Sonic Unleashed Walkthrough
Table of Contents
- Introduction
- Background Info
- Controls
- Skill Lists
- Items
- Collectible Items
- Professor Pickle's Lab
- Traveling Salesman Wentos
- Experience
- Scavenging
- World Map
- Downloadable Content
- Story Walkthrough Checklist
- Apotos
- Apotos Town Stage
- Apotos Entrance Stage
- Spagonia
- Spagonia Town Stage
- Spagonia Entrance Stage
- Mazuri
- Mazuri Town Stage
- Mazuri Entrance Stage
- Savannah Citadel Day Act 1
- Savannah Citadel Day Act 2
- Savannah Citadel Day Act 3
- Savannah Citadel Night Act 1
- Savannah Citadel Night Act 2
- Day Boss: Egg Beetle
- Savannah Citadel Day Act 1-2 DLC
- Savannah Citadel Day Act 3-2 DLC
- Savannah Citadel Day Act 4 DLC
- Savannah Citadel Day Act 5 DLC
- Savannah Citadel Night Act 3 DLC
- Savannah Citadel Night Act 4 DLC
- Holoska
- Holoska Town Stage
- Holoska Entrance Stage
- Chun-nan
- Chun-nan Town Stage
- Chun-nan Entrance Stage
- Shamar
- Shamar Town Stage
- Shamar Entrance Stage
- Empire City
- Empire City Town Stage
- Empire City Entrance Stage
- Adabat
- Adabat Town Stage
- Adabat Entrance Stage
- Eggmanland
- Eggmanland Town Stage
- Mission Basics
- Gregorios's Missions
- Kitchen Lab
- Ciccio's Missions
- Marcantonio's Missions
- Kwami's Missions
- Ana's Missions
- Yaya's Missions
- Jerri-Pekka Missions
- Zonshen's Missions
- Shuifon's Missions
- Sammar's Mission
- Yasmine's Missions
- Mufid's Missions
- Shadi's Missions
- Louie Montaine's Missions
- The Boss' Missions
- Sa'id's Missions
- Sandra's Quizzes
- Brenda's Interviews
- Exorcisms
- Hot Dog Trials
- Enemies
- Egg Fighter
- Egg Fighter with a Standard Shield
- Egg Fighter with a Spring Shield
- Egg Fighter with a Static Shield
- Egg Shooter
- Egg Fighter Knight with a Static Shield
- Egg Fighter Knight with a Spring Shield
- Egg Fighter Knight with a Standard Shield
- Egg Fighter Sword
- Little Fighter
- Egg Launcher H
- Egg Launcher V
- Egg Launcher HV
- Mole Cannon
- Spinner
- Thunder Spinner
- Egg Typhoon
- Egg Blizzard
- Egg Flame
- Thunder Ball
- Aero-Cannon
- Gold Aero-Cannon
- Aero-Chasers
- Interceptor
- Egg Shackle
- Egg Burst
- Nightmare
- Deep Nightmare
- Killer Bee
- Red Killer Bee
- Cure Master
- Power Master
- Fright Master
- Fire Master
- Lightning Master
- Little Rex
- Red Rex
- Dark Fright
- Red Fright
- Dark Eel
- Big Mother
- Titan
- Evil Flower
- Dark Bat
- Dark Bat Sniper
- Thunder Bat
- Achievements
- FAQ
- Legal Stuff
- Special Thanks
- Contact Information
- Xbox 360 Version
- Walkthrough/FAQ
- Created By Sonictrainer
Introduction
Hi, my name is Ryan aka Sonictrainer and this is the second guide I have made and posted online and the first full Walkthrough I have ever done for any game.
I made this guide to help people while they play the Xbox 360 and PS3 versions of Sonic Unleashed.
Please note that there are some major and minor differences between all versions of this game.
Progress Report
I'm working on adding more specific information to the individual Acts and Missions, including Rings, Extra Lives, Experience, Enemies, and S Ranking.
If anyone has something they think I should add to the guide or notice any errors, feel free to contact me.
Updates
A list of all the Updates I've made to this FAQ, starting from the last time I made changes to its debut online.
March 2, 2015
- Corrected some Errors
- Reedited different Sections and Subsections
- Updated [[Professor's Pickle's Lab]] with more Hints and Reorganized the Subsections
- Reedited the Town Shop Subsections and Traveling Salesman Wentos to include Experience received from certain Food
- Updated the Exorcisms Section and Subsections
- Renamed Tightrope Ledges to Tightrope Rails
- Updated Contact Information Section
August 3rd, 2012
- Corrected Errors throughout the guide
- Added Glitches and Trivia Subsections to the FAQ section
- Added Quick Links in some of the Sections
July 25th, 2012
- Reorganized different Sections
- Renamed Flip Springs to Spike Springs
- Corrected Errors throughout the guide
- Added Townspeople Directories for each Country
- Added Chip's Commentary Subsection
- Updated Food Section
- Moved Professor Pickle's Lab and Traveling Salesman Wentos Section
- Added more prices to Wentos' Items
- Updated Hot Dog Trials Section and separated them into separate Subsections
- Updated the Enemies Section
- Updated Contact Info
May 31st, 2011
- Still reediting Sections
- Updated most Sections
- Corrected Errors
- Special Thanks Section Updated
May 20th, 2011
- Started reediting the entire guide in the new Formatted FAQ style
June 17th, 2009
- Did some editing
- Changed Table of Contents
- Added DLC info to several sections
April 28th, 2009
- Reorganized Table of Contents
- Updated FAQ and Legal Stuff
March 26th, 2009
- Added to the Table of Contents
- Found all the Art Books
- Added to Werehog's moves and completed all Skill Lists
- Score/Rank Info Updated
- Added more info to Hot Dog Trials in Missions Section
- Downloadable Content Questions posted in FAQ Section
- Art Book 40 Questions also Updated in FAQ Section
- Special Thanks Section and Contact Info Updated
February 14th, 2009
- Finished Walkthroughs for all 9 Countries
- Fixed Collectible Errors in Cool Edge and Arid Sands
- All Bosses covered
- Completed all Mission Descriptions
February 9th, 2009
- Did Walkthroughs for Acts in Apotos and Spagonia
- Added controls for the Bobsled to Sonic Abilities Section
- Missions in Apotos, Spagonia, and Mazuri have complete descriptions
- Changed and added info to Hot Dog Trials in Missions Section
- Updated Enemies and Achievements Sections
February 3rd, 2009
- Did a Walkthrough for Windmill Isle Night Act 1 and Eggmanland
- Fixed an Error in Jungle Joyride Night 1
January 28th, 2009
- Found Art Books I missed except for Art Book 29
- Added scores to certain levels
- Fixed minor errors in guide
- Changed and added questions to FAQ Section
- Small Update to Contact Info
January 23rd, 2009
- Added some Skill Lists to the Sonic's Abilities Section
- All Bosses covered except Egg Dragoon and Dark Gaia
January 21st, 2009
- Corrected some minor errors in different parts of the guide
- Added to the Sonic's Abilities Section
- Added a few Gimmicks I forgot about
- Found every Videotape, Record, and Medal location
- Finished the Story Map in the Levels Section
- Added scores to certain levels
- Added more info in the Missions Section
- More people added to the Special Thanks Section
January 12th, 2009
- Guide posted online for the first time on GameFAQs
Background Info
Sonic the Hedgehog is a videogame icon who has been around for over 17 years. From his first game in 1991, he has become very popular to gamers in the United States, Japan, and other areas in the world. Besides games he has also had 4 animated series, a movie, and a comic book made by Archie Comics. Sonic Unleashed was his latest adventure in the videogames in 2008.
Summary of the Opening Movie
In the beginning, we watch as Sonic infiltrates Eggman's space armada. When Sonic uses the 7 Chaos Emeralds to transform into Super Sonic, Eggman quickly tries to escape into a strange looking spaceship. Once Super Sonic catches up to Eggman, Eggman pleads for forgiveness.
It seems that the battle is pretty much won so Super Sonic agrees to let Eggman go and begins to leave. But then Eggman pulls a switch and an energy cage forms around Super Sonic. The machines that released the cage now separate Sonic and the Chaos Emeralds, as Eggman reveals the space ship is actually a Chaos Energy Cannon. He then uses the energy coming from Sonic and the Emeralds and fires a ray at the Earth.
The results of this cause the planet to break up into pieces, floating above the Earth's core, while awakening a dark energy being known as Dark Gaia. It also causes Sonic to turn into a new form called the Werehog while the Chaos Emeralds lose their colors and turn black as Night. Happy to accomplish his plans, Eggman ejects Sonic and the Chaos Emeralds, sending them towards the Earth's atmosphere.
Dark Gaia divides himself and spreads over the entire planet...
Important Characters
These are all of the main characters in Sonic Unleashed.
Sonic the Hedgehog
- Bio: Sonic is a blue hedgehog who's well known for his superpower: speed. Sonic can run faster than the speed of sound and enjoys travel and going on adventures. He can also use his speed to curl into a ball, spin, and cut through different materials including metal. Although he is impatient sometimes, he always helps those in need and hates to see injustice. His only known weakness is water. At high speeds, he can hydroplane, but he can't swim. After meeting with Chip, Sonic sets out on his journey to restore the planet, the Chaos Emeralds, Chip's memories, and himself.
Other Versions of Sonic in this game
- Super Sonic
- Bio: Super Sonic is a form Sonic takes when he collects all 7 Chaos Emeralds (and sometimes 50 Rings). In this form he turns a golden yellow, can move faster speeds, perform stronger versions of regular moves, becomes invulnerable to almost all attacks, and can even fly. However, this transformation always has a time limit.
- Sonic the Werehog
- Bio: Sonic the Werehog is a new form that Sonic takes during the Evening, due to the fact Dark Gaia's power only becomes active at Night. Since Super Sonic was being used to power the Chaos Energy Cannon, Sonic's body absorbed a part of Dark Gaia. However, since Sonic's mind was strong, his body was affected instead, unlike others who have been possessed by Dark Gaia's Minions. While in this form, his arms are more muscular and his limbs can expand and stretch out over certain distances. Though he can't break the sound barrier at night, he can dish out punches, kicks, and other devastating blows in a matter of seconds. It is truly the complete opposite of Sonic's regular Hedgehog form.
Chip
- Bio: Chip is our navigator in Sonic Unleashed, who travels with Sonic in hopes of recovering his memories. Although Chip forgot who he is, he seems to have knowledge of Sonic's abilities, places, and points out things people would probably miss. He also has other mysterious powers besides a love of sweet foods and what seems to be an endless supply of chocolate. As Sonic and Chip restore the planet, Chip will eventually recover his memories and remember his true purpose.
Tails the Fox
- Bio: Tails is Sonic's best friend, who's IQ and mechanical abilities almost match those of Dr. Eggman's. His real name is Miles Prower but he was given the nickname Tails due to the fact that he has 2 instead of 1. He can use them to spin like a propeller and fly around for periods of time. When traveling long distances or to airborne places, Tails uses his biplane Tornado, which he has modified over past adventures. He was last seen heading towards Apotos...
Amy Rose the Hedgehog
- Bio: Amy is a pink Hedgehog who believes she is Sonic's girlfriend. It's wise not to make her angry otherwise she will go into her own form of Unleash Mode and attack with her Piko Piko Hammer, which she can create out of thin air. She loves Sonic so much that she has mistaken other male hedgehogs for him. She was last seen heading towards Spagonia...
Professor Pickle
- Bio: Professor Pickle is a teacher at Spagonia University, who is the leading expert on Dark Gaia. His favorite food is cucumber sandwiches. He was last seen at his Laboratory in Spagonia...
Dr. Eggman
- Bio: Dr. Eggman (aka Dr. Ivo Robotnik) is a mad scientist is who bent on taking over the world. His plan is to create a place called Eggmanland which will be his base of operations as he sends attacks around the world. As always, Sonic is the only thing standing in the way of his dreams. Can Dr. Eggman be stopped now that he's unleashed Dark Gaia and broken the world?
Orbot
- Bio: Orbot is a robot assistant that Dr. Eggman recently created. Although Orbot is intelligent, his mouth gets him into trouble.
Egg Fighter Series Robots
- Bio: The Egg Fighter Series is Eggman's fighting force in Sonic Unleashed. While a few of the robots here are updated versions of older Badniks, most of them are new and have specific designs to annoy and try to destroy Sonic.
Dark Gaia
- Bio: Dark Gaia is a dark energy being that slept inside the core of the planet. He was awakened when Dr. Eggman used the Chaos Emeralds to separate the planet. Since it wasn't the Time of Awakening, Dark Gaia couldn't maintain his body, so when the planet split into pieces, he did too. His essence is still spread around the world. So far, the sun is the only thing that can stop Dark Gaia's powers.
Other Versions of Dark Gaia in this game
- Dark Gaia's Minions
- Bio: Dark Gaia's Minions are all of the pieces of Dark Gaia that scattered across the planet. Once the sun goes down, Dark Gaia's powers reactivate, causing people's negative actions and emotions to manifest into Dark Gaia Minions. They also have an ability to possess a person's body, causing their hosts to act the opposite of their normal selves. However, Sonic the Werehog's personality is the only one that remains unchanged.
Important Items and Places
These are some of the important items and specific locations in the game.
Chaos Emeralds
- Bio: The Chaos Emeralds are 7 powerful gemstones that come in 7 different colors: Green, Red, Blue, Cyan, Yellow, Purple, and Grey. Should a person be fortunate enough to find 1, it can bestow the user with incredible abilities. The most common two uses are allowing the user to perform Chaos Control, giving them control over time and space, or using all 7 to transform into a different form. After Dr. Eggman used them to break the planet into pieces, the Chaos Emeralds all turned black and lost their shine. Is there a way to return them back to normal?
Tornado
- Bio: The Tornado is a biplane that Sonic and Tails use to travel. Tails has been modifying it over the years to increase its performance. The current model is a combination of the original and the Tornado 2, allowing it to transform 2 Modes: Flight and Battle.
Temples of Gaia
- Bio: The Gaia Temples are 7 temples that are located in 7 different Countries throughout the world. Although their purpose is unknown, Dr. Eggman seems bent on finding them for some reason...
Controls
In this game, Sonic has some of his old abilities from past games and plus new ones. Not only that, but his new Werehog form comes with a different style of gameplay. This game also has an Experience system which can be used to level up his current abilities in either form.
Misc Controls | ||
---|---|---|
Action | Buttons/Controls | Tips/Tricks |
Skip a Cutscene | Press the Start Button during a Cutscene | None |
Adjust Camera | ? | None |
Hedgehog's Regular Moves
During the Daytime in the Town Stages and Entrance Stages and during Day Acts, Day Boss Battles, and Day Missions, Sonic will be in his regular Hedgehog form. These are all of Sonic the Hedgehog's normal moves and abilities in Sonic Unleashed.
Hedgehog's Guages:
- Ring Energy (aka Boost Gauge): This is the gauge shown on the bottom of the screen. When the gauge is empty Sonic cannot perform regular Boosts or Air Boosts. To fill it up, collect Rings and destroy enemies.
Controls for Sonic the Hedgehog | ||
---|---|---|
Action | Buttons/Controls | Tips/Tricks |
Walk/Run | To walk and run, move the Left Analog stick in the direction you want to go. | In order to stop running or slow down, move the Left Analog in the opposite direction that Sonic is running. |
Crouch | Press and hold the B Button when not moving or on a Grind Rail to Crouch down. | Crouching allows Sonic to dodge obstacles and certain enemies' attacks especially when standing on moving platforms. |
Crawling | While Crouching, continue to hold the B Button while moving the Left Analog Stick in order to Crawl. | Crawling is an alternative in case Sonic misses an area he would normally Slide under. |
Spin Kick | Press the B Button quickly while crouching or crawling to do a Spin Kick. | The Spin Kick is a quick attack Sonic can do without having to move. |
Slide | Press and hold the B Button while running to Slide. | Sliding allows Sonic to get through tight spaces, dodge enemy attacks quickly, and to attack enemies, especially those that carry shields. |
Hop/Spin Jump | Press the A Button while standing or running to Spin Jump. | Depending on how hard you press down on the A Button affects how high Sonic jumps. If you press it lightly he hops without spinning, if you press it harder he jumps his highest while spinning. This is also Sonic's basic attack. |
Homing Attack | The Buttons for the Homing Attack have been changed in this game. First press the A button. Next, while in midair, move the left analog button to choose a target. Finally, press the X Button to hit the target. | Coming Soon |
Boost | Press/Hold the X Button when the Boost Gauge is filled to Boost. | Boosting makes Sonic move faster, destroy incoming enemies, and run on water. If you press the Jump Button while still holding the Boost Button, you can jump while still keeping speed. Any Rings Sonic passes will be drawn towards him. |
Quick Step | While moving forward in 3D areas, press LB to quickly move left or RB to quickly move right | None |
Drifting | To turn around certain curves in certain levels use the B/LT/RT to Drift while still running. | Hold the B Button to for long turns, and hold the LT (turning left)/RT (turning right) while doing close turns. This move takes some practice. Sonic can also do this move while still Boosting. |
Grinding/Grind Step | When Sonic is grinding on a Grind Rail, press the LB Button to switch to a rail to the left and the RB Button to switch to a Rail on the right. Press the A Button to jump, without moving the Analog Stick, to jump once and stay on the same rail. Hold the B Button to move faster | None |
Skydiving | Sometimes while in midair, Sonic will slowly float down instead of dropping normally. You can use the Boost Button to move faster but be aware that he becomes harder to move to certain positions. | Skydiving only occurs in Rooftop Run Day Act 1, Dragon Road Day Act 1, and Eggmanland: The Final Act |
Hedgehog's Special Shoes
Similar to the Sonic Adventure games, there are 4 permanent Power-Up items that Sonic needs in order to progress in the story, get all Collectible Items, and play certain DLC Day Acts. In this game, they come in the form of Shoes that can be found in 4 different Entrance Stages. They only affect Sonic's Hedgehog Form.
Sonic's Special Shoes | |||||
---|---|---|---|---|---|
Name | Item Description | Location | Ability | Controls | Personal Experience |
Stomping Shoes | Hefty shoes made of steel. The spikes on the soles make them even more devastating. | Holoska Entrance Stage during the Daytime | Stomp | In order to do a Stomp, press the B button once after jumping or while in midair. | Not only does Stomping destroy enemies and items underneath Sonic, it's the fastest way to get to the ground and come to a stop. |
Wall Jump Shoes | Shoes with coils in the soles that put a spring in your step, literally. | Spagonia Entrance Stage during the Daytime | Wall Jump | In order to do a Wall Jump, press the A button as soon as Sonic touches a high area of a wall. Press the A Button again as soon as Sonic jumps to the other wall on the opposite side and again to reach the top of the walls. | I found this ability to be very useful, especially when combined with the Air Boost Ability. In certain areas where Sonic might accidentally run off a platform to certain death, Sonic can Wall Jump to stop his fall, Air Boost to reach the other wall, and repeat to eventually get to safety. Watch your timing though. |
Air Boost Shoes | Shoes as light as a feather. They even let you accelerate even in midair. | Chun-nan Entrance Stage during the Daytime | Air Boost | In order to do an Air Boost, press the X button once after jumping or while in midair when the Boost Gauge is filled. | Once Sonic has this ability, be very careful when trying to do Homing Attacks. If you don't remember to move the Left Analog stick, Sonic will fly past his target to his death. |
Light Speed Dash Shoes | Sparkling golden shoes. They're made with the same material as Rings. | Shamar Entrance Stage during the Daytime | Lightspeed Dash (aka Ring Dash) | In order to do a Ring Dash, press the Y button when Sonic is near a row of Rings. | This move has changed since the past games. Sonic will only follow a trail of Rings in the form of a horizontal line, not in a circle. |
Other Notes about the Special Shoes:
- There are 4 Achievements for Collecting the Shoes and using their moves for the first time:
- Lay the Smackdown: Get the Stomping Shoes and use the Stomp for the first time
- Wall Crawler: Get the Wall Jump Shoes and use the Wall Jump for the first time
- Airdevil: Get the Air Boost Shoes and use the Air Boost for the first time
- Hyperdrive: Get the Light Speed Dash Shoes and use the Ring Dash for the first time
Bobsled/Roller Coaster Car
In Cool Edge Day Act 1 and Eggmanland: The Final Act, Sonic will use these to travel. The controls change slightly.
Bobsled/Roller Coaster Car Controls | ||
---|---|---|
Action | Buttons/Controls | Tips/Tricks |
Move | In the 3D areas, tilt the Left Analog Stick it to the left or right to slide in that direction | Learn to use your momentum to your advantage |
Jump | Press the A Button to Jump | Time your jumps carefully |
Flip | Press the X Button when going over a Ramp to have Sonic do a midair flip | Not sure what the significance of this move is |
Werehog's Regular Moves
During the Evenings in the Town Stages and Entrance Stages and during Night Acts, Night Boss Battles, and Night Missions, Sonic will turn into his new Werehog form. These are all of the normal moves Sonic the Werehog can do.
Werehog's Guages:
- Shield Gauge: This gauge appears above the Unleash Gauge and Life Gauge. This tells how many times Sonic can guard/shield against enemies. If there are no Shield Counters present, Sonic cannot use his Shield and will have to wait for it to recharge or grab a Shield Charge.
- Unleash Gauge: This gauge appears above the Life Gauge. To fill it, collect Dark Gaia Force by defeating enemies, destroying items, and performing Combos and Critical Attacks.
- Life Gauge: This gauge represents Sonic's Health and depletes every time he gets hurt. If it becomes empty, you will lose a Life. Collecting Rings, 10 Rings, and Heal Rings will refill this gauge.
Controls for Sonic the Werehog | ||
---|---|---|
Action | Buttons/Controls | Tips/Tricks |
Walk | To walk around, use the Left Analog stick in the direction you want to go. | None |
Dash | To Dash, hold the LT or RT while moving the Left Analog stick. | Dashing allows Sonic to move faster. There are also certain techniques that can be done while Dashing. |
Jump/Double Jump | Press the A Button to Jump. Press the A Button again after jumping, in midair, to do a Double Jump. | The Double Jump gets more height and distance while Sonic is moving. |
Dash Jump | While Dashing, press the A to do a Dash Jump. | Some areas will require a Dash Jump in order to for Sonic to access them. There are also moves that Sonic can learn that use Dash Jumps. |
Straight Attack | Press the Y Button to attack enemies from a distance who are in front of Sonic. | See Skill Lists Section and Straight Attacks Subsection for more info. |
Wide Attack | Press the X Button to attack enemies who are close and surrounding Sonic. | See Skill Lists Section and Hook Attacks Subsection for more info. |
Shield/Guard | Press/Hold the LB Button to create a shield that protects Sonic from certain attacks. | Sonic can move around while guarding and do barrel rolls and backflips by pressing A. If Sonic's shield breaks, it will slowly recover. There are some techniques that Sonic can do while the shield is up. |
Unleash Mode | Once the Dark Gaia Force goes past the White marker in the Unleash Gauge, press the RB Button to enter Unleash Mode. | When Sonic enters Unleash Mode mode, he becomes stronger, faster, and immune to most enemies' attacks. Use it wisely, because once Sonic enters Unleash Mode, he cannot get out of it until the gauge is empty. |
Grabbing with the Werehog
In his new Werehog form, Sonic can grab and carry different things by pressing the B Button, but the Buttons change depending on what's being held. Press the X Button when trying to grab large enemies to cancel the grab.
Jump Grab
- After Jumping, press B to grab an enemy, to jump up. Mostly used on Dark Bats.
Small Enemy (Little Rexes, Frights, and Little Fighters)
- A: Jump while holding the enemy
- B: Smash the enemy into the ground. It hurts other enemies who are in the way.
- X: Throw the enemy. A cursor normally appears when other enemies are around so you can throw it at them.
- Holding Y: Swing an enemy, hitting all surrounding enemies in the way. A cursor will appear showing where the enemy will be thrown. You can't swing forever so choose a target.
- Note: When you have one small enemy, you can grab another small enemy, and carry both in each hand. The controls are the same as holding a single enemy.
Medium Size Enemy (Nightmares, Egg Fighters, Egg Shooters, etc)
- A: Jump while holding them
- Repeatedly B: Sonic swings the enemy, in front and back, into the ground while hitting anything in the way
- X: Same as Small Enemies
- Holding Y: Same as with Small Enemies
- Note: After a while enemies may break free of Sonic's grasp if you wait too long. Also, he'll let them go if he gets attacked.
Boxes/Barrels
- A: Jump while holding it
- B: Gently set it down
- X: Throw it
- Repeatedly Press Y: Do a combo where Sonic swings it
- Note: When holding something, press LT/RT to move faster.
Ledges
- Sonic can grab ledges and can either climb up onto the platform or area, hang on to it and move around the side, or Jump off from it.
- Opposite Direction of where the Ledge is + A: Jump in that direction
Tightrope Rails
- Sonic can hang on the side of them like the regular Ledges, but some Tightrope Rails can't be grabbed or have spikes on them.
Climb Poles
- A: Jump off
- Left Analog (Up) + A: Sonic climbs up the pole faster
Swing Poles
- A: Jump off
- X/B: Let go of the pole
Side Poles
- Up + A: Jump up above the pole
- Left + A: Jump to the left of the pole
- Right + A: Jump to the right of the pole
- Opposite Direction of where the pole is + A: Jump in that direction
Critical Attacks
Critical Attacks are finishing QTE moves Sonic the Werehog can pull off on certain medium sized and large size enemies after they've taken damage and have an icon above their heads that look like a burning arrow, facing up. To do a Critical Attack stand near the enemy with the icon, press the B Button, and press the Buttons that show up before the line makes a complete circle.Other Notes about Critical Attacks:
- Critical Attacks are different for every enemy
- Doing a Critical Attack makes the enemy drop more Chaos Orbs (experience) than when you normally defeat them. However, be aware of where you activate them because Sonic may send enemies flying near bottomless pits.
- If you fail a Critical Attack, Sonic will take damage instead while the enemy you tried it on will recover full health.
- The time it takes to pull off Critical Attacks changes depending on how much health the enemy has left. The less health the Enemy has, the longer you can pull off Critical Attacks.
- If you're trying to perform a grab instead of a Critical Attack, knock them to the ground and then grab them.
- While doing a Critical Attack Sonic will be unaffected by outside attacks until the QTE is over. However, once it's over Sonic may get hit by an incoming attack so shield as soon as you can.
- Using a Critical Attack will force an Egg Fighter to drop their swords and shields.
Skill Lists
At the beginning of the game, Sonic the Werehog starts out with 10 attack combos. As you increase his Combat Stat, more effective and stronger techniques will be unlocked. To see what moves the Sonic the Werehog can do, press the Start Button, and choose the option Skills. On this menu, it splits all of Sonic the Werehog's techniques into 4 categories and shows the Button sequences.
Here I put down all info involving every technique, in that same order.
Skill Lists Key
Name
- Combat Level: The Combat level Sonic has to reach or pass to learn that attack
- Controls: The buttons that have to be pressed to do the attack
- Description: Describes how Sonic does the attack
- Tips/Tricks: Tips and notes about attacks that I've noticed
Straight Attacks
Straight Attacks are combos that always start with the Y Button.
Types of Straight Attacks | ||||
---|---|---|---|---|
Name | Combat Level Learned | Controls | Description | Tips/Tricks |
Were-Hammer | Basic Technique | Hit the Y Button 4 times/repeatedly | Sonic throws several straight punches. | This is the basic Straight Attack combo, that's good when attacking enemies directly in front of Sonic and from a distance. This is stronger than the Wild Whirl Technique. |
Double Kick Combo | Basic Technique | Hit the Y Button once and then the X Button twice | Sonic punches once, does a sliding front kick, and finally jumps, throwing both feet at an enemy. | A good attack when facing 1 Medium Sized Enemy or smaller enemies. |
Sho-hog-ken | Basic Technique | Press the Y Button twice and then press the A Button | Sonic punches twice and does an uppercut that sends an enemy up in the air. | Use this attack to send enemies up into the air and finish them off with Aerial Attacks. This can also break the Regular and Static Shields being held by Egg Fighters. |
Donkey Kick Combo | 2 | Press the Y Button twice and then press the X Button 3 times/repeatedly | Sonic does 2 punches, turns on the ground and does a back kick that sends any enemy flying. | Good to use when Sonic's surrounded. |
Double Axle Combo | 6 | Hit the Y Button 3 times and then press the X Button twice/repeatedly | Sonic does 2 punches, 1 claw attack, spins, does a karate chop, lands towards the enemy, and does several kicks before landing on the ground. | This is a good attack for taking out 1 enemy, but watch out for outside attacks. |
Feral Were-Hammer | 16 | Hit the Y Button 5 times/repeatedly | Same as Were-Hammer except Sonic ends the combo with a straight double punch. | The double punch at the end sends enemies flying, so this allows Sonic to make room when surrounded by several enemies. As your Strength Stat increases it also becomes good when taking out enemies. |
Werewheel Rush | 17 | Hit the Y Button 4 times and then hit the X Buttons repeatedly while simultaneously moving the left analog stick in the direction you want to go in | After doing the Were-Hammer, Sonic does a cartwheel, hurting all enemies in his path, jumps up into the air, and bashes the ground, making any enemy near the impact dizzy. | This is an awesome technique to use if you can pull it off without inference from outside attacks. |
Vertical Were-Hammer | 20 | Hit the Y Button 4 times and then hit the A Button | After doing the Were-Hammer, Sonic jumps high in the air, punches the ground, and sends every enemy within the radius of the attack into the air. | You can use this to lead into Aerial Attacks, but be careful not to press the A Button twice. |
Knuckle Sandwich Combo | 28 | Press the Y Button twice, then the X Button twice, and finally the Y twice | Similar to the Donkey Kick Combo except Sonic ends it by slamming his right hand down and throwing both hands up. | A good attack that throws enemies off balance. |
Unleashed Knuckle Sandwich | 30 | Press the Y Button twice, the X Button twice, the Y Button twice, and finally the X Button twice | Same as Knuckle Sandwich Combo except Sonic ends it with a series of fast punches and finally a giant arm/fist punch. | The best Straight Attack in the game. Personally I found it harder to pull off than the Unleashed Wild Combo, so watch out for outside attacks when surrounded by enemies. |
Hook Attacks
Hook Attacks are combos that always start with the X Button.
Types of Hook Attacks | ||||
---|---|---|---|---|
Name | Combat Level Learned | Controls | Description | Tips/Tricks |
Wild Whirl | Basic Technique | Hit the X Button 4 times/repeatedly | Sonic does several wide claw attacks. | This is the basic Hook Attack that's good when attacking enemies that are close and surrounding Sonic. It's also allows you to lower enemies's health so that you can finish them off with Critical Attacks. |
Rolling Kick Combo | Basic Technique | Hit the X Button once and then the Y Button twice | Sonic does a claw attack, a spinning kick, and ends with a break dance spin. | Good to use when moving forward and making room. |
Sho-claw-ken | Basic Technique | Press the X Button twice and then press the A Button | Sonic does 2 claw attacks and an uppercut that sends an enemy up in the air. | Use this attack to send enemies up into the air and finish them off with Aerial Attacks. |
Egg Scrambler | 2 | Press the X Button twice and then press the Y Button 3 times/repeatedly | Sonic does 2 claw attacks, 2 more while spinning forward, and a cross attack to enemies in front of him. | Good to use when attacking several enemies and finishing off 1 of them. |
Wereclap | 7 | Hit the X Button 3 times and then press the Y Button twice/repeatedly | Sonic does 3 Wide Claw attacks, puts both fists together, swings them, and stops while doing a large clap on enemies in front of where he's standing. | This attack will temporarily daze an enemy for a few seconds or defeat them. |
Feral Wild Whirl | 17 | Hit the X Button 5 times/repeatedly | Same as the Wild Whirl technique except Sonic ends with a spinning attack. | This is good to use when surrounded by enemies. |
Earthshaker | 19 | Hit the X Button 4 times and then hit the Y Buttons repeatedly | After doing the Wild Whirl, Sonic enlarges his fists and repeatedly slams them into the ground. He ends it by slamming both fists into the ground simultaneously, sending all enemies within the impact into the air. | This is an awesome technique to use if you can pull it off without inference from outside attacks. |
Wild Whirl Were-Hammer | 21 | Hit the X Button 4 times and then hit the A Button | After doing the Wild Whirl, Sonic jumps high in the air, punches the ground, and sends every enemy within the radius of the attack into the air. | You can use this to lead into Aerial Attacks, but be careful not to press the A Button twice. |
Ultimate Wild Combo | 29 | Press the X Button twice, then the Y Button twice, and finally the X twice | Similar to the Egg Scrambler technique except Sonic ends it by stretching out his arms and swinging in front of him and behind. | A good Hook Attack even though the technique is not perfected. |
Unleashed Wild Combo | 31 | Press the X Button twice, the Y Button twice, the X Button twice, and finally the Y Button twice | After doing the Ultimate Wild Combo, Sonic swings his fists in a half circle, jumps up into the air, and sends 2 Missile Punches into the ground. | One the best attacks in Sonic the Werehog's arsenal. This technique alone can defeat an entire group of enemies. |
Aerial Attacks
Aerial Attacks are combos that can be done to enemies while in midair. In order to do these, first press X, X, A, (Sho-claw-ken) or Y, Y, A (Sho-hog-ken) to get airborne.Note: If you try doing these after Sonic Double Jumps or Dash Jumps, he may not go through the entire combo.
Types of Aerial Attacks | ||||
---|---|---|---|---|
Name | Combat Level Learned | Controls | Description | Tips/Tricks |
Flying Double-Punch | Basic Technique | While in midair, press the Y Button twice. | Sonic does 2 straight punches while in midair. | A basic Aerial Attack to start out with. This can be used after jumping. |
Aerial Claw Slash | Basic Technique | While in midair, press the X Button twice. | Sonic does 2 wide claw attacks while in midair. | A basic Aerial Attack to start out with. This can be used after jumping. |
Diving Bodypress | Basic Technique | While in midair, press the A Button. | While in midair, Sonic spreads his arms, claws, and legs out and body slams the ground, hitting any enemy within the impact. | You can only use this after using Sho-hog-ken, Sho-claw-ken, Were-Hammer, or Wild Whirl Were-Hammer. |
Aerial Piledriver | Basic Technique | While in midair, press the B Button when near a medium sized enemy. | While in midair, Sonic grabs a medium sized enemy and smashes them into the ground, hitting all enemies with the impact's range. | This Attack is perfect to use at the end of other Aerial Attacks. It cannot only defeat one enemy but damage others waiting for you on the ground. |
Flying Double-Punch Crush | 4 | While in midair, press the Y Button twice and then press the A Button. | Same as Flying Double Punch except Sonic ends with a forward kick. | This attack sends enemies flying. |
Aerial Claw Slash and Spin | 5 | While in midair, press the X Button twice and then press the A Button. | Same as Aerial Claw Slash except ends by spinning forward. | This attack can also push Sonic pass certain areas while in midair. |
Shooting Star Combo | 8 | While in midair, press the Y Button 3 times and then press the A Button. | Same as Flying Double Punch except Sonic does a forward cartwheel and swings both fists down, knocking an enemy into the ground. | Without the last A Button press, this gives Sonic an extra attack to Flying Double Punch. With the last A Button press, the enemy sent into the ground sends all enemies on the ground near it flying backwards. |
Typhoon Combo | 9 | While in midair, press the X Button 3 times and then press the A Button. | Same as Aerial Claw Slash except ends by doing a wide claw attack and spinning forward. | Without the last A Button press, this gives Sonic an extra attack to Aerial Claw Slash. With the last A Button press, Sonic finishes the enemy or attacks any other flying enemies in the air |
Crescent Moon Strike | 22 | Press the Y Button twice, the X Button twice, and immediately press the A Button afterward | After doing a Flying Double-Punch, Sonic does a flip and a series of straight punches, and bashes the enemy into the ground like the Shooting Star Combo. | Without the last A Button press, Sonic sends the enemy flying. With the last A Button press, the enemy is sent into the ground sending all enemies on the ground near it flying backwards. This Attack is perfect for defeating 1 enemy quickly and then focusing on the others. |
Hurricane Combo | 23 | Press the X Button twice, the Y Button twice, and immediately press the A Button afterward | After doing an Aerial Claw Slash, Sonic stretches and swings his arms in front and back of him, then spins, and does a reverse spin roundhouse punch. | Without the last A Button press, Sonic spins in the air with his arms wide out damaging any enemies already in the air. With the last A Button press, they are sent flying. Personally, I prefer without the last A Button press because his arms are further out then with any other attack and enemies sent into the air are already defeated. |
Special Attacks
Special Attacks are combos that require different Buttons besides just pressing Y and X.
Types of Special Attacks | ||||
---|---|---|---|---|
Name | Combat Level Learned | Controls | Description | Tips/Tricks |
Were-Claw Charge | 10 | Press the X Button while Dashing. | While Dashing, Sonic does a slow cross chop. | Good when doing long Combos. |
Triple Wild Claw | 11 | Press the Y Button while Dashing. | While Dashing, Sonic does several claw attacks. | Good when doing long Combos. |
Spinning Needle Attack | 12 | Do a Dash Jump and press the Y Button. | Sonic does a Dash Jump and spins forward like a saw. | A perfect attack to use to get pass enemies and make room while causing a lot of damage at the same time. |
Were-Rush | 13 | Do a Dash Jump and press the X Button. | Sonic does a Dash Jump and performs a cross chop. | This one is stronger than the Were-Claw Charge and takes out weaker enemies easily. |
Tricky Tornado Uppercut | 24 | While holding/Press LB, Y, and pull the Left Analog down simultaneously. | (While guarding) Sonic does a forward somersault and does a spinning uppercut into the air. | It's similar to Sho-claw-ken and Sho-hog-ken except Sonic does 2 hits instead of just 1. |
Wild Werewhip | 25 | While holding/Press LB, X, and pull the Left Analog down simultaneously. | (While guarding) Sonic stretches his arms behind him and swings them over his head, smashing the ground in front of him. | Not very strong but it's quick and stuns enemies for a brief period of time. |
Missile Punch | 14 | Hold the Y Button for 2 seconds and release. | Sonic focuses energy into his hand and releases it, sending a huge arm and fist in the forward direction. | This technique can KO enemies that take the full impact of the punch. The key is charging and knowing when to release. |
Comet Punch | 26 | Hold the Y Button for 4 seconds and release. | Similar to Missile Punch except Sonic focuses more energy into the attack, making his arm and fist stay out longer. | Same as Missile Punch. |
Were-Tornado | 15 | Hold the X Button for 2 seconds and release. | Sonic focuses energy into his hand which goes into his arms. When he releases it, he spins, stretching his arms out hitting anyone within distance. | A great attack to use when surrounded and/or in a small area. It will send enemies flying. |
Were-Cyclone | 27 | Hold the X Button for 4 seconds and release. | Similar to Were-Tornado except Sonic focuses more energy into the attack, which he uses to do a reverse spin after the first spin. | Same as Were-Tornado. |
Items
There are different items that Sonic can use in Sonic Unleashed. I've separated them into 5 different categories: Regular Items, Gimmicks, Traps and Hazards, Collectible Items, and Mission Items.
Regular Items are items that can easily be found throughout Entrance Stages and Acts. Some act as Power-ups.
Regular Items | |
---|---|
Regular Item's Name | Item Description and Effect/Purpose |
Rings | Rings are the most important item to collect in the Daytime levels because they allow Sonic to take hits from enemies, spikes, bombs, and other obstacles that do damage. If Sonic is hit when he doesn't have any rings, he will lose one life. This doesn't apply to the Werehog but collecting Rings will replenish his life bar. When Sonic collects 100 Rings, you will get an extra life. Also, all of the Rings from Entrance Stages, Acts, and Missions can be used to buy items from shops. |
10 Rings | 10 Rings are Rings with the number 10 floating inside of them. They basically give Sonic 10 Rings while the Regular Rings only give Sonic 1 Ring. When the Werehog collects these, his health goes up more. |
Hint Rings | Hint Rings are Question Marks with multicolored spheres rotating around them. If Sonic touches these, Chip will give you a hint about how to use certain abilities, items, gimmicks, enemies, and other things. |
Extra Life/1-UP | Extra Lives are icons that have either Sonic's Hedgehog or Werehog icon on them depending on the form Sonic is using at the time. Touching them gives you more Lives. Be aware that if your Life Counter goes to zero, you will get a GAME OVER. |
Chaos Orbs | Chaos Orbs are yellow diamonds that appear after defeating Enemies. These add Experience to your Experience Gauge. |
Star Posts | Star Posts are the game's Checkpoints during the Acts. If Sonic loses one life, he will continue from the last Star Post he touched. |
Hourglass | Hourglasses appear in the Entrance Stages and Eggmanland: The Final Act. Hitting these changes Day into Night and Night into Day which will also switch Sonic between his Hedgehog and Werehog forms. |
Goal Ring | Once Sonic touches a Goal Ring, the level is Cleared. Sometimes the Goal Ring will come in the form of a Gaia Key, an item, or a Townsperson. At the end of Night Acts, you normally have to defeat enemies to make it appear. |
Werehog/Nighttime Exclusive Items and Power-Ups | |
---|---|
Item's Name | Item Description and Effect/Purpose |
Heal Rings | Heal Rings are Rings that have green crystals inside of them. When Sonic touches them, his health bar becomes full. They are hidden throughout the Night Acts and you have to hit and destroy things to find them. |
Dark Gaia Force | Dark Gaia Force are white and purple balls that appear when Sonic hits and destroys things and defeats enemies during the Night Acts. Collecting these will fill your Unleash Gauge. The ones that glow brightly will make your Unleash Gauge completely full. |
Shield Charge | Shield Charge resemble the shield counter above the Unleash Gauge and be found inside certain objects in Night Acts. These fully refill your shield counter. |
Power Shield | Power Shields are floating shields that glow aqua green. This Power-up gives Sonic an aqua green glow and lowers the amount of damage he takes from enemies for a period of time. They are hidden throughout the Night Acts and Sonic has to hit and destroy things to find them. |
Super Claw | Super Claws are floating Claw Gloves that glow red. This Power-up gives Sonic a red glow and increases the power in his attacks towards enemies for a period of time. They are hidden throughout the Night Acts and Sonic has to hit and destroy things to find them. |
Gimmicks
Gimmicks are items that Sonic must use to get around in the Spagonia Town Stage, Entrance Stages, and Acts. Some allow him to find secret items and shortcuts.
Regular Gimmicks | |
---|---|
Gimmick's Name | Item Description and Effect/Purpose |
Switches | Switches are buttons that will activate something after Sonic touches them. Some Step Switches may require having items being put on top in order to keep a door open. In Jungle Joyride Night Act 1 and Jungle Joyride Night Act 2, there is also a version that has Flowers on it, in which Sonic has to step on 4 of them in the order of which a flower grows. |
Swing Poles | During the Day, Sonic can Home Attack and swing into these poles to get across. Press A at the right time and do it quickly, because he won't spin forever. During the Night, Sonic can swing across multiple Swing Poles (See Grabbing with the Werehog Subsection). |
Movable Crates | Sonic can move these in order to Jump on top of them. At Night, press B to grab them and LT/RT to move faster while moving it. |
Hedgehog/Daytime Exclusive Gimmicks | |
---|---|
Daytime Gimmick's Name | Item Description and Effect/Purpose |
Springs | Springs are red objects with a blue circle and a yellow star. Touching them sends Sonic to other points. He can also Home Attack them from a distance. |
QTE Springs | QTE Springs are blue Springs. Hitting them will send Sonic flying towards jump pads that require one button to be pressed in order for Sonic to jump off them. If the pads have a button on them, you always have to press that button each time you play that Act. If it has a ?/Question mark, then the QTE will always be random each time you play the Act. |
Dash Panels | Dash Panels are red devices that make Sonic move faster and increase speed in a certain direction when he touches them. There is also a type that appears on Grind Rails. |
Grind Rails | Grind Rails are pieces of material that Sonic can grind on with his shoes in order to get to certain areas. The design of each Grind Rail is unique to each Stage. |
Balloons | Sonic use his Homing Attack on Balloons and use them as stepping stones to reach certain areas. |
Ramps | Depending on whether Sonic is Boosting or not when he runs over them affects how high Sonic is sent into the air. |
QTE Ramps | QTE Ramps are white and yellow ramps that trigger a QTE where you have to hit 3 or more Buttons to send Sonic on a higher path and add more points to your score. If you press the wrong button or don't press them all in time, Sonic will either take a lower path, fall into a trap, or fall into a bottomless pit. |
Dash Rings | Dash Rings are big, wide rings that Sonic can jump through, which will send him flying in a certain direction. |
Rainbow Rings | A Rainbow Ring is a multicolored version of the Dash Rings. However, whenever Sonic goes through a Rainbow Ring for the first time, 1000 points are added to the score. |
Directional Launchers/Jump Selectors | Directional Launchers are circular devices that send Sonic in a certain direction depending on what Button you press. The button normally shown on the Launcher is the one that sends Sonic on the regular path. However, where the Button sends Sonic is the same for all of them. The A Button sends Sonic up into the air, the X Button sends Sonic in the direction the device was originally facing, and the B Button sends Sonic down. If you don't press any Buttons after a period of time, it will drop Sonic down and you will lose control temporarily. |
Spring Poles | Spring Poles are horizontal poles that appear on the side of walls. Sonic can bounce off of these to get onto platforms, similar to using a Spring. Landing on the red part will send Sonic the highest. |
Stomp Switch | Stomp Switches are lime green switches that Sonic has to Stomp on to make them go into the ground and activate something. Of course, Sonic needs the Stomping Shoes to do this. |
Water Fountain | Water Fountains appear in Rooftop Run Day Act 1. They act similar to Springs and propel Sonic into the air. |
Werehog/Nighttime Exclusive Gimmicks | |
---|---|
Nighttime Gimmick's Name | Item Description and Effect/Purpose |
Tightrope Rails | Sonic has to walk across these to get to certain areas. Some of them can be grabbed on the side, but some of them can't be grabbed, have spikes on them, or will fall apart after a period of time. If you move Sonic to a point where he starts to tilt back and forth, move to keep his balance, because if he stays in that position for a certain amount of time he will fall. Sonic can hop across certain corners, if you check the distance first. |
Balloon Switch | Balloon Switches are white balls on red poles that have targets on them. All of them have to be hit at the same time to trigger something. |
Levers | Levers are switches that Sonic the Werehog can pull by getting close to them and repeatedly pressing B. Some come in a turntable style, where you have to hold B and use the Left Analog Stick to turn. Be aware that some Levers may move back to their original position after a period of time. |
Target Switches | Target Switches appear on walls, where Sonic has to throw enemies at them in order to activate platforms. These are mostly found in Savannah Citadel Night Act 1 |
Stone Keys and Alters | Sonic will have to find the Stone Keys and place them in their Stone Alters, which are color coded. Once all the Alters are filled, it triggers something. |
Side Poles | Sonic can use Side Poles to scale the walls (See Grabbing with the Werehog Subsection) |
Climb Poles | Sonic can climb up and down these (See Grabbing with the Werehog Subsection) |
Fling Poles | Sonic needs to stand on the circle in the ground next to them and repeatedly press the B button. Then it will fling Sonic to another area. Sonic can jump out of his curling position after being flung, so be careful. |
Automated Poles | Automated Poles are a machine version of the Swing Poles and Side Poles. Sometimes they pop in and out after a period of time, so use them quickly. Also, some may require a Lever or Switch to activate them. |
Wooden Poles | Wooden Poles are a weaker version of the Swing Poles and Side Poles. They break after being used, so Sonic has to use them quickly. |
Barrels and Crates | Sonic can pick up Barrels and Crates and use them as stepping stones or throw them at enemies (See Grabbing with the Werehog Subsection) |
Blast Boxes | Blast Boxes are boxes that have a symbol of an explosion on them. They explode when thrown dealing more damage to enemies but can hurt Sonic if he attacks them by accident. |
Water Barrels | Water Barrels are barrels that have a symbol of a snowflake on them. They can be used to put out [[Fire Masters]]. Sonic can also attack them when he's on fire to put himself out. There is a special version that appears during the Night Boss: Dark Gaia Phoenix battle. |
Traps and Hazards
Traps and Hazards are items, objects, and anything you want Sonic to avoid and be aware of. Otherwise, Sonic will drop his Rings during the Day, get hurt and lower his Health during the Night, or lose a life.
Regular Traps and Hazards | |
---|---|
Trap/Hazard's Name | Item Description and Effect/Purpose |
Spiked Balls | If you thought Spikes were bad, now they can move around! Make sure Sonic doesn't touch them. |
Spiked Traps | Spiked Traps are floating platforms with spikes on the bottom or the sides. They move when Sonic gets close enough. Quickly hop on top of the horizontal ones it after they drop to reach higher areas. |
Lasers | Lasers prevent Sonic from accessing certain areas and will hurt him if he touches them. Normally, they can be turned off with a Switch. |
Electrocution | If Sonic gets electrocuted he will freeze temporary. Oddly, enough this won't kill him during the day even if he has no Rings. However, at night it can lower his Health, leave him vulnerable to other attacks, and kill him. Sonic cannot Shield himself from electricity. |
Getting Burned | During the day, Sonic will take damage if he gets hits by fire. However, at Night if Sonic is on fire, it won't leave for a period of time and will lower your health. If Sonic gets caught on fire at Night, hop in some water or hit a water barrel. Sonic can't shield himself from fire. |
Hedgehog/Daytime Exclusive Traps and Hazards | |
---|---|
Trap/Hazard's Name | Item Description and Effect/Purpose |
Spikes | Spikes are the most common hazard Sonic will have to avoid. They can appear on the ground, walls, and ceilings. There is even a version that appears on the Grind Rails. Sonic can Jump and Quickstep to dodge Spikes on the ground and on Grind Rails. |
Spiked Springs | Spiked Springs look like regular Springs, but they have spikes on the other side. After a period of time they flip over and Sonic may hit the spikes instead of the Spring. Be careful when using a Homing Attack on them! |
Egg Springs | Egg Springs are red, rectangular, and have Dr. Eggman's icon on them. They laugh when Sonic hits them and are normally placed to block Sonic from reaching certain areas or send him towards obstacles and bottomless pits. |
Bombs | Sonic will have to avoid these during certain Acts, Missions, and when fighting Aero Chasers and the Interceptor |
Swinging Blades | Giant blades that swing across the ground and skies in certain levels. Sonic can Slide under them to avoid taking damage. |
Tripping | Sometimes in the Day Acts if Sonic gets hit while running or he runs over broken paths, Sonic will trip and you'll temporary lose control of him. |
Getting Crushed | Although this is rare, there are some obstacles in the game that can crush Sonic. If this happens, it will cost you a life. |
Werehog/Nighttime Exclusive Traps and Hazards | |
---|---|
Trap/Hazard's Name | Item Description and Effect/Purpose |
Temporary Knock Out | There are some Enemies that can actually knock Sonic into the walls or ground, leaving him vulnerable and unresponsive for a brief amount of time. To regain control of Sonic, repeatedly press the A Button. |
Collectible Items
Collectible Items are items that Sonic can collect to unlock new Stages and Boss Battles, get more Experience, and unlock Extras in Professor Pickle's Lab.
Types of Collectible Items | ||
---|---|---|
Name | Description | Quick Links |
Sun Medals | Sun Medals help Sonic and Chip unlock more Day Acts. | Go to the Sun and Moon Medals/Levels Subsection for more information |
Moon Medals | Moon Medals help Sonic and Chip unlock more Night Acts. | Go to the Sun and Moon Medals/Levels Subsection for more information |
Souvenirs | Souvenirs are items that can be bought from Town Stage Shops and Wentos. | Go to the Souvenirs Subsection for more information |
Food | Food are items that Sonic and Chip can eat for different effects. | Go to the Food Subsection for more information |
Art Books | Art Books unlock artwork for the Bookshelf in Professor Pickle's Lab. | Go to the Art Books/Bookshelf Subsection for more information |
Videotapes | Videotapes unlock cutscenes and cartoon shorts for the TV in Professor Pickle's Lab. | Go to the Videotapes/TV Subsection for more information |
Records | Records unlock music for the Gramophone and Audio System in Professor Pickle's Lab. | Go to the Records/Gramophone/Audio System Subsection for more information |
Gaia Keys/Boss Keys | Gaia Keys come in pairs of a Day Gaia Key and a Night Gaia Key. Collecting 2 Gaia Keys of the same Country will combine them together to form Boss Keys, which will unlock Boss Battles. The only Countries that have Gaia Keys are Spagonia, Holoska, Shamar, and Adabat, which are found in the Day Act 1 and Night Act 1 Stages. |
Sun and Moon Medals/Levels
Sun Medals and Moon Medals are Collectible Items that allow you to unlock new Day Acts and Night Acts in the Entrance Stages by increasing Chip's Sun and Moon Levels.When Sonic collects Sun Medals, Chip's Sun Level will increase and when Sonic collects Moon Medals, Chip's Moon Level will increase. Certain Gaia Gates (portals to Acts) only open once Chip reaches a certain Sun or Moon level.
For example, in order to open Sun Level 4 Gaia Gates and unlock new Day Acts, Chip's Sun Level has to be 4 or higher.
In order to collect Sun Medals and Moon Medals you have to find them in the Town Stages, Entrance Stages, Acts, Missions, and Boss Battles, and have Sonic touch them. Professor Pickle has 6 Sun Medals and 6 Moon Medals that he'll sometimes give Sonic after giving him Souvenirs.
Chip's Solar and Lunar Power | |
---|---|
Sun/Moon Level | Number of Sun/Moon Medals |
1 | 0-14 |
2 | 15-29 |
3 | 30-44 |
4 | 45-59 |
5 | 60-79 |
6 | 80-119 |
7 | 120-200 |
Other Notes about Sun and Moon Medals:
- If you see a Sun or Moon Medal that's transparent, that means you've already collected it.
- There are 200 Sun Medals and 200 Moon Medals, making a grand total of 400 Medals that can be collected.
- There are 4 Achievements for Collecting Sun and Moon Medals:
- Partly Cloudy: Collect 100 Sun Medals
- Sunny: Collect all 200 Sun Medals
- Half Moon: Collect 100 Moon Medals
- Full Moon: Collect all 200 Moon Medals
- In the Town stages, Moon Medals will only appear during the daytime and Sun Medals only appear during the nighttime.
- Day Acts have more Moon Medals than Sun Medals and Night Acts have more Sun Medals than Moon Medals.
- You can see how many Sun and Moon Medals are in a Town Stage, Entrance Stage, Act, Mission, and Boss Battle by pausing the game and looking in the bottom right corner of the Pause Screen Menu.
- You can look at the number of Medals you need to reach the next Sun/Moon Medal by standing on a inactive Gaia Gate and having Chip tell you or by looking at the gauges in the Status on the Pause Screen Menu.
- In order to beat the game you will need to be at Sun Level 7 and Moon Level 6.
Food
When Sonic goes to the Town Stage Shops, you can buy Food Items that Sonic and Chip can eat. When you press the Start Button, go to the Pause Screen Menu, and then go to the Inventory to select and eat Food. All of your Food items will have an icon that looks like a yellow loaf of bread.
When Sonic eats Food, he gains Experience. When Chip eats Food, you increase his Friendship Level, which is a invisible stat. There are also 3 Videotapes you can get by feeding Chip in certain Countries. Food can only be eaten in Town Stages.
There are 2 Achievements involving Food. If you're trying to get the BFF Achievement, check the Food below to see what Chip likes to eat.
Different Kinds of Food | |||||
---|---|---|---|---|---|
Food Name | EXP | Does Chip like it? | Town Stage Shop Location | Description | Chip's Culinary Critiques |
Apple | 20 | Yes | Mazuri's Town Stage Shop, Chun-nan's Town Stage Shop, and Empire City's Town Stage Shop | One of these a day keeps the blah, blah, you know the rest. | It's yummy, but kinda hard. I wonder if it was still a little unripe... |
Aurora Oil | 5 | No | Traveling Salesman Wentos | A vivid green oil that turns rainbow-colored in the light. A local specialty. | It's so sparkly and pretty! ...But it's not very tasty. |
Baguetti | 5 | Yes | Spagonia's Town Stage Shop | Bread that's crispy on the outside, chewy on the inside. | Mm, just a hint of salt. I bet this would be good with cheese on it! |
Bananas | 10 | Yes | Adabat's Town Stage Shop | A sweet, yellow fruit. You can grill the green ones, too. | It has a rich sweetness, like you can taste the nutrition! |
Baobab Fruit | 5 | No | Traveling Salesman Wentos | Fruit of the baobab. The seeds yield oil, but the taste? Meh. | Pteh! Ptoole! GROSS! Is this even edible? |
Big G Steak | 50 | Yes | Empire City's Town Stage Shop | A giant slab of stamina for the tuckered-out professional. | There's so much of it! I bet eating this would give you some pep! |
Boelk Cream | 20 | Yes | Traveling Salesman Wentos | Preserved food made from boelk milk. The key to a long life. | Mmm, creamy! I just wish it were a touch sweeter. |
Brainiac Dog | 70 | Yes | Don Fachio's Spagonia | None | Oh! What have we here? My intellectual curiosity is piqued! |
Breezy Dog | 70 | Yes | Don Fachio's Apotos | None | This tastes so light and refreshing. Suddenly I'm in a great mood! |
Broiled Ibanga | 20 | No | Mazuri's Town Stage Shop | Flame-broiled mean from the fleet-footed ibanga. | That meat was tough. My jaw's all sore! |
Candy | 5 | Yes | Holoska's Town Stage Shop, Chun-nan's Town Stage Shop, and Shamar's Town Stage Shop | A bite-sized piece candy. Don't try to talk with you're chewing! | It's sweet and tasty! |
Canned Horror | 1 | No | Holoska's Town Stage Shop | Tiny but potent fermented fish whose odor carries for miles. | %#@%&@$?! |
Canned Juice | 10 | Yes | Apotos' Town Stage Shop and Spagonia's Town Stage Shop | The solution to your thrist. Shake it for volatile results. | This water's all fizzy and sweet! It's kinda invigorating! |
Caqueo | 3 | No | Mazuri's Town Stage Shop | A pod whose seeds are dried and processed before use. | Hmm, not much flavor. How are you supposed to eat it I wonder? |
Chai | 5 | Yes | Shamar's Town Stage Shop | The local tea. Even in this heat, it's usually taken hot. | Ooh, this is good! It's sweet and mellow and smells nice, too! |
Chao Chugger | 20 | No | Traveling Salesman Wentos | A drink that reboots your battered body in one gulp. | This tastes weird... Do grownups really like this stuff? |
Cheese | 10 | Yes | Spagonia's Town Stage Shop | Cheese matured for five years. It tastes even better melted. | Ooh, it's so rich! It smells good, too! |
Chili Dog | 30 | No | Everywhere except Eggmanland | Sonic's favorite, a jumbo frank slathered with spicy chili. | You like these, right, Sonic? I think it's a little too spicy for me. |
Chilly Dog | 70 | Yes | Don Fachio's Holoska | None | Hey, this hot dog is frozen solid! But not bad--kind of crunchy. |
Chirped Peas | 5 | Yes | Traveling Salesman Wentos | Beans culled from the desert and, like paaf, a staple here. | It's all hearty! I could go for a whole bucket. |
Chocolate | 20 | YES | Traveling Salesman Wentos | A confection that melts in your mouth. Chip's a big fan. | Yaaay, chocolate! I LOVE chocolate! |
Cookie | 10 | Yes | Mazuri's Town Stage Shop, Holoska's Town Stage Shop, Shamar's Town Stage Shop, Empire City's Town Stage Shop, and Traveling Salesman Wentos | Cream filling between two crunchy biscuits. Addictive! | The cream inside is really good! Hmm, there's a hint of lemon, too. |
Curry | 20 | No | Shamar's Town Stage Shop | A spicy dish only true Shamarans would dare to eat in this heat. | Wh-Whoa! This is spicy! I'm sweating buckets now! |
Doggone Dog | 70 | Yes | Don Fachio's Eggmanland | None | Mmm, wow! This is doggone good! All this fighting must've made me hungry. |
Dondora Fruit | 20 | Yes | Mazuri's Town Stage Shop | Fruit from the tall dondora tree with a red, sticky-sweet pulp. | Sooo goood! Mm, now I feel awesome! |
Donut | 20 | Yes | Apotos' Town Stage Shop, Spagonia's Town Stage Shop, and Chun-nan's Town Stage Shop | A squishy treat that leads to a squishy physique. | It's a ring! Mm, and so fluffy and sweet! |
Dureek | 50 | No | Traveling Salesman Wentos | The King of Fruits, which tastes, uhm...try it and see. | Huh? Wh-what is this? It's kinda... it's weird. Too hard to explain. |
Egg Candy | 1 | NO | Eggmanland's Town Stage Shop | A sweet treat with Eggman's face on it. Careful you don't drop it and break it! | Gah! Bitter, bitter, bitter, bitteeeer! |
Egg Dog | 1 | NO | Eggmanland's Town Stage Shop | Eggman's favorite chili dog. It's positively scrumptious! | Bleaugh! Gross! This is a supposed to be a chili dog? Try rubber dog! |
Egg Puff | 1 | NO | Eggmanland's Town Stage Shop | Eggmanland's top seller. With a yummy cream filling. | What the heck?! It's full of some weird-colored bitter gunk... |
Egg-squisite Lunch | 1 | NO | Eggmanland's Town Stage Shop | An Eggmanland special. Every item on the plate is divine. | This has kinda of a weird smell to it. It smells like... motor oil?! |
Elastic Ice Cream | 10 | Yes | Shamar's Town Stage Shop | Like ice cream, but stretchy. How? Sorry, trade secret! | Whoa, check this out! It stretches! Shoooop! Ha ha! It's like your arms! |
Empire Coffee | 5 | No | Traveling Salesman Wentos | Pricey coffee, ground fresh. A connoisseur's delight. | Real men take their coffee black. ...Ugh, bitter. |
Fried Chicken | 30 | Yes | Empire City's Town Stage Shop and Traveling Salesman Wentos | Juicy chicken fried to a nice, golden crisp. | Crispy on the outside, juicy on the inside! That's good chicken! |
Fried Suncake | 10 | Yes | Traveling Salesman Wentos | A tasty, sun shaped treat made from a range of ingredients. | It's so sweet! Ooh, and they really packed it in. Just one and I'm full! |
Grapes | 15 | Yes | Mazuri's Town Stage Shop, Empire City's Town Stage Shop, and Adabat's Town Stage Shop | A cluster of sweet, plump grapes. Don't eat the seeds! | Mm, sweet and kinda tart. My mouth is super happy now! |
Hamburger | 30 | Yes | Empire City's Town Stage Shop | A quick source of nutrition for the busy professional. | So this is a hamburger! Bread, meat, and veggies, together at last! |
Hero Sandwich | 50 | Yes | Traveling Salesman Wentos | A jumbo sandwich stacked with tons of toppings. Open wide! | Whoa, super deluxe! It's like everything good, stuck inside bread! |
Historic Dog | 70 | Yes | Don Fachio's Chun-nan | None | Hmm, tastes mysterious. It's almost as if I can feel my mind clearing! |
Kebabwich | 20 | Yes | Apotos' Town Stage Shop | Stir-fried meat and vegetables on "pane" dough. A local favorite. | It's got so much in it! It's hard to eat, so I just shoved it all in. |
Lemon | 5 | No | Apotos' Town Stage Shop | A lip-puckering fruit that thrives in the year-round warmth of the region. | Uwaugh! S-So...SOUR! |
Lin's Meat Buns | 30 | Yes | Chun-nan's Town Stage Shop | The famous steamed buns Lin's been whipping up for 90 years at the same price. | I've never had this before! It's got a ton of stuff inside. Tasty! |
Live Honker | 5 | No | Adabat's Town Stage Shop | A whopper of a fish with vivid green scales but a mild taste. | That's one big fish! Guess I can't just eat it as-is, huh? |
Mellowyam | 3 | No | Mazuri's Town Stage Shop | A staple of the Mazuri diet. Boil it, steam it, eat it up! | The potato's all crunchy. Is this raw?! |
Molsk | 3 | Yes | Adabat's Town Stage Shop | A shellfish from the local waters. Served with garnish. | Mmm, tasty! It's like the flavor of the sea is flooding my mouth! |
Nuclear Taquo | 5 | No | Empire City's Town Stage Shop | Beef, veggies, and hot peppers on a thin shell. Not for kids! | GAAAH! Water, water, water, water, water... |
Orange | 10 | Yes | Apotos' Town Stage Shop | A fruit loved around the world for its tang and fresh scent. | It's so refreshing! Kinda tart and kinda sweet. |
Paaf | 10 | Yes | Shamar's Town Stage Shop | Bread that puffs up in the oven. Goes perfectly with curry. | The middle's all puffed out! It looks funny, but it sure tastes good! |
Pasta alla Paccico | 10 | Yes | Spagonia's Town Stage Shop | Past with a fragrant paccico herb sauce and ground nuts. | The green sauce is great! I feel all grown up. |
Peach | 10 | Yes | Apotos' Town Stage Shop, Chun-nan's Town Stage Shop, and Adabat's Town Stage Shop | A sweet and juicy fruit that's to die for. Don't bruise it! | Mm, it's so sweet! The huge pit makes it hard to eat, though. |
Peach Buns | 10 | Yes | Chun-nan's Town Stage Shop | A lucky bun: the more you eat, the happier you get! | It's got sweet stuff inside it. I wonder why it's shaped like a peach? |
Perma-meat | 5 | No | Holoska's Town Stage Shop | Meat frozen in the permafrost. Good luck defrosting this one. | AUGH! Hard! Hard HARD! I almost chipped a tooth! |
Pizza | 10 | Yes | Traveling Salesman Wentos | A thin-crust, brick-oven pie, piping hot and topped to order. | It's all crispy! Mmm, this is heaven! |
Pitch Nuts | 5 | Yes | Apotos' Town Stage Shop | A tasty nut in a tough shell. Always crack before you snack! | Mm, this has a great aroma! But, uh... it kinda hurts my mouth. |
Prehistoric Ice | 1 | No | Holoska's Town Stage Shop | Just the thing if you want a cool drink. People here don't. | Mm-mm! It tastes like history! I'd say about three thousand years... |
Popcake | 20 | Yes | Empire City's Town Stage Shop | A treat sure to make you smile, whether you're 8 or 80. | It's all fluffy and sweet! Yaaay, I'm so happy! |
Poppin' Eggcorn | 1 | NO | Eggmanland's Town Stage Shop | Popcorn, for a light snack. Eggman munches on it all the time. | Ugh, tastes like sawdust! |
Power Vitamin | 20 | No | Traveling Salesman Wentos | A quick nutritional boost, but you still need proper meals. | It doesn't feel like I ate anything... I'll take chocolate any day. |
Sandwich | 30 | Yes | Traveling Salesman Wentos | A sliced cucumber sandwich. Delightfully crunchy. | This is the professor's favorite, right? It's kinda bland, but good. |
Sandwich? | 1 | NO | Traveling Salesman Wentos | A sliced cucumber sandwich, but something seems... off. | Hm? Something's weird. It's a funny color, and it tastes strange, too. |
Sandy Dog | 70 | Yes | Don Fachio's Shamar | None | Huh? Tastes... gravelly... But I think I like the complex flavor. |
Seafood Dog | 70 | Yes | Don Fachio's Adabat | None | Whoa! What's this fish doing in here? Weird...but pretty darn tasty! |
Scorcher Dog | 70 | No | Don Fachio's Mazuri | None | One nibble gave me this HUGE surge of strength. Heeyah! I am on fire! |
Smoked Mohn | 10 | No | Holoska's Town Stage Shop | A river fish caught in the spring and cured. Oddly spicy. | It's pretty intense! The tip of my tongue's all tingly now. |
Sparkle Gelatin | 20 | Yes | Holoska's Town Stage Shop, Shamar's Town Stage Shop, and Adabat's Town Stage Shop | Jiggly, sparkly jelly that melts your jaded heart. | Ooh, it's all sparkly! Nice and smooth, too. I could eat a ton! |
Strawberry Cake | 30 | Yes | Spagonia's Town Stage Shop and Mazuri's Town Stage Shop | A slice of bliss with whipped cream and a strawberry on top. | The creme frosting is so good! It's all sweet and fluffy! |
Sundae Supreme | 30 | YES | Apotos' Town Stage Shop | The ultimate chocolate sundae. It's utterly indulgent. | Wow, this chip-whatever stuff is great! |
Tomato | 5 | Yes | Spagonia's Town Stage Shop | The magic veggie that puts the zest in Spagonian cuisine. | It's ruby red and chock full of sun-kissed juiciness! |
Tropic Juice | 10 | Yes | Adabat's Town Stage Shop | A soothing beverage that's as blue as this country's waters. | Wow, the color's so pretty! I'm almost sad to drink it. |
Urban Dog | 70 | Yes | Don Fachio's Empire City | None | Yee-haw! I am pumped! What did they put in this hot dog? |
Wang's Boxed Lunch | 20 | Yes | Chun-nan's Town Stage Shop | A homemade lunch. Pop in on a good day for an extra helping. | Yay! It's extra-big! Perfect for a growing boy like me! |
Wang's Noodles | 20 | Yes | Chun-nan's Town Stage Shop | A little-known hit. The superb soup takes three days to make. | Mmm, the broth is great! It's hot, though. I've gotta be careful! |
Chip's Commentary: Sometimes after giving Chip food to eat, he'll say something. The more he comments, the higher your Friendship Level with him is.
Comments about himself
- Cool guys gotta know how to fight cool. Like us! Dontcha think?
- What would I look like if I transformed? Would I get all hairy, too?
- I may not look it, but I'm a picky eater.
- What's a guy gotta eat to grow up to be like you?
- So is this warm, fluffy kinda feeling what they call "peace"?
- Check it out, I can fly! Isn't that awesome? That's so awesome, right?
- Oh! OH! Sonic, that's right! I... ...Sorry, I forgot.
- Memories or no, I'm happy as long as I've got tasty food with me!
- I get hungry so easy! I wonder where it all goes...
- I'm HUNGRY!
- Aww, I'm Hungry again!
- Still hungry! I want MORE!
- I'm kinda sleepy. Zzz...
- I wonder if getting my memory back matters. I'm having fun like this!
- I'm sooo hooot! I'm gonna burn up here!
- I may not look it, but I'm pretty strong! Check out my biceps!
- The harder I try to remember, the hungrier I feel.
- Sniff, sniff... Something smells good! Huh? Am I imagining things?
Comments about Sonic
- Hmm... Okay, I get it. So you only get all hairy at night, right, Sonic?
- So Tails and Amy are your friends, Sonic? If so, they're my friends, too!
- Look how long your nails are, Sonic! That's nasty! You should cut them!
- Hey, Sonic. When you're running, can you really even see anything?
- You're too fast, Sonic! I can't keep up!
- Wow, Sonic. Your spikes aren't as spiky as I thought they'd be.
- Sonic, you... You're not... naked. ...Are you?
- You know how your arms stretch? See how long you can get them to go!
- Ok, Sonic, fess up. You like the way you look like this, don't you?
- Why did you fall from the sky, Sonic? What were you up to? ...Ha! Up to!
- You look so cool when you run, Sonic! I mean, so do I, but yeah!
- It's gotta be nice having stretchy arms. You could reach real tall shelves!
- You're so nice, Sonic, always helping people out wherever you go!
- Your shoes are awesome, Sonic! I heard they were some famous brand.
- You like chili dogs, right? They're spicy, but they sure are good!
- Are you a loof, Sonic? And what's a loof, anyway? Is it food?
- You know when you fell from the sky? I got a huuuge bump from that!
- Is there somebody you like, Sonic? Is there?! There is! Who is it?!
- Can you slow down, Sonic? It's hard to keep up.
- Why do you run so fast? You must be really impatient, huh?
- Hey, Sonic! Um, were you always blue? Like, since you were born?
- Are you hungry, Sonic? Do you want some of my snacks?
- Sonic? I... I'm hungry!
- Hey, Sonic. When you're running, do your eyes ever get dried out?
- You should try taking it slow sometime. Walking around town is fun!
Comments about Eggman
- What's Eggman's job, anyway? ...World domination? What's that?
- Is Eggman really that smart?
- I bet Eggman eats good food every day. Look how round he is!
- Maybe Eggman just does bad stuff to get you to play with him, Sonic.
- I wonder if Eggman's really even a genius.
- Is Eggman really that bad of a person?
- Where's Eggman now, I wonder? What's he doing, plotting some more?
- How long have you been fighting with Eggman? I mean, make up already!
- Eggman's a funny name. Did his mom give him that name?
- Why does Eggman do such bad stuff all the time? He must be super bored.
- Do you think you'd patch things up with Eggman if he started being nice?
- I wonder what's in Eggman's belly.
- I don't think I could fly if I were in the same shape Eggman's in.
- I wonder if Eggman's got any friends. Think he's friends with the robots?
Comments about Countries and Food
- Keep the good food coming! Let's visit more places!
- Hey, c'mon, let's eat something! Can't fight on an empty stomach!
- Everybody here seems super laid back! I wish I could take it easy too!
- Hey, Sonic! Let's take a break at that cafe for a change!
- Mmm, I wish I had some of the stuff we ate back in that other country.
- If you don't eat a lot, you won't get big! ...I guess you already are.
- Where to next? C'mon, let's go!
- What's wrong? Are you tired? If so, you should eat something sweet!
- Wow, Sonic. Your spikes aren't as spiky as I thought they'd be.
- Wanna take it slow for a while? We could grab something to eat here!
- Hmm, what to eat next? I feel like having something sweet!
- This place seems like it's got a long history. Let's go explore!
- This place is hot, too, huh, Sonic? I'm gonna get all sunburned.
- I want to eat the local specialties everywhere!
- Sour stuff's tasty and all, but sometimes you just want spicy!
- Everybody here seems real nice, huh?
- The people here sure wear interesting clothes. My fur's prettier, though.
- That chocolate sundae supreme sure was good...
- It's fun being on a world tour. I'm seeing so much for the first time!
- This place is a big maze! We should be careful not to get lost!
- Sweets are good and all, but sometimes sour is what it's all about!
- I wonder what kind of food they have here!
- Mmm, the local specialty in that one place was sooo good.
- Wow, there are so many kinds of people! Let's keep going to new places!
- The houses here are so tall! I wonder why that is?
- You know what my favorite food is? ...Actually, there's too many to pick!
- Hey, Sonic, do you think wild animals will show up here at night?
- Everyone here seems like they're really good people, huh?
- I wonder if they have a local specialty here. Let's go check it out!
- Hey, are you hungry? Want some chocolate? Mmm, chocolate!
- Whoa, look at all the big trees! This place is awesome!
- Food still tastes good, even without memories! Ha ha! Am I shallow?
- I want something exotic to eat! I never got to try the food last time.
All Comments
- Keep the good food coming! Let's visit more places!
- Cool guys gotta know how to fight cool. Like us! Dontcha think?
- What would I look like if I transformed? Would I get all hairy, too?
- I may not look it, but I'm a picky eater.
- What's a guy gotta eat to grow up to be like you?
- Hmm... Okay, I get it. So you only get all hairy at night, right, Sonic?
- So Tails and Amy are your friends, Sonic? If so, they're my friends, too!
- Everybody here seems super laid back! I wish I could take it easy too!
- Hey, Sonic! Let's take a break at that cafe for a change!
- Mmm, I wish I had some of the stuff we ate back in that other country.
- So is this warm, fluffy kinda feeling what they call "peace"?
- Look how long your nails are, Sonic! That's nasty! You should cut them!
- Hey, Sonic. When you're running, can you really even see anything?
- If you don't eat a lot, you won't get big! ...I guess you already are.
- Check it out, I can fly! Isn't that awesome? That's so awesome, right?
- Where to next? C'mon, let's go!
- What's wrong? Are you tired? If so, you should eat something sweet!
- You're too fast, Sonic! I can't keep up!
- Wow, Sonic. Your spikes aren't as spiky as I thought they'd be.
- What's Eggman's job, anyway? ...World domination? What's that?
- Is Eggman really that smart?
- Wanna take it slow for a while? We could grab something to eat here!
- Sonic, you... You're not... naked. ...Are you?
- I bet Eggman eats good food every day. Look how round he is!
- Hmm, what to eat next? I feel like having something sweet!
- Aww, I'm hungry again!
- This place seems like it's got a long history. Let's go explore!
- This place is hot, too, huh, Sonic? I'm gonna get all sunburned.
- You know how your arms stretch? See how long you can get them to go!
- Maybe Eggman just does bad stuff to get you to play with him, Sonic.
- Ok, Sonic, fess up. You like the way you look like this, don't you?
- Why did you fall from the sky, Sonic? What were you up to? ...Ha! Up to!
- I wonder if Eggman's really even a genius.
- I want to eat the local specialties everywhere!
- Is Eggman really that bad of a person?
- Sour stuff's tasty and all, but sometimes you just want spicy!
- You look so cool when you run, Sonic! I mean, so do I, but yeah!
- Everybody here seems real nice, huh?
- The people here sure wear interesting clothes. My fur's prettier, though.
- I'm HUNGRY!
Professor Pickle's Lab
Availability: After Defeating the Day Boss: Egg Beetle for the first time, you'll be able to go to Professor Pickle's Lab in Spagonia through the Spagonia Town Stage. (or by using the Go to the Lab option on the World Map after beating the game).In Professor Pickle's Lab, you can talk to him to find out where Sonic and Chip should go next, which will unlock other Countries, and look at Hints.
When Sonic gives him Souvenirs, more Hints will be added and there's a chance he'll give you 1 of 6 Sun Medals, 1 of 6 Moon Medals, Art Book 19, Art Book 20, Art Book 52, Art Book 53, Record 3, and 3 extra flashes for the Uncanny Camera.
Other Notes about Professor Pickle's Lab:
- After Sonic buys the TV, Bookshelf, and Gramophone from Spagonia's Town Stage Shop, you'll be able to look at artwork, see the Townspeople and Enemies you've met, watch cutscenes from the story, and listen to music.
- To view/listen to music in Professor Pickle's Shamar Lab, buy the Audio System from Shamar's Town Stage Shop.
Professor Pickle's Regular Hints | ||
---|---|---|
Hint Name | Availability | Professor Pickle's Hint |
The Gaia Manuscripts | After Defeating the Day Boss: Egg Beetle | Hmm, yes. This is a very ancient document indeed. It tells of the legendary cataclysm that struck the planet millennia ago. What I've deciphered so far suggests deep ties to the Gaia Temples. |
Dark Gaia | After Defeating the Day Boss: Egg Beetle | Judging from what I've deciphered from the Gaia Manuscripts thus far, Dark Gaia is a powerful monster lodged deep within the planet's core. Been there since time immemorial, it seems. Ten millennia or more. Still, even with all that time, it seems Eggman woke it up early. What we see now is an incomplete form. Consider it luck and misfortunate. But, its awakening still sent its pieces flying and ruptured the planet. If my theory is correct, our nightly pests are the fragments of Dark Gaia. |
The Chaos Emeralds | After Defeating the Day Boss: Egg Beetle | Ahh, the emeralds... Seven ancient gems said to house infinite power. Though that power is now lost, thanks to that Dr. Eggman. They've even lost their color. They're black as night now, hm? But! There's still hope. Seek out the Gaia Temples from the manuscript! There, I'm confident you will find the means to restore the emeralds. |
The shattered planet | After Defeating the Day Boss: Egg Beetle | It appears the planet's core has long acted to incubate Dark Gaia. Now, thanks to Eggman's Chaos Energy Cannon, it's come out to say hello. Now we all have the both of them to thank for a shattered planet. Hmph! |
Restoring the planet | After Defeating the Day Boss: Egg Beetle | Luckily, Eggman awoke Dark Gaia in a inchoate state. "Half-baked," yes? We still have time to go to the Gaia Temples the manuscript mentions. Doing so should restore the emeralds' power and hopefully fix the planet. |
The Gaia Temples | After Defeating the Day Boss: Egg Beetle | According to the Gaia Manuscripts, there are 7 temples in all. They were built around the world ages ago to house the planet's power. Bring the defunct stones to the temples to restore the emeralds' power. That should serve to repair the fragmented planet as well! The emeralds, healed by the planet's energy, in turn heal the planet. And I believe the temples hold more mysteries yet, my boy. |
Dr. Eggman | After Defeating the Day Boss: Egg Beetle | He nabbed me to get at the Gaia Manuscripts in my possession. From them, he learned of Dark Gaia's existence. A clever sort of rogue, hm! He plans to use its power to bend the world to his nefarious will. We must hasten to restore the planet before Dark Gaia awakens completely. If we seal the beast away within the planet again, Eggman's plans will fail! Now, Sonic! Young Chip! Our lives are in your hands, hmm? Good luck! |
Chip | After Defeating the Day Boss: Egg Beetle | I am quite sorry to say that I know precious little about the boy. I hope you find some clues as you work to restore the planet. |
Monsters at night | After Defeating the Day Boss: Egg Beetle | Terrible, isn't it? The fiends creep out the minute the sun's down. I believe they are the spawn of Dark Gaia's scattered fragments. They appear to be quite loaded for bear. Be ready for a fight, my boy. Some even have the gall to possess innocent folk. Really, can you imagine? |
Sonic's transformation | After Defeating the Day Boss: Egg Beetle | It seems Dr. Eggman got the better of you this, hmm, my boy? He used the power of your Chaos Emeralds to fuel his Chaos Energy Cannon. It appears that simply being there affected your boy as well. |
Is there a cure? | After Defeating the Day Boss: Egg Beetle | It's quite possible that visiting the temples and recharging the emeralds will yield the very cure you seek, my boy. Quite the nice perk, hmm? Though I can't help but note that you seem to be enjoying the change. Perhaps there's little rush to get that body back to normal, hmm? |
The Entrance Stages | After Defeating the Day Boss: Egg Beetle | Near the world's villages you'll find areas known as Entrance Stages. In them, you'll find the Gaia Gates--devices used as instant transporters. I think you'll find Chip's assistance most helpful in activating them. |
Sun and Moon Medals | After Defeating the Day Boss: Egg Beetle | I recommend you keep an eye out for Sun and Moon medals on your travels. You'll find them strewn about the world. Perhaps you've already seen some. Collect enough, and Chip's Sun and Moon power levels will rise. That will then allow you access to more of the Gaia Gates. Simple, hmm? |
Sun and Moon Power | After Defeating the Day Boss: Egg Beetle | Yes, young Chip seems to have a strange power. Quite baffling, really. Collecting Sun Medals should strengthen his innate Sun Power, while gathering Moon Medals will augment his lunar abilities. |
The Gaia Gates | After Defeating the Day Boss: Egg Beetle | Gaia Gates are ancient devices found in stages dotting the world, Sonic. As Chip's powers grow, Gates of correspondingly higher level will awaken. Once active, they'll give you access to new areas, so go get those medals! |
Boss Gates | After Defeating the Day Boss: Egg Beetle | You'll use large devices like the Gaia Gates to access each temple. They'll likely be guarded by Eggman's best and brightest, so be ready. Because of the threats lurking behind them, I call these Boss Gates. You'll need to acquire a special Boss Key in order to activate each gate. |
Boss Keys | After Defeating the Day Boss: Egg Beetle | Yes, to operate the Boss Gates, you'll need to assemble the Boss Key. The daytime and night stages should each hold a separate key. Those two can then be fused into a single key, and used at the gate. |
The Professor's Camera | Get the Uncanny Camera (See Exorcisms Section) | It seems people all over have begun acting rather strangely by night. I suspect Dark Gaia's influence. The beast's fragments, to be precise. Regardless, one flash from my camera, and any creatures stowed away within the town folks' hearts will be forced out. Quite convenient, hmm? |
Using the Camera | Get the Uncanny Camera (See Exorcisms Section) | Try hitting folks who may be possessed by Dark Gaia with the flash, my boy. It's quite simple really. Just press the Y button in front of your subject. If they are possessed, a monster should pop right out of them. Snap, POP! I don't suppose I need to tell you what to do with the little beastie next. Make short work of the monster, or it'll hop back into its host. It's a limited use flash, but I'll recharge it any time you have a need. |
Professor Pickle's Souvenir Hints | ||
---|---|---|
Hint Name | Souvenir Given to Professor Pickle | Professor Pickle's Hint |
Fighting by day | Spagonia Photo Frame | Care for a pointer on how to ace those daylight stages, my boy? Reach the goal, ASAP. Even if it means ignoring foes on the way. I should think racing by at breakneck speed would be right up your alley! |
Boost consumption rate | Equine Carving | You're quite familiar with the Sonic Boost by now, hmm? Have you noticed that it consumes the most rings at the very start? For longer Boosts, keep the button held down for more boost for your buck! |
Pushing Blocks | Spagonia Miniature Flag | There are times when you need to push blocks or boulders, I'd imagine? Holding the dash button will get the job done faster. Old news, was it? |
Landing faster | Chun-nan Miniature Flag | A quick stomp is all you need to ground you in a hurry, my boy. Mastering that little tip may even grant you access to a few new spots! In any case, its a help in reaching the goal in record time. Use it well! |
Fighting at night | Mazuri Photo Frame | Care to hear a trick for scoring high marks on nighttime stages, my boy? It's quite fun--destroy everything! Ho HO! Foes, objects, whatever. Use that brawn of yours to wreak some havoc, eh? I knew you'd like that. |
When climbing walls | Water Jug | There are times at night when you climb up walls using the B Button, yes? Well, if you hit A again while shimmying up, you can climb walls faster! |
The Werehog's Combo | Holoska Photo Frame | After knocking an enemy up into the air, you can proceed to pummel it with an aerial combo, my boy. No interruptions from the other monsters that way. I certainly wouldn't want to be the recipient of that sort of punishment! |
Becoming Chip's BFF | Shamar Photo Frame | You'll know you've grown near and dear to Chip's heart when he starts offering more than simple reviews on the food you give him to eat. That said, he may hold a bad meal against you, so do pay attention, hm? |
The Townsfolk | Shamar Miniature Flag | My projections show room in the townsfolk for 98 people in total. I'll trust you'll spare no effort in getting to know the townsfolk you meet. |
Enemy types | Empire City Photo Frame | My analysis suggests that 55 types of enemies exist in all. Terrifying! Though I suppose you'll be such a seasoned 'hog of the battlefield by the time you flesh out the Bestiary in full, you'll be utterly fearless, eh? |
A world of souvenirs | Empire City Miniature Flag | I suspect there are 45 types of souvenirs you can pass along in all. Perhaps collecting them all will earn you some special reward, hm? In any case, I'm eager to see what you bring me next. Chop chop, eh! |
Mission count | Adabat Photo Frame | At last count, there were a grand total of 100 missions in all. Everyone's got their own fair share of worries and concerns, eh, my boy? I trust you'll help them work through it all? Hm, yes, of course you will. |
Medal Collection | Adabat Miniature Flag | Hm, yes, let me see... The total number of medals to be found are: 200 Sun Medals, and 200 Moon Medals. If memory serves, of course. Collecting all of those will open a lot of doors, my boy. Literally! |
Trial Missions | Hammock | ? |
Mission Info, part 1 | Lantern | I recommend you complete the mission for Chun-nan's herbalist, Zonshen. Doing so will spread the doctor's name enough to reach a distant student. That student, in turn, may just lead you on a new adventure, ho ho! |
Mission Info, part 2 | Shamarian Sand | I hear young Shadi from Shamar has his heart set on becoming a singer. As I recall, there was a young person in another city with similar hopes. Spend enough time with Shadi, and you may just see the two meet up! |
Mission Info, part 3 | Tailsmanic Mask | I've heard that one of the Maruzians, Kwami, is in something of a bind. Until that's resolved, I fear he may be quite too busy for anything else. Even if that "anything else" should be his dear daughter, Ana... |
Mission Info, part 4 | Spagonian Cameo | Surely you've met Ciccio from the Spagonian general store, hmm? Well, hearing his woes, it seems he, Aida the Jeweler and Chef Gigi all share a very interesting connection. I won't spoil the surprise for you! |
Mission Info, part 5 | Magazine | Miss Ana in Mazuri seems eager to leave the nest in search of love. One resident of EC was something of an expert in the subject, if I recall. Perhaps we can all pick up a few pointers while helping them out, eh? |
Mission Info, part 6 | Holoska Miniature Flag | As you talk to the people around town, sometimes they will ask you for your help in getting some thing or other. Depending on the item, you may be able to purchase it in a shop, or find someone who has it. You may also find it in an Entrance Stage, so be observant! |
Windmill Isle Day | Apotos Photo Frame | Found any back alleys to save you time out in Windmill Isle by day? Most side paths will turn out to be shortcuts to the goal, my boy. Practically every stage will have multiple paths, so keep your eyes peeled. |
Savannah Citadel Day | Give Professor Pickle the Earthenware Pot | I recommend retrying the day stage in Mazuri after learning the Wall Jump. That jumping skill will be your ticket to a new hidden path, my boy! |
Rooftop Run Day | Spagonian Glass | Your daytime romp through Rooftop Run puts you past a cafe, does it not? Well, that cafe houses a secret passage that leads straight to a shortcut! Ho ho! Are you impressed? Shh, don't tell anyone else, though. |
Cool Edge Day | Model Sled | My instruments suggest one of the walls on that route is breakable. It seems to block the way into a hidden passage. Well worth checking, hm? Just look for the pair of snowmen. You can't miss them, my boy. |
Dragon Road Day | Censer | Recall, if you will, the lake just past the cave in the daytime course. Forgo the passage, and you may see something as you run atop the lake. Right around the shrine gate jutting up from the surface. Oh ho ho! |
Dragon Road Day, part 2 | Urn | The magnificent dragons of Chun-nan are hard to forget, hm, my boy? Well, I hear one of their tails hides a spring! It's a untested theory, mind you, but it may send you somewhere you were unable to reach before. |
Arid Sands Day | Lunisolar Charm | This is fascinating! When you begin a Sonic Boost, it pulls in nearby rings! Perhaps those just out of reach rings in the Arid Sands daytime stage can be bagged by boosting right next to them. Well worth a shot, hm, Sonic? |
Skyscraper Scamper Day | Jenny | ? |
Jungle Joyride Day | Anji Sculpture | ? |
Windmill Isle Night | Apotos Miniature Flag | It seems that many a door on your night route through town are breakable. Perhaps some of them hide juicy secrets! Give them a good knock, eh? Pow! Of course, you might be walking in on a monster tea party, so be ready. |
Savannah Citadel Night | Mazuri Miniature Flag | Remember the platform at Savannah Citadel by night that moved on a dial? Take a good, long look at the area beside it. There should be a handy shortcut there for you! |
Rooftop Run Night | Maschera | Mm, if I had a nickel for every breakable door in Spagonia by night... Well, perhaps a dime. Point being, you may have missed a few on your way. Collecting what's behind those doors is an even quicker path to wealth. |
Cool Edge Night | Nesting Dolls | Perhaps my favorite part of my travels to Holoska have been the penguins. I hear some like to hide their treasures by the rocks where they gather. Absolutely adorable. Why, I can think of no nobler bird! Er, one or two... |
Dragon Road Night | Chun-nan Photo Frame | Pay close attention just as you arrive at the falls, my boy. You just may find a most unexpected reward! Never a dull moment, hmm? |
Mission Info, part 7 | Carpet | ? |
Skyscraper Scamper Night | Jack o' lantern | ? |
Jungle Joyride Night | Chehaya Charm | ? |
Tornado Defense | Lace Tablecloth | Sonic, my boy, have you noticed that foes' colors in Tails' stage, Tornado Defense, correspond to patterns and quirks in their movements? Speaking of colors, gold helicopters are bonuses, worth quite a few points! |
Egg Beetle | Egg Balloon | ? |
Dark Gaia Phoenix | Potpurri | As you may know, the Dark Gaia Phoenix flings feathers at its foes. These attacks cannot be blocked. Better to dodge them! |
Egg Devil Ray | Egg Googles | ? |
Dark Moray | Whale Ornament | So, once you've put the chill on that nasty eel, you'll have a chance to attack--don't be hasty! Come on too strong and it will thaw out early. First, wear it down with some lighter blows, then pull out the big guns! |
Dark Guardian | Eggman Poster | ? |
Egg Lancer | Eggmanland Photo Frame | ? |
Egg Dragoon | Eggmanland Miniature Flag | ? |
Souvenirs
Souvenirs are Collectible Items that can be purchased from Town Stage Shops and can be given to Professor Pickle.When Sonic brings Professor Pickle 1 or more Souvenirs, he gives you extra Hints about Acts, Missions, Bosses, and other parts of the game for each one given.
Professor Pickle may also give Sonic 1 of 6 Sun Medals, 1 of 6 Moon Medals, Art Book 19, Art Book 20, Art Book 52, Art Book 53, Record 3, and 3 extra Flashes for Chip's Camera. However, when he decides to give these to Sonic is random.
Other Notes about Souvenirs:
- There are 5 Souvenirs for each Country. Altogether, there are 45 Souvenirs in the game.
- There are 2 Achievements for Souvenirs:
- 1 that requires giving Professor Pickle at least 1 Souvenir
- 1 that requires giving all of them to Professor Pickle.
Souvenirs from Around the World | |||
---|---|---|---|
Souvenir Name/Number | Shop Location | Description | Background Info/Comments |
1. Apotos Photo Frame | Apotos' Town Stage Shop | A standing frame containing a photo of Apotos. | This is a picture frame from Apotos. The seashell motif is quite adorable, don't you think? I can almost hear the sea! |
2. Apotos Miniature Flag | Apotos' Town Stage Shop | A replica of the national flag of Apotos. | This is Apoto's flag. The blue and white stripes symbolize waves upon the sea to complement the anchor graphic--very fitting, when you think about it. |
3. Potpourri | Apotos' Town Stage Shop | A pouch that fills the air with a pleasant scent. | This bag is packed with all sorts of dried flowers. It would make a fine gift for a lady. Mmm, it smells wonderful! |
4. Lace Tablecloth | Traveling Salesman Wentos | A hand-embroidered table cover. | Oh my, look at this! It's a handcrafted piece made only in a small region of Apotos. Note the fine embroidery. To think, each of these is put together by hand! |
5. Water Jug | Apotos' Town Stage Shop | A rare and valuable archaeological artifact (well, a replica of one). | This is a replica of an ancient water jug that was unearthed in the area. Supposedly, the people of the time used vessels like these to carry water from the source. |
6. Spagonia Photo Frame | Spagonia's Town Stage Shop | A standing frame containing a photo of Spagonia. | This is a picture frame from Spagonia. The photo shows a clocktower, the nation's symbol, while the frame just oozes regal luxury. |
7. Spagonia Miniature Flag | Spagonia's Town Stage Shop | A replica of the national flag of Spagonia. | Ah, it's the Spagonian flag. Look here at the crest: I believe it belongs to the royal family that once ruled the region. |
8. Maschera | Spagonia's Town Stage Shop | A ornate mask. Unfortunately, it isn't Sonic's size. | Nobles used to don these masks and cavort the night away. Ha, would you look at the ornamentation? Can't you just picture the extravagant lives people lived back then? |
9. Spagonian Glass | Traveling Salesman Wentos | Crystal ware whose resonant "clink" punctuates any toast. | This is a glass drinking vessel, very fragile, with etchings on its surface. I suppose you'd feel quite dainty sipping your favorite beverage from one of these. |
10. Spagonian Cameo | Spagonia's Town Stage Shop | Jewelry cut in raised relief. The perfect gift for any lady. | Spagonia is famed for its craftsmanship, and this piece certainly proves why. It takes tremendous skill to carve a raised relief out of solid stone. Ooh my, it's so lovely... So very... precious... Hmm? Ah, yes, what was I saying? |
11. Chun-nan Photo Frame | Chun-nan's Town Stage Shop | A standing frame containing a photo of Chun-nan. | Ah, this is a picture frame from Chun-nan. The stunning landscape of the photo goes well with the red lacquered woodwork of the frame, hmm? |
12. Chun-nan Miniature Flag | Chun-nan's Town Stage Shop | A replica of the national flag of Chun-nan. | This is the flag of Chun-nan. The bird depicted is a sacred beast said to watch over the nation's people. |
13. Censer | Chun-nan's Town Stage Shop | A ceramic censer used for burning incense. | This implement is used to perfume the air. You place pieces of aromatic plants and what-have-you inside and light the censer to release the scent. Yes, it is very relaxing. |
14. Lantern | Traveling Salesman Wentos | A hanging lantern lit by the faint glow of candlelight. | This is used as a light. My, isn't this craftsmanship simply tremendous? Just put a candle inside, hang it up, and voila! You're in the Far East! ...Well, you have to admit that it feels that way. |
15. Urn | Chun-nan's Town Stage Shop | A vase with a picture painted on its surface. | I'm sure you've noticed the lovely painting on the exterior? Well, that was all done by hand. Let's handle it with care, shall we? I'd hate to see it wind up broken. |
16. Mazuri Photo Frame | Mazuri's Town Stage Shop | A standing frame containing a photo of Mazuri. | This is a picture frame from Mazuri. A single glance at the uninhabited, wild style of it says as much. Mm, from up close it faintly smells of trees. Lovely! |
17. Mazuri Miniature Flag | Mazuri's Town Stage Shop | A replica of the national flag of Mazuri. | This is the Mazuri Flag. That baobab tree certainly is very impressive! |
18. Earthenware Pot | Mazuri's Town Stage Shop | A handmade pot that heats up slowly for a nice, even boil. | This is a pot hand-sculpted from clay. It heats slowly, making it perfect for stews and boiled dishes. I'm sure a mother would appreciate this, especially if she has a houseful of discerning palates to please. |
19. Equine Carving | Mazuri's Town Stage Shop | A hand-carved souvenir that's also the area's most popular. | A craft product made locally. It's shaped like an animal called an Ibanga. What? What do you mean it's not an Ibanga? Of course it is! What else would it be? My word! |
20. Talismanic Mask | Traveling Salesman Wentos | Local craftwork said to ward off evil. | A craft product made locally. The mask is carved out of a single tree trunk. Why not hang it by your door as a sort of good-luck charm? |
21. Holoska Photo Frame | Holoska's Town Stage Shop | A standing frame containing a photo of Holoska. | This is a picture frame from Holoska. The photo shows a few of the Arctic animals you can only find there. Adorable! |
22. Holoska Miniature Flag | Holoska's Town Stage Shop | A replica of the national flag of Holoska. | This is Holoska's flag. That there in the middle is supposed to represent a snow crystal and the stars in the sky. |
23. Nesting Dolls | Holoska's Town Stage Shop | Dolls of decreasing sizes, placed one inside the last. | Look at these dolls. They fit together! See, open the first one, and you'll find a smaller one inside. Open that, and you'll find a smaller one still! And so on. I wonder what the record is for how many of these dolls they've fit in one set. A dozen? A hundred?! |
24. Model Sled | Holoska's Town Stage Shop | A sled built to scale so it can be put on display. | The shed has always been this country's preferred means of transport. Real sheds are exceptionally sturdy, capable of carry up to one hundred passengers! Or something like that, anyway. |
25. Whale Ornament | Traveling Salesman Wentos | A miniature whale whittled from solid stone. | All of Holoska used to be underwater long ago, or so they say, so its people chose the whale as their symbol. That's why you see them placed around the village. Now wouldn't it be a hoot if they stuck a REAL whale right smack in the middle of the village!? What? What do you mean, "cruel?" |
26. Shamar Photo Frame | Shamar's Town Stage Shop | A standing frame containing a photo of Shamar. | This picture frame is from Shamar. It certainly is exotic! I suppose that in the background is the ruins behind the town, hmm? |
27. Shamar Miniature Flag | Shamar's Town Stage Shop | A replica of the national flag of Shamar. | Ah, this is the Shamarian Flag. I can tell by the distinctive sun motif. The white and green are said to represent day and night. |
28. Shamaran Sand | Traveling Salesman Wentos | The bottled sands of Shamar. Rip-off? Nonsense. | Well, it's sand... but not just any sand. You see, sand from the desert is especially powdery. Not that I would PAY for it, but ah, well. |
29. Lunisolar Charm | Shamar's Town Stage Shop | A traditional charm carved in relief. It does not deter birds. | Since long ago, the sun and moon have had special importance to the people of Shamar. This charm is based on that motif. Hang on to it; maybe it's lucky. |
30. Carpet | Shamar's Town Stage Shop | The work of a master. It would cost an arm and a leg abroad. | Shamar has always been famous for its carpets, you know. Each one is a work of art woven by hand. They come in all sorts of patterns, and the fancier ones will run you as much as a small house. |
31. Adabat Photo Frame | Adabat's Town Stage Shop | A standing frame containing a photo of Adabat. | This is a picture frame from Adabat. Blue skies and white sands... Mm, just looking at it makes me eager for my next vacation. |
32. Adabat Miniature Flag | Adabat's Town Stage Shop | A replica of the national flag of Adabat. | This is Adabat's flag. Four stars representing the cardinal directions surround a dolphin here. It's very beachy, that's for certain. |
33. Hammock | Traveling Salesman Wentos | A rope hammock. | Tie both ends of this to some trees and climb on top for a pleasant nap by the shore. Yaaaawn... Oh, dear. I've gotten sleepy. |
34. Chehaya Charm | Adabat's Town Stage Shop | A common local charm fashioned after the emissary of light. | According to legend, the last time the planet was shattered, an emissary arrived with the daylight to put the world back as it was. That must be the fellow you see here on this charm. It's funny, though. I could swear I've seen him somewhere before. |
35. Anji Sculpture | Adabat's Town Stage Shop | A replica of the statues at the ruins. | This sculpture depicts Adabat's guardian beast. You'll notice scads of similar statues in the ruins there. |
36. Empire City Photo Frame | Empire City's Town Stage Shop | A standing frame containing a photo of Empire City. | This picture frame hails from Empire City. Very urban and... ahem... hip. Let's call it a show of manmade beauty, hmm? |
37. Empire City Miniature Flag | Empire City's Town Stage Shop | A replica of the national flag of Empire City. | This is Empire City's flag. The many stars represent the many diverse people who live there, while the stripes represent their interconnection. The whole design is a sort of call for unity, if you will. |
38. Magazine | Traveling Salesman Wentos | The hottest mag on the stand. Read up on all of Empire City's latest. | This magazine's pages are chock full of articles about this region. Brenda's stories are especially good reads. She knows how to pull you into the action with her writing. |
39. Jenny | Empire City's Town Stage Shop | "The Perfect Friend! She Sings and Bakes, for Goodness Sake!" | What a cute doll! I hear parents in Empire City buy dolls for their children when they're born. The dolls are sort of like a first friend, if you will. Oh, look here. This one's named Jenny! Hello there, Jenny. |
40. Jack-O'-Lantern | Empire City's Town Stage Shop | A carved pumpkin you put a candle in to creep people out. | This is a lantern carved from a pumpkin. They put these on display during holidays. No two are exactly the same. |
41. Eggmanland Photo Frame | Eggmanland's Town Stage Shop | A "hip" frame containing photographic proof of how "cool" Eggmanland is. | This... This is from Eggmanland, isn't it? I can't say that Eggman and I share the same tastes... |
42. Eggmanland Miniature Flag | Eggmanland's Town Stage Shop | A replica of Eggmanland's national flag and the "inspiring" symbol that adorns it. | My, this is certainly different. Let me guess: Eggmanland? That man takes self-expression to a whole new level. |
43. Egg Balloon | Eggmanland's Town Stage Shop | A balloon with Eggman's mug on it. Careful you don't let this one get away. | Erm, who put Eggman's face on this balloon? That's about as a fun as a kick in the pants, if you ask me. |
44. Eggman Poster | Eggmanland's Town Stage Shop | A candid shot of Eggman--signed, of course. | It's a poster signed by Eggman himself. Would anyone even buy one of these? |
45. Egg Goggles | Eggmanland's Town Stage Shop | The goggles Eggman always has on. (For ages 3 and under.) | These look like the goggles Eggman wears, except this pair is just a replica. Wearing them has no effect. Well, other than the effect of making you feel like a complete dunce, of course. |
Art Books/Bookshelf
Art Books are Collectible Items that contain concept art of characters, places, and other things in the game. They can be found in Acts, purchased from Town Stage Shops, received from Townspeople after completing a Mission, and sometimes after giving Professor Pickle Souvenirs.Altogether, there are 71 Art Books in the game.
The Art Books can be viewed in Professor Pickle's Lab after Clearing Savannah Citadel Night Act 1 and buying a Bookshelf from Spagonia's Town Stage Shop.
Bookshelf
- Item Description: A bookshelf filled with books.
- The Bookshelf is an Enclyopedia that has 3 sections: Data Archives, Directory, and Bestiary.
- Data Archives: The Data Archives contains all the artwork collected from each Art Book you find.
- Directory: The Directory contains information and pictures of all the Townspeople Sonic has talked to for the first time in the Town Stages.
- Bestiary: The Bestiary contains information and pictures of enemies and bosses Sonic meets for the first time.
Videotapes/TV
Videotapes are Collectible Items that contain cutscenes shown in the game. There are also 3 cartoon shorts featuring Sonic and Chip. They can be found in Acts, purchased from Town Stage Shops, received from Townspeople after completing a Mission and sometimes given by Professor Pickle after giving him Souvenirs. Chip will also give away 3 of them, under certain conditions.Altogether, there are 59 Videotapes in the game.
Videotapes can be viewed in Professor Pickle's Lab after Clearing Savannah Citadel Night Act 1 and buying a TV from Spagonia's Town Stage Shop.
TV
- Item Description: An older model, but it still works just fine.
Other Notes about Videotapes:
- To get Videotapes 57, 58, and 59, you have to increase Chip's Friendship Level and feed him a Food from the same Country while in that Town Stage.
Note: When I was in Holoska, I fed him 11 Canned Horror and 1 Perma Meat, so my results for Video 58 may be off.
Records/Gramophone/Audio System
Records are Collectible Items that can be viewed in Professor Pickle's Lab after saving Professor Pickle and buying a Gramophone. They contain music of from Town Stages, Entrance Stages, Acts, and Boss Battles. They can be found in Acts, purchased from Town Stage Shops, and received from Townspeople after completing a Mission or Professor Pickle after giving him Souvenirs.There are 62 Soundtracks in the game.
You can listen to Records in Professor Pickle's Spagonian Lab after Clearing Savannah Citadel Night Act 1 and buying a Gramophone from Spagonia's Town Stage Shop. To listen to Records in Professor Pickle's Shamarain Lab, you have to buy a Audio System from Shamar's Town Stage Shop.
Gramophone
- Item Description: An old (but not forgotten!) device.
NOTE: My list is based on the same order as the one in Professor Pickle's Lab. However, when some of the Records are found, the numbers shown don't go in that order. I believe I fixed all the mistakes but if you see one, please contact me.
Traveling Salesman Wentos
Availability: After Defeating the Day Boss: Egg Beetle- Directory Entry: In a classic tale of a boy and his puppet, Wentos travels the world with his inanimate buddy Chao. If it weren't for the obvious size difference, nobody would believe the feisty Chao' wasn't the one controlling the painfully shy Wentos''.
Wentos is a young man in a green suit, wearing a green hat, and is holding a briefcase in one hand and a Chao hand puppet in the other. After restoring the Green Chaos Emerald, you may notice him standing in the Mazuri Town Stage. When you talk to Wentos for the first time (in the name bar it will say A mysterious youth), regardless if which option you choose, he'll run and go to another Country.
To get Wentos to sell stuff:
- Talk to him inside the Mazuri Town Stage (Pick any choice).
- Talk to him inside the Holoska Town Stage (Pick any choice).
- Talk to him inside the Chun-nan Town Stage (Pick any choice).
- Talk to him inside the Spagonia Town Stage (talk to him twice).
- Finally, upon reaching Shamar, talk to him twice, and he will sell stuff to you.
Traveling Salesman Wentos: Exclusive Souvenirs | |||
---|---|---|---|
Souvenir | Original Country | Prices | Availability |
Hammock | Adabat | 60, 130, or 260 Rings | Appears Randomly after Unlocking Adabat |
Lace Tablecloth | Apotos | 100, 200, or 400 Rings | Appears at Random |
Lantern | Chun-nan | 60, 120, or 240 Rings | Appears at Random |
Magazine | Empire City | 70, 150, or 300 Rings | Appears at Random? |
Shamarian Sand | Shamar | 70, 140, or 280 Rings | Appears at Random |
Spagonian Glass | Spagonia | 70, 140, or 240 Rings | Appears at Random |
Talismanic Mask | Mazuri | 50, 130, or 260 Rings | Appears at Random |
Whale Ornament | Holoska | 60, 120, or 240 Rings | Appears at Random |
Traveling Salesman Wentos: Non-Exclusive Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Prices | Availability |
Baobab Fruit | 5 EXP | No | 5, 20, or 40 Rings | Always Appears at Random |
Chili Dog | 30 EXP | No | 20, 50, or 100 Rings | Always Appears at Random |
Cookie | 10 EXP | Yes | 10, 20, or 40 Rings | Always Appears at Random |
Fried Chicken | 30 EXP | Yes | 20, 50, or 100 Rings | Always Appears at Random? |
Traveling Salesman Wentos: Exclusive Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Prices | Availability |
Aurora Oil | 5 EXP | No | 30, 60, or 120 Rings | Always Appears at Random |
Boelk Cream | 20 EXP | Yes | 30, 60, or 120 Rings | Always Appears at Random |
Chao Chugger | 20 EXP | No | 20, 50, or 100 Rings | Always Appears at Random |
Chirp Peas | 5 EXP | Yes | 30, 60, or 120 Rings | Always Appears at Random |
Chocolate | 20 EXP | YES | 20, 50, or 100 Rings | Always Appears at Random |
Dureek | 50 EXP | No | 50, 100, or 200 Rings | Always Appears at Random? |
Empire Coffee | 5 EXP | No | 5, 20, or 40 Rings | Always Appears at Random |
Fried Suncake | 10 EXP | Yes | 20, 40, or 80 Rings | Always Appears at Random |
Hero Sandwich | 50 EXP | Yes | 30, 90, or 180 Rings | Always Appears at Random |
Pizza | 10 EXP | Yes | 20, 50, or 100 Rings | Always Appears at Random |
Power Vitamin | 20 EXP | No | 30, 60, or 120 Rings | Always Appears at Random |
Sandwich | 30 EXP | Yes | 30, 60, or 120 Rings | Always Appears at Random |
Sandwich? | 1 EXP | NO | 30, 60, or 120 Rings | Always Appears at Random |
Traveling Salesman Wentos: Exclusive Books and Electronics | ||
---|---|---|
Collectible Item | Prices | Availability |
Art Book 55 | 50, 100, or 200 Rings | Appears at Random |
Art Book 56 | 50, 100, or 200 Rings | Appears at Random |
Art Book 57 | 50, 100, or 200 Rings | Appears at Random |
Record 58 (Result Screen-The Lowest Rank) | 50, 100, or 200 Rings | Appears at Random |
Other Notes about Wentos:
- Wentos is Townsperson #98. Apparently, he's not a native from any Country.
- Wentos will not go to Adabat until you've unlocked it yourself.
- It seems he's been to Shops in most of the Countries and bought 1 Souvenir and some of the local foods from each one. You need these to complete your own collection of Food and Souvenirs.
- Once Sonic talks or buys something from him, he goes off to a different Country. Where he travels to next and what he sells can be entirely random.
- Some of the Items he sells can be bought at other shops but he changes the prices of his items each time you meet, so you may be able to get it cheaper.
- When you do spot him in the Town Stages, check to see how many Rings you have before speaking to him, because some of the items he sells are exclusive and can't be purchased anywhere else. Also, until you actually talk to him, he will stay in the same spot.
- Wentos will travel everywhere except Eggmanland.
- 1 of the Achievements in the game involves Wentos:
- First Time Customer: Buy any item from Wentos for the first time
Where's Wentos? | |
---|---|
Town Stage | Wentos' Location |
Apotos | He stands to the right of the Ice Cream Man, near the ledge. |
Spagonia | From the World Map Gate, go straight, right past the side alley to the right, and he will be standing near the barrels at the end of the corner |
Mazuri | He stands to the left of the Town Stage as soon as you enter from the World Map Gate. |
Holoska | He stands at the bottom of the cliff that you walk down from the World Map Gate. |
Chun-nan | ? |
Shamar | He stands to the left as soon as you enter the Town Stage |
Empire City | He stands in front of vacant Hot Dog Stand |
Adabat | ? |
Experience
Similar to Sonic and the Secret Rings, this game has an experience/level up system that allows Sonic to become faster during the Daytime and stronger during the Nighttime. After eating Food and collecting Chaos Orbs from Enemies in levels, you can choose to increase Sonic's Stats either by going to the Status option on the Pause Screen while on the World Map, Town Stage, or Entrance Stage, or wait until you complete an Act, Mission, or Boss Battle and do it after seeing the Results Screen.
When comparing Experience Points and Bars: 1 Experience Bar = 100 Experience Points
However, it's easier to calculate experience points received from Food than Enemies and Chaos Orbs. Once you're on the Status Screen, you will see the Experience Gauge (a gauge showing how much experience you have collected) and underneath it bars for different stats (to switch between Hedgehog and Werehog Stats, press LB/RB). To fill a level, just pick the stat and press the A button to fill up the meter. Depending on how many experience points you have in the Experience Gauge affects how much you can put in.
For Example, say Sonic's Strength Stat is at Level 6 and you want to raise it to Level 7. When you check the Strength Stat on the Status Screen, it says it requires at least 10 EXP Bars/1000 EXP to reach Level 7.
- If the Experience Gauge has 12 EXP Bars/1200 EXP, you can fill up all 10 bars to get Strength Stat Level 7 and have 2 Bars/200 EXP left over.
- If the Experience Gauge has 8 EXP Bars/800 EXP, you can fill it in but it will still need 2 EXP Bars/200 more EXP to get Sonic's Strength Stat to Level 7.
Other Notes about Experience:
- The Experience Gauge can only hold up to 99 EXP Bars/9999 EXP.
- As far as collecting Experience goes, you'll collect more from:
- Night Acts, Night Missions, and Exorcisms, especially if you use Critical Attacks on all the enemies, including the Titans and Big Mothers
- Sonic eating Don Fachio's Hot Dogs, which give him 70 EXP each
- Sonic eating Dureeks or Hero Sandwiches from Wentos, which give him 50 EXP each
- Clearing Missions
- There are 6 Achievements involving gaining Experience and Leveling Up:
- Basher: Increase Sonic's Combat Stat to Level 5
- Smasher: Increase Sonic's Combat Stat to Level 10
- Crasher: Increase Sonic's Combat Stat to Level 15
- Thrasher: Increase Sonic's Combat Stat to Level 20
- Blue Streak: Increase Sonic's Speed Stat to Level 11 and Ring Energy Stat to Level 6
- Power Overwhelming: Increase Sonic's Combat Stat to Level 31 and his Strength Stat, Life Stat, Unleash Stat, and Shield Stat to Level 11
Speed Stat
This Stat increases how fast Sonic can go during the day.
Moving the Hedgehog Faster | |
---|---|
Speed Level | EXP Needed for Next level |
1 | 1 EXP Bar |
2 | 2 EXP Bars |
3 | 3 EXP Bars |
4 | 4 EXP Bars |
5 | 5 EXP Bars |
6 | 8 EXP Bars |
7 | 15 EXP Bars |
8 | 20 EXP Bars |
9 | 25 EXP Bars |
10 | 50 EXP Bars |
11 | MAX |
Ring Energy Stat
This Stat increases Sonic's maximum Ring Energy Gauge and makes it deplete slower.
Extending the Ring Energy Gauge | |
---|---|
Ring Energy Level | EXP Needed for Next Level |
1 | 2 EXP Bars |
2 | 3 EXP Bars |
3 | 5 EXP Bars |
4 | 10 EXP Bars |
5 | 15 EXP Bars |
6 | MAX |
Combat Stat
This Stat gives Sonic the Werehog more attacks and combos he can use in battle. This is the most important stat to level up because you'll want Sonic to learn stronger Combos for later Night Acts, Night Missions, and Night Boss Battles.
If you want to know how to do these attacks, press start, and select Skills (or go to the Skill Lists Section of this FAQ).
Teaching the Werehog New Tricks | ||
---|---|---|
Combat Level | Combat Skill Unlocked | EXP Needed for Next Level |
1 | 1 EXP Bar | |
2 | Donkey Kick Combo | 1 EXP Bar |
3 | Egg Scrambler | 1 EXP Bar |
4 | Flying Double-Punch Crush | 1 EXP Bar |
5 | Aerial Claw Slash and Spin | 2 EXP Bars |
6 | Double Axle Combo | 2 EXP Bars |
7 | Wereclap | 2 EXP Bars |
8 | Shooting Star Combo | 2 EXP Bars |
9 | Typhoon Combo | 3 EXP Bars |
10 | Were-Claw Charge | 3 EXP Bars |
11 | Triple Wild Claw | 3 EXP Bars |
12 | Spinning Needle Attack | 3 EXP Bars |
13 | Were-Rush | 3 EXP Bars |
14 | Missile Punch | 3 EXP Bars |
15 | Were-Tornado | 4 EXP Bars |
16 | Feral Were-Hammer | 4 EXP Bars |
17 | Feral Wild Whirl | 4 EXP Bars |
18 | Werewheel Rush | 4 EXP Bars |
19 | Earthshaker | 5 EXP Bars |
20 | Vertical Were-Hammer | 5 EXP Bars |
21 | Wild Whirl Were-Hammer | 5 EXP Bars |
22 | Crescent Moon Strike | 5 EXP Bars |
23 | Hurricane Combo | 10 EXP Bars |
24 | Tricky Tornado Uppercut | 10 EXP Bars |
25 | Wild Werewhip | 10 EXP Bars |
26 | Comet Punch | 10 EXP Bars |
27 | Were-Cyclone | 20 EXP Bars |
28 | Knuckle Sandwich Combo | 20 EXP Bars |
29 | Ultimate Wild Combo | 20 EXP Bars |
30 | Unleashed Knuckle Sandwich | 20 EXP Bars |
31 | Unleashed Wild Combo | MAX |
Strength Stat
This increases the Werehog's offense and defense.
Making the Werehog Stronger | |
---|---|
Strength Level | EXP Needed for Next Level |
1 | 1 EXP Bar |
2 | 2 EXP Bars |
3 | 4 EXP Bars |
4 | 8 EXP Bars |
5 | 15 EXP Bars |
6 | 20 EXP Bars |
7 | 30 EXP Bars |
8 | 40 EXP Bars |
9 | 50 EXP Bars |
10 | 99 EXP Bars |
11 | MAX |
Life Stat
This increases the length of the Health Bar, giving the Werehog more HP.
Giving the Werehog More Health | |
---|---|
Life Level | EXP Needed for Next Level |
1 | 1 EXP Bar |
2 | 2 EXP Bars |
3 | 4 EXP Bars |
4 | 8 EXP Bars |
5 | 15 EXP Bars |
6 | 20 EXP Bars |
7 | 30 EXP Bars |
8 | 40 EXP Bars |
9 | 50 EXP Bars |
10 | 99 EXP Bars |
11 | MAX |
Unleash Stat
This increases the size of the the Unleash Gauge and lowers the bar so Sonic can use Unleash Mode earlier.
Upgrading Unleash Mode | |
---|---|
Unleash Level | EXP Needed for Next Level |
1 | 1 EXP Bar |
2 | 1 EXP Bar |
3 | 2 EXP Bars |
4 | 3 EXP Bars |
5 | 5 EXP Bars |
6 | 8 EXP Bars |
7 | 15 EXP Bars |
8 | 20 EXP Bars |
9 | 25 EXP Bars |
10 | 50 EXP Bars |
11 | MAX |
Shield Stat
This increases the amount of energy in the Shield Gauge, allowing Sonic to guard more often.
Keeping the Werehog's Guard Up | ||
---|---|---|
Shield Level | Shield Gauge Length | Experience Points Needed for Next Level |
1 | 5 Shield Charges | 1 EXP Bar |
2 | 6 Shield Charges | 1 EXP Bar |
3 | 7 Shield Charges | 2 EXP Bars |
4 | 8 Shield Charges | 3 EXP Bars |
5 | 9 Shield Charges | 5 EXP Bars |
6 | 10 Shield Charges | 8 EXP Bars |
7 | 11 Shield Charges | 15 EXP Bars |
8 | 12 Shield Charges | 20 EXP Bars |
9 | 13 Shield Charges | 25 EXP Bars |
10 | 14 Shield Charges | 50 EXP Bars |
11 | 15 Shield Charges | MAX |
Scavenging
There are 2 goals when playing the Acts in this game: getting high Ranks/Scores and Scavenging.
Scavenging focuses more on collecting all the items in the Act instead worrying about high scores, losing lives, and getting to the Goal late.
My suggestion for Scavengers and people trying to get high Ranks/Scores: don't try to do both, unless you're doing a Night Act that's not difficult. The reason is that some of the Collectible Items in the game are hidden in places where Sonic may have to slow down, or lose a life because of being missed or for being on a different path. Of course, that doesn't mean that if you want to grab an item that happens to be on the way, ignore it. I'm just saying that when you're Scavenging, focus on the items, not your score.
World Map
In the beginning of the game, the World Map won't be fully assessable until after you've Defeated the Day Boss: Egg Beetle. Tails will give you a tutorial on it after Clearing Savannah Citadel Night Act 1 and leaving the Spagonia Town Stage. Every time you continue from your Save File, you will be brought here.
Basically, it shows a broken globe that shows all the Countries you have access to, which are represented by each Country's Flag, and it shows whether it's Day or Night for the Country with small Sun and Moon icons. You'll also see any planet pieces that haven't been restored yet.
In the top left corner, you can see your current number of Lives, Sun Medals, Moon Medals, and Rings.
Other Notes about the World Map:
- After beating the game, Eggmanland's Planet Piece will act as if it never got restored
- Countries that you've downloaded DLC for will have a green wireframe globe icon with a yellow arrow pointing down on the left corner of the Country's Flag
Sonic Unleashed World Map | ||
---|---|---|
Country's Name | Location | Availability |
Apotos | Northwest of Mazuri and Southwest of Spagonia | First Country in the Game |
Spagonia | North of Apotos and Mazuri | After Clearing Tornado Defense Act 1/Defeating the Day Boss: Egg Beetle |
Mazuri | Southeast of Apotos and South of Spagonia | After leaving Spagonia/Defeating the Day Boss: Egg Beetle |
Holoska | On a white continent on the top of the world | Defeat the Day Boss: Egg Beetle |
Chun-nan | Coming Soon | Talk to Professor Pickle after Clearing Rooftop Run Night Act 1, Exorcism #1, and Cool Edge Day Act 1 |
Shamar | Coming Soon | Talk to Professor Pickle after Defeating the Night Boss: Dark Moray |
Empire City | Coming Soon | Talk to Professor Pickle in his Shamarian Lab |
Adabat | Coming Soon | Talk to Professor Pickle after Clearing Arid Sands Day Act 1 and Skyscraper Scamper Night Act 1 |
Eggmanland | On the last Planet Piece | Talk to Professor Pickle and Tails after Defeating the Day Boss: Egg Lancer |
Town Stages
The Town Stages are the first areas Sonic and Chip go to when they first arrive in a Country. In these stages Sonic can talk to Townspeople to get information on the story or Missions, buy items from different Town Stage Shops, and get access to the Entrance Stages. On the World Map, when you select a Country, choose Go to Capital/Village if you want to go to the Town Stage.
When the loading screen comes up, it shows a map of the area, with symbols that represent the World Map Gate, Town Shop, Entrance Stage Gate and, for Spagonia and Shamar, the Lab where Professor Pickle is. The World Map Gate takes you back to the World Map Screen and has 2 small blue holographic globes to the sides. The Entrance Stage Gate takes you to the Entrance Stage and has a circle floating inside it with the sun and the moon rotating. Most Shops have people standing behind a counter, but in some places they'll be standing around, so talk to everyone you meet.
Other Info about Town Stages:
- Sonic and Chip can only eat Food in the Town Stages
- During the Day, you can find Moon Medals, while during the Night you can find Sun Medals. When you go to the Pause Screen Menu in a Town Stage, a number will appear to show how many there are and if you got them all.
Entrance Stages
These are the hub areas in the game where you can play Acts and certain completed Missions, collect Rings, Extra Lives, Special Shoes, and certain Collectible Items.
After you defeat the Day Boss: Egg Beetle, you'll find Hourglasses in the Entrance Stages that allow you to switch between Day and Night. Some Entrance Stages have areas that can only be accessed during the Day or during the Night.
Other Info about Entrance Stages:
- The Portals to the Acts are called Gaia Gates. The Portals to the Bosses are called Boss Gates.
- The Day Act Gaia Gates are only open during the daytime and the Night Act Gaia Gates are only open during the Nighttime.
- You won't be able to access Act 2 or Act 3 Day/Night Gaia Gates until you have enough Sun/Moon Medals and you have Cleared Act 1.
- Some Entrance Stages won't have a Day Act 3 Gaia Gate, Night Act 2 Gaia Gate, or a Boss Gate (unless you downloaded the DLC Packs)
Acts
Acts (aka Action Stages) are the actual levels in the game. Like past games, the basic objective is to reach the Goal Ring. but it's not the same for every Act. After you've Cleared an Act (beat it at least once), you can play it again from the World Map in Select Stage.NIGHT FIGHT Template
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Result Screen
The Result Screen appears at the end of each Act and Mission. It shows you if you made a new record time wise and gives you a Rank based on certain things within the stage. The ranks range from S being the highest while E is the lowest.
Day Acts
- Time: How long it took to beat the level
- Rings: How many rings you had at the end
- Speed: Points given depending on how fast you went through the Checkpoints
- Enemy: Points given for enemies defeated
- Tricks: points given for going over Ramps, Rainbow Rings, and passing QTE Gimmicks
Night Acts
- Time: How long it took to beat the level
- Rings: How many Rings you had at the end
- Enemy: Points given for enemies defeated
- Combo: Points given for the number of Combos done
- Crush: Points given for the destroying objects in the background
- In order to get high ranks in the Night Acts, take your time, smash everything, collect Dark Gaia Force, defeat certain enemies with Critical Attacks, and try not to lose a life. You donユt necessarily need Combos to get higher ranks, but it does increase the total a little.
Boss Battles
- To get higher ranks in the Boss Battles, beat the boss as fast as possible.
Tornado Defense Acts
- Time: How long it took to beat the level
- Enemies Defeated: Points given for enemies defeated
- Max Combo: Points given for the highest number of successive hits
- Shield: Points given for amount of shield left
Downloadable Content
(aka DLC) If you have Xbox Live, or get connected for a period of time, you can buy and download one of the DLC Adventure Packs to unlock new Acts for all of the Countries except Eggmanland. They cost 250 Microsoft Points each.You can download them at any point in the game. However you won't be able to play them until you've unlocked their respective [[Countries]].
Apotos and Shamar Adventure Pack
- this was the 5th Adventure Pack released
- Adds 5 Windmill Isle Acts to Apotos
- Adds 4 Arid Sands Acts to Shamar
- Overall, this contains 5 Day Acts and 4 Night Acts
Mazuri Adventure Pack
- this was the 4th Adventure Pack released
- Adds 6 Savannah Citadel Acts to Mazuri
- Overall, this contains 4 Day Acts and 2 Night Acts
Holoska Adventure Pack
- this was the 3rd Adventure Pack released
- Adds 6 Cool Edge Acts to Holoska
- Cool Edge Day Act 1-2 DLC
- Cool Edge Day Act 2-2 DLC
- Cool Edge Day Act 3 DLC
- Cool Edge Day Act 4 DLC
- [[Cool Edge Night Act 1-2 DLC]]
- Cool Edge Night Act 3 DLC
- Overall, this contains 4 Day Acts and 2 Night Acts
Spagonia Adventure Pack
- this was the 2nd Adventure Pack released
- Adds 6 Rooftop Run Acts to Spagonia
- Overall, this contains 4 Day Acts and 2 Night Acts
Other Info about DLC:
- Some of DLC Day Acts will require a specific move in order to play (See Hedgehog's Special Shoes Subsection)
- There are no Collectible Items in the DLC Stages
- When you download any of the DLC, the Art Book 40 Glitch is fixed
- Some of the DLC Stages are great for Collecting Rings, Experience, and Extra Lives
- In some of the DLC Night Acts, some of the stuff Sonic smashes will release Chaos Orbs instead of Dark Gaia Force
- Most DLC Stages range from normal to hard difficulty
Chun-nan Adventure Pack
- this was the 1st Adventure Pack released
- Adds 6 Dragon Road Acts to Chun-nan
- Overall, this contains 4 Day Acts and 2 Night Acts
Empire City and Adabat Adventure Pack
This was the 6th and final Adventure Pack released. It adds 4 Skyscraper Scamper Acts to Empire City and 5 Jungle Joyride Acts to Adabat. Overall, this contains 5 Day Acts and 4 Night Acts.
Empire City
- Skyscraper Scamper Day Acts
- Skyscraper Scamper Night Acts
Adabat
- Jungle Joyride Day Acts
- Jungle Joyride Night Days
Story Walkthrough Checklist
Follow these directions if you want to complete the story first. Make sure you check the Act's Sun/Moon Medal requirement in the Day/Night Act Subsections so you can access it.
1. Explore Apotos During the Day
- After the first 2 Cutscenes, Clear Windmill Isle Day Act 1
- Watch a cutscene, then go from the Apotos Town Stage to the Apotos Entrance Stage and Clear Windmill Isle Day Act 2
2. Rescue Tails
- After the cutscene, go from the Apotos Town Stage to the Apotos Entrance Stage and Clear Windmill Isle Night Act 1
3. Fly to Spagonia
- After the cutscene, you will automatically go to Tornado Defense Act 1
4. Go to Professor Pickle's Lab in Spagonia
- When you get to the Spagonia Town Stage, follow the path to reach the Lab. Go up the stairs, and through the pillars to go into the lab.
- After the cutscene, talk to the Townspeople (Aida, Barbara, Ippolita, Elio, or Natalia) until someone says he was seen in Mazuri. Then talk to Tails at the World Map Gate.
5. Go to Mazuri and Rescue Professor Pickle
- From here you will automatically go to the Mazuri Town Stage. From the Mazuri Town Stage, enter the Mazuri Entrance Stage, and Clear Savannah Citadel Night Act 1
6. Chase after Eggman
- After the cutscenes, talk to the Townspeople in the Spagonia Town Stage to find out about the Temple in Mazuri. Then go talk to Tails by the World Map Gate
- When you leave the Spagonia Town Stage, Tails will show you the World Map and give you a Tutorial
- After the Tutorial, you will return to the Mazuri Town Stage during the Day. Go to the Mazuri Entrance Stage and Clear Savannah Citadel Day Act 1.
7. Defeat Egg Beetle to Restore the Green Chaos Emerald and Mazuri's Planet Piece
- After Clearing Savannah Citadel Day Act 1 and watching the cutscene, you will automatically fight the Day Boss: Egg Beetle
8. Get the Stomping Shoes, Uncanny Camera, Holoska Day Gaia Key, and Spagonia Night Gaia Key
- After Defeating Egg Beetle, you will return to the Mazuri Town Stage. Tails will explain what you can do next and how the Wait until Day/Night option in the Pause Screen works.
- After Tails' update, you have to do 2 things to continue the story, in any order you choose:
- Go to Spagonia during the Nighttime to see a cutscene, where Amy appears, and go to Professor Pickle's Lab and talk to him. Doing this will open the Spagonia Entrance Stage. Go inside and Clear Rooftop Run Night Act 1.
- Immediately after Clearing it, Tails will give you the Uncanny Camera, and you'll get a quick Tutorial on how to use it. After the cutscene, you'll do Exorcism #1, watch another cutscene, and continue from there.
- Go to Holoska during the Daytime and enter the Holoska Entrance Stage. Get the Stomping Shoes and use them to access and Clear Cool Edge Day Act 1.
Note: After going to Holoska and getting the Stomping Shoes, you can also grab the Wall Jump Shoes in the Spagonia Entrance Stage during the Daytime. If you do this before going to play Cool Edge Day Act 1, it will make things easier.
9. Go to Chun-nan and Rescue Zonshen
- After Clearing Cool Edge Day Act 1, Rooftop Run Night Act 1, and Exorcism #1, Return to Professor Pickle's Lab in the Spagonia Town Stage and talk to him to unlock Chun-nan.
- Go to the Chun-nan Town Stage during the Night and talk to Lin. Choose to help them and then talk to Wang to get access to the Chun-nan Entrance Stage.
- Go inside the Chun-nan Entrance Stage and Clear Dragon Road Night Act 1.
Note: If you have the Stomping Shoes and the Wall Jump Shoes, you can get the Air Boost Shoes from the Chun-nan Entrance Stage during the Daytime. If you do this now, it will make things easier.
10. Defeat Dark Gaia Phoenix to Restore the Red Chaos Emerald and Chun-nan's Planet Piece
- After Clearing Dragon Road Night Act 1 and watching the cutscene, you will automatically fight the Night Boss: Dark Gaia Phoenix
11. Talk to Professor Pickle, then Explore Chun-nan During the Day and Get the Spagonia Day Gaia Key
- After Defeating Dark Gaia Phoenix, Return to Spagonia and talk to Professor Pickle. Here's what you have to do next:
- If you don't already have the Wall Jump Shoes from the Spagonia Entrance Stage and the Air Boost Shoes from the Chun-nan Entrance Stage, get them now.
- Go to the Spagonia Entrance Stage during the Daytime, and Clear Rooftop Run Day Act 1
- Go to the Chun-nan Town Stage during the Daytime, go to the Chun-nan Entrance Stage, and Clear Dragon Road Day Act 1
12. Defeat Egg Devil Ray to Restore the Blue Chaos Emerald and Spagonia's Planet Piece
- After Clearing Rooftop Run Day Act 1 and Dragon Road Day Act 1, talk to Professor Pickle. Then go to the Spagonia Entrance Stage and enter the Boss Gate to fight the Day Boss: Egg Devil Ray.
13. Get the Holoska Night Gaia Key
- After Defeating the Day Boss: Egg Devil Ray, go talk to Professor Pickle
- Return to the Holoska Town Stage during the Nighttime, go to the Holoska Entrance Stage, and Clear Cool Edge Night Act 1.
14. Defeat Dark Moray to Restore the Cyan Chaos Emerald and Holoska's Planet Piece
- After Clearing Cool Edge Night Act 1, the Boss Gate next to it will open. Enter it to fight the Night Boss: Dark Moray
15. Transfer to Shamar, Get the Lightspeed Dash Shoes and Shamar Day Gaia Key, and Explore Empire City During the Night
- Return to Spagonia and talk to Professor Pickle. After you talk to him and leave, you will automatically be sent to the Shamar Town Stage.
- Once you get there, go to Professor Pickle's Shamar Lab. After you talk to him, you can:
- go inside the Shamar Entrance Stage, get the Light Speed Dash Shoes, and then Clear Arid Sands Day Act 1
- go to Empire City during the Nighttime, enter the Empire City Entrance Stage, and Clear Skyscraper Scamper Night Act 1
16. Defeat Dark Guardian to Restore the Yellow Chaos Emerald and Shamar's Planet Piece, Explore Empire City During the Day, and get the Adabat Night Gaia Key
- Once Sonic talks to Prof Pickle again, Adabat will be accessible and you can do the following in any order you choose:
- Clear Arid Sands Night Act 1. Once that's done, the Boss Gate for the Night Boss: Dark Guardian will open in the Shamar Entrance Stage.
- Defeat the Night Boss: Dark Guardian
- Go to the Empire City Town Stage during the Day, go to the Empire City Entrance Stage, and Clear Skyscraper Scamper Day Act 1
- Go to the Adabat Town Stage during the Night, go to the Adabat Entrance Stage, and Clear Jungle Joyride Night Act 1
17. Get the Adabat Day Gaia Key
- After Defeating the Night Boss: Dark Guardian, Clearing Skyscraper Scamper Day Act 1, and Jungle Joyride Night Act 1, go to the Adabat Town Stage during the Daytime, enter the Adabat Entrance Stage, and Clear Jungle Joyride Day Act 1.
18. Defeat Egg Lancer to Restore the Purple Chaos Emerald and Adabat's Planet Piece
- Go to the Boss Gate in the Adabat Entrance Stage and battle the Day Boss: Egg Lancer
19. Fly to Eggmanland
- After the cutscene, return to the Shamar Town Stage during the Daytime
- Go to talk to Professor Pickle. Then talk to Tails and tell him you're ready to go (Note: Tails only appears in the Lab during the Daytime)
20. Survive Eggmanland and Restore the Grey Chaos Emerald
- After the cutscene, you will automatically go to Eggmanland: The Final Act
21. Defeat Egg Dragoon
- After the cutscene, you will automatically fight the Night Boss: Egg Dragoon
22. Save the World
- After the cutscenes, you will automatically fight the Final Boss: Dark Gaia/Perfect Dark Gaia
- There are several cutscenes that appear during this Boss fight
Apotos
Availability: First Country in the game- Medals: 23 Sun Medals and 20 Moon Medals
- Acts and Missions: Day 6 (+ 3 DLC = 9), Night 7 (+ 2 DLC = 9)
- World Map Description: A lovely ocean backdrop marks this port town, the start of Sonic's adventure.
Apotos Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Apotos Town Stage Day | 0 | 2 | ||
Apotos Town Stage Night | 2 | 0 | ||
Apotos Entrance Stage | 2 | 2 | ||
Windmill Isle Day Act 1 | 0 | 0 | 1 | |
Windmill Isle Day Act 2 | 3 | 7 | 1 | |
Windmill Isle Day Act 3 | 1 | 2 | 1 | |
Day Time Trial Lv. 1-3 | 1 | |||
Battle Trial Lv. 1-3 | 1 | |||
Ring Trial Lv. 1-3 | 1 | |||
Windmill Isle Night Act 1 | 10 | 6 | 1 | |
Windmill Isle Night Act 2 | 4 | 1 | 1 | |
Night Time Trial Lv. 1-3 | 1 | |||
Survival Lv. 1-3 | 1 | |||
The Elder's Doubt Night Mission | 1 | |||
The Elder's Plans Night Mission | 1 | |||
The Elder's Book Night Mission | 1 | 1 | ||
Total | 23 | 20 | 6 | 7 |
If you Downloaded the Apotos and Shamar Adventure Pack | ||||
Windmill Isle Day Act 1-2 DLC | 1 | |||
Windmill Isle Day Act 2-2 DLC | 1 | |||
Windmill Isle Day Act 4 DLC | 1 | |||
Windmill Isle Night Act 1-2 DLC | 1 | |||
Windmill Isle Night Act 1-3 DLC | 1 | |||
Final Total | 23 | 20 | 9 | 9 |
Apotos Town Stage
This area is small and has 3 pathways. You can go straight or go around the arch pathway to reach the Entrance Stage. In the arch pathway, you'll find the [[Apotos Town Stage Shop]].
- Closed
- 1st Time: The Town Stage Shop will be Closed but you can get the 2 Moon Medals
- 2nd Time: The Town Stage Shop will be Closed but you can get the 2 Sun Medals
Apotos Town Stage Medal Locations
Daytime
- From the World Map Entrance, go straight as if you were heading towards the Entrance Stage. Make a left on the second big flower pot/tree and you will find Moon Medal #1 at the end of an alley.
- Go up the stairs near the Entrance Stage and you will find it to the left near a tree.
Nighttime
- From the World Map Entrance, go straight until you see the first table. It's behind it.
- In an alley to the left of the Shop
Apotos Directory
A list of all 10 Apotos residents.
The Citizens of Apotos | |||
---|---|---|---|
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
1. Milos | Owner of the [[Apotos Town Stage Shop]] | 1 Regular Mission | The kind and courteous owner of Surfside Seagull Sundries. It's been 3 decades since he opened the Gull, but not much has changed; Milo still lives the same peaceful life. He loves to gaze out at the water as the sea breeze blows by. |
2. Lambros | A sailor with a white and blue striped shirt. In the beginning of the game Lambros will stand near his son. Later on, he will appear in Adabat | None | The finest sailer in Apotos. The sea is his life, every boat his mistress. He spends most of the year out at sea. Despite his appearance (he's strong as an ox and gruff as a grizzly), Lambros is quite a loving father. |
3. Alexis | A young boy wearing a red shirt. He stands near the Entrance Stage Gate at the beginning of the game | None | Lambro's son, a wild, unruly boy. Alexis hardly ever sees his father, and can't help but miss him at times. |
4. Eric | An elderly man whose eyes are closed, who stands next to Anastasia. In the beginning of the game, he can be found with Anastasia will on the curved pathway in Apotos. | None | Anastasia's husband, an 80-year old man who's in absolutely no rush to 81. Eric believes himself to be very in tune with his wife, and helps interpret her murky mumblings, but something always seems to get lost in translation... |
5. Village Elder Gregorios | An older man dressed like a scholar and holds a book in his left hand. He stands in the middle of the main path near some stairs. | Exorcism and 4 Regular Missions | A mild-mannered elder of Apotos whose honesty and integrity have earned him the villager's trust. He does tend to be something of a worrywart, though. Lately, concern for the planet and the villagers has kept him up at night, leaving him a bit bleary-eyed. |
6. Lucas | He normally walks near the World Map Gate during the day. Later, he will go to Spagonia | None | A sailor with a distinctive chuckle who also happens to be Lambros's accomplice at sea. Something about that chuckle reeks of secrets, but maybe it's better that way: some secrets, the world just isn't ready for. |
7. Sandra | An elderly lady with a white hat. She will stay in Apotos until you do her quizzes | Quizzes | An elderly lady whose greatest joy in life is to travel from country to country and rub noses with the people who live there. She's always willing to share stories from her international adventures. Rumor has it Sandra's day job is running a large corporation. Not bad for an old gal! |
8. Anastasia | An elderly woman who's dressed in blue, who stands next to Eric. In the beginning of the game, her and Eric will be in the U arch, left of the Apotos Entrance Stage Gate | None | Eric's wife, talkative but toothless after misplacing her dentures. Her husband usually steps int to interpret her attempts at speech. Anastasia has her hushand thoroughly convinced she is a gentle and modest lady...but the jury's still out on that one. |
9. Ice Cream Vendor | Impossible to miss | Exocism and 1 Regular | A cheerful cone slinger who claims to sell the world's tastiest ice cream. His latest creation in the quest for perfection: Apotos seaweed sherbet. Every quest has its bumps along the way, it seems. |
10. Apotos Hot Dog Vendor | Appears after Defeating the Day Boss: Egg Beetle, next to the Ice Cream Vendor | Don Fachio's Apotos | The manager of the Don Faccho hot dog mega-franchise's Apotos location. He's got more gusto than anyone else in the biz, and whips up a mean dog tinged with a refreshing hint of fresh mint. |
Apotos' Town Stage Shop
Availability: After Defeating the Day Boss: Egg Beetle
Surfside Seagull Sundries: Apotos Souvenirs | ||
---|---|---|
Souvenir | Price | Availability |
Apotos Photo Frame | 100 Rings | Once the Shop is Open |
Apotos Miniature Flag | 100 Rings | Once the Shop is Open |
Potpourri | 150 Rings | After Defeating the Night Boss: Dark Gaia Phoenix |
Water Jug | 120 Rings | After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1 |
Surfside Seagull Sundries: Apotos Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Sundae Supreme | 30 EXP | YES | 60 Rings | Always |
Pitch Nuts | 5 EXP | Yes | 50 Rings | Always |
Lemon | 5 EXP | No | 50 Rings | After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1 |
Orange | 10 EXP | Yes | 50 Rings | After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1 |
Kebabwich | 20 EXP | Yes | 60 Rings | After Defeating the Night Boss: Dark Gaia Phoenix |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Canned Juice | 10 EXP | Yes | 40 Rings | Always |
Donut | 20 EXP | Yes | 50 Rings | Always |
Peach | 10 EXP | Yes | 30 Rings | Always |
Surfside Seagull Sundries: Apotos Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Record 15 (VS Titan & Big Mother) | 100 Rings | Once the Shop is Open |
Record 40 (Apotos-Day) | 100 Rings | Once the Shop is Open |
Record 41 (Apotos-Night) | 100 Rings | Once the Shop is Open |
Apotos Entrance Stage
Availability: After Clearing Windmill Isle Day Act 1- 1st Time: When you first enter the area as Sonic the Hedgehog, everything will be blocked off. The only thing you can do is grab 22 Rings and use the Gaia Gate for Windmill Isle Day Act 2.
- 2nd Time: After Clearing Windmill Isle Day Act 2 and returning to the Entrance Stage as Sonic the Werehog, you still won't be able to access the bridge or certain areas above ground. You can grab 40 Rings, Record 4 (Suburbs of Windmill Isle-Day), and Record 59 (Stage Clear).
Apotos Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | 140 | 94 |
Extra Lives | 2 | 2 |
Experience | 40 EXP | 30 EXP |
Windmill Isle Gaia Gate Locations
- The Gaia Gates for Windmill Isle Day Act 2 and Windmill Isle Night Act 1 are in the middle area as soon as you walk into the Entrance Stage.
- The Gaia Gate for Windmill Isle Night Act 2 is in the room near the stairs with the breakable door (only Sonic the Werehog can break it down).
- When you go across the bridge, you'll find the Windmill Isle Day Act 1 Gaia Gate. If you Home Attack the Spinners to the left, and you'll reach the area with the Windmill Isle Day Act 3 Gaia Gate.
Apotos Entrance Stage Collectible Item Locations | ||
---|---|---|
Order | Day or Night? | Location |
1. Record 4 | Anytime | To the right of the Windmill Isle Day Act 2 Gaia Gate is Record 4 (Suburbs of Windmill Isle-Day). |
2. Art Book 25, Blue Tea, and Sun Medal #1 | Daytime Only | To the left of the Entrance Stage, from the Town Stage Gate, is a wall that Sonic can Slide under and find 3 items. The Blue Tea is on a bench, the Art Book 25 is in a corner behind a flower pot, and Sun Medal #1 is underneath the blue boxes (Spin Jump/Stomp on top of them). |
3. Moon Medal #1 | Anytime | In the blue boxes to the left of the bridge is Moon Medal #1. |
4. Sun Medal #2 | Daytime Only | Near the Windmill Isle Day Act 3 Gaia Gate is Sun Medal #2, floating in the air to the right. |
5. Moon Medal #2 and Art Book 21 | Nighttime Only | Use the Climb Poles to reach an area with Moon Medal #2 and Art Book 21. |
6. Record 29 and Maiden Statue | Anytime | In the upper area above Windmill Isle Day Act 2 is Record 59 (Stage Clear). Go straight, there's a Side Pole and a ledge with the item Maiden Statue. You can also get it during the day by Jumping from the blue fence. |
Recap: | 2 Sun Medals, 2 Moon Medals, Art Books 21, Art Book 25, Record 4 (Suburbs of Windmill Isle-Day), Record 59 (Stage Clear), Blue Tea, and Maiden Statue | |
Total: 10 Collectible Items |
Windmill Isle Day Act 1
Availability: First Act in the game- Rings: 475 (there's more than this)
- Extra Lives: 2
- Experience: 50 EXP
- Summary: After meeting with Chip and turning back to normal, Sonic heads off towards Town. This is the first level in the entire game and is a short Tutorial for players new to Sonic games. For some reason, the Egg Fighters here are Red...
Walkthrough: Run down the hill and collect Rings. Keep running even when you see the gap up ahead. Jump up the hill, Home Attack the Spring, and Grind it to the Checkpoint.
CHECKPOINT
Home Attack the enemies to make the pulley come down. Then Home Attack the other enemies, and run down the path. Dodge the spikes and you'll reach the Goal Ring.
END OF WINDMILL ISLE DAY ACT 1
Windmill Isle Day Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 150,000 or More |
A | 135,000-149,999 |
B | 110,000-134,999 |
C | ?-? |
D | ?-? |
E | ? or Less |
Scoring an S Rank:
- Beat the level without getting hit, destroying all the enemies, and in under 45-50 seconds.
Windmill Isle Day Act 2
Availability: After Clearing Windmill Isle Day Act 1- Rings: Coming Soon
- Extra Lives: 2
- Experience: 140 EXP
- Summary: Sonic runs through the island while trashing Egg Fighters and Spinners. This level is sort of a tutorial of Sonic's other moves besides what you learned in Windmill Isle Day Act 1. This is truly level 1 for the Day Acts.
Walkthrough: Boost through the path from the starting point. When Sonic hit the Spring at the end, he'll hit a Rainbow Ring, and land in an area with 3 Egg Fighters. Defeat them to make the Pulley come down.
CHECKPOINT #1
Home Attack the Spinners in order to get across the gap. After Sonic lands, Boost to the next Checkpoint.
CHECKPOINT #2
Continue Boosting and Slide when the B Button shows up on the screen.
CHECKPOINT #3
Sonic will eventually land on a 3 way Grind Rail. Move from the middle rail to avoid the spike and Boost from here. Sonic will go over a Ramp that sends you into the next Checkpoint.
CHECKPOINT #4
Switch from the middle rail to avoid the spike and switch back to it once it's passed. Boost from here and go into the Directional Launcher. After going up in the air you'll see a moving platform, an Egg Spring, and a Spring Pole. Do not use a Homing Attack here. Just wait for the platform to come down and jump on top of the spring pole to get up. Boost and hold the slide Button to go into a series of springs and Dash Panels. When you see the Egg Fighter, Home Attack it and the Spinners, and land on the other side. Up ahead is a QTE Ramp. If you pass it you will take a shortcut.
CHECKPOINT #5
From here is a fork in the road. It doesn't matter which path you choose because you'll end up sliding under a crack towards the end. Hit the spring and use the pulleys to get up to the checkpoint.
LAST CHECKPOINT
Jump to the platform and then Home Attack the Spinners to get to the other side. Boost from here to get to a 2D area. Once you get to the other side you'll hit another QTE Ramp. If you pass it you'll take another shortcut. Jump over the spikes and hit the Rainbow Ring to avoid the next set of spikes. Then hit the spring and land on the Goal Ring.
END OF WINDMILL ISLE DAY ACT 2
Windmill Isle Day Act 2 Collectibles
Windmill Isle Day Act 2 Collectible Item Locations | ||
---|---|---|
Order | Hedgehog's Special Shoes Support | Location |
1. Sun Medal #1 | None | From the Start, run and jump into the incoming Dash Ring. This will send you near Sun Medal #1 and a small ramp. |
2. Moon Medal #1 | None | From Sun Medal #1, continue towards the area with the first rails in the level. Use the left path with the enemies and hit the next set of springs. After you run over the ramp, stop. To the left is a green platform with Moon Medal #1. |
3. Moon Medal #2 | None | Right in front of the first checkpoint is Moon Medal #2. |
4. Moon Medal #3 | None | From #3, use the Spinners to home attack your way to the top area to the right to get Moon Medal #3. |
5. Moon Medal #4 | None | From #4, instead of Boosting through to the next area, walk. When you see the stairs, go up the right stairs, through an Arched Entrance, to a path that leads to Moon Medal #4. |
6. Moon Medal #5 | None | After Sonic slides under the second crack, Boost to be sent up a higher rail to grab Moon Medal #5. |
7. Moon Medal #6 | None | In front of the next checkpoint is Moon Medal #6. |
8. Record 5 (Windmill Isle-Day) | None | From #7, Records 5 (Windmill Isle-Day) is behind the 3 small ramps before the same checkpoint. |
9. Sun Medal #2 | None | When you're in the second 2D section and hit the spring that sends you to the above rail, lean the left analog stick to the left to land on a platform. Jump on the platform next to it to get Sun Medal #2. |
10. Record 1 (Orchestral Theme-World Adventure) | Need the Wall Jump Shoes! | When you see the area where you have to slide, jump high, and wall jump to reach Record 1 (Orchestral Theme-World Adventure). |
11. Sun Medal #3 | None | When you see the fork in the road take the left path. When Sonic hits the spring/pulley, Home Attack into the Rainbow Ring to reach the upper area and grab Sun Medal #3. |
12. Moon Medal #7 | None | When you see the checkpoint go to the right and you find a row of stairs. Go down to find Moon Medal #7. |
13. Videotape 1 | None | In the last 2D section, when Sonic hits the Directional Launcher, press A, Home attack the Egg Fighters and land to the right. Instead of continuing to the QTE ramp go left to find Videotape 1. |
14. Art Book 1 | None | From #12, fail the QTE, and stop when you reach the wide circular area. To the right is Art Book 1. |
Recap: | 3 Sun Medals, 7 Moon Medals, Art Book #1, Videotape #1, Record 1 (Orchestral Theme- World Adventure), and Record 5 (Windmill Isle-Day) | |
Total: 14 Collectible Items |
Windmill Isle Day Act 2 Final Scores | |
---|---|
Rank | Points Needed |
S | 150,000 or More |
A | 135,000-149,999 |
B | 110,000-134,999 |
C | ?-97,365-? |
D | ?-25,833-? |
E | ? or Less |
Scoring an S Rank
- Coming Soon
Windmill Isle Day Act 3
Availability: After Defeating the Day Boss: Egg Beetle and Collecting at least 30 Sun Medals (Sun Level 3)- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: None (The 2 Thunder Spinners here can't be destroyed)
- Summary: This level tests Sonic's skills when it comes to Grinding on Grind Rails.
Walkthrough: From the start, jump into the Rainbow Ring. From here keep jumping into Rainbow Rings to reach the next rail.
When it changes to 3D, switch rails to avoid the spikes and hit the spring at the end.
From there carefully, jump across and/or Air Boost to get to the next rails. On the last set of rails, jump instead so Sonic doesn't hit the spikes. Boost from the end rail going up to get to the next rail. Once Sonic reaches the end rail, Boost to be sent into the air where 2 Thunder Spinners are (Be careful!).
If Sonic ends up on the bottom rail from this section, Boost to reach the last rails.
In this area switch rails to reach the Goal Ring. DON'T BOOST HERE!
END OF WINDMILL ISLE DAY ACT 3
Windmill Isle Day Act 3 Collectibles
Windmill Isle Day Act 3 Collectible Items | ||
---|---|---|
Order | Hedgehog's Special Shoes Support | Location |
1. Moon Medal #1 | None | When you get to the 3D area that has Sonic switching back and forth between 3 rails, stay on the right one to get Moon Medal #1 close to the spring. |
2. Sun Medal #1 and Art Book 2 | None | From #1, jump up to the upper rail from the incline to get Sun Medal #1. Jump to the next upper rail to get Art Book 2 |
3. Moon Medal #2 and Art Book 22 | Need Air Boost Shoes for Moon Medal #2! | In the last 3D area, where Sonic has to switch rails from the middle, jump and Air Boost to the next middle rail to get Moon Medal #2. From that rail, don't boost and move to the left when the rail you're on is about to end. Eventually, you'll reach Art Book 22. |
Recap: | 1 Sun Medals, 2 Moon Medals, Art Books 2, and Art Book 22 | |
Total: 5 Collectible Items |
Windmill Isle Day Act 3 Final Scores | |
---|---|
Rank | Points Needed |
S | 100,000 or More |
A | 90,000-99,999 |
B | 80,000-89,999 |
C | 70,000-79,999 |
D | 60,000-69,999 |
E | 59,999 or Less |
Scoring an S Rank
- Coming Soon
Windmill Isle Night Act 1
Availability: After Clearing Windmill Isle Day Act 2- Rings: 460
- Extra Lives: 2
- Experience: 1,400 EXP (there's more than this)
- Summary: Sonic must punch, kick, and claw his way to save Tails from several Dark Gaia Minions. This is the first Night Act in the game and helps people go through the basics of using Sonic the Werehog.
Walkthrough: Smash through the gate and head straight towards your first fight.
Windmill Isle Night Act 1: NIGHT FIGHT #1
Enemy Information | |
---|---|
Optional? | No |
Enemies | 7 [[Little Rexe]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Tips/Strategies
- Pretty easy and quick fight.
- On your first time through this Act, it will take 2 hits to take out each Little Rex
After NIGHT FIGHT #1, continue straight and Jump up the steps and smash the next gate to enter NIGHT FIGHT #2.
Windmill Isle Night Act 1: NIGHT FIGHT #2
Enemy Information | |
---|---|
Optional? | No |
Enemies | 10 [[Little Rexe]]s and 4 Nightmares |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 9 | They are in the room to the left (break the wooden door) |
10 Rings | 1 | It's in the back, behind the flower pots and umbrella |
Shield Charge | 1 | There's 1 inside of a White Flower Pot |
Collectible Items | 1 | Moon Medal #1 is in the top right corner, behind 2 barrels, and Sun Medal #1 is in the room to the right (break the wooden door) |
Tips/Strategies
- Coming Soon
After NIGHT FIGHT #2, grab the ledge, and continue down the path. There are 2 wooden doors off to the sides of this path, each holding a Collectible Item:
- If you break the wooden door to the left, you will find Sun Medal #2
- If you break the wooden door to the right, you will find Moon Medal #2 and enter NIGHT FIGHT #3
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 1 Deep Nightmare |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
Collectible Items | 1 | 1 Moon Medal in the corner of the room |
Tips/Strategies
- If this is your first time playing the Act in a new game, the Deep Nightmare will take at least 8 hits to get it close to a Critical Attack and more to knock it out.
When you get towards a white door at the end of the path, go to the left, smash the Brown Flower Pots, and stand on the Step Switch. Behind the White Flower Pot is a Record.
Go through the door to enter NIGHT FIGHT #4.
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #4
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 30? Little Rexes and 4 Egg Fighters |
Rings | ? |
10 Rings | ? |
Shield Charges | ? |
Tips/Strategies
- Grab 2 of the Little Rexes, and start swinging them and aiming to throw them at the Egg Fighters
- If you're trying to get Experience, take out the Little Rexes first
After NIGHT FIGHT #3, pull the Lever to active the platform, grab the ledges, and use it to get to the other side. Now grab the Vertical Pole and climb up towards CHECKPOINT #1.
CHECKPOINT #1
To the right of CHECKPOINT #1 is Sun Medal #3 next to 3 Barrels. There's a Heal Ring inside one of the barrels, in case you need it.
From the Checkpoint, go down the hill and lift the movable door. Once you go through, you'll enter NIGHT FIGHT #5.
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #5
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 17 Little Rexes and 3 Nightmares |
Rings | There are 17 in the room to the left (break the wooden door) |
10 Rings | None |
Heal Rings | There's 1 inside of a White Flower Pot in the top left corner |
Full Dark Gaia Force | None |
Shield Charge | There's 1 inside of a White Flower Pot in the Top right corner |
Power Shield | None |
Super Claw | None |
Collectibles | Sun Medal #4 is in the room to the left (break the wooden door) |
Tips/Strategies
- Coming Soon
- Note: Hidden to the left of the Checkpoint is Moon Medal #4
CHECKPOINT #2
As soon as you go pass the 2nd Checkpoint, you will enter NIGHT FIGHT #6.
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #6
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 14+ Little Rexes and 6 Red Rexes (more appear after the first are defeated), and 3 Nightmares |
Rings | ? |
10 Rings | 2 |
Heal Rings | ? |
Collectibles | There's a Sun Medal hidden behind a small step, at the end of the path to the left |
Tips/Strategies
- Coming Soon
After NIGHT FIGHT #6, hop up the platforms to the Tightrope Rail. Carefully walk across it, while grabbing Sun Medal #6. From here you can either enter NIGHT FIGHT #7 or skip ahead to the Checkpoint.
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #7
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 1 Egg Fighter |
Rings | ? |
10 Rings | ? |
Heal Rings | None |
Full Dark Gaia Force | None |
Shield Charge | ? |
Power Shield | None |
Super Claw | None |
Collectibles | There's an Art Book (which is #64), inside of a barrel to the left |
Tips/Strategies
- You can pull off a 10 hit combo and then do a Critical Attack
As soon as you pass the 3rd checkpoint, you will enter NIGHT FIGHT #8.
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #8
Minor Fight | |
Optional? | No |
---|---|
Enemies | 2 Waves |
1st Wave | 5 Dark Frights |
2nd Wave | 5 Red Frights |
Rings | 13 |
10 Rings | 2 |
Heal Rings | None |
Full Dark Gaia Force | None |
Shield Charge | None |
Power Shield | None |
Super Claw | None |
Collectibles | A Sun Medal |
Tips/Strategies
- Grab 2 Frights and start swinging them towards the others
- Use Hook Attacks if they start to surround you
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #9
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | Little Rex, 4 Red Rex, Nightmares, and 1 Deep Nightmare |
Rings | 8 |
10 Rings | 4 |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | None |
Power Shield | None |
Super Claw | Inside a brown Flower Pot to the left of the door you came through |
Collectibles | ? |
Tips/Strategies
- Coming Soon
In this area, you have to find 2 Stone Keys, pick them up, and place them on their respective Alters.
- Red Stone Key: Inside the first room to the right of the Stone Alters (break the wooden door)
- Green Stone Key: Go to the left area to find 4 wooden doors. Inside the furthest door to the left is the Green Stone Key.
- If you go inside the first door on the left, you will find Art Book 26 and 5 Dark Frights
- If you go inside the first door on the right, you will find 11 Rings and Sun Medal #8
- If you go inside the second door on the right, you will find 5 Dark Frights
After you place both Stone Keys on the alters, the door will open. Go through the door, grab the ledges, and climb up to the next Checkpoint (watch out for the Egg Fighter).
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #10
Difficulty | Mini Boss Fight |
---|---|
Optional? | NO |
Enemies | Little Rexes, Red Rexes, 3 Nightmares, 2 Deep Nightmares, and 1 Titan |
Rings | ? |
10 Rings | 2 |
Heal Rings | Inside of a Barrel in the right side of the area |
Full Dark Gaia Force | Inside of a White Flower Pot south of the area |
Shield Charge | 1 inside of a brown Flower Pot |
Power Shield | There's 1 near the Lever, before you enter the area, inside the left brown Flower Pot |
Super Claw | There's 1 near the Lever, before you enter the area, inside the right brown Flower Pot |
Collectibles | ? |
Tips/Strategies
- Coming Soon
Carefully walk across the Tightrope Rails. If you tilt to the sides, Sonic will switch to his ledge climbing position, which is easier and faster. Once you reach the wall stay in that position to move past the rock, and grab the ledge above it. Continue to the right and carefully jump to reach the platform with the Checkpoint.
CHECKPOINT #5
There is an Extra Life in front this checkpoint. Use the Swing Poles and Climb Poles to reach the right side of the area, where you can either enter NIGHT FIGHT #11 or skip ahead.
Windmill Isle/Rooftop Run/Savannah Citadel/Cool Edge/Dragon Road/Arid Sands/Skyscraper Scamper/Jungle Joyride/Eggmanland Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1: NIGHT FIGHT #11
Minor Fight | |
Optional?: Yes | |
---|---|
Enemies: 1 Egg Fighter Shield |
Tips/Strategies
- Coming Soon
Lift the movable door and run across to the final Checkpoint.
LAST CHECKPOINT
- Near the Lever, inside the left brown Flower Pot is a Power Shield. Inside of the right one is a Super Claw. Inside the barrel is a ?.
Pull the lever to open the door and enter the FINAL NIGHT FIGHT.
Windmill Isle Night Act 1: FINAL NIGHT FIGHT
Enemy Information | |
---|---|
Optional? | No |
Enemies | ? Little Rexes, ? Red Rexes, 3 Nightmares, 2 Deep Nightmares, and 1 Titan |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | 2 | ? |
Heal Rings | 1 | Inside of a Barrel in the right side of the area |
Full Dark Gaia Force | 1 | Inside of a White Flower Pot south of the area |
Shield Charge | 1 | 1 inside of a brown Flower Pot |
Power Shield | 1 | There's 1 near the Lever, before you enter the area, inside the left brown Flower Pot |
Super Claw | 1 | There's 1 near the Lever, before you enter the area, inside the right brown Flower Pot |
Collectible Items | ? | ? |
Tips/Strategies
- If you take your time, the Titan will take out most of the enemies for you
- You only need to Defeat the Titan to make the Goal Ring appear.
END OF WINDMILL ISLE NIGHT ACT 1
Windmill Isle Night Act 1 Collectibles
Windmill Isle Night Act 1 Collectible Items | |
---|---|
Order and Item | Location |
1. Sun Medal #1 | Smash the wooden door of the room to the right in NIGHT FIGHT #1 to get Sun Medal #1. |
2. Moon Medal #1 | From #1, go to the right corner and smash stuff. You should see Moon Medal #1. |
3. Sun Medal #2 | Inside the room to the left near the breakable fence is Sun Medal #2. |
4. Moon Medal #2 | #From #3, smash the wooden door to a room on the right side. When you do a Deep Nightmare will also appear. Behind it is Moon Medal #2. |
5. Record 16 (Windmill Isle-Night) | Record 16 is behind the Step Switch that opens a door up ahead. |
6. Moon Medal #3 | Moon Medal #3 floating above the Lever activated platform. Wait till the platform moves to the top to get it. |
7. Sun Medal #3 | After going through CHECKPOINT #1, instead of going down the hill, make a right to get Sun Medal #3, which is near 3 barrels. |
8. Sun Medal #4 | Sun Medal #4 is inside the room, to the left, in NIGHT FIGHT #4 |
9. Moon Medal #4 | After leaving NIGHT FIGHT #4, Moon Medal #4 is to the left of the next checkpoint, hidden behind 2 Brown Flower Pots. |
10. Sun Medal #5 | Sun Medal #5 is behind the stairs to the side on the left. |
11. Sun Medal #6 | Sun Medal #6 is on the tightrope ledge above the water. |
12. Art Book 64 | Art Book 64 is behind the barrel to the left, all the way to the left of Checkpoint #3. |
13. Sun Medal #7 | #From #12, Sun Medal #7 to the right of the Checkpoint #3 (turn the camera). |
14. Moon Medal #5 | After you defeat all the enemies in the area with the Stone Keys, pick up the Blue Box to the right. Walk to the right of the Stone Key Alters and hop up the stairs. At the top step place the box down (press B), hop on top of it, and hop up to grab Moon Medal #5. |
15. Art Book 26 and Sun Medal #8 | #From #14, head to the left. In the first room on the left is Art Book 26. In the room across from it, on the right, is Sun Medal #8. |
16. Sun Medal #9 | #From #15, walk to where the Egg Fighter is and go up the stairs to the right to grab Sun Medal #9. |
17. Art Book 24 | From the checkpoint, you should be able to see the Art Book 24 to the left. Carefully maneuver your way over to it. |
18. Sun Medal #10 | From #17, follow the ledge to the left and you will find Sun Medal #10. |
19. Moon Medal #6 | From #18, continue through the usual path. When you see the Dark Bat, jump up, grab it, jump up again, pull the pole, and carefully jump to the next pole to get Moon Medal #6. If you miss go back and try again. |
20. Record 61 (Opening Movie-First Half) | In the last area with the Titan, to the left is Record 61 inside of a Flower Pot. |
Total: 21 Collectible Items | 10 Sun Medals + 6 Moon Medals + 3 Art Books [Art Books #24, #26, and #64] + 2 Records [Records #16 (Windmill Isle-Night) and #61 (Opening Movie-First Half)] |
Recap: | 10 Sun Medals, 6 Moon Medals, Art Book 24, Art Book 26, Art Book 64, Record 16 (Windmill Isle-Night), and Record 61 (Stage Clear) |
Total: 21 Collectible Items |
Windmill Isle Night Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 300,000 or More |
A | ?-299,999 |
B | ?-? |
C | ?-127,832-? |
D | ?-? |
E | ? or Less |
Scoring an S Rank
- Coming Soon
Windmill Isle Night Act 2
Availability: After Defeating the Day Boss: Egg Beetle and Collecting at Least 30 Moon Medals (Moon Level 3)- Rings: 151
- Extra Lives: 1
- Experience: ? EXP
- Summary: In this area, Sonic has to open certain doors to find the Stone keys, put them on the Stone alters, go to the final room, and defeat the Titan. Opening certain doors will cause enemies to appear.
Walkthrough: There are 14 rooms in the first area. I listed each one in a clockwise pattern, facing away from where the locked door is, from left to right.
Rooms
- Nothing but 16 Rings (A 10 Ring and 6 Regular ones)
- Blue Stone Key behind a Blue Box
- Sun Medal #1, hidden behind some pots. Once you open the door, a group of Little Fighters and Egg Fighters with Shields will appear
- Red Stone Key and a 10 Ring
- Green Stone Alter and a Moon Medal hiding behind it
- Nothing but 18 Rings (A 10 Ring and 8 Regular ones)
- Heal Ring
- Green Stone Key, hidden behind some barrels
- Sun Medal #2 behind the Blue Boxes. Once you open the door, a group of Green Rex, Red Rex, and Nightmare will appear
- Blue Stone Alter and an Extra Life
- Record 17 (Intro: Windmill Isle-Night)
- A Sun Medal #3 and a 10 Ring. Once Sonic opens the door, a group of Red Rex and Deep Nightmare will appear
- Nothing but 18 Rings (A 10 Ring and 8 Regular ones)
- Red Stone Alter and an Art Book
NOTE: In this level, you won't get any Chaos Orbs, Dark Gaia Force, or Score Points from any of the enemies except for the Titan in the last area. So don't worry about trying to do Critical Attacks on the Nightmares and Egg Fighters.
Windmill Isle Night Act 2: FINAL NIGHT FIGHT
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | 1 Titan |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Be careful since there's less room to move around and avoid the Titan's attacks
END OF WINDMILL ISLE NIGHT ACT 2
Windmill Isle Night Act 2 Collectibles
Windmill Isle Night Act 2 Collectible Items | |
---|---|
Order and Item | Location |
1. First 3 Sun Medals | Inside Rooms #3, #9, and #12 |
2. Moon Medal #1 | Look behind the Green Stone Alter in Room #5 to get Moon Medal #1. |
3. Art Book 54 | Inside the room to the left near the breakable fence is Sun Medal #2. |
4. Record 17 (Intro: Windmill Isle-Night) | Record 16 is behind the Step Switch that opens a door up |
5. Sun Medal #4 | #In the area with the goal ring is Sun Medal #4, behind the flower pot in the southeast corner |
Total: 7 = 4 Sun Medals + 1 Moon Medal + 1 Art Book [Art Book #54] + 1 Record [Record #17 (Intro: Windmill Isle-Night)] | |
Recap: | 4 Sun Medals, 1 Moon Medal, Art Book 54, and Record 17 (Intro: Windmill Isle-Night) |
Total: 7 Collectible Items |
Windmill Isle Night Act 2 Final Scores | |
---|---|
Rank | Points Needed |
S | 150,000/160,000 or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Scoring an S Rank
- Coming Soon
Windmill Isle Day Act 1-2 DLC
Availability: After Defeating the Day Boss: Egg Beetle- Rings: Coming Soon
- Extra Lives: None
- Experience: 3 EXP Bars/300 EXP
- Summary: A longer and more challenging version of Windmill Isle Day Act 1.
Walkthrough: Coming Soon
Windmill Isle Day Act 1-2 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | 100,000 or More |
A | ?-99,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Windmill Isle Day Act 2-2 DLC
Availability: After Defeating the Day Boss: Egg Beetle- Special Shoes Needed: Wall Jump and Lightspeed Dash
- Rings: ?
- Extra Lives: None
- Experience: 25 EXP Bars/2500 EXP (there's more than this)
- Summary: A hard mode version of Windmill Isle Day Act 2.
Windmill Isle Day Act 2-2 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Scoring a S Rank
- Coming Soon
Windmill Isle Day Act 4 DLC
Availability: After Defeating Egg Beetle- Special Shoes Needed: None
- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Walkthrough: Coming Soon
Windmill Isle Day Act 4 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Scoring an S Rank
- Coming Soon
Windmill Isle Night Act 1-2 DLC
Availability: After Defeating the Day Boss: Egg Beetle- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: 35 Bars/3500 Experience Points
- Summary: This Act is a part of the last section of Windmill Isle Night Act 1, where Sonic goes in reverse and Turnable Levers, Saws, and 2 Stone Keys and Alters have been added.
Walkthrough: Coming Soon
Windmill Isle Night Act 1-2: NIGHT FIGHT #1
Difficulty | Mini Boss Fight |
---|---|
Optional? | ? |
Enemies | 2 Lightning Masters, 1 Power Master, 2 Cure Masters (1 appears after defeating the first), and 1 Big Mother |
Rings | ? |
10 Rings | Where the 4 doors are, it's inside the first door on the right |
Heal Rings | ? |
Full Dark Gaia Force | 1 inside of a White Flower Pot |
Shield Charge | 1 inside of a brown flower pot |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
After NIGHT FIGHT #1, you have to find 4 Stone Keys:
- Yellow: up the steps to the right side of the door you entered from
- Red: Inside the room next to the yellow one
- Green: Inside the first door on the left
- Blue:
Windmill Isle Night Act 1-2: NIGHT FIGHT #2
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 2 Lightning Masters, 2 Power Masters (1 appears after defeating the first), and 2 Cure Masters (1 appears after defeating the first) |
Tips/Strategies
- Coming Soon
Once you put
Windmill Isle Night Act 1-2 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | 200,000 or More |
A | ?-199,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Scoring a S Rank
- Coming Soon
Windmill Isle Night Act 1-3 DLC
Availability: After Defeating Egg Beetle- Rings: 83
- Extra Lives: None
- Experience: 25 EXP Bars/2500 EXP (there's more than this)
- Summary: This Act will have Sonic fighting multiple types of enemies within the last area of Windmill Isle Night Act 1. All the enemies here are faster and stronger than usual while Critical Attacks will have shorter time periods to complete. Even if you have all the Werehog's stats MAXed out, this Act can give you a hard time.
Walkthrough: Coming Soon
Windmill Isle Night Act 1-3: NIGHT FIGHT #1
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 18 Little Rexes and 1 Big Mother |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1-3: NIGHT FIGHT #2
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 6 Nightmares, 3 Deep Nightmares, and 1 Power Master |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
After NIGHT FIGHT #2, some Rings will appear in the certain of the area. Go towards them
Windmill Isle Night Act 1-3: NIGHT FIGHT #3
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 2 Egg Shooters, 3 Egg Fighter Knights and 1 Power Master |
Rings | ? |
10 Rings | 3 |
Heal Rings | None |
Full Dark Gaia Force | None |
Shield Charge | None |
Power Shield | None |
Super Claw | None |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1-3: NIGHT FIGHT #4
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 3 Deep Nightmares and 2 Lightning Masters |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Once NIGHT FIGHT #4 is over, NIGHT FIGHT #5 will immediately begin.
Windmill Isle Night Act 1-3: NIGHT FIGHT #5
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 2 Egg Shooters, 3 Egg Fighter Knights with Static Shields, and 1 Cure Master |
Rings | ? |
10 Rings | 3 |
Heal Rings | None |
Full Dark Gaia Force | None |
Shield Charge | None |
Power Shield | None |
Super Claw | None |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1-3: NIGHT FIGHT #6
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 8 Little Rexes and 3 Deep Nightmares |
Rings | ? |
10 Rings | None |
Heal Rings | 2 |
Full Dark Gaia Force | None |
Shield Charge | None |
Power Shield | None |
Super Claw | None |
Tips/Strategies
- Coming Soon
Windmill Isle Night Act 1-3: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Optional? | No |
Enemies | 1 Titan |
Rings | ? |
10 Rings | ? |
Heal Rings | None |
Full Dark Gaia Force | None |
Shield Charge | None |
Power Shield | None |
Super Claw | None |
Tips/Strategies
- Coming Soon
Once the Titan is down, go out the door, down the stairs and touch the Goal Ring.
END OF WINDMILL ISLE NIGHT ACT 1-3
Windmill Isle Night Act 1-3 Final Scores | |
---|---|
Rank | Pointed Needed |
S | 300000 or More |
A | ?-299999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Scoring an S Rank
- Coming Soon
Spagonia
Availability: After Clearing Tornado Defense Act 1- Medals: 30 Sun Medals and 35 Night Medals
- Acts and Missions: Day 12 (+ 4 DLC = 16) and Night 4 (+ 2 DLC = 6)
- Description: The world's art capital and home to a university that attracts those in search of knowledge.
Spagonia Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Tornado Defense Act 1 | 1 | |||
Spagonia Town Stage Day | 0 | 4 | ||
Spagonia Town Stage Night | 4 | 0 | ||
Spagonia Entrance Stage | 2 | 2 | ||
Give Souvenirs to Professor Pickle | 6 | 6 | ||
Rooftop Run Day Act 1 | 3 | 7 | 1 | |
Rooftop Run Day Act 2 | 1 | 2 | 1 | |
Rooftop Run Day Act 3 | 1 | 2 | 1 | |
Don Fachio's Spagonia Day Time Trial Lv. 1-3 | 1 | |||
Don Fachio's Spagonia Battle Trial Lv. 1-3 | 1 | |||
Don Fachio's Spagonia Ring Trial Lv. 1-3 | 1 | |||
Lunch Thief! Day Mission | 0 | 1 | 1 | |
A Miffed Mom Day Mission | 0 | 0 | 1 | |
Elio's Loss Day Mission | 0 | 1 | 1 | |
Tower Terror Day Mission | 0 | 1 | 1 | |
Day Boss: Egg Devil Ray | 2 | 3 | 1 | |
Rooftop Run Night Act 1 | 10 | 6 | 1 | |
Don Fachio's Spagonia Night Time Trial Lv. 1-3 | 1 | |||
Don Fachio's Spagonia Survival Lv. 1-3 | 1 | |||
Elio's Nights Night Mission | 1 | 0 | 1 | |
Total | 30 | 35 | 12 | 4 |
If you Downloaded the Spagonia Adventure Pack | ||||
Rooftop Run Day Act 1-2 DLC | 1 | |||
Rooftop Run Day Act 2-2 DLC | 1 | |||
Rooftop Run Day Act 4 DLC | 1 | |||
Rooftop Run Day Act 5 DLC | 1 | |||
Rooftop Run Night Act 1-2 DLC | 1 | |||
Rooftop Run Night Act 2 DLC | 1 | |||
Final Total | 30 | 35 | 16 | 6 |
Spagonia Town Stage
This is one of the larger Town Stages in the game. There's a shortcut if you want to go from the World Map Gate to Professor Pickle's Lab: From the World Map Gate, jump on the 4 platforms in the right alley, and ride the Grind Rail to the Lab. To get to the [[Spagonia Town Shop Shop]], from the World Map Gate, go straight, make a right at the corner, and it's to the left. The Entrance Stage Gate is to the left of Professor Pickle's Lab and the Spagonia Hot Dog Vendor is to the right.
Under Construction
- 1st Time (Before and After leaving the Lab): All the side streets and the Entrance Stage are closed off. You can still get 3 of the 4 Moon Medals, though.
- 2nd Time (During the Night): After Clearing Savannah Citadel Night Act 1, the side streets and the [[Spagonia Town Stage Shop]] will be Open. However, the Entrance Stage Gate is still closed and Missions won't be accessible yet. You can get all of the Sun Medals though.
- 3rd Time: After Defeating the Day Boss: Egg Beetle, the Entrance Stage Gate will still be closed and Missions won't be accessible yet. However, you can get all the Sun Medals and Moon Medals.
Spagonia Town Stage Medal Locations
Daytime
- Jump up, by using the umbrellas on the tables, to reach a Rail above the middle of the Town Stage. Ride the Rail to reach the Moon Medal
- At the top of the stairs to the left, inside of a Big Flower Pot
- To the right of Professor Pickle's Lab, behind a tree on the side.
- Use a rail on the left side street
- At the top of the stairs to the right, inside of a Big Flower Pot
- In the alley, past where Irma and Ippolita stand
- Inside the barrel on the first corner
- To the left of where Gigi and Barbara are standing
Spagonia Directory
A list of all 23 Spagonians you can talk to.
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
---|---|---|---|
11. Gigi | An old man with a mustache standing in front of a restaurant in the middle of the Town Stage, across from the shop | 1 Delivery | Chef at a well-established restaurant popular with students. It has been in his family for three generations. He fills his days by energetically searching for new menu items, but leaves the rigorous taste testing to Barbara. |
12. Otto | An old man wearing glasses and holding a cane, who stands in front of the first steps to the university | None | Landlord of the student apartment building. Otto has an uncanny knack for pegging which of his tenants has a thing for whom, but sometimes all the love in the air leaves him a bit choked up for his own youthful romances. |
13. Barbara | She stands to the left of her husband, Gigi | Exorcism | Gigi's wife, who minds the dining room. To this day, her cheerful smile continues to draw the customers in. Of course, Barbara also helps taste test Gigi's newest culinary creations, and the rigors of the task over the years have made her girlish figure a thing of the past. |
14. Irma | An eldery woman, with the lime green hat, who stands in the alley on the right side of the Town Stage. She appears after Clearing Savannah Citadel Night Act 1 | None | Ippolita's grandmother, who keeps her hat on so tight that very few get a good look at her face. Irma's hobby is hat making, and she happens to be quite good at it. Sadly, though, her charming chapeaus seem to be meant for one head only: hers. |
15. Josef | Shop Owner/Across from where Gigi and Barbara stand | None | The owner of Josef's, and not a terribly creative thinker, as the name of his shop surely implies. Recently, Josef realized he didn't have enough hobbies outside of work, so he took up jogging, painting, and photography. None of these endeavors lasted very long. |
16. Marcantonio | In the beginning, he stands near the World Map Entrance. | 2 Regular | Though he seems aloof and cool, this dandy actually sports an interesting ability. He's also single at the moment. |
17. Ciccio | After Clearing Savannah Citadel Night Act 1, you will find him in the left alley. | 1 Regular and 1 Delivery | Natalia's husband, a talented shoemaker. For 20 years, he's fussed over every instep and insole. Not long ago, Ciccio heard about wondrous shoes that turn their wearer into a speed demon, and would give anything for a peek at them. |
18. Denise | She stands in front of her salon, on the straight path from the World Map Gate | None | Proprietor of a beauty salon. She's famous in town for her novel hairstyles, and prides herself in always being able to spot the latest fads. Since laying her eyes on Sonic, Denise has been sighted carting home armfuls of mousse. What could she be planning? |
19. Aida | A woman standing in the shade, in front of a jewelry shop | Exorcism and 1 Regular | Owner of a Spagonian jewelry shop. This lady of leisure loves two things: elegance and beauty. Naturally, Aida considers herself a paragon of both, which would explain why her room is plastered with pictures of herself. |
20. Natalia | In the beginning, she's stand on the path from the World Map Gate, behind Marcantonio and Mauro. Later, she will stand to the right of her husband, Ciccio | 1 | A former supermodel whose looks could floor anybody. She's still beautiful: a loving mother of two and a source of strength for her shoemaker husband. Natalia makes a mean cheese pizza. |
21. Franco | A young man walking in front of the University | None | Federica's cousin, and also a friend of Raimondo since they were little. He lives in the student dorms. Don't let the blank stare fool you; Franco is the son of a rich entrepreneur, and a very bright student. For some time now, he's had eyes for Lilli. |
22. David | A guy wearing a green shirt. He walks in front the fountain | None | A student at Spagonia U. He can be a clown sometimes, but otherwise he's a nice young man who has no trouble getting along with anybody. David is looking for a family-minded girl. |
23. Raimondo | A young man wearing a vanilla colored jacket. In the beginning, he stands on the first set of stairs. | None | A student at Spagonia U. and a friend of Franco's since childhood. He's a bit of a lone wolf, and skips classes in favor of spending time by himself. Raimondo doesn't mince words or make any effort to hide his moody side, but supposedly the ladies really dig that. |
24. Federica | In the beginning, she walks in front of the shop. | None | A student at Spagonia U. She's Franco's cousin, and a woman of action: once she gets an idea, she always follows through. The downside: most of her ideas involve partying instead of studying. |
25. Lilli | A young lady wearing a jacket and shorts. In the beginning, she stands to the right of the first steps to the college | None | A mature and sensible archaeology major who lives in the student dorm. She is a year older than her classmates. While Lilli stands at the head of her class, she looks at the people around her and wishes there was more to her life than just being serious all the time. |
26. Dora | A girl with a pink shirt. She normally stands to the right of the fountain during the day. | None | A university student who attends Professor Pickle's class for her major. Dora has a good heart, but she's still working on the ABCs of courtship: when boys at school talk to her, she stares at the floor and clams right up. She makes a delicious cabbage roll. |
27. Elio | A boy with an unusually shaped head. | 3 | Ciccio's son. The fact that he inherited his father's facial features bothers him to no end, but he's far too nice a kid to ever say anything about it. |
28. Mauro | In the beginning, he'll stand near the right alley, near the World Map Gate | None | Spagonia's number-one troublemaker, who subjects his primary target (that would be Denise) to every manner of prank and shenanigan imaginable. There does seem to be a motive behind Mauro's mayhem, though. |
29. Lucia | In the beginning, she will stand on the corner, with her brother Elio. Later, | None | Natalia's daughter. She can almost always be found playing with her brother, Elio. Lucia exercises regularly so as not to follow in her mother's footsteps, but is much too considerate to mention that to her pudgy mum. |
30. Ippolita | In the beginning, she stands to the left of the Shop. | 1 | A little girl who lives with her grandmother, Irma. She is exceptionally responsible for her age, and never seems to stop running errands. Ippolita dreams of attending the university when she grows up, so she can "get in a 'ploma." |
31. Prof. Pickle's Assistant | A young man standing to the left of Prof. Pickle's Spagonian Lab. Later, he will stand near the World Map Gate | None | Professor Pickle's helper and his greatest admirer. He takes his sweet time with just about everything, which explains why he's often plugging away at all the same work for three days when anybody else would have it finished in one. |
32. Professor Pickle | Impossible to miss | None | A professor of archeology at Spagonia U. and the preeminent scholar of all matters pertaining to Dark Gaia. Professor Pickle loves cucumber sandwiches. Professor Pickle loves cucumber sandwiches. In fact, students nice enough to drop off cucumbery care packages have noted a slight bump in their grades. Coincidence? |
33. Spagonian Hot Dog Vendor | To the right of Prof Pickle's Lab | 15 Hot Dog | The manager of the Don Faccho hot dog mega-franchise's Spagonia location. He's easily the biggest narcissist in hot dogs and makes a weiner with remarkable depth and complexity. |
Spagonia's Town Stage Shop
Availability: After Clearing Savannah Citadel Night Act 1
Josef's: Spagonia Souvenirs | ||
---|---|---|
Souvenir | Price | Availability |
Spagonia Photo Frame | 100 Rings | Once the Shop is Open |
Spagonia Miniature Flag | 100 Rings | Once the Shop is Open |
Maschera | 150 Rings | After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1 |
Spagonian Cameo | 200 Rings | Once the Shop is Open |
Josef's: Spagonia Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Cheese | 10 EXP | Yes | 70 Rings | After Clearing Rooftop Run Day Act 1/Dragon Road Day Act 1 |
Pasta alla Paccico | 10 EXP | Yes | 80 Rings | Always |
Baguetti | 5 EXP | Yes | 40 Rings | Always |
Tomato | 5 EXP | Yes | 30 Rings | After Clearing Dragon Road Night Act 1/Defeating the Night Boss: Dark Gaia Phoenix |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Strawberry Cake | 30 EXP | Yes | 60 Rings | Always |
Donut | 20 EXP | Yes | 50 Rings | Always |
Canned Juice | 10 EXP | Yes | 40 Rings | Always |
Josef's: Spagonia Furniture, Books, and Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Bookshelf | 300 Rings | Once the Shop is Open |
TV | 1,000 Rings | Once the Shop is Open |
Gramophone | 500 Rings | Once the Shop is Open |
Art Book 69 | 100 Rings | Once the Shop is Open |
Record 46 (Spagonia-Day) | 100 Rings | Once the Shop is Open |
Record 47 (Spagonia-Night) | 100 Rings | Once the Shop is Open |
Videotape 22 | 100 Rings | Appears after Defeating the Night Boss: Dark Gaia Phoenix |
After you buy the Bookshelf, TV, and Gramophone, they will automatically appear in Professor Pickle's Lab.
Spagonia Entrance Stage
Availability: Speak to Professor Pickle in his Lab after Defeating the Day Boss: Egg Beetle- 1st Time: Only Rooftop Run Night Act 1 and Tornado Defense Act 1 is Available. If Sonic has the Stomping Shoes, he can also grab the Wall Jump Shoes.
Spagonia Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | 218 | 15 near the Night Act 1 Gaia Gate and 9 near the Elevator |
Extra Lives | 3 Above Ground and 1 Underground | 1 Underground |
Rooftop Run Gaia Gate, Tornado Defense Act 1 Gaia Gate, and Egg Devil Ray Boss Gate Locations
- The Rooftop Run Night Act 1 Gaia Gate is near the hourglass as soon as you enter the Entrance Stage. Go straight to find an area Sonic can Wall Jump, to be put on a Grind Rail. Follow it to the Spring and do a Stomp at the right time to land on the platform with the Rooftop Run Day Act 1 Gaia Gate.
- If you take the same Grind Rail and Jump and hit the Spring to the right, Home Attack/Air Boost into the Rainbow Ring to be taken to the Tornado Defense Act 1 Gaia Gate. Use the Step Switches to get out of that area.
- On the opposite side of the Rooftop Run Day Act 1 Gaia Gate, on the ground, is the Day Boss: Egg Devil Ray Boss Gate. Behind the Boss Gate is a Wall Jump area that goes to the Rooftop Run Day Act 3 Gaia Gate (time your Wall Jump so you don't hit the Egg Springs).
- The Rooftop Run Day Act 2 Gaia Gate is underground. First, go to the area where you found the Wall Jump Shoes, and attack the hourglass near the lever. Now pull the lever and get inside the elevator. Once you're underground, hit the Hourglass, grab some Rings, Boost across the water, and you'll reach the Rooftop Run Day Act 2 Gaia Gate.
Spagonia Entrance Stage Collectible Item Locations | |||
---|---|---|---|
Order and Item | Day or Night? | Location | |
1. Wall Jump Shoes | Daytime Only | To get the Wall Jump Shoes, Stomp down on the Stomp Switch to the right and grab the Pulley that comes down. Sonic will be taken to the area on the right section of the Entrance Stage. After the camera shows you where the shoes are, go to the side of the pillar to the left of it to grab another Pulley. Take it to the top and use a Homing Attack on the Spring, then do a timed Stomp to land on the Step Switch in the middle. Now Sonic can get the Wall Jump Shoes. | Need the Stomping Shoes! |
2. Sun Medal #1 | Daytime Only | From #1, Wall Jump in the same area with the trail of Rings and Hint Ring to grab Sun Medal #1. | |
3. Art Book 30 | Anytime | On top of one of the 4 pillars is Art Book 30. | |
4. Moon Medal #1 | Anytime | There's another pillar that Sonic can Wall Jump that has a Moon Medal. | |
5. Art Book 31 | Daytime Only | From #4, there's a row of Rings Sonic can Ring Dash that will take you to Art Book 31. | Need the Stomping Shoes, Wall Jump Shoes, and Light Speed Dash Shoes! |
6. Sun Medal #2, Record 2, and Moon Medal #2 | Nighttime Only | In the underground area, punch the White Switch to open a gate, and then use the Side Poles to the left to reach Sun Medal #2 and Record 2 (Vocal Theme "Endless Possibility"). There's also a moving platform with Moon Medal #2 on it. | |
Recap: | 2 Sun Medals, 2 Moon Medals, Wall Jump Shoes, Art Book 30, Art Book 31, and Record 2 (Vocal Theme "Endless Possibility") | ||
Total: 8 Collectible Items |
Tornado Defense Act 1
Availability: After Clearing Windmill Isle Night Act 1. You have to beat this level for the first time in order to continue the game. Once you Clear it for the first time, you can play it again on the World Map in Stage Select in Spagonia during the Day or by finding the Gaia Gate in the Spagonia Entrance Stage- Summary: While on route to Spagonia, Dr. Eggman appears to try to block the Tornado. While Tails pilots the plane, Sonic must man the guns.
This entire level is based on Quick Time Elements, where all you have to is hit the buttons shown on the screen when you see them. When you make successive hits you make Combos. If you press the wrong button or press buttons when nothing is shown the combo ends and you can't shoot momentarily. When this happens, press LB/RB alternately to recover.
Waves of Enemies | Combo |
---|---|
Boss: Egg Cauldron
- There are 2 ways to defeat this boss. You can either defeat it or keep your shield from hitting 0 until time runs out (2 minutes). When a larger Button is shown with a number next to it, press it the number of times shown to do damage to Egg Cauldron. Still, watch out for missiles when it does appear onscreen.
Tornado Defense Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-410286-? |
B | 200000-266355-? |
C | ?-191728-199999 |
D | ?-? |
E | ? or Less |
Rooftop Run Day Act 1
Availability: After Defeating the Night Boss: Dark Gaia Phoenix, talking to Professor Pickle, getting the Wall Jump Shoes, and Collecting at least 30 Sun Medals (Sun Level 3)- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: Sonic runs through the city, on the rooftops, through the streets, and up the clock tower to get to the Spagonia Day Gaia Key. There are several pathways Sonic can take while running through the level. This also is the first Day Act that introduces Skydiving and the Aero Chasers. Once you've collected the other Hedgehog's Special Shoes, you'll find some nice shortcuts.
Walkthrough: From the start boost down the path. After the rail section, boost to the right, where the flower pots are, and take the left rail. When you see the spikes switch to the right rail and boost. Jump onto the fountain to be sent into the Directional Launcher. Then travel to the right until you run over the ramp and Wall Jump. Run into another Directional Launcher and Wall Jump up the side. Boost from here and at the corner drift to the left or run into the rail. Then move and dodge corners until you hit the ramp. Continue boosting ahead.
CHECKPOINT #1
Hit the Directional Launcher and run into the spring and Wall Jump. You'll end up at the Skydive pit. In here move to the sides and press the X button to boost to the bottom. It doesn't matter where you land because you'll always land safely in the middle.
CHECKPOINT #2
From here, keep moving forward and you'll be in the first Aero Chaser area. Boost while dodging there attacks and use the Egg Fighters to beat them. Then boost all the way from here to the rooftop section. When you see the Egg Fighters watch for areas that might trip Sonic.
CHECKPOINT #3
Boost while dodging the Red Barrels. After hitting the spring, defeat the Egg Fighters to make the pulley come down. Boost until you reach the Directional Launcher. Press A and Home Attack the Spinners and land to the right.
CHECKPOINT #4
Hit the spring to be sent to a 2D area. Use the platforms and balloons to get to the right side, left side, and then the right side again. Home Attack the Spinners and pulley, run, and hit the QTE Spring. If you fail the QTE, you will die. Once you land, boost into the next checkpoint.
CHECKPOINT #5
From here, travel to the right side using the rails above or the rooftops below. When you hit the second Directional Launcher press A and land on the rail and boost from here.
LAST CHECKPOINT
It doesn't matter if you pass or fail the QTE, just boost down the path. Here is the 2nd Aero Chaser section. In the rail part, stay on the middle rail, then switch when it ends, and switch back to it. After the rail section, boost and dodge their attacks until you reach the Goal Ring.
END OF ROOFTOP RUN DAY ACT 1
Rooftop Run Day Act 1 Collectibles
Order | Location |
---|---|
1. Sun Medal #1 | From the start don't take the rails. Walk down the stairs and go left to get Sun Medal #1 |
2. Moon Medal #1 | From #1, go straight, past the enemies, and to the left is Moon Medal #1 in a fenced off area. |
3. Moon Medal #2 | You'll grab Moon Medal #2 on the way |
4. Sun Medal #2 | In the first Wall Jump area, go backwards and Wall Jump in the area before the regular one to reach Sun Medal #2 |
5. Art Book 3 | Pop the balloons instead of sliding to reach Art Book 3 |
6. Moon Medal #3 | Moon Medal #3 on the way |
7. Videotape 3 and Moon Medal #4 | In the skydive pit there are 2 items: Videotape 3 to the left and Moon Medal #4 farther below in the middle. When you're over top of it, press the X Button, to grab it, and then move to aim for Moon Medal #4. |
8. Record 8 (Rooftop Run-Day) | #From #6, use the rail and fountain to get airborne and Home Attack the Spinners to get Record 8 (Rooftop Run-Day) to the left. |
9. Sun Medal #3 | After drifting or using the rail to the left, instead of using the left incline, go right and use the fountain to reach Sun Medal #3 |
10. Moon Medal #5 | Moon Medal #5 is in front of the next checkpoint, so slow down! |
11. Moon Medal #6 and Artbook 58 | After leaving the Clock Tower, boost from there and you'll run into the fountain. Once you'll up in the air move to the left to hit the Directional Launcher and press the A Button to get the Moon Medal #6. Now, try to land near the same fountain (watch out for the Egg Knight). From there, head to the left to find Art Book 58. |
12. Moon Medal #7 | If you pull off the QTE for the QTE Ramp and QTE Springs, you will get the Moon Medal #7. |
Recap: | 3 Sun Medals, 7 Moon Medals, Art Book 3, Art Book 58, Videotape 3, and Record 8 (Rooftop Run-Day) |
Total: 14 Collectible Items |
Rooftop Run Day Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 150000 or More |
A | 130000-149999 |
B | ?-? |
C | 68687-93420 |
D | ?-41602-? |
E | ? or Less |
Rooftop Run Day Act 2
Availability: After Clearing Rooftop Run Day Act 1 and collecting at least 45 Sun Medals (Sun Level 4)- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: A 3 Lap Act in the highest part of Spagonia. Don't go too fast/boost or you'll fall to your death. Don't try this Act until you've collected all the Special Shoes.
Rooftop Run Day Act 2 Final Scores | |
---|---|
Rank | Points Needed |
S | 90000 or More |
A | 80000-89999 |
B | ?-? |
C | ?-? |
D | ?-17500-24916-? |
E | ? or Less |
Walkthrough: Jump on the platforms, go into the Rainbow Rings, press when inside the Directional Launchers, and grab the pulleys. Home Attack the Spinners and run though the ramps without boosting. Jump on the next set of platforms and Home Attack the Spinner to land on the platform with the Rainbow Ring. Jump through the Rainbow Rings and use the Spring Poles to get up the wall. Fall down and Home Attack the Egg Fighter, then Wall Jump up the wall and fall down to a Rainbow Ring.
Lap 2
Boost through the Checkpoint and Home Attack the Spinners into the Rainbow Ring. Defeat the Egg Fighter and continue by jumping on the platforms and using Home Attacks on the Balloons. Use the Ring Dash and Home Attack the Spinners. Watch out for the Thunder Spinner and the Egg Launcher's missiles. Next is an area with Directional Launchers. Use the correct Buttons to get across to the other side and Home Attack the Egg Shooter. Next you have to use the Rainbow Rings and your momentum to jump over spikes. When you land on the platforms, run across and jump into the Rainbow Ring. Use the next set of Rainbow Rings to get over the walls and fall down on the Spring Pole.
Final Lap
Ring Dash and Home Attack the Egg Shooter, Spinners, and the Egg Fighter. Then Home Attack the Spinners and Ring Dash across to the platform. Home Attack the 3 Egg Fighters and after the third one move to the right and Home Attack the Spinners and the Egg Launcher. Jump and Ring Dash, run across the platforms and Home Attack the Egg Flame. Jump into the Rainbow Rings and Home Attack the Spinners while dodging the spiked balls. When you land on the last platform, run and jump over the moving spiked ball, and jump into the Rainbow Ring to reach the Goal Ring.
END OF ROOFTOP RUN DAY ACT 2
Rooftop Run Day Act 2 Collectibles
Note: Since Sonic will be running around in a circle, he will pass the Collectible Items 3 times.
Collectible | Location |
---|---|
1. Art Book 4 | (1st Lap Only) Home Attack the pulley to get Art Book 4 |
2. Art Book 23 | (1st Lap Only) In the area you drop down, you should see Art Book 23 |
3. Moon Medal #1 | (2nd or 3rd Lap) Moon Medal #1 floating above a platform |
4. Sun Medal #1 | (2nd Lap Only) Use the Direction Launchers to get Sun Medal #1 |
5. Moon Medal #2 | (Last Lap Only) Grab the Moon Medal #2 as you jump towards the Rainbow Ring |
Recap: | 1 Sun Medal, 2 Moon Medals, Art Book 4, and Art Book 23 |
Total: 5 Collectible Items |
Rooftop Run Day Act 3
Availability: After Clearing Rooftop Run Day Act 1 and Collecting at least 45 Sun Medals (Sun Level 4)- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: In order to Clear this Act, you have to find all 10 Chao located throughout the entire level within 5 minutes. There are no Checkpoints, so if you die, you'll start over without any Chao.
Rooftop Run Day Act 3 Final Scores | |
---|---|
Rank | Points Needed |
S | 120000 or More |
A | ?-119999 |
B | ?-77502-? |
C | ?-66955-? |
D | ?-? |
E | ? or Less |
Walkthrough:
- Jump and Home Attack across to the right.
- From #1, Jump and Home Attack/Air Boost across and slide.
- Do a Wall Jump and go to the left.
- From #3, jump to the right and Home Attack the Egg Flame. Wall Jump off the right to get the Chao
- Air Boost/Ring Dash to the left, and jump on the Spring Pole. Home Attack the balloons to the right, then Home Attack the Egg Fighter and go to the right
- From #5, stomp the box to the left and Air Boost to the right or use the moving platform.
- From #6, Home Attack the Spinners and Egg Shooter and hop over the spike.
- From #7, Jump in the Directional Launcher and press A
- From #8, go towards where #7 was, fall down the space, and Home Attack the Flip Spring.
- From #9, wait for the platform to reappear and jump to the right to land on fast platform and jump again and Air Boost to the right to get the last Chao.
END OF ROOFTOP RUN DAY ACT 3
Rooftop Run Day Act 3 Collectibles
Order | Location |
---|---|
1. Moon Medal #1 | #Jump on the 2nd platform to get a Moon Medal #1 |
2. Sun Medal #1 | To the left of the box you have to smash is a Sun Medal #1 |
3. Moon Medal #2 | In a Wall Jump section is a Moon Medal #2 |
4. Art Book 27 | Where the 3 Spinners are, there's an Art Book 27 underneath them to the left |
Recap: | 1 Sun Medal, 2 Moon Medals, and Art Book 27 |
Total: 4 Collectible Items |
Rooftop Run Night Act 1
Availability: After Defeating the Day Boss: Egg Beetle, talking to Professor Pickle, and Collecting at least 15 Moon Medals (Moon Level 2)- Rings: 500 (There's more than this)
- Extra Lives: 2
- Experience: 1600 EXP (There's more than this)
- Summary: Sonic travels through the city to one of the clock towers during the night to reach the Spagonian Night Gaia Key. You'll find a lot of Regular and Collectible Items in the rooms in certain areas. This is also the first Night Act where Sonic will fight with Big Mother.
Walkthrough: From the start, there are 2 rooms that Sonic go into. The one on the left has a Record in it, while the other has a 10 Ring in it. Go straight ahead to enter NIGHT FIGHT #1.
Rooftop Run Night Act 1: NIGHT FIGHT #1
Enemy Information | |
---|---|
Difficulty | Minor Fight |
Optional? | No |
Enemies | 7 Little Rex and 4 Nightmares |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 10 | 5 of the Rings are on the left and the other 5 are on the right, near a Bomb Box and 10 Ring. |
10 Rings | 2 | From the start, go inside the room to the right. Also, there is one to the right of where the Nightmares appear. |
Heal Rings | 1 | There's 1 off to the side if you destroy the 3 Pots with trees to the left of the Nightmares, follow the path, and destroy the barrel in the left corner. |
Boxes/Barrels | 1 | There's an Bomb Box to the right |
Collectible Items | 3 | From the start go inside the room to the left to grab Record. Up ahead is a room with a Green Door on the right, near a corner. Break the Green Door and go inside to get a Videotape. In the room closest to the Grab Ledge, is Sun Medal #1 |
Tips/Strategies
- Coming Soon
After NIGHT FIGHT #1, Sonic can climb up the Grab Ledge and Side Poles to reach the first Checkpoint.
CHECKPOINT #1
As soon as you pass the Checkpoint, you'll enter NIGHT FIGHT #2.
Rooftop Run Night Act 1: NIGHT FIGHT #2
Enemy Information | |
---|---|
Difficulty | Minor Fight |
Optional? | No |
Enemies | 2 Waves |
1st Wave | 4 Little Rexes |
2nd Wave | Red Rexes |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 10 | 5 of the Rings are behind where the Red Rexes appear. |
Tips/Strategies
- Grab 1 or 2 of them and start swinging them at the others
Once NIGHT FIGHT #2 ends, Automated Side Pole will be activated. Use it to get up to the Grab Ledge and onto the rooftop. If Sonic drops to the right side past the Potted Trees, you will find Sun Medal #2.
Also, when walking over to the left side, if you look to the right, you'll notice a Grab Ledge and an area with 4 Rings and an Art Book.
Fall down to another Grab Ledge with 15 Rings on and under it. If you follow the Ledge to the right, you'll find Sun Medal #3.
Drop to the stairs, and head down past the Bomb Box, and Sonic will enter NIGHT FIGHT #3.
Rooftop Run Night Act 1: NIGHT FIGHT #3
Enemy Information | |
---|---|
Difficulty | Minor Fight |
Optional? | No |
Enemies | 4 Nightmares and 3 Egg Fighters Swords |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 8 | They are in altogether in a row to the right |
10 Rings | 1 | It's floating over the fountain |
Heal Rings | 1 | To the right of the door, hidden inside the middle Potted Tree |
Boxes/Barrels | There's an Bomb Box on the incline leading to the area |
Tips/Strategies
- Coming Soon
Once NIGHT FIGHT #3 is over, the door will open. As soon you go in and touch the Checkpoint, the door will close again.
CHECKPOINT #2
Smash the Potted Trees to the left and grab the Red Stone Key, 19 Rings, and Sun Medal #4. Take it over to the right and place in to the Red Stone Alter to the left of the door. Next, go and then grab the Green Stone Key which is close by. There's an Extra Life, behind a Potted Tree, across from where the Green Stone Key is sitting.
Once the door is open go through and touch the third Checkpoint.
CHECKPOINT #3
As soon as you go in, Chip will say something about the gate and NIGHT FIGHT #4 will start.
Rooftop Run Night Act 1: NIGHT FIGHT #4
Enemy Information | |
---|---|
Optional? | No |
Wave of Enemies | 3 |
1st Wave | 5 Red Rexes and 4 Nightmares |
2nd Wave | As soon as you go to the left towards the Lever, 3 Egg Fighter Swords will appear |
3rd Wave | After releasing the giant barrel, 3 Egg Shooters will appear. |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 12 | 8 of them are surrounding a tree and 4 of them are facing a fence |
10 Rings | 1 | From the start, go inside the room to the right. Also, there is one to the right of where the Nightmares appear. |
Heal Rings | 1 | There's 1 inside of a barrel to the right of the door |
Boxes/Barrels | 1 | There's an Bomb Box to the right |
Super Claw | 1 | Inside the barrel to the right. |
Sonic has to Pull the lever to the left, hidden behind the Potted Trees, to open the gate, and release the giant barrel.
Tips/Strategies
- Do Aerial Attacks to send the Egg Fighter Swords and Egg Shooters into the air and use Aerial Piledrivers
- Use your Shield to block the Egg Shooters' shots
Once NIGHT FIGHT #4 is over, follow where the giant barrel went and enter NIGHT FIGHT #5 (or grab the Yellow Stone Key and run).
Rooftop Run Night Act 1: NIGHT FIGHT #5
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 1 Big Mother |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 12 | 5 of them are on the Ledge, while 7 of them are surrounding the Yellow Stone Key |
10 Rings | 1 | It's next to the Yellow Stone Key |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge | |
Collectibles | Sun Medal #5 is up on the grab ledge near the Bomb Box |
Tips/Strategies
- Use Unleash Mode
- If you can, go up to the Grab Ledge, grab the Bomb Box, and wait for the Big Mother to open the mouth on its stomach. Once it opens, chunk the Box at it, causing her to eat it and take a lot of damage.
Once Sonic puts the Yellow Stone Key in the Yellow Stone Alter, go through the door to the next Checkpoint.
CHECKPOINT #5
Go straight, and a gate will appear behind Sonic, starting off NIGHT FIGHT #6.
Rooftop Run Night Act 1: NIGHT FIGHT #6
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 4 Nightmares |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 13 | 8 of them are hiding in an area |
10 Rings | 2 | Inside the second and third Green Door rooms |
Collectibles | 2 | The first green door you see has a Videotape in its room. Go to the left and jump up to a Grab Ledge (there's a Movable Crate you can use), break the Blue Door, and go inside to get Moon Medal #1 |
Tips/Strategies
- Coming Soon
As soon as Sonic leaves, another gate will appear behind him, blocking off the previous area and starting NIGHT FIGHT #7.
Rooftop Run Night Act 1: NIGHT FIGHT #7
Enemy Information | |
---|---|
Optional? | Yes/No? |
Enemies | 4 Egg Fighter Swords and 2 Egg Shooters |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 15 | 9 of the Rings are in the upper area. 3 of them are near the low Grab Ledge, while the other 6 are surrounding Moon Medal #3. The other 6 are on the ground. |
10 Rings | 2 | Inside the first room on the left and inside another room in the middle of the area on the left side. |
Heal Rings | 1 | It's inside of a barrel to the right, in a corner |
Extra Lives/1-UPs | 1 | Inside the room with the green door, next to the green door room under the grab ledge. |
Boxes/Barrels | 1 | There is a Bomb Box in the upper area. |
Collectibles | 3 | Inside the room with the green door on the right and under the Grab Ledge is Moon Medal #2. Inside a room with a Green door, with a shade on top, is Sun Medal #6. In the upper area, is Moon Medal #3. |
Tips/Strategies
- Do Aerial Attacks to send the Egg Fighter Swords and Egg Shooters into the air and use Aerial Piledrivers
- Use your shield to block the Egg Shooters shots
After finishing or avoiding NIGHT FIGHT #7 and heading out of the area, NIGHT FIGHT #8 will begin.
Rooftop Run Night Act 1: NIGHT FIGHT #8
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 4 Nightmares |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
10 Rings | 1 | Inside the second room to the left |
Collectible Items | 1 | Inside the first room to the left is Art Book 29. |
Tips/Strategies
- Coming Soon
CHECKPOINT #5
There's a 10 Ring to the left, after passing the Checkpoint. Run over to the Lever and Pull it to release the giant barrel. If Sonic jumps up to where the Giant Barrel was, you will find Moon Medal #4. Then go through to the path to the next checkpoint.
Down the hill are 3 Rings and a Record. Up the hill are 5 Rings, a 10 Ring, and Sun Medal #7. After taking the side paths, head pass the next Checkpoint and into NIGHT FIGHT #9.
CHECKPOINT #6
Rooftop Run Night Act 1: NIGHT FIGHT #9
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 5 Egg Fighters and 1 Big Mother |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 23+ | ? |
10 Rings | 1 | ? |
Boxes/Barrels | 1 | To the left of where Big Mother is |
Heal Rings | 1 | Inside of a barrel to the right |
Collectible Items | 1 | To the left of where Big Mother is, is Moon Medal #5. |
Tips/Strategies
- Coming Soon
CHECKPOINT #7
Grab the gear platforms, Side Poles, Swing Poles, Climb Poles, and ledges to reach the top. Moon Medal #6 is behind one of the electrical lasers on one of the gear platforms, near a Swing Pole. There is also an Extra Life.
CHECKPOINT #8
Grab the gear platforms, Side Poles, Swing Poles, Vertical Poles, and ledges to reach the top. Sun Medal #8 is on in a small room on the way.
- Warning: If you fall from this height, you will lose a life.
9th Checkpoint
Grab the gear platforms, Side Poles, Swing Poles, Vertical Poles, and ledges to reach the top. Sun Medal #9 is near the last Checkpoint.
- Warning: If you fall from this height, you will lose a life.
LAST CHECKPOINT
Go outside and turn the lever all the way until the clock bell rings. Use the Side Poles to get up to the clock hands and move quickly to the left. Grab the ledge and use the next set of clock hands and the Dark Bats to land on the bottom platform. Sun Medal #10'' is hidden behind 3 Potted Trees.
When the 3 Dark Bats will appear, Sonic can grab them to reach the other side, and enter the FINAL FIGHT.
Rooftop Run Night Act 1: FINAL FIGHT
Enemy Information | |
---|---|
Optional? | No |
Enemies | 3 Nightmares |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 7 | ? |
10 Rings | 1 | ? |
Heal Rings | 1 | Inside of a barrel to the left |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | 1 | To the right |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | 1 | Inside the first room to the left is Art Book 29. |
Tips/Strategies
- Coming Soon
END OF ROOFTOP RUN NIGHT ACT 1
- When you Clear this Act for the first time, you will get the Gaia Key (Night) for Spagonia
Rooftop Run Night Act 1 Collectibles
Rooftop Run Night Act 1 Collectible Items | |
---|---|
Order | Location |
1. Record 38 | Record 38 (Tornado Defense-1st Battle) is inside a Room to the left from the start |
2. Videotape 13 | #From #1, go to the second door to the right. Smash it and go inside to find Videotape 13 |
3. Sun Medal #1 | Inside the room, near the ledge, is Sun Medal #1 |
4. Sun Medal #2 | After defeating the enemies and getting the pole to work, get on top of the house, go to the right and drop down to find Sun Medal #2 |
5. Art Book 28 | #From #4, as you head to the left side, stop. In the background you should see a ledge with Art Book 28 |
6. Sun Medal #3 | #From #5, drop down and grab the Yellow ledge and follow it to the right to reach Sun Medal #3 |
7. Sun Medal #4 | #After the second checkpoint, go left, and you will find Sun Medal #4 to the right, on the opposite side of the Red Stone Key |
8. Sun Medal #5 | #When you go into the area with the first Big Mother, grab the ledge to the right, grab the Explosive Box to find Sun Medal #5 |
9. Videotape 7 | After the fourth checkpoint, go straight and enter that room to find a Videotape 7 |
10. Moon Medal #1 | Go to the left, jump on the movable crate, and grab the ledge. Inside the room is Moon Medal #1 |
11. Moon Medal #2 | After the Gate springs up, go inside the room underneath the ledge to grab Moon Medal #2 |
12. Moon Medal #3 | From #11, grab the ledge to reach the upper area, and follow the path to a Moon Medal #3 |
13. Sun Medal #6 | Inside a room, with a shade above the door, is Sun Medal #6 |
14. Art Book 29 | Inside another room near the 4 Nightmares, to the left, is Art Book 29 surrounded by Flower Pots. |
15. Moon Medal #4 | Moon Medal #4 is where the second Giant Barrel was sitting |
16. Record 22 | From #14, go into the second area, before the checkpoint, and go left to find a Record 22 (Rooftop Run-Night) behind a flower pot |
17. Sun Medal #7 | From #15, go to the right and up the hill to find Sun Medal #7 behind a flower pot |
18. Moon Medal #5 | When approaching the second Big Mother, use the left path to find Moon Medal #5 |
19. Moon Medal #6 | Inside the clocktower, Moon Medal #6 is floating behind a gear near after you jump over a set of electrical beams. |
20. Sun Medal #8 | Use the Side Poles behind a gear to find Sun Medal #8 |
21. Record 23 | On the way is Record 23 (Intro: Rooftop Run-Night) in plain sight |
22. Sun Medal #9 | To the right, near the last Checkpoint is Sun Medal #9 |
23. Sun Medal #10 | On the ledge before grabbing the last 3 Dark Bats, behind 3 flower pots is Sun Medal #10 |
Recap: | 10 Sun Medals, 6 Moon Medals, Art Book 28, Art Book 29, Videotape 7, Videotape 13, Record 38 (Tornado Defense-1st Battle), Record 22 (Rooftop Run-Night), and Record 23 (Intro: Rooftop Run-Night) |
Total: 23 Collectible Items |
Rooftop Run Night Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 300,000 or More |
A | 219,171-299,999 |
B | ?-? |
C | ?-100,000-? |
D | ?-? |
E | ? or Less |
Scoring an S Rank:
- Coming Soon
Day Boss: Egg Devil Ray
Availability: After Clearing Rooftop Run Day Act 1 and Dragon Road Day Act 1, then talking to Professor Pickle- Experience: 250 EXP
- Bestiary Description: A massive fish robot created by Eggman to defeat Sonic, armed with a laser beam and explosives capable of dealing quick and expansive blasts perfectly suited to targeting fast-moving objects.
- Summary: Not sure if it's because it's being controlled by Little Fighters instead of Dr. Eggman but compared to the other Day Bosses, this is the easiest in my opinion.
Battle Style: The Egg Devil Ray has a shield that can be broken by Boosting into the robot once. So in order to damage it, Sonic needs to Boost into it twice. The only problem is that the track is very wide and you can't get certain Rings by Quickstepping while also dodging laser attacks. However, it shouldn't be too hard to fill up your Ring Energy. You may be able to ram it 3 times in a row but it sometimes throws its electric shield back up immediately after being hit so be careful.
The Egg Devil Ray has 2 types of attacks: lasers and fireballs.
- When running straight towards it, it will use lasers.
- When the camera changes to a bird's eye view, it switches between lasers and different patterns of fireballs.
- When it changes to 2D, all the floating lasers move around in a circular formation. Sonic can run pass the high ones, hop over the medium ones, and slide under the big ones.
Even when the view changes, Boost into it twice to do damage and put the view back to normal.
So far, I'm not sure how to predict the view changes, so be ready when it happens.
Day Boss: Egg Devil Ray Collectible Item Locations | |
---|---|
Order | Location |
1. Sun/Moon Medal #1 | From the Start, have Sonic stay in the middle of the track until he grabs Moon Medal #1. |
2. Sun/Moon Medal #1 | From #1, Quickstep to the right to grab Sun Medal #. |
3. Moon Medal #1/2/3 | From #2, Quickstep to the middle to grab Moon Medal #2. |
4. Sun/Moon Medal | From #3, Quickstep to the left and Boost into some barrels to grab Moon Medal #2. |
5. Sun/Moon Medal | From #4, Quickstep to the middle to grab Moon Medal #2. |
Recap | 2 Sun Medals and 3 Moon Medals |
Total: 5 Collectible Items |
Egg Devil Ray Final Scores | |
---|---|
Rank | Points Needed |
S | 50,000 or More |
A | 40,000-49,999 |
B | 30,000-39,999 |
C | 20,000-29,999 |
D | 10,000-19,999 |
E | 9,999 or Less |
Scoring an S Rank
- Defeat it in less than 1:30 and collect over 80 rings.
Rooftop Run Day Act 1-2 DLC
Availability: After Clearing Rooftop Run Day Act 1- Special Shoes Needed: Wall Jump
- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Walkthrough: Coming Soon
Rooftop Run Day Act 1-2 Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Rooftop Run Day Act 2-2 DLC
Availability: After Clearing Rooftop Run Day Act 1- Special Shoes Needed: Wall Jump
- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Walkthrough: Coming Soon
Rooftop Run Day Act 2-2 Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Rooftop Run Day Act 4 DLC
Availability: After Defeating the Day Boss: Egg Beetle- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: 250 EXP (There's more than this)
- Summary: Sonic must run, Spin Jump, and Grind while dodging Egg Chasers and obstacles in his path to reach the Goal Ring.
Walkthrough: Coming Soon
Rooftop Run Day Act 4 Final Scores | |
---|---|
Rank | Points Needed |
S | 100000 or More |
A | ?-99999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Rooftop Run Day Act 5 DLC
Availability: After Defeating the Day Boss: Egg Beetle- Special Shoes Needed: Air Boost
- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: Sonic must Home Attack, Air Boost, and Ring Dash his way to the Goal Ring.
Walkthrough: Coming Soon
Rooftop Run Day Act 5 Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Rooftop Run Night Act 1-2 DLC
Availability: After Clearing Rooftop Run Night Act 1- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: This level is basically the middle section of Rooftop Run Night Act 1 with Balloon Switches added in.
Walkthrough: First off, you have to hit 2 Balloon Switches:
- Go straight, break the door, and hit the Balloon Switch. This will cause a group of Green Rex, Red Rex, and a Power Master to appear.
- Once you go into the second room, and hit the other Balloon Switch, a group of Green Rex, Nightmare, and Deep Nightmare will appear.
After all the enemies have been defeated the gate will open.
CHECKPOINT #1
Defeat the Big Mother and then hit 3 more Balloon Switches:
- break the first door on the left and hit the Balloon Switch. This will cause 2 Red Rex, 2 Egg Shooters, and an Egg Fighter with a Sword to appear.
- go north and grab the ledge to get above and hit the Balloon Switch. This will cause a group of Red Rex, Deep Nightmare, and a Cure Master to appear.
- break the door near the gate and hit the Balloon Switch. This will cause a group of Red Rex, Nightmare, and a Power Master to appear.
After all the enemies have been defeated the gate will open.
CHECKPOINT #2
Now you have to hit 3 more Balloon Switches:
- break the door in the center and hit the Balloon Switch. This will cause 3 Egg Fighters holding Electric Shield and Cure Master to appear.
- go to the right and you should see a Dark Bat. Use it to grab the north ledge to get above and hit the Balloon Switch. This will cause a group of 2 Egg Fighters with Shields, 2 Egg Shooters, and a Lightning Master to appear.
- break the left door near the gate and hit the Balloon Switch. This will cause a group of Egg Fighters with swords and a Power Master to appear.
LAST CHECKPOINT
Defeat the Nightmares, Deep Nightmares, and Big Mother
Now you have to find and hit 18 more Balloon Switches to make the Goal Ring appear
- the first 4 are in the area with the Big Mother
- after defeating all the enemies, go into the into the cellar area, grab the ledge. There is a Side Pole on the wall that leads to 3 Balloon Switches
- following the ledge, there are 2 more Balloon Switches on the walls
- if you try to turn the lever, 3-4 waves of Red Rex will appear. Once you turn it, the barrel will break the gate. Go through the gate to find 8 Balloon Switches lined up in a circle
- go to where the barrel was originally to find the last Balloon Switch
END OF ROOFTOP RUN NIGHT ACT 1-2
Rooftop Run Night Act 1-2 Final Scores | |
---|---|
Rank | Points Needed |
S | 280,000 or More |
A | ?-279,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Rooftop Run Night Act 2 DLC
Availability: After Clearing Rooftop Run Night Act 1- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP Bars/? EXP
- Summary: This takes place in some underground passageway.
Walkthrough: Carefully Jump and grab the Side Poles to reach the first Checkpoint.
CHECKPOINT #1
Defeat the Nightmare, Deep Nightmare, and Big Mother in order to use the Lever. Be aware that there are a lot of explosive boxes in this section.
Once you pull the lever a platform and Checkpoint 2 will appear
CHECKPOINT #2
Jump onto the platform and grab the Side Pole to the left. Jump onto one of the rotating Side Poles and use and alternate between them to avoid the Spiked Balls. Once you reach the other side, grab the third highest Side Pole and Jump and grab the ledge.
CHECKPOINT #3
Grab the Deep Nightmare and throw it towards the target to activate the Side Pole. From here carefully Jump and grab Side Poles and machine controlled Swing Poles. Towards the end you will need to use a Dark Bat to get across to the Checkpoint
LAST CHECKPOINT
Defeat the Egg Fighters with Electric Shields
Rooftop Run Night Act 2 DLC: FINAL FIGHT
Difficulty | Minor/Major/Mini Boss Fight |
---|---|
Optional? | Yes/No |
Enemies | ? |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Rooftop Run Night Act 2 Final Scores | |
---|---|
Rank | Points Needed |
S | 150,000 or More |
A | ?-149999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Mazuri
Availability: After going to Professor Pickle's Lab for the first time and finding out about where he was last seen- Medals: 27 Sun Medals and 26 Night Medals
- Acts and Missions: Day 9 (+ 4 DLC = 13) and Night 6 (+ 2 DLC = 8)
- World Map Description: Exotic wild animals are a frequent sight near this village built on reddish brown soil.
Mazuri Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Mazuri Town Stage Day | 0 | 2 | ||
Mazuri Town Stage Night | 2 | 0 | ||
Mazuri Entrance Stage | 2 | 2 | ||
Savannah Citadel Day Act 1 | 3 | 7 | 1 | |
Savannah Citadel Day Act 2 | 1 | 2 | 1 | |
Savannah Citadel Day Act 3 | 1 | 2 | 1 | |
Don Fachio's Mazuri Day Time Trial Lv. 1-3 | 1 | |||
Don Fachio's Mazuri Battle Trial Lv. 1-3 | 1 | |||
Don Fachio's Mazuri Ring Trial Lv. 1-3 | 1 | |||
Before the Ritual Mission | 0 | 0 | 1 | |
Spooky Shadows Mission | 0 | 1 | 1 | |
Day Boss: Egg Beetle | 2 | 3 | 1 | |
Savannah Citadel Night Act 1 | 10 | 6 | 1 | |
Savannah Citadel Night Act 2 | 4 | 1 | 1 | |
Don Fachio's Mazuri Night Time Trial Lv. 1-3 | 1 | |||
Don Fachio's Mazuri Survival Lv. 1-3 | 1 | |||
Run Yaya Run Night Mission | 1 | 0 | 1 | |
Final Exam Night Mission | 1 | 0 | 1 | |
Total | 27 | 26 | 9 | 6 |
If you Downloaded the Mazuri Adventure Pack | ||||
Savannah Citadel Day Act 1-2 DLC | 1 | |||
Savannah Citadel Day Act 3-2 DLC | 1 | |||
Savannah Citadel Day Act 4 DLC | 1 | |||
Savannah Citadel Day Act 5 DLC | 1 | |||
Savannah Citadel Night Act 3 DLC | 1 | |||
Savannah Citadel Night Act 4 DLC | 1 | |||
Final Total | 27 | 26 | 13 | 8 |
Mazuri Town Stage
It's a small area. The shop is straight ahead from the World Map Gate and the Entrance Stage Gate is to the left of the shop. When entering the Town Stage, the Hot Dog Vendor is to the right.
Closed
- 1st Time (During the Night): The shop is closed, missions won't be accessible yet, and you won't be able to leave until you've Cleared Savannah Citadel Night Act 1. You can collect all the Moon Medals though.
- 2nd Time (During the Day): The shop is closed, missions won't be accessible yet, and you won't be able to leave until you've Cleared Savannah Citadel Day Act 1 and Defeated the Day Boss: Egg Beetle. You can collect all the Sun Medals though.
Mazuri Town Stage Medal Locations
Daytime
- To the right of where Yaya stands
- Left of the World Map Gate
- Between the buildings to the left
- Behind the hut to the left of the Entrance Stage Gate
Mazuri Directory
All 9 of Mazuri's residents.
The Citizens of Mazuri | |||
---|---|---|---|
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
43. Gwek | A elderly man with a staff. In the beginning, he will be to the left of the Town Stage | None | The village elder of Mazuri. He has a habit of slipping into tales of his own heroism when in good spirits. These tales grow more exaggerated every year, to the point where he has now punched out entire waves of wayward elephants with one hand tied behind his back. Truth be told, though, Gwek is not all that fond of danger. |
44. Kwami | A man, who in the beginning, stands to the right of the Entrance Stage Gate. It will say "Kwami acting really strange" | Exorcism and 3 Regular Missions | A calm and collected man who seems a likely candidate to be the next village elder. He appears to possess some sort of spiritual power, as he can often be spotted murmuring up at the heavens. Kwami's daughter Ana has been the cause of many a headache for him lately. |
45. Essie | She stands to the right of the Shop | 1 Regular Mission | A plucky mother of eight and undeniable whiz in the kitchen who somehow manages to feed her entire family after only a half hour in front of the stove. Essie actually wanted more children, but her husband (who has since passed away) supposedly drew the line at eight. |
46. Yawa | A teenage boy. In the beginning, he will walk in front of the shop | None | A rowdy, talkative boy who idolizes Gwek and swallows the elder's tall tales hook, line, and sinker. Not long ago, Yawa journeyed into the savannah to punch out elephants, but got lost. Thank-fully, he made it home without incident. |
47. Kofi | Shop Owner (the first 2 times you go to Mazuri, he'll stand outside his shop) | None | A man who runs a shop in the village. He really ought to have packed up and left by now, but he just couldn't be bothered. Many would call Kofi "unsociable," but he prefers the term "socially challenged." |
48. Ana | In the beginning, she stands to the right as soon as you walk in from the World Map | 5 Regular Missions | Kwami's daughter, who longs to meet her true love. She believes her prince in shining armor is out there in the world, somewhere. The way she tells it, the two of them will meet, their eyes will lock, and they will "Just Know." Reasoning with Ana is like squeezing juice from a rock. |
49. Kwod | The boy who stands to the left of the World Map Gate when you enter the Town Stage | None | Essie's boy. Every once in a while a child is born in the village with a strange sixth sense and the ability to speak with the unseen. Kwod happens to be one of these. |
50. Yaya | The little girl who stands behind Essie, hiding behind a pole | 1 Regular Mission and 1 Delivery | Essie's youngest daughter, a tyke so bashful she'll take off at so much as a hello. According to Essie, Yaya has always been that way: right after she was born, she let out a tiny wail and clammed up a second later like she was embarrassed. |
51. Mazuri Hot Dog Vendor | After Defeating the Day Boss: Egg Beetle, he stands near to the right of the World Map Gate, as soon as you enter the Town Stage | 15 Hot Dog Trials | The manager of the Don Faccho hot dog mega-franchise's Mazuri location. As the chain's most mysterious man, he knows how to mix up one high-volume, high-energy dog. |
Mazuri's Town Stage Shop
Availability: After Defeating the Day Boss: Egg Beetle
Treeshade: Mazuri Souvenirs | ||
---|---|---|
Souvenir | Price | Availability |
Mazuri Photo Frame | 100 Rings | Once the Shop is Open |
Mazuri Miniature Flag | 100 Rings | Once the Shop is Open |
Earthenware Pot | 150 Rings | After Clearing Rooftop Run Night Act 1/Cool Edge Day Act 1 |
Equine Carving | 150 Rings | Once the Shop is Open |
Treeshade: Mazuri Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Broiled Ibanga | 20 EXP | No | 60 Rings | Always |
Melloyam | 3 EXP | No | 60 Rings | After Defeating the Day Boss: Egg Devil Ray |
Caqueo | 3 EXP | No | 40 Rings | Always |
Dondora Fruit | 20 EXP | Yes | 30 Rings | After Defeating Egg Devil Ray |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Strawberry Cake | 30 EXP | Yes | 60 Rings | Always |
Cookie | 10 EXP | Yes | 20 Rings | Always |
Grapes | 15 EXP | Yes | 40 Rings | Always |
Apple | 20 EXP | Yes | 30 Rings | Always |
Treeshade: Mazuri Books and Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Art Book 65 | 100 Rings | Once the Shop is Open |
Videotape 18 | 100 Rings | Appears after watching the cutscene for the first time/Clearing Exorcism #1 |
Mazuri Entrance Stage
Availability: Same as the Mazuri Town Stage- 1st Time: Only Savannah Citadel Night Act 1 is Available
- 2nd Time: Only Savannah Citadel Day Act 1 is Available
Mazuri Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | 122 | 93 |
Extra Lives | 1 | 1 |
Experience | 30 EXP | 80 EXP |
Savannah Citadel Gaia Gate and Egg Beetle Boss Gate Locations
- The Savannah Citadel Day Act 1 Gaia Gate is surrounded by 3 Egg Fighters so it's hard to miss. Behind it, at the top is the Savannah Citadel Night Act 1 Gaia Gate.
- To the right is a ramp Sonic can run up. Run up it and Home Attack the Spinners to get to the Savannah Citadel Day Act 2 Gaia Gate. Near there is an area Sonic can Wall Jump that has a Grind Rail that leads to the Savannah Citadel Day Act 3 Gaia Gate.
- On the left side, where the Tightrope Rail section is, is the Savannah Citadel Night Act 2 Gaia Gate.
- The Day Boss: Egg Beetle Boss Gate'' is to the right.
Mazuri Entrance Stage Collectible Item Locations | ||
---|---|---|
Order and Item | Day or Night? | Location |
1. Record 42 | Anytime | On a rock floating to the left is Record 42 (Mazuri-Day). |
2. Moon Medal #1 | Nighttime Only | In the Tightrope Rail area, to the left is a Moon Medal #1. |
3. Turquoise Tea | Nighttime Only | In the center of the Tightrope Rail area, is the Turquoise Tea. |
4. Art Book 38 | Nighttime Only | To the right of #3 is a tightrope ledge that leads to Art Book 38. |
5. Moon Medal #2 | Nighttime Only | Behind the Gaia Gate for Savannah Citadel Night Act 2 is Moon Medal #2. |
6. Record 43 | Anytime | Behind the ramp is Record 43 (Mazuri-Night) |
7. Sun Medal #1 | Daytime Only | When heading toward the Savannah Citadel Day Act 2 Gaia Gate, Home Attack the left Spinners to reach Sun Medal #1 |
8. Sun Medal #2 | Daytime Only | There's a Spring behind the Savannah Citadel Day and Night Act 1 Gaia Gates, that has Sun Medal #2 floating above it |
Recap: | 2 Sun Medals, 2 Moon Medals, Art Books 38, Record 42 (Mazuri-Day), Record 43 (Mazuri-Night), and Turquoise Tea | |
Total: 8 Collectible Items |
Savannah Citadel Day Act 1
Availability: After Clearing Savannah Citadel Night Act 1 and returning to Mazuri- Rings: ?
- Extra Lives: 1
- Experience: ? EXP Bars/? EXP (there's more than this)
- Summary: Sonic rushes through the savannah and clay castle to chase after Dr. Eggman. This is the only Day Act in the game to have Swing Poles and the first one where Sonic has to run on a wall.
Walkthrough: Boost and drift around the corners.
Checkpoint #1
Boost and get to the area with the Swing Poles. Swing up to the Red Rings and boost on the rail.
Checkpoint #2
Boost straight ahead.
Checkpoint #3
Use the Swing Poles to get across. If you land in the bottom section, defeat the Egg Fighters to make the pulley come down. When you reach the wall, boost into the spring. DO NOT JUMP.
Checkpoint #4
Choose a path from the Directional Launcher and boost. When you get to the area with the Egg Flame, wait for it to simmer down before using a Homing Attack. From here jump into the Rainbow Ring and boost.
Checkpoint #5
Boost to the next Checkpoint.
Last Checkpoint
Run into the QTE and pass it. Boost and slide under the crack, and go into the Directional Launcher. Press A and Home Attack the Spinners and Egg Fighters and land on the Spring Poles to a rail. From there, boost and Home Attack the Egg Fighter. Jump on the platforms and hit the Dash Panel to the last Swing Pole area. Use the Swing Poles to reach the platform and hit the QTE ramp. If you pass it, you'll hit a few Rainbow Rings before touching the Goal Ring.
END OF SAVANNAH CITADEL DAY ACT 1
Savannah Citadel Day Act 1 Collectibles
Collectible | Location | |
---|---|---|
1. Moon Medal #1 | From the first Checkpoint, boost the entire way and you'll grab Moon Medal #1 | |
2. Videotape 6 | When you get towards the poles, instead of hitting the spring, jump over it and the spikes to get Videotape 6 | |
3. Sun Medal #1 | Now hit the spring and jump up to the highest pole. Carefully jump upwards to get Sun Medal #1 | |
4. Moon Medal #2 | Hit the Directional Launcher to go up and Home Attack the Egg Flame to get Moon Medal #2 | |
5. Moon Medal #3 | On the way to the next Checkpoint is Moon Medal #3 | |
6. Record 6 | Record 6 (Savannah Citadel-Day) is located to the right, in front of the second checkpoint | |
7. Art Book 5 | After leaving the wall, instead of going to the right through the checkpoint, go to the left to get Art Book 5 | |
8. Sun Medal #2 | In the area with the Egg Blaze, there's a platform behind the one you normally stand on that has Sun Medal #2 | |
9. Moon Medal #4 | After hitting the spring in the area, land on the Spring Pole to reach the Spinners and Home Attack them to get Moon Medal #4 | |
10. Moon Medal #5 | Moon Medal #5 is on the way to the last Checkpoint | |
11. Sun Medal #3 | There's 2 ways to get Sun Medal #3 | |
11a | In the area with the Egg Fighter, go backwards and jump over the Dash Panel and hit the Sun Medal | |
11b | ome back after getting the Wall Jump Shoes and swing up to it from the bottom area where you normally slide | |
12. Moon Medal #6 | When you get to the 2 floating platforms, ride the first one to the top, and go backwards to reach the Moon Medal #6 | |
13. Moon Medal #7 | In the last area, with the poles, drop to the bottom section and get Moon Medal #7 to the right | |
14. Videotape 8 | When you return to the pole section again, press the A Button when you hit the Direction Launcher and try to reach the highest pole. Videotape 8 floating above it | |
Recap: | 3 Sun Medals, 7 Moon Medals, Art Book 5, Videotape 6, Videotape 8, and Record 6 (Savannah Citadel-Day) | |
Total: 14 Collectible Items |
Savannah Citadel Day Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 150,000 or More |
A | 130,000-149,999 |
B | ?-129,999 |
C | ?-? |
D | ?-? |
E | ? or Less |
Savannah Citadel Day Act 2
Availability: After Defeating they Day Boss: Egg Beetle and Collecting at least 30 Sun Medals (Sun Level 3)- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: None
- Summary: This is a 3 Laps Act that tests your drifting skills. This is also timed.
Rank | Scores |
---|---|
S | 100000 or More |
A | ?-? |
B | ?-? |
C | ?-50160-? |
D | 30000-47168-? |
E | 29999 or Less |
Walkthrough: On the first turn, drift using B.
On the second turn drift using LT.
On the third corner, drift using B.
On the fourth turn, drift using LT. Then repeat it again for the 2nd and last lap.
Watch your position and speed on the track when you drift.
END OF SAVANNAH CITADEL DAY ACT 2
Savannah Citadel Day Act 2 Collectibles
Collectible | Location | |
---|---|---|
1 and 2. Pick and Choose | When you get to the ramps, you can get 2 collectibles: | |
Art Book 6 | Boost on the left side (2nd ramp to the left) to get Art Book 6 | |
Moon Medal #1 | Boost on the right side to get a Moon Medal | |
3. Moon Medal #2 | Moon Medal on the track | |
4. Sun Medal #1 | Sun Medal #1 on the track | |
5. Record 60 | #Record 60 (Boss Stage Clear) in the air in front of the goal line | |
Recap: | 1 Sun Medal, 2 Moon Medals, Art Book 6, and Record 60 (Boss Stage Clear) | |
Total: 5 Collectible Items |
Savannah Citadel Day Act 3
Availability: After Defeating the Day Boss: Egg Beetle and Collecting at least 30 Sun Medals (Sun Level 3)- Rings: Coming Soon
- Extra Lives: Coming Soon
- Experience: ? EXP
- Summary: This is a small 3 Lap area where Sonic runs around a tree, similar to the one from Savannah Citadel Day Act 1.
Rank | Scores |
---|---|
S | 100000 or More |
A | ?-? |
B | ?-? |
C | ?-60000-? |
D | ?-43255-? |
E | ? or Less |
Walkthrough: Boost, Wall Jump, and Home Attack the Egg Fighter. Boost on the rail, hit the springs, and land on the platform. Home Attack the Egg Fighter and the spring and then quickly jump on the Spring Pole. Boost and jump over the incoming spikes. Jump and Home Attack the Egg Fighter and Spring Pole and boost through the Shuttle Loop again. Keep boosting and you'll have to do a Ring Dash. Then boost into the Goal Ring.
END OF SAVANNAH CITADEL DAY ACT 3
Savannah Citadel Day Act 3 Collectibles
Collectible | Location | |
---|---|---|
1. Moon Medal #1 | On the second rail, jump over the Dash Panel, and land on the upper area to find a Moon Medal #1 | |
2. Sun Medal #1 | From #1, continue the path from there, jump over the Dash Panel, and hit the upcoming spring. This will send you into Sun Medal #1. | |
3. Moon Medal #2 | From #2, grab the Swing Pole, and jump at the right time to reach the upper area. There's a Moon Medal in front of some spikes. | |
4. Art Book 35 | The second time you go through the Shuttle Loop, Home Attack the Spinners, and hit the Dash Ring to get Art Book #35 | |
Recap: | 1 Sun Medal, 2 Moon Medals, and Art Book 35 | |
Total: 4 Collectible Items |
Savannah Citadel Night Act 1
Availability: After Clearing Tornado Defense Act 1, visiting Spagonia, and finding out Professor Pickle was kidnapped in Spagonia- Rings: 144
- Extra Lives: 2
- Experience: ? EXP Bars/? EXP
- Summary: The Mazuri villagers have spotted a strange building that has recently appeared in the savannah, which is actually one of Dr. Eggman's bases. Sonic must travel through one of the clay castles to save Professor Pickle and retrieve the Gaia Manuscripts. This Act introduces the Movable Crate and Turntable Lever, which Sonic will have to move in order to reach certain areas and beat the Act. This is also the first Night Act with Dark Flowers, Dark Bat Snipers, and Thunder Bats.
Savannah Citadel Night Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 300,000 or More |
A | ?-299,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: From the Start, there are at least 4 different optional fights you can do.
NIGHT FIGHT #1 is straight ahead while the other 3 take place as soon as Sonic goes into 3 corners of the area, which also contain Collectible Items:
- Bottom Left/Southwest Corner to the Left of the Start: Activates Night Fight #2 after Sonic grabs Sun Medal #1
- Top Left/Northwest Corner to the left of the Stairs and Door: Activates Night Fight #3 after Sonic grabs Sun Medal #2
- Top Right/Northeast Corner to the right of the Stairs and Door: Activates Night Fight #4 after Sonic grabs Record 62
Savannah Citadel Night Act 1: NIGHT FIGHT #1
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 4 Evil Flowers and 1 Egg Fighter with a Standard Shield |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
Tips/Strategies
- Coming Soon
=--Savannah Citadel Night Act 1: NIGHT FIGHT #2=
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 15 Little Rexes |
Tips/Strategies
- Coming Soon
Savannah Citadel Night Act 1: NIGHT FIGHT #3
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 5 Little Rexes and 3 Red Rexes |
Tips/Strategies
- Coming Soon
Savannah Citadel Night Act 1: NIGHT FIGHT #4
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 5 Red Rexes |
Tips/Strategies
- Coming Soon
After Night Fight #1/2/3/4, grab the Movable Crate to the right and move it on top of the Step Switch.
Go through the door to enter Night Fight #5.
Inside the next room, defeat all the Egg Fighters and Dark Flowers and go to the Turntable Lever to the right. Turn the Turntable Lever to make the platform go to its highest and jump to it from the Movable Crate. Then push the 2nd Movable Crate across the bridge to the left onto the Step Switch to open the door.
Level Name Night Act 1: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 4 Nightmares |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | None | ? |
Power Shield | None | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Savannah Citadel Night Act 1: NIGHT FIGHT #5
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 3 Dark Flowers and 5 Egg Fighters |
Rings | ? |
10 Rings | ? |
Heal Rings | 1 |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Collectibles | There's a Medal in the corner |
Tips/Strategies
- Take out the Dark Flowers first
1st Checkpoint
As soon as you go pass the checkpoint, you will enter NIGHT FIGHT #6.
Savannah Citadel Night Act 1: NIGHT FIGHT #6
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 8 Little Rexes and 5 Red Rexes |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Collectibles | There's a Medal in the corner |
Tips/Strategies
- Take out the Dark Flowers first
Smash your way through the Little Rex and Red Rex and lift the door.
Savannah Citadel Night Act 1: NIGHT FIGHT #7
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 3 Dark Flowers, 2 Egg Fighters, 1 Egg Fighter Sword and 2 Egg Fighter Shields |
Rings | ? |
10 Rings | ? |
Heal Rings | There's 1 inside of a animal skull |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | 1 in the corner, behind the Dark Flower |
Super Claw | ? |
Collectibles | There's a Medal in the corner |
Tips/Strategies
- Take out the Dark Flowers first
Once the barrier is down a Little Rex will appear. Instead of defeating the Little Rex, grab it and throw it at the Switch on the wall on the other side of the pit to activate the platform. Then jump across and go through the door.
2nd Checkpoint
Drop to the bottom area to enter NIGHT FIGHT #8.
Savannah Citadel Night Act 1: NIGHT FIGHT #8
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 8 Little Rexes, 8 Red Rexes, and 3 Egg Fighters |
Rings | 10 |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Collectibles | There's a Medal in the corner |
Tips/Strategies
- Take out the Dark Flowers first
and defeat the Egg Fighters, Little Rex, and Red Rex. Move the Turntable Lever to make the platform go up and move the Movable Crate next to it. Hop up to the ledge, jump across the moving platforms, get to the ledge on the wall, and jump across to the next area.
3rd Checkpoint
Grab the Side Poles to reach the platform and then use the Dark Bats to reach the next platform. Grab one of the Little Rex and throw it towards the switch. Jump on the platform and wait for it to go to its highest. Once it does, jump from it and grab the ledge. Then go to the left and carefully maneuver around the saws on the ledge by jumping and grabbing. Once you're past the saws, grab the Swing Poles and grab the ledge or Vertical Pole.
Last Checkpoint
Savannah Citadel Night Act 1: NIGHT FIGHT #9
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 2 Egg Fighter Swords, 2 Egg Fighter Shields, and 4 Dark Flowers |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Collectibles | There's a Medal in the corner |
Tips/Strategies
- Take out the Dark Flowers first, then the Egg Fighter Swords, then finally the Egg Fighter Shields
Lift the door and defeat the Dark Flowers and Egg Fighters. Then push the Movable Crate onto the unmoved platform, turn the first Turntable Lever to make the platform as high as you can jump to and move the Movable Crate to the right platform. Now move the second Turntable Lever as high as you can jump to from the first movable platform, and hop up to the area to the left. Now lift the door and defeat the 4 waves of 4 Egg Fighters to make the Goal Ring appear (There's a Power Shield).
Savannah Citadel Night Act 1: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Enemies | 4 Waves of 2 Egg Fighter Shields and 2 Egg Fighter Swords |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Use the Were-Hammer to knock 1 of them down, then grab it and swing it at the others with the B Button
- Use Sho-hog-ken or Sho-claw-ken to send 1 into the air, do some aerial attacks, and end it with a Aerial Piledriver
END OF SAVANNAH CITADEL NIGHT ACT 1
Savannah Citadel Night Act 1 Collectibles
Collectible | Location | |
---|---|---|
1. Sun Medal #1 | From the Start, go to the left, in the grass and into the corner. There you will find a Sun Medal #1. As soon as you grab it, a group of Little Rex will appear. | |
2. Sun Medal #2 | From Collectible #1, head straight and go to the left side of the door into the corner. You will find Sun Medal #2. As soon as you grab it, a group of Little Rex and Red Rex will appear. | |
3. Record 62 | From #2, head to the right corner of the door to find Record 62 (Opening Movie-Last Half). As soon as you grab it, a group of Red Rex will appear. | |
4. Sun Medal #3 | Once you move into the second area go to the right and you'll find Sun Medal #3 behind the tree to the right. | |
5. Moon Medal #1 and Record 18 | When you get into the second area and hop onto the wooden movable platform, move the camera a little you'll see a pole going in the opposite direction. Grab it and swing towards Moon Medal #1 and continue the path to Record 18 (Savannah Citadel-Night). | |
Note for #5 | If you hit the switch on the other platform coming this way, this will automatically open the door instead you having to move the block over top of the other switch. If you mess up and miss the Record and the poles break, get to it by grabbing the other Swing Poles on the other way by moving the block onto the switch and Jumping from it | |
6. Sun Medal #4 | Sun Medal #4 is to right of the 1st Checkpoint | |
7. Moon Medal #2 | When you get to the first area where you have to throw the Green Rex at the switch, fall into the bottom area to get Moon Medal #2. | |
8. Sun Medal #5 and Moon Medal #3 | Once the Platform activates, use it to jump up to get Sun Medal #5. After getting it, instead of heading straight through the door, make a sharp right when you land. You will find Moon Medal #3 off to the side. | |
9. Sun Medal #6 and Art Book 36 | In the next area, after reaching the upper wooden from the 2 moving platforms, go left. You'll see an area you can jump to and find Sun Medal #6 and an Art Book 36. | |
10. Sun Medal #7 | From #9, there's a ledge above the regular one you jump to get to the next area where Sun Medal #7 is. | |
11. Sun Medal #8 | When you get to the second area where you have to throw a Green Rex at the switch, you'll also find Sun Medal #8. | |
12. Moon Medal #4 and Videotape 2 | From #11, activate the switch and grab the second one and hop onto the platform. When the platform goes all the way to the top, throw the Green Rex at the other switch that's off the right side. This will activate another platform which will take you towards Moon Medal #4 and Videotape 2. | |
13. Moon Medal #5 and Sun Medal #9 | From #12, jump and use the Dark Bats to get to the platform with Moon Medal #5. If you miss, go back to where the platforms are and try again (use shield/Unleash Mode to make it easier). Once you get Moon Medal #5, drop down to the bottom area to get Sun Medal #9. | |
14. Sun Medal #10 | The bottom area under the Last Checkpoint is where Sun Medal #10 is. | |
15. Moon Medal #6 | In the area with 2 movable crates, jump on top of the first movable crate to the left to reach Moon Medal #6. | |
16. Record 14 | Once you get up to the ledge, go backwards and grab the Dark Bat to reach an area with Record 14 (The Battle: Theme of Werehog). | |
Recap: | 10 Sun Medals, 6 Moon Medals, Art Book 36, Videotape 2, Record 14 (The Battle: Theme of Werehog), Record 18 (Savannah Citadel-Night), and Record 62 (Opening Movie-Last Half) | |
Total: 21 Collectible Items |
Savannah Citadel Night Act 2
Availability: After Defeating the Day Boss: Egg Beetle and Collecting at least 30 Moon Medals (Moon Level 3)- Rings: ?
- Extra Lives: 2
- Experience: ? EXP
- Summary: The first area tests your skills with Tightrope Rails while the second area tests your jumping skills.
Rank | Scores |
---|---|
S | 160,000 or More |
A | ?-159,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | Less than ? |
Walkthrough: From the start, if you turn around, you will find Sun Medal #1 and destroy all the pots near it, this will activate NIGHT FIGHT #1.
Savannah Citadel Night Act 2: NIGHT FIGHT #1
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 2 Egg Fighter Knights with Regular Shields |
Collectibles | ? |
Tips/Strategies
- If you take your time, the Titan will take out most of the enemies for you
- You only need to Defeat the Titan to make the Goal Ring appear.
Be patient and move slowly to get over to the checkpoint and move the camera to keep your path linear.
CHECKPOINT
Jump across the platforms. Some of the platforms at the top will fall when he jumps on them so move quickly. Once you reach the other side, you have to defeat the Big Mother to make the Goal Ring appear.
Savannah Citadel Night Act 2: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Optional? | No |
Enemies | 4/5 Red Rexes and 1 Big Mother |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Grab 1 or 2 Red Rexes and start smashing them into the Big Mother
END OF SAVANNAH CITADEL NIGHT ACT 2
Savannah Citadel Night Act 2 Collectibles
Collectible | Location |
---|---|
1. Sun Medal #1 | From the start, turn around and beat the pots to the left to get Sun Medal #1. Once you grab it, 2 Egg Fighters will appear. |
2. Sun Medal #2 | Carefully walk towards Sun Medal #2 to the left. |
3. Record 19 | Walk to the right, double jump up onto the ledge, and carefully walk and jump over the moving spike ball. Then jump to reach the Record 19 (Intro: Savannah Citadel-Night). |
4. Sun Medal #3 | Jump in place to get Sun Medal #3 |
5. Moon Medal #1 | From the Checkpoint do a timed jump and as soon as you touch Moon Medal #1, press A again to get on the platform. |
6. Sun Medal #4 | When you jump onto the platform high above the lower platforms, quickly do Dash jumps across the other platforms to reach Sun Medal #4. |
7. Art Book 37 | From #6, jump and grab the Dark Bats and position yourself to grab the Art Book 37. If you miss, just double jump, grab the Dark Bat, and try again. |
Recap | 4 Sun Medals and 1 Moon Medal, Art Book 37, and Record 19 (Intro: Savannah Citadel-Night) |
Exact Total: | 5 Medals + 1 Art Book + 1 Record = 7 Collectible Items |
Day Boss: Egg Beetle
Availability: After Clearing Savannah Citadel Day Act 1- Experience: 2 EXP Bars/200 EXP
- Bestiary Description: As one of the giant robots Eggman created to stop Sonic, this behemoth beetle is equipped with massive pincers, incendiary rounds, guided missiles, and more.
- Summary: This is the first Daytime Boss and the first Boss Battle in the entire game. Personally, the Egg Beetle looks like an Egg Spider but he doesn't have 8 legs. Anyway, even though it is the first boss, it's still tricky. Both of the Hedgehog's Stats will affect the outcome of this battle.
Battle Style: The first thing you need to focus on in this battle is collecting Rings. The Egg Beetle's Pinchers prevent Sonic from attacking directly but once he opens them, Sonic will be able to use the Boost to attack him. In order to do this get Sonic close enough so that he's near the pinchers (but don't touch them). When Eggman sees this, Egg Beetle will open it pinchers. After Sonic Boosts and hit him once, keep holding the X Button and Sonic will be able to Boost into him 2 more times. That's why it's important that you fill up your Ring Energy as soon as possible.
The second thing you need to focus on is dodging using the LB/RB Buttons. The Egg Beetle uses 2 types of projectiles: Missiles and Bombs. Sonic can Quickstep to dodge but you need to be careful when Boosting, because Sonic can't jump over the missiles and they fall down fast.
Whenever the Egg Beetle stops moving and its pinchers start glowing, quickly dodge and run past it and the level will switch from 3D to 2D. Here the Egg Beetle will still fire Missiles and Bombs, but you'll only be able to dodge by running back and forth, and jumping. If he opens his pinchers during this part, Sonic can either avoid them or wait and do a Homing Attack
Other Info about Egg Beetle:
- Even though Sonic can also Home Attack the Egg Beetle after it opens its pinchers, Boosting does more damage against it
- You can tell which attack the Egg Beetle will use depending what Eggman shouts:
- If he says Bombs Away! it will use bombs.
- If he says Are you fast enough to dodge this?! it will use missiles.
- When he says How about this?! that means he's going to do the charged attack and you need to dodge
- After hitting Egg Beetle 3 times, Boost towards him to repeat the sequence again. Watch your distance though.
Day Boss: Egg Beetle Collectible Item Locations | |
---|---|
Order | Location |
1. Sun/Moon Medal #1 and #1/2 | From the Start, have Sonic stay in the middle of the track until he grabs Moon Medal #1 and Sun/Moon Medal #?. |
2. Sun/Moon Medal #1 | From #1, Quickstep to the right and stay there until Sonic grabs Sun Medal # and Sun/Moon Medal #?. |
3. Moon Medal #1/2/3 | From #2, Quickstep to the middle to grab Sun/Moon Medal #2. |
Recap: | 2 Sun Medals and 3 Moon Medals |
Total: 5 Collectible Items |
Day Boss: Egg Beetle Final Scores | |
---|---|
Rank | Points Needed |
S | 40000 or More |
A | 30000-39999 |
B | 20000-29999 |
C | 10000-19999 |
D | 8000-9999 |
E | ? or Less |
Scoring an S Rank
- In order to get an S Rank, defeat Egg Beetle in less than 1:10 and collect over 100 Rings
Savannah Citadel Day Act 1-2 DLC
Availability: After Defeating the Day Boss: Egg Beetle- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | 150000 or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Savannah Citadel Day Act 3-2 DLC
Availability: After Defeating Egg Beetle- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | 50000 or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Savannah Citadel Day Act 4 DLC
Availability: After Defeating Egg Beetle- Special Shoes Needed: Wall Jump
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Savannah Citadel Day Act 5 DLC
Availability: After Defeating Egg Beetle- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: This level is a remixed version of the area where you fought Egg Beetle.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Savannah Citadel Night Act 3 DLC
Availability: After Defeating Egg Beetle- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | 150000 or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Savannah Citadel Night Act 4 DLC
Availability: After Defeating Egg Beetle- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Holoska
Availability: After Defeating the Day Boss: Egg Beetle- Medals: 22 Sun Medals and 22 Night Medals
- Acts and Missions: Day 6 (+ 4 DLC = 10), Night 5 (+ 2 DLC = 7)
- World Map Description: Covered in snow, this northern land is gripped by extreme cold and dotted with house of ice.
Holoska Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Holoska Town Stage Day | 0 | 2 | ||
Holoska Town Stage Night | 2 | 0 | ||
Holoska Entrance Stage | 2 | 2 | ||
Cool Edge Day Act 1 | 3 | 7 | 1 | |
Cool Edge Day Act 2 | 1 | 2 | 1 | |
Day Time Trial Lv. 1-3 | 1 | |||
Battle Trial Lv. 1-3 | 1 | |||
Ring Trial Lv. 1-3 | 1 | |||
Love is Jerky Night Mission | 0 | 1 | 1 | |
[[Cool Edge Night Act 1 | 10 | 6 | 1 | |
Night Time Trial Lv. 1-3 | 1 | |||
Survival Lv. 1-3 | 1 | |||
A Promise Made Night Mission | 1 | 0 | 1 | |
Night Boss: Dark Moray | 3 | 2 | 1 | |
Total | 22 | 22 | 6 | 5 |
If you Downloaded the Holoska Adventure Pack | ||||
Cool Edge Day Act 1-2 DLC | 1 | |||
Cool Edge Day Act 2-2 DLC | 1 | |||
Cool Edge Day Act 3 DLC | 1 | |||
Cool Edge Day Act 4 DLC | 1 | |||
Cool Edge Night Act 2 DLC | 1 | |||
Cool Edge Night Act 3 DLC | 1 | |||
Final Total | 22 | 22 | 10 | 7 |
Holoska Town Stage
This area is really small and easy to walk through. To get to the [[Holoska Town Stage Shop]], just talk to Ursule (the Elderly Woman). The Entrance Stage Gate is on the other side.
Holoska Town Stage Medal Locations
Daytime
- Inside the snowman on the right
- behind the Igloos
- In front of World Map Gate to the left (when exiting)
- Inside a Snowman behind the shop
Holoska Directory
All 6 residents.
The Citizens of Holoska | |||
---|---|---|---|
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
52. Jari-Pekka | An elderly man. He stands to the right of Ursule | 2 Regular Missions and a Delivery | Head of the Holoska clan. He has a absolutely terrible memory: first he'll forget something; then he'll forget what he forgot and get upset; give him another minute, and he'll have already forgotten what was troubling him. Keep this to yourself, but the other day he got chewed out by his wife Ursule for forgetting where they had their first date. Did she clip his whiskers good! |
53. Ursule | An elderly woman standing to the left of Jari-Pekka/Shop Owner | None | Jari-Pekka's wife, an old lady who just loves to give. If you visit her shop, you might even find yourself walking out with stuff you didn't even buy. |
54. Jari-Thure | A man, standing in front of an igloo | None | Sarianna's husband. He looks tough, unless his wife is around; then it's crystal clear who wears the pants. Keep this to yourself, but the other day Jari-Thure dreamed his wife was giving him the dickens, and sprung awake in terror, screaming, "I'm sorry, honey!" Tragically, this woke his wife, who was sleeping next to him, who then proceeded to give him the dickens. |
55. Sarianna | A woman, who walks in front of the Entrance Stage Gate | 1 | Jari-Thure's wife. She was once famed for her beauty (the Holoska Rose, they called her). Sarianna may seem too hard on her husband, but really, she thinks of him all the time. Why, just the other daym she noticed him looking at her and shivering, so she went and heated his bath water all the way up to 140 degrees. |
56. Marketa | A little girl who's in the Town Stage during the day | None | Jari-Thure and Sarianna's daughter. When she gets older, Marketa wants to marry a man just like her father: somebody who can take lots of abuse. |
57. Holoska Hot Dog Vendor | Near the Entrance Stage Gate to the right | 15 | The manager of the "Don Faccho" hot dog mega-franchise's Holoska location. As the hands-down king of hot-blooded dogmeisters, it's hard to tell if his sausages are frozen from the weather or whether it's done on purpose. |
Holoska's Town Stage Shop
Availability: After Defeating the Day Boss: Egg Beetle
Ursule's Trading Post: Holoska Souvenirs | ||
---|---|---|
Souvenir | Price | Availability |
Holoska Photo Frame | 100 Rings | Once the Shop is Open |
Holoska Miniature Flag | 100 Rings | Once the Shop is Open |
Nesting Dolls | 140 Rings | After Clearing Cool Edge Night Act 1 |
Model Sled | 160 Rings | After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1 |
Ursule's Trading Post: Holoska Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Smoked Mohn | 10 EXP | No | 60 Rings | After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1 |
Canned Horror | 1 EXP | No | 100 Rings | Always |
Perma-Meat | 5 EXP | No | 50 Rings | After Clearing Cool Edge Night Act 1 |
Prehistoric Ice | 1 EXP | No | 50 Rings | After Clearing Cool Edge Night Act 1 |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Sparkle Gelatin | 20 EXP | Yes | 30 Rings | Always |
Cookie | 10 EXP | Yes | 20 Rings | Always |
Candy | 5 EXP | Yes | 10 Rings | Always |
Ursule's Trading Post: Holoska Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Record 44 (Holoska-Day) | 100 Rings | Once the Shop is Open |
Record 45 (Holoska-Night) | 100 Rings | Once the Shop is Open |
Videotape 47 | 100 Rings | Appears after watching the cutscene for the first time/Defeating the Final Boss: Dark Gaia/Perfect Dark Gaia |
Videotape 55 | 100 Rings | Appears after watching the cutscene for the first time/Defeating the Final Boss: Dark Gaia/Perfect Dark Gaia |
Holoska Entrance Stage
Availability: Same as the Holoska Town Stage- 1st Time: Only Cool Edge Day Act 1's Gaia Gate will be Available
Holoska Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | 102 | 64 |
Experience | 10 EXP | 60 EXP |
Cool Edge Gaia Gate and Dark Moray Boss Gate Locations
- Grab the Rings to fill your Ring Energy and Boost across the water. Stomp on the Stomp Switch to make the door open and go inside to access the Cool Edge Day Act 1 Gaia Gate.
- From that side of the water, jump to the right side of the Entrance Stage and walk to the left to find the Cool Edge Day Act 2 Gaia Gate.
- At Night, grab the ledge to the left and walk over to the 3 Levers straight ahead. To open the door, all three have to be pulled, which will change their colors to blue. Once that happens, the door opens and you'll find the Cool Edge Night Act 1 Gaia Gate and the Night Boss: Dark Moray Boss Gate.
Holoska Entrance Stage Collectible Item Locations | ||
---|---|---|
Order and Item | Day or Night? | Location |
1. Stomping Shoes | Daytime Only | Use the Rings to fill your Ring Energy and Boost across the water. The Stomping Shoes should be right there in front of the Stomp Switch |
2. Sun Medal #1 | Daytime Only | After getting the Stomping Shoes, go to the right of the Stomp Switch to get Sun Medal #1. |
3. Sun Medal #2 | Daytime Only | Behind the Gaia Gate for Day Act 1 is Sun Medal #2 |
4. Art Book 41 and the Violet Tea | Daytime Only | Walk towards the Town Stage Gate, and jump to the left. Use a Stomp to break the ice. In the left Ice Pit is Art Book 41 and in the right one is the Violet Tea. |
5. Moon Medal #1 | Anytime | Though it seems that you can only get Moon Medal #1 by using the Tightrope Rail, you can also get it by hopping on the rocks to the right, and jump to it from there. |
6. Moon Medal #2 | Anytime | Moon Medal #2 is to the left of the 3 Levers. |
7. Record 33 | Nighttime Only | Inside the room with the Cool Edge Night Act 1 Gaia Gate and Night Boss: Dark Moray Boss Gate is Record 33 (vs. Boss Day) |
Recap: | 2 Sun Medals, 2 Moon Medals, 1 Pair of Stomping Shoes, Art Books 41, Record 33 (vs. Boss Day), and Violet Tea | |
Total: 8 Collectible Items |
Cool Edge Day Act 1
Availability: After Defeating the Day Boss: Egg Beetle, getting the Stomping Shoes, and Collecting at least 15 Sun Medals (Sun Level 2)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP
- Summary: Sonic runs through water, ice, and snow and gets some assistance from the local whales to reach the Holoska Day Gaia Key. This area has only one problem-it's very slippery. Be careful in certain areas so you don't fall off the ledges. Also, in this level Sonic has to use a Bobsled.
Walkthrough: From the Start, boost forward but watch out for the purple crystals. Use the Directional Launcher to go up, go through the Rainbow Rings, and run into a spring. Jump into the Dash Rings and across the platforms to a 3D ice path. Carefully move forward using the Dash Panels without sliding off to your death. Hit the spring to reach an area with a Stomp Switch, defeat the enemies, and stomp on the switch to open the door.
CHECKPOINT #1
Using the Bobsled, carefully turn to avoid the Purple Crystals. After the whale flings you into the 2D area, jump only to get over the Purple Crystals and pits.
CHECKPOINT #2
Avoid the pits and falling Icicles and boost across the water. Keep going straight and use the Dash Panels to keep your direction. You'll eventually hit the springs and get to an area with another Stomp Switch and 3 Egg Fighters.
CHECKPOINT #3
From the incline, stomp the ice, and boost into a Directional Launcher. Press the X Button to move forward, push the block, Home Attack the spring, and jump into the Dash Rings. Home Attack the Egg Blizzard and Egg Fighter, move to the right, and stomp on the ice. Boost when you land.
LAST CHECKPOINT
Boost across into the Spring and you'll reach the last Bobsled section. From here move to dodge the Purple Crystals and bombs while hitting the ramps and Dash Panels at the end.
END OF COOL EDGE DAY ACT 1
- Note: When you Clear this Act for the first time, you will receive the Holoska Gaia Key (Day)
Cool Edge Day Act 1 Collectibles
Cool Edge Day Act 1 Collectible Items | ||
---|---|---|
Order | Location | |
1. Sun Medal #1 | Inside of a giant snowball on the regular path is Sun Medal #1 | |
2. Moon Medal #1 | Press the X Button when Sonic hits the first Jump Selector to get Moon Medal #1 | |
3. Moon Medal #2 | In front of the first Stomp Switch is Moon Medal #2 | |
4. Sun Medal #2 | In the first Bobsled part, you'll see Sun Medal #2 to the right | |
5. Sun Medal #3 | Jump as soon as you go through the second ice wall | |
6. Moon Medal #3 | After the checkpoint (Moon Medal) | |
7. Moon Medal #4 | On the iceberg with 7 Egg Fighters, Moon Medal #4 is to the right | |
8. Art Book 9 | Boost from the second to last Checkpoint and Wall Jump to hit the Rainbow Ring. Boost from there and you'll get an Art Book 9 | Need the Wall Jump Shoes |
9. Moon Medal #5 | (You might need the Wall Jump Shoes) If you can't do #8, or have already done it, come back, to the same checkpoint, but this time don't boost. Once you go off the first ramp, hop over the second one to reach Moon Medal #5 inside of a circle. | |
10. Record 7 | Once you the Directional Launcher from the lower path press A to reach Record 7 | |
11. Videotape 9 and Moon Medal #6 | The next items are tricky. In order to get them you have to hit the 2th and 3th ramps | |
12. Moon Medal #7 | On the last Ramp that takes you to the Goal Ring, lead to the left when you hit it to grab Moon Medal #6 | |
Recap: | 3 Sun Medals, 7 Moon Medals, Art Book 9, Videotape 9, and Record 7 (Cool Edge-Day) | |
Total: 13 Collectible Items |
Cool Edge Day Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 160000 or More |
A | ?-159999 |
B | ?-? |
C | 78134-126656 |
D | ?-28040-? |
E | ?-10700-? or Less |
Scoring an S Rank
- To get an S Rank, get through the level without getting hit and take as many shortcuts as possible. Be careful in the last Bobsled section.
Cool Edge Day Act 2
Availability: After Clearing Cool Edge Day Act 1 and collecting at least 45 Sun Medals (Sun Level 4)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP
- Summary: This is a 3 Lap Act where Sonic runs across the water, avoiding purple crystals, falling iceburgs, and enemies.
Rank | Scores |
---|---|
S | 100000 or More |
A | ?-99999 |
B | ?-? |
C | 54906-70802 |
D | ?-? |
E | ? or Less |
Walkthrough: From the start boost without stopping. In the second area keep boosting while jumping over the Purple Crystals. Keeping boosting in the second 2D area and watch out for the falling Icicles in the last area by staying close to the wall.
Lap 2
Jump over the Purple Crystals while still holding the X Button. In the second area more Purple Crystals have appeared and you may have to jump at certain points. When you hit the directional Launcher press A and hit the Rainbow Rings. In the last section, watch out for the falling Icebergs. You may have to jump over the tip of the last one that falls.
Final Lap
Jump into the Rainbow Ring and over the Purple Crystals and Egg Spring. Hit the QTE Spring at the end and pull it off to keep going. The Purple have been moved to the sides and front in the second area and there's a QTE Ramp in the third area (which you have to past). In the last area, you have to dodge Icicles and Icebergs.
END OF COOL EDGE DAY ACT 2
Cool Edge Day Act 2 Collectibles
Collectible | Location |
---|---|
1. Moon Medal #1 and Art Book ? | (1st Lap) Boost without jumping to Moon Medal #1 and Art Book |
2. Moon Medal #2 | On the way is Moon Medal #2 |
3. Art Book ?, Sun Medal #1, and Videotape 12 | In the water section with the falling icicles and icebergs there is Art Book, Sun Medal #1, and Videotape 12. |
Recap: | 1 Sun Medal, 2 Moon Medals, Art Book 10, Art Book 39, and Videotape 12 |
Total: 6 Collectible Items |
Cool Edge Night Act 1
Availability: After Defeating the Day Boss: Egg Devil Ray, talking to Professor Pickle, and Collecting at least 45 Moon Medals (Moon Level 4)- Rings: ?
- Extra Lives: 3
- Experience: ? EXP
- Summary: Sonic must fight, jump, slide, and climb his way to the Holoska Night Gaia Key. Just like the Cool Edge Day Acts the terrain is slippery. Also, most of the Tightrope Rail areas can't be grabbed if you fall, so be careful.
Rank | Scores |
---|---|
S | 300000 or More |
A | 214187-299999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Run straight to enter NIGHT FIGHT #1.
Cool Edge Night Act 1: NIGHT FIGHT #1
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 7 Red Rexes, 2 Nightmares and 2 Egg Blizzards |
Rings | 5 |
10 Rings | From the start, go inside the room to the right. Also, there is one to the right of where the Nightmares appear. |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box to the right |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | ? |
Tips/Strategies
- Go and grab one of the Egg Blizzards and press Y to freeze the Red Rexes and Nightmares
- The Egg Blizzards
After NIGHT FIGHT #1, hop across the ice and you'll notice Sun Medal #1 near 3 Rings. On the way is 2 Egg Blizzards in front of 5 Snow Angels. Knock them out of the way and continue hopping across the ice to the first Checkpoint.
CHECKPOINT #1
There's a Stone Alter up ahead. If you close enough, you will enter NIGHT FIGHT #2.
Cool Edge Night Act 1: NIGHT FIGHT #2
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 5 Red Rexes, 3 Nightmares, and 1 Egg Flame |
Rings | 8+ |
Heal Rings | There's 1 inside of a Snowman above where the Stone Key is |
Collectibles | There's a Videotape inside of a Snowman off to the right side of where the Stone Key sits |
Tips/Strategies
- Grab the Egg Flame and press Y to roast the Red Rexes and Nightmares
Once NIGHT FIGHT #2 ends, hop up the platforms to the left and Dash Jump across and grab the ledge. The Stone Key is in front of the door. Go back the way you came and put it on the Stone Alter to open the door. Go through to reach the next Checkpoint
CHECKPOINT #2
Cool Edge Night Act 1: NIGHT FIGHT #3
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 9 Little Rexes and 2 Nightmares |
Rings | 8+ |
10 Rings | From the start, go inside the room to the right. Also, there is one to the right of where the Nightmares appear. |
Heal Rings | There's 1 inside of a Snowman |
Tips/Strategies
- You only need to defeat the Nightmares to activate the Automated Side Pole
Go through past the saws and defeat the enemies to activate the Side Pole.
Checkpoint #3
There are 2 areas here:
- One is above, accessible by the unstable Climb Pole to the right
Cool Edge Night Act 1: NIGHT FIGHT #4
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 2 Waves |
Above | 5 Little Rexes |
Below | 5 Red Rexes and 3 Deep Nightmares |
Extra Lives | There's 1 to the left |
Rings | 8+ |
10 Rings | In the higher area, next to the Moon Medal |
Heal Rings | On the bottom area, there's 1 inside of a igloo |
Super Claw | In the higher area, there's one inside the Snowman at the end |
Collectibles | In the higher area, Moon Medal #1 is across a Icy Tightrope Ledge, while in the bottom area inside the room is Sun Medal #? |
Tips/Strategies
- ?
Once NIGHT FIGHT #4 is over, an Egg Flame will appear. Grab it and use it to melt the ice on the door and then pull the Lever to open it.
Checkpoint #4
Dash across the ice and jump across the Vertical Poles quickly.
Once again there are 2 areas here:
There's an Extra Live on the bottom area.
Go over to the door and pull the lever. Then go back and Step on the Step Switch to open the door.
Checkpoint #5
Go towards the Turnable Lever to enter NIGHT FIGHT #5
Cool Edge Night Act 1: NIGHT FIGHT #5
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 6 Red Rexes and 5 Nightmares (2 more appear) |
Extra Lives | There's 1 to the left |
Rings | 8+ |
10 Rings | In the higher area, next to the Moon Medal |
Heal Rings | On the bottom area, there's 1 inside of a igloo |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box to the right |
Shield Charge | ? |
Power Shield | Inside a Snowman to the left |
Super Claw | In the higher area, there's one inside the Snowman at the end |
Collectibles | In the higher area, Moon Medal #1 is across a Icy Tightrope Ledge, while in the bottom area inside the room is Sun Medal #? |
Tips/Strategies
- ?
Defeat the Deep Nightmares and pull the lever near the frozen door. Now, step on top of the Step Switch.
Checkpoint #6
Defeat the enemies around the Turntable Lever and turn it to make the platform come out. Jump on top of the platform and use the ledges to get up the side. Run to the left, hop up the platforms, and use the Swing Poles to reach the next area. Once you reach the top of that platform, carefully walk across the Tightrope Ledge.
Checkpoint #7
Dash across the ice and jump across the Vertical Poles again. Defeat all the enemies except the Egg Flames and grab one to melt part of the giant Ice Rectangle/Pillar. Then attack it to make it come down. Walk across to the next Checkpoint.
Checkpoint #8
Use the Side Poles and Swing Poles to get to the top of the platform.
Checkpoint #9
Get pass the enemies and go down the slide. Grab one of the Egg Flames to the right, burn the Deep Nightmares, and melt the ice on the door. Finally, step on the Step Switch.
Checkpoint #10
Go down the slide, grab the Icicle, and hop across the platforms to the next slide. Continue across the next 2 slides and run across the ice to the right and use the Icicles to reach the Checkpoint.
Checkpoint #11
Avoid the saws and Egg Typhoons to reach the door. There defeat the Egg Fighters, Egg Shooter, and Power Master to make the Egg Flame appear, melt the ice on the door, and pull the lever.
Last Checkpoint
Carefully go down the slide (If you go to fast, jump to slow down). Next, defeat the Egg Shooters, Egg Fighters, and the Cure Master. Finally, defeat the Egg Fighters, Egg Shooters, Cure Master, and 3 Power Masters to make the Goal Ring appear.
END OF COOL EDGE NIGHT ACT 1
- Note:
Cool Edge Night Act 1 Collectibles
Collectible | Location |
---|---|
1. Sun Medal #1 | Sun Medal #1 is on an ice platform in the water |
2. Videotape 5 | Videotape 5 is inside a snowman to the right of the Stone Key |
3. Sun Medal #2 | Defeat the Enemies first and climb the pole the vertical pole to reach Sun Medal #2, which is inside of a snowman |
4. Sun Medal #3 | From #3, drop down to the left and inside the room to get Sun Medal #3 |
5. Moon Medal #1 | From the 3 vertical poles, quickly get over to the upper area and slowly walk over the Tightrope ledge to get Moon Medal #1 near a 10 Ring |
6. Moon Medal #2 and Sun Medal #4 | On an ice platform in the water, hidden behind the snow deer is Moon Medal #2. Also, Sun Medal #4 is floating above the movable platforms |
7. Sun Medal #5 | Below 2 of the Swing Poles is Sun Medal #5 |
8. Art Book 70 | Inside an igloo, near the "Penguin Tower", is Art Book 70 |
9. Sun Medal #6 | From #8, go around the side to find Sun Medal #6 |
10. Record 20 | Record 20 inside of an Igloo to the right of the Ice Bridge |
11. Moon Medal #3 | From #10, go inside the room to the left to grab Moon Medal #3 |
12. Videotape 15 and Sun Medal #7 | In front of the Checkpoint is a Videotape inside of an Igloo and Sun Medal #7 to the left, inside of a giant snowball |
13. Sun Medal #8 | When sliding down, jump up to reach Sun Medal #8. If you miss, you can double jump back up the slide |
14. Art Book 63 and Sun Medal #9 | Move the movable crate and jump on top of it to get to the upper area to find an Art Book 63 inside the Igloo and Sun Medal #9 surrounded by 4 10 Rings |
15. Moon Medal #4 | Time your jump when you try to get Moon Medal #4 above the slide |
16. Videotape 23 | From #15, get the Videotape on the second platform |
17. Sun Medal #10 | From #16, carefully double jump to get Sun Medal #10 above the next slide |
18. Moon Medal #5 | From #17, when you land on the 2nd collapsing platform, Dash Jump to the icicles to the left to reach Moon Medal #5, surrounded by 4 10 Rings. |
19. Videotape 20 | On the bottom section, underneath #18, is Videotape to the left (behind the giant snowballs) |
20. Moon Medal 6 and Record 21 | In the last area, on the front sides are 2 items: on the left is Moon Medal #6 and the right is Record 21 |
Recap: | 10 Sun Medals, 6 Moon Medals, Art Book 63, Art Book 70, Videotape 5, Videotape 15, Videotape 20, Videotape 23, Record 20 (Cool Edge Night), and Record 21 (Intro: Cool Edge-Night) |
Total: 24 Collectible Items |
Night Boss: Dark Moray
Availability: After Clearing Cool Edge Night Act 1- Experience: 250 EXP
- Bestiary Description: Dark Gaia's sinister influence joined with the freezing climate of the Holoska tundra to form this beast. The frost it breathes comes from human sorrow and grief, frozen into deadly projectiles.
- Summary: He looks more like an Ice Dragon but then again he doesn't have wings. Sonic's Strength Stat and Combat Stat will greatly affect the time it takes to beat this boss.
Battle Style: When the battle starts Sonic is blocked by a giant ice barrier, that freezes Sonic if he touches it. In order to take down the barrier, Sonic has to defeat the Mini Morays while dodging Dark Moray's long distance ice ball attack. The easiest way to do this is to break the ice off the Ice Containers, grab them, and throw them at them to freeze them, and then use one attack to kill them. Once all the Mini Morays are defeated, the barrier will come down and Sonic can jump onto the upper area.
In order to damage Dark Moray, Sonic has to freeze Dark Moray first before attacking. Once Dark Moray is frozen, you have to find the Green weak spots on its body and attack them in order to do damage. One of Professor Pickle's Hints says to start off with weak attacks before doing more powerful hits. I believe that prevents Dark Moray from Breaking out of the Ice faster.
Once Dark Moray breaks out of the ice, Sonic will be sent back to the lower area and repeat the process.
Dark Moray's Weak Spots:
- 1st Spot: It's on the front of his stomach
- 2nd Spot: The second time you reach the upper area and freeze Dark Moray, the Green Spot will move to his back. Use Aerial Attacks
- Warning: After this point, he'll start to do a spinning attack as soon as he puts his head down. Jump off the stage and wait for him to stop, before jumping back off. He also does an Ice Breath attack after you finished off the 2nd spot
- 3rd Spot: The last spot is his head. In order to hit this, you have to freeze him after he does his head attack. If you freeze him while he's laying down, you can jump on top of his head and attack directly. If you freeze him while he's standing upright, use Aerial Combos to finish him off
Other Notes about Dark Moray:
- The Ice Containers will spring a leak about a certain amount of time. If Sonic doesn't use them, they will explode freezing anything that's close to the impact, including Sonic or the Mini Morays.
Night Boss: Dark Moray Collectible Item Locations | |
---|---|
Order | Location |
1. Sun Medal #1 and Moon Medal #1 | Sun Medal #1 and 'Moon Medal #1 are on the bottom area. |
2. Sun Medal #2 and Moon Medals #2 and #3 | Sun Medal #2 and Moon Medals #2 and #3 are in the upper area with Dark Moray. |
Recap | 3 Sun Medals and 2 Moon Medals |
Total: 5 Collectible Items |
Night Boss: Dark Moray Final Scores | |
---|---|
Rank | Points Needed |
S | 85,000 or More |
A | 78,382-84,999 |
B | ?-65,000-73,456-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Cool Edge Day Act 1-2 DLC
Availability: After Clearing Cool Edge Day Act 1- Special Shoes Needed: Stomping and Wall Jump
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Cool Edge Day Act 2-2 DLC
Availability: After Clearing Cool Edge Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Cool Edge Day Act 3 DLC
Availability: After Clearing Cool Edge Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Cool Edge Day Act 4 DLC
Availability: After Clearing Cool Edge Day Act 1- Special Shoes Needed: Stomping and Air Boost
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Cool Edge Night Act 2 DLC
Availability: After Clearing Cool Edge Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Cool Edge Night Act 3 DLC
Availability: After Clearing Cool Edge Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Chun-nan
Availability: Clear Rooftop Run Night Act 1 and Cool Edge Day Act 1. Then talk to Professor Pickle- Medals: 28 Sun Medals and 26 Night Medals
- Acts and Missions: Day 11 (+ 5 DLC = 15), Night 8 (+ 2 DLC = 10)
- World Map Description: This small town in the mountains has passed down its meat bun recipe for generations.
Chun-nan Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Chun-nan Town Stage Day | 0 | 2 | ||
Chun-nan Town Stage Night | 2 | 0 | ||
Chun-nan Entrance Stage | 2 | 2 | ||
Dragon Road Day Act 1 | 3 | 7 | 1 | |
Dragon Road Day Act 2 | 1 | 2 | 1 | |
Dragon Road Day Act 3 | 1 | 2 | 1 | |
Day Time Trial Lv. 1-3 | 1 | |||
Battle Trial Lv. 1-3 | 1 | |||
Ring Trial Lv. 1-3 | 1 | |||
Find A Cure Day Mission | 0 | 0 | 1 | |
Get Pumped Day Mission | 0 | 1 | 1 | |
Kung Fu Flex Day Mission | 0 | 0 | 1 | |
Kung Fu Speed Day Mission | 0 | 1 | 1 | |
[[Hide and Seek]] Day Mission | 0 | 0 | 1 | |
Dragon Road Night Act 1 | 10 | 6 | 1 | |
Dragon Road Night Act 2 | 4 | 1 | 1 | |
Night Time Trial Lv. 1-3 | 1 | |||
Survival Lv. 1-3 | 1 | |||
Checkup Time Night Mission | 0 | 0 | 1 | |
Chronic Ailment Night Mission | 1 | 0 | 1 | |
Energy Boost Night Mission | 1 | 0 | 1 | |
Night Boss: Dark Gaia Phoenix | 3 | 2 | 1 | |
Total | 28 | 26 | 11 | 8 |
If you Downloaded the Chun-nan Adventure Pack | ||||
Dragon Road Day Act 1-2 DLC | 1 | |||
Dragon Road Day Act 2-2 DLC | 1 | |||
Dragon Road Day Act 4 DLC | 1 | |||
Dragon Road Day Act 5 DLC | 1 | |||
Dragon Road Night Act 1-2 DLC | 1 | |||
Dragon Road Night Act 3 DLC | 1 | |||
Final Total | 28 | 26 | 15 | 10 |
Chun-nan Town Stage
Similar to Holoska, this is a small Town Stage. The shop is to the left and the Entrance Gate is straight ahead. You can walk in the water here.
Chun-nan Town Stage Medal Locations
Daytime
- To the left of the Waterfall
- In the area to the left, with lots of pots, behind the Gog
- Underneath the bridge
- Near the Waterfall
Chun-nan Directory
All 9 of the Chun-nan residents you can talk to.
The Citizens of Chun-nan | |||
---|---|---|---|
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
34. Village Elder Zonshen | An elderly man wearing glasses. He doesn't appear until after Defeating Dark Gaia Phoenix. Impossible to Miss | ? | A walking treasure trove of medical knowledge who can supposedly cure any ailment. Unfortunately, much to his irritation, Zonshen's arms aren't quite long enough for him to cure his own chronic back pain. |
35. Lin | An elderly woman, who is normally standing on something. Impossible to miss | None | A meat bun pro who has been serving them up for 90 years now. Technically, Lin is retired, having passed the extent of her bun-craft on to her only daughter. Decades of customer interaction have made her an excellent judge of character; she only needs one glance. |
36. Shuifon | He's normally off on the right side, near the Hot Dog Vendor | Exorcism and 2 Regular Missions | A painfully indecisive man who happens to harbor a secret. Someone dressed in black has been snooping around his house lately. Or maybe not; Shuifon has is sort of hazy about the details. |
37. Wang | Shop Owner/Impossible to Miss | None | Lin's son-in-law who works at the pork bun shop. The village's famous buns have always been whipped up by the ladies, who won't let him come anywhere near the kitchen. Then again, Wang knows how strict Lin can be about her product, so he's perfectly content with being stuck behind the counter. |
38. Jinlin | ? | None | Lin's only daughter, who has recently been initiated into the family meat bun business. Since then, she has been busy every day, churning out one bun after another. Jinlin's goal is to further evolve the craft before passing the shop down to her own daughter, Hualin. |
39. Hualin | ? | ? | Jinlin and Wang's daughter. Hualin was born into a family of bun-makers, and as you might imagine, she is thoroughly bunned out. She has switched to an all-vegetable diet ("for my complexion!" she says) in hopes of reversing a lifetime of meat bun damage while still of marriageable age. |
40. Chun | The Little boy who stands near the World Map Gate | ? | Zonshen's grandson and a true meat bun connoisseur. He dreams of one day becoming a meat bun critic who eats nothing but meat buns all day, every day. Due to his voracious appetite, Chun has been growing by leaps and bounds... Well, horizontally, anyway. |
41. Yilin | Near her brother, Chun | ? | Zonshen's granddaughter. For as long as she can remember, she has been obsessed with hide-and-seek. Yilin has been known to stay in hiding for days at a time, so challenging her requires a special kind of fortitude. |
42. Chun-nan Hot Dog Vendor | To the right of the stairs leading to the Entrance Stage | 15 Hot Dog Trials | The manager of the "Don Faccho" hot dog mega-franchise's Chun-nan location. The sketchiest vendor in the biz, he freely admits to lacing his dogs with 'secret herbs' for added nutrition and vitamins. |
Chun-nan's Town Stage Shop
Availability: After Entering the Chun-nan Entrance Stage for the first time
Wang's Emporium: Chun-nan Souvenirs | ||
---|---|---|
Souvenir | Price | Availability |
Chun-nan Photo Frame | 100 Rings | Once the Shop is Open |
Chun-nan Miniature Flag | 100 Rings | Once the Shop is Open |
Censer | 180 Rings | After Clearing Rooftop Run Day Act 1 and Dragon Road Day Act 1 |
Urn | 170 Rings | After Clearing Rooftop Run Day Act 1 and Dragon Road Day Act 1 |
Wang's Emporium: Chun-nan Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Lin's Meat Buns | 30 EXP | Yes | 60 | Always |
Peach Buns | 10 EXP | Yes | 40 Rings | After Clearing Cool Edge Night Act 1/Defeating Dark Moray |
Wang's Box Lunch | 20 EXP | Yes | 60 Rings | After Clearing Dragon Road Night Act 1 |
Wang's Noodles | 20 EXP | Yes | 60 Rings | After Clearing Cool Edge Night Act 1/Defeating Dark Moray |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Peach | 10 EXP | Yes | 30 Rings | Always |
Candy | 5 EXP | Yes | 10 Rings | Always |
Donut | 20 EXP | Yes | 50 Rings | Always |
Apple | 20 EXP | Yes | 30 Rings | Always |
Wang's Emporium: Chun-nan Books and Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Record 48 (Chun-nan-Day) | 100 Rings | Once the Shop is Open |
Record 49 (Chun-nan-Night) | 100 Rings | Once the Shop is Open |
Videotape 19 | 100 Rings | Appears after watching the cutscene for the first time/Defeating the Night Boss: Dark Gaia Phoenix |
Videotape 46 | 100 Rings | Appears after watching the cutscene for the first time |
Chun-nan Entrance Stage
Availability: Talk to Lin and agree to find the Elder. Then talk to Wang in front of the Entrance Stage.- 1st Time: Only the Dragon Road Night Act 1 Gaia Gate will be Available
Chun-nan Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | INFINITE RINGS | 60 |
Extra Lives | 1 | ? |
Dragon Road Gaia Gate and Dark Gaia Phoenix Boss Gate Locations
- To get to Dragon Road Day Act 1, Wall Jump to the left, and go to where the Air Boost Shoes are/were. Next, Air Boost into the Rainbow Rings and Sonic will land near the Gaia Gate.
- The Dragon Road Night Act 1 Gaia Gate is inside the temple/room in the back. You'll find it if you follow the Rings and go up the stairs. To the left of the temple is the Dragon Road Day Act 3 Gaia Gate.
- To get to the Dragon Road Day Act 2 Gaia Gate, jump up the rock formation to the left of the Dragon Road Day Act 3 Gaia Gate and hit the Spring to the right.
- To get to the Dragon Road Night Act 2 Gaia Gate, grab the Fling Pole to the right of the Temple steps.
- Finally, the Night Boss: Dark Gaia Phoenix Boss Gate is next to the Wall Jump'' area.
Chun-nan Entrance Stage Collectible Item Locations | |||
---|---|---|---|
Order and Item | Day or Night? | Location | |
1. Air Boost Shoes | Daytime Only | In order to get the Air Boost Shoes, Wall Jump up the walls to the left. | Need the Wall Jump Shoes |
2. Pick-Me-Up | Anytime | Jump up the rock mountain with the Fling Pole to get the Pick-Me-Up | |
3. Moon Medal #1 | From #2, use the Fling Pole to get a Moon Medal #1 | ||
4. Yellow Tea and Sun Medal #1 | Daytime Only | From #2, turn the camera and Air Boost towards the Rainbow Rings to reach a platform with the Yellow Tea. Also, Sun Medal #1 is in one of the Rainbow Rings. | Need the Air Boost Shoes |
5. Videotape ? | Anytime | Videotape ? behind the same rock mountain as #2 | |
6. Art Book 33 | Anytime | Art Book 33 on the right rock mountain | |
7. Moon Medal #2 | Nighttime Only | From #6, climb using the ledge and grab the Side Pole to get Moon Medal #2. | |
8. Sun Medal #2 | Daytime Only | On the right side of the Dragon Road Day Act 1 Gaia Gate is Sun Medal #2. | |
9. Videotape ? | ? | On a lower section underneath the Dragon Road Day Act 1 Gaia Gate is Videotape ? | |
Recap: | 2 Sun Medals, 2 Moon Medals, Air Boost Shoes, Art Books 33, Videotape 10, Videotape 14, Pick-Me-Up, and Yellow Tea | ||
Total: 10 Collectible Items |
Dragon Road Day Act 1
Availability: After Defeating the Night Boss: Dark Gaia Phoenix, talking to Professor Pickle, getting the Air Boost Shoes, and Collecting at least 45 Sun Medals (4 Sun Level)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic crosses the rivers and dragons to get rid of Eggman's robots. This stage has several different pathways, water areas, a skydive area, and introduces the Interceptor at the end.
Dragon Road Day Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 150,000/160,000 or More |
A | ?-? |
B | ?-? |
C | ?-76,396-? |
D | ?-26,531-? |
E | ? or Less |
Walkthrough: Boost down the path and stay in the middle to avoid the bombs. Jump over the step, boost into the Egg Fighters and spring, and boost straight into the QTE Ramp. If you pass it, you'll reach the upper path. Jump and Home Attack the Aero Cannon, and hit the Dash Panel. If you fail it,
Boost down the Dragon path to hit a Dash Ring and a Spring, then Home Attack the Spinners and Stomp on the Dash Panel. Boost into the boxes, grab the Pulley, Home Attack the Spinners, and hit the Dash Ring to get to a rail. Run into the Spring and Home Attack the Egg Fighter and the next Spring.
CHECKPOINT #1
Home Attack the Egg Fighters and jump across the Turntables. On the fourth one, you should be able to Home Attack the spring after reaching the top.
CHECKPOINT #2
Boost on the rail, switch to the right rail, switch to the left or right rail, and back to the middle rail. You land near the next Checkpoint.
CHECKPOINT #3
Boost across the water. If you keep going straight from the Checkpoint, you'll hit Dash Panels that will keep you going in the right direction. Go over the ramp to land on near the next Checkpoint.
CHECKPOINT #4
Run through the path and at the end jump and Home Attack the Egg Fighter. Grab the Pulley, boost forward, jump over the steps, and use the springs at the end.
CHECKPOINT #5
Use the Directional Launcher, grab the pulley, and Home Attack the Egg Shooter. From there jump into the Red Ring to the right, hit the spring, boost, stomp on the springs, and use the spring poles and spring/slide under the crack to reach the other Dragon path.
CHECKPOINT #6
Avoid the Egg Launcher's missiles, Home Attack the Spinner, and stomp on the 2nd Egg Launcher. On the middle Turntable, Home Attack the Egg Fighter to the left, and jump on the top middle Turntable. Then jump to the next one and get to the next Checkpoint.
CHECKPOINT #7
Boost into the firework and boost into the Turntable. Then jump across the Turntables while avoid Egg Launcher missiles and Home Attack the Thunder Spinner, hit the Dash Rings, and Home Attack the Firework.
LAST CHECKPOINT
Interceptor Bombs | |||
---|---|---|---|
Number | Left | Middle | Right |
1st | Safe | Incoming! | Safe |
2nd | Incoming! | Safe | Safe |
3rd | Safe | Safe | Incoming! |
4th | Safe | Incoming! | Safe |
5th | Safe | Incoming! | Safe |
Last | Incoming! | Safe | Incoming! |
Boost and avoid the Interceptor's attacks and move to avoid the bombs. Then boost into the Goal Ring.
END OF DRAGON ROAD DAY ACT 1
Dragon Road Day Act 1 Collectibles
Collectible | Location |
---|---|
1. Moon Medal #1 | Run and Boost into the right Green Box to be sent to a rail. Once you land on it, DO NOT BOOST OR LEAVE THE RAIL. As soon as you grab Moon Medal #1, hit the LT Button. |
2. Moon Medal #2 | From #1, as soon as you land and hit the upcoming Dash Panels, boost. When you get to the top of the dip, jump but while still holding the X Button. When the Dash Ring comes into position, press the X Button again to hit it and get Moon Medal #2. This one may take some tries. If your Ring Energy Gauge becomes empty, go backwards to collect more Rings and defeat the enemies. |
3. Moon Medal #3 | As you go through the Shuttle Loop, jump to hit the Red Ring and Home Attack the spring to get Moon Medal #3 |
4. Art Book 7 | On the 3rd Turntable is Art Book 7 to the right |
5. Moon Medal #4 | After the Checkpoint, when you land on the Rail DON'T BOOST. Press LT after you get Moon Medal #4. |
6. Moon Medal #5 | From #5, jump off the rail once you're inside the building and you'll find Moon Medal #5 |
7. Record 9 | There are 2 ways of getting this Record: From #6, take the right rail from the middle, and jump when you see the little island to the side with the Record. Or, from #6, head to the next Checkpoint, turn around, and Boost towards the island from there |
8. Sun Medal #1 | Over the water is a Sun Medal |
9. Moon Medal #6 | At the end of the water is a Red Ramp. Boost over this and use an Air Boost to hit the Dash Rings to be sent onto the Rooftop and get Moon Medal #6 |
10. Record 34 or Sun Medal #2 | From here there are 2 paths you can take: After the Checkpoint stand on the platform in front of the Egg Fighter and it'll drop taking you to a lower area. Once you see the 3 Spinners, look underneath the first one to get a Record. Or you can Home Attack the Egg Fighter and Air Boost from there into a spring that takes to the bottom of the Dragon's Tail with Sun Medal #2 |
11. Sun Medal #3 | When you run to the area with the Spring Poles, slide underneath them to get Sun Medal #3 |
12. Videotape 4 | In the 2nd Turntable area is Videotape 4 to the right |
13. Moon Medal #7 | From #12, there is Moon Medal #7 on the last turntable before the checkpoint on the left |
Recap | 3 Sun Medals, 7 Moon Medals, Art Book 7, Videotape 4, Record 9 (Dragon Road-Day), and Record 34 (vs. Boss-Night) |
Exact Total: | 10 Medals + 1 Art Book + 1 Videotape + 2 Records = 14 Collectible Items |
Dragon Road Day Act 2
Availability: After Clearing Dragon Road Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: A 3 Lap Act that has no Checkpoints. It's a lot easier once you collect all the Special Shoes.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | 80,000-? |
C | 55,903-79,999 |
D | ?-? |
E | ? or Less |
Walkthrough: From the start, jump, and Home Attack to the right to land on the rail. Boost, jump over the spikes in the water, hit a series of springs, boost again, Home Attack the Egg Fighter and Spinners, and boost into the Egg Fighter with the Spring Shield. Hit the Dash Panel and jump to avoid the spikes. Hit the spring at the end and press A quickly as soon as you get into the Directional Launcher. Destroy the Egg Launcher and boost down the path.
Lap 2
Boost up the incline and hit a Red Ring. Boost again, pop the balloons, hit the Red Ring, and boost until you get inside the Directional Launcher and press A. Boost again jump onto the platform and over the Egg Springs. Boost, hit another series of springs, and quickly defeat the Egg Launcher. Above is a trail of rings, so Ring Dash across and jump to Home Attack the balloon and land on a rail.
Final Lap
At the end of the rail, jump into the Red Ring. Jump into the next Red Ring above the Egg Fighter and run into another series of springs. Jump/Air Boost over the spikes, boost and slide under the Wall, jump over the spring and hit the Egg Shooter, and boost up the rail. Home Attack the Egg Launcher and carefully jump across the platforms into the Red Ring. In the next area jump up to the platform, run down, jump again and Home Attack the Balloons and springs, press A once youユre inside the Directional Launcher and Air Boost over the spikes into the Goal Ring.
END OF DRAGON ROAD DAY ACT 2
Dragon Road Day Act 2 Collectibles
Collectible | Location |
---|---|
1. Moon Medal #1 | From the start, follow the rail all the way to the water, boost, jump over the 2 sets of spiked balls in the water, Home Attack the Spinners, and jump through the Rainbow Ring to get Moon Medal #1 |
2. Sun Medal #1 | From the start, run and take the high rail, then jump up to the next higher rail, jump over the spring, and into the Dash Rings, Home Attack the balloons, and you'll land on a rail with a Sun Medal |
3. Art Book 8 | From the start, grind the rail and jump up to the higher rail, grind down and jump into the incoming Dash Ring at the end of the rail and follow the path to Art Book 8 |
4. Moon Medal #2 | On the 2nd lap, boost up the incline, and hit the Dash Ring |
Recap | 1 Sun Medal, 2 Moon Medals, and Art Book 8 |
Exact Total: | 3 Medals + 1 Art Book = 4 Collectible Items |
Dragon Road Day Act 3
Availability: After [[Clearing Dragon Road Day Act 1]] and collecting at least 30 Sun Medals (Sun Level 3)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: This is a short level made where you'll have to jump across turntables. Time your jumps and watch out for spikes.
Rank | Scores |
---|---|
S | 100000 or More |
A | 90000-99999 |
B | 70000-89999 |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Jump across the Turntables, while on the third one, stand on the Turntable part in order to jump to the next part. When you get to the Thunder Spinners, wait for the first one to stop discharging before using a Home Attack. Boost across the platform into the spring, and hop across the next Turntables. Ring Dash across into the Spring and land on the Turntable. Wait for the next Turntable section to appear before homing into the Spring. Jump up the section to the platform, jump onto the platform, and Home Attack the Egg Fighters. When you land on the Dash Panel, you have to jump to reach the Goal Ring.
END OF DRAGON ROAD DAY ACT 3
Scoring an S Rank
- You'll need to collect all the Rings, defeat all the enemies, and get to the Goal Ring as fast as possible to S Rank this Act.
Dragon Road Day Act 3 Collectibles
Collectible | Location |
---|---|
1. Moon Medal #1 | #Jump into the caged area from the top layer on the left turntable to get the Moon Medal #1 |
2. Sun Medal #1 | After hitting the Spring and running, don't touch anything. The next spring will send you into Sun Medal #1 floating in the air |
3. Art Book 32 | From #2, on the half turntable Art Book 32 is to the left |
4. Moon Medal #2 | Jump to get Moon Medal #2 |
Recap | 1 Sun Medal, 2 Moon Medals, and Art Book 32 |
Exact Total: | 3 Medals + 1 Art Book = 4 Collectible Items |
Dragon Road Night Act 1
Availability: After talking to Wang and entering the Entrance Stage and after collecting at least 30 Moon Medals (Moon Level 3)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic goes off to find the Chun-nan Village Elder. This is the first Night Act to introduce the Fling Pole, the Killer Bees, Thunder Ball, and different versions of the Master enemies.
Rank | Scores |
---|---|
S | 300000 or More |
A | ?-299999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: From the start, if you turn around and go backwards, you will find Sun Medal #1.
Go straight to enter NIGHT FIGHT #1 and #2.
Dragon Road Night Act 1: NIGHT FIGHT #1
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 4 Dark Frights and 3 Red Frights |
Heal Rings | To the right of the door, hidden inside the |
Tips/Strategies
- Coming Soon
Down the path from NIGHT FIGHT #1 is NIGHT FIGHT #2.
Dragon Road Night Act 1: NIGHT FIGHT #2
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | ? Dark Frights, ? Red Frights, and 4 Dark Flowers |
Rings | 10 |
10 Rings | One is inside the hidden area behind the Dark Flower and Rock Wall |
Collectibles | Sun Medal #2 is in the hidden area |
Tips/Strategies
- There are 2 breakable Rock Walls here: the one to the left leads to the main path and the one to the right is a hidden area
Destroy the Rock Wall to the left to continue the main path. Inside the shed to the right is Sun Medal #3.
Up ahead is NIGHT FIGHT #3.
Dragon Road Night Act 1: NIGHT FIGHT #3
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 5 Dark Frights, 3 Nightmares, and 2 Dark Flowers |
Rings | ? |
Collectibles | ? |
Tips/Strategies
- Grab 2 Dark Frights and throw them at the Dark Flowers
Once NIGHT FIGHT #3 is over, pull the lever to open the door and go through. To the right of the door is Sun Medal #4.
CHECKPOINT #1
To the left of the Checkpoint is Sun Medal #5. After crossing the Checkpoint, you have 2 choices:
- Break the Rock Wall to the right to enter NIGHT FIGHT #4, which is a long fight with a series of enemies and 2 Collectibles
- Continue left to the main path and enter NIGHT FIGHT #5
If you break down the wall, here's what you'll see in NIGHT FIGHT #4.
Dragon Road Night Act 1: NIGHT FIGHT #4
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 5 Waves |
1st | 5 Dark Frights and 3 Nightmares |
2nd | 5 Dark Frights and 3 Nightmares (appears 1 by 1 after enemies in the 1st Waves are defeated) |
3rd | 5 Dark Frights and 3 Nightmares (appears 1 by 1 after enemies in the 2nd Waves are defeated) |
4th | 5 Red Frights and 3 Killer Bees |
5th | 5 Red Frights and 3 Killer Bees (appears 1 by 1 after enemies in the 4th Waves are defeated) |
Rings | There 8 inside the room once the fight is over |
10 Rings | ? |
Heal Rings | Inside the room once the fight is over |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box to the right |
Shield Charge | ? |
Power Shield | ? |
Super Claw | There's one in the top left corner |
Collectibles | Once the fight is over, there are collectibles on both sides of the room: Record on the left and Moon Medal #1 on the right |
Tips/Strategies
- Coming Soon
Once you go to the left and continue the main path, here's what you'll see in NIGHT FIGHT #5.
Dragon Road Night Act 1: NIGHT FIGHT #5
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 2 Nightmares and 2 Deep Nightmares |
Rings | There 8 inside the room once the fight is over |
10 Rings | Once the fight is over, there is 1 inside of the room off to the side. |
Collectibles | Once the fight is over, you can grab Sun Medals #6 and #7 in that room off to the side. One is on the left side of it and the other is inside to the right |
Tips/Strategies
- Coming Soon
From here, continue down to NIGHT FIGHT #6.
Dragon Road Night Act 1: NIGHT FIGHT #6
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 1 Thunder Ball and 5 Dark Flowers |
Rings | There 8 inside the room once the fight is over |
10 Rings | There are 2 off to the side, floating above 2 boxes in the water |
Collectibles | Once the fight is over, you can grab Sun Medals #6 and #7 in that room off to the side. One is on the left side of it and the other is inside to the right |
Tips/Strategies
- Grab the Thunder Ball and throw it towards the Dark Flowers. If you time it right, it will electrocute all of them.
As soon as you use the Grab Ledge, you will enter NIGHT FIGHT #7.
Dragon Road Night Act 1: NIGHT FIGHT #7
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 5 Little Rexes and 1 Red Killer Bee |
Rings | 5 |
10 Rings | Once the fight is over, there is 1 inside of the room off to the side. |
Collectibles | Once the fight is over, you can grab Sun Medals #6 and #7 in that room off to the side. One is on the left side of it and the other is inside to the right |
Tips/Strategies
- Coming Soon
Once NIGHT FIGHT #7 is over, use the Fling Pole.
CHECKPOINT #2
There's an Art Book to the left, surrounded by pots. Grab the Fling Pole and choose 1 of 2 paths:
- Shortcut: While in the air, jump and grab the Dark Bats and Thunder Bats to reach a higher Grab Ledge. Follow the Grab Ledge to a Dragon Road with a Record and Moon Medal at the end of the path.
- Regular Path: Use the Fling Pole and land near a Box and a Side Pole.
From here you'll enter NIGHT FIGHT #8.
Dragon Road Night Act 1: NIGHT FIGHT #8
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 2 Red Frights, 3 Killer Bees, and 1 Cure Master |
Rings | There 8 inside the room once the fight is over |
Heal Rings | There's 1 to the left |
Full Dark Gaia Force | There's 1 to the right |
Tips/Strategies
- Coming Soon
Jump over the saw and grab the Ledge to enter NIGHT FIGHT #9.
Dragon Road Night Act 1: NIGHT FIGHT #9
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 2 Dark Frights and 1 Fright Master |
Rings | 5 |
Tips/Strategies
- Coming Soon
Once the fight is over, grab the Fling Pole. Once you're in the air, jump and grab the Swing Pole to reach the next area and NIGHT FIGHT #10.
Dragon Road Night Act 1: NIGHT FIGHT #10
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | ? Little Rexes, 1 Red Rex, 2 Nightmares, 2 Dark Flowers, and 1 Power Master |
Rings | ? |
Heal Rings | 1 inside of a pot |
Collectibles | Once the fight is over, there are collectibles on both sides of the room: Record on the left and Moon Medal #1 on the right |
Tips/Strategies
- Coming Soon
Once the fight is over, grab the Climb Poles and use the Swing Poles to reach the next area and NIGHT FIGHT #11.
Dragon Road Night Act 1: NIGHT FIGHT #11
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 8 Little Rexes, 1 Red Killer Bee, and 3 Dark Bat Snipers |
Tips/Strategies
Once the fight is over, use the Dark Bats to reach the platform and grab the Side Pole once it activates.
LAST CHECKPOINT
To the right, if you destroy the case, a Heal Ring will appear. From here drop down and enter the FINAL FIGHT.
Defeat all the enemies or avoid them, Dash to the lever, pull it, and run to the Goal Ring.
Dragon Road Night Act 1: FINAL FIGHT
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 9 Little Rexes, 5 Red Rexes, 1 Killer Bee, 2 Cure Masters, 2 Power Masters, and 1 Big Mother |
Rings | There 8 inside the room once the fight is over |
10 Rings | ? |
Heal Rings | Inside the room once the fight is over |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box to the right |
Shield Charge | There's 1 inside of a pot to the right |
Collectibles | ? |
Tips/Strategies
- Coming Soon
END OF DRAGON ROAD NIGHT ACT 1
Dragon Road Night Act 1 Collectibles
1. Sun Medal #1 | Behind the starting point is Sun Medal #1 |
---|---|
2. Sun Medal #2 | In the area with the Dark Frights, Red Frights, and Evil Flowers, destroy the rock wall to the right inside of the mountain to find a cave. Inside is Sun Medal #2 behind a Rock |
3. Sun Medal #3 | Inside a room to the right, that has boxes and barrels, you'll find Sun Medal #3 |
4. Sun Medal #4 | In front of the first Checkpoint, to the right is Sun Medal #4 |
5. Sun Medal #5 | From #4, go to the left of the Checkpoint to find Sun Medal #5 inside a jar |
6. Record 25 and Moon Medal #1 | From #5, go to the right and destroy the rock wall. After you go through, you'll have to fight 3 waves of Nightmares and Dark Frights and 2 waves of Killer Bees and Red Frights. After you defeat all the enemies, and go towards the house. On the left side of the house is Record 25 (Intro: Dragon Road-Night) and on the right side is Moon Medal #1 |
7. Sun Medals #6 and #7 | After defeating the group of Nightmares and Deep Nightmares, jump in front of the second house to the right. On the inside is Sun Medal #6 and outside the left is Sun Medal #7. |
8. Moon Medal #2 | From where Thunder Ball is, throw him towards the Dark Flowers, and then jump on the boxes to the left to reach Moon Medal #2 |
9. Moon Medal #3 | In front of the 1st Checkpoint is Moon Medal #3 at the bottom of the ledge. Touch the Checkpoint first and then grab the ledge. Quickly let go and regrab the ledge to get it. |
10. Art Book 34 | From #9, Art Book 34 is to the left |
11. Sun Medal #8 and Moon Medal #4 | From #10, after grabbing the Fling Pole launching yourself into the air, Press the A Button to jump out, and grab the Dark Bats. Use them to get Sun Medal #8 and Moon Medal #4 and reach the upper ledge above the regular one. |
12. Record 24 and Moon Medal #5 | Follow the ledge from #11 to reach the Dragon Road. Follow this path and you'll find 2 Dark Bat Snipers with Record 24 (Dragon Road-Night) in between them. Also, at the end of this path is Moon Medal #5 in the Dragon's mouth |
13. Videotape 11 and Sun Medal #9 | After touching the last Checkpoint, run past the enemies to the left side. Once you're over there, you should see 2 boxes in the water. Use them and the side pole to reach an area with a Videotape 11, Sun Medal #9, and a Thunder Ball. |
14. Sun Medal #10 and Moon Medal #6 | Perform a Dash Jump to the right side of the Goal Ring and you'll find Sun Medal #10 and Moon Medal #6 |
Recap | 10 Sun Medals, 6 Moon Medals, Art Book 34, Videotape 11, Record 24 (Dragon Road-Night), and Record 25 (Intro: Dragon Road-Night) |
Exact Total | 16 Medals + 1 Art Book + 1 Videotape + 2 Records = 20 Collectible Items |
Dragon Road Night Act 2
Availability: After Clearing Dragon Road Night Act 1 and collecting at least 45 Moon Medals (Moon Level 4)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: This entire level tests your item carrying skills, as you take the Stone Keys to their Stone Alters. Be careful because this can be difficult.
Rank | Scores |
---|---|
S | 150000 or More |
A | ?-149999 |
B | ?-90000-98920-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Go down, pick up the Red Stone Key and take it across the Tightrope Ledge to the Red Stone Alter.
Checkpoint #1
Defeat the Little Rex and Red Rex. Grab the Sky Blue Stone Key and hop across the small platforms while holding LT/RT while Sonic's feet touch the edge of the platform.
Checkpoint #2
After making it to the Sky Blue Stone Alter, grab the Red Stone Key and jump over the saws. Quickly place on the Red Stone Alter and defeat the Nightmares. Then grab the Aqua Blue Stone Key, hop across the platform, and place it in the Aqua Blue Stone Alter.
Checkpoint #3
Defeat the Frights and grab the Yellow Stone Key. Carefully walk across the Tightrope Ledge.
Checkpoint #4
Put the Yellow Stone Key on the Yellow Stone Alter to the right and defeat the Killer Bees. Grab the other Stone Key to the left and put it on the other Stone Alter, and pull the lever.
Last Checkpoint
After touching the Checkpoint, go back the way you came, grab the other Stone Key. Get to the other side, put it in the Stone Alter, and go to the right to reach the Goal Ring.
END OF DRAGON ROAD NIGHT ACT 2
Dragon Road Night Act 2 Collectibles
Collectibles | Location |
---|---|
1. Art Book 62 | From the start, on the right step is Art Book 62, surrounded by pots |
2. Sun Medal #1 | On the way is Sun Medal #1 |
3. Moon Medal #1 | After defeating the Rexes, Moon Medal #1 will be on the side of the small platform with a barrel on it. You will have to hang from the side, let go, and grab again to get it |
4. Sun Medal #2 | On the ledge of the 2nd fight area is Sun Medal #2 |
5. Sun Medal #3 | On the moving platforms is a Sun Medal #3 |
6. Sun Medal #4 | On the ledge of the 3rd fight area is Sun Medal #4 |
Total: 6 | 4 Sun Medals, 1 Moon Medal, and Art Book 62 |
Exact Total: | 5 Medals + 1 Art Book = 6 Collectible Items |
Night Boss: Dark Gaia Phoenix
Availability: After Clearing Dragon Road Night Act 1- Rings: 16
- Experience: 2 EXP Bars/200 EXP
- Bestiary Description: This divine protector of the Chun-nan people was tainted by Dark Gaia's influence and went berserk, leaving its usually quiet existenece in the depths of the Gaia Temple. Previously, it only emerged once a year, during the Meat Bun Festival.
- Summary: This is the first Nighttime Boss in the game. Your Strength and Combat Stat will affect the battle.
Rank | Scores |
---|---|
S | 80000 or More |
A | ?-74355-79999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | 1400 or Less |
Battle Style: In order to defeat this boss, you have to put its fire out with water barrels and take it down 3 times.
1st Round
- At the beginning, dash over to the right/left platform, quickly grab the ledge, hop on the platform, grab the water barrel, and throw it at the Phoenix. Now run over to where it lands, and do several attacks. After that a QTE will occur and you'll have to hit 2 buttons. After you hit them, round 1 will end.
2nd Round
- While it flies around the stage, go to a platform with a water barrel, and wait. As soon as it stops and dives, throw the barrel as soon as it comes within range. If you hit it, quickly dodge its attack, get to the next platform with a water barrel, and throw it when you have a clear shot. Then go to where it lands and attack it to trigger another QTE. This time there are 4 Buttons.
Final Round
- Repeat what you did in Round 1 and 2. The last QTE has 3 Button presses and ends with hitting the A Button 6 times. After this the boss battle is over.
Other Notes about Dark Gaia Phoenix:
- If you fail any of the QTE you'll have to do the round all over again
- If you attack Dark Gaia Phoenix after putting its fire out and before it lands on one of the platforms, you can actually skip some of the QTE, all of the QTE, or an entire round when you get to the platform where it lands and attacks (depending on how much health it has left). In order to do this, use the Dash Jump and do Aerial Attacks (like Crescent Moon Strike without the last A Press) immediately after throwing the water barrel.
- It has 2 long range attacks: a homing projectile and feathers. To avoid them use your Shield or Dash behind the platform with a side platform
- If you're having trouble trying to hit it with a water barrel, wait for it to go into the center to rest. Then try to hit it.
- There are a couple power-ups hidden inside jars: a Heal Ring and a Power Shield
Dark Gaia Phoenix Medal Locations
- Floating in the center of the area
- Right side from the Start
- Ledge of 1 Platform
- Bottom Ledge of the same platform as #3
- Behind another platform
Night Boss: Dark Gaia Phoenix Collectible Item Locations | |
---|---|
Order | Location |
1. Sun Medal #1 and Moon Medal #1 | Sun Medal #1 and 'Moon Medal #1 are on the bottom area. |
2. Sun Medal #2 and Moon Medals #2 and #3 | Sun Medal #2 and Moon Medals #2 and #3 are in the upper area with Dark Moray. |
Recap | 3 Sun Medals and 2 Moon Medals |
Total: 5 Collectible Items |
Dragon Road Day Act 1-2 DLC
Availability: After Clearing Dragon Road Day 1- Special Shoes Needed: Wall Jump and Light Speed Dash
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Dragon Road Day Act 2-2 DLC
Availability: After Clearing Dragon Road Day 1- Special Shoes Needed: Wall Jump and Light Speed Dash
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Dragon Road Day Act 4 DLC
Availability: After Clearing Dragon Road Day 1- Special Shoes Needed: Wall Jump
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic must quickly move through spiked turntables and dodge Egg Rockets.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-48157-? |
E | ? or Less |
Walkthrough: Coming Soon
Dragon Road Day Act 5 DLC
Availability: After Dragon Road Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- ''Summary: Sonic will run 4 laps around an obstacle course over water.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-57093-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Dragon Road Night Act 1-2 DLC
Availability: After Clearing Dragon Road Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Dragon Road Night Act 3 DLC
Availability: After Clearing Dragon Road Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Coming Soon
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Shamar
Availability: Talk to Professor Pickle after Defeating the Night Boss: Dark Moray and leave the Lab- Medals: 24 Sun Medals and 26 Night Medals
- Acts and Missions: Day 10 (+ 2 DLC = 12), Night 5 (+ 2 DLC = 7)
- Description: A town of ruins and ancient customs, now celebrating the Feast of Sun and Moon.
Shamar Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Shamar Town Stage Day | 0 | 4 | ||
Shamar Town Stage Night | 4 | 0 | ||
Shamar Entrance Stage | 2 | 2 | ||
Arid Sands Day Act 1 | 3 | 7 | 1 | |
Arid Sands Day Act 2 | 1 | 2 | 1 | |
Day Time Trial Lv. 1-3 | 1 | |||
Battle Trial Lv. 1-3 | 1 | |||
Ring Trial Lv. 1-3 | 1 | |||
Committee Call Day Mission | 0 | 0 | 1 | |
Urgent Mission Day Mission | 0 | 1 | 1 | |
Missing Sister Day Mission | 0 | 0 | 1 | |
[[Shamaran Peace]] Day Mission | 0 | 1 | 1 | |
[[Ice Dream]] Day Mission | 0 | 1 | 1 | |
Arid Sands Night Act 1 | 10 | 6 | 1 | |
Night Time Trial Lv. 1-3 | 1 | |||
Survival Lv. 1-3 | 1 | |||
Missing Son Night Mission | 1 | 0 | 1 | |
Night Boss: Dark Guardian | 3 | 2 | 1 | |
Total | 24 | 26 | 10 | 5 |
If you Downloaded the Apotos and Shamar Adventure Pack | ||||
Arid Sands Day Act 1-2 DLC | 1 | |||
Arid Sands Day Act 3 DLC | 1 | |||
Arid Sands Night Act 2 DLC | 1 | |||
Arid Sands Night Act 3 DLC | 1 | |||
Final Total | 24 | 26 | 12 | 7 |
Shamar Town Stage
Like the Spagonia Town Stage, this is one of the biggest Town Stages in the game. Walk to the left side to find the Town Stage Shop, the Entrance Stage Gate west of the Shop, and Prof Pickle's Lab to the right of the Entrance Stage Gate.
Shamar Town Stage Medal Locations
Daytime
- Slide underneath a gap to the left (from where the World Map Gate is)
- From the World Map Gate, go straight, underneath the bridge, and look to the right. It's inside of a Flower Pot
- Go to the back path, that goes to the Shop, jump off to the side, and you'll grab it
- Go up the stairs on the other side of the Town Stage, and go past the 2 boys and the trees
- In an area to the right (when you enter from the World Map)
- Behind where Iman stands
- Inside a flower pot near the Entrance Stage/Lab intersection
- Inside the room to the right of Professor Pickle's Lab
Shamar Directory
All 21 Shamarans you can talk to. Most of them will only appear during the Night.
The Citizens of Shamar | |||
---|---|---|---|
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
58. Ehsan | ? | ? | One of the men helping to restore the ruins in Shamar. After years of working in the sand and the dust, Ehsan can't seem to stop sneezing. |
59. Hizir | ? | ? | An impatient fellow who's in such a rush to fix up the ruins that he's been known to wreck them even more just so he can get started on the job sooner. |
60. Raniya | She's always standing in front of the World Map Gate with Dimah to the left, when Sonic enters the Town Stage | None | A chatty lady who loves gossip like you wouldn't believe. Even on the most uneventful day, she and her friend Dimah can find some new morsal to talk each other's ears off about. |
61. Iman | She stands to the right of the Town Stage Shop | 1 | A famous Shamaran fortune-teller who knows much about the powers of the moon and the local legends. Apparently even people from cold and distant lands catch wind of Iman's miraculous talents and decide to visit her. |
62. Utba | ? | ? | One of the men helping to restore the ruins. Utba's incessant praying every night leaves him drowsy day after day. He's starting to wonder if you can't just pray in your sleep and still get credit for it. |
63. Mufid | A man whose hat covers his eyes. He stands near a set of stairs during the Night. | 2 | An ice cream vendor known for his winning smile and the gooey, stretchy ice cream he serves. Having been raised on these elastic edibles, Mufid naturally believes all the world's ice cream is the same. Somebody needs to bring the man a cone from another country and serve two scoops of reality. |
64. Erhan | ? | ? | Hizir's son. He helps his father with the restoration of the ruins. Erhan walks like his father, talks like his father... They're two peas in a pod. About the only telltale difference is his height, which he got from his mother. |
65. Labib | A man who stands to the right when you enter the Town Stage from the World Map during the Night | 2 Regular Missions | A stubborn carpet-maker with years and years of experience. Labib snuck into the workshop and made his first carpet at the tender age of five, flooring the other carpet-makers at the time. His pet peeve: flamboyant youngsters. |
66. Sa'id | ? | 7 | A man who loves tea more than breakfast, lunch, and dinner. Long ago, the girl he was dating asked, "Which do you love more, tea or me?" Sa'id looked at his sugar and didn't even blink before answering, "Tea." Not long after, Sa'id was sugar-free. |
67. Latif | A man, wearing glasses, who walks on the left side of the Town Stage during the night | ? | Labib's younger brother, a klutz with his fingers who washed out before he could ever become a carpet-maker. He's spacey, he's unreliable... And, yet oddly enough, he handles the carpet workshop's accounts. |
68. Ara | Shop Owner | None | Owner of the Golden Trading Company. She has a sharp eye for merchandise, and never misses a potential new hit item. Take her latest product idea: a "shattered planet keychain." Leave it to Ara... |
69. Dimah | ? | None | Raniya's gossip partner. Dimah has been blabbing away for so long that she wound up missing her chance to meet a nice man. This would undoubtedly bother her if she weren't too busy gabbing to notice. |
70. Musaid | A guy standing close to the Entrance Stage Gate at Night | None | A chatterbox who appointed himself the local tour guide. He's thorough, make no mistake: give him the chance, and Musaid will treat even the grungiest restroom like the Eighth Wonder of the World. It takes him half a day just to show people around one block. |
71. Shadi | ? | 2 | Labib's son, an aspiring singer whose deep, rich baritone causes all the ladies to melt. Sadly, Shadi's father disapproves of such shameless razzle-dazzle, and the two are constantly clashing. |
72. Sammar | ? | ? | Safi's directionally-challenged older sister. Her sense of direction is so poor, in fact, that it's become almost legendary, with new and embarrassing chapters of the Sammar Saga being recorded on a daily basis. |
73. Layla | A woman standing in front of Prof Pickle's Shamar Lab, near Amy | None | A confident and fetching university student with an exotic flair. She is currently researching the ruins. Layla always dots her i's and crosses her t's, but the truth is, she is very much a clumsy oaf. And yet (oddly enough) many of her suitors cite this as a plus. |
74. Safi | ? | 1 | Sammar's little brother, who has his hands full keeping his "directionally impaired" sister from wandering off a cliff. Safi insists that he's not clingy: he doesn't need his sister; SHE needs HIM. To the doubters out there: this is 100% true. |
75. Sadiq | A little boy who stands to the left of the shop | 1 | An admirable lad who knows you can't cut corners if you want to fulfill your dreams. These days, Sadiq has been practicing to become a tour guide just like Musaid. |
76. Samia | ? | 2 | A resilient girl: so young, and yet put through so much grief by her completely unreasonable older sister, Yasmine. Samia consoles herself with the knowledge that she will grow up to be a patient person. |
77. Yasmine | ? | ? | A spirited girl who protects Shamar along with her younger sister, Samia. She can't seem to decide on a name for her team. Currently, it's the "Pretty Committee to Preserve Peace in Shamar". Last week, it was "Darling Defenders of the Shamarian Sands", while the week before that it was "Full Mettle Shamalchemists!" Someone really needs to take her comic books away. |
78. Shamar Hot Dog Vendor | He's standing to the left of Amy and Prof Pickle's Shamar Lab. He appears in the Day after Clearing Arid Sands Day Act 1 and appears in the Night after Clearing Arid Sands Night Act 1 | [[ | The manager of the "Don Faccho" hot dog mega-franchise's Shamar location. Always reliant on the kindness of strangers, he gives back to the community via his tantalizing turkey dogs made with twenty-plus different herbs and spices. |
Shamar's Town Stage Shop
Availability: Talk to Professor Pickle after Defeating the Night Boss: Dark Moray and leave the Lab
Golden Trading Company: Shamar Souvenirs | ||
---|---|---|
Souvenir's Name | Price | Availability |
Shamar Photo Frame | 100 Rings | Once the Shop is Open |
Shamar Miniature Flag | 100 Rings | Once the Shop is Open |
Lunisolar Charm | 150 Rings | After Clearing Arid Sands Day Act 1 and Skyscraper Scamper Night Act 1 |
Carpet | 320 Rings | Appears Defeating the Night Boss: Dark Guardian and Clearing Skyscraper Scamper Day Act 1 and Jungle Joyride Night Act 1, and then talking to Professor Pickle |
Golden Trading Company: Shamar Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Paaf | 10 EXP | Yes | 30 Rings | Always |
Chai | 5 EXP | Yes | 50 Rings | Appears after Defeating the Night Boss: Dark Guardian, Clearing Skyscraper Scamper Day Act 1 and Jungle Joyride Night Act 1, and then talking to Professor Pickle |
Elastic Ice Cream | 10 EXP | Yes | 60 Rings | Appears after Clearing Arid Sands Day Act 1 and Skyscraper Scamper Night Act 1 |
Curry | 20 EXP | No | 60 Rings | Always |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Sparkle Gelatin | 20 EXP | Yes | 30 Rings | Always |
Cookie | 10 EXP | Yes | 20 Rings | Always |
Candy | 5 EXP | Yes | 10 Rings | Always |
Golden Trading Company: Shamar Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Audio System | 500 Rings | Once the Shop is Open |
Record 50 (Shamar-Day) | 100 Rings | Once the Shop is Open |
Record 51 (Shamar-Night) | 100 Rings | After Talking to Professor Pickle in his Shamar Lab |
Videotape 31 | 100 Rings | Appears after watching the cutscene for the first time |
Videotape 35 | 100 Rings | Appears after watching it/beating the game |
Videotape 38 | 100 Rings | Appears after watching it/beating the game |
Videotape 42 | 100 Rings | Appears after watching it/beating the game |
Videotape 48 | 100 Rings | Appears after watching it/beating the game |
Shamar Entrance Stage
Availability: After talking to Professor Pickle in his Shamarian Lab- 1st Time: Only Arid Sands Day Act 1 will be Available
Shamar Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | 107 | 79 |
Extra Lives | ? | 2 |
Experience | ? EXP | 80 EXP |
Arid Sands Gaia Gate and Dark Guardian Boss Gate Locations
- To reach the Arid Sands Day Act 1 Gaia Gate, jump on the rock formation, follow the curve, and jump into the Rainbow Ring. Hop up to where the Light Speed Dash Shoes were and Ring Dash the row of Rings to the gate. To the left of where the shoes were is the Arid Sands Day Act 2 Gaia Gate, surrounded by Egg Flames and Egg Blizzards.
- The Arid Sands Night Act 1 Gaia Gate is in front of the fountain when you first come in from the Town Stage.
- The Night Boss: Dark Guardian Boss Gate is in a room underneath where the Light Speed Dash Shoes were.
Shamar Entrance Stage Collectible Item Locations | ||
---|---|---|
Order and Item | Day or Night? | Location |
1. Art Book 42 | Anytime | Behind the Night Act 1 Gaia Gate is Art Book 42 |
2. Sun Medal #1 and Videotape 25 | Anytime | To the right inside the room is a Sun Medal and Videotape 25 |
3. Moon Medal #1 | Anytime | Moon Medal #1 to the left of the first Spike Spring |
4. Crystal Ball | Anytime | From #4, continue upward to find the Crystal Ball inside a hole |
5. Red Tea | Anytime | From #5, continue carefully go across the pillar and Home Attack the Egg Flame and Egg Typhoon. You'll find the Red Tea near the spikes |
6. Record 57 | Anytime | On the left side of the Dark Guardian Boss Gate is Record 57 (Result Screen) |
7. Moon Medal #2 | Anytime | Outside of the area where the Boss Gate is Moon Medal #2 to the left behind a tree |
8. Light Speed Dash Shoes | Daytime Only | To get the Light Speed Dash Shoes, jump on the rock formation, follow the curve, and jump into the Rainbow Ring. Then hop up to the right and touch them. |
9. Sun Medal #2 | Anytime | Behind the Arid Sands Day Act 1 Gaia Gate is Sun Medal #2 |
Recap: | 2 Sun Medals, 2 Moon Medals, Light Speed Dash Shoes, Art Book 42, Videotape 25, Record 57 (Result Screen), Red Tea, and Crystal Ball | |
Total: 10 Collectible Items |
Arid Sands Day Act 1
Availability: After talking to Professor Pickle in his Shamar Lab, getting the Lightspeed Dash Shoes, and Collecting at least 60 Sun Medals (Sun Level 5)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic runs from the town into the desert ruins to grab the Shamar Day Gaia Key. There are many pathways to take in several areas of the level. In the last area there are 2 Wall Sections.
Rank | Scores |
---|---|
S | 200000 or More |
A | ?-199999 |
B | ?-178362-? |
C | ?-? |
D | ?-? |
E | ?-25819-? or Less |
Walkthrough: Move straight and drift around the first 2 corners. Hit the Dash Panels and dodge to hit the Checkpoint.
1st Checkpoint
Boost ahead, drift around the next corner, and continue boosting. You'll hit a QTE Ramp covered by boxes. If you pass the QTE, you avoid the spikes below and collect some extra rings.
2nd Checkpoint
Jump to avoid the Egg Spring, defeat the Egg Launcher, and travel to the Shuttle Loop.
3rd Checkpoint
Boost off the ramp and immediately Wall Jump. Ring Dash across to get a shortcut. Boost, jump over the walls, and slide under the crack to reach the next Checkpoint.
4th Checkpoint
- Jump, Home Attack the Spinner and land on the rail. When you land in the Directional Launcher, press X, Home Attack the Spinner and spring, and boost ahead to the next Checkpoint.
- If you boost through instead, you can Wall Jump to the rail or stomp the boxes to get to a secret Directional Launcher, Home Attack the Egg Fighter and Spring, and jump into the Red Ring.
5th Checkpoint
Run into the Dash Panels, drift to the right, and boost to clear the gap.
6th Checkpoint
Slide under the pillar and boost through the Shuttle Loop. In the bottom section, hit the spring, Home Attack the Egg Launcher, hit the spring behind it, and jump across the platforms to the moving platform. Wait for the flames to go down, get to the spring to the left, press A when you hit the Directional Launcher, and Air Boost across the spikes. Boost over the ramp, Shuttle Loop and QTE Ramp.
7th Checkpoint
Boost and avoid the falling pillars and rocks.
8th Checkpoint
Run through the Shuttle Loop and jump over the Egg Spring. Defeat the Egg Fighter and Stomp on the boxes. Press A when you're inside the Directional Launcher, Home Attack the spring, and Stomp the box when the platform is underneath it. Jump into the Red Ring to hit a series of springs and land on a rail. Boost into the spring, Home Attack the Spinners, land on the platform, and Ring Dash into the next rail. Boost across to the next Checkpoint.
9th Checkpoint
Slide under the moving platform and Wall Jump into a Dash Ring. Boost into a spring, Home Attack the Spinner and Egg Fighter, and Stomp on the boxes. Boost through the Shuttle Loop, get to the rail, defeat the Egg Shooter, and Stomp on the boxes.
10th Checkpoint
Jump on the moving pillars. If you jump as soon as they reach the highest point, the momentum will help collect the rings in the air. Once you jump off the third pillar boost.
CHECKPOINT #11
Go straight and avoid the falling pillars and spiked balls.
LAST CHECKPOINT
Boost and press LB and RB on the first wall. On the second wall, press LB once you past the rock edge, LB again, and RB once you past that rock edge. Once you land near the Egg Launchers, boost to the Goal Ring.
END OF ARID SANDS DAY ACT 1
Arid Sands Day Act 1 Collectibles
Arid Sands Day Act 1 Collectible Items | |
---|---|
Order and Name | Location |
1. Sun Medal #1 and Art Book 12 | Use the Ring Dash at the beginning to go up and use a Stomp as soon as you're close to Sun Medal #1. Instead of using the rail/hitting the Dash Panel, walk to the left of the area to find Art Book 12. |
2. Moon Medal #1 | Moon Medal #1 is to the right of where the 3 Egg Launchers are, in a corner. |
3. Record 10 | At the corner, make a right. To the right is Record 10 (Arid Sands-Day). |
4. Moon Medal #2 | In the next drifting area, go to the left early and hit the Dash Panels to get Moon Medal #2. |
Note | 5 and 6 can be done in any order you choose. |
5. Moon Medal #3 | From the Checkpoint, jump and hit the spring. Press A when you land in the Directional Launcher, and use your momentum to land on the platform to the right. Use a Ring Dash to get Moon Medal #3. |
6. Sun Medal #2 | Land on the bottom section and boost to the left. Once you reach the left side (past the first wall that you go under) wall jump off that wall, land on the tent, and Air Boost to the right to get Sun Medal #2. |
7. Art Book 13 | After hitting the 3rd Checkpoint, slow down and go to the left to get an Art Book 13 (it's before the ramp). |
8. Videotape 28 | From #7, drop into the area with the Egg Shooter/Fighter, hit the springs, and go into the left corner (to the left) to find Videotape 28. |
9. Moon Medal #4 | From #8, stay on the right side/RB and boost. You'll hit a ramp that will send you into a Moon Medal 4. |
10. Moon Medal #5 | From #9, boost past the next Checkpoint. From there, Wall Jump and you'll see Moon Medal 5 under the rail. |
Note | 11 and 12 can be done in any order you choose |
11. Moon Medal #6 | From the 6th Checkpoint, slide under the pillar and you'll go through a Shuttle Loop. As soon as you reach the end, jump! If you did it correctly, you will land on a rail. Boost from here and you'll get Moon Medal 6 that's inside of a Dash Ring. |
12. Art Book 43 | From the 6th Checkpoint, follow the regular path. Take out the Egg Launcher and Wall Jump on the left side to reach an Art Book 43. |
13. Art Book 11 | When you hit the Directional Launcher in the 2D area jump up and try to land near the first/bottom moving platform. To the left of it is Art Book 11. |
14. Sun Medal #3 | Pull off the QTE to get Sun Medal #3. |
15. Moon Medal #7 | #Behind the second to last Checkpoint, is a bottom area with the Moon Medal #7 |
Total: 16 | 3 Sun Medals, 7 Moon Medals, Art Book 11, Art Book 12, Art Book 13, Art Book 43, Videotape 28, and Record 10 (Arid Sands-Day) |
Arid Sands Day Act 2
Availability: After Clearing Arid Sands Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: This is a short level that tests your QTE skills. Be careful not to fall to your death.
Rank | Scores |
---|---|
S | 100,000 or More |
A | 80,000-99,999 |
B | 60,000-79,999 |
C | 40,000-59,999 |
D | 20,000-39,999 |
E | 19,999 or Less |
Walkthrough: Boost and jump over the spikes. Hit the QTE Spring, slide under the pillar, jump over the spikes, Home Attack the enemies, and go into the next QTE Spring. Next you'll hit a QTE Ramp, a QTE Spring, and 2 more QTE Ramps. After the second QTE ramp, watch out for the Spikes. The Goal Ring is behind the Egg Fighter at the end.
END OF ARID SANDS DAY ACT 2
Arid Sands Day Act 2 Collectibles
Collectible | Location |
---|---|
1. Moon Medal #1 | Behind the end of the pillar to the right in the second area is Moon Medal #1. |
2. Sun Medal #1 | In the 3rd area to the right is Sun Medal #1. |
3. Moon Medal #2 | From #2, head to the right of the QTE Ramp to find the other Moon Medal #2. |
Total: 3 | 1 Sun Medal and 2 Moon Medals |
Scoring an S Rank
- Collect all the Rings, defeat all the enemies, and slow down in the last area to avoid the spikes.
Arid Sands Night Act 1
Availability: After Clearing Arid Sands Day Act 1 and Skyscraper Scamper Night Act 1, then talking to Professor Pickle and collecting at least 80 Moon Medals (Moon Level 6)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic goes through the town at night, towards one of the nearby ruins to get the Shamar Night Gaia Key. This is the first Act to introduce the enemy, Fire Master. Also, there are no bottomless pits throughout the entire Act.
Rank | Scores |
---|---|
S | 300,000 or More |
A | ?-282,398-299,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: From the beginning, head straight to enter NIGHT FIGHT #1.
Arid Sands Night Act 1: NIGHT FIGHT #1
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 2 Waves |
1st Wave | 1 Fire Master |
2nd Wave | 2 Red Frights and 2 Fire Masters |
Rings | 9 |
10 Rings | 4 (check the corners of the area) |
Collectibles | Moon Medal #1 is located to the right of the START |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
Once NIGHT FIGHT #1 ends, NIGHT FIGHT #2 will begin in the next area.
Arid Sands Night Act 1: NIGHT FIGHT #2
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 4 Red Frights, 4 Deep Nightmares (2 more appear 1 by 1), 2 Fire Masters, and 2 Thunder Balls |
Rings | 9 |
10 Rings | 4 |
Heal Rings | There's 1 inside of a pot to the right |
Full Dark Gaia Force | ? |
Boxes/Barrels | There are several water barrels around the area |
Shield Charge | There's 1 in a corner next to a 10 Ring, surrounded by potted trees |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | There are 2 Red unstable Grab Ledges on the side of the building that Sonic can quickly use to get Sun Medal #4. Also, if you destroy the signs, behind the tables, you will find 2 Egg Fighters with Static Shields and Sun Medal #5 |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
CHECKPOINT #1
Arid Sands Night Act 1: NIGHT FIGHT #3
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 2 Dark Frights, 2 Red Frights, and 1 Fire Master |
Rings | 9 |
10 Rings | 1 next to where the Fire Masters appear |
Heal Rings | There's 1 inside of a Orange Soda Machine |
Full Dark Gaia Force | There's 1 to the right side of the Checkpoint, inside of a Potted Plant |
Boxes/Barrels | There are several water barrels around the area |
Shield Charge | ? |
Power Shield | There's one inside a barrel to the left |
Collectibles | There are 2 Red unstable Grab Ledges on the side of the building that Sonic can quickly use to get Sun Medal #4. Also, if you destroy the signs, behind the tables, you will find 2 Egg Fighters with Static Shields and Sun Medal #5 |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
Once you get over to this area, there are 2 things you can do:
Arid Sands Night Act 1: NIGHT FIGHT #4
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 4 Red Frights and 1 Fire Master |
Rings | 9 |
10 Rings | 4 |
Boxes/Barrels | There are several water barrels around the area |
Collectibles | There's a Record in the area to the left while Sun Medal #1 is floating near the Side Pole |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
After this, you can do one of 2 things: Then go straight and to the right and defeat another wave of Fire Masters, Dark Frights, and Red Frights.
CHECKPOINT# 2
In the next area you have 3 NIGHT FIGHTS (#5, #6, and #7) the enemies and take all 4 Stone Keys to their Stone Alters.
- Blue Stone Key: After defeating the waves of Fire Master and Killer Bees, go to the water to the right of where you entered from
- Green Stone Key: In the middle of the middle grass section
- Yellow Stone Key: Behind the bars and flower pots to the right
- Red Stone Key: Go all the way to the right and Defeat the waves of Fire Masters and Red Killer Bees. It's sitting to the left in a corner
Arid Sands Night Act 1: NIGHT FIGHT #5
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 2 Killer Bees, 2 Fire Masters, 2 Egg Typhoons, and 1 Thunder Ball |
Rings | 9 |
10 Rings | 3 |
Heal Rings | There's 1 near Sun Medal #3 |
Full Dark Gaia Force | ? |
Boxes/Barrels | There are several water barrels around the area |
Shield Charge | ? |
Power Shield | ? |
Super Claw | There's 1 inside of a Potted Plant in the upper area |
Collectibles | There are 2 Red unstable Grab Ledges on the side of the building that Sonic can quickly use to get Sun Medal #4. Also, if you destroy the signs, behind the tables, you will find 2 Egg Fighters with Static Shields and Sun Medal #5 |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
There's a pathway in between NIGHT FIGHTS #5 and #6. There's a Shield Charge inside a Potted Plant next to the Yellow Stone Key.
Arid Sands Night Act 1: NIGHT FIGHT #6
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 2 Waves of 2 Red Killer Bees (4 Total) and 1 Fire Master (2 Total) |
Rings | 9 |
10 Rings | 7 |
Heal Rings | There's 1 inside of a Orange Soda Machine |
Full Dark Gaia Force | There's 1 inside the north room, inside of a pot to the left |
Boxes/Barrels | There are several water barrels around the area |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | There are 2 Red unstable Grab Ledges on the side of the building that Sonic can quickly use to get Sun Medal #4. Also, if you destroy the signs, behind the tables, you will find 2 Egg Fighters with Static Shields and Sun Medal #5 |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
There is an optional area up the stairs to the right of NIGHT FIGHT #6. BE WARNED, IF YOU GO UP THERE, YOU WILL HAVE TO FIGHT STRONG VERSIONS OF MULTIPLE ENEMIES IN NIGHT FIGHT #7.
Arid Sands Night Act 1: NIGHT FIGHT #7
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 2 Waves of Deep Nightmares, 1 Red Killer Bee and 1 Cure Master |
Rings | 9 |
10 Rings | 1 next to where the Fire Masters appear |
Heal Rings | There's 1 inside of a Potted Tree to the right, behind 2 other Potted Trees |
Full Dark Gaia Force | ? |
Boxes/Barrels | There are several water barrels around the area |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | There IS Sun Medal #5 |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
LAST CHECKPOINT
Avoid the flamethrowers and grab the ledge at the end of the path. Here you will enter NIGHT FIGHT #8
Arid Sands Night Act 1: NIGHT FIGHT #8
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 2 Waves |
1st Wave | 2 Dark Eels, 1 Fire Master, 1 Power Master, and 1 Thunder Ball |
2nd Wave | 1 Fire Master and 1 Cure Master |
Rings | 9 |
10 Rings | 1 next to where the Fire Masters appear |
Heal Rings | There's 1 inside of a Orange Soda Machine |
Full Dark Gaia Force | ? |
Boxes/Barrels | There are several water barrels around the area |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | There are 2 Red unstable Grab Ledges on the side of the building that Sonic can quickly use to get Sun Medal #4. Also, if you destroy the signs, behind the tables, you will find 2 Egg Fighters with Static Shields and Sun Medal #5 |
Tips/Strategies
- Grab the Red Frights and throw them at the Fire Master
Once NIGHT FIGHT #9 is over, push the Movable Crate over to the right side of the water. Then grab the Side Pole and Swing to get up to the Grab Ledge.
Arid Sands Night Act 1: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Enemies | 1 Titan and 3 Waves of 1 Cure Master, 1 Fire Master, 1 Power Masters (3 of each Total) |
Rings | ? |
10 Rings | 2 |
Heal Rings | ? |
Full Dark Gaia Force | |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Collectibles | ? |
Tips/Strategies
- Take out the Cure Masters first
- If you take your time, the Titan will take out most of the enemies for you
- You only need to Defeat the Titan to make the Goal Ring appear.
END OF ARID SANDS NIGHT ACT 1
Arid Sands Night Act 1 Collectibles
Order | Location | |
---|---|---|
1. Moon Medal #1 | From the start, jump to the right of where you're are standing. Moon Medal #1 is in the corner behind the flower pot. | |
2. Record 27 | In the area with the fountain and the statue, grab the box in the room and sit it on the switch to the left of the locked door. Inside the room is Record 27 (Intro: Arid Sands-Night) . | |
3. Sun Medal #1 | From #2, defeat the second Fire Wizard and go into the room with the movable box. Move it to where Sun Medal #1 is to the left. | |
4. Moon Medal #2 | From #3, grab the tiny pole close to where Sun Medal #1 was, jump to the right, and use the Dark Bat Sniper, to get to the upper section above the Checkpoint. When you land, make a right down the hallway to find Moon Medal #2. | |
5. Sun Medal #2 | From #4, go to the left side of the upper area to find a Sun Medal #2. | |
6. Sun Medal #3 | From #5, go back the way you came, fall to the ground, and go to the checkpoint. Same as #3, there's a hallway to the right of the checkpoint. Smash the boxes and you'll find Sun Medal #3 next to a 10 Ring. | |
7. Moon Medal #3 | From #6, go through the checkpoint and look to the right to find Moon Medal #3 over the water (close to where the Blue Switch is). | |
8. Sun Medal #4 | To the left of #7, you'll find Sun Medal #4 between the palm trees. | |
9. Sun Medal #5 | As you head towards the second fight area (with the 2 waves of Red Killer Bees and Fire Wizards), go into the left fenced off section, smash the flowers pots, and youユll find a Sun Medal #5. | |
10. Sun Medal #6 | In a room further down from #8, to the left, is Sun Medal #6. | |
11. Record 26 and Sun Medal #7 | From #10, go up the stairs in the right corner to the right of the upper area to find a Record 26 (Arid Sands-Night) and Sun Medal #7. | Warning: When you go up here, you have to fight at least 4 waves of enemies in order to leave. |
12. Sun Medal #8 | After you've put all 4 Stone Keys in the right alters, go through the door. When the camera switches back to Sonic, you should see Sun Medal #8 to his right behind a pillar. | |
13. Sun Medal #9 | When you reach the rows of flamethrowers, jump over the first over the first one but wait for the second one to die down. Sun Medal #9 is to the left. | |
14. Moon Medal #4 | From #13, grab the ledge, climb up, and go inside the room to the right to grab Moon Medal #4. | |
15. Sun Medal #10 | From #14, go to the columns to the left. Sun Medal #10 is behind the right one. | |
16. Moon Medal #5 and Art Book 61 | After defeating all the enemies, move the movable box to where the columns are. Quickly grab the small poles on the right columns and carefully jump to where Moon Medal #5 is. To get the Art Book 61, hop back up to the top of the pillar. Now do a midair double jump to get it. | Note: It's probably better to get Art Book 61 first and then jump back over to Moon Medal #5, but it may take some tries. |
17. Moon Medal #6 | In the last area, where the Titan and Wizards are, go inside the room to the left to find the last Moon Medal #6. | |
18. Art Book 45 | #Art Book 45 is behind the Goal Ring to the right | |
Recap: | 10 Sun Medals, 6 Moon Medals, Art Book 45, Art Book 61, Record 27 (Intro: Arid Sands-Night), and Record 26 (Arid Sands-Night) | |
Total: 20 Collectible Items |
Night Boss: Dark Guardian
Availability: After Clearing Arid Sands Night Act 1- Rings: 40
- Experience: 300 EXP
- Bestiary Description: The abundant moon energy within the Shamar temple was twisted into this form by Dark Gaia's evil influence. It attacks with a giant hammer inbued with the power of thunder. Since it draws upon lunar power, it will grow weaker if the Moon Altar is destroyed.
- Summary: Sonic can hit Dark Guardian as much as he likes but as long as the Moon Altar is standing, it's pointless.
Battle Style: In order to beat Dark Guardian, Sonic has to move all 3 blocks to the other side of the level, with the blue alter, and then beat the last of his remaining health out of him.
If you want to do this quick and easy, move them in order of largest to smallest than the other way around. When you first start the level, run over, and start whaling on Dark Guardian. When Dark Guardian falls back, choose the block you want to move, and start pushing it towards the other side. Watch the fences because they pop up and down randomly each time Dark Guardian falls down. Also, be aware of when Dark Guardian gets back up, because he may use a lightning attack from a distance instead of attacking directly.
Once the blocks reach the line at the bottom of the blue alter, they will automatically slide up and take a chunk out of his health. Repeat this 2 more times and then go attack him dead on to finish the level. Try to push the blocks one at a time, because Dark Guardian and the Nightmares will try to push the blocks in the opposite direction.
After you successfully push 1 block into the alter line, a few things will change during the fight:
- if Dark Guardian starts to glow after already being revived and he walks around in a blue aura, he may do an attack that triggers a QTE. Be ready when he starts sliding
- Deep Nightmares will appear along with the Nightmares
Collectibles: 3 Sun Medals and 2 Moon Medals
- To the left of the start is a Sun Medal
- There are 2 Medals floating in the air. One is above where the medium sized block is placed and the other is above the small sized block is placed.
- On the sides of the blue alter is a Sun Medal and a Moon Medal
Night Boss: Dark Guardian Collectible Item Locations | |
---|---|
Order | Location |
1. Sun Medal #1 and Moon Medal #1 | Sun Medal #1 and 'Moon Medal #1 are on the bottom area. |
2. Sun Medal #2 and Moon Medals #2 and #3 | Sun Medal #2 and Moon Medals #2 and #3 are in the upper area with Dark Moray. |
Recap | 3 Sun Medals and 2 Moon Medals |
Total: 5 Collectible Items |
Night Boss: Dark Guardian Final Scores | |
---|---|
Rank | Points Needed |
S | 60000 or More |
A | ?-59999 |
B | ?-54525-? |
C | ?-? |
D | ?-33904-38671-? |
E | ? or Less |
Scoring an S Rank:
- Finish in less than 2 Minutes
Arid Sands Day Act 1-2 DLC
Availability: ?- Special Shoes Needed: Wall Jump and Lightspeed Dash
- Rings: Coming Soon
- Extra Lives: ?
- Experience: ?/? Experience Points
- Summary: Sonic has to run through a remixed version of Arid Sands Day Act 1 in 7 minutes.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Arid Sands Day Act 3 DLC
Availability: ?- Rings: Coming Soon
- Extra Lives: ?
- Experience: ?/? Experience Points
- Special Shoes Needed: None
- Summary:
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Arid Sands Night Act 2 DLC
Availability: ?- Rings: Coming Soon
- Extra Lives: ?
- Experience: ?/? Experience Points
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Arid Sands Night Act 2 DLC: NIGHT FIGHT #1
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 3 Nightmares and 1 Fire Master |
Rings | ? |
10 Rings | Where the 4 doors are, it's inside the first door on the right |
Heal Rings | ? |
Full Dark Gaia Force | 1 inside of a White Flower Pot |
Shield Charge | 1 inside of a brown flower pot |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 2 DLC: NIGHT FIGHT #2
Difficulty | Minor Fight |
---|---|
Optional? | ? |
Enemies | 3 Nightmares and 1 Fright Master |
Rings | ? |
10 Rings | Where the 4 doors are, it's inside the first door on the right |
Heal Rings | ? |
Full Dark Gaia Force | 1 inside of a White Flower Pot |
Shield Charge | 1 inside of a brown flower pot |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 2 DLC: NIGHT FIGHT #3
Difficulty | Mini Boss Fight |
---|---|
Optional? | ? |
Enemies | Red Frights, 1 Cure Master, and 1 Titan |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 2 DLC: NIGHT FIGHT #4
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 3 Dark Bat Snipers |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 2 DLC: NIGHT FIGHT #5
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 3 Nightmares and 1 Fire Master |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 2 DLC: NIGHT FIGHT #6
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 3 Red Frights, 2 Nightmares, and 1 Fire Master |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 2 DLC: NIGHT FIGHT #7
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 4 Dark Eels and 1 Cure Master |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 2 DLC: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Optional? | No |
Enemies | Red Frights, 3 Nightmares, 1 Cure Master, and 2 Titans |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 3 DLC
Availability: ?
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Arid Sands Night Act 3 DLC: NIGHT FIGHT #1
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 2 Dark Eels |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Arid Sands Night Act 3 DLC: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Optional? | No |
Enemies | 3 Fire Masters and 1 Titan |
Rings | ? |
10 Rings | ? |
Heal Rings | ? |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | ? |
Tips/Strategies
- Coming Soon
Empire City
Availability: After Talking to Professor Pickle in his Shamarian Lab- Medals: 20 Sun Medals and 20 Night Medals
- Acts and Missions: Day 7 (+ 2 DLC = 9), Night 7 (+ 2 DLC = 9)
- World Map Description: A melting pot of diverse folk and ideas. All who come here dream of making it big.
Empire City Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Empire City Town Stage Day | 0 | 2 | ||
Empire City Town Stage Night | 2 | 0 | ||
Empire City Entrance Stage | 2 | 2 | ||
Skyscraper Scamper Day Act 1 | 3 | 7 | 1 | |
Skyscraper Scamper Day Act 2 | 1 | 2 | 1 | |
Day Time Trial Lv. 1-3 | 1 | |||
Battle Trial Lv. 1-3 | 1 | |||
Ring Trial Lv. 1-3 | 1 | |||
No Appointment Day Mission | 0 | 0 | 1 | |
Passion Power Day Mission | 0 | 1 | 1 | |
Skyscraper Scamper Night Act 1 | 10 | 6 | 1 | |
Night Time Trial Lv. 1-3 | 1 | |||
Survival Lv. 1-3 | 1 | |||
A Rising Star Night Mission | 0 | 0 | 1 | |
[[Dead End]] Night Mission | 1 | 0 | 1 | |
[[Play It Cool]] Night Mission | 0 | 0 | 1 | |
Sonic Presents Night Mission | 1 | 0 | 1 | |
Total | 20 | 20 | 7 | 7 |
If you Downloaded the Empire City and Adabat Adventure Pack | ||||
Skyscraper Scamper Day Act 1-2 DLC | 1 | |||
Skyscraper Scamper Day Act 3 DLC | 1 | |||
Skyscraper Scamper Night Act 2 DLC | 1 | |||
Skyscraper Scamper Night Act 3 DLC | 1 | |||
Final Total | 20 | 20 | 9 | 9 |
Empire City Town Stage
The Town Stage is basically a circle. The shop's to the left and the Entrance Stage Gate is on the other side of the fountain.
Empire City Town Stage Medal Locations
Daytime
- On a table under a Red/Yellow Umbrella
- Right of Shop
- Right side near a Hot Dog stand
- Behind an Ice Cream stand to the left of the Shop
Empire City Directory
All 9 Empire City citizens.
The Citizens of Empire City | |||
---|---|---|---|
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
85. Louie Montaine | A guy with white glasses, walking in front of the Entrance Stage Gate. | 3 Regular Missions | A self-styled Love Expert who claims to have won as many hearts as there are stars in the sky. Louie is always happy to teach the ABCs of that sticky wicket they call romance. If you ask nicely, he'll even help you practice... just as long as you're OK with his particular practice style. |
86. Boss | His first appearance is to the right of the Shop in Spagonia. The next time you see him he'll be in Mazuri. | 4 Deliveries | A business wizard who can move billions with a mere snap of his fingers. Seeing as life is short and time is money, he believes in investing all of his time looking out for number one. If you were wondering, the Boss doesn't make his real name public. For business reasons, of course. |
87. Def Big | A big guy wearing sunglasses. He stands to the right of the shop. He disappears after doing some missions. | 1 Regular Mission | A big-name producer worried about the future of the music industry. Def Big is currently seeking a pop sweetheart newcomer sensation with urban integrity but a dark side too. |
88. Elizabeth | A woman wearing glasses and a blue jacket. She's right in front of the fountain when you enter the Town Stage. | None | An educator who has worked in the area schools for ages. People affectionately call her Liz. She loves seeing her kids smile, and reaches out to people left and right, but that's probably just the teacher in her. Liz has cared for more than 2,000 students to date. |
89. Charles | A young man, who walks on the right side of the fountain. | Exorcism | A superior student and aspiring doctor who sits at the top of his class and shows no sign of slipping. One teensy little problem: he's squeamish and can't stand the sight of blood. When the cadavers roll in, he rolls out, then talks the professor into giving him credit anyway. |
90. Robert | Shop Owner | None | A Def Big fan who moved into the city to meet his hero. He works part-time at the shop. Bob wants to be like Def Big more than anything, but so far he's only gotten the Big part down. |
91. Li'l Kate | A teen wearing red and a green headband. She walks to the left of Elizabeth. | 2 | A bright and bubbly pop star in the making, with a killer voice and dance moves to match. She's a go-getter, too; Li'l Kate doesn't sit around waiting for favors. "If life's a ride," she says, "then move over, 'cause I'm driving." |
92. Brenda | A lady dressed like a news reporter. She first appears in Mazuri after defeating Egg Beetle and later in Chun-nan. | 5 Quizzes | A freelance writer who travels around the world. These days Brenda has been following the global crisis, penning stories like "Shattered Planet! Who Broke the Globe?" and "Light and Dark Fight for Domination!" or "Do Blue Hedgehogs Dream of Electric Eggs?" |
93. Empire City Hot Dog Vendor | ? | 15 Hot Dogs | The manager of the Don Faccho hot dog mega-franchise's Empire City location. Without a doubt the friendliest guy in hot dogs. Check out the Empire City hot spots while nibbling one of his specialty links. |
Empire City's Town Stage Shop
Availability: After Talking to Professor Pickle in his Shamarian Lab
Counter of Dreams 2: Empire City Souvenirs | ||
---|---|---|
Souvenir's Name | Price | Availability |
Empire City Photo Frame | 100 Rings | Once the Shop is Open |
Empire City Miniature Flag | 100 Rings | Once the Shop is Open |
Jenny | 180 Rings | Appears after Defeating the Day Boss: Egg Lancer |
Jack-o'-lantern | 150 Rings | Appears after Unlocking Adabat |
Counter of Dreams 2: Empire City Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Hamburger | 30 EXP | Yes | 70 Rings | Always |
Big G Steak | 50 EXP | Yes | 90 Rings | Appears after Defeating the Day Boss: Egg Lancer |
Popcake | 20 EXP | Yes | 50 Rings | Appears after Unlocking Adabat |
Nuclear Taquo | 5 EXP | No | 70 Rings | Appears after Unlocking Adabat |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Cookie | 10 EXP | Yes | 20 Rings | Always |
Fried Chicken | 30 EXP | Yes | 50 Rings | Always |
Grapes | 15 EXP | Yes | 40 Rings | Always |
Apple | 20 EXP | Yes | 30 Rings | Always |
Counter of Dreams 2: Empire City Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Record 52 (Empire City-Day) | 100 Rings | Once the Shop is Open |
Record 53 (Empire City-Night) | 100 Rings | Once the Shop is Open |
Videotape 33 | 100 Rings | Appears after watching the cutscene for the first time |
Videotape 40 | 100 Rings | Appears after watching the cutscene for the first time/beating the game |
Videotape 41 | 100 Rings | Appears after watching the cutscene for the first time/beating the game |
Videotape 44 | 100 Rings | Appears after watching the cutscene for the first time/beating the game |
Videotape 49 | 100 Rings | Appears after watching the cutscene for the first time/beating the game |
Videotape 53 | 100 Rings | Appears after watching the cutscene for the first time/beating the game |
Empire City Entrance Stage
Availability: Same as the Empire City Town Stage- 1st Time: Only Skyscraper Scamper Night Act 1 is Available
Empire City Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | INFINITE RINGS | 10 |
Experience | 0 | 160 EXP |
Skyscraper Scamper Gaia Gate Locations
- During the Daytime, hop on the platforms to the left and use the Directional Launchers at the top to reach the Skyscraper Scamper Day Act 1 Gaia Gate.
- To reach the Skyscraper Scamper Day Act 2 Gaia Gate, use the Directional Launchers again but on the second top one, Press A instead of X and Home Attack the pulley. Then turn to the right, run, and do an Air Boost to the Rainbow Rings. If you time it just right the Rainbow Rings will put you by the Skyscraper Scamper Day Act 2 Gaia Gate.
- During the Nighttime, destroy one of the Generators to the right to get to the Skyscraper Scamper Night Act 1 Gaia Gate''.
Empire City Entrance Stage Collectible Item Locations | ||
---|---|---|
Order and Item | Day or Night? | Location |
1. Record 29 | Anytime | Behind the platforms to the left is a Record 29 (Intro: Skyscraper Scamper-Night) |
2. Sun Medal #1 | Daytime Only | Use the Directional Launcher that normally sends Sonic towards the Skyscraper Scamper Day Act 1 Gaia Gate and press the A Button. This will allow you to hit the pulley and get Sun Medal #1. |
3. Moon Medal #1 | Anytime | Moon Medal #1 in the back on the ground |
4. Moon Medal #2 | Nighttime Only | Use the Side Poles on the building to reach Moon Medal #2 |
5. Sun Medal #2 | Nighttime Only | Pull the lever to the right and use the Side Poles to get Sun Medal #2 |
6. White Tea | Anytime | To the right side of the Skyscraper Scamper Day Act 2 Gaia Gate is an area with the White Tea. There's a Wall Jump section to the right of it and Side Poles Sonic the Werehog can climb. |
Total: 6 Collectible Items = 2 Sun Medals + 2 Moon Medals + 1 Record [Record 29 (Intro: Skyscraper Scamper-Night)] + 1 Mission Item [White Tea] | ||
Recap: | 2 Sun Medals, 2 Moon Medals, Record 29 (Intro: Skyscraper Scamper-Night), and White Tea | |
Total: 6 Collectible Items |
Skyscraper Scamper Day Act 1
Availability: Talk to Professor Pickle after Clearing Arid Sands Day Act 1 and Skyscraper Scamper Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic helps get rid of the Egg Fighters, Egg Shooters, Spinners, Egg Chasers, Egg Typhoons, and Interceptor in the city while blazing through the highways and buildings. Since we're high up above the buildings, watch your speed in certain areas of the stage.
Skyscraper Scamper Day Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 200000 or More |
A | ?-199999 |
B | ?-? |
C | 112246-131626 |
D | ?-? |
E | ? or Less |
Walkthrough: From the Start, collect some Rings, and boost down the incline. After breaking the toll gate, Drift to the right, and go through the Shuttle Loop. Once you hit the spring, Home Attack the Spinners, and land on one of the rails. Boost down and hit the ramp, hit the spring, and hit a QTE Ramp:
- If you finish the QTE, slide under the crack and Home Attack the spring.
- If you fail the QTE, Home Attack the enemies. After you destroy the Aero Cannons, wait for the moving platform to be down before hitting the spring. Land on the platform, jump to the next section, and Ring Dash into the QTE Spring.
CHECKPOINT #1
Go through the tunnel, slow down or drift to the right by pressing B, and boost the entire way from here.
CHECKPOINT #2
Home Attack the Spinners going to the middle platform/straight. Run across the circular platform with the moving spikes, Home Attack the spring, and land on the platform. Jump across, Home Attack the next spring when the Thunder Spinner isn't giving off electricity, and Home Attack the pulley.
Go to the right and boost into the Egg Fighters and the ramp. While in midair hit the Y Button to Ring Dash to avoid the bottom section. Avoid the Egg Launcherユs missiles and then hit the Dash Panel or Home Attack the spring.
CHECKPOINT #3
Boost from here. Once you run through the Shuttle Loop:
- Shortcut: Stomp as soon as you see the Egg Launcher. This will send on you on an upper path.
- Regular Way: Go over the ramp, Home Attack the Egg Knight, and grab the pulley. Ring Dash across the gap, then slide under the crack, and Wall Jump (Watch out for the spikes!). Then hit the Dash Panel, Boost into the spring, and immediately do an Air Boost.
Boost through the next section and Home Attack the Egg Shooter.
CHECKPOINT #4
Pull off the QTE. If you fail the QTE Sonic will die. In this area you will be chased by an Interceptor and then [[Aero Chaser]]s immediately after.
Skyscraper Scamper Day Act 1: Interceptor
Bombs | |||
---|---|---|---|
Order | Left | Middle | Right |
1st | Safe | INCOMING! | Safe |
2nd | Safe | Safe | INCOMING! |
3rd | Safe | INCOMING! | Safe |
4th | INCOMING! | Safe | Safe |
5th | Safe | INCOMING! | Safe |
6th | Safe | Safe | INCOMING! |
7th | Safe | INCOMING! | Safe |
INCOMING! |
Tips/Strategies
- Coming Soon
NOTE: Normally, Sonic will automatically make a turn into the Aero Chaser section at the end of the Interceptor path. However, if he gets hit by the Interceptor towards the end, he may break out of it and go straight instead allowing you to go back and recollect any Rings on the Interceptor path.
After that, Aero Chasers will appear.
Skyscraper Scamper Day Act 1: Aero Chasers
Egg Fighters | |||
---|---|---|---|
Number | Left | Middle | Right |
1st | - | BOOST | - |
2nd | Ignore it! | JUMP | Ignore it! |
3rd | _ | BOOST | - |
4th | Laser! | BOOST | BOOST |
5th | BOOST | BOOST | - |
6th | Incoming! | Safe | Incoming! |
Last | BOOST | BOOST | BOOST |
Tips/Strategies
- After the boosting into/going past the first Egg Fighter, the left and right Aero Chasers will drop an electric barrier down. You have to stay in the middle and Jump to avoid taking damage. There's no way to hit the Egg Fighters on the sides because the electric barrier.
At the end of the path is a Spring.
LAST CHECKPOINT
Boost on the rail and switch them once they come close to ending. After hitting the Spring there are 2 ways to go:
- Continue to the Rail: Home Attack the Spinners and aim for the Rainbow Ring above the Rail.
- QTE Spring Shortcut: Home Attack the Spinners but let yourself fall a little and then Home Attack the bottom Spinner or go straight for the QTE Spring.
, Home Attack the Spinners and go through the Rainbow Ring to get to the other rail. Once you're on the 3 rails take the left rails over to an area with enemies and boost over to the QTE Ramp. Hit the springs, boost up the wall, and dodge the bombs. If you hit a bomb on the first and third walls, you'll land on a platform with rings, 2 Egg Launchers, and a spring that will send you back on the wall. Once you get past the wall you land on a rail again. Switch to the left rail, hit the spring, and Home Attack the Egg Fighters. Hit the spring at the end, land on the rail, and boost. You'll land on a platform with a statue and 5 Egg Fighters. Defeat them to make the Goal Ring appear.
Skyscraper Scamper Day Act 1 Collectibles
1. Moon Medal #1 | In front of the first Checkpoint is Moon Medal #1 |
---|---|
2. Moon Medal #2 | When you run up the building, hit the Red Rings, and move forward to hit the Moon Medal #2 |
3. Videotape 16 | From #2, hit the Checkpoint, take the Spinners to the lower path and run across the rotating platform with the spikes. Videotape 16 is to the right on top of a Metal Crate. |
4. Art Book 14 | From #3, hop across to the next section to find an Art Book 14 to the right, in front of an orange/white snack machine |
5. Moon Medal #3 | From #4, destroy the Electro Spinner, grab the pulley, and reaching the top. In the next area, instead of going to the right, smash the boxes to the left to find a hidden Spring. Hit the Spring to be taken to Moon Medal #3. |
6. Moon Medal #4 | After getting #5, carefully jump off to the left side of the edge, using the springs to get your balance, and land to the left of them. Carefully, destroy the first Egg Typhoon, and home attack the second to get a Moon Medal #4. |
7. Sun Medal #1 and Record 11 | In the next area with an Egg Launcher, avoid the Dash Panel and walk to the left to get Sun Medal #1 floating above a telephone booth. Now walk back to where you landed and go to the right corner (corner diagonal to where you found the Sun Medal) to find Record 11 (Skyscraper Scamper-Day). |
8. Videotape 26 | From #7, hit the Dash Panel. When you reach the end of the Shuttle Loop, do a stomp as soon as you see the Egg Launcher to hit some springs and hit a Rainbow Ring. Jump to the second platform instead of using a Ring Dash and jump to get Videotape 26, which is floating in the air. |
9. Moon Medal #5 and Art Book 47 | Boost into a ramp to grab Moon Medal #5 while in the air. You may need to Air Boost to get it. Once you land, go backwards to get Art Book 47. |
10. Moon Medal #6 | In the next area with glass underneath you, instead of stomping, Wall Jump from the wall and the floating platform and Air Boost to reach that upper area with glass to get Moon Medal #6. |
Note | You could chose to do 11 and 12 in any order you please, but you'll have to start over or lose a life to get the other. |
11. Sun Medal #2 | When you hit the spring and have to home attack the Spinners, attack the ones on the bottom to reach a QTE Spring to the right. Once you land on the rail, stay on it and prepare to jump up to the upcoming rail. This will take you to an area with Sun Medal #2. |
12. Sun Medal #3 | When you hit the spring and have to home attack the Spinners, attack the top ones and hit the Rainbow Ring. When you end up in between 2 other rails, hit LB twice to reach an area with Egg Fighters and Egg Launchers. Sun Medal #3 is straight to the left |
13. Moon Medal #7 | On the last rail, hit LB to avoid the Dash Ring and get Moon Medal #7. |
Total: 15 | 3 Sun Medals, 7 Moon Medals, Art Book 14, Art Book 47, Videotape 16, Videotape 26, and Record 11 (Skyscraper Scamper-Day) |
Skyscraper Scamper Day Act 2
Availability: After Clearing Skyscraper Scamper Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: A short Act that tests your ability on narrow pathways.
Walkthrough: From the start, boost across into the spring. Boost to the right, jump over the spikes, and Home Attack the Spinners. Jump over to the rings in the air and Ring Dash to the platform. Once you land boost to the spring, and carefully position yourself onto the platform.
CHECKPOINT
Run across and jump into the 2 upcoming Rainbow Rings. Home Attack the Egg Shooter and then Home Attack the Spinners and Rainbow Ring to get across. Carefully run and jump into the Rainbow Ring, pass the mallets and Air Boost to the next platform. Now carefully run and jump across the platforms and Air Boost to the Goal Ring.
Skyscraper Scamper Day Act 2 Collectibles
Skyscraper Scamper Day Act 2 Collectibles | |
---|---|
Collectible Items | Location |
1. Videotape 21 | Videotape 21 on the front of the third pathway |
2. Moon Medal #1 | In the air after hitting the spring is Moon Medal #1 |
3. Moon Medal #2 | Inside the boxes to the right in the next area is Moon Medal #2 |
4. Sun Medal #1 | In between the moving hammers is Sun Medal #1 |
5. Art Book 46 | Inside the boxes to the left in the next area is Art Book 46 |
Total: 5 | 1 Sun Medal, 2 Moon Medals, Art Book 46, and Videotape 21 |
Skyscraper Scamper Day Act 2 Final Scores | |
---|---|
Rank | Points Needed |
S | 100,000 or More |
A | 90,000-99,999 |
B | 80,000-89,999 |
C | 70,000-79,999 |
D | 60,000-69,999 |
E | 59,999 or Less |
Skyscraper Scamper Night Act 1
Availability: After transferring to Shamar, talking to Professor Pickle, and Collecting at least 60 Moon Medals (Moon Level 5)- Rings: ?
- Extra Lives: 2
- Experience: ? EXP Bars/? EXP
- Summary: Sonic cleans the buildings of Egg Fighters and Dark Gaia's Minions. This is the only Night Act with Spiked Tightrope Ledges, unstable Tightrope Ledges, and introduces the Generators.
Walkthrough: From the Start, go to the left and a NIGHT FIGHT #1 will start.
Skyscraper Scamper Night Act 1: NIGHT FIGHT #1
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 6 Little Rexes and 2 [[Deep Nightmares]] |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 4 | In front of the big Signs |
Tips/Strategies
- Coming Soon
Destroy the big signs in the back to reveal the floating Climb Poles. Jump across the Climb Poles and either enter NIGHT FIGHT #2 or skip it and walk across the Tightrope Ledge.
Skyscraper Scamper Night Act 1: NIGHT FIGHT #2
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 1 Deep Nightmare |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | 5 | There are 5 across the Tightrope Ledge |
10 Rings | 1 | There's 1 across the Tightrope Ledge |
Tips/Strategies
- Coming Soon
CHECKPOINT #1
Use the Swing Poles to get to the Generator and destroy it. Continue using the Swing Poles to reach a set of Vertical Poles and Side Poles. There's an Extra Life in the middle of 2 Climb Poles near. At the edge of the building is a Grab Ledge with a few Saw Blades moving above and under it. Also, Sun Medal #1 is underneath it. Follow the Grab Ledge to a floating platform and jump over to reach the next Checkpoint.
CHECKPOINT #2
As soon as Sonic moves forward, he'll enter NIGHT FIGHT #3.
Skyscraper Scamper Night Act 1: NIGHT FIGHT #3
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 5 Little Rexes and 2 Nightmares |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | 1 | There's 1 floating above the middle platform |
Tips/Strategies
- Coming Soon
Once Sonic Clears or avoids NIGHT FIGHT #3, jump across the moving platforms to enter NIGHT FIGHT #4.
Skyscraper Scamper Night Act 1: NIGHT FIGHT #4
Enemy Information | |
---|---|
Optional? | Yes |
Enemies | 7 Red Rexes and 2 [[Egg Fighters with Static Shields]] |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
Heal Rings | 1 | There's 1 inside mini round water tower to the left |
Collectible Items | 2 | Destroy the Yellow Containers to the side to grab Sun Medal #2 and Moon Medal #1 is floating on the Grab Ledge behind it |
Tips/Strategies
- Coming Soon
From NIGHT FIGHT #4, you can take 1 of 2 paths:
- Spiked Tightrope Ledge: The higher path and the one you'll most likely take. It has a couple unstable parts but it will eventually leads to a fork, with an Extra Life, that goes for the regular path and a Record and area with an OPTIONAL CHECKPOINT and Sun Medal #3 floating on it.
- Floating Platforms with Grab Ledges: In case Sonic accidentally falls off the Spiked Tightrope Ledge, grab one of the floating platforms on the bottom and hop across them to the end.
Once you make it to the floating platform, Double Jump to the next floating platform and hit the next Checkpoint.
CHECKPOINT #3
Walk across the Spiked Tightrope Ledge to the end to reach NIGHT FIGHT #5.
Skyscraper Scamper Night Act 1/2/3 DLC: NIGHT FIGHT #5
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Skyscraper Scamper Night Act 1: NIGHT FIGHT #5
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 3 Nightmares and 2 Deep Nightmares |
Rings | ? |
Collectibles | Moon Medal #2 is hiding under the Red Umbrella |
Tips/Strategies
- ?
The door will open once NIGHT FIGHT #5 is over. Pull the lever to turn off the electricity and then walk across the Spiked Tightrope Ledge.
CHECKPOINT #4
Go to around the corner to enter NIGHT FIGHT #6.
Skyscraper Scamper Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Skyscraper Scamper Night Act 1: NIGHT FIGHT #6
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 2 Waves |
1st Wave | 4 Deep Nightmares |
2nd Wave | 2 Egg Fighter with Static Shields (if you destroy the signs to the left of the lever) |
Rings | 15 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | There's 1 inside of a Orange Soda Machine |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | There are 2 Red unstable Grab Ledges on the side of the building that Sonic can quickly use to get Sun Medal #4. Also, if you destroy the signs, behind the tables, you will find 2 Egg Fighters with Static Shields and Sun Medal #5 |
Tips/Strategies
- Coming Soon
Pull the lever to activate the Automated Swing Pole. Next, use the Vertical Poles, Swing Pole, and Side Poles to reach a small area with a Stone Alter. To get the Stone Key, climb up to the next Checkpoint and enter NIGHT FIGHT #7.
CHECKPOINT #5
Skyscraper Scamper Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Rooftop Run Night Act 1: NIGHT FIGHT #7
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 1 Titan |
Rings | 36 |
10 Rings | 1? |
Heal Rings | There's 1 inside a Soda Machine to the right |
Super Claw | There's 1 inside a Soda Machine to the left |
Tips/Strategies
- Be careful when you're fighting the Titan because his attacks can send you flying off the platform.
After NIGHT FIGHT #7 is over, the Yellow Stone Key will appear. Take to it to the Yellow Stone Alter to activate the platform, then ride the platform to the next Checkpoint.
CHECKPOINT #6
As soon as you make it around the corner, NIGHT FIGHT #8 will begin.
Skyscraper Scamper Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Skyscraper Scamper Night Act 1: NIGHT FIGHT #8
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 5 Little Rexes and 1 Egg Shooter |
Rings | 15 |
Tips/Strategies
- Coming Soon
After NIGHT FIGHT #8, smash the door and quickly tiptoe across the Tightrope Ledge (Sun Medal #6 is floating here). Once you get to the maze like area you will enter NIGHT FIGHT #9.
Skyscraper Scamper Night Act 1: NIGHT FIGHT #8
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 6 Egg Fighter Swords |
Rings | 15 |
10 Rings | 3 |
Collectibles | Sun Medal #7 is in a small corner |
Tips/Strategies
- If you knock the Egg Fighter Sword into the electric barrier, it will instantly defeat it
Destroy the Generator to stop the electricity. Go back the way you came and go through the gate and jump across the Climb Poles to the next area.
- Moon Medal #3 is floating between the first 2 Climb Poles
CHECKPOINT #7
Go and Jump over the electric barrier and travel to the right side of the building to enter NIGHT FIGHT #9.
Skyscraper Scamper Night Act 1/2/3 DLC: NIGHT FIGHT #1/2/3/4/5/6/7/8
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Skyscraper Scamper Night Act 1: NIGHT FIGHT #9
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 5 Red Rexes and 3 Deep Nightmares |
Rings | 16 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | There's 1 inside of a Orange Soda Machine |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | Moon Medal #4 is floating above a Grab Ledge to the right. Sun Medal # |
Tips/Strategies
- Use Unleash Mode
- If you can, go up to the Grab Ledge, grab the Bomb Box, and wait for the Big Mother to open the mouth on its stomach. Once it opens, chunk the Box at it, causing her to eat it and take alot of damage.
Destroy the Generator and then you can do one of 2 things:
CHECKPOINT #8
Skyscraper Scamper Night Act 1: FINAL NIGHT FIGHT
Enemy Information | |
---|---|
Optional? | Yes/No |
Enemies | ? [[?]]s |
Available and Hidden Items | ||
---|---|---|
Type | Number | Location |
Rings | ? | ? |
10 Rings | ? | ? |
Heal Rings | ? | ? |
Extra Lives/1-UPs | ? | ? |
Full Dark Gaia Force | ? | ? |
Shield Charge | ? | ? |
Power Shield | ? | ? |
Super Claw | ? | ? |
Collectible Items | ? | ? |
Tips/Strategies
- Coming Soon
Skyscraper Scamper Night Act 1: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Optional? | No |
Enemies | 1 Titan |
Rings | 18 |
10 Rings | 2 |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Super Claw | There's 1 inside of a mini round water tower to the left. |
Tips/Strategies
- Use Unleash Mode
After the FINAL FIGHT ends, the door will open, showing the Goal Ring.
END OF SKYSCRAPER SCAMPER NIGHT ACT 1
Skyscraper Scamper Night Act 1 Collectibles
Collectibles | Location |
---|---|
1. Sun Medal #1 | On a ledge on the way is Sun Medal #1 |
2. Sun Medal #2 and Moon Medal #1 | After the 2nd Checkpoint, destroy the Yellow Containers to the right to get Sun Medal #2. On the same side of the building is Moon Medal #1 on the ledge. |
3. Sun Medal #3 | Take the Tightrope ledge to the straight to the optional Checkpoint. Behind the red barrels is Sun Medal #3. |
4. Record 28 | From #3, walk the rest of the Tightrope ledge to reach Record 28 (Skyscraper Scamper-Night) |
5. Moon Medal #2 | From #4, get to the area with the lever. Underneath the red umbrella to the left is Moon Medal #2. |
6. Sun Medal #4 | After the next Checkpoint, grab the red breakable ledges and use them to reach Sun Medal #4. |
7. Sun Medal #5 | From #6, Sun Medal #5 is behind 2 signs to the left. When you get there 2 Egg Fighters with Shields appear. |
8. Sun Medal #6 | In the air above a breakable tightrope ledge is Sun Medal #6 |
9. Sun Medal #7 | To the side in the area with the Electric Barrier Generator is Sun Medal #7 |
10. Moon Medal #3 | In the middle of the Vertical Poles is Moon Medal #3 |
11. Moon Medal #4 | After the checkpoint on the ledge to the right is Moon Medal #4. |
12. Sun Medal #8 | From #11, push the movable crate on top of the square tile with the sun on it and jump up to get the Sun Medal #8 |
13. Moon Medal #5 and Art Book 48 | From #12, move the movable crate to where the Electric Barrier Generator was to reach an area with Moon Medal #5 and Art Book 48 on a ledge to the left. |
14. Sun Medal #9 | From #13, before jumping on the floating vertical poles, grab the ledge and follow it to a Sun Medal #9 |
15. Sun Medal #10 | From #14, there's a Sun Medal #10 between the same vertical poles |
16. Moon Medal #6 | Behind the goal ring is Moon Medal #6 |
Total: 18 | 10 Sun Medals, 6 Moon Medals, Art Book 48, and Record 28 (Skyscraper Scamper-Night) |
Skyscraper Scamper Night Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 300,000 or More |
A | 200,000-299,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Skyscraper Scamper Day Act 1-2 DLC
Availability: After Clearing Skyscraper Scamper Day Act 1 Special Shoes Needed: Lightspeed Dash- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: A remixed version of Skyscraper Scamper Day Act 1, filled with more traps and hazards. It basically is Hard Mode.
Skyscraper Scamper Day Act 1-2 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-184,851-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Skyscraper Scamper Day Act 3 DLC
Availability: After Clearing Skyscraper Scamper Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic runs on a highway rigged with Enemies and traps.
Skyscraper Scamper Day Act 3 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-? |
B | ?-113,922-? |
C | ?-70,000-? |
D | ?-? |
E | ? or Less |
Walkthrough: Coming Soon
Skyscraper Scamper Night Act 2 DLC
Availability: After Clearing Skyscraper Scamper Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXPSummary: You'll have to deal with tough enemies and platforming areas.
Skyscraper Scamper Night Act 2 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | ? or More |
A | ?-? |
B | ?-186,398-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: Walk over to the where the tightrope ledge is and 3 Egg Knights and 3 Nightmares will appear. Defeat them and follow a ledge to the left towards the first Checkpoint.
Checkpoint #1
In this area is a Titan. Defeat it and go to the left and grab the floating Climb Poles. Next, go across the Swing Poles to reach the second Checkpoint.
Checkpoint #2
Defeat the Deep Nightmare to open a new path and make Dark Bats appear. Use the Dark Bats to backtrack over the Start and carefully cross the spiked tightrope ledge. The last part of the ledge is electrified.
Checkpoint #3
Carefully cross the electrified spiked tightrope ledge. Once across, try to go towards the Checkpoint. A group of 2 Egg Shooters and 3 Egg Fighter: Knights will appear. Defeat them and go to the Checkpoint.
Checkpoint #4
Pull the lever to turn off the electricity. Cross over the spiked tightrope ledge to reach the next Checkpoint.
Checkpoint #5
Swing across to an area where bunch of Dark Bats will appear. Here you have to use the Dark Bats to reach a lever, pull the lever, and then use them again to get back over to the main path.
Checkpoint #6
Use the Dark Bats to reach a platform. Then jump on the moving platform to an area where a group of 3 Egg Shooters, 2 Egg Fighter: Sword, and 3 Egg Fighter: Knights with Shock Shields will appear. Defeat them and follow the ledge to the last Checkpoint.
Last Checkpoint
Defeat the Titan to make the Goal Ring appear.
END OF SKYSCRAPER SCAMPER NIGHT ACT 2
Skyscraper Scamper Night Act 3 DLC
Availability: After Clearing Skyscraper Scamper Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
Skyscraper Scamper Night Act 3 DLC Final Scores | |
---|---|
Rank | Points Needed |
S | 300,000 or More |
A | ?-299,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: From the start, you have to destroy 3 electric generators. When you try to approach one, a group of enemies will appear.
- Left Generator: 3 Deep Nightmares
- North Generator: 4 Nightmares
- Right Generator: 5 Red Rexes
Skyscraper Scamper Night Act 1: NIGHT FIGHT #1
Difficulty | Major Fight |
---|---|
Optional? | ? |
Enemies | 5 Little Rexes and 1 Egg Shooter |
Rings | 15 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | Sun Medal #5 is up on the grab ledge near the Bomb Box |
Tips/Strategies
- Use Unleash Mode
- If you can, go up to the Grab Ledge, grab the Bomb Box, and wait for the Big Mother to open the mouth on its stomach. Once it opens, chunk the Box at it, causing her to eat it and take alot of damage.
After destroying all 3 generators, jump onto the moving platform towards the first Checkpoint.
Checkpoint #1
As you approach the lever, 5 Rexes will appear. Pull the lever to activate the platforms. Cross the platforms to another lever and activate another set of platforms. Jump and grab the platforms to reach the second Checkpoint.
Checkpoint #2
Destroy the generator and a platform will come down to you. Ride it to another set of moving platforms.
Checkpoint #3
Destroy the generator to activate some Side Poles. Use the Swing Poles, Side Poles, and Climb Poles to reach the next Checkpoint.
Checkpoint #4
Climb up to the Side Pole and carefully get pass the Electric traps. Step on the Step Switch at the end to activate another set of Side Poles.
Checkpoint #5
Swing across to a lever and pull it to activate a Side Pole. Use them to reach the next Checkpoint.
Checkpoint #6
NIGHT FIGHT | |
---|---|
Difficulty | Minor Fight |
Optional | |
Enemies | 4 Nightmares, 2 Deep Nightmares, and 1 Titan |
Shield | 1 |
Power Shield | 1 |
Destory the 3 generators to
Checkpoint #7
Walk across the tightrope ledge to 2 sets of tightrope ledges and platforms. You can actually double jump over them.
Checkpoint #8
Pull the lever to activate a series of Side Poles and Swing Poles. Use them to reach the next Checkpoint.
Checkpoint #9
Hit all the Balloon Switches to activate another series of Side Poles and Swing Poles. Use them to climb up to the top of the building.
Last Checkpoint
FIGHT TIME | |
---|---|
Enemies | 4 Red Rexes, 1 Nightmare, and 2 Titans |
Shield | 1 |
Power Shield | 1 |
Defeat all the enemies to make the Goal Ring appear.
END OF SKYSCRAPER SCAMPER NIGHT ACT 3
Adabat
Availability: Talk to Professor Pickle after Clearing Arid Sands Day Act 1 and Skyscraper Scamper Night Act 1- Medals: 26 Sun Medals and 25 Night Medals
- Acts and Missions: Day 7 (+ 3 DLC = 10), Night 5 (+ 2 DLC = 7)
- Description: The village is an architectural marvel, built atop the water and ringed by ancient ruins.
Adabat Country Checklist | ||||
---|---|---|---|---|
Where and When | Sun Medals | Moon Medals | Day Acts/Missions | Night Acts/Missions |
Adabat Town Stage Day | 0 | 2 | ||
Adabat Town Stage Night | 2 | 0 | ||
Adabat Entrance Stage | 2 | 2 | ||
Jungle Joyride Day Act 1 | 3 | 7 | 1 | |
Jungle Joyride Day Act 2 | 1 | 2 | 1 | |
Jungle Joyride Day Act 3 | 1 | 2 | 1 | |
Day Time Trial Lv. 1-3 | 1 | |||
Battle Trial Lv. 1-3 | 1 | |||
Ring Trial Lv. 1-3 | 1 | |||
Egg Lancer | 2 | 3 | 1 | |
Jungle Joyride Night Act 1 | 10 | 6 | 1 | |
Jungle Joyride Night Act 2 | 4 | 1 | 1 | |
Night Time Trial Lv. 1-3 | 1 | |||
Survival Lv. 1-3 | 1 | |||
Jungle Fright | 1 | 0 | 1 | |
Total | 26 | 25 | 7 | 5 |
If you Downloaded the Empire City and Adabat Adventure Pack | ||||
Jungle Joyride Day Act 1-2 DLC | 1 | |||
Jungle Joyride Day Act 4 DLC | 1 | |||
Jungle Joyride Day Act 5 DLC | 1 | |||
Jungle Joyride Night Act 1-2 DLC | 1 | |||
Jungle Joyride Night Act 3 DLC | 1 | |||
Final Total | 26 | 25 | 10 | 7 |
Adabat Town Stage
Though it seems big, this Town Stage is actually pretty small. The shop is north to the left and the Hot Dog Vendor is further to the left. The Entrance Stage Gate is north to the right. Sonic can walk on the water here so don't worry if you fall off the deck.
Adabat Town Stage Medal Locations
Daytime
- On the side near the Tornado
- In the Center
- Island to the right of the Tornado
- Down the Stairs near World Map Gate
Adabat Directory
All 6 Adabat residents you can talk to.
The Citizens of Adabat | |||
---|---|---|---|
Townperson's Number/Name | Physical Description and Location | Missions | Directory Description |
79. Teanchai | ? | None | A gifted fisherman who once landed a seven-foot whopper all by himself. Teanchai is a very friendly person, just so long as you don't bring up his daughter. |
80. Jamal | ? | None | A young man who hopes to one day be an even greater fisherman than his father. His passion often gets the best of him: one day he even set sail in a tempest, exclaiming, "Where there's a will, there's a way!" Well, apparently that was straight down, because the boat sank in the storm. Thankfully, its intrepid passenger survived. Lately, Jamal has spent more time calming his father's turbulent mood than the sea's turbulent waters. |
81. Kaeo | Shop Owner | None | A nimble-fingered young man with a penchant for mascot-making. Eventually this hobby developed into a full-time job, and he opened up a shop. Kaeo's next project: making a mascot version of the spiky blue hedgehog who recently turned up at the village. |
82. Rudi | She stands in the middle of the Town Stage | None | A hardworking, caring young lady who looks out for her father, her siblings, her grades... Yes, she's a fine girl. Don't bother asking what's in that basket she's balancing on her head, though. That's her own little secret, see? |
83. Nagi | A little girl who stands on a pier close to the left of the shop | Exorcism | A well-meaning girl with the unfortunate habit of causing disaster at nearly every turn. Nagi dreams of growing up to be a wonderful young lady, just like her sister Rudi. |
84. Adabat Hot Dog Vendor | He stands to the right of the shop | 15 Hot Dog Trials | The manager of the Don Faccho hot dog mega-franchise's Adabat location. He's more cool and aloof before breakfast than most men are all day long. His handmade dogs use links made from fish for a fresh, light taste. |
Adabat's Town Stage Shop
Availability: Talk to Professor Pickle after Clearing Arid Sands Day Act 1 and Skyscraper Scamper Night Act 1
Flying Fish Beach Shop: Adabat Souvenirs | ||
---|---|---|
Souvenir | Price | Availability |
Adabat Photo Frame | 100 Rings | Once the Shop is Open |
Adabat Miniature Flag | 100 Rings | Once the Shop is Open |
Chehaya Charm | 150 Rings | After Clearing Arid Sands Night Act 1, Skyscraper Scamper Day Act 1, and Jungle Joyride Night Act 1 |
Anji Sculpture | 160 Rings | After Clearing Jungle Joyride Day Act 1 |
Flying Fish Beach Shop: Adabat Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Banana | 10 EXP | Yes | 40 Rings | After Clearing Arid Sands Night Act 1, Skyscraper Scamper Day Act 1, and Jungle Joyride Night Act 1 |
Tropic Juice | 10 EXP | Yes | 30 Rings | After Clearing Jungle Joyride Day Act 1 |
Live Honker | 5 EXP | No | 60 Rings | After Clearing Arid Sands Night Act 1, Skyscraper Scamper Day Act 1, and Jungle Joyride Night Act 1 |
Molsk | 3 EXP | Yes | 30 Rings | Always |
Chili Dog | 30 EXP | No | 50 Rings | Always |
Grapes | 15 EXP | Yes | 40 Rings | Always |
Peach | 10 EXP | Yes | 30 Rings | Always |
Sparkle Gelatin | 20 EXP | Yes | 30 Rings | Always |
Flying Fish Beach Shop: Adabat Electronics | ||
---|---|---|
Collectible Item | Price | Availability |
Record 54 (Adabat-Day) | 100 Rings | Once the Shop is Open |
Record 55 (Adabat-Night) | 100 Rings | Once the Shop is Open |
Videotape 30 | 100 Rings | Appears after watching it |
Videotape 32 | 100 Rings | Appears after watching it |
Videotape 34 | 100 Rings | Appears after watching it/beating the game |
Videotape 37 | 100 Rings | Appears after watching it/beating the game |
Videotape 43 | 100 Rings | Appears after watching it/beating the game |
Videotape 50 | 100 Rings | Appears after watching it/beating the game |
Adabat Entrance Stage
Availability: Same as the Town Stage- 1st Time: Only Jungle Joyride Night Act 1 will be available
Adabat Entrance Stage Items | ||
---|---|---|
Regular Items | Day | Night |
Rings | 41 | 29 |
Extra Lives | 0 | 1 |
Jungle Joyride Gaia Gate and Egg Lancer Boss Gate Locations
- To get to the Jungle Joyride Day Act 1 Gaia Gate, Collect some Rings and Boost across the water to the Island to the right.
- To get to the Jungle Joyride Day Act 2, Jungle Joyride Day Act 3, and Jungle Joyride Night Act 1 Gaia Gates, Wall Jump between the walls to the left and Home Attack the Spring to get to the other side.
- To get to Jungle Joyride Night Act 2 Gaia Gate, hit the Hourglass to the left and grab the Fling Pole at the edge of the cliff. This will send Sonic flying towards the same Island with the Jungle Joyride Day Act 1 Gaia Gate, where the Jungle Joyride Night Act 2 Gaia Gate is.
- Finally, the Day Boss: Egg Lancer Boss Gate is on the dock at the end of the beach.
Adabat Entrance Stage Collectible Item Locations | ||
---|---|---|
Order and Item | Day or Night? | Location |
1. Sun Medal #1 | Anytime | Sun Medal #1 is on the other end of the beach |
2. Moon Medal #1 | Nighttime Only | Jump and Grab the Swing Poles to get Moon Medal #1 |
3. Sun Medal #2, Art Book 50, and Moon Medal #2 | Anytime | On the right side of the cliff is Sun Medal #1, on the left side of the Jungle Joyride Night Act 1 Gaia Gate and Art Book 50 on the other side. Moon Medal# 2 is also near the Fling Pole. |
4. Green Tea | Anytime | Behind the Jungle Joyride Day Act 1 Gaia Gate is the Green Tea |
Total: 6 Collectible Items = 2 Sun Medals + 2 Moon Medals + 1 Art Book [Art Book 50] + 1 Mission Item [Green Tea] | ||
Recap: | 2 Sun Medals, 2 Moon Medals, Art Book 50, and Green Tea | |
Total: 6 Collectible Items |
Jungle Joyride Day Act 1
Availability: After Defeating the Night Boss: Dark Guardian, Clearing Skyscraper Scamper Day Act 1 and Jungle Joyride Night Act 1, and Collecting at least 120 Sun Medals (Sun Level 7)- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic rushes through docks, jungles, coastlines, and ancient ruins to grab the last Gaia Key.
Jungle Joyride Day Act 1 Final Scores | |
---|---|
Rank | Points Needed |
S | 200000 or More |
A | ?-199999 |
B | 150000-? |
C | ?-110000-149999 |
D | ?-70075-? |
E | 19800-? or Less |
Walkthrough: From the start, go to the right, collect the Rings, and boost once you dodge the spikes. Use LB/RB to switch platforms and B to slide under the pendulum. If you boost into the water, quickly jump back on the docks.
Checkpoint #1
Boost unto you run into the Directional Launcher. Press A to take the higher path or X to take the lower path. If you take the lower path, hurry across because some of the platforms will break apart. In the 2nd Directional Launcher, press A to hit the Rainbow Ring to take a straight path with a Movable Crate and Red Rings or X to take a path where you have to jump over an Egg Spring to continue.
Checkpoint #2
Run into the springs to the right. Home Attack the enemies, land on the platforms, jump across, and carefully evade the pendulums. Ring Dash from the Extra Life, Home Attack the Egg Flame and spring, Home Attack the Spinner and next spring, and boost into a QTE Ramp. If you fail it, you'll lose a life.
Checkpoint #3
Boost into an Aero Chaser area.
Checkpoint #4
Boost across the water and to the right. Hit the Dash Panels on the islands to stay on course and avoid the falling pillars. On the last island, hit the springs to reach the next Checkpoint.
Checkpoint #5
Boost through an Interceptor area.
Interceptor Bombs | |||
---|---|---|---|
Number | Left | Middle | Right |
1st | Safe | Incoming! | Safe |
2nd | Incoming! | Safe | Safe |
3rd | Safe | Safe | Incoming! |
4th | Safe | Incoming! | Safe |
5th | Safe | Incoming! | Safe |
Last | Incoming! | Safe | Incoming! |
Boost and avoid the Interceptor's attacks and move to avoid the bombs. Then boost into the Goal Ring.
Checkpoint #6
Boost on the rail above the water and go to the right when the sign icon appears. Boost onto the platform with the springs and from there, boost forward, into the Dash Panels, and reach land. Stomp on the Stomp Switch, go through the door, and hit a QTE Spring.
Checkpoint #7
Boost into the springs and use the Left Analog Stick to move into some of them. Watch out for the Flip Springs. Once you reach the top, boost over the ramp, and jump inside 2 Directional Launchers.
Checkpoint #8
Jump over the rocks and Home Attack the Egg Fighter. Wait for the water to stop, then boost into a ramp, which will send you into a QTE Ramp. Pass the QTE to hit several Rainbow Rings, then hit the spring at the end and Ring Dash into a rail. From the rail, dodge the bombs, boost into the ramp on the right side, and hit the Dash Panels.
Checkpoint #9
Boost through the path, jump over the hole (or use it to avoid the spikes), slide under the pillar, hit a Directional Launcher, press A, and hit a Rainbow Ring. Avoid the crushing walls, go into the Rainbow Ring and hit the QTE Ramp. Once you land boost to the other side of the platform, jump into the Rainbow Rings, hit a QTE Ramp, pass it, and boost.
Last Checkpoint
Boost into a series of Dash Rings, jump across the platforms, and grab the pulley. Home Attack the Egg Fighters and Springs, jump over the spikes, and Stomp on the Stomp Switch. After the flames go down, Wall Jump into the Red Rings, Home Attack the Spinners, land on the rail, and boost into a spring. Land on the next Spring, Home Attack the enemies and spring near the spring near the Egg Flames. Home Attack the enemies near the first spiked turntable to make the fire wall go down. Then jump on the platforms, Home Attack the Aero Cannons and Spinners, and land on the rail to reach the Goal Ring.
END OF JUNGLE JOYRIDE DAY ACT 1
Jungle Joyride Day Act 1 Collectibles
Collectibles | Location |
---|---|
1. Moon Medal #1 and Sun Medal #1 | From the start, take the left path and jump into the Rainbow Ring to get to the upper dock and get Moon Medal #1. Then go backwards, hop onto the bottom section to get Sun Medal #1. |
2. Moon Medal #2 | After the 2nd Checkpoint is Moon Medal #2 up ahead |
3. Moon Medal #3 | From #2, carefully go through the fence to the left and get Moon Medal #3 |
4. Moon Medal #4 | After the 4th Checkpoint/Aero Chasers is Moon Medal #4 above the water. |
5. Sun Medal #2 | After #4, when you see the fork in the road, take the left path to an island with Sun Medal #2 and 2 Egg Shooters. |
6. Moon Medal #5 | From #5, run to the right and hit the island with the Dash Panels. As you head towards the first big island, travel to the right of it and try to drift into an area on the right side of it to find Moon Medal #5 |
7. Moon Medal #6 | After being chased by the Interceptor, run on the water and hit the springs at the end of one platform. This will send Sonic on a runway where Moon Medal #6 is. |
8. Moon Medal #7 | In the 2D area with the springs, after hitting the second one, move to the right to get to a small area to find Moon Medal #7 |
9. Art Book 15 | After leaving the Directional Launcher, take the high route until you hit a spring. To the left of it is a path with a Spiked Platform and Art Book 15 |
10. Record 12 (Jungle Joyride-Day) | After hitting the last Checkpoint, go to where the last Stomp Switch is. After Wall Jumping, to the left of the Dash Ring is Record 12 (Jungle Joyride-Day) |
11. Sun Medal #3 | In the area with the Egg Fighters and Egg Flames go to the right to find Sun Medal #3 |
Total: 12 | 3 Sun Medals, 7 Moon Medals, Art Book 15, and Record 12 (Jungle Joyride-Day) |
Jungle Joyride Day Act 2
Availability: After Clearing Jungle Joyride Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: This is a 3 Lap Act that's shaped like a square. Watch out for new obstacles that appear in each lap.
Rank | Scores |
---|---|
S | 50000 or More |
A | 40000-49999 |
B | 30000-39999 |
C | 20000-29999 |
D | 10000-19999 |
E | 9999 or Less |
Walkthrough: Run to the right side, use the platforms, Springs, and Rails, and slide under the cracks. In the East section, Wall Jump, Air Boost, and use the Spring Poles to reach the top. Then run down to the left, jump over the spikes and platforms, and boost and slide to the start.
Lap 2
Boost into the spring and Home Attack the Spinners to land on a rail. Near the sliding area are 3 Egg Fighters, so be careful if your Ring Gauge is empty. In the East Section, the wall now has moving platforms, which you have to Wall Jump from. Boost down the hill, jump over the springs, and boost and slide to the start again.
Final Lap
Jump and Home Attack the Spinners to avoid the spiked balls. Then continue to the Wall section while boosting into enemies. There are Rainbow Rings in there now that you have to jump into. Also there are now flames where the spikes and boxes once were. Once you jump over them, Ring Dash into the Rainbow Ring, boost and slide under the crack to reach the Goal Ring.
Jungle Joyride Day Act 2 Collectibles
1. Sun Medal #1 | From the start, jump on the platforms and rail and Home Attack the Spinner. Aim for the top Rainbow Ring to get the Sun Medal #1 |
---|---|
2. Moon Medal #1 | There are 2 ways to get Moon Medal #1. You can either Wall Jump to it or wait until the 3rd lap and hit the springs |
3. Art Book 16 | On the Spring Pole section in the first lap is Art Book 16 on the highest Spring Pole |
4. Moon Medal #2 | From #3, Wall Jump and Air Boost to get Moon Medal #2 |
5. Art Book 49 | As you get towards the ledge that takes you back to the start, jump to grab Art Book 49 or Wall Jump to grab it. |
Total: 5 | 1 Sun Medal, 2 Moon Medals, Art Book 16, and Art Book 49 |
Jungle Joyride Day Act 3
Availability: After Clearing Jungle Joyride Day Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: This Act will test your Quick Step skills. Whichever path you take will affect how fast you get to the Goal Ring.
Rank | Scores |
---|---|
S | 70000 or More |
A | 60000-69999 |
B | 50000-59999 |
C | 40000-49999 |
D | 30000-39999 |
E | 29999 or Less |
Walkthrough: Run, slide under the pendulum, and hop up to the next platform. Go to the right of the Spiked Turntable and Boost into the Egg Launcher and ramp. Take the upper section, slide under another pendulum, and hit the second ramp on the bottom section. In the second half, take the left path, slide under the pendulum, and take either path from here on out. Hit the spring at the end to get the Goal Ring.
Note: If you boost into the water, quickly jump back on the docks.
Jungle Joyride Day Act 3 Collectibles
1. Moon Medal #1 | Attack the first Egg Knight to reach an upper area and boost over the ramp to get Moon Medal #1 |
---|---|
2. Videotape 29 | Videotape 29 on the left side of the Spiked Log Turntable |
3. Art Book 59 | Boost into the next ramp to reach an upper area with Art Book 59 |
4. Moon Medal #2 and Sun Medal #1 | Slow down once you get the Sun/Moon Medal because they're both on the opposite sides of each other |
Total: 5 | 1 Sun Medal, 2 Moon Medals, Art Book 51, and Videotape 29 |
Jungle Joyride Night Act 1
Availability: After Clearing Arid Sands Day Act 1, Skyscraper Scamper Night Act 1, and collecting at least 60 Moon Medals (Moon Level 5)- Rings: ?
- Extra Lives: 3
- Experience: ? EXP Bars/? EXP
- Summary: Sonic goes through the jungle to find the Adabat Night Gaia Key. This Night Act introduces the Flower Step Switches. Surprisely, there are no Eggman Robots here.
Rank | Scores |
---|---|
S | 300,000 or More |
A | ?-299,999 |
B | ?-160,000 |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough:
Jungle Joyride Night Act 1: NIGHT FIGHT #1
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 2 Waves |
1st Wave | 3 Little Rexes, 2 Red Rexes, and 1 Dark Flower |
2nd Wave | 3 Little Rexes, 2 Red Rexes, and 2 Dark Flowers |
3rd Wave | 2 Dark Flowers |
Rings | 15 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | Sun Medal #5 is up on the grab ledge near the Bomb Box |
Tips/Strategies
- Use Unleash Mode
- If you can, go up to the Grab Ledge, grab the Bomb Box, and wait for the Big Mother to open the mouth on its stomach. Once it opens, chunk the Box at it, causing her to eat it and take alot of damage.
Defeat the 2 waves of Little Rex, Red Rex, and Dark Flowers as you head over the bridge to the left.
Jungle Joyride Night Act 1: NIGHT FIGHT #1
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 3 Waves |
1st Wave | 3 Little Rexes, 2 Red Rexes, and 1 Dark Flower |
2nd Wave | 3 Little Rexes, 2 Red Rexes, and 2 Dark Flowers |
3rd Wave | 2 Dark Flowers |
Rings | 15 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | There's an Art Book off to the side |
Tips/Strategies
- Coming Soon
Go across the bridge to enter NIGHT FIGHT #2.
Jungle Joyride Night Act 1: NIGHT FIGHT #2
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 2 Waves |
1st Wave | 2 Red Killer Bees |
2nd Wave | 2 Deep Nightmares and 4 Dark Flowers |
Rings | ? |
10 Rings | ? |
Full Dark Gaia Force | ? |
Super Claw | There's 1 on the bottom area to the left when facing the Grab Ledge |
Collectibles | ? |
Tips/Strategies
- Coming Soon
After NIGHT FIGHT#2, grab the Fling Pole and take off towards the first Checkpoint.
CHECKPOINT #1
Jungle Joyride Night Act 1: NIGHT FIGHT #3
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 3 Waves |
1st Wave | 4 Little Rexes and 2 Dark Flowers |
2nd Wave | 2 Nightmares |
3rd Wave | 2 Deep Nightmares |
Rings | 15 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | Once the fight ends, there's 1 inside of a barrel to the left of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | ? |
Shield Charge | ? |
Power Shield | There's 1 inside of a barrel in front of the first Checkpoint |
Super Claw | Inside the barrel to the right. |
Collectibles | Sun Medal #5 is up on the grab ledge near the Bomb Box |
Tips/Strategies
- Use Unleash Mode
- If you can, go up to the Grab Ledge, grab the Bomb Box, and wait for the Big Mother to open the mouth on its stomach. Once it opens, chunk the Box at it, causing her to eat it and take alot of damage.
From here you can go straight, destroy the barrels, run across the dock to the left, and grab the Fling Pole.
CHECKPOINT #2
Lift the door and defeat the Big Mother.
Jungle Joyride Night Act 1: NIGHT FIGHT #4
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 1 Big Mother |
Rings | 12 |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Before going in, there's a Super Claw next to Sun Medal #6, to the right |
Collectibles | Moon Medal #3 is floating above some rocks to the left |
Tips/Strategies
- Use Unleash Mode
Run to the Step Switch and jump across the activated platform.
CHECKPOINT #3
- WARNING: In this area, wait for the waterfalls to stop before jumping.
Jump to the right, grab the ledge and use the Side Poles. Above the top Side Pole is Sun Medal #7.
From the Side Poles, use the Swing Poles to the left to reach a platform with a Step Switch. Step on it and go to the left area.
Once you get over there, you will enter NIGHT FIGHT #5.
Jungle Joyride Night Act 1: NIGHT FIGHT #5
Difficulty | Major Fight |
---|---|
Optional? | ? |
Enemies | 2 Waves |
1st Wave | 4 Red Rexes, 2 Deep Nightmares, and 2 Dark Flower |
Rings | 15 |
10 Rings | 1 is next to the Red Stone Key and the other is in front of the door |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | There's 1 inside of a barrel on the first grassy ledge |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | Sun Medal #5 is up on the grab ledge near the Bomb Box |
Tips/Strategies
- Coming Soon
Once NIGHT FIGHT #5, and go to the island to the . Grab the Red Stone Key, put it on the Red Stone Alter, grab the activated Side Pole, pull the lever, and go through the door.
LAST CHECKPOINT
Jungle Joyride Night Act 1: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Enemies | 1 Titan |
Rings | 15 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | Sun Medal #5 is up on the grab ledge near the Bomb Box |
Tips/Strategies
- Use Unleash Mode
Next, you have to step on all the Flower Step Switches in order to make the waterfall disappear in front of the Goal Ring:
- Go to the right ledge
- Jump across the middle using the Dark Bats
- Then travel to the left using the Side Poles
- Continue to the left using the Swing Poles
Jungle Joyride Night Act 1 Collectibles
Collectible | Location |
---|---|
1. Sun Medal #1 | #On a rock near the start is Sun Medal #1 |
2. Art Book 59 | From #1, before going through the bridge, look to the right to find Art Book 59. 2 Dark Flowers will appear to guard it. |
3. Sun Medal #2 | On the way is Sun Medal #2 |
4. Record 30 | Go straight, crush the rock wall, and you'll find an island with Record 30 (Intro: Jungle Joyride-Night) |
5. Sun Medal #3 and #4 | After defeating all the enemies, break the rock wall to the right, and step on the switch. Take the platforms quickly to reach Sun Medal #3. Use the Fling Pole to get back and you will also grab Sun Medal #4. |
6. Moon Medal #1 | From #5, under the ledge of the wooden dock at the end of the path, is Moon Medal #1 |
7. Moon Medal #2 and Sun Medal #5 | From #6, make a right and go straight to reach Moon Medal #2. On the left side of Moon Medal #2 is Sun Medal #5 on the ledge |
8. Sun Medal #6 | In the grass next to the checkpoint is Sun Medal #6 |
9. Moon Medal #3 | To the left in the area with the Big Mother is Moon Medal #3 |
9. Sun Medal #7 | Floating between platforms in the waterfall section is Sun Medal #7 |
10. Sun Medal #8 | On the highest Side Pole to the right jump up to reach Sun Medal #8 |
11. Moon Medal #4 | To the left of the locked door is Moon Medal #4 |
12. Moon Medal #5 | On the ledge of the island with the Stone Key is where Moon Medal #5 is floating |
13. Moon Medal #6 | In the room with the Titan, inside a bush on the left side of the room, close to where the waterfall is, and near one of the switches, is Moon Medal #6 |
14. Sun Medal #9 | #From #14, on the left of are some Breakable Side poles that take you up to Sun Medal #9. Use them quickly! |
15. Sun Medal #10 | From #15, use the Dark Bats to reach Sun Medal #10 in the middle of the room |
Total: 18 | 10 Sun Medals, 6 Moon Medals, Art Book 59, and Record 30 (Intro: Jungle Joyride-Night) |
Jungle Joyride Night Act 2
Availability: After Clearing Jungle Joyride Night Act 1- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: There are many waves of enemies to fight here. However, there are no Eggman Robots, Big Mothers, or Titans to be found.
Rank | Scores |
---|---|
S | 300000 or More |
A | ?-299999 |
B | ?-179854-180000-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Checkpoint #1
Here you'll fight a wave of Dark Flowers, Fire Masters, and Dark Bat Snipers and a wave of Deep Nightmares and a Fright Master (inside pots in the north is a Power Shield, right is a Heal Ring, to the right is a Super Claw and Heal Ring, and in the south is a Full Dark Gaia Force).
Checkpoint #2
Step on the Step Switch to make the barrier go down. Quickly jump across the platforms and jump on the moving one once it comes out of the water. Grab the Dark Bats and the ledge to step on the 1st Flower Step Switch (Inside the barrel next to it is a Heal Ring). Then jump down, grab the Vertical Pole, and pass the Checkpoint.
Checkpoint #3
Jungle Joyride Night Act 1: NIGHT FIGHT #2
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 4 Waves |
1st | 2 Waves of 5 Dark Frights, 3 Killer Bees, and 1 Red Killer Bee |
2nd | 2 Waves of 3 Red Frights, 4 Deep Nightmares, and 1 Lightning Master |
Rings | 15 |
10 Rings | 1 next to the Yellow Stone Key |
Heal Rings | There's 1 inside of a barrel to the right of the door |
Full Dark Gaia Force | ? |
Boxes/Barrels | There's an Bomb Box on the Grab Ledge |
Shield Charge | ? |
Power Shield | ? |
Super Claw | Inside the barrel to the right. |
Collectibles | ? is up on the grab ledge near the Bomb Box |
Tips/Strategies
- Use Unleash Mode
Here you'll fight 2 waves of enemies including 2 waves of Dark Frights, Killer Bee, Red Killer Bees, and 2 waves of Red Frights, Deep Nightmare, and Lightning Master (Inside the barrels is a Heal Ring, Full Dark Gaia Force, Super Claw, Power Shield, and Shield Count). After defeating the enemies, step on the switch to the left, then step on the switch to the right. Go back the way you came and step on the switch to the left. When the Dark Bats appear use them to get to the Side Poles and climb up to the Checkpoint.
Last Checkpoint
Defeat 4/5 waves of Nightmares, Deep Nightmares, Red Killer Bees, Cure Masters, and Power Masters (There's barrels of Heal Ring and Full Gaia Force near the Checkpoint, Heal Ring and Super Claw to the left, and Power Shield in the north). Use Unleash Mode and use your best Attacks immediately. Once all the enemies are defeated, go through the door, and touch the Goal Ring.
Jungle Joyride Night Act 2 Collectibles
Jungle Joyride Night Act 2 Collectible Item Locations | |
---|---|
Order | Location |
1. Sun Medal #1 | Behind the start is Sun Medal #1 |
2. Sun Medal #2 and Art Book 68 | From #1, go towards the moving platforms. From the 3rd platform, Dash Jump to the 2nd platform to the right, hop on the 3rd one to the right, jump and grab the Side Pole, and grab the ledge. Touch the Checkpoint and hop up to the right to get Art Book 68. When you fall to the right Sun Medal #2 is close by. |
3. Moon Medal #1 | Use the Dark Bats to reach a Moon Medal behind the Thunder Bat. |
4. Record 31 and Videotape 27 | At the last Checkpoint, jump on top of the barrel to the left and grab the ledge to get Record. Behind that area is Videotape 27 on a pillar. |
5. Sun Medal #4 | From #4, in the last fight area isSun Medal #4 |
Recap | 4 Sun Medals, 1 Moon Medal, Art Book 68, Videotape 27, and Record 31 (Jungle Joyride-Night) |
Total: 8 Collectible Items |
Day Boss: Egg Lancer
Availability: After Clearing Jungle Joyride Day Act 1- Experience: 3 Bars/300 Experience Points
- Bestiary Description: When both the Egg Beetle and the Egg Devil Ray were defeated, Eggman combined their designs into this beast, eliminating the weaknesses of both.
- Summary: Since it has the Egg Beetle's bombs, the Egg Devil Ray's lasers, and fights Sonic over a couple bottomless pits, the Egg Lancer is the the toughest out of the regular Day Bosses. As you get used to its fighting patterns, you'll get closer to victory.
Battle Style: This is basically a Lap Act with a Boss.
1st Lap: From the Start, move to either the left or the right to grab some rings, and move back into the center. When you land on the ground, stay in the middle, and wait for Egg Lancer to open its pinchers. When he does, boost into him. Now collect rings as you head towards the wall. While youユre on the wall, dodge by moving the Left Analog Stick and by using LB/RB. When the Egg Lancer appears, wait for him to open his pinchers, and boost into him again. As you jump off the wall section, be prepared to dodge by jumping, sliding, and pressing LB/RB. At the end, boost once Egg Lancer opens its pinchers. The final part of the map is the QTE Spring. There are 4 QTE and if you pull them off you'll hit him one last time before Lap 2.
2nd Lap: From the beginning, move to the right or left to avoid the lasers in the middle. Boost after that to hit Egg Lancer. On the wall section, use the LB/RB to avoid the lasers and bombs. For both, stay in the path of one obstacle and dodge once it comes towards you. Boost again to hit the boss. On the bottom section, use LB/RB to dodge the fireballs and boost to hit Egg Lancer again. Then pull off the QTE to finish the battle.
Egg Lancer Medal Locations
2 Sun Medals, 3 Moon Medals
- Middle (Sun Medal)
- Left (Moon Medal)
- Middle (After the wall)
- Do the QTE 3 times
- When you get to the wall section the second time itユs on the bottom, where the 2nd to the bottom laser is.
Day Boss: Egg Lancer Collectible Item Locations | |
---|---|
Order | Location |
1. Sun Medal #1 | From the Start, have Sonic stay in the middle of the track until he grabs Sun Medal #1. |
2. Moon Medal #1 | From #1, Quickstep to the left to grab Moon Medal #. |
3. Sun/Moon Medal #2 | From #2, Quickstep to the middle to grab Moon Medal #2. |
4. Sun/Moon Medal | From #3, do the QTE 3 Times to grab Moon Medal ? |
5. Sun/Moon Medal | From #4, Quickstep to the middle to grab Moon Medal #2. |
Recap | 2 Sun Medals and 3 Moon Medals |
Total: 5 Collectible Items |
Day Boss: Egg Lancer Final Scores | |
---|---|
Rank | Points Needed |
S | 100000 or More |
A | ?-99999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Scoring an S Rank
- If you pull off every opportunity to attack by Boosting and doing QTE twice, you will get an S Rank.
Jungle Joyride Day Act 1-2 DLC
- Special Shoes Needed: ?
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: A remixed version of Jungle Joyride Day Act 1. More paths have been added and rearranged in this Act.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Jungle Joyride Day Act 4 DLC
- Special Shoes Needed:
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic will run through a small, but difficult obstacle course through the ocean ruins.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Jungle Joyride Day Act 5 DLC
- Special Shoes Needed:
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: Sonic takes a quick jog through the ocean while dodging Aero Chasers, spikes, and underwater bombs.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Jungle Joyride Night Act 1-2 DLC
- Rings: ?
- Extra Lives: ?
- Experience: 48 EXP Bars/4800 EXP
- Summary: A remixed version of the first half of Jungle Joyride Night Act 1, where you have to travel in reverse.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-190000-? |
C | ?-? |
D | ?-? |
E | ? or Less |
FIGHT TIME | |
---|---|
Enemies | 2 Thunder Masters and 2 Titans |
Shield | 1 |
Power Shield | 1 |
Jungle Joyride Night Act 3 DLC
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: A short Act where Sonic uses Levers to raise and lower the water to navigate a maze.
Rank | Scores |
---|---|
S | 170000 or More |
A | ?-? |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Eggmanland
Availability: After Clearing Tornado Defense Act 2- Medals: None
- Acts and Missions: 5
- World Map Description: A maniacal metropolis of machinery built by Dr. Eggman and his mad ambitions.
Eggmanland Country Checklist | |
---|---|
Where | Acts/Missions |
[[Tornado Defense Act 2 | 1 |
[[Eggmanland Act: The Final Act | 1 |
Night Boss: Egg Dragoon | 1 |
Final Boss: Dark Gaia/Perfect Dark Gaia | 1 |
Time Trial Lv. 1-3 | 1 |
Total | 5 |
Eggmanland Town Stage
Availability: After Defeating the Final Boss: Dark Gaia/Perfect Dark GaiaUnlike any of the other Town Stages, Eggmanland doesn't have any Medals and has Gaia Gates like an Entrance Stage. You can buy stuff from the Egg Fighter to the right but make sure you only buy the food once and that Sonic eats it because Chip won't enjoy it and it only gives Sonic 1 Experience Point. Do you notice anything familiar about the robot's names?
Eggmanland Directory
3 Egg Fighters (named after Video Game Consoles and release dates of previous Sonic games) and the Hot Dog Vendor.
The Employees of Eggmanland | |||
---|---|---|---|
Townperson's Number/Name | Location | Missions | Directory Description |
94. EF-DC1998 | Shop Owner/Behind the other 2 Egg Fighters, standing to the right | None | Once a model mainstay of the Egg Fighter force, this robot's gotten tired of working, and often does his best to sneak off and avoid his duties these days. |
95. EF-MD1991 | Walks near the World Map Gate | None | Originally among the oldest of the Egg Fighters, he now mans one of Eggmanland's shops. His work ethic and loyalty to Eggman are unrivaled, but the years have made their mark on his AI. These days, you never know what's going to come out of his mouth next. |
96. EF-XB2006 | Walks behind the Eggman statue | None | As one of the newest additions to the Egg Fighters, he still lacks real world experience, and most of his time studying. |
97. Eggman Land Hot Dog Vendor | To the left of the Gaia Gates | 3 | The manager of the Don Faccho hot dog mega-franchise's Eggmanland venue. Despite being the toughest guy in fast food, he makes a hot dog so classic it tastes nostalgic even at first bite. |
Eggmanland's Town Stage Shop
Availability: After Defeating the Final Boss: Dark Gaia/Perfect Dark Gaia
Eggshop: Eggmanland Souvenirs | |
---|---|
Souvenir's Name | Price |
Eggmanland Photo Frame | 100 Rings |
Eggmanland Miniature Flag | 100 Rings |
Egg Balloon | 120 Rings |
Eggman Poster | 100 Rings |
Egg Goggles | 150 Rings |
Eggshop: Eggmanland Food Market | ||||
---|---|---|---|---|
Food's Name | Experience | Does Chip like it? | Price | Availability |
Egg Candy | 1 EXP | NO | 40 Rings | Always |
Egg Dog | 1 EXP | NO | 50 Rings | Always |
Poppin' Eggcorn | 1 EXP | NO | 60 Rings | Always |
Egg Puff | 1 EXP | NO | 50 Rings | Always |
Egg-squisite Lunch | 1 EXP | NO | 80 Rings | Always |
Eggshop: Eggmanland Books and Electronics | ||
---|---|---|
Collectible Item | Price | |
Art Book 71 | 100 Rings | |
Record 35 (VS Egg Dragoon) | 100 Rings | |
Record 36 (VS Dark Gaia) | 100 Rings | |
Record 37 (Super Sonic VS Perfect Dark Gaia) | 100 Rings | |
Videotape 36 | 100 Rings | |
Videotape 39 | 100 Rings | |
Videotape 45 | 100 Rings | |
Videotape 51 | 100 Rings | |
Videotape 54 | 100 Rings | |
Videotape 56 | 100 Rings |
Tornado Defense Act 2
Availability: After Defeating the [[Day Boss: Egg Lancer], talk to Professor Pickle in [[Shamar]] during the daytime, and then talk to Tails. You have to beat this level for the first time in order to get to Eggmanland. Once you've cleared it, you can play it again on the World Map in Stage Select in Eggmanland or by going to the Gaia Gate in the Eggmanland Town Stage after beating the game.- Summary: This entire level is based on Quick Time Elements, where all you have to is hit the buttons shown on the screen when you see them. When you make successive hits you make combos. If you press the wrong button or put buttons when nothing is shown the combo ends and you can't shoot momentarily. When this happens, press LB/RB alternately to recover. There are more enemies than the 1st Act but by now you should be used to the QTE.
Rank | Scores |
---|---|
S | 700,000? or More |
A | ?-? |
B | ?-434,241-? |
C | ?-368,024-? |
D | ?-? |
E | ? or Less |
Boss: Egg Cauldron In order to defeat this boss, you must shoot it out of the sky before time runs out (3 minutes and 30 seconds). When a larger Button is shown with a number next to it, press it the number of times to do damage to Egg Cauldron. Still, watch out for missiles when it does appear onscreen.
If you don't defeat Egg Cauldron before time runs out, you automatically lose a life.
Eggmanland: The Final Act
Availability: After Clearing Tornado Defense Act 2- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: After years of ideas, plans, and failures, Dr. Eggman finally creates Eggmanland, an amusement park themed factory powered by Dark Gaia's energy. Here Sonic will have to use his Hedgehog and Werehog forms through 6 different areas filled with traps, hazards, and hordes of enemies to reach the final Temple of Gaia. This is the longest and hardest Act in the entire game. The biggest challenge of this level is trying to get through it without dying once. As Sonic goes through certain sections, you may notice familiar scenes from other Sonic games like the Roller Coaster from Twinkle Park (Sonic Adventure), the Domes from Egg Factory (Sonic Riders), and other elements. Use every skill you've learned to conquer this Act.
Eggmanland: The Final Act Final Scores | |
---|---|
Rank | Points Needed |
S | 600,000 or More |
A | 450,000-599,999 |
B | 382,134-449,999 |
C | ?-? |
D | ?-? |
E | ? or Less |
Walkthrough: I divided the walkthrough for this level into 6 parts that Sonic goes through as he switches between his Hedgehog and Werehog forms.
Eggmanland: Hedgehog Area 1
From the start, carefully jump over the first set of lasers, and stomp once you're over them. Home Attack the Electric Spinner and, while still in midair, Home Attack the Egg Shooter, and the 4 Egg Launchers. Once they've been destroyed, the lasers to the right will go down. Boost into the spring and Ring Dash across the room into the Dash Panel and the QTE Ramp. If you fail the QTE, you will die.
CHECKPOINT #1
From here there are several ways you can go:
Quickest Way- Boost down the incline, jump before the second incline, and you'll land in the middle of 3 rails. Take the right rail without boosting, Home Attack the Spinners and Air Boost over the upper rail to land on a rail further north. At the end of that rail you'll hit a Directional Launcher. Press A and Ring Dash across to another rail and boost the rest of the way. At the end of the rail, home attack the Spinners and the Egg Launcher, hit the Dash Panels, and hit the hourglass.
Eggmanland: Werehog Area 1
The Tea PartyCHECKPOINT #2
Eggman Land: NIGHT FIGHT #1
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 2 Egg Fighter Swords, 2 Egg Fighters with Regular Shields, and 1 Egg Fighter Knight with a Regular Shield |
Rings | 5 |
Heal Rings | There's 1 inside the Barrel to the left |
Shield Charge | There's 1 inside of the Barrel to the left |
Tips/Strategies
- Coming Soon
Once you finish or avoid NIGHT FIGHT #1, Jump and Grab the Swing Poles to the next platform to enter NIGHT FIGHT #2.
Eggman Land: NIGHT FIGHT #2
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 2 Egg Fighter Swords |
Rings | 5 |
10 Rings | 2 |
Heal Rings | Inside the barrel |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Tips/Strategies
- Coming Soon
Once you finish or avoid NIGHT FIGHT #2, grab the platform and enter NIGHT FIGHT #3.
Eggman Land: NIGHT FIGHT #3
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 3 Egg Fighters with Regular Shields and 2 Egg Fighter Knights with Static Shields |
Extra Lives | There's 1 floating above the floating platform |
10 Rings | 1 |
Heal Rings | There's 1 inside of a Barrel in the top left side of the area |
Full Dark Gaia Force | ? |
Shield Charge | 1 inside of a brown Flower Pot |
Power Shield | There's 1 inside the barrel to the bottom left, next to 2 more barrels |
Tips/Strategies
- Coming Soon
Once you finish or avoid NIGHT FIGHT #3, pull the Lever to start the conveyer belt. Jump over and grab one of the pots. Lean to the left and jump once you see the circular platform.
As soon as you get over here, NIGHT FIGHT #4 will begin.
Eggman Land Act: NIGHT FIGHT #4
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 3 Waves of 3 Egg Fighter Swords (9 Total) and 1 Egg Shooter (3 Total) |
Rings | 20 |
10 Rings | 4 |
Tips/Strategies
- Watch out for the small flames that come out of the moving Teapots
- Use your Shield and the Rings in the area wisely
Once NIGHT FIGHT #4 is over, pull the lever to activate the platform. Jump to it, jump on the platform with an hourglass, hit it, and Home Attack the spring.
Eggman Land Hedgehog Area 2
Roller CoasterCHECKPOINT #3
After you run over to the platform with Egg Face, jump, and do a Homing Attack to hit an Egg Fighter. Once you jump over the beams, wait for the egg face to move forward and jump on top it to reach the next platform. From here Home Attack the Spinner, run to the right of the conveyor belt, and Wall Jump past the vanishing platforms to reach the next area. From here there are 2 ways you can go:
- Regular Way: Run to the right and use the middle moving platform to jump over the beams. Use the Egg Faces to reach the side with the Egg Shooter, Wall Jump, run to the right while avoiding the fan and you'll reach the Checkpoint.
- Shortcut: Jump on top of the top moving platform and do a timed Wall Jump past the fans.
CHECKPOINT #4
Home Attack the Egg Shooter and, while in midair, Stomp on the green boxes in between the spikes to be taken down a pipe that leads to a Roller Coaster.
At a certain point the car Sonic is in will break off on a path and will be controlled like the Bobsled in Cool Edge Day Act 1. Turn to avoid the beams and spiked bombs. If they appear in the middle of your path and the area is narrow, jump! Use the ramps to avoid most of the obstacles. After the 4th ramp, jump over the beams, hit the ramp, and the bobsled will crash. Sonic will regain his footing and from here you can either boost towards the QTE Ramp or Home Attack your way over there. If you fail the QTE, you will die.
Hedgehog Werehog Area 2
The Boiler RoomsCHECKPOINT #5
From here jump onto the middle pipe and carefully go straight towards the boiler. Grab its ledge and go to the right, jump off and grab the Side Pole. Drop down from the Side Pole and carefully walk on the pipe straight, grab the ledge and into NIGHT FIGHT #5.
Eggman Land Act: NIGHT FIGHT #5
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 4 Waves |
1st | 2 Egg Fighter Knights with Regular Shields and 2 Waves of 1 Cure Master (2 Total) |
2nd | 2 Egg Fighter Knights with Static Shields and 2 Waves of 1 Power Master (2 Total) |
Rings | 15 |
10 Rings | 3 |
Heal Rings | There's 1 in the top right corner, 1 near the door, and 1 in the bottom left corner (all inside barrels) |
Full Dark Gaia Force | There's 1 inside a barrel near the Grab Ledge |
Shield Charge | There's 1 inside of a barrel near the door |
Power Shield | There's 1 inside a barrel near the Grab Ledge |
Super Claw | To the right of the door is a barrel with a Super Claw |
Tips/Strategies
- Take out the Masters first
Once you finish or avoid NIGHT FIGHT #5, pull the Lever and go through the door (Inside the barrels to the right is a Power Shield and a Full Dark Gaia Force. In the barrels in the right corner is a Heal Ring and a Super Claw. To the left are 2 Heal Rings and a Shield Charge).
CHECKPOINT #6
From here go across the pipe, grab the platform, grab the side of the boiler and get to the other side. From here there are several different ways to go:
Here is the Regular Way:
- Carefully land on the bottom pipes and maneuver your way over to a big pipe with a Automated Side Pole. Grab it and jump over to the Swing Pole. Use the Swing pole to reach the Checkpoint.
- CHECKPOINT #7
- From there land on the big pipe and jump to the other one. Walk across while jumping over the Spikes. Once you get to the door pull the lever.
Here is the Secret Way, which has some enemies and Collectible Items:
- This one is a little harder. Carefully hop across the higher pipes to a big wide pipe
- Jump and Grab the Boiler and carefully go around and hop onto a platform
- Hop over the Grab Ledge and an optional CHECKPOINT
- OPTIONAL CHECKPOINT #1
- NIGHT FIGHT #6 is here
- Hop over to the Boiler and either:
- OPTIONAL CHECKPOINT #2
- Carefully walk across the pipe to the other end, Jump up and grab the Side Pole
- From the Side Pole, Jump over to the Swing Pole and over to the Grab Ledge where the Lever and door are
- Pull the Lever and Go through
Eggman Land Act: NIGHT FIGHT #6
Difficulty | Minor Fight |
---|---|
Optional? | Yes |
Enemies | 2 Egg Fighter Shields |
Extra Lives | 1 |
Rings | 15 |
10 Rings | 3 |
Heal Rings | There's 1 over on the left side, next to an Extra Life |
Tips/Strategies
- Coming Soon
CHECKPOINT #8
As soon as you go through the Checkpoint, you will enter NIGHT FIGHT #7.
Eggman Land Act: NIGHT FIGHT #7
Difficulty | Major Fight |
---|---|
Optional? | Yes |
Enemies | 4 Waves |
1st | 4 Egg Fighter Knights with Static Shields and 2 Waves of 1 Egg Shooter (2 Total) |
Rings | 25 |
10 Rings | 4 |
Heal Rings | There's 1 in the top right corner, 1 near the door, and 1 in the bottom left corner (all inside barrels) |
Full Dark Gaia Force | There's 1 inside a barrel near the Grab Ledge |
Shield Charge | There's 1 inside of a barrel near the door |
Power Shield | There's 1 inside a barrel near the Grab Ledge |
Super Claw | To the right of the door is a barrel with a Super Claw |
Tips/Strategies
- Take out the Masters first
Here you'll face 3 waves of 4 Egg Knights and 1 Egg Shooters/15 enemies (Inside the barrel to the right is a Full Dark Gaia Force and a Shield Charge. To the left is a Heal Ring).
Once you finish or avoid NIGHT FIGHT #8, pull the lever, go through the door, hit the hourglass, and Home Attack the Spring.
Hedgehog Area 3
The PitsCHECKPOINT #9 There are 2 ways to go from here:
Shortcut: Wall Jump and Air Boost using the Egg Faces and follow that path and you'll fall down a pit into a Directional Launcher. Press X to reach the other Directional Launcher.
Regular Way: Head right towards the Egg Faces and Home Attack the Egg Fighter. From there land on the Dash Panel and you'll go into a Directional Launcher. Boost into the Egg Shooter to hit the spring, land on the Egg Face, and carefully jump across to the other side. From there carefully time your jump on the Egg Faces to reach the top area with the other Egg Face (You may have to use an Air Dash and a Wall Jump).
CHECKPOINT #10
On the conveyor belt, jump at the end and Home Attack the spring. On the second conveyor belt, run across, Air Boost into the wall, and Wall Jump into the Directional Launcher. After you use the last Directional Launcher follow the path to the Checkpoint.
CHECKPOINT #11
Jump over the spikes and stomp into the boxes. Press the buttons shown on the first 2 Directional Launchers and stand all the way to the right to avoid the fan. Use a Wall Jump to hit the next Directional Launcher and continue to press the buttons shown. Once you hit the Red Ring, boost.
CHECKPOINT #12 Eventually, you'll hit a QTE Spring. After the QTE jump over to the conveyor belt and get to the pulley on the other side. Press A to hop over the beams and move the Left Analog Stick forward along with the Boost to maintain speed. Use LB/RB to dodge.
CHECKPOINT # 13
Hit the QTE Ramp. It doesn't matter if you fail it or not, but it can be a shortcut. Home attack the enemies to make the platform come down and ride it to the top and hit the spring. Wait for the Egg Faces to be in position before attacking the Spinner and use them as well as the vanishing platforms to get across. After using the Directional Launchers and land on the next platform, jump to hit a Dash Ring. Then wait for the Egg Face to move and go back in to go pass it and slide into the Egg Knight with the Spring Shield. Run into the spring to hit a Directional Launcher and go up. Jump on the vanishing platforms to get to a spring. Grab the pulley, Home Attack the Egg Fighter, and walk over to the checkered platform. Once it raises and you hit the red spring, land, and boost forward to hit a spring. While in midair, Home Attack the Egg Fighter and the QTE spring.
CHECKPOINT #14
Boost into the QTE Ramp. If you fail it, you will die. If you passed it you will move into a skydive pit. Carefully dodge the beams and fans and position yourself towards the platform and the Dash Panels. Unlike Rooftop Run Day Act 1, you won't automatically land on the platform as you get towards the bottom.
Eggman Land Werehog Area 3
The last and final area of the Eggman Land Act.
CHECKPOINT #15
From here there are actually 2 ways you can choose to go.
- Hedgehog Shortcut: Go to the right of the lever and Wall Jump. Jump to the right and run inside the vent. Avoid the fans and you'll reach a room with an Hourglass. Hit it and lift the movable door. From here you'll be in the endless robot room.
- Regular Way: In the room, walk over to the left and punch the pink panels. Pull the switch to open the door. Slide down the pipe and avoid the fans. You'll end up in a room with a fan in the center and Dark Bats floating above. Here you have to defeat all the Dark Bats and then pull the lever to open the door. Use the Side Poles and Aerial Combos like the Hurricane Combo without the A Press. Once you're out slide down the next pipe to the Checkpoint.
Eggman Land Act: ENDLESS FIGHT AREA #1
Rings | 15 |
---|---|
10 Rings | 3 |
Heal Rings | There's 1 in the top right corner, 1 near the door, and 1 in the bottom left corner (all inside barrels) |
Full Dark Gaia Force | There's 1 inside a barrel near the Grab Ledge |
Shield Charge | There's 1 inside of a barrel near the door |
Power Shield | There's 1 inside a barrel near the Grab Ledge |
Super Claw | To the right of the door is a barrel with a Super Claw |
Tips/Strategies
- Take out the Masters first
After you bust down the Pink Barrier and pull the Lever, slide down the pipe to the next area.
CHECKPOINT #?
As soon as you get through the Checkpoint, you will enter NIGHT FIGHT #?.
Eggman Land Act: NIGHT FIGHT #?
Difficulty | Minor Fight |
---|---|
Optional? | No |
Enemies | 6 Dark Bats and 2 Thunder Bats |
Tips/Strategies
- Use Aerial Attacks to take them out
- Avoid the fan blades on the bottom of the area
Once NIGHT FIGHT #? is over, pull the lever and slide down another slide.
CHECKPOINT #? There are 2 ways to get through this area.
Shortcut: Double Jump behind the checkpoint to land on a gear like platform. Then Double Jump and grab the ledge.
CHECKPOINT #?
Slide down the pipe to reach another endless robot room.
Eggman Land Act: ENDLESS FIGHT AREA #2
Rings | 15 |
---|---|
10 Rings | 3 |
Heal Rings | There's 1 in the top right corner, 1 near the door, and 1 in the bottom left corner (all inside barrels) |
Full Dark Gaia Force | There's 1 inside a barrel near the Grab Ledge |
Shield Charge | There's 1 inside of a barrel near the door |
Power Shield | There's 1 inside a barrel near the Grab Ledge |
Super Claw | To the right of the door is a barrel with a Super Claw |
Tips/Strategies
Smash the middle Pink Panel room to find the lever. Pull it and run through the door.
LAST CHECKPOINT
From here pull the lever (there's a Power Shield inside the barrel to the right).
Eggman Land Act: NIGHT FIGHT #?
Difficulty | Major Fight |
---|---|
Optional? | No |
Enemies | 2 Waves of 2 Egg Knights with Static Shields (4 Total), 2 Waves of 2 Lightning Masters (4 Total), and 1 Titan |
Rings | 18 |
10 Rings | 3 |
Heal Rings | To the south is a barrel with a Heal Ring |
Full Dark Gaia Force | Coming Soon |
Shield Charge | Coming Soon |
Power Shield | There's 1 inside the barrels before you enter the room |
Super Claw | To the right of the door is a barrel with a Super Claw |
Tips/Strategies
- you have to Defeat the Titan to continue
- Defeat the Master first
In the next room is another lever (in the barrels to the right there's a Heal Ring, Full Dark Gaia Force, and a Power Shield).
Eggman Land Act: FINAL FIGHT
Difficulty | Mini Boss Fight |
---|---|
Optional? | No |
Enemies | 3 Cure Masters (they appear 1 by 1 after defeating the first), 3 Power Masters (they appear 1 by 1 after defeating the first), and 2 Titans |
Rings | Coming Soon |
10 Rings | Coming Soon |
Heal Rings | 2 |
Full Dark Gaia Force | Coming Soon |
Shield Charge | Coming Soon |
Power Shield | Coming Soon |
Super Claw | 1 |
Tips/Strategies
- You have to defeat both of the Titans to make the Goal Ring appear
END OF EGGMANLAND: THE FINAL ACT
Eggmanland: The Final Act Collectibles
Eggmanland: The Final Act Collectibles | |
---|---|
Collectibles | Location |
1. Record 13 (Eggmanland-Day) | After the first Checkpoint, boost, and jump onto the 3 rails. Take the right rail and Home Attack the Spinners to a higher rail. This rail will take you to an area with Record 13 (Eggmanland-Day). |
2. Record 39 (Tornado Defense-2nd Battle) and Art Book 17 | In the 2nd Hedgehog Area there is Record 39 to the right after the Checkpoint. After you get it, go back to the left and Wall Jump pass the blades to reach Art Book 17 |
3. Art Book 18 | In the 2nd Werehog Area, get to the platform where the enemies are (2 Egg Fighter Knights and Cure Master) and grab the Side Pole to the right. Carefully use the pipe, with the moving spikes, to get to the ledge of the boiler, travel along the side, jump to the other boiler's ledge, and travel along the side there to get Art Book 18. |
4. Art Book 66, Record 32 (Eggman-Night), and Artbook 67 | #After getting #3 and hitting the next Checkpoint, go to the right side. Carefully jump on the pipes to reach Art Book 66 and a high big pipe. From there go and grab the boiler to the left, travel along the side, and jump on a platform. Jump from that platform to a ledge with a Checkpoint. Go through it and jump to the boiler, grab the ledge, travel along the side, and jump to the other side. Jump up to the Heal Ring and Extra Life, grab the Swing Pole, and grab the Record. Now instead of going straight jump to where you first entered the section and pull the lever to make the platforms come down. Use the platforms to get back over to the right side of the room, jump and grab the Side Pole and quickly jump to the Swing Pole. Now from the Swing Pole double jump to the boiler to the left to get Art Book 67 |
5. Record 56 (Eggmanland Entrance) | In the 3rd Hedgehog Area, Wall Jump and Air Boost to the Upper Area after going through the Checkpoint. Follow that path and you'll fall down a pit with a trail of Rings leading to Record 56 and a Directional Launcher at the bottom. |
6. Artbook 60 | In the middle of the skydive pit is Art Book 60 |
Total: 9 | Art Book 17, Art Book 18, Art Book 60, Art Book 66, Art Book 67, Record 13 (Eggmanland-Day), Record 32 (Eggmanland-Night), Record 39 (Tornado Defense-2nd Battle), and Record 56 (Eggmanland Entrance) |
Night Boss: Egg Dragoon
Availability: After Clearing Eggmanland: The Final Act- Rings: ?
- Experience: 350 EXP
- Bestiary Entry: Eggman created this mechanical dragon in his efforts to thwart Sonic, putting years of research into the hedgehog's movement patterns into the design. It represents the absolute pinnacle of mad science.
- Summary: You'd think that after conquering Eggmanland, Eggman is going to use one of the strongest robots he's ever created. Instead he decides to use the same robot he tried to crush Sonic with in the Opening Movie, upgrade its cannon, change the other gun into a rocket drill, and power it using Dark Gaia's energy. Though it looks intimidating, this boss is easy. You could get an S Rank with a full life bar on your first time fighting it.
Rank | Scores |
---|---|
S | 80,000 or More |
A | 70,000-79,999 |
B | ?-? |
C | ?-? |
D | ?-? |
E | ? or Less |
Battle Style: First run around to avoid the gunfire. Then stand to the north of the platform and attack the green spot with combos. Stay near that green spot. If he tries to do a slash attack, you can stand near the green spot or go to the other side to avoid it. When the Egg Fighters appear, ignore them, and attack the Green spot.
Once you push his health pass the line on his health meter, a 5 button QTE that ends with hitting the A Button 10 times.
After the first QTE, Eggman will break the platform and send you falling. Move around to avoid gunfire and to land on the next platform.
Once you land on the next platform repeat the process.
Other notes about this boss:
- After the first QTE, he does an ice attack. Jump to avoid its shockwave rings.
- He may break the platform again before you push it pass the second line
- the final QTE require 7 buttons including having to press Y 14 times
- if you fail the QTE, you'll have to do it over
Final Boss: Dark Gaia/Perfect Dark Gaia
Availability: After Defeating Egg Dragoon. If you get a Game Over during this level, you will have to fight Egg Dragoon again before fighting Dark Gaia.- Experience: 5 Bars/500 Experience Points
- Bestiary Descriptions
- Dark Gaia: As an incarnation of darkness itself, this beast exists solely to destroy the world. 'The abomination grows strong on the negative energies of the world, sleeping with its core for millennia in wait...'--Gaia Manuscripts, 4:11
- Perfect Dark Gaia: 'When the beast is complete, its dark arms shall emcompass the planet, ushering in the end of times. The world, in death, will fall into a deep sleep in waiting for the time of rebirth to come.'--Gaia Manuscripts, 4:26
- Summary: Sonic and Chip team up to put Dark Gaia back to sleep. This boss has 2 different forms and you'll switch between Sonic and Gaia Colossus.
Note: The first time you beat this boss, it won't show a results screen/rank/score.
Rank | Scores |
---|---|
S | ? or More |
A | ?-? |
B | ?-86000-? |
C | ?-75000-? |
D | ?-? |
E | ? or Less |
Battle Style: The battle starts out with Gaia Colossus.
Gaia Colossus Controls | ||
Action | Buttons/Controls | Tips/Tricks |
---|---|---|
Boost | X | |
Punch | Hold LT/RT and release | to punch fire balls |
Block | LB: to Block |
In these parts, boost past the fireballs thrown at you through the openings, hold a punch if there are no openings, and block when he's about to release a beam. When you get to him the screen will change to a QTE. Here hit all the Buttons shown to be taken to the Sonic Areas. If you miss 2 times, you'll have to start all over again.
Gaia Colossus Part 1
Fireball Attack | |||||
- | Far Left | Left | Middle | Right | Far Right |
---|---|---|---|---|---|
Sonic Area 1
Run and jump over the purple vain. Boost over the ramp and collect rings. On the rails switch from right to left, jump, and Ring Dash across to the QTE ramp. Pass it.
Gaia Colossus 2
Fireball Attack | |||||
---|---|---|---|---|---|
- | Far Left | Left | Middle | Right | Far Right |
1st Wave | Incoming! | Safe | Incoming! | Incoming! | Incoming! |
2nd Wave | Safe | ||||
3rd Wave | Safe | Incoming! | Incoming! | ||
4th Wave | Incoming! | Safe | Incoming! | Incoming! | Incoming! |
5th Wave | Safe | ||||
6th Wave | Incoming! | Incoming! | Incoming | Incoming! | Incoming! |
Laser | Guard and dodge! |
Dark will throw 5 fireballs now so be careful when you look for openings.
Sonic Area 2
From the start, jump into the Rainbow Rings to get a shortcut. Then Hit the QTE Spring, pass it, and run through the Shuttle Loop to the QTE Ramp.
Gaia Colossus 3
Fireball Attack 3 | |||||
---|---|---|---|---|---|
- | Far Left | Left | Middle | Right | Far Right |
1st Wave | Incoming! | Safe | Incoming! | Incoming! | Incoming! |
2nd Wave | Incoming! | Incoming! | Safe | Incoming! | Incoming! |
3rd Wave | Incoming! | Incoming! | Incoming! | Incoming! | Incoming! |
4th Wave | Incoming! | Incoming! | Incoming! | Safe | Incoming! |
5th Wave | Incoming! | Safe | Incoming! | Incoming! | Incoming! |
6th Wave | Incoming! | Incoming! | Incoming | Incoming! | Incoming! |
Laser | Guard and dodge! |
The fireballs will come faster so be ready to punch more often if you don't see an opening.
Sonic Area 3
From the start, boost to the right, and boost off the ramp there for a shortcut. Jump over the upper area and into the Rainbow Ring. Jump and slide over the purple veins and stay on the left to get an extra life. Boost on the wall or into the spring, jump and slide over the purple veins, and Air Boost across the tilted platforms, and boost to the QTE Ramp.
Super Sonic Part 1
Go down and boost to collect rings. Try to collect as many as you can even if the gauge looks full. Avoid the rocks!
Super Sonic Part 2
Once you get to the shield, wait for the small cutscene, and boost around the Dark Gaia Dragons. Boost into them several times to defeat them. Once you defeat all 8 the shield will go down.
Other notes about this part: -sometimes the Dragons will pop inside the shield when you get towards them. If that happens, wait for them to pop out again or boost to the Dragon Head -sometimes Perfect Dark Gaia will shot beams and fire balls at Sonic. Boost to avoid them. -Avoid the rocks!
Final QTE
- Once the shield is down, there will be a 6 Button QTE. Finally, you'll have to hit the X Button 60 times to end the fight.
Note: The first time you beat this boss, it won't show a results screen/rank/score. S-Beat both forms in under 9 Minutes and 34 seconds A-Beat both forms between 9:35-10:00 B-84693
Mission Basics
There are 100 Missions that have to be completed in order to get certain achievements, extra experience and items, and fully complete the game. In order to start a mission, you have to talk to a Townsperson during the day or nighttime in the Town Stages. When you complete certain missions, you can play them again in Stage Select.
I have categorized all the missions into 7 types.
Types of Missions | |
---|---|
Name | Description |
Trials | These are Missions where Sonic has to run through remixed versions of different Acts. Sometimes the Goal Ring is an object or Townsperson |
Gatherer | These are Missions where Sonic has to collect a certain number of Rings or other items |
Destroyer | These are Missions where Sonic has to defeat a certain number of enemies |
Deliveries | These Missions are all about taking or finding items and giving them to specific Townspeople. Some may be regular items or Mission/Star items |
Bodyguard | These are Missions where Sonic the Werehog has to defeat a number of enemies without them touching a Townsperson |
Quiz | These are Missions where Sonic has to answer a certain number of questions correctly |
Messenger | These are Missions where Sonic has to talk to Townspeople and choose specific responses |
Other Notes about Missions:
- You won't be able to do any Missions until you defeat Egg Beetle.
- Skip to Exorcisms if you haven't exorcised a person for a particular mission yet
TEMPLATE Daytime/Nighttime Mission
- Objective:
- Description:
- Difficulty: Easy/Medium/Hard
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- ''Summary:'
Mission Items
These are items that are usually found in the Entrance Stages or given by a Townsperson to deliver to someone else. In the Inventory on the Pause Screen, these items have an icon showing a white star in a green circle. They are basically items that have to be given to a specific Townsperson to complete a specific Mission. Check the Town Stage Subsections for exact locations.
Types of Mission Items | |||
---|---|---|---|
Name | Location | Description | Chip's Comments |
Blue Tea | Apotos Entrance Stage | Found in Apotos. Note the bitter taste. | Eww, that looks bitter. I hate bitter stuff! |
Crystal Ball | Shamar Entrance Stage | A lovely, translucent sphere. Who could have dropped it? | Aw...I thought this was a big piece of candy. What a letdown... |
Green Tea | Adabat Entrance Stage | Found in Adabat. Note the sour taste. | Heh heh, nice find. We'll be taking this, thank you! |
Gift | Receive from the Boss to give to Ippolita | ||
Lovely Ring | Receive from Aida to give to Elio | ||
Maiden Statue | Apotos Entrance Stage | A small statue with a solemn expression, found in Apotos. | Ooh, what a pretty find! What more could we ask for, huh? |
Old Necklace | Receive from Elio to give to Aida | ||
Pick-Me-Up | Chun-nan Entrance Stage | A nutritional supplement found in Chun-nan which eliminates all fatigue. | Is that medicine? What does it smell like? Wh-what? WHOA. What IS this? Suddenly, I am PUMPED! Woo-hoo! |
Pretty Bouquet | Get from the Apotos' Town Stage Shop for Ciccio | ||
Red Tea | Shamar Entrance Stage | Found in Shamar. Note the fragrant aroma. | Gee, Sonic, is there anything you won't pick up? |
Turquoise Tea | Mazuri Entrance Stage | Found in Mazuri. Note the bright color. | Hm... I don't like that color. Looks poisonous! I'll pass. |
Violet Tea | Holoska Entrance Stage | Found in Holoska. Note the sweet taste. | Oh, this smells good. Wouldn't want it to go to waste! |
White Bouquet | Receive from the Boss | ||
White Tea | Empire City Entrance Stage | Found in Empire City. Note the flowery Aroma. | Huh? Why'd you grab this? What is it? I'll pass... |
Yellow Tea | Chun-nan Entrance Stage | Found in Chun-nan. Note the refreshing aroma. | Nice find! I wouldn't mind a cup once the planet is safe! |
Gregorios's Missions
Gregorios tests Sonic to see if the rumors about him are true.These are all Missions for Village Elder Gregorios in Apotos. Most of them are for Sonic the Werehog.
Village Elder Gregorios' Missions | ||
---|---|---|
Order and Mission Name | Type | Day or Night? |
0. Save Viller Gregorios! | Exorcism | Night |
1. The Elder's Doubt | Trial | Night |
2. The Elder's Plans | Bodyguard | Night |
3. The Elder's Book | Trial | Night |
4. The Elder's Trial | Delivery | Anytime |
The Elder's Doubt
Availability: After exorcising him and Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1, return to Apotos during the Night and talk to him again.Nighttime Mission
- Objective:
- Description:
- Difficulty: Easy
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary:'
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Objective: Get to the end of the level and grab the glasses.
- Difficulty:'' Easy
Walkthrough: Coming Soon
- Use the Swing Poles from the beginning and then the Dark Bats to reach the other side. Then smash your way through the enemies to get to the lever, open the door, and grab the glasses.
- You can pull off over 50 Combos here.
The Elder's Plans
Availability: After Clearing the Mission The Elder's Doubt, go to the World Map, come back, and talk to Gregorios.- Rings: ?
- Experience: ? EXP Bars/? EXP
- Objective: Defeat the Nightmares and Deep Nightmare while preventing them from touching Gregorios.
- Difficulty: Medium
The Elder's Plans Mission: NIGHT FIGHT
Enemies | 4 Nightmares and 1 Deep Nightmare |
---|---|
Rings | ? |
10 Rings | 2 |
Heal Rings | Inside of a Barrel in the right side of the area |
Full Dark Gaia Force | Inside of a White Flower Pot south of the area |
Shield Charge | 1 inside of a brown Flower Pot |
Power Shield | There's 1 near the Lever, before you enter the area, inside the left brown Flower Pot |
Super Claw | There's 1 near the Lever, before you enter the area, inside the right brown Flower Pot |
Collectibles | ? |
Tips/Strategies
- If any of the enemies touches him, you fail the mission. Once they see Sonic though, they'll focus on attacking Sonic instead.
- Be careful when you attack so you don't accidently send enemies flying in his direction. Use Straight Attacks.
- Use an Aerial Attack and finish with a Aerial Piledriver
The Elder's Book
- Availability: After Clearing the Mission The Elder's Plan, go to the World Map, come back, and talk to Gregorios.
- Rings: ?
- Experience: ? EXP Bars/? EXP
- Objective: Get to the Elder's book before time runs out.
- Difficulty: Easy
Tips
- Jump over the saws and land on the Step Switch. Then defeat all the enemies and get the book.
The Elder's Book Mission: NIGHT FIGHT
Enemies | 3 Waves |
---|---|
1st | 3 Egg Fighters |
2nd | 1 Egg Shooter |
3rd | 3 Little Fighters and 1 Egg Shooter |
Rings | ? |
10 Rings | ? |
Heal Rings | There's 1 inside of the White Flower Pot to the right |
Full Dark Gaia Force | ? |
Shield Charge | ? |
Power Shield | ? |
Super Claw | There's 1 hidden behind several barrels in the bottom left corner |
Collectibles | There's a Sun Medal underneath the Swing Pole |
Tips/Strategies
- Coming Soon
The Elder's Trial
Availability: After Clearing the Mission The Elder's Book, go to the World Map or Apotos Entrance Stage, come back, and talk to Gregorios.- Objective: Bring Gregorios the item Maiden Statue, which can be found in the Apotos Entrance Stage.
- Difficulty: Easy
Kitchen Lab
The Chef Gigi needs some ingredients for some new recipes.
- Availability: After Clearing Barbara's Exorcism, talk to [[Gigi]] in the Spagonia Town Stage
- Objective: He'll ask you to buy some Broiled Ibanga from the [[Mazuri Town Stage Shop]] and Canned Horror from the [[Holoska Town Stage Shop]]. Bring them to him to complete the Mission.
- Difficulty: Easy
Ciccio's Missions
Ciccio and Natalia are worried about Elio and Lucia's odd behavior.These are all Missions involving Elio, as well as Ciccio, Natalia, and Aida, in Spagonia.
Order and Mission Name | Type | Day or Night? |
---|---|---|
1. Elio's Nights | Trial | Night |
2. Lunch Thief! | Trial | Day |
3. A Miffed Mom | Trial | Day |
4. Elio's Loss | Gatherer | Day |
5. Working Dad | Delivery | Either |
6. Money Troubles | Delivery | Either |
7. Happy Birthday | Messenger | Night |
Elio's Nights
Availability: After Clearing Rooftop Run Night Act 1 and Clearing Cool Edge Day Act 1, talk to Ciccio in Spagonia.- Objective: Reach Elio before time runs out.
- Difficulty: Easy
Tips
- Watch the spikes when you jump to and from the Vertical Poles.
- There's a Sun Medal on the way.
Lunch Thief!
Availability: After Clearing the Elio's Nights Mission, talk to Natalia during the Daytime.- Rings: ?
- Experience: ? EXP Bars/? EXP
- Objective: Reach Lucia before time runs out
- Difficulty: Hard
Tips
- This Mission level is based on the second half of Rooftop Run Day Act 1. However, a few things have changed:
- More Bombs are placed in the first Aero Chaser area.
- If you use the rail, jump to avoid the Egg Fighter with the Electric Shield.
- The ramp has been replaced with bombs, so jump over them and boost up the incline to avoid the set of spikes.
- Spikes and bombs have been placed on the rooftop area.
- There's Egg Fighter with an Electric Shield at the end of the barrel dodging area.
- After you grab the pulley boost and jump over the Egg Fighter to avoid the spike.
- The ramp is missing, so jump so you don't fall into the bottom area.
- If you have the Ring Dash Ability, you can still use the shortcut. If not there's an Egg Launcher on the right side now, so be careful.
- Wait for the Thunder Spinner to discharge before using a Home Attack.
- The QTE springs are random.
- There are spikes and Egg Fighters with Electric Shields on the path ahead.
- From here take the higher path.
- You have the pass the QTE ramp in order to continue
- The ramp is missing at the beginning of the second Aero Chaser section
- The Aero Chaser's attack pattern doesn't change but there are bombs on the path now
- Moon Medal#1: From the beginning Home Attack the fountain. While in midair Home Attack the balloons to reach the Moon Medal
A Miffed Mom
Availability: After Clearing the Mission Dinner Thief, go to the World Map, come back, and talk to Ciccio during the Daytime.- Objective: Collect 10 Oranges and reach the Goal Ring.
- Difficulty: Medium
Tips
- Focus on reaching the goal because the oranges are placed everywhere and are easy to get.
Elio's Loss
Availability: After Clearing the Mission A Miffed Mom, go to the World Map, come back, and talk to Elio during the Daytime.- Objective: Collect 100 Rings or more and get to the Goal Ring.
- Difficulty: Medium
- Tips
- From the beginning move to the left and while you're on the rail, move to the middle, then the right, then the middle, then the left, then right again. From here avoid the Aero Chasers' lasers and the bombs.
- Moon Medal #1: After switching to the middle rail switch to the right rail to get the Moon Medal.
Working Dad
Availability: After Clearing the Mission Elio's Loss, go talk to Ciccio.- Objective: Go to Apotos, pick up the "Pretty Bouquet" from the shop and return back to Ciccio.
- Difficulty: Easy
Money Troubles
Availability: After Clearing the Mission Working Dad, speak to Aida.- Objective: Talk to Elios to get the Old Necklace, then go back to Aida and she'll give you the Lovely Ring. Give the Lovely Ring to Elio.
- Difficulty: Easy
Happy Birthday
Availability: After Clearing the Missions Money Troubles and Kitchen Lab, talk to Elios during the night.- Objective: Find Natalia and tell her to meet her family. She's at the end of the left side street.
- Difficulty: Easy
Marcantonio's Missions
Marcantonio learns he has the ability to see ghosts.
These are all the missions for Marcantonio.
Order and Mission Name | Type | Day or Night? |
---|---|---|
1. Tower Terror | Gatherer | Day |
2. Forest Fright | Gatherer | Night |
Tower Terror
Availability: Talk to Marcantonio in Spagonia near the Entrance Stage after Clearing Rooftop Run Day Act 1 and Dragon Road Day Act 1.- Objective: Touch both ghosts and land on the Goal Ring.
- Difficulty: Medium
Tips
- They are both on the left side. After you've positioned yourself press X to grab them.
- Moon Medal #1: If you don't move after the Mission has started, you'll grab the Moon Medal.
Forest Fright
(the actual mission level is called Jungle Fright)- Availability: After Clearing the Mission Tower Terror, go to Adabat during the Night and talk to him again.
- Objective: Touch both ghosts.
- Difficulty: Easy
Tips
- Go to the right first then travel to the left side. Defeat the Deep Nightmare on the dock there to make the platform come down, and jump on the Step Switch to make the platforms in the water come up.
- Sun Medal #1: On the ledge where the 2 Red Killer Bees are, is a Sun Medal to the left.
Kwami's Missions
Kwami prepares for a ritual, while Ana goes on a quest to find her true love.These are all the Missions for Kwami and Ana from Mazuri, which also involves Musaid and Sadiq from Shamar.
Kwami's Missions | ||
---|---|---|
Order and Mission Name | Type | Day or Night? |
1. Kwami's Exorcism | Exorcism | Night |
2. Before the Ritual | Trial | Day |
3. Spooky Shadows | Destroyer | Day |
Before the Ritual
Availability: After exorcising Kwami, talk to him during the daytime in Mazuri.- Summary: Get to the plant in less than a minute and a half.
- Difficulty: Easy
Spooky Shadows
Availability: After Clearing the Mission Before the Ritual, wait until Day, and talk to Kwami.- Summary: Defeat the Egg Fighter at the end of the path to make the Goal Ring appear and touch it.
- Difficulty: Easy
- Tips: Home Attack the Spinners and Aero Cannons and boost through the Egg Fighters. Towards the end, jump on the platforms to get to the other side.
- Medals: Home Attack the Egg Fighter at the end of the path to get the Moon Medal
Ana's Missions
?
Ana's Missions | ||
---|---|---|
Order and Mission Name | Type | Day or Night? |
1. Ana's Dream 1 | Messenger | Day |
2. Ana's Dream 2 | Messenger | Day |
3. Soul Mates | Messenger | ? |
4. Heir Wanted | Messenger | ? |
5. Elder's Call | Messenger | ? |
6. Final Exam | Trial | Night |
Ana's Dream 1
Availability: After defeating Egg Devil Ray, return to Mazuri during the day and speak with Ana.- Objective: Talk to all the men in the village and then report back to Ana.
- Difficulty: Easy
Ana's Dream 2
Availability: After completing the Ana's Dream 1 Mission, talk to Ana in the Spagonia Town Stage during the daytime.- Objective: Talk to all the male college students and Professor Pickle's Assistant and report back to Ana.
- Difficulty: Easy
Soul Mates
Availability: After completing the Ana's Dream 2 Mission, talk to Ana in the Shamar Town Stage during the daytime.- Objective: Find Musaid and tell him There's a Mazuri girl... Then go back to Ana.
- Difficulty: Easy
Tips
- He's near the Entrance Stage Gate.
WARNING: After completing this mission leave or come back another time. I had a glitch where Musaid went back to his regular spot after I exorcised Sa'id (This was before I cleared Arid Sands Day Act 1).
Heir Wanted
Availability: After completing the 'Soul Mates Mission, go to the World Map, come back, and talk to Ana again.- Objective: Find Sadiq, talk to him, and return back to Ana.
- Difficulty: Easy
Elder's Call
Availability: After Clearing the mission Heir Wanted Talk to Ana in Mazuri, then Talk to Kwami.- Objective: When you talk to Kwami, choose the options You're wrong., You should trust Ana., and Why not test them?
- Difficulty: Easy
Final Exam
Availability: After Clearing the mission Elder's Call talk to Ana.- Objective: Get to the Goal Ring before time runs out.
- Difficulty: Easy
Tips
- There are 2 ways of getting to the Goal Ring:
- Once you swing across and jump from the highest Side Pole to the ledge, jump down to the area with the Egg Fighters. Defeat them then go back up, use the Tightrope Ledge to get to the 2nd Vertical Pole, and climb it. Defeat the Egg Fighter up there and the platforms will move. Jump across and drop down to the area with the 2 Egg Fighters. Defeat them and use the Side Poles to the left to get to the Goal Ring.
- Once you swing across and jump from the highest Side Pole to the ledge, jump and grab the ledge above the enemies. Continue following the ledge and use it to get to the area with the Vertical Pole, climb the pole, and do a Dash Jump to the platform. If you land successfully, do another Dash Jump to reach the Goal Ring.
- Sun Medal #1: On the left side of the Goal Ring, use the Side Poles all the way to the top reach the Sun Medal.
Yaya's Missions
Yaya's shyness gets the better of her.
These are all missions involving Yaya and Essie in Mazuri.
Order and Mission Name | Type | Day or Night? |
---|---|---|
1. Tower Terror | Trial | Night |
2. Forest Fright | Delivery | Either |
Run Yaya Run
Availability: After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1, Talk to Essie during the daytime. Then wait until Night and you'll find Yaya, who's normally standing behind the pole, out in the open. When you speak to her, she'll run away. Talk to Essie to begin the mission.- Objective: You have to climb up to the top of the area and get to Yaya.
- Difficulty: Easy
Tips
- When you get to the top and have to defeat the enemies, grab one of the crates and throw it to defeat them all in 1 hit.
- Medals: There is one Sun Medal in an area where Yaya was hiding.
Yaya's Request
'': Return to Mazuri/wait until day after completing the Run Yaya Run Mission and talk to Yaya.- Objective: Go to Apotos, talk to the Ice Cream Man to get a Sundae Supreme for free or buy one from the Shop (they cost 60 Rings), and bring it back to Yaya.
- Difficulty: Easy
Jerri-Pekka Missions
Jerri-Pekka prepares for his and his wife's 50th anniversary.These are all Missions for Jerri-Pekka in Holoska.
Order and Mission Name | Type | Day or Night? |
---|---|---|
0. Save Jerri-Pekka! | Exorcism | Night |
1. A Promise Made | Bodyguard | Day |
2. A Promise More | Delivery | Night |
3. Love is Jerky | Trial | Day |
A Promise Made
Availability: After exorcising him and Defeating Dark Moray, go to Holoska and talk to him during the night.- Objective: Defeat the Nightmares and Deep Nightmares while preventing them from touching Jerri-Pekka.
- Difficulty: Medium
=-A Promise Made Mission: NIGHT FIGHT-=
Enemies | 9 Nightmares and 1 Deep Nightmare |
---|---|
Collectibles | There's a Sun Medal in the back. |
Tips/Strategies
- If any of the enemies touches him, you fail the mission. Once they see Sonic though, they'll focus on attacking Sonic instead.
- Be careful when you attack so you don't accidently send enemies flying in his direction. Use Straight Attacks.
- Use an Aerial Attack and finish with a Aerial Piledriver
A Promise More
Availability: After clearing the Mission A Promise Made, go to the World Map, come back, and talk to Jerri-Pekka.- Objective: Go to Apotos, buy some Pitch Nuts, and come back.
- Difficulty: Easy
Love is Jerky
Availability: After Clearing the Mission A Promise More, go to the World Map, come back, and talk to him during the day.- Objective: Get to the Jerky at the end of the level.
- Difficulty: Medium
Tips
- This Mission level is based on the first half of Cool Edge Day Act 1. However, a few things have changed:
- There are more Purple Crystals in the beginning. Run to the sides to avoid them
- They are also Purple Crystals in the slippery ice part. However, they didn't put any in the shortcut if you boost through the wall to the left but there are a more enemies
- There are more enemies near the Stomp Switch
- There are more Purple Crystals in the Bobsled part
Zonshen's Missions
Zonshen tries to help Sonic turn back to normal. Also, Charles goes to Chun-nan to try and learn more about Zonshen's techniques.These are all Missions from Zonshen that involve Chun and Yilin from Chun-nan and then Medical Student Charles from Empire City.
Order and Mission Name | Type | Day or Night? |
---|---|---|
1. Checkup Time | Destroyer | Night |
2. Find A Cure | Gatherer | Night |
3. Get Pumped | Trial | Day |
4. Chronic Ailment | Gatherer | Night |
5. Forbidden Arts | Delivery | Day |
6. Energy Boost | Gatherer | Night |
7. Meat Bun Trial | Gatherer | Either |
8. Hide & Seek Trial | Trial | Day |
9. Deliver-A-Doc | Delivery | Day |
Checkup Time
Availability: Talk to Zonshen in Chun-nan during the nighttime after Clearing Dragon Road Day Act 1.- Objective: Defeat all 50 enemies.
- Difficulty: Easy
- Time Limit: 5? Minutes
- Rings: ?
- Enemies: 50
Wave | Dark Gaia Minions | Current Number |
---|---|---|
1st | 6 Little Rexes and 3 Nightmares | 9/50 |
2nd | 3 Little Rexes and 2 Red Killer Bees | 14/50 |
3rd | 4 Little Rexes and 2 Dark Flowers | 20/50 |
4th | 4 Nightmares | 24/50 |
5th | 9 Red Rexes and 2 Fright Masters | 35/50 |
6th | 6 Deep Nightmares | 41/50 |
7th | 8 Dark Frights and 2 Killer Bees | CLEARED |
Tips/Strategies
- You can knock the first and last wave of enemies off the edge but you'll lose their Chaos Orbs
- Defeat all the enemies in an area before continuing a path.
Find A Cure
Availability: After Clearing the Mission Checkup Time, wait until Day and talk to Zonshen.- Objective: Collect 10 Herbs before time runs out.
- Difficulty: Easy
Tips
- Slow down and collect any you missed.
Get Pumped
Availability: After Clearing the Mission Find A Cure, go to the World Map, come back, and talk to Zonshen during the Daytime.- Objective: Get to the Goal Ring without taking damage.
- Difficulty: Medium
Tips
- In the water section jump over the bombs while boosting and drift while boosting to continue
- After the ramp hit the Red/Rainbow Rings to reach the upper section and jump over the spikes at the end
- Towards the end, slow down and jump to see enemies up ahead and avoid bombs and spikes
- Moon Medal #1: Thereユs a Moon Medal after the water section in front of the bottom part.
Chronic Ailment
Availability: After Clearing the Mission Get Pumped, wait until night and talk to Zonshen.- Objective: Collect all 3 medicine components within 6 minutes.
- Difficulty: Easy
Tips
- Collect them in this order
- Use the Vertical Poles and boxes to the left
- Defeat the enemies to make the barrier to the left go down
- Defeat the Nightmares and double jump to the Dark Flower to the right and take it out to make the barrier come down
Chronic Ailment Mission: NIGHT FIGHT
Enemies | ? Waves |
---|---|
1st Wave | 3 Little Rexes and 2 Killer Bees (appears after getting the first component) |
2nd Wave | 3 Little Rexes and 2 Deep Nightmares |
3rd Wave | 2 Dark Flowers |
4th Wave | 4 Nightmares and 1 Dark Flower |
Rings | ? |
10 Rings | 2 |
Heal Rings | Inside of a Barrel in the right side of the area |
Full Dark Gaia Force | Inside of a White Flower Pot south of the area |
Shield Charge | 1 inside of a brown Flower Pot |
Power Shield | There's 1 near the Lever, before you enter the area, inside the left brown Flower Pot |
Super Claw | There's 1 near the Lever, before you enter the area, inside the right brown Flower Pot |
Collectibles | ? |
Tips/Strategies
- If any of the enemies touches him, you fail the mission. Once they see Sonic though, they'll focus on attacking Sonic instead.
- Be careful when you attack so you don't accidently send enemies flying in his direction. Use Straight Attacks.
- Use an Aerial Attack and finish with a Aerial Piledriver
Forbidden Arts
Availability: After Clearing Chronic Ailment, Wait until Day and talk to Zonshen.Daytime Mission:
- Difficulty: Easy
- Objective: Bring Zonshen the Mission Item Pick-Me-Up, which can be found in the Chun-nan Entrance Stage.
Energy Boost
Availability: After Clearing [[Forridden Arts]], return to the Chun-nan Town Stage or Wait until Night, and talk to Chun and YilinNighttime Mission
- Objective:
- Description:
- Difficulty: Easy
- Rings: ?
- Extra Lives: ?
- Experience: ? EXP Bars/? EXP
- Summary: To Clear this Mission, you have to collect all 5 Bottles located throughout the Stage in 5 minutes.
Tips
- Defeat the 3 Killer Bees to make the barrier go down
- After the Fling Pole, walk to the Dark Flowers and defeat them
- After hitting the Balloon Switch, go down the path
- Defeat the Dark Flower and destroy the Rock Wall behind it
- Defeat all the enemies and go right
- Medals: In the room with #4 is a Sun Medal
Energy Boost Mission: NIGHT FIGHT
Enemies | 5 Waves |
---|---|
1st Wave | 3 Killer Bees |
2nd Wave | 2 Dark Flowers |
3rd Wave | 3 Nightmares and 3 Deep Nightmares |
4th Wave | 1 Dark Flower |
5th Wave | 4 Little Rexes and 4 Killer Bees |
Rings | ? |
10 Rings | 2 |
Collectibles |
Tips/Strategies
- Use an Aerial Attack and finish with a Aerial Piledriver
Meat Bun Trial
Availability: After Clearing Energy Boost, Clearing Skyscraper Scamper Day Act 1, and [[Charles's Exorcism]], talk to Charles in the Empire City Town Stage. Tell him you'll talk to Zonshen, go to the Chun-nan Town Stage, talk to Zonshen, and return to Charles and talk to him. When Sonic goes to the Chun-nan Town Stage after that, talk to Charles.
- Objective: Buy 3 Lin's Meat Buns from the Chun-nan shop and bring them to Charles.
- Difficulty: Easy
Tips
- They cost about 60 rings each so you just have to collect 180 rings, come back, and buy them.
Hide & Seek Trial
Availability: Complete the Meat Bun Trial Mission, return to Chun-nan/wait till the next day, and talk to Charles.- Objective: Get to the end of the level to where Yilin is
- Difficulty: Easy
Tips
- You basically have to run through a part of Dragon Road Day Act 1.
- Nothing has changed so use shortcuts or the regular way quickly.
Deliver-A-Doc
Availability: Complete the Hide & Seek Trial Mission, return to Chun-nan/wait till the next day, and talk to Charles.- Objective: Bring the item
Shuifon's Missions
Shuifon teaches Sonic the secret art of Linshao Kung Fu.
Order and Mission Name | Type | Day or Night? |
---|---|---|
0. Save Shuifon! | Exorcism | Night |
1. Kung Fu Flex | Destroyer | Day |
2. Kung Fu Speed | Trial | Day |
Kung Fu Flex
Availability: After Clearing Shuifon's Exorcism, talk to him 3 times during the daytime in the Chun-nan Town Stage.- Objective: Defeat 30 enemies.
- Difficulty: Medium
Tips
- From the start, Home Attack the Thunder Balls. Then Home Attack the Spinners to the right.
- While boosting try to hit a couple of the enemies while avoiding bombs
- After running out of the water section, aim for the Red Rings and Rainbow Rings to get a shortcut and defeat the enemies.
- After you Home Attack the Egg Fighter by itself, a pulley will come down.
- Instead of using the right path, get to the bottom section to defeat more enemies after leaving the Directional Launcher.
Kung Fu Speed
Availability: After completing the Kung Fu Flex Mission, return to Chun-nan/wait till the next day, and talk to Shuifon.- Objective: Get to the Goal Ring before time runs out
- Difficulty: Hard
Tips This Mission level is based on the first half of Dragon Road Day Act 1. However, a few things have changed:
- There are more bombs and spikes in the beginning area. Press A slightly to hop over the spikes.
- Hit the right green box to use the rail shortcut.
- If you want to save more time, jump from the incline and Air Boost into the Red Ring (where the 2nd Moon Medal is normally located in the actual level). If you decide not to, be careful because the QTE Ramp has been moved and an Egg Fighter with a Spring Shield is in the way.
- If you fail the QTE Ramp, you'll have to start over.
- You have to Home Attack the pulley, so Wall Jump to prevent yourself from falling if you forget to jump
- At the end of the Shuttle Loop, jump to hit the Red Ring, Ring Dash, and boost across the Dragon path.
- Use your momentum to jump over the second Egg Fighter with a Spring Shield.
- Quickly jump over the Turntables. Watch out for the Egg Launcher's missile.
- Moon Medal #1: There's a Moon Medal on way the after the QTE Ramp
Sammar's Mission
Sammar tries to find her way home.
(The game doesn't give this mission an official name.) Availability: Find Sammar in Apotos after getting the Uncanny Camera. Exorcise her and she'll go to the following places:
- Apotos
- Mazuri
- Holoska
- Empire City
- Chun-nan
- Adabat
Yasmine's Missions
The Pretty Committee try to preserve the peace in Shamar.
These are all missions involving Yasmine and Samia in Shamar.
Order and Mission Name | Type | Day or Night? |
---|---|---|
1. Committee Call | Destroyer | Day |
2. Urgent Mission | Trial | Day |
3. The Hideout | Messenger | Day |
4. Missing Sister | Trial | Day |
5. Shamarian Peace | Destroyer | Day |
Committee Call
Availability: After Clearing Arid Sands Day Act 1, talk to Yasmine in Shamar during the daytime.- Objective: Destroy 10 boxes before time runs out.
- Difficulty: Easy
- Tips
- Boost and slide to destroy them.
Urgent Mission
Availability: After Clearing the Mission Committee Call, leave, come back, and talk to Yasmine during the daytime.- Objective: Collect 10 Oranges.
- Difficulty: Easy
Tips
- Collect everyone you see.
- Moon Medal #1: There's a Moon Medal on the way
The Hideout
Availability: After Clearing the Mission Urgent Mission, leave, come back, and talk to Samia during the daytime.- Objective: Go to the right of Prof Pickle's Shamar Lab to find Yasmine. Talk to her, then talk to her sister, and come back to hear their conversation.
- Difficulty: Easy
Missing Sister
Availability: After Clearing the Mission The Hideout, leave, come back, and talk to Samia during the daytime.- Objective: Get to Yasmine.
- Difficulty: Hard
Tips
- This Mission level is based on the second half of Arid Sands Day Act 1. However, a few things have changed:
- From the beginning drift to the right. There are spikes on the ledge now so be careful not to hit them. If you do, go back, and get a running start to get over the gap.
- Jump over the Egg Fighter ahead to avoid the bomb.
- After going through the Shuttle Loop, jump, land on the rails, and boost. Boost even after going through the Red/Rainbow Ring.
- Boost until you get to the 2D section. There are spikes near the Directional Launcher, and you canユt use the upper area, to get to the other platform.
- On the rail, jump, and Home Attack the Spinners and QTE Spring and boost all the way.
- Jump over the Egg Fighter with an Electric Shield and stomp the boxes.
- After the Shuttle Loop, jump into a Red Ring, and Air Boost across to an upper area.
- Boost on the first wall but on the second wall, don't boost
- Once you're past the wall, jump over the spikes and boost to the end
Shamarian Peace
Availability: After clearing the Mission Missing Sister, leave, come back, and talk to Yasmine during the daytime.- Objective: Defeat 30 enemies.
- Difficulty: Medium
- Tips
- Hit every enemy you see.
- Moon Medal #1: There's Moon Medal in the middle before the second corner.
Mufid's Missions
Mufid wants to start an Ice Cream business in Shamar.
1. Ice Dream Availability: After Clearing Arid Sands Day Act 1, talk to Mufid in Shamar during the Daytime.
- Objective: Get to the end of the level
- Difficulty: Easy
- Tips
- After the QTE Ramp, jump to hit a series of Red Rings.
- Medals: There's a Moon Medal in the air after you hit the spring.
2. (The game doesn't give this mission a name) Availability: After completing the Ice Dream Mission, talk to Mufid.
- Objective: Go to Apotos and talk to the Ice Cream Vendor. Then go talk to Mufid again and go to Apotos and hear their conversation.
- Difficulty: Easy
- Tips: None
- Medals: None
Iman's Mission
Iman has misplaced her Crystal Ball.
Divine Diviner Availability: After Clearing Skyscraper Scamper Day Act 1 and Jungle Joyride Night Act 1, talk to her and she'll ask you to look for her tools of augury (The Mission Item Crystal Ball).
- Objective: Find the Crystal Ball in the Shamar Entrance Stage and bring it to Iman.
- Difficulty: Easy
Shadi's Missions
Shadi and Lil'Kate want to fulfill their dreams of becoming a singer.These are all missions involving Shadi and Labib in Shamar and Lil' Kate and Def Big in Empire City.
Order and Mission Name | Type | Day or Night? |
---|---|---|
1. Curt Craftsman | Messenger | ? |
2. Missing Son | Trial | Night |
3. A Rising Star | Messenger | Night |
4. A Dead End | Trial | Night |
5. No Appointment | Destroyer | Day |
6. Which One? | Messenger | Night |
Curt Craftsman
Availability: Talk to Labib and Shadi at Night in Shamar and choose the Shoot me now response when talking to Shadi. After Clearing Arid Sands Day Act 1, go to Shamar during the Daytime and talk to Shadi and Labib.- Objective: Choose the option Your son's right
- Difficulty: Easy
Missing Son
Availability: After completing the Curt Craftsman Mission, talk to Labib during the nighttime.- Objective: Find the Stone Keys and place them into the Alters to get to Shadi
- Difficulty: Medium
Tips There are 2 ways to clear this level:
- Shortcut: Jump onto the side pillar or grab a barrel and stand on it, Double Jump, and grab the floating platform's ledge and get the Yellow Stone Key.
- Regular Way: Go all the way to the right and defeat the Deep Nightmares. Grab the Red Stone Key in the room and put it in the Red Stone Alter to the left. Grab the Green Stone Key out of this room and go to the bars to the left. Put it in the Green Alter, grab the Blue Stone Key, and put it in the Blue Stone Alter in front of the opposite bars. Go inside there and Step on the Step
- Sun Medal #1: There's a Sun Medal in the middle grass section.
A Rising Star
Availability: After completing the Missing Son Mission, talk to Shadi in Empire City during the Night.- Objective: Get to Def Big.
- Difficulty: Easy
Tips
- Defeat all the enemies in the first area to make the Electric Beams go down. Be careful on the Tightrope Ledges.
A Dead End
Availability: After completing the A Rising Star Mission, leave, return, and talk to Shadi.- Objective: Get to Def Big.
- Difficulty: Medium
Tips
- Defeat all 4 waves of enemies, Dash Jump to the moving platform, and reach Def Big.
- Sun Medal #1: Stand on the moving platform to get the Sun Medal
No Appointment
Availability: After completing the A Dead End Mission, talk to Lil Kate during the Daytime.- Objective: Get to Def Big.
- Difficulty: Easy
Tips
- From the start, you can Air Boost to the circular bridge. Also, pass the QTE Ramp.
Which One?
Availability: After completing the 'No Appointment Mission, wait until Night and talk to Shadi and Lil' Kate. Then talk to Def Big twice.- Objective: Basically, you have to pick the phrase with the last word that rhymes.
- Difficulty: Easy
Tips
- The choices are always the same.
Louie Montaine's Missions
Louie teaches Sonic lessons in love.
Order and Mission Name | Type | Day or Night? |
---|---|---|
1. Passion Power | Destroyer | Day |
2. Play it Cool | Trial | Night |
3. Sonic Presents | Trial | Night |
Passion Power
Availability: After Clearing Skyscraper Scamper Day Act 1, talk to him in Empire City.- Objective: Defeat 20 enemies.
- Difficulty: Medium
Tips
- After the Shuttle Loop, Stomp the glass, and Home Attack the Spinners. Then go backwards and defeat the Egg Fighter. In the last part with the glass, Home Attack the Spinners, and Air Boost into the glass.
- Moon Medals #1: There's a Moon Medal on the way.
Play it Cool
Availability: After completing the Passion Power Mission, wait until Night and talk to him again.- Objective: Get to the Goal Ring.
- Difficulty: Easy
Tips
- From the start go straight.
- defeat all the enemies.
- To get to the lever on the floating platform, you have to Dash Jump.
- Be careful on the Tightrope Ledges.
Sonic Presents
Availability: After completing the Play it Cool Mission, leave, come back, and talk to him.- Objective: Get to the area with the Titan and defeat it to get the Goal Ring to appear.
- Difficulty: Easy
Tips
- Watch out for the Titan's attacks before they can send you from the platform.
- Sun Medal #1: There's a Sun Medal floating about the activated platform.
The Boss' Missions
Availability: After you Defeat the Day Boss: Egg Beetle for the first time, you'll see The Boss in the Mazuri. Talk to him to start a series of missions where you have to deliver gifts to Ippolita, the little girl who lives in Spagonia. After his last Mission he will give you Art Book 44.
The Boss' Delivery Missions | ||
---|---|---|
Order and Mission Name | Type | Day or Night? |
1. Charming Girl | Delivery | Either |
2. Boss's Heart | Delivery | Either |
3. Boss's Empathy | Delivery | Either |
4. A Final Gift | Delivery | Night |
5. Miracle Cure | Delivery | Day |
Charming Girl
Availability: After Defeating the Day Boss: Egg Beetle- Location: Mazuri Town Stage
Take the item Gift to Ippolita in the Spagonia Town Stage and go back to the Mazuri Town Stage to talk to him.
Boss's Heart
Availability: After Clearing the 'Charming Girl Mission- Location: Apotos
Take the item Gift to Ippolita in Spagonia and go back to Apotos to talk to him.
Boss's Empathy
Availability:- Location: Shamar
Take the item Gift to Ippolita in Spagonia and go back to Shamar to tell him.
A Final Gift
Availability:- Location: Empire City
Take the item White Flowers to Ippolita in Spagonia and go back to Empire City to tell him.
Miracle Cure
Availability: After Clearing the A Final Gift MissionTalk to Ippolita in Spagonia, then talk to the Boss. Then go to Chun-nan and talk to Zonshen to get the Miracle Cure. Return to Ippolita and then talk to the Boss.
Sa'id's Missions
Sa'id is a resident of Shamar who loves tea. After you Clear Sa'id's Exorcism, each time you see him and give him the Tea he requests, you will complete each mission. Normally, Tea is found in each of the Entrance Stages (except Eggmanland). Once you give him all the teas, speak to him again in the Adabat Town Stage to get Videotape #24.
Sa'id's Delivery Missions | ||
---|---|---|
Name of Mission | Sa'id's Location | Objective |
Tip Top Tea 1 | Shamar | Bring him the Red Tea from the Shamar Entrance Stage. |
Tip Top Tea 2 | Chun-nan | Bring him the Yellow Tea from the Chun-nan Entrance Stage. |
Tip Top Tea 3 | Mazuri | Bring him the Turquoise Tea from the Mazuri Entrance Stage. |
Tip Top Tea 4 | Apotos | Bring him the Blue Tea from the Apotos Entrance Stage. |
Tip Top Tea 5 | Holoska | Bring him the Violet Tea from the Holoska Entrance Stage. |
Tip Top Tea 6 | Empire City | Bring him the White Tea from the Empire City Entrance Stage. |
Tip Top Tea 7 | Adabat | Bring him the Green Tea from the Adabat Entrance Stage. |
Sandra's Quizzes
After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1, a lady from Apotos named Sandra will start her timed quizzes if you ask her. When you meet her in a Town Stage, she will ask trivial questions about the area and the Townspeople that live there. After you pass her last quiz, talk to her again and she will give you Art Book 40.
Quiz Lady 1
Availability: After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1- Location: Apotos Town Stage during the Daytime
Quiz Lady 1: Apotos | |
---|---|
Question | Correct Answer |
How does the mysterious Lucas laugh? | Heh Heh Heh |
Anastasia is the lady who lost her dentures. Who is her husband? | Eric |
What is the shop in front the building where Gregorios normally stands? | An Ice Cream Shop |
Oh, and how do you spell the name of this place? | Apotos |
What is the name of Lambro's Son? | Alexis |
Which of the following items is not for sale at the shop here? | Mellowyam |
Do you know who Lambros is? | A sailor with a mustache |
What is the profession of Gregorios, the man of worry and doubt? | Village elder |
Quiz Lady 2
Availability: After Clearing Quiz Lady 1- Location: Mazuri Town Stage
Quiz Lady 2: Mazuri | |
---|---|
Question | Correct Answer |
Which of the people here is very curious about other countries? | Ana |
Just how many houses do you figure there are in this village total? | Six |
How would you describe Yaya? She's a girl here in the village. Real tiny thing. | Extremely shy. |
What is the name of the taciturn and enigmatic eldery gentlemen? | Kwami |
Just making sure here: what is the name of the country we're in? | Mazuri |
Tell me one true fact about the village here, would you? Anything's fine. | It has butterflies by day |
Can you name the animal that comes to the village Entrance at night? | Elephant |
What's Kofi usually up to when he doesn't have any customers in his shop? | Beating a drum |
Four symbols are on the homes here: Bird, Fish, Alligator, and ...what? | Lizard |
Quiz Lady 3
Availability: After Clearing Quiz Lady 2- Location: Chun-nan Town Stage
Quiz Lady 3: Chun-nan | |
---|---|
Question | Correct Answer |
How many bridges are there spanning the river? | Three |
Talk to me about the distinctive features of this village, will you? | There's a huge waterfall |
Describe that aged angel of the meat bun in one tidy phrase. | Mini and Mischievous |
What is Shuifon's area of expertise? | Kung Fu |
What are the old man and little girl seated on the benches doing? | Playing a game |
What is the name of the resident medical expert Zonshen's granddaughter's name? | Yilin |
What is the spirited Hualin's Mother's name? | Jinlin |
What's the name of the little boy who's always hungry? | Chun |
Do you remember the color of the playful Yilin's barrette? | Red |
Quiz Lady 4
Availability: After Clearing Quiz Lady 3- Location: Spagonia Town Stage
Quiz Lady 4: Spagonia | |
---|---|
Question | Correct Answer |
What is Denise's job, other than dealing with the prankster Mauro? | hair stylist |
What is sprouting from the University water fountainノbesides water? | Wings |
Do you remember the name of the head master of the dormitory? | Otto |
What kind of shop does the fashionable Aida run? | Jeweler |
Can you name the person who always wears a hat? | Irma |
Name the shy University student who's always too embarrassed to speak. | Dora |
Tell me something about this village. What's one of its features? | It has dark alleys. |
Which of the following shops won't you find in this town? | Pet Shop |
Quiz Lady 5
Availability: After Clearing Quiz Lady 4- Location: Empire City Town Stage
Quiz Lady 5: Empire City | |
---|---|
Question | Answer |
What engages the mind of the brilliant and self-centered Charles? | Medicine |
Did you see the fountain in the park? Can you tell me what's on top of it? | A Globe |
This plaza has vendor stands right? Name something they sell. | Ice Cream |
Do you know the color of Freelance writer Brenda's Sunglasses? | Cool Pink |
What is the name of the most pumped and prolific producer in town? | Def Big |
Louie Montaine is the man to ask about what topic? | Love |
Even an urban spot like this has wildlife, right? What lives here? | Pigeons |
The Li'l Kate has a dream. What is it? | To be a singer. |
What color is the bag of the brilliant and self-assured Charles? | Yellow |
Quiz Lady 6
Availability: After Clearing Quiz Lady 5- Location: Shamar Town Stage
Quiz Lady 6: Shamar | |
---|---|
Question | Answer |
What do the people do here at night? | Thank the moon. |
Just what is Chai, anyway? | Locally grown tea. |
What do Shamar's guardians Yasmine and call themselves? | The Pretty Committee |
What does Shadi, the rug store owner's son, want to become in the future? | A singer |
Have you met Eshan? If you have, tell me something distinctive about him. | His nose is always stuffy |
What is the name of the diligent student studying under Professor Pickle? | Layla |
What is that worrywart Safi latest hang-up? | His missing sister |
What color is Ranyla's head covering? | Blue |
What did Fortune Teller Iman lose recently? | Her tools of augury |
Brenda's Interviews
Brenda is a reporter from Empire City who first appears after Sonic defeats the Day Boss: Egg Beetle. She normally appears after Sonic defeats a Boss and will ask trivial questions about Sonic, other characters, and the game's story. When you complete all 5 of her quizzes, you'll find her in the Empire City Town Stage, and she'll give you Videotape #17.
Brenda Blurb 1
Availability: After Defeating the Night Boss: Dark Gaia Phoenix, talk to her twice- Location: Chun-nan Town Stage
Brenda's Blurb 1 | |
---|---|
Question | Correct Answer |
What was the name of the Temple Guardian? | Dark Gaia Phoenix |
Speaking, of which, the Chun-nan Temple Guardian is...? | A Massive Flaming Bird |
Who is behind the Planet getting broke like this? | Dr. Eggman |
And the name of the big scary thing that emerged from the core? | Dark Gaia |
What are the gems with the power to heal the planet called? | Chaos Emeralds |
Brenda Blurb 2
Availability: After Clearing Brenda Blurb 1 and Defeating the Day Boss: Egg Devil Ray, talk to Brenda- Location: Spagonia Town Stage
Brenda's Blurb 2 | |
---|---|
Question | Correct Answer |
How many Chaos Emeralds are there in total? | Seven |
Where was it you met up with your friend Tails? | Apotos |
What color was the Chaos Emerald restored at the Spagonia Temple? | Blue |
What attack did the Spagonia Temple Guardian specialize in? | Laser Beam |
I hear the professor studying this incident has a favorite food? | Cucumber Sandwiches |
Brenda Blurb 3
Availability: After Clearing Brenda Blurb 2 and Defeating the Night Boss: Dark Moray- Location: Holoska Town Stage
Brenda's Blurb 3 | |
---|---|
Question | Correct Answer |
Tell me what the Holoska Temple Guardian was like. | A Giant Eel |
You transform at night, right, Sonic? What do you call your other form? | Sonic the Werehog |
What color was the Chaos Emerald restored at the Holoska Temple? | Light Blue |
What was the guardian of the first temple you went to like? | A beetle-shaped robot |
Does Tails' custom jet have a name? | The Tornado |
Brenda Blurb 4
Availability: After Clearing Brenda Blurb 3, Defeating Dark Moray, Clearing Skyscraper Scamper Day Act 1 and Jungle Joyride Night Act 1- Location: Shamar Town Stage
Brenda's Blurb 4 | |
---|---|
Question | Correct Answer |
What color was the very first Chaos Emerald you restored, Sonic? | Green |
I've been hearing a lot of rumors about Tails. Which of these is true? | He flies using his tails |
Where did you meet up with Amy? That charming pink hedgehog girl? | Spagonia |
And what was the name of the guardian waiting in the Shamar Temple? | Dark Guardian |
What color was the Chaos Emerald you restored in the Shamar Temple? | Yellow |
Brenda Blurb 5
Availability: After Clearing Brenda Blurb 4 and Defeating Egg Lancer?- Location: Adabat Town Stage
Brenda's Blurb 5 | |
---|---|
Question | Correct Answer |
What's Eggman's deal? What sort of guy is he? | A genius with a 300 IQ |
What color is the last Chaos Emerald? | White |
I hear there's an old document about the planet. Know its name? | the Gaia Manuscripts |
What's your favorite food? | Chili Dog |
Is there anything you CAN'T do, Sonic? Any weaknesses? | I can't swim. |
Exorcisms
After Clearing Rooftop Run Night Act 1, Tails will give you the Uncanny Camera, which releases Dark Gaia's Minions from Townspeople at Night.
Sometimes when Sonic talks to the Townspeople during the day, they may say that they've been feeling funny at Night. When Night comes, you might notice that they're acting abnormal, have purple smoke coming out of their heads, or it even says something extra next to their name in their word bubbles (Example: Kwami Acting Strangely).
When you notice one of these things happening, that means you can Exorcise that person. In order to start the Exorcism, press the Y Button when in front of them to have Chip use the Uncanny Camera. Once this happens, Sonic be thrown into Time Trials where he has to Defeat all the Dark Gaia Minions before time runs out. Not only do these Missions allow you to get Experience and unlock other Missions from the Townspeople you save, they also allow you to unlock the Get on the Exorcise Bandwagon Achievement.
Other notes about the Uncanny Camera:
- To recharge the Uncanny Camera, go talk to Professor Pickle or his Assistant
- Some of these Townspeople have to be Exorcised before doing their other Missions
- You can randomly unlock up to 3 more flashes after giving Professor Pickle Souvenirs
- Exorcisms can only be done once and can't be replayed
(Key)
- Person: Tells you who you have to Exorcise
- Townsperson's Location: Tells where the person is
- Time Limit: How much time you have in order to defeat the enemies
- Rings: Total Number of Rings that appear
- Enemies: Total Number and Type of Enemies that appear in the Exorcism
- Experience: Total and Maximum Number of Experience that can be earned by defeating enemies
Exorcism #1
Availability: Immediately after Clearing Rooftop Run Night Act 1 and getting Tails' Tutorial on the Uncanny Camera.- Time Limit: 5 Minutes
- Rings: 8
- Enemies: 4
- Experience: 80 EXP
- Summary: This Fight takes place in the middle of the Spagonia Town Stage, in front of the Town Stage Shop and the restaurant. You can break nearby objects for a little bit of Dark Gaia Force.
Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 4 Nightmares | CLEARED |
Tips/Strategies
- This one is pretty easy. You have pretty of time to either beat them up quickly or use Critical Attacks on all of them.
Ice Cream Man's Exorcism
Availability: After Clearing Exorcism #1- Townsperson's Location: Apotos Town Stage, on the main path towards the Entrance Stage Gate
- Time Limit: 1 Minute
- Rings: 12
- Enemies: 15
- Experience: 40 EXP
- Summary: This fight takes place in front of the Ice Cream Man's Stand.
Ice Cream Man's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 1 Nightmare | 1/15 |
2nd | 12 Little Rexes and 2 Nightmares | CLEARED |
Tips/Strategies
- If you move quickly, Sonic can do Critical Attacks on all of the Nightmares and take out all of the Little Rexes
- Be careful about knocking the Little Rexes off into corners and other small areas
Elder Gregorios' Exorcism
Availability: After Clearing Exorcism #1- Townsperson's Location: Apotos Town Stage, on the main path towards the Entrance Stage Gate
- Time Limit: 1 Minute
- Rings: 8
- Enemies: 50
- Experience: 69 EXP
- Summary: This fight takes place in front of the Ice Cream Man's Stand. All Enemies appear on the stairs and may accidentally get stuck.
Elder Gregorios' Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 50 Little Rexes and Red Rexes | CLEARED |
Tips/Strategies
- Sonic might accidentally knock some of them off to the side. Try to keep track of where they are.
Sammar's Exorcism
Availability: After Clearing Rooftop Run Night Act 1 and Cool Edge Day Act 1- Location: Apotos Town Stage, in the middle alley going in-between the Town Stage
- Time Limit: 4 Minutes
- Rings: 20
- Enemies: 40
- Experience: 198 EXP
- Summary:
Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 12 Little Rexes and 2 Nightmares | 14/40 |
2nd | 2 Nightmares, 3 Deep Nightmares, and 1 Cure Master | 20/40 |
3rd | 17 Little Rexes, 2 Deep Nightmares, and 1 Cure Master | CLEARED |
Tips/Strategies
- You have to take out the Cure Masters first during the 2nd and 3rd Waves to avoid wasting time
Barbara's Exorcism
Availability: After Clearing Exorcism #1- Townsperson's Location: Spagonia Town Stage
- Time Limit: 4 Minutes
- Rings: 16
- Enemies: 50
- Experience: 400+ EXP
- Summary: This fight starts out from the west side of the Town Stage,
Barbara's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number of Enemies |
1st | 9 Little Rexes and 3 [[Nightmares]] | 12/50 |
2nd | 9 [[Dark Frights]] | 21/50 |
3rd | 9 Little Rexes and 6 [[Nightmares]] | 36/50 |
4th | 9 [[Dark Frights]], 3 [[Red Frights]], and 2 [[Lightning Masters]] | CLEARED |
Tips/Strategies
- You'll need time for the 4th Wave, so finish up the first 3 quickly
- Knock one of the Lightning Masters down, grab it, and start swinging it at the frights and the other Lightning Master
Aida's Exorcism
Availability: After Clearing Exorcism #1- Townsperson's Location: Spagonia Town Stage
- Time: 6 Minutes
- Rings: 40
- Enemies: 60
- Experience: 697 EXP
- Summary:
Aida's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 6 Little Rexes and 2 Nightmares | 8/60 |
2nd | 6 Nightmares | 14/60 |
3rd | 12 Dark Frights and 2 Deep Nightmares | 28/60 |
4th | 10 Little Rexes, 1 Deep Nightmare, and 2 Lightning Masters | 41/60 |
5th | 15 Dark Frights and 4 Deep Nightmares | CLEARED |
Tips/Strategies
- Watch the enemies from the 4th wave. They tend to wonder off from the area.
Kwami's Exorcism
Availability: After Clearing the Exorcism #1- Location: Mazuri Town Stage
- Time: 2 Minutes
- Rings: 16
- Enemies: 15
- Experience: 320 EXP
- Summary: This fight takes place throughout the entire Town Stage. This is also one of the more difficult early Exorcisms because of the number and variety of enemies.
Kwami's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 8 Red Rexes, 3 Nightmares, 2 Deep Nightmares, and 2 Lightning Masters | CLEARED |
Tips/Strategies
- Take out the Lightning Masters first, and then the Deep Nightmares. Then take out the Nightmares, and finish off the Red Rex.
- If you're fast enough, grab, swing, and throw the Red Rexes at the other enemies.
- Use Y Button combos until you have fewer enemies.
- Dash to dodge the Lightning Masters' attacks and keep Sonic from being surrounded
- There is enough time to do Critical Attacks on all of the Nightmares, Deep Nightmares, and Lightning Masters but it's extremely difficult.
- Don't grab the Rings unless you need to refill the Health Gauge
Jari-Pekka's Exorcism
Availability: After Clearing Exorcism #1- Location: Holoska Town Stage
- Time: 2 Minutes
- Rings: 16
- Enemies: 15
- Experience: 226 EXP
- Summary: This fight takes place throughout the entire Town Stage.
Jari-Pekka's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 6 Red Frights and 2 Deep Nightmares | 8/15 |
2nd | 5 Red Frights and 2 Deep Nightmares | CLEARED |
Tips/Strategies
- The main goal of this fight is to keep track of all the Red Frights. It's very easy lose sight of them and waste time trying to hunt them down.
Shuifon's Exorcism
Availability: After Defeating the Day Boss: Egg Devil Ray- Location: Chun-nan Town Stage
- Time: 5 Minutes
- Rings: 28
- Enemies: 25
- Experience: 460 EXP
- Summary: This fight takes place throughout the entire Town Stage.
Shuifon's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 8 Dark Frights, 2 Red Killer Bees, and 1 Fright Master | 11/25 |
2nd | 2 Killer Bees, Red Frights, and 1 Power Master | 21/25 |
3rd | 2 Killer Bees and 2 Red Killer Bees | CLEARED |
Tips/Strategies
- There is enough time to pull Critical Attacks on all of the Killer Bees and Masters
Sa'id's Exorcism
Availability: After Unlocking Shamar- Townsperson's Location: Shamar Town Stage
- Time Limit: 5 Minutes
- Rings: 48
- Enemies: 20
- Experience: 300? EXP (there's more than this)
- Summary: This Fight takes place on the right side of the Shamar Town Stage.
Sa'id's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 12 Little Rexes and 2 Red Killer Bees | 14/20 |
2nd | 4 [[Killer Bees]], 1 Lightning Master, and 1 Power Master | CLEARED |
Tips/Strategies
- There is plenty of time to use Critical Attacks on all of the Killer Bees and Masters
- There are plenty of Rings to heal Sonic but be aware that the stage splits into 2 halves with each Wave of enemies, blocking Sonic from going forward or back towards the Start
Charles' Exorcism
Availability: After Unlocking Empire City- Townsperson's Location: Empire City Town Stage
- Time Limit: 5 minutes
- Rings: 20
- Enemies: 40
- Experience: 510 EXP
- Summary: This fight takes place throughout the entire Town Stage.
Charles' Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 35 Little Rexes, 2 Deep Nightmares, 2 Cure Masters, and 1 Titan | CLEARED |
Tips/Strategies
- You'll have plenty of time to complete the mission. The Titan may take out most of the other enemies for you.
- Take out the Cure Masters first
Nagi's Exorcism
Availability: After Clearing Jungle Joyride Day Act 1- Location: Adabat Town Stage
- Time Limit: 5 Minutes
- Enemies: 40
Nagi's Exorcism Enemies | ||
---|---|---|
Wave | Dark Gaia Minions | Current Number |
1st | 18 Little Rex | ?/40 |
2nd | 2 Nightmares and 2 Deep Nightmares | ?/40 |
3rd | 9 Red Rex and 2 Red Killer Bees | ?/40 |
4th | 4 Little Rex, 2 Killer Bee, and 1 Red Killer Bee | CLEARED |
Tips/Strategies
- Coming Soon
Hot Dog Trials
Once you Clear Day Act 1 or Night Act 1 for the first time in any area, a Hot Dog Vendor will appear in the Town Stage of that same Country depending on the time of day.
For example, when you Clear Rooftop Run Day Act 1 and Rooftop Run Night Act 1 for the first time, you will find the Spagonia Hot Dog Vendor in the same place in the Spagonia Town Stage during the Day and Night. If you only just Cleared Rooftop Run Night Act 1, he will only appear in the Night.
Basically, the Hot Dog Vendors each have Missions that cost 10 Rings each and reward Sonic with Hot Dogs. During the Daytime the missions are Ring Trials, Time Trials, and Battle Trials. During the Night there are only Survival Trials and Time Trials. Not only that but each Trial has 3 levels of difficulty. When you complete Lv.1 Trials, they become Lv.2 Trials and will reward you with 2 Hot Dogs instead of 1 when completed. The same can be said for Lv.3, but those are supposed to be the hardest to tackle.
Types of Hot Dog Trials | ||
---|---|---|
Name of Trial | Day or Night? | Objective |
Time Trials | Anytime | Clear the level before time runs out |
Battle Trials | Daytime Only | Clear the level with the requested number of Defeated Enemies or more |
Ring Trials | Daytime Only | Clear the level with the requested number of Rings or more |
Survival | Nighttime Only | Clear the level without healing and with a certain amount of Health |
Other Notes about Hot Dog Trials:
- All Lv. 1 Trials cost 10 Rings, all Lv. 2 Trials cost 20 Rings, and all Lv.3 Trials cost 30 Rings
- Clearing Lv.2 Trials will reward Sonic with 2 Hot Dogs and Lv.3 Trials will reward Sonic with 3 Hot Dogs
- Sonic's Stats will have a great impact on the difficulty and time it takes to complete each trial
- If it's not a Time Trial, slow down, and take your time, especially for Battle Trials
- There are shortcuts in both the Day and Night Acts and some pathways are quicker than others
- There are 9 different types of Hot Dogs, but they all give 70 EXP when Sonic eats them
- Chip likes to eat all of the Hot Dogs except for Mazuri's Scorcher Dog
- Sonic can earn up to 30 of every Hot Dog except for Eggmanland's Doggone Dog'', where you can only get 6
Don Fachio's Apotos
Home of the Breezy Dog.
Apotos Hot Dog Trials | |||
---|---|---|---|
Trial Type | Level 1 | Level 2 | Level 3 |
Day Time Trial | 4 Minutes and 30 Seconds | 3 Minutes and 30 Seconds | 2 Minutes and 30 Seconds |
Battle Trial | 15 Enemies | 20 Enemies | 25 Enemies |
Ring Trial | 100 Rings | 200 Rings | 300 Rings |
Night Time Trial | 20 Minutes | 15 Minutes | 10 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/strategies:
- Coming Soon
Don Fachio's Mazuri
Home of the Scorcher Dog.
Trial Type | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Day Time Trial | 4 Minutes and 30 Seconds | 3 Minutes and 30 Seconds | 2 Minutes and 30 Seconds |
Battle Trial | 20 Enemies | 30 Enemies | 40 Enemies |
Ring Trial | 100 Rings | 200 Rings | 300 Rings |
Night Time Trial | 20 Minutes | 15 Minutes | 10 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/strategies:
- Coming Soon
Don Fachio's Spagonia
Home of the Brainiac Dog.
Trial Type | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Day Time Trial | 7 Minutes | 5 Minutes and 30 Seconds | 4 Minutes and 30 Seconds |
Battle Trial | 30 Enemies | 50 Enemies | 80 Enemies |
Ring Trial | 100 Rings | 500 Rings | 800 Rings |
Night Time Trial | 20 Minutes | 15 Minutes | 10 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/strategies
- Coming Soon
Don Fachio's Holoska
Home of the Chilly Dog.
Trial Type | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Day Time Trial | 7 Minutes | 5 Minutes | 3 Minutes |
Battle Trial | 20 Enemies | 40 Enemies | 60 Enemies |
Ring Trial | 100 Rings | 300 Rings | 500 Rings |
Night Time Trial | 20 Minutes | 15 Minutes | 10 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/strategies:
- Here are a few shortcuts and tips:
- The Battle Trials are not hard to pull off. Just take your time. In Battle Trial Lv.3, in the last Bobsled Section, hit as many Egg Fighters as you can.
- For the Ring Trials, be careful in areas with the Purple Crystals and falling Icicles. Don't worry about shortcuts here and focus on collecting rings. In the Bobsled parts, watch out for Egg Fighters who look like they're throwing a punch early. In Ring Trial Lv.3, try to get through the level without getting hit.
Don Fachio's Chun-nan
Home of the Historic Dog.
Trial Type | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Day Time Trial | 8 Minutes | 6 Minutes | 4 Minutes |
Battle Trial | 10 Enemies | 20 Enemies | 30 Enemies |
Ring Trial | 100 Rings | 300 Rings | 500 Rings |
Night Time Trial | 6 Minutes | 5 Minutes | 3 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/Strategies:
- You can Dash past most of the enemies in the Night trials
Don Fachio's Shamar
Home of the Sandy Dog.
Trial Type | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Day Time Trial | 7 Minutes | 5 Minutes | 3 Minutes |
Battle Trial | 30 Enemies | 50 Enemies | 70 Enemies |
Ring Trial | 100 Rings | 400 Rings | 600 Rings |
Night Time Trial | 20 Minutes | 15 Minutes | 10 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/Strategies:
- There's at least 75 enemies in the Day Act Level. Most of them are on lower paths.
Don Fachio's Empire City
Home of the Urban Dog.
Trial Type | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Day Time Trial | 5 Minutes | 4 Minutes | 3 Minutes |
Battle Trial | 35 Enemies | 45 Enemies | 55 Enemies |
Ring Trial | 100 Rings | 200 Rings | 300 Rings |
Night Time Trial | 20 Minutes | 15 Minutes | 10 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/Strategies
- Coming Soon
Don Fachio's Adabat
Home of the Seafood Dog.
Trial Type | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Day Time Trial | 10 Minutes | 8 Minutes | 6 Minutes |
Battle Trial | 30 Enemies | 50 Enemies | 70 Enemies |
Ring Trial | 100 Rings | 250 Rings | 400 Rings |
Night Time Trial | 20 Minutes | 15 Minutes | 10 Minutes |
Survival | Full Health Bar | Lower/Half Health | Lowest/Half Health |
Tips/Strategies
- Coming Soon
Don Fachio's Eggmanland
Home of the Doggone Dog.
Don Fachio's Eggmanland: Doggone Dog Missions | |||
---|---|---|---|
Trial Type | Level 1 | Level 2 | Level 3 |
Time Trial | 75 Minutes | 65 Minutes | 45 Minutes |
Tips/Strategies
- Coming Soon
Enemies
Other than the Bosses, there are over 26 Egg Fighter Series Robots and 20 Dark Gaia Minions. Once Sonic comes in contact with them, they become recorded in the Bestiary on the Bookshelf in Professor Pickle's Lab.
Other Information about Enemies:
- The Egg Fighter Series is Eggman's fighting force in Sonic Unleashed. While a few of the robots here are updated versions of older Badniks, most of them are new and have specific designs to annoy and try to destroy Sonic.
- Most of the Egg Fighter Series Robots appear during the Day and at Night, while some are only seen during the Day. During the Night, they are stronger than most of the regular Dark Gaia Minions.
- Dark Gaia's Minions are enemies that only appear at Night during some of the Entrance Stages, the Nights Acts, and when you do Exorcisms.
(Enemy Subsection Key)
Name: based on the Bestiary
Bestiary Description: Self Explanatory
Time: Tells whether the enemy appears during the Day or Night
Location: Where Sonic will encounter the enemy
Day Act Score: Score you get for defeating each individual enemy in the Day Acts without chaining
Chaining Bonus: During the Day Acts you get a score for each individual enemy, plus a Bonus for destroying any of the same type of enemy in a row using the Homing Attack, Slide, or Boost. This is shown by the equation: S + F + Bx = New Score, where S is the current score, F is score from destroying the first enemy, B is the Bonus for destroying enemies of the same type as F, and x is the number of the same enemy destroyed after F.
Night Act Score: Score you get for defeating each individual enemy in the Night Acts, without using Critical Attacks.
Critical Attack Bonus: A Bonus earned for successful Critical Attacks. If this isn't present, it means you can't use a Critical Attack on it
QTE for Critical Attack: Shows how many buttons need to be pressed for the Critical Attack QTE, if there is one
Weight: tells you whether or not the Sonic the Werehog can pick a enemy up with ease or if you'll need to hit the B Button several times
Summary: Any helpful information the bestiary doesn't already give
Egg Fighter
Bestiary Bio: A humaniod robot designed and built by the genius scientist Eggman. This basic model has the most versatile set of features, and was made in the greatest quantity. Its AI is set to seek and destroy any blue hedgehogs in the area. Its rotund build seems reminiscent of someone...- Time: Day and Night
- Location: Everywhere except Arid Sands Night Act 1 and the Jungle Joyride Night Acts
- Day Act Score: 300
- Chaining Bonus: S + 300 + 600x
- Night Act Score: 1500
- Critical Attack Bonus: 6500
- QTE for Critical Attack: 2 Buttons (A + A, A + B, A + X, A + Y, B + X, or B + Y)
- Weight: Heavy
Summary: The Egg Fighter is the most common Eggman Robot you'll encounter. During the Day Acts, Sonic can Boost into them, Slide into them, hit them while Drifting, and Home Attack them to destroy them.
Egg Fighter with a Standard Shield
Bestiary Bio: The powerful steel shields these Egg Fighters carry can easily deflect most attacks. It would take a supersonic blast to knock away their defenses, or someone quick and clever enough to attack them from the rear.- Time: Day and Night
- Location: Eggmanland: The Final Act
- Day Act Score: 500
- Chaining Bonus: S + 500 + Bx
- Night Act Score: 1500
- Critical Attack Bonus: 6500
- QTE for Critical Attack: 2 Buttons (A + A, A + B, A + X, A + Y, B + X, or B + Y)
- Weight: Heavy
Summary: The difference with the Standard Shields is that Sonic may get deflected when using the Home Attack during the Day and using regular attacks at Night. Sliding can get Sonic under the shields during the day. Also, during the Night Sonic can break the shields with strong combo attacks and remove them by using Critical Attacks. Regardless if a Critical Attack succeeds or fails, it will remove a Egg Fighter's Shield.
Egg Fighter with a Spring Shield
Bestiary Bio: Powerful springs loaded into these Egg Fighter's shields bounce any and all frontal attacks back.- Time: Day Exclusive Enemy
- Location: Eggmanland: The Final Act
- Day Act Score: 1300
- Chaining Bonus: S + 1300 + Bx
Summary: You have to be really careful when facing these guys because if Sonic hits the Spring Shield, he might be sent flying into a bottomless pit. Use the Slide or avoid them all together if you see them in the way.
Egg Fighter with a Static Shield
Bestiary Bio: A high-voltage current courses through the shields these units carry, dealing massive damage to anything they touch. Thankfully, the high cost of manufacturing shields made of sufficiently strong and conductive alloys meant that only a few were ever produced.- Time: Day and Night
- Location: Cool Edge Day Act 1 and Eggmanland: The Final Act
- Day Act Score: 500
- Chaining Bonus: S + 500 + Bx
- Night Act Score: 1500
- Critical Attack Bonus: 6500
- QTE for Critical Attack: 2 Buttons
- Weight:'' Medium
Summary: The Egg Fighters with Static Shields are the hardest to fight against. Their Shields periodically discharge electricity and can actually stop Sonic even if he's Boosting during the Day. Sonic can only attack when the shield is recharging. During the Night, remember that the Werehog's own Shield will not protect Sonic from electricity based attacks.
Egg Shooter
Bestiary Bio: Custom cannons mounted on these Egg Fighters' arms snipe at Sonic as he races past. A special upgrade allows them to keep on fighting, even after their body is destroyed.- Time: Day and Night
- Location: Rooftop Run Night Act 1, Cool Edge Night Act 1, and Eggmanland: The Final Act
- Day Act Score: 500
- Chaining Bonus: S + 500 + Bx
- Night Act Score: 2500
- Critical Attack: 7500
- QTE for Critical Attack: 2 Buttons
- Weight: Heavy
Summary: They look similar to the Egg Fighters except they're brown and attack from a distance using the guns on their arms. Once they see Sonic, they're do a flip and start shooting. They can only shoot in straight, parallel lines so move around, Slide, or Crouch/Crawl to avoid their attacks. During the Night, use the Werehog's Shield to block their attacks.
Egg Fighter Knight with a Static Shield
Bestiary Bio: Only a small group of elite units are outfitted with the latest in offensive and defensive equipment, making these Knights more than a little smug.- Time: Day and Night
- Location: Eggman Land
- Day Act Score: Coming Soon
- Chaining Score: S + F + Bx
- Night Score: 5000
- Critical Attack Bonus: 10000
- QTE for Critical Attack: 2 Buttons
- Weight: Medium
Summary: This is the strongest Eggman Robot you'll face during the Night Acts. Not only do you have to wait for the shield to be vulnerable, you have to watch out for the sword at well.
Egg Fighter Knight with a Spring Shield
Bestiary Bio: Very few Egg Fighter units have the horsepower necessary to heft this spring-loaded shield and massive sword together.- Time: Day Exclusive Enemy
- Location: Coming Soon
- Day Act Score: Coming Soon
- Chaining Bonus: Coming Soon
Summary: Same deal as the Egg Fighter with a Spring Shield.
Egg Fighter Knight with a Standard Shield
Bestiary Bio: These Egg Fighter units bear both a sword and shield, making them perfectly balanced combat machines.- Time: Day and Night
- Location: Eggmanland: The Final Act
- Day Act Score: 800
- Chaining Bonus: S + 800 + Bx
- Night Act Score: 600
- Critical Attack Bonus: 7500
- QTE for Critical Attack: 2 Buttons (A + A, A + B, A + X, A + Y, B + X, or B + Y)
- Weight: Medium
Summary: Egg Fighters that carry swords and shields cannot only protect themselves but have stronger attacks and a longer reach.
Egg Fighter Sword
Bestiary Bio: A sword-carrying variation on the Egg Fighter, these units put the long range of their massive blades to work in an attempt to slice and dice their enemies.- Time: Day and Night
- Location: Eggmanland: The Final Act
- Day Act Score: Coming Soon
- Chaining Bonus: Coming Soon
- Night Act Score: 3000
- Critical Attack Bonus: 8000
- QTE for Critical Attack: 2 Buttons (A + A, A + B, A + X, A + Y, B + X, or B + Y)
- Weight: Medium
Summary: Egg Fighters Swords have a longer attack range and do more damage than the regular Egg Fighters. At Night, they will sometimes do a attack where they spin on the ground on top of their heads.
Little Fighter
Bestiary Bio: In a stroke of genius, Eggman programmed the hands of his Egg Fighter units with AI, enabling them to fight on even after the main body fails. Rumor has it the hands and bodies don't always get along too well.- Time: Day and Night
- Location: Eggmanland: The Final Act
- Day Act Score: 500
- Chaining Bonus: S + 500 + Bx
- Night Act Score: Coming Soon
- Weight: Light
Summary: According to the Bestiary, these are the hands of any Egg Fighters you defeat. Either way they don't pose most of a threat. At Night, they are the strongest small enemies to use as weapons against other enemies.
Egg Launcher H
Bestiary Bio: These units fire horizontal missiles straight ahead at oncoming targets. The missile's homing feature makes them tough to dodge, but a well-timed Stomp or Sonic Boost can send them flying.- Time: Day Exclusive Enemy
- Location: Eggmanland: The Final Act
- Day Act Score: ?00/Coming Soon
- Chaining Bonus: S + F + Bx/Coming Soon
Summary: These football shaped robots shoot missiles straight at Sonic from their sides. The missiles will lock-on to Sonic as they get closer so try to move around to avoid getting hit. Once they use up all their missiles, they just stand there. They can still do a spin attack though, so even then they're not completely harmless.
Egg Launcher V
Bestiary Bio: After firing two Sonic-seeking missiles into the air, these drones are all out of ammo, left to tackle our hero with their fists.- Time: Day Exclusive Enemy
- Location: Eggmanland: The Final Act
- Day Act Score: ?00
- Chaining Bonus: S + F + Bx
Summary: Similar to the H model, except they shoot their missiles into the sky so that they rain down on Sonic for more accuracy.
Egg Launcher HV
Bestiary Bio: Loaded for bear with horizontal and vertical missiles, these units have four shots at smoking Sonic, making them a royal pain.- Time: Day Exclusive Enemy
- Location: Eggmanland: The Final Act
- Day Act Score: ?00
- Chaining Bonus: S + F + Bx
Summary: These Egg Launchers have 4 missiles that go after Sonic in different directions.
Mole Cannon
Bestiary Bio: Far-off targets get peppered with fire, but danger draws near, these sneaky units flee underground. Even when hidden away underfoot, a solid stomp will take them out.- Time: Day Exclusive Enemy
- Location: Cool Edge Day Act 1, Shamar Entrance Stage, and Arid Sands Day Act 3 DLC
- Day Act Score: 1000
- Chaining Bonus: S + F + Bx
Summary: The bestiary description pretty much explains this robot: The only way to defeat them is to Stomp on them.
Spinner
Bestiary Bio: These baddies fly by rotating the wings that jut from their sides like a propeller. That said, fly is all they do. Seeing as how they don't attack, they're actually kind of cute.- Time: Day Exclusive Enemy
- Location: All Day Acts
- Day Act Score: 200
- Chaining Bonus: S + 200 + 500x
Summary: They act as stepping stones for Sonic to Home Attack during the Day. Sometimes more will come in and replace the ones you already destroyed.
Thunder Spinner
Bestiary Bio: Think of these like a normal Spinner and you'll be in for a world of hurt when it discharges a jolt of electricity your way. Wait for their zap to end, then take them out!- Time: Day Exclusive Enemy
- Location: Windmill Isle Day Act 3, Cool Edge Day Act 1, Dragon Road Day Act 1, and Skyscraper Scamper Day Act 1
- Day Act Score: 500
- Chaining Bonus: S + 500 + Bx
Summary: Watch out for the Green Spinners because they release electricity repeatedly. Sometimes Sonic can get shocked and continue on, even if he has no Rings, but try to wait for the right moment to attack.
Egg Typhoon
Bestiary Bio: They may look like harmless fans, but the gale-force wind these foes put out can tear you to shreds on contact.- Time: Day and Night
- Location: Cool Edge Night Act 1, Skyscraper Scamper Day Act 1, Shamar Entrance Stage
- Day Act Score: Coming Soon
- Chaining Bonus: S + F + Bx
- Weight: Light
Summary: Egg Typhoon is fan that tries to knock Sonic down with air. In the Day Acts, wait for them to stop blowing before using a Homing Attack. At Night, Sonic can pick it up and use it to blow enemies away.
Egg Blizzard
Bestiary Bio: A powerful cooling system hyper-chills the air blasted forth from these fans. Take a direct hit and you'll be an ice cube before you can say, "Brr!"- Time: Day and Night
- Location: All Cool Edge Acts
- Day Act Score: 300
- Chaining Bonus: S + 300 + Bx
- Weight: Light
Summary: Egg Blizzards are blue versions of the Egg Typhoon that can freeze Sonic, which isn't much of a problem because he doesn't lose Rings and he can easily break out when you shake the Left Analog Stick in any direction quickly. At Night, Sonic can pick it up and use it to freeze enemies. Once enemies are frozen, one attack will instantly defeat it. However, if you leave them frozen for too long, they will thaw out.
Egg Flame
Bestiary Bio: Superheaters within these fans' bodies produce an endless stream of flame blown forth at hapless targets. Known for their hot tempers, even their fellow robots tend to keep their distance.- Time: Day and Night
- Location: Savannah Citadel Day Act 1 and Cool Edge Night Act 1
- Day Act Score: 300
- Chaining Bonus: S + 300 + Bx
- Weight: Light
Summary: Egg Flames are red versions of the Egg Typhoon that tries to set Sonic on fire. At Night, Sonic can pick it up and use to set enemies on fire, which will instantly defeat them.
Thunder Ball
Bestiary Bio: These critters hover along, emitting high-voltage bursts periodically. If they spot Sonic, they'll make a bee-line for him. Not even their designer is 100% sure how they float like that.- Time: Day and Night
- Location: Dragon Road Night Act 1, Arid Sands Night Act 1, and Eggmanland: The Final Act
- Day Act Score: 400
- Chaining Bonus: S + 400 + 700x
- Night Act Score: 250
- Weight: Light
Summary: These robots will follow the trails that Sonic runs in. If you walk in a straight line and go left, they will walk in a straight line and go left. However, they're slow. In the Night Acts, Sonic can throw them at enemies, especially near water, to electrocute and instantly defeat them.
Aero-Cannon
Bestiary Bio: These miniature hovering gun turrets open fire on anything that moves into range. The recoil from each shot sends them reeling just long enough to be vulnerable.- Time: Day Exclusive Enemy
- Location: Windmill Isle Day Act 1 and Jungle Joyride Day Act 1
- Day Act Score: 500
- Chaining Bonus: S + F + Bx
Summary: They're aerial enemies that have the qualities of Mole Cannons and Spinners. Be careful when using the Home Attack because their gunfire can be fast and precise.
Gold Aero-Cannon
Bestiary Bio: Eggman built these pure gold gunners on a whim one day. They run away after popping out for a quick attack-beat them before they can for a nice treat!- Time: Day Exclusive Enemy
- Location: Jungle Joyride Day Act 1 and Skyscraper Scamper Day Act 3 DLC
- Day Act Score: 2000
- Chaining Bonus: S + 2000 + Bx
Summary: The Gold Aero-Cannons are rare but give more points when destroyed.
Aero-Chasers
Bestiary Bio: These aerial arsenals circle around Sonic's front and let loose with laser beams and missile salvos. Sometimes, they get a little too caught up in attacking and forget to keep an eye out for obstacles behind them. Whoops!- Time: Day Exclusive Enemy
- Location: Rooftop Run Day Act 1, Skyscraper Scamper Day Act 1, Jungle Joyride Day Act 1, and [[Jungle Joyride 5 DLC]]
- Day Act Score: Coming Soon
- ''Chaining Bonus: S + F + Bx/Coming Soon
Summary: They appear in certain Day Acts and run in front of Sonic, shooting 1 way beams, bombs that produces flames on the path, and electric beams. To dodge the regular laser beams, use the Quickstep. To dodge the flames, you can Jump over them or Quickstep. For the electric beams, you have to Jump over them. There are 2 ways to defeat the Aero Chasers. One is to Boost into 1 or 2 Egg Fighters on their path, which will fly into them and destroy them. The other is to wait for them to crash into walls and pillars. Once an Aero Chaser is destroyed, one of the other 2 will fly over to the take over its position. After awhile, new ones will fly in to replace the ones destroyed. When they get hit by an Egg Fighter once, they can't use their attacks for a small period of time, making your path easier to get through as Sonic dodges hazards and Boosts into more Egg Fighters.
Interceptor
Bestiary Bio: Eggman's ultimate masterpiece in mid-air sized anti-Sonic weaponry. It boasts extreme durability and a wide variety of attacks. At present only one has been made, but it dogs Sonic through multiple scenes.- Time: Day Exclusive Enemy
- Location: Dragon Road Day Act 1, Skyscraper Scamper Day Act 1, [[Skyscraper Day Act 1-2 DLC]], [[Skyscraper Day Act 2]], and Jungle Joyride Day Act 1
Summary: The Interceptor is large robot that has similar qualities of the Aero Chasers except it chases Sonic from behind and can't be destroyed in the Xbox 360/PS3 Version. The only thing to do is avoid its attacks by Quickstepping and Boosting, while also dodging bombs that have been placed on the path. It has 3 lasers that shoot out of its shoulders and it's torso. It also can produce shockwaves that you have to Jump over to avoid. If Sonic is close enough, it will also try to Roundhouse Punch him. I believe you can jump to avoid it, or just keep boosting. Sometimes the beams may move from the center to the left or right side.
Egg Shackle
Bestiary Bio: Don't let its tiny stature and cute movements fool you--these guys will start draining your ring supply as soon as they latch on. Shake 'em off quick or they'll suck you dry!- Time: Day Exclusive Enemy
- Location: Mazuri Entrance Stage and Shamar Entrance Stage
- Day Act Score: Coming Soon
- Chaining Bonus: S + F + Bx/Coming Soon
- Summary: These little guys try to stick to Sonic during the Day. Quickly get them off by pressing X or B repeatedly (Boosting, Stomping, or Spin Kicking).
Egg Burst
Bestiary Bio: The innocent grins on these baddies belie a twisted personality that would allow them to self-destruct without batting an eye in order to take Sonic with them.- Time: Day Exclusive Enemy
- Location: Shamar Entrance Stage
- Day Act Score: Coming Soon
- Chaining Bonus: S + F + Bx/Coming Soon
- Summary: A red version of the Egg Shackle that explodes instead taking Sonic's Rings.
Nightmare
Bestiary Bio: Under Dark Gaia's influence, people's ambient fears, doubts, and anger manifest into these monsters. They aren't very bright, acting only on a base drive to hurt those nearby.- Time: Night Exclusive Enemy
- Location: All Night Acts
- Night Act Score: 1000
- Critical Attack Bonus: 6000
- QTE for Critical Attack: 2 Buttons (A + A, B + B, A + B, or B + A)
- Weight: Medium
- Summary: Nightmares are the most common enemies you'll face in the game. They have their own version of the Were-Tornado and they'll block when you attack sometimes.
Deep Nightmare
Bestiary Bio: When even deeper wellsprings of grief and anger in the world's people gather, they give rise to these mean monsters. They're both stronger and tougher to take out than their Nightmare cousins.- Time: Night Exclusive Enemy
- Location: All Night Acts
- Night Act Score: 3500
- Critical Attack Bonus: 8500
- QTE for Critical Attack: 2 Buttons (A + A, B + B, A + B, or B + A)
- Weight: Heavy
- Summary: Not only are Deep Nightmares stronger and faster, they also block more often and will break out of your grasp if you wait too long after grabbing one. Keep an eye out when you see them.
Killer Bee
Bestiary Bio: It can be tough to get a fix on these nimble nasties long enough to land an attack. Let them get close, and they'll make a bee-line for you behind-first, and that's one point you don't want to get. It's safest to throw something at them from afar.- Time: Night Exclusive Enemy
- Location: Dragon Road Night Act 1, Dragon Road Night Act 2, Arid Sands Night Act 1, Jungle Joyride Night Act 1, and Jungle Joyride Night Act 2
- Night Act Score: 1500
- Critical Attack Bonus: 6500
- QTE for Critical Attack: 1 Button (A, B, X, or Y)
- Weight: Light
- Summary: These guys are ruthless. They're fast and attack from a distance and up close when they're near Sonic. If you try to attack, they dodge by flying into the air. The good news is that you can grab them without having to deal hits first and bash them into the ground and towards other enemies. Also, their Critical Attacks only require one Button, but you have to be quick to finish it.
Red Killer Bee
Bestiary Bio: The already tricky Killer Bee just got trickier: better, faster, and stronger than before.- Time: Night Exclusive Enemy
- Location: Holoska Entrance Stage, Dragon Road Night Act 1 and Dragon Road Night Act 2, Arid Sands Night Act 1, Jungle Joyride Night Act 1, and Jungle Joyride Night Act 2
- Night Act Score: 3500
- Critical Attack Bonus: 8500
- QTE for Critical Attack: 1 Button (A, B, X, or Y)
- Weight: Light
- Summary: Same deal as the Killer Bee.
Cure Master
Bestiary Bio: Monsters born of Dark Gaia with exceptionally high intelligence can take on a humanoid appearance like these fiends. As monsters of curative magic, these phantoms go around healing their cohorts. For whatever reason, it isn't able to heal its own wounds, though.- Time: Night Exclusive Enemy
- Location: All Night Acts except Windmill Isle Night Act 1, Savannah Citadel and Rooftop Run
- Night Score: 2000
- QTE for Critical Attack: 1 Button (A, B, X, or Y)
- Weight: Heavy
- Summary: If you see Cure Masters within a group of enemies, take them out first. Otherwise, they'll keep healing the other enemies to full health.
Power Master
Bestiary Bio: Monsters born of Dark Gaia with exceptionally high intelligence can take on a humanoid appearance like these fiends. Their magical empowerment raises their allies' attack strength. Try to take them out before they can get a spell off!- Time: Night Exclusive Enemy
- Location: All Night Acts except Savannah Citadel and Rooftop Run
- Night Score: 3000
- Critical Attack Bonus: 8000
- QTE for Critical Attack: 1 Button (A, B, X, or Y)
- Weight: Heavy
- Summary: Like it says in the description, the Power Master can make all enemies stronger, in attack and defense. Any enemy that has been affected by their spells have a purple aura around them.
Fright Master
Bestiary Bio: Monsters born of Dark Gaia with exceptionally high intelligence can take on a humanoid appearance like these fiends. Left alone long enough, these dark conjurers will summon forth an endless supply of Frights. Cut them off at the source!- Time: Night Exclusive Enemy
- Location: Dragon Road Night Act 1
- Night Score: 2500
- Critical Attack Bonus: 7500
- QTE for Critical Attack: 1 Button
- Weight: Heavy
- Summary: The Fright Master can summon Dark Frights to the area.
Fire Master
Bestiary Bio: Monsters born of Dark Gaia with exceptionally high intelligence can take on a humanoid appearance like these fiends. These pyromancers are wreathed in a steady blaze that makes head-on attacks dangerous. Douse them with a water barrel, then go in for the beatdown.- Time: Night Exclusive Enemy
- Location: Arid Sands Night Act 1 and Jungle Joyride Night Act 2
- Night Score: 4000
- Critical Attack Bonus: 9000
- QTE for Critical Attack: 1 Button
- Weight: Heavy
Summary: The Fire Masters are long distance fighters that shoot fireballs at Sonic. Unlike the other Masters, Sonic can't attack Fire Masters directly, otherwise he'll get set on fire. In order to attack it directly, throw water barrels at it first to put its flames out. If you wait too long to attack, it will relight itself. If you want to take them out with one hit, try to Comet/Missile Punch it. You can also throw smaller enemies at it. If Sonic catches on fire, Jump in some water or break a Water Barrel to return to normal.
Lightning Master
Bestiary Bio: Monsters born of Dark Gaia with exceptionally high intelligence can take on a humanoid appearance like these fiends. While their control of lightning makes these mages a threat from afar, they resort to clumsily waving their staffs around when cornered.- Time: Night Exclusive Enemy
- Location: Dragon Road Night Act 1 and Eggmanland: The Final Act
- Night Score: 3500
- QTE for Critical Attack: 1 Button
- Weight: Heavy
Summary: The Lightning Masters are long distance fighters that shoot lightning balls at Sonic. Either attack them before they finish the spell circle or Dash'' to dodge the attack.
Little Rex
Bestiary Bio: Though quick to chomp, these little guys don't pack much bite. That said, get enough of them together, and it spells trouble. Denser than they look, they make great weapons when thrown.- Time: Night Exclusive Enemy
- Location: All Night Acts except Eggmanland: The Final Act
- Night Score: 300
- Weight: Light
- Summary: The bestiary description pretty much explains this Dark Gaia Minion: they're weak but make great weapons to throw or bash other enemies with.
Red Rex
Bestiary Bio: These powered-up Rexes are... still not very strong. Try wielding one in each hand as dual weapons.- Time: Night Exclusive Enemy
- Location: All Night Acts except Eggman Land
- Night Score: 350
- Weight: Light
- Summary: They aren't very strong and don't pose a threat to Sonic except when accompanied by tougher enemies. They make the best bashing weapons. When Sonic throws them at other enemies, they can be knocked out in one hit.
Dark Fright
Bestiary Bio: Appearing in packs at a time, these mini-monsters go in for the tackle. It's thought that each of the quiet sighs and gossipy insults of everyday life are affected by the power of Dark Gaia to form a new Fright.- Time: Night Exclusive Enemy
- Location: All Night Acts except Eggmanland: The Final Act
- Night Score: 350
- Weight: Light
- Summary: These little enemies have the same strength as the Rexes, but they don't pack the same punch when Sonic uses them as weapons. However, they are faster and can fly.
Red Fright
Bestiary Bio: There's no reason to shout at people or talk about them behind their backs, especially when Dark Gaia's influence then turns each word into a Red Fright to attack humanity.- Time: Night Exclusive Enemy
- Location: All Night Acts except Eggmanland: The Final Act
- Night Score: 500
- Weight: Light
Summary: Stronger versions of the Dark Fright but basically the same deal.
Dark Eel
Bestiary Bio: These serpentine sneak dwell in the cracks in walls and floor, and fire energy bullets from their mouths. As very territorial creatures, they get snarky if anyone tries to enter their nest.- Time: Night Exclusive Enemy
- Location: Arid Sands Night Act 1
- Night Score: 4000
Summary: Dark Eels pop out of the ground and shoot energy balls at you. They are similar the Evil Flowers, except for the fact that they can fire 3 energy balls, pop back into the ground when you get closer, and they can take more hits. All you have to do is Shield against their attacks and wait for them to come back out of the ground. If they're close by, take them out, so you can focus on other enemies and not have to worry about dodging their attacks.
Big Mother
Bestiary Bio: A gaping maw in the belly of these beasts spawns a host of Little Rexes. Don't bother throwing anything at their open mouth, as it will simply be eaten.- Time: Night Exclusive Enemy
- Location: Savannah Citadel Night Act 2, Rooftop Run Night Act 1, Dragon Road Night Act 1, and Jungle Joyride Night Act 1
- Night Score: 10000
- Critical Attack Bonus: 20000
- QTE for the Critical Attack: 3 Buttons
- Summary: Big Mother is the second strongest Dark Gaia Minion in the game. She tries to smack Sonic and do a Were-Tornado with her big hands and long arms. She may also release Little Rex from the mouth on her stomach. If there are any Bomb Boxes around, Sonic can grab them, wait for when she's about to release Little Rex, and throw the Bomb Box into her stomach to do massive damage. Certain Combos can stun her temporarily before she attacks.
Titan
Bestiary Bio: As one of the biggest and baddest creatures born of Dark Gaia, these bruisers operate on a simple drive for destruction, leading them to barrel right through any allies in their way.- Time: Night Exclusive Enemy
- Location: All Night Acts except Rooftop Run Night Act 1, Cool Edge Night Act 1, Jungle Joyride Night Act 2 and Jungle Joyride Night Act 3 DLC
- Night Score: 20000
- Critical Attack Bonus: 40000
- QTE for the 3 Buttons
- Summary: Titans are the strongest Dark Gaia Minion in the game. They will either try to smack Sonic, hit Sonic with their wooden clubs, or create shockwaves by jumping or with his club that can stun Sonic if he can't dodge it in time. Whenever you have to deal with these guys, use Unleash Mode, then go in and do some attacks, dodge, and attack again. As soon as the Critical Attack Icon shows and its health is low enough, use it to finish him off. Like the bestiary says, you can also use his strength to your advantage, because his attacks can and will always take out surrounding enemies. If Sonic gets hit by his Jump Shockwave and another Jump Shockwave is coming, don't hit the A Button yet, because if Sonic is lying down he will avoid the second hit.
Evil Flower
Bestiary Bio: When normal flowers draw up dark energy through the soil, they transform into this berserk hybrid. They spew pure evil at passersby, but are rooted firmly in place, making them immobile.- Time: Night Exclusive Enemy
- Location: Savannah Citadel Night Act 1, Jungle Joyride Night Act 1, and Jungle Joyride Night Act 2
- Night Score: 300
- Summary: Evil Flowers shoot energy balls in straight paths towards Sonic from a distance. However, they are very weak and can't move. If you see them, try to take them out first before focusing on other enemies.
Dark Bat
Bestiary Bio: Flocks of these bats make their homes where Dark Gaia's energy runs densest. They aren't particularly hostile, and even if you defeat one will soon appear to take up its position.- Time: Night Exclusive Enemy
- Location: All Night Acts
- Night Score: 250
- Summary: Every Dark Bat serves as a stepping stone for Sonic in the Night, like the Spinners in the Day.
Dark Bat Sniper
Bestiary Bio: Even harmless Dark Bats can grow wild after absorbing too much of Dark Gaia's sinister energy. These mutant bats fire energy bullets from their tails.- Time: Night Exclusive Enemy
- Location: Savannah Citadel Night Act 1, Dragon Road Night Act 1, and Eggmanland: The Final Act
- Night Score: 400
Summary: Once they see Sonic, Dark Bat Snipers will keep firing energy balls at him. Carefully time your jumps and grabs when they're around and shield yourself to avoid taking damage.
Thunder Bat
Bestiary Bio: Even harmless Dark Bats can grow wild after absorbing too much of Dark Gaia's sinister energy. This strain of bat releases a high-voltage blast periodically. Time your contact carefully, or you'll get a nasty zap!- Time: Night Exclusive Enemy
- Location: Every Night Act except Windmill Isle and Skyscraper Scamper Night Act 1
- Night Score: 400
Summary: Just like the Thunder Spinners, the Thunder Bats discharge electricity. If Sonic gets shocked, there is still a chance he still can grab it and continue onwards, but be careful. If you have trouble grabbing while avoiding their attacks, use Unleash Mode.
Achievements
There are 50 achievements that players can get in this game.
Story Achievements
Story Achievements | |||
Achievement's Name | Game Points | Description | Availability |
---|---|---|---|
Still Broken | 25 | Restore the first continent | Defeat the Day Boss: Egg Beetle for the first time |
Looking Better | 25 | Defeat the Night Boss: Dark Gaia Phoenix for the first time | |
Still a Jigsaw Puzzle | 25 | Defeat Egg Devil Ray for the first time | |
Picking Up the Pieces | 25 | Defeat Dark Moray for the first time | |
Almost There | 25 | Defeat Dark Guardian for the first time | |
One More to Go | 25 | Defeat Egg Lancer for the first time | |
World Savior | 100 | Defeat Dark Gaia/Perfect Dark Gaia for the first time |
Special Shoe Achievements
Special Shoe Achievements | |||
---|---|---|---|
Achievement's Name | Game Points | Description | Availability |
Lay the Smackdown | 10 | Get the Steel Boots and do a smash attack for the first time | None |
Wall Crawler | 10 | Get the Spring Boots and do a Wall Jump for the first time | Self-Explanatory |
Airdevil | 10 | Get the Air Dash Shoes and do an Air Boost for the first time | Self-Explanatory |
Hyperdrive | 10 | Get the Lightspeed Dash Shoes and do a Lightspeed Dash for the first time | None |
Getting the Hang of Things | 15 | Get an S Rank for the first time on any Day Act/Boss | Clear Rooftop Run Day Act 3 or Jungle Joyride Day Act 2 |
---|---|---|---|
Blue Meteor | 20 | Reach the Goal of Windmill Isle Act 2 in less than 2 minutes and 35 seconds | Coming Soon |
Day Tripper | 20 | Clear all Day Acts for the first time | None |
Blue Streak | 30 | Bring the Hedgehog's Speed and Ring Energy stats to their Max levels | Self-Explanatory |
Speeding Ticket | 20 | Clear Arid Sand Day Act 1 in less than 2 minutes and 50 seconds | Coming Soon |
Basher | 10 | Raise the Werehog's Combat level to Lv.5 | Self-Explanatory |
---|---|---|---|
Smasher | 10 | Raise the Werehog's Combat level to Lv.10 | Self-Explanatory |
Crasher | 10 | Raise the Werehog's Combat level to Lv.15 | Self-Explanatory |
Thrasher | 10 | Raise the Werehog's Combat level to Lv.20 | Self-Explanatory |
Combo King | 20 | Do 10,000 combos | ? |
---|---|---|---|
Creature of the Night | 15 | Get an S Rank for the first time on any Night Act/Boss | Clear Windmill Isle Night Act 2, Defeat Egg Dragoon without dying, or Clear any Night Act 1 without dying |
Power Overwhelming | 30 | Bring all of the Werehog's stats (Combat, Strength, Health, Unleash, and Shield) to their Max levels | See Experience Section |
Hard Day's Night | 20 | Clear all Night Acts for the first time | None |
Knockout Brawler | 20 | Defeat 1,000 enemies | Clear the Battle Trial Hot Dog Missions |
---|
Ring Leader | 20 | Collect 5,000 Rings | Clear Acts with as many Rings as possible, Collect them in the Entrance Stages, and Clear the Ring Trial Hot Dog Missions |
---|---|---|---|
Partly Cloudy | 30 | Collect 100 Sun Medals | Use the Country Checklists, Town Stage, and collectible sections of the Entrance Stages and Acts |
Sunny | 50 | Collect all 200 Sun Medals | Use the Country Checklists, Town Stage, and collectible sections of the Entrance Stages and Acts |
Half Moon | 30 | Collect 100 Moon Medals | Use the Country Checklists, Town Stage, and collectible sections of the Entrance Stages and Acts |
Full Moon | 50 | Collect all 200 Moon Medals | Use the Country Checklists, Town Stage, and collectible sections of the Entrance Stages and Acts |
Ace Pilot | 20 | Clear Tornado Defense Act 1 without taking damage/with your shield at 100% | When you get to Egg Cauldron focus all attacks on enemy fire |
---|
Item Achievements
Social Butterfly | 30 | Talk to all the townspeople from every country at least once | Talk to everyone in a Town Stage the first time you get there during the day and the night. To see who you've met, check the directory on the bookshelf (you have to buy it) in Prof Pickle's lab |
---|---|---|---|
Helping Hand | 20 | Complete all missions for a Townsperson | Exorcise the Ice Cream Vendor in Apotos |
I Ain't Afraid of No Ghost | 5 | Complete both missions for Marcantonio | See Missions Section |
Get on the Exorcise Bandwagon | 20 | Exorcise everyone who was possessed at night | See Exorcisms Subsection |
Hedgehunk | 5 | Complete all missions for Ana and Louie Montaine | ? |
Oh, You Shouldn't Have! | 10 | Give 1 Souvenir to Prof Pickle | Buy one from Spagonia's Town Stage Shop after Clearing Savannah Citadel Night Act 1 |
---|---|---|---|
That's Enough, Seriously | 20 | Collect all of the Souvenirs and give them to Prof Pickle | See Souvenirs Subsection |
First Time Customer | 10 | Buy something from Wentos for the first time | Self-Explantory |
---|
Hungry Hungry Hedgehog | 30 | buy/obtain every food item at least one, including 1 of every Hot Dog from at least 1 cleared Hot Trial | |
---|---|---|---|
Gyro with Relish | 10 | Clear all Day and Night Hot Dog Missions in Apotos | See |
Pig in a Blanket | 10 | Clear all Day and Night Hot Dog Missions in Spagonia | |
Exotic Toppings | 10 | Clear all Day and Night Hot Dog Missions in Mazuri | |
Sausage Fried Rice | 10 | Clear all Day and Night Hot Dog Missions in Chun-nan | |
Iced Hotdog | 10 | Clear all Day and Night Hot Dog Missions in Holoska | |
Kebab on a Bun | 10 | Clear all Day and Night Hot Dog Missions in Shamar | |
Ketchup and Mustard | 10 | Clear all Day and Night Hot Dog Missions in Empire City | |
Fried Clam Roll | 10 | Clear all Day and Night Hot Dog Missions in Adabat | |
Hard Boiled | 10 | Clear all Hot Dog Missions in Eggmanland | See |
BFFs | 20 | feed Chip the food he likes | The more comments Chip gives after eating different foods, the closer you are to getting this achievement |
FAQ
This section will answer any questions I've heard being asked repeatedly.
Q: What is the Downloadable Content?
- A: It adds a certain amount of Day Acts and Night Acts to certain countries. There is DLC for every country except Eggmanland. Some of them are harder versions of regular Day and Night Acts.
Q: Should I buy this game/Would I like this game?
- A: Personally, I enjoyed it and I'm glad to add it to my collection of Sonic games. If you're not sure whether or not to buy it, rent it first. Just don't let reviews prevent you from playing a fun or potentially good game.
Q: What are the differences between the Xbox 360 Version and the Wii/PS2 Versions of Sonic Unleashed?
- A: Although I've never actually played the other versions, here's what I've seen and heard:
- World Map
- Town Stages (you can't walk through the Town Stages in the Wii/PS2 versions)
- Entrance Stages
- Acts (some Countries and Acts, such as Empire City, are exclusive to the Xbox 360/PS3 Versions)
- Controls
- Graphics (they're better on the Xbox 360/PS3)
- Boss Battles (some are more challenging on the Xbox 360/PS3 while others are better)
- Medals (there are more Sun and Moon Medals to collect in the Xbox 360/PS3 Versions)
- Items
- Missions
- Order of Cutscenes
Q: What are the differences between the Xbox 360 and PS3 Versions of Sonic Unleashed?
- A: Like I said before, I've only played the Xbox 360 version of this game. However, I have heard that the PS3 version has more frame rate problems and doesn't show a cut scene of Sonic changing from Hedgehog to Werehog in the Town and Entrance Stages.
Q: Are Knuckles and/or Shadow in this game?
- A: No. The only well known Sonic characters from past games, besides Sonic and Eggman, are Tails and Amy.
Q: Can you play as Super Sonic through the regular levels?
- A: No. Just in the final boss battle.
Q: Where's the Day Act 3/Night Act 2/Boss forノ?
- A: Not every country has a Day Act 3, Night Act 2, or Boss Battle. The only levels to play are listed in the Table of Contents and Levels Section plus the DLC Acts.
Q: When do I get to do the Ring Dash?
- A: When you find the Shoes in the Shamar Entrance Stage.
Q: I just finished an Act...where do I go next?
- A: Read the [[Story Walkthrough Map]] Section.
Q: I'm missing a Sun Medal/Moon Medal/Art Book/Soundtrack/Videotapeノ
- A: Check Section 3 to find out what you're missing and where it is, then check Section 5 to find out how to get it.
Q: Where's the best place to get Rings?
- A: Entrance Stages, Night Acts and Missions, and the Hot Dog Ring Trials
Q: Where's the best place/way/food to get Experience?
- A: There are several:
- Night Acts and Missions
- Have Sonic eat any of Don Fachio's Hot Dogs, Dureeks, and Hero Sandwiches
- Critical Attacks (Depending on where the enemy is sent after the attack affects where the Chaos Orbs fall)
Q: Where's the best place to get Medals?
- A: Anywhere. Some are easier to find than others while others are pretty well hidden.
Q: What's up with your Record List?
- A: My list is based on the same order as the one in Prof Pickleユs Lab. However, some of the Records found are given numbers that don't go in that order. I believe I fixed all the mistakes but if you see one, please contact me (See Section 11).
Q: WHERE ON EARTH IS ART BOOK NUMBER 40?!!!
- A: See the Glitches section for more info.
Q: What's up with the number on the World Map, above the Sun and Moon Medal total?
- A: That number represents Acts and Missions during the Daytime and Nighttime. For some Countries there's a glitch that prevents it from becoming complete, like 11/13 for Chun-nan, even when you do all the Missions.
Q: I'm missing some Sun and Moon Medals in Spagonia and I've collected them all in the Town Stage, Entrance Stage, Acts, and Missions..
- A: There are 6 Sun Medals and 6 Moon Medals that are added to Spagonia after giving Professor Pickle Souvenirs. When he gives you one is random and it doesnユt matter if you give him souvenirs when he's in his Spagonia Lab or Shamar Lab.
Q: Why doesn't the planet piece with Eggmanland go back into the planet?!
- A: Unlike the Wii/PS2 version, after beating the game, Eggmanland doesn't go back into the planet and all the NPCs will act as if you haven't fought with Dark Gaia yet.
Glitches
This Section contains all the known glitches in the game.
World Map Destination Glitch
- Description: For some reason, on the World Map a dotted line appears going towards Spagonia, Holoska, Shamar, and Eggmanland, regardless of where you are in the story.
- Solution?: None
Art Book 40 Glitch
- Description: Normally, Sandra gives you Art Book 40 after doing all her quizzes. However, on some copies of the game there's a glitch where she disappears from Shamar altogether after finishing the last quiz (which is what happened in my game).
- Solution: The new download and DLC fixes the Art Book 40 Glitch and has the Quiz Lady appear in Shamar if she didn't before. I might still experiment to see what causes the glitch.
Trivia
This section has interesting info on facts about this game including Easter Eggs, cameos, and secrets.
- In the first cutscene and in the cutscene called "Dark Gaia Appears", you can spot a Sega Dreamcast, next to Eggman, inside the cockpit of his Egg-O-Matic.
- The name of the game and some of the levels are different in the Japanese version.
US | Japanese |
---|---|
Sonic Unleashed | Sonic World Adventure |
Windmill Isle | White Island |
Rooftop Run | Orange Roofs |
Savannah Citadel | Clay Castle |
- Although you can't raise Chao in this game you do see them in the game:
- Wento's Chao hand puppet and the item he sells (Chao Chugger)
- you have to collect 10 in Rooftop Run Day Act 3 and in a Arid Sands DLC Day Act
- they appear on the signs in Shamar and Arid Sands during the day
- in Skyscraper Scamper Night Acts and Missions, there's a neon sign that says Chao Beans
Temple | Boss | Chaos Emerald Color |
Mazuri | Egg Beetle | Green |
Chun-nan | Dark Gaia Phoenix | Red |
Spagonia | Egg Devil Ray | Blue |
Holoska | Dark Moray | Cyan |
Shamar | Dark Guardian | Yellow |
Adabat | Egg Lancer | Purple |
Eggmanland | Egg Dragoon | Grey/White |
Legal Stuff
This may not be reproduced under any circumstances except for personal private use. No one is allowed to use this guide on their website or take info from this guide and place it in their own guide without my permission. If this rule is broken, it will be a violation of the copyright.
Copyright 2009 Ryan Spriggs
Special Thanks
Some people I'd like to thank for helping me make this FAQ possible.
Sega and Sonic Team: For making a great Sonic game, once again
Aker75: the first person who posted info about Sonic's Max experience levels
Knacker_kid: for letting me use info from his guide in my guide regarding the food items (what Chip likes, how much experience Sonic gets from eating certain foods, and prices of Wento's food)
People who sent me Rank/Score info so I calculate the marks for certain Ranks in certain Acts:
- DDC20XL
- finalrush7
- BattleAxeRX
- bcornelia
- Tony
- petri6
- Chronos_5
- People who informed me of corrections/errors in the guide:
- dtg69
- gmYoshi
- Sanek-ULF
- Skarmory60
- Mr. Meteos
- GOLD-sonic
- STHX100
- Will
- Martin
- Dwaggie
- minndak10
Billysan: first person to find the location of Videotape 27 on the Sonic Unleashed GameFAQs Forum
JustinDWalker: helped me relocate Art Book 29
Best Buy: the only place that had a copy of this game on the release date in my area (^v^)
Readers: the people that I hope have at least read this far in my guide (>v<)
Contact Information
Please email me:
- if you have any information I'm missing, like Score/Ranks
- if you still have questions after reading this guide
- if you notice errors or some corrections I need to make
- if you find shortcuts or secrets that I missed
- if you have comments or feedback
- if you think I should add something to this guide
- if you want permission to use information from this guide in your own Sonic FAQ, website, wiki, etc
My email address is sonictrainer@live.com. If you have a GameSpot/GameFAQs account, you can also PM me on www.gamefaqs.com or on www.gamespot.com.
If you're planning to send me an email about this in particular GameFAQ, please be sure to:
- include the words Sonic Unleashed HD FAQ in the Email Title so I can see it in case it accidentally ends up in my Spam Folder.
- put down your GameSpot/GameFAQs account name (if you have one), Internet Alias, Real Name, or whatever Name you want me to use so that I can add you to the [[Special Thanks Section]]. Please be aware that it has to be appropriate for others to see it.
- be as clear as possible on what you need help with and information you want me to add/update. Be sure to include details such as the names of Acts, Enemies, Bosses, Items, whether it's Day or Night, Section and Subsection Titles, etc.
- type it in English or have it translated to English.
All contributions will be added to the [[Special Thanks Section]].
Please don't send hate mail (-_-)*.