep running forward through the loop and off the jump
panel.
Move downhill, picking up rings, and Homing Attack the E-1000
robot to
get to the next ledge.

U P G R A D E
Bounce Bracelet
Required: Nothing
Priority: Required to finish level

Just run forwards into the Bracelet. Hit B in mid-jump to slam
into the
ground in a ball. Keep hitting B to attain maximum height.

Destroy the two E-1000s in front of you, then Bounce to the next
ledge.
Do the same on this ledge, then bypass the hourglass and Bounce
up to
the platform. Kill the E-1000 here, then drop down and hit the
hourglass. Bounce back up and hit the spring, then run downhill
into the
mechanical room. Here, you'll need to grab the glowing
apple...thing...and put it on the big glowing circle. It'll
automatically move to the center and open the door. Run through
the
second checkpoint.

Here, grind down the rail and go through the short tunnel at the
end.
Kill the E-1000, don't worry about the Attack Boo, and grind the
rail to
your right. At the end, drop off the ledge and destroy the
E-1000
nearby. Run forwards up the winding hallway, Bounce up on the
white
blocks, and kill the two E-1000s. This way, if the Attack Boo
grabs you,
you don't need to worry about getting shot. Pick up the glowing
apple
and backtrack. Hit the hourglass, run forwards into the alcove
and
through the door, and keep jumping up the blocks to the top. Hit
the
boosters behind the ramp and place the glowing apple on the
glowing
circle. In the snakerun beyond, hit the hourglass and rush to
the end.
There are several Attack Boos in this tunnel, however, who will
hold you
still and eat up time. If you get caught by just one of these
Boos, you
will have to run to the end and fall down the hole to restart
the
snakerun. However many tries it takes you, make it under the
door and
hit the third checkpoint.

Hit the hourglass and gun it to the end to make it under the
three
doors. If you don't make it, there are rails on either side of
all three
buildings upon which you can grind. Any way you slice it,
somersault
under the bar at the end and hit the jump panel to make it to
the next
loop. Hit all the boosters to make your way to a hallway which
ends with
an E-1000 and a springboard. Homing Attack the springboard and
hold A on
your way up to get high enough to Homing Attack the Gold Beetle.
Bounce
to the top of the white blocks, take care of the E-1000, and
Homing
Attack the extra life. Run to the end and grind over the pit.
Hit the
hourglass, charge up a Spin Dash for a very short time, then let
it
loose up the hill to get through the door. Zip through the
boosters, go
all the way through the loops, and you'll wind up at the goal
ring.

-------------------
3.12) Death Chamber
-------------------

Background Music - Deeper
A Rank Cap - 12000 points
Personal Best - 12070 points

Tails found the base, Sonic penetrated the defenses, but the
door's
still locked. This calls Knuckles in to get the three Gate Keys
and let
the heroic trio inside. The only real tip I can give you is that
you
cannot leave the Red Room without picking up the Hammer Gloves.
The rest
of this level is pretty much luck. The Gold Beetle can be found
in the
first hallway to the west of the Red Room. There's a missile on
one side
and a stack of cages on the other. The Gold Beetle is behind
these
cages.

U P G R A D E
Hammer Gloves
Required: Nothing
Priority: Required to finish level

From the starting point, go north, hit the hourglass, and enter
the
hallway there. Turn right and you'll see some wooden crates with

Eggman's mug on them. Break them open to get to the Hammer
Gloves. You
can now break open iron containers.

++++++++++++++++++++++++++++
3.12.1) BOSS - King Boom Boo
++++++++++++++++++++++++++++

After a torturous trek through Death Chamber, the king of all
ghosts
decides to stop by and take Knuckles out. Your arena is a big
circular
platform with a large pillar in the center. His first attack is
throwing
fireballs, which aren't hard to avoid. Don't move too fast or
he'll
double back and chase you in the opposite direction. Keep
running until
you hear the King inhale and spew fire. At that time, sprint
behind him
and punch the ghost holding up the hourglass. In an attempt to
avoid the
light, the King ducks into the ground. Stand on his shadow and
Drill
Claw into it. When King Boom Boo emerges, chase after him and
punch him.
Follow the same routine again until you turn on the lights for
the
second time. This time around, he'll go up the pillar. Again,
keep doing
the same thing. Four hits will bring this high-class pile of
ectoplasm
down to a harmless Slimer. =P

++++++++++++++++++++++++
3.12.2) BOSS - Egg Golem
++++++++++++++++++++++++

A short cut scene, in which the Sonic team finally gets into the
base,
reveals the Egg Golem, a giant rock monster. You're, once again,
on a
circular arena, but with every punch the Egg Golem deals out,
the
segment he hits will lower until it falls into the quicksand.
After he
punches twice (as in both his fists are on the platforms), run
behind
him and jump up the red steps on his back. Homing Attack the
yellow
things in rapid succession, then Homing Attack the control unit
to take
out some of his health. When electricity surges through him, one
of two
things could happen, both of which are easily avoided. The first

possible thing is that he puts both his hands out and spins
around. Get
on a low section of the arena to have him pass over you totally.
The
second possibility is that he will slam both his fists down
simultaneously, then headbutt the arena. Stand to one side of a
fist to
avoid the headbutt. No matter what happens, keep following the
same
pattern and take Rocky out of commission.

--------------------
3.13) Eternal Engine
--------------------

Background Music - On The Edge
A Rank Cap - 35000 points
Personal Best - 40200 points

Eggman took off into space, and Sonic hitched a ride on the
rocket.
Tails and Knuckles also got on, somehow, and now everyone's in
space.
Yaay. Let all rejoicing cease, though, because Eternal Engine is
just
one rear pain after another. In front of you are two Beetles, so
shoot
them and move on. Two Beetles, a Gun Beetle, and a Bomb Beetle
await you
in this hallway, so destroy them all. Turn right, destroy that
Bomb
Beetle, then turn left and blow up the two Gun Beetles there.
Swerve
right, shoot the wooden box, and use the spring to reach the
pulley in
this next room. Destroy the Bomb Beetle between you and a
pulley, then
jump to aforementioned pulley. On your way up, the horrible
camera
angles return. Jump to solid ground when the camera zooms out,
then take
out the Hornet-6s on this path. Go through the door and hit the
first
checkpoint.

Here, run into the 5-ring capsule and do nothing else. Dynamite
was your
friend in Tails' last level, now it's out to get you. Turn left
and
traverse to the end of the hallway where a Hornet-6 awaits you
behind
the door. Keep moving forward, but walk behind the wooden boxes
rather
than shooting them, because there's a hidden dynamite pack
behind the
boxes. Hit the switch, then leave the small room and turn to the
door to
the camera's right. The locked door here is now unlocked, so
progress
into space...which makes no sense whatsoever because Tails' head
would
exploderate the second he walks out. Which could only improve
his voice.
Anyway, target and destroy the Hornet-6 and the two dynamite
packs for
an Awesome, plus you should also take out the swooping Gun Wing
en
route. Keep going forward, through the short hallway (keeping a
lookout
for TNT on the floor) and you'll emerge in space again. Denying
every
law of nature, shoot the two rotating Gun Wings and drop down to
the
narrow strip of land. Hit the green button to launch the
missile, then
jump on one of the moving platforms to either side of you. When
you hit
the middle platform, watch out for the Gun Wings swooping in
from the
right. At the extreme of the platform's movement, jump and hover
over to
solid ground. In this following room, destroy the Gun Wing
coming in
from the top and blow up the canister in front of you from afar.
Make a
sharp left or right around the shadow, then hit the switch to
suspend
the giant weight. Jump on the spring on the left to launch
yourself up
to the weight. Grab the pulley, then jump and grab the other
pulley. At
the top, hit the second point marker.

Proceed through this door and you'll catch a glimpse of the
Artificial
Chaos series. The best way to deal with the Guard Chaos is to
continually shoot at it, ever moving closer, until you're close
enough
to Propeller Punch it and destroy it. Practice this tactic on
the Guard
Chaos in front of you, then turn left and perfect it on the
second Guard
Chaos there. Hanging off the ceiling are Laser Chaos who, quite

appropriately, shoot lasers from their eyes. Deal with them and
proceed
through the door. Tangle with the trio of Beetles awaiting you,
then
jump onto the wooden boxes and, from there, onto the steel
platform
above the acid. Stand between the laser beams to avoid being
hurt, and
don't worry, Tails fits. Jump and hover to the next platform,
shoot the
balloon for full life, then jump and hover down to the third
checkpoint.

Ahead of you will be a locked door which you don't need to worry
about
right now. Turn right, kill the Beetles behind the door, and
keep
moving. Again, you're in space, but there's a lot more
explosives and a
lot more narrow walkways for you to navigate. Gun Beetles and
Gun Wings
wait around every turn. Make your way up via pulleys, and if you
blow up
a platform below a pulley, don't worry. You can hover to grab
on. On the
last stretch of walkway, three Gun Wings will swoop in from
behind and
below, then rise. Two more Gun Wings will come down from above
at the
end. Hovering above the last turn is a Bomb Beetle, which you
don't need
to destroy but it's slightly easier if you do. Behind the
following door
is the fourth checkpoint.

You enter a room with a veritable treasure chest of explosives
and Gun
Wings. Being very cautious, work your way around either side of
the room
without shooting anything you don't need to. Most of the Gun
Wings will
miss, and the few that do make a shot across...well, they also
miss.
Pick up the shield in the next room and get ready to fire at the
Gun
Beetle waiting to take it away from you. Out in space once more,
a Hover
Chaos waits for you at the end of a long walkway. Two more Hover
Chaos
float in from the left and right, but you should be down below
by now.
There's a large platform below you with a switch on it. Hit the
switch,
double back behind the metal boxes behind you, and destroy the
boxes
guarding the springs. Up here, a platform will take you up to
the door
which was formerly locked.

U P G R A D E
Bazooka
Required: Nothing
Priority: Required to finish level

Just go forward, through the door, and pick it up. You can now
break
open iron crates.

Jump back down to the wall of metal and iron crates. With your
newfound
bazooka, tear the iron crates apart and advance forward. In this
room,
there are explosives in every possible place, plus the added
challenge
of many dropping Gun Wings. Destroy as many Gun Wings as you
can, then
get just close enough to the door so that it opens. In the room
ahead, a
Tentacle Hover Chaos awaits you. True to their name, they
unleash
tentacles and can get you from halfway across a small room.
Target and
destroy it. You most likely took out the dynamite packs under
the pulley
in the process, so just jump for it. The gravitational force of
space
isn't strong enough to pull you downward. From the top of this
pulley,
hover to the next one, then jump onto the adjoining platform.
Progress
forward to the end of this hallway, picking up the full health
pack, and
turn right to hit the fifth checkpoint.

From beyond this door, you're hovering wildly. The Gold Beetle
appears
to your left right after you start your psycho gyrations.
Hornet-3s, Gun
Beetles, and other assorted Hunters litter your path through
space. When
you reach solid ground again, a Hornet-3 is right there waiting.
Through
this next door is a Tentacle Hover Chaos, so take care of it
before you
start your Mission: Impossible parody. Hover down the shaft,
dodging the
lasers, Tentacle Hover Chaos, and Beetles, and land on the
moving
platform below. You'll be locked in place and ready to destroy
the
generator. Those two red...dealies...will be shooting pink
spheres at
you the whole time. It's really an opportunity for a helluva lot
of
points. Lock on to several parts of the generator at once, and
when
they're all blown up, run towards the goal ring. There's a
safety net,
so you can just walk off.

-------------------
3.14.1) Meteor Herd
-------------------

Background Music - Space Trip Steps
A Rank Cap - 13000 points
Personal Best - 14550 points

If you were watching some past cutscenes, you would know that
Sonic
drove the rocket into a meteor and let all the Master Emerald
pieces out
of the cargo bay. Knuckles, in his last level, has to gather
three of
those pieces (wonder who picked up the rest?) and fight his
second boss.
Meteor Herd is riddled with...well, meteors. Not only will you
have to
punch meteors out of your way to get to several things, you'll
have to
contend with an infinite amount of falling meteors which seem to
track
you wherever you go. Some quick tips: The "inverted blue tower"
is the
tip of the ARK at the top of the stage. When on the ground
floor, the
floors with blue lasers tracking them can be walked on.
"Rotating
beacons" are the small, gray-and-yellow rotating pillars.

U P G R A D E
Sunglasses
Required: Hammer Gloves
Priority: Required for many Hard Mode emblems

On a part of the central tower, there's a meteor on a platform
hovering
above the ground. Punch that meteor as hard as you can and get
it to
slam into the door in front of it. Hit that switch, then take a
spring
so you go between the four pillars of the central tower. Drop
down,
platform by platform, until you get to the Sunglasses. To put
these on,
hit Y until Sunglasses appears in the B menu. Put them on where
you got
them and look around for some surprises. To take them off, just
jump.

++++++++++++++++++++
3.14.2) BOSS - Rouge
++++++++++++++++++++

Apparently Rouge was tracking the rocket and had to wind up in
the same
place as Knuckles. Since Knux won't just hand over the emerald
shards,
Rouge decides she has to take them. Pick up a couple rings at a
time in
this fight, and try to get over Rouge and Drill Claw her. It's
the
fastest way to take care of her. When the floor opens up, try to
land on
the same rafter as the bat so you can Drill Claw her easily.
Watch out
for her Black Wave attack, which is easily identifiable by the
quick
close-up on her face as she says Black Wave. Four smacks will
make her
give up.

--------------------
3.15.1) Crazy Gadget
--------------------

Background Music - Unstable World
A Rank Cap - 17000 points
Personal Best - 18610 points

This level is going to drive you nuts. Gravity switches,
Artificial
Chaos, and of course, deep space. Anyway, follow the rings from
your
starting point to the door. Destroy the two Hunters and don't
get hit by
their shots, because they will hold you in place as a sitting
duck.
Press onward some more and a Hunter will drop from the ceiling.
Destroy
it, take the ring capsule, and turn left. You'll come across a
nasty
Tentacle Laser Chaos, so destroy it. Move up to the gravity
switch and
hit B to invert gravity. On the ceiling, you'll find an ordinary
Laser
Chaos, so you can deal with it or just ignore it. Behind it,
there is
another gravity switch, so flip it and go into the next room. As
soon as
you open the door, a Hunter will be right there. Further on,
there will
be another Tentacle Laser Chaos underneath a pulley. Destroy it
and try
to bounce off its head to grab on to the pulley. If you miss,
just
Bounce up to it. At the apex of this pulley lies another pulley.
Jump to
it, then jump off at the top and hit your first checkpoint.

Wheee! High-speed warp tube! Homing Attack the glass; you'll be
sucked
into deep space and from there into the next section. Homing
Attack the
Beetles to get across the acid pit, then hold forward as you're
bouncing
off the spring to hit the bomb and destroy the enemies in front
of you.
If you miss, you know how to deal with them. Hit the gravity
switch,
jump over the boxes, and hit the spring. Somersault under the
tight
space, then find your way through the hallway (More bad camera
angles!
Yay!) and hit the second checkpoint.

Jump onto the rail (lucky for that checkpoint) and you'll enter
a large,
black, vertical room. Hit the gravity switch pointing right and
run down
to the rail. Light Dash the rings to make it on easier. At the
end of
the rail, a Tentacle Laser Chaos will be waiting for you, so
make a
quick right turn to avoid it. When you drop down to the narrow
platform,
you get to use the Light Attack for once! Charge it up, then let
it
loose on the Chaos Cells released by the Capsule Chaos (Just to
let you
know, these aren't their official names). Once they're all dead,
take
out the head of the Capsule Chaos and go through the door to the
third
checkpoint.

Run down the hallways to the first Shield Hunter. Somersault its
feet to
take it out. The end of the next hallway has a Shield Hunter as
well.
Destroy it in the same fashion, then make your way up the boxes
and to
the Spark Beetles. Wait until their shields are down, then
Homing Attack
them in rapid succession and try to land on the rail below.
Grind that
to the spring, which takes you to a door and the fourth
checkpoint.

More warp tube fun! When you emerge this time, you'll be
inverted. Make
your way to the gravity switch at the end of the room, but be
sure to
take out the trio of Laser Chaos guarding the boxes.

U P G R A D E
Flame Ring
Required: Nothing
Priority: Required to finish level

From hitting the gravity switch and righting yourself, go back
towards
the camera and move to the left or right corner. A spring will
launch
you to the elevated ground above. Trace back to the place where
the
Laser Chaos hung and pick up the Flame Ring. It lets you break
open iron
containers with a Somersault or a Bounce.

Flip gravity again, then Somersault into the iron crates
blocking your
exit from this room at the end of the room. Somersault under the
tight
space, then you'll enter a room with more bad camera angles.
Take out
the Spinning Laser Chaos on the ceiling, then hit the
springboard to
make it to the next hallway. Here, take out the Laser Chaos and
hit the
springboard, but make sure you only move forward enough to just
get
stable ground. Here, you need to edge closer and closer until
Light Dash
appears on the B menu. At that time, Light Dash across.
Somersault into
the iron crate in the center of this ceiling to unveil a spring
which
will launch you downward so fast and so far that gravity
switches.
Ignoring all impossibilities of this happening, advance forward
and
destroy the Tentacle Laser Chaos. At this door, you'll need to
Light
Dash across the arc of rings to make it to the next room. Charge
up your
Light Attack here and take out the Capsule Chaos. Turn right,
make your
way down, and stop. The Gold Beetle materializes just in front
of the
two Shield Hunters. Destroy it for a hefty 1,000 points, take
out the
two Shield Hunters, and go through the next warp tube. Take out
the
Tentacle Laser Chaos here, then the two Laser Chaos on the
ceiling. Make
your way across the narrow beam, being ever careful of the spike
balls,
and destroy the Beetle at the end to open the door. Here, grab
the rings
and don't hit the gravity switch. Instead, jump off and Homing
Attack to
make it to the other side with the springboards. Hit one, then
destroy
the Shield Hunter guarding the door. Through this door lies the
last
checkpoint.

Here's the part that'll drive you out of your gourd. Hit the
switch
before you do anything, then use all the boosters to get into
deep
space. Hit the gravity switch to get to the purple block. Go
left, then
forward. Take out the Gun Beetle and hit the Gravity Switch
behind it.
Make your way forward on the green block, then down. When you
reach the
two metal boxes, you have to Bounce on them while holding down
so you
can make it to the next platform. Hit the switch there to make
it to one
of the faces of the yellow block. Move away from the camera,
then up,
then take a leap to the blue block. You don't need to do
anything about
the Beetle there. Light Dash the rings on this face of the blue
block,
then flick the switch to cure your vertigo for about ten
seconds. Take
out the Tentacle Laser Chaos, then flick the switch he was
guarding.
When you hit the spring, hold down to get to the third face of
the
yellow block. Hit the spring behind the rail and let "gravity"
take you
back to the green block. Here, just run upwards, avoiding the
Spark
Beetles, until you reach a spring. Take the spring to the second
face of
the purple block, then Light Dash across the rings to land on
the second
face of the blue block. Hit the gravity switch there and you'll
be taken
to the third face of the purple block. Move away from the
camera, then
down. It is IMPERATIVE that you hit the switch here before you
flick the
gravity switch. After hitting the switch, flick the gravity
switch and
you'll be taken to the underside of the red block. A Spinning
Laser
Chaos greets you, so take him out before you move away from the
camera
and hit the gravity switch there. You're back on solid ground
again, and
the missile to open the final barrier should be emerged. If it's
not,
you probably don't know what imperative means and you have to go
back
and repeat the process all over again. Hit the missile button to

dissolve the acid barrier and dash to the goal ring. I hope you
had as
much fun playing this stage as I did running through it over and
over
trying to get all As.

+++++++++++++++++++++++++
3.15.1) BOSS - Dr. Eggman
+++++++++++++++++++++++++

When Eggman vowed that next time, you wouldn't be so lucky, he
was
right. This fight is a lot harder than your previous one. You
can blow
up the canister moving up the middle when Eggman gets close to
it and he
will be hurt by the resulting explosion. If, after a zoom on
Eggman's
face, you hear a charging sound (trust me, you'll know it), run.
Run
like hell. His Power Laser is coming around, and once you're
inside,
there's no escaping. Keep running around, pulling off shots when
you're
close to him, and you should make it by fine.

----------------
3.16) Final Rush
----------------

Background Music - Highway in the Sky
A Rank Cap - 13000 points
Personal Best - 14200 points

Yaay! Sonic's alive! The power of Chaos is strong in this one,
yes?
Anyway, all fake Yoda quotes aside, you now need to rush to the
tip of
the Eclipse Cannon to stop it from firing once more. You start
off on a
rocket, which explodes over a rail. At the bottom of this rail
is a
green line, followed by a green X. Hit A between those two
points to
score a big trick. On the purple rail in front of you, just
grind down
it and don't worry about the Tentacle Hover Chaos. Here, try to
Homing
Attack the Hornet-6 at the end of the pathway. Jump on the red
rail on
the platform you land on and grind all the way to the first
checkpoint.
When you get to the rail split just beforehand, don't worry.
You'll
catch the rail if you're close to it.

Now, run down the hill, grab the rails and hit the spring. A
long
downward grind commences, but you don't need to do anything
except keep
your balance. At the end, Homing Attack the bomb capsule to get
rid of
the two Tentacle Hover Chaos. Hit the rail here, then at the end
hit the
springboard and run through the second checkpoint.

Here, run down the hill and don't catch the rails. Instead,
hitch a ride
on the rocket and land on the purple rail far ahead of you.
Grind down
this, hit the springboard, and get to the next platform after
the metal
boxes. Here, you'll have to Homing Attack the vertical rails to
get up.
The Gold Beetle lies above the second platform with the single
rail on
it. Jump at the top of your vertical grind to nail it. Take out
the
Hornet and grind across deep space. Jump over all the gaps in
the rails
and hit the boosters to take you to the third checkpoint.

Make your way up the vertical rails, be careful of the Tentacle
Hover
Chaos on top, and use your Bounce attack to break through the
center
boxes. Take the rail to all the other vertical rails. The first
one you
have to Homing Attack to get up, but for the next one just hit a
booster
and you go up it. Homing Attack all the vertical rails and just
land on
the horizontal ones until you get to the fourth checkpoint.

Now, continue Homing Attacking up the rails until you reach a
solid blue
catwalk again. Turn right and Homing Attack up that rail, then
jump over
to the platforms with the Tentacle Hover Chaos on them. Destroy
them
both, then Homing Attack up the two rails. After some more
platform
jumping, Homing Attack up a rail to a spring. The springs will
launch
you to another rail. Grind upon that to the next checkpoint.

Here, jump over the yellow sign and land on the rail below. Let
all the
following rails take you to a platform with a single vertical
rail on
it. Homing Attack up that one, then take the boosters up the
long
vertical rail. Be sure to crouch or you won't have enough speed
going
up. Now, you're faced with a choice. If you want to continue,
take the
purple rail on this catwalk, then run forward and hit the sixth

checkpoint. If you want the upgrade, however...

U P G R A D E
Mystic Melody
Required: Nothing
Priority: Needed for every Lost Chao mission

Grind down the orange rail, then when you come off at the end,
hold
forward to land on the platform with the rocket. Take the rocket
to
another platform, then jump across the platforms to a spring.
Grind up
the vertical rail ahead of you and the Mystic Melody is right
there. It
allows you to activate Ancient Shrines which cause objects to
appear or
doors to open. In nearly every case when you come across an
Ancient
Shrine, you will need to use your Mystic Melody to reach the
Lost Chao.
Otherwise, it doesn't serve much of a purpose.

After a series of rails, you will eventually hit a spring which
brings
you to a series of platforms. Make your way up to the vertical
rail,
then grind up and land on the rail in front of you. At the end
of this
rail, make your way up the vertical rails and hit the bomb
capsule to
take out the Hornet, and, if you hit the springboard in time,
the
Tentacle Hover Chaos ahead of you. Use the springboard to get up
to the
next platform, then just jump up the blocks with rails on them.
Take the
springboards at the end of the hallway, then Bounce on any of
the three
stacks of boxes to bust through. Run all the way down the wall,
staying
ahead of the debris, and you'll launch right into the goal
ring.

+++++++++++++++++++++
3.16.1) BOSS - Shadow
+++++++++++++++++++++

Shadow and Sonic meet up racing to the point of the Cannon,
where Shadow
comments that he can't let Sonic live. For the final boss of the
Hero
Story, he's not all too difficult. For the first two or three
hits, you
can just Homing Attack Shadow. However, when you damage him
enough,
he'll start countering your attacks. At this point, let him
advance far
enough forward so that he mutters, "Time to put this to rest".
At this
point, Homing Attack to get out of the way of his oncoming Chaos
Spear.
Homing Attack him while he's standing still after he unleashes
it. Your
main hazard in this level is the narrow platform on which you
fight. If
you miss with a Homing Attack, you'll more than likely go flying
off the
edge. Also, parts of the path you've already passed crumble and
fall to
the Earth below. The point: Keep moving and aim. When Shadow
fails to
withhold his position as the ultimate life form, have fun
watching the
Hero ending.

=========================
4) Dark Story Walkthrough
=========================

You open with the insidious Dr. Eggman trying to break into a
top-secret
military base. As the guard computer notifies the base that
there is an
intruder, Eggman is already halfway inside.

--------------
4.1) Iron Gate
--------------

Background Music - Remember Me? M.F.M.
A Rank Cap - 20000 points
Personal Best - 21620 points

After you drop from above, the camera angle will slowly change
to behind
you. Lock on to and destroy the four Beetles in front of you,
then
follow the hallway to the Hunter and two more Beetles. Take them
out,
then move to the door. You'll encounter several of these doors
in Iron
Gate; to destroy them, you have to target all four locks on the
corners
of the door and shoot them. Once this door is taken care of,
move
forward to the first checkpoint.

In this next room, be careful of the three Hunters that drop
from the
ceiling. Destroy them and turn right. Step on the metal plate to
be
taken to the alcove above. Shoot the wooden boxes in your way,
then drop
down and destroy the robots in front of you. Turn left into the
hallway
on the back wall of the room. Make your way through, shooting
the
Hunters, and destroy another security door. Go down the
elevator. The
Gold Beetle appears on your right, but you have to destroy the
other
Beetles to make it appear. At the bottom, blow away another
security
door and hit the second checkpoint.

Here, destroy the security door in front of you. In the next
room, a
good 20 rings awaits you.

U P G R A D E
Laser Blaster
Required: Large Cannon
Priority: Medium; really helps in swarms of enemies

Destroy the two large canisters in front of you, then break the
iron
crates behind them. Make your way down the dead-end and pick up
the
Laser Blaster at the end. It's automatic, and it replaces your
normal
laser missile. The shots explode on contact and destroy any
surrounding
enemies.

Turn right (left if you're picking up the Laser Blaster) and go
into the
hallway there. Destroy the security door at the end and you'll
enter a
large mechanical room. Turn right onto the catwalk, then make
your way
down until you see another catwalk branching off to the left.
Destroy
the Hunters in front of you and go down the series of large
steps, being
wary of the Beetles. Move forward into a smaller mechanical room
and
destroy the Hunters in front of you. Follow the catwalk to the
third
checkpoint.

Destroy the security door in front of you, then keep moving
forward to
the second elevator of the level. At the bottom, destroy another

security door. Now that you've penetrated the deepest part of
the base,
it has entered lockdown mode. There will be no open hallways, as
they
will all be locked with security doors. Proceed through all the
rooms,
destroying the security doors in your way, until you reach a
room with a
metal plate and an elevated platform. Move forward so that you
lock
every door ahead of you, then go to the plate and go to the
elevated
platform. Lock on to and shoot the control panel to activate the

missile. When it launches, just run forward through the hallway
and land
on the Goal Ring.

++++++++++++++++++++++++++
4.1.1) BOSS - B-3x Hotshot
++++++++++++++++++++++++++

Robotnik, commenting that it was too easy, has broken into the
area
where his grandfather's research was kept. He confuses Shadow,
the
ultimate life form, for Sonic, his arch-nemesis. Shadow decides
to prove
his power by calling in and dispensing of a guard robot. Since
this
fight is so similar to that of Sonic's, I'll just copy the
strategy. Run
around to dodge the machine gun fire, then when Hotshot lands,
run
around to dodge all the semi-homing missiles. After the missiles
stop,
jump up and Homing Attack the see-through part on his front.
When he
takes off, watch out, because the jet engines hurt. However,
there is
one major difference in this battle. After each hit, Hotshot
will charge
up one huge laser. Keep moving to avoid being locked on to.

---------------
4.2) Dry Lagoon
---------------

Background Music - Bright Sound
A Rank Cap - 15000 points
Personal Best - 15060 points

After a brief confrontation with Knuckles and Eggman, Rouge is
off to
Dry Lagoon to search for shards of the Master Emerald. This
level
consists of a little oasis and a big oasis. To get to the larger
of the
oases, destroy the Hunters guarding the turtle to the right of
the
little oasis. Stand on its back and hit B to submerge. In the
big oasis,
to the left lies Three Head Wall and to the right lies the
Statue's
Pool. The clue "A red flower in the water?" refers to the two
springs in
the Statue's Pool.

U P G R A D E
Mystic Melody
Required: Pick Nails
Priority: Needed for every Lost Chao mission

On the right wall of the little oasis (relative to the starting
point),
there is a painting. Dig through it to get to the Mystic Melody.
It
allows you to activate Ancient Shrines which cause objects to
appear or
doors to open. In nearly every case when you come across an
Ancient
Shrine, you will need to use your Mystic Melody to reach the
Lost Chao.
Otherwise, it doesn't serve much of a purpose.

---------------
4.3) Sand Ocean
---------------

Background Music - Way to the Base
A Rank Cap - 25000 points
Personal Best - 25000 points

Robotnik has pulled a Chaos Emerald, and now he has to return to
his
hidden base. One question: If his base is so hidden, how come
there's
GUN robots everywhere? Nevertheless, your goal is to traverse
the desert
to get to your pyramid. Do not land in quicksand, as it will
kill you.
Go forward from the starting point onto the spinning disc.

U P G R A D E
Mystic Melody
Required: Jet Engine
Priority: Needed for every Lost Chao mission

When the spinning disc's arms are pointing to the left, jump and
hover
across the quicksand. Destroy the Bomb Beetle there, then pick
up the
Mystic Melody. It allows you to activate Ancient Shrines which
cause
objects to appear or doors to open. In nearly every case when
you come
across an Ancient Shrine, you will need to use your Mystic
Melody to
reach the Lost Chao. Otherwise, it doesn't serve much of a
purpose.

If you picked up the Mystic Melody, activate the shrine and go
through
the portal. Then, go to the part of this text that says "WARP
POINT". If
you didn't, go back on to the spinning disc. Take out the Bomb
Beetle
hovering above, then jump to the next accessible platform in
front of
you. Take out the Bomb Beetle soon ahead and jump onto the
moving
platforms to make your way across the quicksand. Work your way
up the
blocks and destroy the dynamite packs on the pillar. Move
forward on the
fallen pillar, watching out for Hawks and Gun Wings, and shoot
the
balloon. Now, destroy the canister and drop down. Go up the
step, then
down it on the other side of the fence. Fell the pillar on the
other
side of the quicksand, then go across and destroy the three
canisters
there. Quickly dispose of the Hawk behind them, then go up the
steps and
knock down the pillar there. Follow the pillar to a series of
steps, two
Gun Wings, and the first checkpoint.

Jump on to the spinning disc and navigate the chain of moving
platforms
to get to solid ground once more. Knock this pillar over and use
it to
get to the other alcove. The Gold Beetle appears here. Turn left
and try
to take out the two Hawks before you land on the large
rectangular
platform. Jump on the spinning disc and jump off when it's
facing right
to get to the second checkpoint.

Once more, navigate the platforms to get to another alcove. Fell
the
pillar here and walk across to the next room. Fall down, defeat
the
Rhino, and destroy the canister to get up the steps.

WARP POINT

Destroy the two Rhinos up here and jump to the next pillar on
the side.
Move down the pillar steps to the platform with spike balls and
a Bomb
Beetle. Eliminate the Bomb Beetle and use the wooden columns to
get to
the next platform, where 40 rings await you. Again, use the
columns to
get up, take out the swooping Hawk, and go down on the other
side of the
fence. Use the columns to get to the stone hallway and start
destroying
canisters. There is only one in the first column, but three in
the
second. Navigate the platforms below to get to the spinning
disc. Jump
off when it's facing left and hit the final checkpoint.

Near the end of this platform, three Gun Wings swoop down on
you.
Destroy them and hit the jump panel at the end. Here, you'll
need to
knock down three pillars to form a large staircase to the top.
Once you
have accomplished that feat, jump on the small weight at the top
and
ride it to the runway ahead. Being careful of the various
enemies in
wait, run to the end and to the goal ring.

--------------------
4.4) Radical Highway
--------------------

Background Music - Vengeance is Mine
A Rank Cap - 14000 points
Personal Best - 14590 points

The military is pursuing Shadow! You've got to break away from
them on
one of the craziest highways on Earth! Grind down the rail at
the start,
then jump off and hit the springboards. Here, dash under the
tollbooths
and down the hill, being cautious of the bombs being dropped by
the Blue
Eagles. Take either fork and go through the loop. Center
yourself again
and hit the booster to make your way through the tunnel. At the
end,
launch to the next platform, where a Hunter is waiting for you.
Take it
out and use the pulley on your right to get to the top. Again, a
Hunter
waits for you, so destroy it and take the springboard to the
next piece
of highway.

U P G R A D E
Flame Ring
Required: Air Shoes
Priority: High, though nonessential

On this strip of road, double back and somersault under the
roller.
Light Dash across the rings, hit the springboard, and pick up
the Flame
Ring. It lets you break open iron containers with a Somersault.
To get
back, destroy the iron containers at the end of the segment
you're on
and hit the switch. Grab on to the rocket to launch yourself to
the main
path.

If you didn't pick up the Flame Ring, go forward to the next
pulley,
which a Hunter guards. Take the pulley up and grab the rocket to
launch
yourself to the first checkpoint.

Somersault under the roller and dash down the hill. When you
exit the
loop, hit the springs and go down a spring shaft. At the end,
move to
the peak of the highway shred you're on. Somersault under the
roller and
Homing Attack the four Beetles to get across. Some Blue Eagles
will take
out a piece of highway soon, so get moving and avoid the bombs.
Going
downhill, you'll encounter a trick ramp, not unlike those of
City
Escape. Trick off it to grab the pole and swing upwards to the
next
platform. If you missed the ramp or the pole, destroy the
Hunters and
somersault into the wooden box to take a spring to the pole once
more.
On this platform, hit the spring on the far side (ignoring the
Hunters)
and launch yourself up to a pulley. Take it up, grab the rocket,
and
move forward a little bit to pick up 20 rings. When you land,
move
forward, avoid the bombs, and hit the second checkpoint.

Run down the hill, through the double loop, and jump off the
ramp to hit
the spring. Destroy the Hunter, then jump on to the pole and
launch
yourself to the elevators. Work your way up them very carefully,
then
Homing Attack across the Beetles when the Spark Beetle in front
puts his
shield down. Take out the Hunter that drops from the sky on the
next
strip of land. Hit the springboard and Homing Attack the Gold
Beetle
perched in the center. Follow the rings down the left bridge
support and
grind to the bottom. Somersault under the roller, then run down
this
strip of highway to the third checkpoint.

In this tunnel, jump over the barricades by any means, then
somersault
under the roller and run down the hill. After you go through the
loop,
be cautious. If you miss the spring at the end of the segment,
you'll go
hurtling to your death. Once you hit it, swing by the poles to
the top
of the highway. On this last strip of highway, there are banked
turns
with no guardrails. If you avoid all those, just have some fun
here.
Loops, speed, and a double corkscrew! When the thrill ride is
over, hit
the boosters, launch to the last platform, and run forward to
the goal
ring.

-----------------
4.5) Egg Quarters
-----------------

Background Music - Lovely Gate 3
A Rank Cap - 12000 points
Personal Best - 16150 points

Rouge is ordered by her mysterious "boss" to infiltrate Eggman's
hidden
base. In order to do this, however, she has to find three gate
keys
which oh-so-conveniently happen to be hidden in the general
vicinity.
The big trap in this level is the Giant Beetle patrolling the
halls. If
it sees you, you only have a few seconds to get into a shadow or
get out
of there before it blasts you. Like Knuckles' Death Chamber
level, this
is made of three rooms: a red one, a blue one, and a green one.

Mechanical halls and rooms are also dotted here and there. The
Gold
Beetle for Egg Quarters lies in the left alcove of the green
room
(facing the giant statue). An Attack Boo will be waiting to
surprise
you, and it will stun you for so long that the Beetle will
disappear, so
be ready.

U P G R A D E
Pick Nails
Required: Nothing
Priority: Essential

In the blue room, a mechanical room is blocked off by some
cages. Hit
the missile button aimed at the cages to open the room. The Pick
Nails
are literally right in front of you. When clinging to a wall,
hit B to
dig into it. Also, when gliding, hit B to dig into the ground.
You can
also hit Y until Dig appears in the B menu and dig from a
standstill.

----------------
4.6) Lost Colony
----------------

Background Music - Trespasser
A Rank Cap - 34000 points
Personal Best - 35830 points

Eggman needs to find the central control room so he can give the
Chaos
Emerald to Shadow. Since ARK was shut down 50 years ago,
everything is
very dark and only GUN robots remain. When you come up from
below,
destroy the two dynamite packs on the door in front of you to
advance.
Go down this hallway, destroy the Beetle at the end, and turn
left. Kill
the Gun Beetles in this room, then in the next room, jump off
and hug
the north wall. Destroy the dynamite packs when you land, then
progress
forward and take care of the Hornet-3 and the Beetle. At the end
of the
hallway, two Gun Wings will swoop down when you open the door.
They
don't pose a threat, so don't bother unless you need the points.
Open
the wooden crates in the corner of this room to expose a switch.
Hit it,
then move to the next room. There is a Rhino hidden on the floor
of this
room, so shoot it and go down the hill. Again, a Rhino haunts
the floor.
Take the left platform up, then hit the switch up there and go
through
the door to the first checkpoint.

In the maze ahead of you, walk around until you see a Hornet-3.
Dispose
of it, then look to the side for a stack of metal boxes against
the
wall. Use them as stairs to get to the top.

U P G R A D E
Jet Engine
Required: Nothing
Priority: Required to finish level

On the platform you're on right now, it calls to you. It allows
you to
hover over wide gaps by pressing A in the air.

Hover across to the next platform and hit the missile there.
Hover to
where the missile hit and progress into the next room. Take
either
platform up to the high rise (I'm running out of synonyms, so
sue me)
and take out the Beetle there. Move to the arm of the platform
and jump
on. Destroy the three Gun Beetles at the top and hover across.
If you go
too far, you'll miss the second checkpoint.

The two Beetles in front of you and the Rhino in the next room
don't
pose a threat, but shoot them anyway. Turn left, destroy the
Beetle and
the Rhino, then blow apart the wooden containers to form a crude

staircase. Take it to the switch, then leave the room through
the now-
open door. A Hornet-3 hides in the shadows at the end of this
hallway.
You enter space for the first time in the next room. As usual,
there are
several Gun Wings coming around. Look out for one in particular;
it
comes down in front of the gap between the catwalk and the exit
door. 10
rings are in the next room, then you enter space once more. Lock
on to
and destroy all the Beetles as quickly as you can. The Gold
Beetle
appears in front of you on your descent via the elevator. At
your
stopping point, hover across to solid ground and go through the
door.
Watch out for the two Gun Wings that come down just before you
hit the
third checkpoint.

Go to the end of the hall, open the door, and target all the
Hornet-3
parts you can. Once everything is down, step on the secure
platform at
the end of the catwalk and ascend up a shaft of Beetles. A great

opportunity for points lies here. At the top, open the door by
shooting
the dynamite packs. In this short hall, pick up the rings and
exit into
space. Destroy the Hornet-3 hidden in front of you, then hover
down to
the missile. Hit the button, then go forward to the door (wary
of any
enemies) and open it. Make your way through the final hallway,
open the
door at the end, destroy the Hornet-3, and hit the goal ring.
Some Gun
Wings will be shooting in the background during your cinema,
causing for
a cool drama effect.

----------------
3.7) Weapons Bed
----------------

Background Music - Crush 'em All
A Rank Cap - 30000 points
Personal Best - 32650 points

The Eclipse Cannon, a weapon of total annihilation, is the
reason Shadow
wants the Chaos Emeralds. Eggman plans to grab all the Emeralds,
when
Rouge drops down and offers her services. Cut to the Prison
Island
coastline, where the Dark side has regrouped. Eggman's task is
to break
in and distract the military. The first thing you'll notice in
this
level are the hordes of deactivated robots which are points for
the
taking. Destroy as many as you need, remembering it only takes
11 to get
2000 points. Go to the garages on the end of the aircraft
carrier and
take out the nearby Hornet-6.

U P G R A D E
Large Cannon
Required: Nothing
Priority: Required to finish level

Break open the door of the center garage and pick up the Large
Cannon.
You can now break open iron crates.

Use the Large Cannon to break down the iron crates and form a
makeshift
staircase of metal boxes. Jump the fence and hit the first
checkpoint.

From this platform, hover all the way over to the far left
platform. Two
Hawks will drop down and shoot rapidly, so take care of them as
fast as
possible. A large block of iron crates blocks your progress, so
break
them all to advance. Work your way up to the gap in the
catwalks. A Hawk
will drop between you and the crates on the other side, so
destroy it.
Break open the crates on the other side, hover across, and hit
the
springs to launch upwards. Break the iron crates here, then
target and
destroy the Hawk shooting upwards at you before advancing. Hover
across
to the platform ahead, destroy the Hawk, and take the pulley up.

Eliminate the Hawk up here, then stick to the right all the way
down
this aircraft carrier. Destroy the Hornet-6 here, then keep your
laser
at the ready as you hover to the next platform. On the next
platform,
after the Hornet-6 you just blew up, hover across to the catwalk
and hit
the second checkpoint.

A Hawk will swoop down behind the stack of iron and metal
crates, so
don't stick around long enough for it to hit you. Break the iron

containers between the metal boxes, then hover to the next
catwalk and
hit the springs behind the crates. If you need rings, hit the
three
capsules, then hover to the catwalk to the right. It gets tricky
here,
as many robots are shooting at you at once. Take out as many as
you can,
go to the catwalk on the right, and shoot the Hawk that drops
down to
your left. Break the green box to the right of the next catwalk
for a
better chance to get to that catwalk. Run forward to the
checkpoint.

Grab the pulley and destroy the Hornet-6 at the top. When you
jump off,
three Hawks will drop down and ambush you. Ignore them and run
to the
end of the carrier. Hover to the next platform, but watch out
for the
Blue Eagles dropping bombs. When the bombs all explode, another
Hawk
will come up from in front of you. Destroy it, hover to the next

catwalk, and work your way up again. Destroy all enemies and
crates in
your way to get to the goal ring.

+++++++++++++++++++
4.7.1) BOSS - Tails
+++++++++++++++++++

You've successfully distracted the military and allowed Shadow
and Rouge
passage into the island, but that still doesn't stop Tails from
coming
in. However, fox-boy is a pushover. Just lock on and shoot when
he
starts to move in a circle and fire his Volkan Cannon. Three or
four
good pops will kill him.

------------------
4.8) Security Hall
------------------

Background Music - I'm A Spy
A Rank Cap - 12000 points
Personal Best - 15450 points

For some reason, Eggman is convinced that his 30-second fight
with Tails
calls for a 15-minute reduction of schedule. This may prove to
be one of
the more difficult levels for Rouge, because she thinks highly
of
herself and sets the timer to five minutes. Your first problem
in this
level will involve the numerous safes. First off, you have to
unlock
them to open them. To unlock the safes, take the spring on top
of the
large platform in the center of the red level. From that
platform, take
the pulley to the second floor. Incidentally, the Gold Beetle
happens to
appear on your way up. On the second floor, the red and blue
safe
switches can be found to the left and right, respectively. The
yellow
safe switch is on the large platform in the center. To open the
safes,
dig into the black center. If you're close to some giant fans
and your
radar is flashing red, try Drill Driving into the abyss near the
fans.

U P G R A D E
Treasure Scope
Required: Mystic Melody, Iron Boots
Priority: Needed for many Hard Mode missions

On the far end of the yellow level, you'll see an ancient
shrine. Play
your Mystic Melody there, then take the platforms to the iron
crates.
Kick them open, then move forward to the Treasure Scope. To put
this on,
hit Y until Treasure Scope appears in the B menu. Put it on
where you
got it and look around for some surprises. To take it off, just
jump.

++++++++++++++++++++++++++++++
4.8.1) BOSS - R-1/A Flying Dog
++++++++++++++++++++++++++++++

Despite her best attempts, Rouge is still caught in the security
hold.
Flying Dog is sent in to take care of the intruder. Aside from
the fact
that he never lands, R-1/A Flying Dog is almost the same as B-3x

Hotshot. If you plan to hit him, you'll need to climb onto the
gates on
either side, then glide into the cockpit when he stops shooting

missiles. After four hits, his only attack will be shooting the
laser.
One more hit will kill him.

-----------------
4.9) White Jungle
-----------------

Background Music - Rhythm and Balance
A Rank Cap - 14000 points
Personal Best - 15250 points

Shadow picks up a transmission from Rouge; it turns out she got
trapped
anyway! The bombs go off in ten minutes, and if you will not
have gotten
to the safe, Rouge will die. Your mission in White Jungle is to
blow
through it in ten minutes or less. You drop from a waterfall
onto a
booster, then run down a snakerun with a spring at the end. The
spring
takes you to a vine, which in turn takes you to a springboard.
Homing
Attack the three enemies, then take the launch vine to the upper

platform. Roll under the blockade and take the next launch vine
up to a
snakerun and the first checkpoint.

Run down this hill, through the loop, and to the jump panel at
the end
of the snakerun. Hit the springs to launch yourself into a
20-ring
capsule, then dodge the Rhino Spikes on your way down. Roll
under the
barrier and hit the Bomb capsule to destroy the enemies in your
way.
Hitch a ride on the launch vine to the next platform. Wait until
the
weight falls down and jump on it. Homing Attack the Hunter, then
link it
to the spring. Again, dodge the Rhino Spike on your way down and
hit the
launch vine to be sprung upwards. Destroy the Hunter on the
small
platform you land on, roll under the gate, and run to the end of
the
tunnel to get the next checkpoint.

Head down this snakerun, through the broken loop, and hit the
jump
panel. Ahead of you, two Hunters will drop down. Destroy them,
roll
under the barricade, ignore the Spark Beetle, and go up and
through the
loop. Destroy the two Hunters at the very top, break through the
wooden
crates, and run through the third checkpoint.

After hitting the spring at the end of this snakerun and landing
on
solid ground again, you'll need an important item to progress.
Destroy
the Rhino Spike first.

U P G R A D E
Air Shoes
Required: Nothing
Priority: Required to finish level

Break the wooden crate to your right and drop down the revealed
hole. It
doesn't get much easier. The Air Shoes allow you to Light Dash
across
any row of rings at supersonic speeds. When you run into a row
of rings,
just hit B.

Roll under the blockade to your left and Light Dash across the
many
rings you see. When you emerge near the spring, take it up to
the
boosters. Run through the snakerun to the spring at the end.
When you
land, the Gold Beetle will appear right behind the Hunter. Hit
the
launch vine to get to the next platform, on which your only
hazard is
the Gun Wing coming around the corner that the weight lies on.
Roll
under the gate, hit the spring, and follow the launch vines to
the goal
ring.

+++++++++++++++++++
4.9.1) BOSS - Sonic
+++++++++++++++++++

You'll land in the arena and Sonic will soon come up behind you
and
instigate a fight. Dodge Sonic's movement until he stops, then
jump up
behind him and Homing Attack. Repeat twice, but beware: If you
attack
him from the front, he'll jump up, deflect it, and Homing Attack
you.
Your only danger aside from that is bouncing off the arena when
you
ricochet from a Homing Attack.

---------------
4.10) Route 280
---------------

Background Music - Chasing Drive
A Rank Cap - 3:20:00
Personal Best - 3:15:30

You have six of the seven Chaos Emeralds, thanks to a noble
effort on
Shadow's part, and you've put off a demonstration of the power
of the
Eclipse Cannon. Unfortunately, to bring it to full power lest
the world
not submit to the Eggman Empire, you need all the Emeralds.
Fox-boy
still has one from the last game, so it's Rouge's job to chase
and catch
him. This is a pleasant change of pace from Rouge's normal
levels, but
there's still some things you need to follow to get an A. The
controls
have changed, first off, so hold down A to accelerate, B brakes,
and Y
gives you a speed boost with every 20 rings. Power slide around
every
turn. To power slide, start turning a corner, let go of the A
button,
then turn a little more and gun it. It sounds complicated, but
it's
actually easy to pull off. Only use speed boosts on
straightaways,
because if you hit a wall when you're moving too fast, you'll
bust
through it. Be cautious of the few hairpin turns in this level,
and
always power slide around them. Successful completion of this
level
unlocks 2P Kart Racing.

--------------
4.11) Sky Rail
--------------

Background Music - Mr. Unsmiley
A Rank Cap - 14000 points
Personal Best - 14100 points

The Tornado has crossed the path of Shadow, and now he must
track it. I
like this level, simply because there's many paths you can take
and
you'll never get lost. When you're done on the rail in the
beginning,
hit the boosters and launch off the springboard. Move forward to
a
Propeller Spring. To activate these, you have to repeatedly
Homing
Attack them until you reach the orange circle at its peak. At
the top of
this one, hit the 10-ring capsule in front of you and follow the
path to
the rocket. If you're going for the fastest way, take the rocket
right
here.

U P G R A D E
Ancient Light
Required: Nothing
Priority: Medium; really helps in big swarms of enemies

Homing Attack across to the platform beyond the rocket and go to
the
ledge with the Chao Box on it. Jump off here and two Beetles
will
appear. Homing Attack them, then Homing Attack the Spring Beetle
to get
to the top where the Ancient Light lies. To use it, hold down
the B
button until Shadow says, "There's no time to play games!", then
release
the B button near a swarm of enemies. If you come across a P-100

Artificial Chaos, you'll be in the air for a good 30 seconds,
making for
some good fun.

From the upgrade, Homing Attack the Beetles as far as you can,
then get
to the first checkpoint by any means possible.

Here, grind all the way down the long set of rails until you
reach the
bottommost ledge. Homing Attack the spring in front of you to
bounce up
to a ledge with a Propeller Spring. Work your way up in the same
fashion
as before and hit the second checkpoint.

This set of rails curves around a pumpkin pillar, then ends
above an
outcropping with a Rhino on it. Head to the left, Homing Attack
the
Beetle, and make your way up on the Propeller Spring. Up here,
go up
once more. Homing Attack the capsule and move to the steel
platform with
another Propeller Spring on it. Keep going up and hit the third

checkpoint right before the rails.

This Gold Beetle is probably the trickiest of all. When you see
two
Beetles off to the side, jump off the rail. Homing Attack the
Gold
Beetle in front of and below you, then try to make it back to
the rail.
At the big rail split, just keep on your straight path and
you'll land
safely. When you launch off, run to the end of the outcropping
to the
Propeller Spring. Keep going upwards via the enemies and hit one
of the
two rails at the top. Grind all the way down, keeping your
balance, and
run to the end of this platform to the goal ring. Be sure not to
run
under it and off the edge.

++++++++++++++++++++++++
4.11.1) BOSS - Egg Golem
++++++++++++++++++++++++

You've realized that the Tornado is heading straight towards
you, and
now Eggman is heading the gang off at the pass. One big problem
- Sonic
destroyed the control mechanism of the Egg Golem, and now it's
set on
destroying its creator. There's a very easy way to beat this
boss, but
it's kind of tricky. When you start, drop down and land on a
block with
a pulley above it. Grab the pulley and shoot like a madman when
you see
the Golem. If he lunges for you with a fist, hold back on the
control
stick and jump off. Hover down slowly and grab the pulley again
when
it's safe. After the three cracks in his chest open up, lock on
to and
destroy the flashing lights. Destroy all nine of them to fell
the beast.

---------------
4.12) Mad Space
---------------

Background Music - 34 Degrees N, 12 Degrees E
A Rank Cap - 14000 points
Personal Best - 15750 points

This will certainly make your Top Three Most Hated Levels list.
First
off, Mad Space is just huge. Second, all the hint computers are
reversed
in unique ways which will soon be explained. Third, two of the
three
large meteorites have very distinct gravitational fields that
will piss
you off badly. Like I said, the hint computers are reversed. The
first
one is written backwards (ie diuqil live is evil liquid) and the
next
two are opposites of the actual one (ie the highest place means
the
lowest place). On the central space station, there are three
rockets.
One takes you to the Spherical Planet. This is the one with the
most
confusing gravity. If you drop below the center line, your
controls are
immediately reversed. Hopefully, you won't need to spend much
time on
this planet. Another one takes you to the Capsule Planet. This
one,
quite aptly, looks like a capsule. If any Emerald Shards are
hidden on
this one, they're going to be at the ends. The final one takes
you to
the Holy Planet, which is blue and has a huge crater in it. If
you take
the rocket on the Holy Planet upward and keep going up, you'll
reach the
tip of the ARK. The Gold Beetle is located up here, between two
ledges
at the very top.

U P G R A D E
Iron Boots
Required: Nothing
Priority: Essential

On the Spherical Planet, the Iron Boots can be found in the
central
pillar-type structure. You can now break open iron containers.

+++++++++++++++++++++++
4.12.1) BOSS - Knuckles
+++++++++++++++++++++++

Somehow, from Mad Space, you made it into Meteor Herd and a
confrontation with Knuckles. Quite typically, it's over the
possession
of the Emerald Shards. Pick up a couple rings at a time in this
fight,
and try to get over Knux and Drill Drive him. It's the fastest
way to
take care of him. When the floor opens up, try to land on the
same
rafter as the echidna so you can Drill Drive him easily. Watch
out for
his Thunder Arrow attack, which is easily identifiable by the
quick
close-up on his face as he says "Take this!". Four smacks will
make him
give up.

-----------------
4.13) Cosmic Wall
-----------------

Background Music - Soarin' Over Space
A Rank Cap - 80000 points
Personal Best - 109120 points

Sonic and gang have infiltrated the ARK and Eggman decides he
has to be
the one to stop them. You have to travel into space once more to

accomplish this in what may be the longest level in the game.
The game
allows you to hover upwards because of the weak gravity. I don't
believe
it for a second because there's no gravity in space, but physics
be
damned, let's get on with it. You'll start off in front of two
ring
capsules. Snag them and hover upwards to the next platform. You
move a
lot faster if you're in front of the arrows. Up here, destroy
the green
guard robots and the Tentacle Hover Chaos. Hover up again to the
next
platform and take out the enemies hovering over space. Turn left
to
realign yourself, move to the end of the platform, and hover
upwards
again. Turn right, destroy the enemies onto which you can lock
and jump
over the perpendicular gap. When hovering up to the catwalk
above, be
careful of the Tentacle Laser Chaos clinging to its underside.
Target
and destroy the guard robots and the Hornet surrounding this
platform,
then hover upwards once more. Jump on top of the weight, then
hover to
the next catwalk when you reach the apex. Again, wipe out the
guard
robots and the Hornet surrounding this platform, then hover
upwards.
Destroy all five Beetles ahead and run forward through the first

checkpoint.

After jumping up the platforms, use your Volkan Cannon on the
tent
structure. Try to stay a decent distance away from the next
platform as
you hover up, for two Tentacle Laser Chaos await you on the
underside.
In front of you on this platform are four guard robots; destroy
them and
advance forward. Destroy the Hornet to your left, break the
tent, and
hover upwards again. Destroy the tent while in mid-hover, land
on the
platform, and hover to the next one. There are three Tentacle
Laser
Chaos at the end of this platform, but you're able to target and
destroy
them. Once they're taken care of, run to the end of the
platform, up the
steps, and through the second checkpoint.

Hover up, break the tent in mid-hover, and land safely on solid
ground.
The two Hornets on either side should either be sitting idly or
getting
ready to launch. Lock on to and blow up as much as you can.
Destroy all
the Tentacle Laser Chaos in front of you, walk up the steps, and
hit the
springs. Hover to the platform with the tent (no need to destroy
it) and
follow the rings upwards to the next platform. In this vertical
shaft,
you'll be making your way upwards by means of platforms and
pulleys,
then downwards by any means possible. These sections are pretty
much
self-explanatory, and the camera often focuses on the next place
you
need to be, so I'll only be pointing out places of
significance.

U P G R A D E
Protection Armor
Required: Nothing
Priority: Medium, helps in the fight against Tails

When dropping down from the top of the shaft, stick to the far
left
corner. You should land on a platform with a missile on it. Hit
the
missile, then hover between the two platforms in the far right
corner.
You should pick up the Protection Armor, which adds another
level to
your health gauge, meaning you can sustain more damage before
dying.

After you drop from the shaft, move forward and destroy the
Artificial
Chaos. Jump onto the elevated area and hit the third
checkpoint.

Here's where you get to ride the rails. To those thinking a
score of
80000 points is impossible, I'm about to prove you wrong. After
a few
Beetles, you'll come across a group of canisters. Your first
instinct is
to lock on to them all; do NOT do that. Instead, shoot them
individually
for a nice 3500 points a pop. Do this technique on every group
of
canisters you see. After the canisters, you'll come across a
field of
guard robots and Tentacle Hover Chaos. Your first priority is
the Chaos,
as they can easily reach out and cause you to lose all your
rings. There
are only two in this field, thankfully. Proceeding the field of
guard
robots is a long straightaway which leads you back into the
space
colony. Run forward off the platform and into the fourth
checkpoint.

After destroying a Hornet-9, you'll start to go up a slightly
trickier
vertical shaft. Here, there are two Tentacle Laser Chaos
positioned in
strategic places: one under the first platform (after you start

ascending) and one on top of the third. Dealing with these, work
your
way to the top. Stick to the corner at which you are positioned
to pick
up a good supply of rings. Drop down the shaft, don't worry
about the
Chaos and guard robots, and hit the fifth checkpoint in front of
you.

In order to advance, first destroy the Hornet-9 ahead. Jump and
hover
all the way across to the platform with the spike balls on it.
If you
get shot down or miss your mark or anything else happens, just
make your
way up via the platforms. From the spike ball platform, destroy
the
Hornet and hover upwards. Watch out for the Hornet-3s on either
side,
head to the platform in front of the hover arrows, and take care
of the
Tentacle Hover Chaos. Be sure to stand back, because he's closer
than it
seems. Coming up to this platform, you'll encounter a Tentacle
Laser
Chaos and several brown guard robots. These robots take two hits
to
destroy, but they make for easy Perfect! point combos. Lock on
to and
destroy all the robots and the Chaos here, then hover upwards to
the
next platform. Take care of the Beetles, destroy the Tentacle
Laser
Chaos hanging from the underside of the next platform, and hover
up. A
Hornet greets you, so make that your first priority. Then, lock
on to
and destroy as many enemies as you can see to your left. From
here, all
the platforms are clean up to the second platform with a tent on
it.
Shortly after destroying the tent, two Hover Chaos will fly in
from
behind you. Destroy them both and take the low route across the
asteroid
field and to the sixth checkpoint.

Aside from an abundance of enemies, this vertical shaft is the
same as
the other two. When you reach the top, a Hover Chaos and two
guard
robots will be behind you. They don't attempt to attack, so
vaporize
them while you can. When dropping down the shaft, stick to the
near left
hand corner. Destroy the enemy in front of you at the bottom and
run
forward through the seventh and last checkpoint.

Your second and last rail trip starts in an asteroid field which
soon
clears up. Again, seek and destroy any and all Tentacle Hover
Chaos.
Just so you don't get confused, that's EVERY Chaos here. As you
go
through the loop, shoot wildly in any direction. If you're lucky
you'll
hit a canister or two. After coming out of the loop, the next
set of
canisters is in front of you, but to your left when the camera
straightens out. Going up the hill, canisters appear everywhere.
At the
top of the hill, some canisters will appear on either side of
you. Once
you descend into the tunnel, turn around and face the drill-bot
coming
towards you. Lay into the B button like a madman. If you hold
off the
drill long enough, you'll launch off your platform and into the
goal
ring.

++++++++++++++++++++
4.13.1) BOSS - Tails
++++++++++++++++++++

You've blown up Sonic, so what's a faithful sidekick to do?
Avenge his
death, of course! This battle is much harder than the one on the

aircraft carrier, but if you picked up the Protection Armor in
the
preceding level, you'll have an obvious advantage. You can blow
up the
canister moving up the middle when Tails gets close to it and he
will be
hurt by the resulting explosion. If, after a zoom on Tails'
face, you
hear a charging sound (trust me, you'll know it), run. Run like
hell.
His Power Laser is coming around, and once you're inside,
there's no
escaping. Keep running around, pulling off shots when you're
close to
him, and you should make it by fine.

-----------------
4.14) Final Chase
-----------------

Background Music - The Supernatural
A Rank Cap - 12000 points
Personal Best - 13680 points

Rouge has done her homework, all right, and she's found that
Shadow may
not be the true ultimate life form. However, Shadow's done his
as well.
He realizes that Rouge is actually a government spy sent to
steal the
Chaos Emeralds! Eggman, however, requires Shadow's assistance
with the
Eclipse Cannon, for he has picked up the seventh Chaos Emerald.
Shadow
dismisses Rouge with a threat to her life as he rushes off to
assist
Eggman. As you grind down the rail in the beginning, you may
believe
this level to be the same as Final Rush of the Hero story. When
you
finish the rail and bounce off the springboard, the first
checkpoint is
in front of you.

If you find yourself desperate for points, jump off the top of
this hill
and Homing Attack the Tentacle Hover Chaos, then off the 20-ring

capsule. Otherwise, just run down and avoid the meteors. At any
rate,
when you reach the bottom of the hill, a Tentacle Laser Chaos
will be
there in front of you. Once you destroy it, a gravity drum will
be next
up. Get close to it so its gravity sucks you in. Run up it to
the
springs on either side. Hit either spring and Somersault into
the Shield
Hunter on the platform ahead. Hit the springboard, Homing Attack
the
capsule, and try to destroy the Tentacle Laser Chaos. Hit the
springboard here and enter the tunnel. Somersault into the
Shield
Hunter, run to the end, and stick to the gravity drum. Navigate
to the
central platform with the spring, hit the spring, and jump off
the drum
to the next platform. Avoid the tentacles of the Tentacle Hover
Chaos up
ahead, Homing Attack it, and land on the platform below. Hit the

springboard and launch yourself to the vertical drum. Run up and
grab
the pulley, then jump to the next platform. A meteor ahead will
explode,
leaving clear passage up the drum. Hit the spring and get
launched to
the jump panel. This string of drums requires no jumping
whatsoever.
Your two hazards are the exploding meteors on the horizontal
drums and
the bombs from the Hornet-6 chasing you up the vertical drums.
When you
reach the top, hit the spring for 300 points and the second
checkpoint.

To get the Gold Beetle, you have to jump off this hill and angle
to the
right. You'll see some drums ahead; latch on to them, then
transfer to
the lower group. At the very end of the last drum, the Gold
Beetle will
appear. Make a blind leap of faith to the platform far below.
Rush past
the Hornet-6 and hit the third checkpoint inside the tunnel.

Go up either drum in the corners and Homing Attack the Tentacle
Hover
Chaos. Drop down the center tunnel and try to stay centered. The


boosters will often shove you off into space if you're not
centered.
Grind down the rail to the springboard and bounce off to the
drum.
Homing Attack from capsule to Chaos to drum from the top. Up top
of this
drum, Homing Attack from Chaos to drum and make your way up
again. Once
more, Homing Attack from Chaos to drum and go up. Finally, do it
once
more.

U P G R A D E
Mystic Melody
Required: Nothing
Priority: Needed for every Lost Chao mission

Make your way to the top of the drum on which you are. At the
top of
this drum, you should see another in front of you. Jump above
the
electric fences to the top of that drum, then jump over to the
platform.
The Mystic Melody is in front of you. It allows you to activate
Ancient
Shrines which cause objects to appear or doors to open. In
nearly every
case when you come across an Ancient Shrine, you will need to
use your
Mystic Melody to reach the Lost Chao. Otherwise, it doesn't
serve much
of a purpose.

Play the Mystic Melody at this shrine to cause a warp to appear.
Take
the warp to the platform far below and destroy the Shield Hunter
by
Somersaulting into it. Ahead, every step counts. Homing Attack
the
Tentacle Hover Chaos, then Homing Attack onto the drum. Keep
moving
upwards thusly until you come to a platform with a spring ahead
of you.
Jump to that platform, hit the spring, and grab the all the
rings on the
rail above for 500 points. Hold back on the control stick to hit
the
fourth checkpoint.

Grind down this rail to the hill. Run down the hill, follow the
rails
ahead, and you'll land on a green platform. Jump down to the
next green
platform, then take either side of drums to the other side.
You'll have
to jump from one to the other, and at the end, to the Tentacle
Hover
Chaos. Once you're back on solid ground, hit the fifth
checkpoint ahead
of you.

Take the boosters up the steep incline, then jump off the top of
the
hill in front of you. If you hit some gravity drums on your way,
just
jump off and press onward. After you land, run forward carefully
to the
rail. Grind down it, and hold back to slow yourself down after
you come
off the rail. At the break in the drums, wait until you're on
the top
side until you jump to the next one. An electric fence lies
below. At
the platform at the end, grind down the rail to the right. Move
close
the drums at the end to advance upwards to the vertical drum.
Once you
make it to the top of the vertical drum, jump to the platform
off at an
angle. Grind up the rail via the two boosters before it, then
move
forward above so that you don't fall back down. Homing Attack
the
Hornet-6 before it gets a chance to hit you, drop down, and move
forward
to the sixth checkpoint.

Very carefully navigate the string of drums and springs to get
to a drum
at the end with a pulley above it. Jump straight up and grab the

aforementioned pulley. At the top, jump off and Homing Attack
the
Tentacle Hover Chaos, then Homing Attack the drum. Run up, hit
the
spring, and grab the rocket. From here, just run straight down
until you
reach a platform with a spring on it. The final test is to jump
off the
drum onto that spring to reach the goal ring.

++++++++++++++++++++
4.14.1) BOSS - Sonic
++++++++++++++++++++

Sonic is...NOT dead? He's more than an ordinary hedgehog,
indeed. After
a quick conversation in which Shadow states that he cannot let
Sonic
live, the battle starts. For the final boss of the Dark Story,
he's not
all too difficult. For the first two or three hits, you can just
Homing
Attack Sonic. However, when you damage him enough, he'll start
countering your attacks. At this point, let him advance far
enough
forward so that he mutters, "I'm not done with you yet". At this
point,
Homing Attack to get out of the way of his oncoming Sonic Wind.
Homing
Attack him while he's standing still after he unleashes it. Your
main
hazard in this level is the narrow platform on which you fight.
If you
miss with a Homing Attack, you'll more than likely go flying off
the
edge. Also, parts of the path you've already passed crumble and
fall to
the Earth below. The point: Keep moving and aim. After you
defeat Sonic,
the villains of the game can celebrate a great victory over the
Dark
Story ending.

=========================
5) Last Story Walkthrough
=========================

Professor Gerald Robotnik has implemented a program which causes
the ARK
to plummet into Earth upon attempting to fire the Eclipse Cannon
at full
power. What this means to all six characters is that somehow
they must
overcome their rivalries and work together to stop their deaths
and the
deaths of the citizens of Earth. To accomplish this, they must
break
into the core of the Eclipse Cannon and shut it off manually.

------------------
5.1) Cannon's Core
------------------

Background Music, Tails/Eggman - Scramble for the Core
Background Music, Rouge/Knux - Cooperation
Background Music, Sonic - Deep Inside Of...
A Rank Cap - 29000 points
Personal Best - 31590 points

Since this level is so bloody HUGE, I won't be following my
normal
"separate-into-paragraphs-based-on-checkpoints" method. Instead,
each
character's section will be a separate paragraph. In a way,
though,
those are checkpoints, because if you happen to die, you'll
start at the
beginning of that character's section. Note that to finish this
level in
the easiest way possible, you should go back through all the
levels and
find every upgrade. But enough babble, you have to stop the
ARK!

First up is Tails, whose job is to seek out and destroy the
first
security door. After dropping down, shoot the four dynamite
packs and
open the door. Shoot the Shield Hunter when he stops to fire and
advance
into the next room. Destroy the Hornet-9, turn left, and go to
the next
room. Hit the Time Switch to stop the spiked balls and go
through the
door into the next room. Turn around at the doorway, hit the
Time Switch
again, and run forward to destroy the Guard Chaos while it's
still
inactive. Just for future reference, any type of any enemy will
be
totally frozen and inactive while a Time Switch is activated. Go
through
this door and descend on the platform. At the bottom, Hover
through the
doorway, hit the Time Switch, and run through the hallway. When
time
starts to resume, hit the Time Switch again and keep running
down.
There's one mounted above the doorway at the end, behind the
Hornet-9.
Drop out into space, land on the moving platform down below, and
destroy
the Hornet-3. Carefully hover down to the door and blow it open
with the
dynamite packs. Destroy the Hornet-6 in front of you, then the
Guard
Chaos ahead. Two Hunters will drop down behind you, so destroy
them as
well to open the door. Hit the Time Switch ahead of you to
freeze the
weights and stop the lasers. Go into the next room, destroy the
Hornet-
9, and hit the Time Switch. To your left, jump on the platform
and from
there, to the ledge. When you see the weight ahead fall, hit the
Time
Switch again and jump on the weight to the central ledge. After
time
resumes, five Hunters will drop down around the center. Destroy
them all
and shoot the large door with your Volkan Cannon until it
shatters.

One step closer to the core, one more character as whom to play.
Eggman
also has to hunt down a security door. Move slightly forward and
lock on
to the three Shield Hunters, then destroy them when they drop
their
guard. Keep going forward and four Hunters will drop from above.
Destroy
them all, then quickly shoot the Hornet-6 behind the door to
your left.
Ascend on the elevator to the next door. In this room, you'll
never get
by with as many rings as you started. You'll have to trigger
both
Tentacle Laser Chaos, shoot one, and use the conventional method
on the
other. On the right, shoot the 20-ring capsule and grab the
pulley.
Target the two Shield Hunters, destroy them, and jump onto the
cleared
platform. Once you open the door, two Beetles will spin into
existence
on either side of you. Ignore them, but be careful of the three
Hover
Chaos which descend from above. Hit the Time Switch, shoot the
inactive
Guard Chaos, and open the door. Shoot the Time Switch when the
block on
the right is just coming out of the acid, jump on it, and hover
down to
the lower area when time resumes. Keep hovering over the
right-hand
block dispenser until a block comes up. Ride it to the door up
top,
which you should enter. Shoot the nearby Time Switch and rush to
the end
of the hallway before time resumes. In this room lies the only
checkpoint. Turn right and fall down the shaft, avoiding the
lasers.
When you see three Tentacle Hover Chaos, start slowing up and
lock on to
and destroy the three of them. Stick to the wall ahead of you,
lock on
to the center time switch, and quickly hover over to the
platform ahead.
Release the shot about halfway through your flight and drop onto
the
platform in front of the door. Destroy the two inactive Guard
Chaos and
advance into the last room. Lock on to the Time Switch and
release the
shot when the block in front of you passes you and another block
is just
rising. Use those two blocks as steps and, when time resumes,
jump off
the block moving upwards and hover over to the central platform.
Just
shoot open the door.

Rouge, for a change, has to hit the button which drains the
liquid out
of the core. Why? Search me. The button is enclosed in a cage
right in
front of you, but you need to find the switch which opens the
cage. This
section is fairly simple once you figure out where you need to
be.
First, ascend all the pillars by climbing up and controlling the
camera.
After you get to the top of the tallest pillar, hit the Time
Switch and
drop down to the door covered in sand directly in front of you.
Run
forward, destroy the Shield Hunter with a swift kick, and drop
down.
Cling to the front wall below the door. Hit the Time Switch
directly
after a block comes out of the door. Run through, hit the
inactive
Tentacle Hover Chaos on the right, and break the iron crates to
get
invincible. Jump up onto the central platform, destroy the
Tentacle
Laser Chaos, and hit the switch he guarded. This opens the cage,
so now
you can return to the main room. This will take a little bit of
doing,
though. First, jump off the central platform (ignoring the Time
Switch)
and run back into the acid room. Hit the Time Switch below the
door and
hit the spring in the acid behind the platform on the ground.
Push
forward to land in the corridor, then run through the sand into
the
central room. Hit the uncovered button to clear Rouge's
portion.

Now, Knux has to unlock the final security door, which is right
in front
of him. Dive down into Rouge's main room, hit the Time Switch
(the same
from Rouge's section) on top of the pillar, and resurface
quickly. Run
behind the inactive Tentacle Hover Chaos and Drill Claw into the
boxes
to hit a spring and launch yourself up. Here, hit a switch which
removes
the lasers from a door down below. Drop down the hole in front
of you
and dive into the water to the corridor. To swim the quickest,
keep
hitting B while staying in the center of the corridor. However,
in this
one, follow the rings. At the end, swim right and hit the bomb
capsule
behind the block dispenser. Hit the switch to remove the lasers
in front
of you, then go above the entrance to the room and hit the Time
Switch
to shut off the current. Use the effective swimming method
described
earlier to quickly make it through this waterway and down the
laser
room. If you don't have the Air Necklace (which you should have
if you
had listened to my directions earlier), swim into an air bubble.
Hit the
Time Switch at the bottom and use the swimming method through
this
corridor. Drop down at the turn and hit the second Time Switch,
then
swim through the last leg and hit the security door button
behind the
central platform.

Sonic is the gang's last hope for survival, so make this count!
After
you fly off the rail in the beginning, hit the Time Switch and
quickly
Homing Attack across the Tentacle Hover Chaos to solid ground.
Charge up
your Light Attack (for which you also should have the upgrade)
and let

the Capsule Chaos release its spawn. Take care of business, then
go
through the door on the right and destroy the two Shield
Hunters. This
Tentacle Hover Chaos can cause a problem; to destroy it, you'll
have to
Homing Attack it, then Homing Attack towards the camera with
help from
the control stick. Once that's destroyed, the door now ahead of
you will
open. Charge up your Light Attack again and let it loose after
the two
Hunters drop and the Capsule Chaos releases all the Chaos Cells.
Hit the
Time Switch and run forward, past the blocks, to the sandy area.
The
Gold Beetle finally lies in front of the gate. Bounce up to the
top of
the gate to hit another Time Switch, then Somersault under the
gate and
move up to the ledge beyond. Jump on the rail in the red
corridor and
work your way up the sand slide. Do this again in the next room,
then
slide to the end of Cannon's Core.

+++++++++++++++++++++++++++
5.1.1) BOSS - The Biolizard
+++++++++++++++++++++++++++

Amy, noticing Shadow alone staring into space, tries to nudge
him into
helping out the others. He flashes back to Maria, begging that
he gives
the people on Earth a chance to be happy. Instead of listening
to Amy's
comments, he drives himself to help upon the promise he made to
Maria.
Shadow's boss battle proves to be one of the most frustrating,
if not
the hardest, boss in the game. The Biolizard first chases you
around his
arena. Pick up some rings while he chases you. Keep in front of
his
mouth until he stops and a pipe coming out of his mouth starts
sparking.
Grind up this pipe and jump off at the end. Homing Attack the
glowing
life support system. For the next four hits, the Biolizard will
shoot
energy balls at you after he chases you around. His pattern
changes for
each hit, though.

For the second hit, after chasing you he will only shoot energy
balls at
a moderate speed. Somersault under the high ones and jump over
the low
ones. Grind up the pipe and Homing Attack the life support
system.

For the third hit, he will shoot energy balls at you at a
quicker pace.
Again, Somersault under the high ones and jump over the low
ones. Grind
up and Homing Attack.

For the fourth hit, after launching the energy balls at an even
faster
pace, he summons several eggs. To make your way up, you'll have
to
Homing Attack the eggs and get closer and closer to the life
support
system until you're in range. Hit him.

The fifth hit is the same process over again, but the energy
balls are
blazingly fast now.

The sixth and final hit has no energy balls, but it can be the
hardest
one to score. After the fifth hit, the Biolizard sends you into
the air
immediately, among several eggs. Your job is to navigate through
the
eggs to one of the glowing pipes on the life support system.
Once there,
hit A repeatedly until you actually hit him.

+++++++++++++++++++++++++++++
5.1.2) BOSS - The Finalhazard
+++++++++++++++++++++++++++++

The Biolizard is finally defeated, and while Shadow had him
occupied, Sonic and
Knuckles ran up to the Core and places the Master Emerald into
it. Knuckles
then recites a verse told to him earlier by Tikal. This
dictation stopped the
power of the Chaos Emeralds and sent the Biolizard off to
somewhere else via
the true power of Chaos Control. However, as Shadow enters the
shrine, the
entire colony starts to shake uncontrollably. Eggman then comes
on the intercom
and tells everyone that the Biolizard latched on to the space
colony and
intends to keep it on its collision course! This leaves but one
option for
Sonic and Shadow...Super forms. In an awesome cinema, Sonic and
Shadow
transform into Super Sonic and Super Shadow, then go off to face
the
Finalhazard.

The Finalhazard is really a piece of cake for the last boss of
the game.
Use the control stick to advance forward, hold A to slam
upwards, and
hold B to plummet downwards. If you run low on rings, fly behind
the
Finalhazard before you die. In order to injure this guy, you
have to
smash into the swelling part on his body. As you advance for
your first
hit, he releases a weak defense barrier of eggs. Blow through it
and
slam the area.

In his second phase, he releases a stationary laser
periodically. Since
it only stays in one place (this time), you only need to be
slightly
careful as you advance and hit him.

During his third hit, the laser is both constant and sweeping.
Now you
need to be on your toes until you figure out the pattern of his
laser.
For future reference, it follows a roughly circular pattern.
Rush in and
hit him fast.

The fourth hit introduces a second laser into the mix, but they
both
follow the same rough circle for a pattern. You'll probably get
hit at
least once during this or the next two hits, so be prepared to
fly
behind the Finalhazard.

These last two hits are identical. Learning from his mistake,
the
Finalhazard's defensive egg shield is much larger now, plus you
have the
two lasers with which to contend. Smack him twice and he will be
gone
for good.

WelshMiyamoto - Colin Spence did the Walkthrough
Submitted By: Venomous Albino
Sonic Adventure 2: Battle - a Boss Walkthrough by Dark Mark.

It's not a particularly hard game, but some less experienced
gamers might run into problems when faced with the boss fights. I
know I did, and because of this, I've compiled guides on how to
defeat each and every boss within the game. Enjoy!

Contents:

Boss Walkthrough:
- Big Foot / B-3x Hot Shot
- Tails / Dr Eggman (fight 1)
- Sonic / Shadow (fight 1)
- R-1/A Flying Dog
- King Boom Boo
- Egg Golem
- Knuckles / Rouge
- Tails / Dr Eggman (fight 2)
- Sonic / Shadow (fight 2)
- The Biolizard
- The Finalhazard



--------------------------------------------------
BOSS WALKTHROUGH:
--------------------------------------------------

Big Foot (playing as Sonic) / B-3x Hot Shot (playing as
Shadow):

These clunky robots won't pose much of a threat to you, but if
you don't watch what you're doing you'll end up a spikey smear on
the floor. First, avoid their machine gun fire they swoop around
a few times, then they will land and unleash a barrage of homing
missiles. Avoid these as best you can, then use a homing attack
to damage your foe. At this point, Hot Shot will charge up a
laser blast that can be easily avoided, before swooping around
using the machine gun again (Big Foot does not have a laser and
will resume firing the machine gun straight after you damage it).



Tails / Dr Eggman (fight 1):

Another easy fight, this. Your opponent will try his best to
avoid your fire (and you'll obviously need to do the same), but
by simply charging him and firing your Vulcan Cannon, you'll
easily be able to see him off. If he fires a homing missile,
simply run away until it "gives up", then resume your initial
tactics.


Sonic / Shadow (fight 1):

Your opponent, once again, possesses identical attacks to you, so
unless you've been asleep until now then you shouldn't have much
trouble anticipating and avoiding his attacks. You can attack
them from the front, and you must attack when they are standing
still. A homing attack is your best bet, though spin attacks will
work just as well if you can catch your opponent off guard.


R-1/A Flying Dog (playing as Rouge):

The Flying Dog is similar to both Hot Shot and Big Foot, except
it never lands. Flying Dog will fire off a machine gun while
swooping overhead a few times, then unleash some homing missiles.
When it has finished, use the railings on the sides of the arena
to climb up above Flying Dog, glide towards it and either drop
down onto it (which is risky), or glide low enough so that you
will glide into it (far more recommended).


King Boom Boo (playing as Knuckles):

Boom Boo has to be THE most annoying boss in the game, as he
takes a long time to defeat due to his crude way of manouvering
around you. You'll start off the fight with Boom Boo chasing you
around the central pillar. You can outrun him, but he will appear
in front of you, at which point you'll need to turn around and
run the other way. Be on the lookout for a smaller ghost who
holds an hourglass. Attack this ghost and he will drop the
hourglass, which will drop to the ground and open up doors in the
ceiling, letting in light. Boom Boo then goes underground and
moves around, his location shown by his shadow. Standing on this
shadow will make him stop moving, at which point you'll need to
dig. Boom Boo will then come back up, and you'll have to hit him
before the ceiling doors close, allowing Boom Boo to attack you
again. Sometimes, after you've opened up the ceiling, Boom Boo
will dissolve into the pillar rather than the floor, but simply
use the same tactics as before.


Egg Golem (playing as Sonic / Dr Eggman):

Your tactics of dealing with Egg Golem will differ depending on
which story you're playing. As Sonic, you'll need to get behind
Egg Golem and use 6 homing attacks in succession in order to
attack the explosives on Egg Golem's head. As Eggman, it is
simply a case of bombarding Egg Golem with Vulcan Cannon fire
until circuitry panels are exposed on his chest. You'll need to
lock onto these and destroy them with homing missiles. Be
careful! When Egg Golem spreads out his arms and rotates, make
sure you're standing on a low platform so his arms won't hurt
you.


Knuckles / Rouge:

This "main character" duel is the first to introduce you to some
nasty new attacks that your opponent now possesses. Rouge will
try and hit you with a sonic wave, while Knuckles uses a
lightning attack. Keep a close eye on your opponent, and attack
when you see fit. Never stand directly underneath your opponent,
or they will use the Drill Drive attack and hit you.


Tails / Dr Eggman (fight 2):

Firstly, beware of your opponents' special attacks. Both
opponents will, at times, unleash a barrage of missiles or fire
off a massive laser blast, which does horrific damage. While
avoiding these attacks, employ the same tactics as the first
Tails / Eggman fight, except be prepared to move around a lot
more as your opponent is far more mobile than before. Also, when
your opponent gets close to the central explosive capsule, attack
the capsule and it will explode, causing big amounts of damage to
your opponent.


Sonic / Shadow (fight 2):

This is it. You've reached the end of your chosen story. You'll
need to keep moving, as pieces of the floor gradually fall, and
each opponent now possesses a new attack, which they will use if
you lag too far behind them. Use homing attacks for the first 3
blows. Now, you'll need to lag behind enough for your opponent to
use his special attack, at which point you'll need to run at full
speed (in order to avoid the attack) and attack your opponent
while he is standing still. Repeat this tactic one more time to
win.


The Biolizard (playing as Shadow):

The Biolizard is probably the hardest boss in the game, and one
of the most time consuming (second only to King Boom Boo).
Firstly, don't pick up too many Rings at a time; 3 or 4 will be
enough. The Biolizard will start off by chasing you around the
circular platform, trying to bite you. If you venture too far in
front of him, he'll stop biting thin air and rotate in the
opposite direction, while trying to hit you with his tail. When
he stops rotating for the first time, you'll need to grind up the
glowing pipes leading from his mouth, and perform a homing attack
on his life support unit. He will then proceed to attack while
rotating once more. When he stops for a second time, he will
start shooting black balls of energy from his mouth. Do a
somersault to avoid the high ones, and jump to avoid to low ones.
When he stops firing these energy balls, you'll need to grind up
the pipe and attack his lfie support unit again. When his energy
is down to half-way, Biolizard will unleash hundreds of tiny pink
balls, which hurt you if they touch you, and also fire small
laser-type projectiles at you. Use consistent homing attacks on
these pink balls to reach Biolizard's life support unit, and
attack it. When his energy is in the red, Biolizard will again
unleash those pink energy balls, but will also make you float. At
this point, you'll need to float over to the life support unit,
avoiding the balls, then land on the grey part of the life
support unit, and attack the unit one more time.


The Finalhazard (playing as Super Sonic / Super Shadow):

This is the final boss fight, and it can be highly frustrating if
you don't avoid Biolizard's attacks. You start off as Super
Sonic, holding 50 Rings; which deplete like a timer. Your main
focus should be the pink swellings that appear on Biolizard's
body. By pressing A (to attack while flying up) or B (to attack
while flying down) while flying into these swellings, you'll
damage Biolizard; who has a variety of different attacks at his
disposal: he fires laser bursts and constant laser beams, plus he
will sometimes shield himself with a layer of small red balls. It
is imperitive that you avoid his attacks, or you be sent flying
backwards, wasting valuable time. Every time you harm Biolizard,
you'll switch back to Super Sonic or Super Shadow. If you are
running low on Rings, you can fly straight over or below
Biolizard to switch places, buying you more Rings. You'll need to
attack Biolizard 6 times within a 5-minute time limit.

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