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~*~*~*~*~*~*~*~*~*~*~*~
Sonic Advance 3 FAQS/Walkthrough
Version 1.1 2/15/05
By Angnix (Angela Petersen)
angnix@gmail.com
~*~*~*~*~*~*~*~*~*~*~*~
~*~*~*~*~*~*~*~*~*~*~*~
Legal Notes:
~*~*~*~*~*~*~*~*~*~*~*~
This guide cannot be placed on any site without my permission. Sonic
and all related characters copyright Sonic Team/Sega.
Sites with permission to post any of my FAQS:
www.GameFAQS.com
www.Neoseeker.com
www.cheathappens.com
faqs.ign.com
www.cheats.de
www.supercheats.com
www.wogaming.com
http://sonicveg.digibase.ca/home.php
~*~*~*~*~*~*~*~*~*~*~*~
Version History:
~*~*~*~*~*~*~*~*~*~*~*~
Version 0.5: 5/27/04
Version 0.51: 5/28/04
Fixed errors
Version 0.6: 5/29/04
Added more info, changed names of moves to match the manual.
Version 0.8: 5/30/04
Some major rewrites.
Added Story
Added Unlock Features Section
Added Map Area Section
Added Sonic Factory Section
Added Minigames Section
Added Time Attack Section
Added Two Player Mode Section
Version 0.9: 6/5/04
Rewrites in Character Moves, Time Attack and Chao Locations sections,
made some parts of Chao Location section less confusing, major rewrite
of Zone 3 Act 1
Added Special Stage info and new section
Added Medals section
Added Frequently Asked Questions section
Updated list of sites that can use my FAQS
Version 1.0: 6/9/04
Added Mini Games and Mini Games Locator
Added Act and Bosses Section, including General Tips for Acts and
Bosses, Act and Boss Locator, info on all Bosses.
Added info to Important Team Skills Summary.
Smoothed out numbering system in Table of Contents and in the FAQS in
general.
Version 1.01: 6/13/04
Fixed minor errors throughout, including kind of major error in Unlock
features section
Addressed issue of people playing early version of the ROM
Version 1.02: 9/24/04
Added Nostalgia Trip! section (13 in
table of contents)
Minor fixes, general updates
Version 1.03: 10/20/04
Rewrote Route 99 Act 3, easier way to get Chao #8 in that zone.
Added info about Sonic Adventure 2 music remix, More Chaotix info and
a blurb about Sonic Pocket Adventure to Nostalgia Trip.
Fixed wrong section name in Table of Contents and other typos.
Version 1.035: 10/21/04
Added note on how to break tough barriers with Knuckles/Amy team.
Fixed more typos
Version 1.1: 2/15/05
Improved Special Key section, elaborated more on why keys don't appear
sometimes, added some key locations.
To fit in better with format of rest of guide, clumped all Special Spring
locations into one section of their own.
Renumbered Table of Contents to reflect above changes.
Added more info in Nostalgia Trip section.
~*~*~*~*~*~*~*~*~*~*~*~
VERSION 1.1 IS HERE!!!
~*~*~*~*~*~*~*~*~*~*~*~
Someone recently e-mailed me about key locations, and I thought it was due time
to finally include a few. I just plain forgot about updating this guide and also
with corrected and more info about when keys appear and why sometimes they do
not in certain places. I have also recommended acts to play in order to grab the
keys the fastest way possible.
Another change is that since now I am including a Special Key location section,
for my guide to still be logical I have also merged all Special Spring locations
into their own little section together to make more sense, I have also
renumbered the Table of Contents to reflect those changes.
Also is a little more info in Nostalgia Trip because now I know a little bit
more about the Game Gear games...
Anyway if you really want to see any other
sections you can think of or if you see any mistakes in the guide or
need clarification then either e-mail me or leave a message on the
GameFAQS.com messageboard I frequent regularly. Hope you enjoy
this guide!!! I have included an important note because
there are confused people who can't follow this guide because they are
playing an early version ROM that was leaked out a few months ago and
things in this guide do not apply to them, so I have included a note
addressing this issue.
~*~*~*~*~*~*~*~*~*~*~*~
IMPORTANT NOTE TO THOSE WHO HAVE THE EARLY ROM:
~*~*~*~*~*~*~*~*~*~*~*~
First of all, please get the final version of the game, I put down 40
U.S. dollars for the game, please do so too or at least rent the thing.
Second, there are several very important differences between this ROM
and the final version including one major level change that has caused
people to e-mail me saying my guide makes no sense. So in order to point
out what you are missing here is a list of differences between the early
ROM and the final version that was released so I will not get any more
e-mails of this nature:
Special Keys:
In the early version all you have to do is find a key then exit out of
the level by selecting quit on the pause menu and you still have it.
Tag Actions:
Knuckles can't punch through tough barriers, you have to use Knuckles
as partner and Ground Tag Action every single time you come to
one of these barriers, making it harder in general.
Cream's Tag Action lasts longer, and her air action actually gives you a
pretty good boost in height.
Amy's Ground and Air Tag Actions are now completely different, her
ground is now almost identical to Tails but with slightly less
sideways motion, her air is the same but now you can't do that
weird trick where you can use it almost
infinitely.
Invincibility and Maximum Speed now last longer.
Other levels and areas:
Minor changes have been made to other areas too, most noticeably a
missing tunnel in Zone 3 Act 1 that I have received e-mails about and
they took the falling rock out of the Zone 7 Map Area.
Time Attack now works properly.
Several annoying bugs were fixed.
All in all, the final version is better, please get it!!!
~*~*~*~*~*~*~*~*~*~*~*~
IMPORTANT NOTE:
~*~*~*~*~*~*~*~*~*~*~*~
In order to make my Chao locations a lot clearer, I decided to make the
term Tag Action clearer by calling it Tag Action High Jump, which can
be done by Tails or Amy as partner. Cream does have a Tag Action Jump,
but is not very high so I do not discuss it, but it can be useful. Also
Flight, Gliding, Boost Mode, and Tough Barrier Break are all moves that
can be done by either team leaders or by Tag Action depending on what
team you happen to have. Also the term Gliding covers Cream and Amy's
Floating Fall which they have with particular Team mates. Climbing can
be only done by Knuckles/Tails, Knuckles/Cream and Knuckles/Amy. If you
are not sure if a particular team can do a particular move or not that
is in my Chao location guide, the refer to Important Team Skills Summary
to clearly see which moves can be done by what teams or just go with the
team I happen to recommend because that team can defiantly get thorough
the act with all Chao.
~*~*~*~*~*~*~*~*~*~*~*~
Table of Contents:
~*~*~*~*~*~*~*~*~*~*~*~
1. Story
2. Character Moves Introduction
2.a. Basic Moves all Characters can do
2.b. Boost Mode and Mid Air Trick Moves
2.c. Tag Actions
2.d. General Partner Trends
2.e. Individual Team Descriptions and Moves
2.e.1. Sonic's Basic Moves
2.e.1.a. Sonic/Tails
2.e.1.b. Sonic/Knuckles
2.e.1.c. Sonic/Cream
2.e.1.d. Sonic/Amy
2.e.2. Tails' Basic Moves
2.e.2.a. Tails/Sonic
2.e.2.b. Tails/Knuckles
2.e.2.c. Tails/Cream
2.e.2.d. Tails/Amy
2.e.3. Knuckles' Basic Moves
2.e.3.a. Knuckles/Sonic
2.e.3.b. Knuckles/Tails
2.e.3.c. Knuckles/Cream
2.e.3.d. Knuckles/Amy
2.e.4. Cream's Basic Moves
2.e.4.a. Cream/Sonic
2.e.4.b. Cream/Tails
2.e.4.c. Cream/Knuckles
2.e.4.d. Cream/Amy
2.e.5. Amy's Basic Moves
2.e.5.a. Amy/Sonic
2.e.5.b. Amy/Tails
2.e.5.c. Amy/Knuckles
2.e.5.d. Amy/Cream
2.f. Important Team Skills Summary
3. Unlock Features
4. Map Area
5. Sonic Factory
6. Mini Games
6.a. Mini Games Locator
7. Acts and Bosses
7.a. General Tips for the Acts
7.b. General Tips for the Bosses
7.c. Act and Boss Locator
7.c.1. Zone 1: Route 99
7.c.2. Zone 2: Sunset Hill
7.c.3. Zone 3: Ocean Base
7.c.4. Zone 4: Toy Kingdom
7.c.5. Zone 5: Twinkle Snow
7.c.6. Zone 6: Cyber Track
7.c.7. Zone 7: Chaos Angel
7.d. Bosses
7.d.1. Zone 1 Boss
7.d.2. Zone 2 Act 3 Miniboss
7.d.3. Zone 2 Boss
7.d.4. Zone 3 Boss
7.d.5. Zone 4 Act 3 Miniboss
7.d.6. Zone 4 Boss
7.d.7. Zone 5 Boss
7.d.8. Zone 6 Act 3 Miniboss
7.d.9. Zone 6 Boss
7.d.10 Zone 7 Boss
7.d.11. Final Zone and Ending
7.d.12. Extra Zone and Ending
8. Guide to the Chao, Keys, Special Springs and Special Stage
8.a. Zone 1 Route 99
8.a.1. Act 1 Chao
8.a.2. Act 2 Chao
8.a.3. Act 3 Chao
8.a.4. Map Chao
8.b. Zone 2 Sunset Hill
8.b.1. Act 1 Chao
8.b.2. Act 2 Chao
8.b.3. Act 3 Chao
8.b.4. Map Chao
8.c. Zone 3 Ocean Base
8.c.1. Act 1 Chao
8.c.2. Act 2 Chao
8.c.3. Act 3 Chao
8.d. Zone 4 Toy Kingdom
8.d.1. Act 1 Chao
8.d.2. Act 2 Chao
8.d.3. Act 3 Chao8.d.4. Map Chao
8.e. Zone 5 Twinkle Snow
8.e.1. Act 1 Chao8.e.2. Act 2 Chao
8.e.3. Act 3 Chao
8.e.4. Map Chao
8.f. Zone 6 Cyber Track
8.f.1. Act 1 Chao
8.f.2. Act 2 Chao
8.f.3. Act 3 Chao
8.f.4. Map Chao
8.g. Zone 7 Chaos Angel
8.g.1. Act 1 Chao
8.g.2. Act 2 Chao
8.g.3. Act 3 Chao
8.g.4. Map Chao
8.h. Special Keys And a Few Locations
8.i. Special Spring Locations
8.i.1. Zone 1 Special Spring
8.i.2. Zone 2 Special Spring
8.i.3. Zone 3 Special Spring
8.i.4. Zone 4 Special Spring
8.i.5. Zone 5 Special Spring
8.i.6. Zone 6 Special Spring
8.i.7. Zone 7 Special Spring
8.j. The Special Stage
9. Medal Times
10. Time Attack
11. Two Player Mode
12. Frequently Asked Questions (FAQS)
13. Nostalgia Trip!
14. Questions?
~*~*~*~*~*~*~*~*~*~*~*~
1. Story:
~*~*~*~*~*~*~*~*~*~*~*~
Dr. Eggman found the 7 Chaos Emeralds and using Chaos Control has
broken the world into 7 pieces! But with help from the Master Emerald
Sonic and friends can put the world back together again. But now Eggman
has unleashed his new Ultimate Fighting Robot designed to be even
stronger than the Gizoid/Emerl from the game Sonic Battle was! It is
time to stop Eggman's most diabolical scheme ever with teamwork!!!
~*~*~*~*~*~*~*~*~*~*~*~
2. Character Moves Introduction:
~*~*~*~*~*~*~*~*~*~*~*~
Sonic Advance 3's partner system is very complex. You choose one
primary character, then you have to choose another character to be your
partner. There are a total of 5 characters in normal levels, you start
out with the choice between Sonic and Tails but later on you unlock
more characters. You have to unlock characters with Sonic as the main
character, Knuckles is unlocked if you complete Zone 2 Act 3, Amy is
unlocked if you complete Zone 4 Act 3, and Cream is unlocked if you
complete Zone 6 Act 3. But your partner character does a lot more than
follow you around, they greatly affect the main character you are
playing as. One thing your partner can do is Tag Team actions. These
are activated by pressing the R button and each partner character has a
particular Tag Action to help out their partner. But it gets more
complex, the characters affect each other's powers too. Sometimes a
partner character gives new abilities and sometimes takes away
abilities, this even applies to your partner character but is less
important. There are even other random affects that a partner can cause
that are not attack related. Also, each team has a "formation", speed
represented by the Sonic shoe, Power represented by Knuckles' fist and
Fly represented by Tails' tails that in general are suppose to tell you
what that team is good for, but in my opinion is not always accurate.
So there are a total of 20 different partner combinations, each one
different! Also the Extra Zone that you can play if you get all Chaos
Emeralds and defeat the Final Zone with Sonic as the lead character has
a unique partner pairing, which I describe in a later section.
I thought long and hard how to do this, so I decided to first list the
basic moves of each character followed by a description on how each
possible partner affects them. Later on in the guide I will describe
such things as the location of all the Chao and all about the Map areas
and other important things that apply to this game.
~*~*~*~*~*~*~*~*~*~*~*~
2.a. Basic Moves all Characters can do:
~*~*~*~*~*~*~*~*~*~*~*~
Press and hold right or left: Run right or left, keep pressed and you
will gain speed.
Press down: Pressing down while standing still will cause you to crouch
down, useful in dodging some attacks, if you remained crouched down for
long enough the screen view will change so you can see what's below
you.
Press up: Pressing up while standing still will cause the character to
look up, eventually the screen view will change so you can see what's
above you.
~*~*~*~*~*~*~*~*~*~*~*~
2.b. Boost Mode and Mid Air Trick Moves:
~*~*~*~*~*~*~*~*~*~*~*~
A couple of moves from Sonic Advance 2 that a good portion but not all
the teams can do, I don't want to describe them over and over again so
I describe them here. Any team with Sonic as either the main character
or partner can use Boost Mode, in fact Sonic's Tag Action is instant
Boost Mode, but for some reason only Tails has kept his Boost Mode
attack. Only the Sonic/Tails, Tails/Sonic, Amy/Cream and Cream/Amy
teams can use Mid Air Trick Moves.
Boost Mode: Can only be used if Sonic is on your team. When you are in
Boost Mode, you travel extra fast, There are a couple of ways to enter
Boost Mode. One way is to run, preferably downhill, if you run long
enough you will burst into Boost Mode, the more Rings you have, the
sooner you will burst into Boost Mode. You can also achieve Boost Mode
if a speed booster propels you forward.
Mid Air Trick Moves: Can only be used by the Sonic/Tails, Tails/Sonic,
Amy/Cream and Cream/Amy Teams. These are special mid-air maneuvers
using the R button and a directional button that can only be performed
during certain situations such as jumping off a spring, etc. where you
are in the air but not in ball form. You cannot perform a Mid-Air Trick
after you just did one and if you just press the R button alone you
will just end up doing
Tag Action. Here are the different Mid Air Tricks, I will highlight
when characters do tricks that are quite different from each other.
Press up when pressing R button: Jump higher up, most effective if used
during the highest point in your jump, useful in reaching areas you
cannot normally get to.
Press left or right when pressing R button: This propels the character
sideways real fast. This differs by character.
Sonic and Amy: They both twirl around real fast and move sideways fast
While slightly losing height until they either hit a wall or land. You
cannot change their direction when moving sideways. You can attack
enemies and continue moving sideways.
Tails: Spins his tails to get a quick boost in the direction he is
going, but then starts falling, he cannot go as far sideways as the
other characters, but you can slightly control where he lands after he
drops. You cannot attack enemies with this.
Cream: Does a slower spin that Sonic and Amy, you can control her and
change her direction during the trick, but you cannot attack enemies.
Press down when pressing R button: The character stops in mid-air and
Heads straight down.
Sonic: Bound, he goes into a very fast spin while in the air and heads
straight
down, then bounces back up, can be used to attack enemies.
Amy: Mid-Air Hammer Swirl, similar to Sonic's Bound but with a
slightly wider range.
Cream and Tails: Head straight down, you can slightly control which
direction they head in, they cannot attack enemies with this move.
~*~*~*~*~*~*~*~*~*~*~*~
2.c. Tag Actions:
~*~*~*~*~*~*~*~*~*~*~*~
In order to activate the Tag Action, you have to press and hold the R
button. Orange circles appear, then your partner will go into ball form
and jump into the main character's arms. Release the R button in order
to activate the Tag Action, sometimes it depends on whether you are
using it on the ground or in the air. Here are all of them:
Sonic as partner: Instant Boost Mode, can be used either on the ground
or in the air. Read the Boost Mode section to find out more about Boost
Mode.
Tails as partner:
On the ground: High Jump, Tails throws you high into the air, cannot be
used as an attack.
In the air: Flying, gain height by tapping the A button, use up, down,
left or right to control what direction Tails is going, you cannot stop
him from flying until he lands on something. You can attack enemies
while in the air if you hit them with his tails. Tails can stay in the
air 5 seconds.
Knuckles as partner:
On the ground: Throw Knuckles, you can throw Knuckles as enemies, this
move is also used to break barriers that can only be broken using Power
formation.
In the air: Gliding, glide sideways while losing little height, press
left or right to change what direction you are gliding. You can attack
enemies fist first. If you let go of the A button, Knuckles will fall.
If you touch a wall while gliding, Knuckles will cling to it but you
will not so keep that in mind.
Cream as partner:
Borrow Cheese, Cheese will transform and look more
like the main character and start following him/her but only for 5
seconds, then Cheese returns to normal. During this time you can use
Chao Attack by pressing the B button on the ground or while jumping.
Cheese will automatically go out and attack enemies or get item boxes
for you. This is a killer move when used against bosses, but you have
to wait a little bit after you use this move to use it again. Also if
you use
this Tag action while jumping Cream does give you a slight
boost in jumping.
Amy as partner:
On the ground: High Jump, Amy throws you high into the air, cannot be
used as an attack.
In the air: Spin High Jump, Amy can throw you very high in the air,
can be used as an attack.
~*~*~*~*~*~*~*~*~*~*~*~
2.d. General Partner Trends:
~*~*~*~*~*~*~*~*~*~*~*~
How each character affects other characters can vary quite a bit, but
here are the general trends:
Sonic: Gives partner Boost Mode, in general makes partner's attacks
more speed-like.
Tails: Adds height to some of partner's abilities. Takes away some
moves sometimes.
Knuckles: Gives partner more/more powerful moves.
Cream: Gives Homing capabilities (except to Amy).
Amy: Gives Hammer, takes away normal jump/Spin Attack.
~*~*~*~*~*~*~*~*~*~*~*~
2.e. Individual Team Descriptions and Moves:
~*~*~*~*~*~*~*~*~*~*~*~
This is a thorough description of the moves/actions of all 20 regular
Teams! In each section, I will first describe the basic moves of the
main characters, then I will describe afterwards how each partner
character affects them.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.1. Sonic's Basic Moves:
~*~*~*~*~*~*~*~*~*~*~*~
These are the base abilities for Sonic, our true blue speedster!
Boost Mode: Sonic can always use Boost Mode, read the Boost Mode
section for more info.
Press down while running: Spin Along Ground, you start spinning while
still moving, use to attack enemies.
A button: Spin Jump, use to jump or to attack an enemy.
Press and hold down + A button then release: Spin Dash, used for
attacking enemies or to instantly increase speed for getting up slopes,
if you
press the A button once and then release both buttons, you will
get the most powerful Spin Dash, if you keep pressing down for a while
then release the A button, the character will eventually rev down a
little and then releasing down will result in a less powerful Spin
Dash.
B button: Skid Attack, he does a flip then slides along the ground then
stops, great attack for enemies beside you.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.1.a. Sonic/Tails:
An Unbreakable Bond!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
A classic combination! Basically Sonic has the same moves as he does in
Sonic Advance 2, including Boost Mode and Mid Air Trick Moves, but he
cannot do his Double Spin/Homing Attack, Bound or Jump Dash. A good
Speed team with some flight too if you use Tail's Tag action.
Differences from Sonic's Basic Moves:
Non-attack Effects:
Mid Air Trick Moves: Described Above
~*~*~*~*~*~*~*~*~*~*~*~
2.e.1.b. Sonic/Knuckles:
Fighting Buddies!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
Sonic may not like Knuckles' help, but in fact Knuckles gives Sonic
some good moves, it is more like a mix of speed/power, and don't forget
the Tag Actions, even though this is not a Power formation you can
still throw Knuckles at those extra tough barriers.
Differences from Sonic's Basic Moves:
A Button then B: Wind Attack, increases the range of your attack
enabling you to attack things a little higher than you can normally
reach and it increases the speed of your attack.
A Button them Down + B Button: Bound, he goes into a very fast
spin while in the air and heads straight down, then bounces back up.
A Button then Up + B Button: Upper Spin: Sonic blasts off
upward in a very fast attack, can be very useful against certain
bosses. . .
B Button: Fire Sliding, he does a flip then slides along the
ground, more powerful and lasts longer than Sonic's normal skid attack.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.1.c. Sonic/Cream
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
A sort of "cheap" team, not only can Sonic borrow Cheese and use Chao
Attack, but also he gets a bubble underwater! That added to the
Jump Dash brings back memories of the games Sonic 3 and Sonic and
Knuckles. . . A good speed team and I recommend it for some time
attacks.
Differences from Sonic's Basic Moves:
Non-Attack Effects:
Breathe Underwater: Sonic gets a bubble while underwater and cannot
drown.
A button then A again while in air: Jump Dash/Homing Attack, Sonic
rockets forward at a high rate of speed, if used near an enemy he will
home in on it.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.1.d. Sonic/Amy
A Lovely Couple!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
Poor Sonic. . . not only is he stuck with Amy following him around in a
love sick manner, but he loses his normal spin moves too! But actually
with Amy's Tag action this is a pretty good speed team.
Differences from Sonic's Basic Moves:
Non-attack Effects:
Amy's Behavior: Amy has several unique behaviors, including hearts
appearing over her head and she chases Sonic a unique way and has a
different wait animation.
Sonic's Board: Sonic grinds rails on a surf board, Sonic does a cool
trick when he goes off the end of the rail.
A Button: Jump, you cannot attack enemies when you jump.
A Button then B Button: Spin Attack, used to attack enemies.
B button: Hammer Attack, use the hammer to attack enemies right
beside you. Use Hammer Attack on a spring to jump extra high.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.2. Tails' Base Moves:
~*~*~*~*~*~*~*~*~*~*~*~
The base moves of our favorite flying kitsune friend!
Press down while running: Spin Along Ground, you start spinning while
still moving, use to attack enemies.
A button: Spin Jump, use to jump or to attack an enemy.
Press and hold down + A button then release: Spin Dash, used for
attacking enemies or to instantly increase speed for getting up slopes,
if you press the A button once and then release both buttons, you will
get the most powerful Spin Dash, if you keep pressing down for a while
then release the A button, the character will eventually rev down a
little and then releasing down will result in a less powerful Spin
Dash.
A button then tap A button repeatedly: Propeller Flying, gain height by
tapping the A button, use D-pad to control what direction he is going,
you cannot stop him from flying until he lands on something. You can
attack enemies while in the air if you hit them with his tails. Tails
can stay in the air 5 seconds.
B button: Tail Swipe, attacks enemies to the side of Tails without
moving forward.
In Water:
A button then tap A button repeatedly: Dog Paddle Swimming, exactly
like Tails flying but underwater, you cannot attack enemies while
swimming. Tails can swim for 5 seconds.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.2.a. Tails/Sonic:
An Unbreakable Bond!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
The reverse of a classic combination! Tails has all his moves from
Sonic Advance 2 and of course he can swim. A good team for both Speed
and Flying.
Differences from Tails' Basic Moves:
Non-attack Effects:
Boost Mode: Described Above
Mid Air Trick Moves: Described Above
B button while in Boost Mode: Super Tail Swipe, do a Tail Swipe and
keep on running.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.2.b. Tails/Knuckles:
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Power
Tails cannot fly in this formation and his swimming ability is
affected, but he does gain an interesting "gliding" attack and he for
the first time ever can do the Double Spin and he has a cool Tornado
Attack! Mostly power.
Differences from Tails' Basic Moves:
A button then A again while in air: Mid-Air Glide, glide sideways
pretty
quickly, you cannot change direction. You can attack enemies fist
first. If you let go of the A button, he will fall. Unlike Knuckles
Tails cannot climb walls.
A Button then B Button: Tail Spin Attack, increases the range of your
attack
enabling you to attack things a little higher than you can normally
reach and it increases the speed of your attack.
B Button: Tornado Attack, turn into a tornado to attack enemies.
In Water:
A button then tap A button repeatedly: Breast Stroke Swimming, but with
Knuckles Tails swims a little more like Knuckles and cannot gain as
much height, just a little. Tails can swim for 5 seconds.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.2.c. Tails/Cream:
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Flight
Not the best Flight formation, Cream affects Tails flight quite a bit.
But at least you can use Chao Attack if you use Tag Action and there is
Homing Atack.
Differences from Tails' Basic Moves:
A button then tap A button repeatedly: High Propeller Flying, but it is
greatly affected by Cream, Tails flies with his tails below his body
instead of above, gain height by tapping the A button, use D-pad to
control what direction he is going, you cannot stop him from flying
until he lands on something. Tails can stay in the air only 2 seconds
when affected by Cream.
A button then A again when in air near enemy: Homing Attack, he will
home in on nearby enemies.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.2.d Tails/Amy:
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Flight
Not a bad flight formation if you do not mind the inability to Spin
Attack normally. And you can attack with the hammer while you are
flying!
Differences from Tails' Basic Moves:
A Button: Jump, you cannot attack enemies when you jump.
B Button while Flying: Hammer Propeller Flying, attack with the hammer
while flying. You can also fly faster than normal.
B button: Hammer Attack, use the hammer to attack enemies right
beside you. Use Hammer Attack on a spring to jump extra high.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.3. Knuckles' Basic Moves:
~*~*~*~*~*~*~*~*~*~*~*~
The basic moves of our powerful but gullible echidna friend!
Press down while running: Spin Along Ground, you start spinning while
still moving, use to attack enemies.
A button: Spin Jump, use to jump or to attack an enemy.
Press and hold down + A button then release: Spin Dash, used for
attacking enemies or to instantly increase speed for getting up slopes,
if you press the A button once and then release both buttons, you will
get the most powerful Spin Dash, if you keep pressing down for a while
then release the A button, the character will eventually rev down a
little and then releasing down will result in a less powerful Spin
Dash.
A button then A again while in air: Mid Air Glide, glide sideways while
losing little height, press left or right to change what direction you
are gliding. You can attack enemies fist first. If you let go of the A
button, Knuckles will fall. If you touch a wall while gliding, Knuckles
will cling to it. Push up or down to climb on it or just press A again
to jump off it, when he gets to the edge of a ledge, Knuckles will pull
himself
up on it.
B button: Double Punch, punch an enemy while going forward slightly.
In Water:
Jump in water: Float, if you jump into a body of water, Knuckles will
rise to the surface and float, push right or left to move right or
left, push up and you can look up while floating, push down to sink
into the water, push A to jump out.
A button then A again while in water: Breast Stroke Swimming, exactly
like Knuckles' gliding but underwater, but you cannot attack enemies
and you cannot gain height. You can even cling to and climb walls
underwater.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.3.a. Knuckles/Sonic
Fighting Buddies!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
Actually not a very good team because Sonic takes away Knuckles'
gliding and wall climbing which is very useful.
Differences from Knuckles' Basic Moves:
Non-attack Effects:
Boost Mode: Described Above
A button then A again while in air: Mid-Air Dash Glide, Knuckles rushes
forward head first, when he hits the ground he goes into a fast
spin.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.3.b. Knuckles/Tails
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Power
This is not a power formation! This is the best Flight team there is!
Not only does Knuckles do an extra jump before he glides and of course
climb walls, but you can always have Tails get you higher too! You can
go pretty much anywhere, I highly suggest this team for finding Chao! I
love this team!
Differences from Knuckles' Basic Moves:
A button then A again while in air: Double Mid-Air Glide, Knuckles
jumps up a little ways, then starts gliding sideways with one arm
stretched out while losing little height, press left or right to change
what direction you are gliding. You can attack enemies fist first. If
you let go of the A button, Knuckles will fall. If you touch a wall
while gliding, Knuckles will cling to it. Push up or down to climb on
it or just press A again to jump off it, when he gets to the edge of a
ledge, Knuckles will pull himself up on it.
B button: Spiral Upper, a fiery jumping punch.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.3.c. Knuckles/Cream
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Power
Not a bad team at all, Knuckles gains use of both Homing Attack and can
use
Cream Tag Action for Chao Attack, but the opposite team, Cream/Knuckles
I
consider better.
A button then A again while in air near enemy: Homing Attack, he can
home in on enemies. Away from enemies he does his normal glide.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.3.d. Knuckles/Amy
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Power
He losses his normal jump of course, but what makes up for it is Amy's
Tag Action and the fact that this is the only team you can use Knuckles'
Drill Claw for some reason and for some reason you can Spin-dash up
walls, why does Amy add a new Spin-dash??? Beats me. Small note, you
cannot punch with this team, so Knuckles can't break tough barriers the
normal way, the hammer is not strong enough, instead use the Drill Claw
move next to the barrier.
Differences from Knuckles' Basic Moves:
A Button: Jump, you cannot attack enemies when you jump.
Right or Left + down and A Button while climbing: Dash Climb, you
mush push either right or left depending on if the wall is right or
left of Knuckles, Knuckles can rev up while clinging to the wall and
Spin Dash up it, like normal Spin Dash the intensity depends on how
long you hold down the A button.
A Button then B Button: Spin Attack, used to attack enemies.
A button then down + B button while in air: Drill Claw, Knuckles
spirals straight downwards. Use to break tough barriers.
B button: Hammer Attack, use the hammer to attack enemies right
beside you. Use Hammer Attack on a spring to jump extra high. Cannot break tough
barriers, use Drill Claw for that.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.4. Cream's Basic Moves:
~*~*~*~*~*~*~*~*~*~*~*~
The basic moves of our favorite cute rabbit and her Chao Cheese!
Press down while running: Spin Along Ground, you start spinning while
still moving, use to attack enemies.
A button: Spin Jump, use to jump or to attack an enemy.
Press and hold down + A button then release: Spin Dash, used for
attacking enemies or to instantly increase speed for getting up slopes,
if you press the A button once and then release both buttons, you will
get the most powerful Spin Dash, if you keep pressing down for a while
then release the A button, the character will eventually rev down a
little and then releasing down will result in a less powerful Spin
Dash.
A button then tap A button repeatedly: Flying, tapping the A button
causes her to gain height, use right or left to control where she goes,
pressing B button will cause her to immediately stop flying and attacks
downwards. She can only stay in the air for 4 seconds until she gets
tired and starts falling, but she can fly quite fast, remember she
cannot attack enemies while flying but you can fly over them and then
press B as an attack.
B button or A button then B button: Chao Attack,
if you are facing an enemy or an item box, Cheese will go out and
either attack the enemy or will pick up the item box for you. This is a
killer move when used against bosses, but you have to wait a little bit
after you use this move to use it again.
In Water:
Jump in water: Life Ring, if you jump into a body of water, Cream will
rise to the surface and use her cute floatie to float, push right or
left to move right or left, push up and you can look up while floating,
push down to sink into the water, push A to jump out.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.4.a. Cream/Sonic
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
Sonic makes Chao Attack loose its homing ability, but it is still
powerful, a good speed team with flight abilities too.
Differences from Cream's Basic Moves:
Non-attack Effects:
Boost Mode: Described Above
B button or A button then B button: Chao Ball Attack, with Sonic as a
partner looses its homing ability, but Cheese does rush sideways in a
blue blaze of light, still a very powerful attack.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.4.b. Cream/Tails
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Flight
A mediocre Flight team, Cream looses her flight but gains the umbrella,
but Tails can still air lift her using Tag Action.
Differences from Cream's Basic Moves:
A button then A again while in air: Floating Fall, float gently down
with the umbrella, press left or right to change what direction you are
floating. You cannot attack enemies. If you let go of the A button
Cream will fall.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.4.c. Cream/Knuckles
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Power
One of the best teams there is! Cheese actually circles around Cream,
automatically killing enemies he hits, plus Cream's flight makes this a
very strong team indeed! Strangly Cream loses her ability to float in
water when paired with Knuckles.
Differences from Cream's Basic Moves:
Non-attack Effects:
Automatic Chao Spinning Attack: Cheese continuously spins around Cream
and will automatically kill enemies/get item boxes he touches.
Cream loses her ability to stay afloat in water.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.4.d Cream/Amy
Team Jubilee!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: FlightA pretty good flight team, but not the best.
Differences from Cream's Basic Moves:
A Button: Jump, you cannot attack enemies when you jump.
A Button then B Button: Chao Attack, same as Cream's basic, just
remember you have to jump to use it.
A Button then down plus B Button: Hip Drop, a fast downwards attack.
B button: Hammer Attack, use the hammer to attack enemies right
beside you. Use Hammer Attack on a spring to jump extra high.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.5. Amy's Basic Attacks:
~*~*~*~*~*~*~*~*~*~*~*~
Amy's basic moves, they are similar to the moves she had in Sonic
Advance 1, no spin attacks. This is pretty general, she is the
character most affected by other characters.
A button: Jump, you cannot attack enemies when you jump.
Press down and A button: Leap, she takes giant steps forward,
good for getting up steep slopes, she can even get up slopes the others
can't Spin-Dash up!
Press down and A button, then B button during Leap: Head Slide,
good when you encounter an enemy during Leap.
A button then B button while in air: Mid-Air Hammer Attack, swing the
hammer in the air.
B button: Hammer Attack, use the hammer to attack enemies right
beside you. Use Hammer Attack on a spring to jump extra high.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.5.a. Amy/Sonic
A Lovely Couple!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Speed
In this formation, Amy suddenly changes from Sonic Advance-like to
Sonic Advance 2 like, here moves are very different and she has all the
spin moves including her weird spin-dash! A good speed team.
Differences from Amy's Basic Moves, note that these are pretty much
completely different from her normal moves:
Non-attack Effects:
Boost Mode: Described Above
Press down while running: Spin Along Ground, you start spinning while
still moving, use to attack enemies.
A button: Spin Jump, use to jump or to attack an enemy.
Press and hold down + A button then release: Spin Dash, used for
attacking enemies or to instantly increase speed for getting up slopes,
if you press the A button once and then release both buttons, you will
get the most powerful Spin Dash, if you keep pressing down for a while
then release the A button, the character will eventually rev down a
little and then releasing down will result in a less powerful Spin
Dash.
A button then A again while in air: Jump Dash: Amy attacks
sideways while holding her skirt.
A button then down + B button while in the air: Spinning Hammer Attack,
swirl down toward the ground, then bounce back up again.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.5.b Amy/Tails
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Flight
A mid level flight formation, Amy does have her balloon gliding which is
kind of cool and her Super Hammer Attack has more height, but there is
also
always Tail's awesome Tag Action.
Differences from Amy's Basic Moves:
A button then A again while in air: Floating Fall, float gently down
with the balloons, press left or right to change what direction you are
floating. You cannot attack enemies. If you let go of the A button Amy
will
fall.
A button then B button while in air: Mid-air Hammer Jump, swing
the hammer in the air and jump up higher.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.5.c Amy/Knuckles
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Power
Knuckles changes Amy quite a bit, for the better! Man that's a big
Hammer... also Amy Dash can be useful for getting up slopes.
Differences from Amy's Basic Moves:
Press and hold down + A button then release: Amy Dash, she looks
like she is going to do her weird Spin Dash, but instead she just runs
at a faster speed, but she does not enter Boost Mode. Seems to resemble
Sonic's Super Peel-out from Sonic CD...
A button then down + B button while in the air: Mid-Air Hammer Attack,
swirl down toward the ground, then bounce back up again.
B button: Big Hammer Attack, attack enemies with a huge hammer. Use on
a spring to jump extra high.
Press down and B button: Hammer Jump, use the hammer to jump extra
high.
~*~*~*~*~*~*~*~*~*~*~*~
2.e.5.d. Amy/Cream
Team Jubilee!
~*~*~*~*~*~*~*~*~*~*~*~
Formation: Flight
In my opinion the worst flight team, they can't gain height at all
except for the fact of high jump off springs, R button trick moves and
the slight boost from Cream's Air Tag Action! And it is
kind of similar to the Amy/Tails team, but so cute!
Differences from Amy's Basic Moves:
Non-attack Effects:
Mid Air Trick Moves: Described Above
A button then A again while in air: Floating Fall, float gently down
with the balloons, press left or right to change what direction you are
floating. You cannot attack enemies. If you let go of the A button Amy
will fall.
~*~*~*~*~*~*~*~*~*~*~*~
2.f. Important Team Skills Summary
~*~*~*~*~*~*~*~*~*~*~*~
The different teams are defiantly better at doing some things than
others, but there are a handful of skills that I consider very
important and I often refer to when I describe Chao locations and such.
This is intended as a quick glance guide to what all the teams can
basically do, the teams and the terms I use are described in much more
detail in the list above and of course not everything is listed, mostly
just skills that help you get through an act and to areas that you
might not be able to get to with another team, some of the stuff listed
for each team is done by Tag Action and is indicated as such. Look at
each act and boss and try to figure out which of these skills listed
below would help you the most.
I decided to add hitting spring with hammer, surprisingly useful, and
Cream's Air Tag Action can help your jump so I included it too, plus I
decided to add in Chao Attack because it is useful to bosses, there are
also three teams that can't spin-dash, spin-dash is highly useful and
puts them at a disadvantage in a few situations, so I pointed them out
too.
Sonic/Tails Speed: Boost Mode, R Button Tricks, Tag Action Flight, Tag
Action High Jump
Sonic/Knuckles Speed: Boost Mode, Tag Action Gliding, Tag Action Tough
Barrier Break
Sonic/Cream Speed: Boost Mode, Breathe Underwater, Tag Action Chao
Attack, Tag Action Jump Assist
Sonic/Amy Speed: Boost Mode, Spring Hammer, Tag Action High Jump
Tails/Sonic Speed: Boost Mode, R Button Tricks, Flight, Swimming, Tag
Action Boost Mode
Tails/Knuckles Power: Gliding, Swimming, Tag Action Gliding, Tag Action
Tough Barrier Break
Tails/Cream Flight: Limited Flight, Swimming, Tag Action Chao Attack,
Tag Action Jump Assist
Tails/Amy Flight: Enhanced Flight, Swimming, Spring Hammer, Tag Action
High Jump
Knuckles/Sonic Speed: Boost Mode, Floating on top of Water, Tough
Barrier Break, Tag Action Boost Mode
Knuckles/Tails Power: Enhanced Gliding, Climbing, Floating on top of
Water, Tough Barrier Break, Tag Action Flight, Tag Action High Jump
Knuckles/Cream Power: Gliding, Climbing, Floating on top of Water,
Tough Barrier Break, Tag Action Chao Attack, Tag Action Jump Assist
Knuckles/Amy Power: Gliding, Climbing, Floating on top of Water, Tough Barrier
Break, Spring Hammer, Wall Spin-dash, Tag Action High Jump
Cream/Sonic Speed: Flight, Boost Mode, Floating on top of Water,
decreased Chao Attack, Tag Action Boost Mode
Cream/Tails Flight: Umbrella Gliding, Floating on top of Water, Chao
Attack, Tag Action Flight, Tag Action High Jump
Cream/Knuckles Power: Flight, Enhanced Chao Attack, Tag Action Gliding,
Tag Action Tough Barrier Break
Cream/Amy Flight: Flight, Floating on top of Water, Spring Hammer, Chao
Attack when jumping, Tag Action High Jump
Amy/Sonic Speed: Boost Mode, Tag Action Boost Mode
Amy/Tails Flight: Balloon Gliding, Tag Action Flight, Tag Action High
Jump (no spin-dash)
Amy/Knuckles Power: Hammer Jump, Tag Action Gliding, Tag Action Tough
Barrier Break (no spin-dash, but Amy Dash helps out)
Amy/Cream Flight: R Button Tricks, Balloon Gliding, Spring Hammer, Tag
Action Chao Attack, Tag Action Jump Assist (no spin-dash)
~*~*~*~*~*~*~*~*~*~*~*~
3. Unlock features:
~*~*~*~*~*~*~*~*~*~*~*~
Unlock Knuckles: Complete Zone 2 Act 3 with Sonic as leader
Unlock Amy: Complete Zone 4 Act 3 with Sonic as leader
Unlock Cream: Complete Zone 6 Act 3 with Sonic as leader
Unlock Sound Test: Defeat the Final Boss
Unlock Boss Time Attack: Get all gold metals in all acts and bosses,
beat Final Zone again. (Do not have to have all Chaos Emeralds and beat
Extra
Zone to unlock like some places say.)
Unlock Special Stage Mode: Get all Chaos Emeralds, then enter this key
combination on the main menu (the one with the Chao): Up, R, Down, L,
Right,
Left
Unlock Extra Zone: Get all Chaos Emeralds, beat Final Zone with Sonic as
leader.
You have to beat Final Zone with Sonic as Leader every time you want to
enter
the Extra Zone
~*~*~*~*~*~*~*~*~*~*~*~
4. Map Area:
~*~*~*~*~*~*~*~*~*~*~*~
Unlike the previous two Sonic Advance Games this game has an over world
system, the Zone Maps. The Map Areas are the main place to navigate to
get to different Acts, Bosses and Minigames. at first can be confusing
to navigate. Each Zone's Map Area contains the following things which
will be described in more detail in their own sections:
The Factory Ring: Where you always start, this giant floating ring will
take you to Sonic Factory. Here you can change the main and partner
character, go to Chao Playground, and go back to previously beaten
zones.
The Act Rings: Three in total, they are small rings numbered 1-3. These
are the main stages in the game where you earn metals and find Chao and
Special Keys. You have to beat all three acts in each Zone to be able
to fight the Final Boss, but it does not matter which order you play
them in. Crowns appear over the act rings to signify you have completed
the act.
The Final Boss: There is a huge yellow transporter that will take you
to the Final Boss for the Zone if you have already beat the three acts.
Defeat the Boss in order to advance to the next Zone. The transporter
turns red if you have already defeated the Boss.
Mini Games: Takes you to the Defeat All Enemies and Push the Switch
Minigames
where you can earn extra lives.
Map Chao: Every Zone except for Zone 3 has one Chao hidden somewhere in
the Map Area. Find this Chao along with the 9 others in the Acts so you
can gather Special Keys in the acts.
Special Spring: A locked spring hidden somewhere in the Map Area, if
you have a Special Key then you can unlock it and go on to the Special
Stage where you can earn a Chaos Emerald. A crown appears over it when
you have successfully earned the Emerald.
Omochao: They are here to help you! Found throughout the Map Areas and
Acts. Go up to one and push up to see what helpful advice he has. Too
bad you can't smash them like in Sonic Adventure 2...
Final Zone Ring: A giant metal ring found in the Zone 7 Chaos Angel Map
Area. It leads to the Final Zone, Altar Emerald. If you have all Chaos
Emeralds and Sonic is leader if you beat this zone you can go on to the
Extra Zone, Nonaggression.
~*~*~*~*~*~*~*~*~*~*~*~
5. Sonic Factory:
~*~*~*~*~*~*~*~*~*~*~*~
This is the area in each Zone to change Team Formation, View Chao
information and go to different zones. If you head to the right out of
the factory you will go back to the Map Area.
Character Select Machine: The first thing in the Sonic Factory, jump
into it and you can change the lead and partner character you want to
play as.
Chao Playground: Going left of the Character Select Machine hit the
spring and head left to find Chao Playground. You can see how many of
the 10 Chao you have found in each Zone and the Chaos Emerald if you
have earned it. If you press select you can view this information for
each Zone.
Zone Select: To the right of there is the Zone Select area, jump into
the numbered machines to instantly go to other Zones you have already
completed.
~*~*~*~*~*~*~*~*~*~*~*~
6. Mini Games:
~*~*~*~*~*~*~*~*~*~*~*~
In each Map Area there are two transporters with a star on them, they
lead to two different types of minigames. 1ups are rewarded based upon
how much time you take in completing the minigame, 5 is max, 0 if you
can't complete it in time. You can only enter each minigame once per
game.
One minigame is Push the Switch, there is a capsule with 5
switches in it and you are suppose to try to push switches that turn
colors as fast as possible. If you are able to push a red switch it is
worth 3 points, yellow is worth 2, blue is worth one. You only have 30
seconds to push switches, but in my opinion this game is easier than
the defeat enemies game! I recommend a team with a hammer because it is
a lot easier to push the switches with a hammer, Tails' Tail Swipe works
well too. Anyway the number of points required to win differs by zone.
Zone 1: 5
Zone 2: 8
Zone 3: 12
Zone 4: 15
Zone 5: 18
Zone 6: 22
Zone 7: 25
The second minigame is Defeat All Enemies, you have to get through a
small
area and defeat all 8 enemies within a minute to get a reward,
flowers pop out of the robots, Sonic CD anyone? This minigame is good
for teams with good fighting skills and ways to get up higher, I like
using Tails/Amy actually because some enemies are in the air, and Chao
Attack is excellent. Push the Switch is easier than this game.
~*~*~*~*~*~*~*~*~*~*~*~
6.a. Mini Games Locator
~*~*~*~*~*~*~*~*~*~*~*~
The minigames are not only sometimes kind of hidden in the Map Areas,
but you cannot tell the difference between them by looking at the
transporter. So here is a guide to the locations of both minigames in
each Map Area relative to such things as the Factory Ring and Act Rings.
Zone 1:
Push the Switch: Pretty easy to find. To the right of the Act 2 Ring is
a large fall, after you fall down head jump left instead of right, the
transporter is kind of in a small room against the left wall, if you do
not make the jump you will have to tag action high jump, climb or fly
back up there, or glide to there from the area you jumped is a little
easier. Number of points: 5
Defeat All Enemies: Pretty easy to find. In between the Act 1 and Act 2
rings is a hole, jump through the hole, then spin-dash or run fast left
up the curve and you will find the minigame transporter.
Zone 2:
Push the Switch: Easy to find, from the Act 1 Ring on your way to Act 2
you jump on a spring then you are on a platform with flowers on it. You
can either go down the hole then you will have to go up on a platform,
or jump over it and the blue and yellow spring, doesn't matter, you will
find the minigame up against the right wall. Number of points: 8
Defeat All Enemies: Very easy to find, on your way from the Act 2 Ring
to the Act 3, you go left from Act 2 and you come to a hole, the minigame is on
the left side, go down the hole, push blue switch to go
on your way to Act 3. Shortcut from Factory Ring, Tag Action High Jump
Required: Tag Action High Jump up the gap in the ceiling just right of
the Factory Ring and land on the blue switch that is to the left. Tag
Action High Jump to the left again and there is the minigame.
Zone 3:
Push the Switch: Very easy to find, You should see it after you are shot
out of the cannon on your way to Act 2 from Act 1. Number of points: 12
Defeat All Enemies: Very easy to find, you should see it when you are
heading for the Act 3 Ring from Act 2 to the left as soon as you use the
machine to go up higher.
Zone 4:
Push the Switch: Easy to see but a little complex to get to, unless you
use the shortcut I will explain later! You should see it under you when
going from Act 2 to Act 3, here is how to get to it. Just left of the
Act 3 Ring is a blue switch, if you press it two platforms appear, one
above in the gap and one going left and right, get on the platform going
left and right. When the platform is farthest left, you will see a
spring above you that leads to the zone 4 boss, but instead you want to
jump to the left and land below there, it can be a tricky ledge to land
on if you don't have any type of tag action, flying or climbing
abilities. Anyway you should see another blue switch, push it and
another platform appears to the left, this one leads to a rocket and the
rocket leads to the minigame. Shortcut from Factory Ring, Tag Action
High Jump or Flight Required: Just right of the Factory Ring you should
see pendulums, Tag Action High Jump or fly from the pendulum (left one
preferably) to the right and you will see the same blue switch to the
right, or you can just fly or Tag Action High Jump directly to the
rocket. Number of points: 15
Defeat All Enemies: Tag Action High Jump, Flight or Climbing apparantly
required, Not easy to find. On your way from the Act 2 Ring to the Act 3
Ring you will come across an Omochao that says "There's An Act Ring
Below Here" That is a big gap that you jump down in order to get to the
Act 3 Ring, The minigame is actually on the right side of this gap, the
other end of the hole is higher and I tried but you just can't jump it,
and gliding barely works if you start off a little ways to the left of
there up higher, but climbing is fine. You can also Tag Action High Jump
up there if you happen to be in that hole near the Act 3 Ring. When you
push the blue switch two platforms appear and one is in that hole, but
you still can't use it to jump to the other side of the hole. Shortcut
from Factory Ring: Follow the shortcut instructions for the other
minigame, but keep heading right to end up near the Act 3 Ring.
Zone 5:
Push the Switch: Kind of hidden, just a little left of the Act 2 ring
you will see a hole covered with an icicle. Just standing on it gets you
nowhere, you have to jump on it then jump off to make it fall. Then jump
down the hole and you will be in a room with the minigame. Number of
points: 18
Defeat All Enemies: About medium difficulty to find. On your way to Act
2 from Act 1, you will come across a large gap area that you head left
across on platforms, right before the platforms is an Omochao that says
"There's an Act Ring left of here" Instead of jumping on the platforms,
jump down in between the first moving platform and the wall and you will
land in a room with the minigame in it.
Zone 6:
Push the Switch: Not really hard to find. From the Act 2 Ring heading
for act 3 you will be in a machine where you choose direction, choosing
left will send you to this minigame, right sends you on to Act 3. There
is a small shortcut but not worth mentioning. Number of points: 22
Defeat All Enemies: Not really hard to find. From the Act 3 Ring heading
to the boss there is a machine you get in that you have to choose a
direction, down gets you to this minigame, up gets you to the boss.
Shortcut from Factory Ring, Tag Action High Jump Required: Just right of
the Factory Ring gravity reverses, when it does use Tag Action High jump
and you will jump through a hole in the "floor" and head left, then
gravity will reverse again and you will find the minigame.
Zone 7:
Push the Switch: Slightly hidden, going left from the Act 3 ring hit the
spring up and go right, not left where you see the see-saw, fall down a
little ways and you will come to the mini-game. Shortcut from Factory
Ring, Tag Action High Jump, Flight, Climbing Required: Go up through the
gap in the ceiling just to the right of the Factory Ring. It is even
possible to get up here using Cream's Air Tag Action, but a little
tricky... Number of points: 25
Defeat All Enemies: Kind of weird place, hidden. Just before you get to
the Boss, you push a switch that makes a platform appear that takes you
up to the boss, instead of getting on that platform instead push the
switch and jump down the hole, a platform temporarily appears at the
bottom that allows you to push a switch against the wall. This switch
activates a spring that is left of the Act 2 Ring that sends you up to
the minigame. Shortcut, Tag Action High Jump or Flight Required: Just
use Tag Action or flight just to the left of the Act 2 Ring and head a
little left, a lot quicker.
~*~*~*~*~*~*~*~*~*~*~*~
7. Acts and Bosses
~*~*~*~*~*~*~*~*~*~*~*~
The most important part of the game, in each zone there are 3 acts, you
have to get through them in any order in order to challenge the boss for
the zone, defeat the boss and you are on your way to the next zone.
There is one main boss for each zone, but zones 2, 4 and 6 have a
miniboss located at the end of Act 3 that is associated with unlocking
characters in those acts, defeat the act and miniboss with Sonic to
unlock Knuckles, Amy and Cream. Also there is the Final Boss you get to
face after defeating the Zone 7 boss to see the normal ending of the
game. But if you successfully get all Chaos Emeralds, then you get the
treat of facing the extra boss and seeing a totally different ending.
For all acts and bosses you earn medals based upon how fast you have
completed them, Gold, Silver and Bronze. In detail later on in the guide
I give instructions on how to get into the Special Stages and earning
Chaos Emeralds and tips on how to get Gold and other medals in every act
and boss.
~*~*~*~*~*~*~*~*~*~*~*~
7.a. General Tips for the Acts
~*~*~*~*~*~*~*~*~*~*~*~
Like other Sonic games, you want to get through levels alive, so make
sure you keep rings. But one difference is the scoring system, there is
no score, you just earn medals by going through the act or boss as fast
as possible. So rings are only important to keep you alive and gathering
100 of them to earn extra lives. Also rings are found in badniks this
time too which in fact makes life in this game a little easier. Also
this game's pace most of the time is more like the old Genesis games and
Sonic Advance 1 that Sonic Advance 2, not much running and there are
even switches this time like in the old games you have to press to make
things happen. There are parts of the game you can get out a speed
formation team and whiz through like Sonic Advance 2, but other places,
Zone 4 comes to mind, where you find yourself at a much slower pace.
That is part of what makes this game great, there is huge variety in how
to get through acts. Also in the acts you will run into Chao. There are
ten in all in each Zone and are important if you want to get into the
Special Stage so you can earn Chaos Emeralds, I go into this in much
more detail in the appropriate section.
~*~*~*~*~*~*~*~*~*~*~*~
7.b. General Tips for the Bosses
~*~*~*~*~*~*~*~*~*~*~*~
The bosses in this game are completely different than Sonic Advance 2,
like Sonic Advance 1 they stay in pretty much the same place. There are
different techniques to defeating each one and different moves that work
on different bosses, not even all bosses can be Chao Attacked to death
like in Sonic Advance 2 and you have to beat at least 5 of them anyway
before even unlocking Cream so you better be learning some extra skills
quick! Just like the acts there is no score so you earn a medal
depending on how quickly you can defeat the boss. The breakdown is like
this: 7 zone bosses, 3 minibosses in zones 2, 4 and 6, final boss, and
the extra boss which are detailed in the next section.
~*~*~*~*~*~*~*~*~*~*~*~
7.c. Act and Boss Locator
~*~*~*~*~*~*~*~*~*~*~*~
Most of the Acts and Bosses are pretty intuitive to find, but a few are
tricky, so here is a guide, and for some of the acts I describe
shortcuts to get back to the act from the Factory Ring, but most is in
sequential order. The locations of other things such as Minigames, Map
Chao, and Special Springs are described in later sections and use the
Factory Ring, Act Rings and Bosses as reference points. Remember, you
cannot get into Bosses until you have beaten all three acts in the zone,
and a lot of people don't know about the Final Zone ring because you can
also get to the Final Zone after defeating Zone 7 Boss, but it's there
just left of the Zone 7 Boss!
~*~*~*~*~*~*~*~*~*~*~*~
7.c.1. Zone 1: Route 99
~*~*~*~*~*~*~*~*~*~*~*~
Act 1 Ring: Go right from the Factory Ring and break the barrier in the
floor. Hit the switch down there and it activates a spring, then go a
little left and use the chain and handle to go up, a little right of
there is the Act 1 Ring. Shortcut: Use some sort of flight, climbing,
tag action, whatever where the barrier in the floor is and you should
come to the chain that takes you to act 1.
Act 2 Ring: Just head right from Act 1 making sure not to fall in the
little
hole between the acts unless you want to play the minigame.
Act 3 Ring: Head right from Act 2, you will just fall down a bunch of
little cliffs, just keep going right and you will get there.
Boss: Right from Act 3 hit the red switch that activates the springs,
these will send you up and into a chain and handle, jump up from there
to the left and there is the final boss. Shortcut: Tag Action High Jump
a little ways right of the Act 2 Ring heading left, this is the area of
the Map Chao and the Final Boss is just right of that.
~*~*~*~*~*~*~*~*~*~*~*~
7.c.2. Zone 2: Sunset Hill
~*~*~*~*~*~*~*~*~*~*~*~
Act 1 Ring: Just head right from the Factory Ring.
Act 2 Ring: Heading right from Act 1 hit the spring, then land on the
platform with the flowers on it. Jump over the gap heading right and you
will come to the blue and yellow trampoline spring. Use it to head up
and then head left, Keep going left and you will find Act 2. Shortcut,
can use this also as an easier way to get to Act 3 and boss too, Tag
Action High Jump Required. Tag Action High Jump through the hole in the
ceiling just left of the Factory Ring, go to the right and land on the
blue switch, but to get to Act 2 you want to instead Tag Action High
Jump Again and land right, you should come to an area with a minigame to
the left, go right for a while to get to Act 2.
Act 3 Ring: From Act 2 head left and you will come to a hole with a
minigame on the other side. Jump down the hole and you will land on a
blue switch. It is best to walk off the edge to the right to land on the
platform that appears, falling down this hole takes you back to the
Factory Ring, Head right from there and you will find a blue and yellow
trampoline spring, you have to jump off of it really hard, if you don't
you will end back by the Act 2 Ring again. When you get up there head
right and you will find Act 3. Easier way shortcut: From Act 2 go left
and you will see a place before you get to the hole with the minigame by
it that has a brown pole, right here you want to use Tag Action High
Jump to get to Act 3, much easier than the trampoline Spring. Another
shortcut: If you like the trampoline spring, then you can just Tag
Action High Jump from the Factory ring and head right this time to get
to the spring.
Boss: From Act 3 head right and push the red switch and quickly head
left. You will activate a spring to the far left that sends you up to a
narrow platform, jump down to the left and you will land on a small
platform with two gaps on both sides and to the left you will see the
boss. Shortcut: Tag Action High jump a little more left of that brown
pole where the tag action shortcut to Act 3, try to go straight up
because that little platform gets in the way.
~*~*~*~*~*~*~*~*~*~*~*~
7.c.3. Zone 3: Ocean Base
~*~*~*~*~*~*~*~*~*~*~*~
Act 1 Ring: Going right from the Factory Ring you will encounter a
waterfall, you want to jump through it and head right and up, head right
from the other side to find the act ring.
Act 2 Ring: Just right of Act 1 you will find a blue switch that
activates a platform that leads to a cannon, or just Tag Action High
Jump, fly, whatever to the cannon, the cannon shoots you up next to a
minigame, head left and then fall down a little, you will come to
another waterfall, jump through this heading left and you will find the
Act 2 ring. Shortcut: Tag Action High Jump or Fly just barely right of
the Act 1 ring and head left to where you see the Omochao and go right
to find the same waterfall.
Act 3 Ring: Going left from Act 2 you will encounter a machine you jump
on to take you higher, go higher and head right, left is the minigame,
then jump through the waterfall you encounter heading right. Go right
and you will find the act ring.
Boss: Go left from the Act 3 ring and at the edge of the waterfall start
climbing up and at near the top of the waterfall start heading left, you
can use the red switch and spring but not necessary. From there you
might want to spin-dash up the curve heading left, you will find a
cannon. The cannon will send you into a spring, you will then find
yourself heading right, launched off a ramp and into the boss. Little
Shortcut: Instead of spin-dashing up the curve and into the cannon, use
Tag Action High Jump when you get up the curve and head right, you will
find a spring and hit that to find the boss, Tails' Flight barely makes
it.
~*~*~*~*~*~*~*~*~*~*~*~
7.c.4. Zone 4: Toy Kingdom
~*~*~*~*~*~*~*~*~*~*~*~
Act 1 Ring: Going right you will come to a pendulum, jump on the left
one, when it gets highest up jump off to the left and head left, you
will come to the act ring.
Act 2 Ring: Going left from Act 1 you will come to a rocket, take the
rocket up and head right, you will find the act 2 Ring. Little and
tricky shortcut: Tag Action High Jump through the gap barely right of
the Factory Ring to get to the rocket.
Act 3 Ring: Spin-dash or run up the wall to the right of Act 2, head
right and you will come to a hole with an Omochao by it, drop down and
head right to find the act ring. Shortcut: Tag Action off the pendulums
at the beginning of the Act and head right to where you see the blue
switch. Head right from there and you will find the act ring eventually.
Boss: Just a little left of the Act 3 ring is a blue switch that makes
two platforms appear, hit it and take the platform going left and right.
When farthest left jump up to the spring you see to the left, this takes
you all the way up to a rocket, there is a series of three rockets that
takes you to the boss. Shortcut: Use Tag Action High Jump to get to the
rockets just a little left of that area where the Omochao is by the hole
you go down where Act 3 is.
~*~*~*~*~*~*~*~*~*~*~*~
7.c.5. Zone 5: Twinkle Snow
~*~*~*~*~*~*~*~*~*~*~*~
Act 1 Ring: Just head right from the Factory Ring.
Act 2 Ring: From the Act 1 Ring first go right, then a series of ledges
leads you down and left, you will be by an Omochao and you will see a
platform moving up and down to the left, jump on that one than the other
two to span the huge gap and you will find act 2.
Act 3: Go left from there and you will find a couple of moving blocks,
get on those to head to the left and up and you will find act 3.
Boss: Go left from act 3 and fall down till you reach the very bottom,
hit the spring that is pointing to the right and you will land on a
machine you push down to send you up and when you use it the boss is to
the right.
~*~*~*~*~*~*~*~*~*~*~*~
7.c.6. Zone 6: Cyber Track
~*~*~*~*~*~*~*~*~*~*~*~
Act 1 Ring: Head right from the Factory Ring, gravity will reverse, then
reverse again, and there is the act.
Act 2 Ring: Go right from Act 1, hit the spring, gravity reverses, then
jump to the right, fall through, head right, gravity reverses, a little
more right and there is act 2.
Act 3 Ring: Stand on the platform just right of the Act 2 ring until it
crumbles. Head left and jump into the machine that spits you out
depending on what direction you choose. Choose right and when you are
spit out head left, you will come to pendulums, use then to head left
and up and there is act 3.
Boss: Go left from act 3 and get in the machine. Choose up and there is
the boss.
~*~*~*~*~*~*~*~*~*~*~*~
7.c.7. Zone 7: Chaos Angel
~*~*~*~*~*~*~*~*~*~*~*~
Act 1 Ring: Head right from the factory ring, jump over the gap with the
platform in it, there is act 1.
Act 2 Ring: Heading right form act 2 jump over both gaps you come to,
keep jumping up and right and you will come to a blue switch, press it
to make a platform appear, jump on the platform to go up and left and
there is act 2.
Act 3 Ring: Heading left from act 2 you will come to a machine you run
on, run left to head left over the gap, there is act 3. Shortcut from
Factory Ring: Tag Action High Jump up the gap barely right of the
Factory Ring, you will see a minigame, go right from there and you will
have to high jump again and you will be at the edge of a hole with a
see-saw on the other side, jump down the hole head left and you will
find act 3.
Boss: Go left from act 3 and hit the spring, you will see a see-saw to
the right, use it to get up higher, head right and you will come to a
blue switch, press it and you will see a platform appear, jump on it to
go up higher and there is the boss. Shortcut: Follow instructions for
Act 3 Ring but jump on the see-saw instead.
Final Zone Ring: Go left of the boss and you will find a spring, use it,
head left and you will find the giant metal ring that leads to the Final
Zone. Shortcut: Same as for Act 3 Ring and Boss.
~*~*~*~*~*~*~*~*~*~*~*~
7.d. Bosses
~*~*~*~*~*~*~*~*~*~*~*~
Here is a handy-dandy description of all bosses on a zone-by-zone basis,
including the final and extra zone! This will also be the section where
I spoil the final and extra endings and I really talk about them. The
number of hits is for normal mode, on easy mode you have to hit the
bosses even less.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.1. Zone 1: Route 99 Boss
~*~*~*~*~*~*~*~*~*~*~*~
This is a two part boss, the first part is the first time you meet
Eggman's new robot, he is usually called G-mel based upon Sonic Team's
Japanese website for this game. Anyway yes he does resemble
Emerl(Gizoid)from Sonic Battle, he is suppose to. Anyway all he does is
try to rush at you then he just stops and looks around, it is easy to
hit him when he just stops at the edge of the screen, only 4 hits and he
is toast.
The next part doesn't have an official name yet, but I can bet it is
Egghammer III since Egghammer I and II were in the first two Advance
games. Anyway the giant hammer is on top of a turn table like thing with
G-mel in it and is in the middle of the screen. The hammer smashes one
side of the arena first, then always smashes the other side next. When
you are on the side the hammer is going to come down then it tries to
smash you directly. This is what you do, you want to be on the side the
hammer comes down, wait for it to aim at you, then run out of its way
toward the end of the screen so that it comes down short. Then you can
simply hit it when it is down on the ground like this. Sonic/Tails or
Tails/Sonic can easily jump and beat it and you have to beat it with one
of those teams the first time anyway since you have not unlocked any new
characters the first time through. Flight doesn't work in this situation
so with Tails/Sonic just jump on it. If you unlock more characters,
other strategies that work well are Tails/Amy, if you are careful you
can just fly around and attack it with the Ariel Hammer, and Chao Attack
does work on this boss if you want to gold medal it with Cream.
Basically there are many different ways you hit this guy and is pretty
easy with just about any team. It takes 8 hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.2. Zone 2 Act 3: Sunset Hill Miniboss
~*~*~*~*~*~*~*~*~*~*~*~
It is just G-mel again, and this time he can do two things, rush at you
like he did in Zone 1, or he will jump into the air and then spin
rapidly at you, to avoid this jump up quickly. You will want to defeat
this act and miniboss with Sonic as leader because if you do you will
unlock Knuckles the Echidna. 4 hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.3. Zone 2: Sunset Hill Boss
~*~*~*~*~*~*~*~*~*~*~*~
This boss is basically a wheel, and it rolls around in an oval on the
floor and the ceiling, there is also a switch in the middle you can
press to make a platform temporarily appear. The most important thing to
remember is to hit the glass part of the wheel where Eggman and G-mel
is, you will just hurt yourself if you hit other parts of the wheel.
Also the wheel goes faster and is on the ceiling more the more you hit
it. Anyway hitting it is pretty straight forward, but when on the
ceiling you can either jump off the platform, or better yet Tail's
flight is very handy because you can hit it with his tails, so I
recommend Tails/Sonic first time through. With other characters
unlocked, try Tails/Amy or Cream/Knuckles, I don't like other teams with
Cream because homing attack works but for some reason I have trouble
avoiding the wheel, while with Cream/Knuckles you can just jump toward
it and Cheese will probably hit the glass part for you, but I still like
Tails/Sonic or Tails/Amy a lot better, of course with Tails/Amy you can
attack with tails or hammer. Throwing Knuckles at it with Tag Action is
a nice way to do it to. 8 hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.4. Zone 3: Ocean Base Boss
~*~*~*~*~*~*~*~*~*~*~*~
This boss is a strange contraption on springy legs, he sometimes is up
high going back and forth, but then he comes down hard. The trick is to
keep up with him while in the air so when he comes down you are between
the two feet which do hurt you if you touch them then jump up and hit
him. But when you hit him 4 times occasionally instead of coming down
like he normally does the feet will suddenly curve in before he
descends, and on top of that when he lands a shockwave comes off on
either side. To avoid that when you see the feet curve in quickly spin-
dash or if you have Amy Giant Step or Amy Dash toward the edge of the
screen, then jump up quickly to avoid the shockwave. Flight does not
help at all, nor does gliding or any other tag action, Chao Attack works
but turns out not to help much. I suggest just using Sonic/Tails, but I
found out that Amy's Giant Steps and Amy Dash works better at avoiding
the shockwave than Spin-dash because it is easier to jump after you hit
the edge of the screen, but make sure you use Mid-air Hammer Attack to
attack the boss. 8 hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.5. Zone 4 Act 3: Toy Kingdom Miniboss
~*~*~*~*~*~*~*~*~*~*~*~
This time G-mel has three moves, the same two from the Zone 2 miniboss,
plus a new move where he stands still and fires missiles at you, these
are pretty easy to avoid by running away and jumping. You will want to
defeat this act and miniboss with Sonic as leader because if you do you
will unlock Amy Rose, but later on you might want to use Knuckles/Tails
to get the Gold Medal. 4 hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.6. Zone 4: Toy Kingdom Boss
~*~*~*~*~*~*~*~*~*~*~*~
Egg-in-the-box??? Anyway this boss is even more unpredictable than the
Zone 3 boss. Eggman and G-mel are in a jack-in-the-box like contraption
in a flat field, but there is a dangerous hole on the left side and
right side! Anyway the goal is to push the box into the hole on the
right side of the screen, while all of Eggman's attacks seem to try to
push you into the left hole. When Eggman is visible, the box creeps
slowly to the left, but when you hit him it sends him to the right, but
watch out because what happens next is unpredictable, but if you watch
closely you can prepare for anything while keeping an eye out for those
three solders coming at you sometimes!
The best thing that can happen is for G-mel to pop out of a box with
some nice confetti, apparently as a nose for the clown head inside, no
attack, and Eggman will soon reappear and you can hit him again, but the
other two things are a doozy!
One attack is G-mel appears in a mace ball and heads straight for you,
then slowly retracts back into the box. This thing can be hard to avoid
especially in the beginning because the mace comes all the way to the
edge of the dangerous hole and if you hit it you will be knocked back
probably into that hole. The best way to avoid it is to jump over it
toward the box, then jump back to the other side when the mace has
retracted a little, but don't wait too long for it to retract too much.
Flying can be a little handy in avoiding this attack, and it gets easier
to avoid later on because the mace then doesn't reach the hole and you
can just carefully stand near the hole till it goes away making sure the
little solders don't hit you.
The third attack is a rocket attack, G-mel will rocket high up in the
air and an arrow will appear over your head, then as soon as that arrow
is gone he will try to really nail you. The best way to get past this is
to rev up a spin-dash then release as soon as that arrow disappears, but
spin-dash toward the box, not the hole! This gets harder later on
because the solders pop out more frequently and if they hit you while
revving up a spin-dash it will hurt.
Knuckles as partner can be good to throw at him if you want, and flight
is a little handy for avoiding that mace, and if you unlocked Cream Chao
Attack works very well, and when hitting Eggman sideways moves like skid
attack and hammers are slightly safer than spin jumping, but good old
Sonic/Tails works just fine. There is no set number of hits, you have to
hit him until he falls off the edge of the hole.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.7. Zone 5: Twinkle Snow Boss
~*~*~*~*~*~*~*~*~*~*~*~
This one is tricky... the screen is slowly scrolling up, and Eggman is
at
the bottom of the screen going back and forth, and you have to jump on a
bunch of platforms to prevent from falling to the bottom of the screen
and dying! Eggman cannot be attacked directly either, not even by Chao
Attack. When you jump on a platform it shakes and it falls as soon as
you jump off, so you have to jump off when Eggman is under you so the
platform hits him and does damage. Slightly complicating things is the
fact sometimes the machine flips over and a spiky ball comes at you, it
is best to be in the process of jumping to another platform when this
happens then just waiting there till it is safe to jump again, Eggman
cannot be attacked at this time. Only flying can slightly help with this
if you accidentally miss a platform, but in general it is all a matter
of timing jumps and it does not matter what team you use, but the team
with the best vertical fly time in case you mess up is Tails/Amy. Don't
try to glide because you can't gain height, no good, and if you try to
climb the wall the spiky ball will get you, you will not be able to get
back on the platforms and in general not good. Just practice and
remember the platform will not fall until you jump off of it. It takes 8
hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.8. Zone 6 Act 3: Cyber Track Miniboss
~*~*~*~*~*~*~*~*~*~*~*~
This time G-mel sometimes just rushes at you, but he also has two other
different moves. One is a Chaos Control move where he suddenly teleports
from the edge of the arena to the middle and runs toward you, pretty
easy to avoid but can be surprising. The second one is a different type
of missile attack, he fires missiles at you while spinning across the
top of the screen from left to right or right to left, these can easily
be avoided by just running around out of the way of the missiles. You
will want to defeat this act and miniboss with Sonic as leader because
if you do you will unlock Cream the Rabbit, but this act is quite
difficult as Sonic so play as Cream later to get the gold medal. 4 hits
to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.9. Zone 6: Cyber Track Boss
~*~*~*~*~*~*~*~*~*~*~*~
Another boss that you cannot attack directly. Eggman is in a cannon that
moves back and forth under the floor and he shoots blue balls at you,
don't stand on the red and gray platforms on both sides of the arena too
long because they drop. Anyway the blue balls do hurt you if they hit
you, but not if you spin jump or some other attack into them, then they
turn orange and if you can make them bounce into Eggman they will do
damage, but remember the orange balls will hurt you too if you don't
jump or attack them also. One trick is to hit the balls into the wall,
then it will bounce at a smaller angle and is more likely to hit Eggman,
but it is more likely to hit you too. I greatly recommend staying away
from the hammer teams that can't spin-jump to hit the balls, and you
can't Chao Attack them either so Cream is no help. Also since you are
jumping around a lot pushing the A button I don't like most teams that
have a second action in the air, so I like using Sonic, but
Knuckles/Sonic and Sonic/Cream have actions that can knock the balls
into the wall easier. You can hit the balls while gliding with Knuckles
but not recommended. As the fight goes on the balls come at you faster,
which can be a good and bad thing, more potential hits to both you and
Eggman, you will end up jumping around like a mad man. 8 hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.10. Zone 7: Chaos Angel Boss
~*~*~*~*~*~*~*~*~*~*~*~
Actually not that bad of a boss. There is a bridge across the screen and
the machine moves along it, Eggman on one side and G-mel on the other.
You will see that Eggman is protected by electricity, you have to hit G-
mel so you want to be on the side of the bridge he is on, you change
sides by just walking into the tube on the sides of the battle area, I
guess gravity changes or something because when on the bottom you are
upside down. It is easy to hit him, but the danger comes with the spikes
at the very top and bottom of the screen, after you hit G-mel it forces
Eggman into the spikes, but it shakes the bridge near where they are at
and the force can send you into the spikes also if you are near the
machine. Also later in the battle he will occasionally shake the bridge
trying to make you go into the spikes yourself, and also later on after
he is hit four times he will start turning around rapidly and going back
and forth on the bridge after you hit him, just jump over the machine
when it comes at you. The best way to hit him without being sent into
the spikes is to try a long range attack, Chao Attack is very excellent
and it does not matter what side of the bridge you are on when you use
it. Knuckles as partner is good too because you can throw Knuckles at
him, but this only works if G-mel is on the same side of the bridge but
on the other side of the arena. If you spin jump him try to get away
quickly before being sent into the spikes. Avoid flying, gliding and for
goodness sakes no high jump! Also avoid hammers because it is hard to
get away from him after hitting him. 8 hits to defeat.
~*~*~*~*~*~*~*~*~*~*~*~
7.d.11. Final Zone: Altar Emerald Boss and Ending
~*~*~*~*~*~*~*~*~*~*~*~
This is a two part boss. The first part is just G-mel again, he has the
same three moves from the Zone 6 miniboss plus a new one, he sometimes
spins in place at the top of the screen and shoots out missiles straight
in different directions, these missiles are not aimed at you, usually if
you just stand right under him the missiles will not hit you. 4 hits to
defeat.
The second part is much trickier and can range from pretty simple to
kind of hard depending on what team you are using, it is also a little
unpredictable. The setting is in front of the Master Emerald Altar and
the boss is *gasp* a giant robot. This robot has huge hands that it uses
to attack you with, and your goal is to hit Eggman, he is barely high
enough off the ground to avoid a spin-jump. The ground is actually 4
platforms which becomes important in one of the attacks he dishes out.
One attack involves the giant hands moving back and forth at the top of
the screen, watch out because two of them will come down hard and push
two of the platforms to the bottom of the screen, not only will the
hands hurt you but if you fall in the holes that are created you die.
You avoid this attack by just standing on one platform while the hands
are moving back and forth, then observing where they stop and just
walking onto a safe platform. Then the hands slowly come back up, you
can take this opportunity to jump on the top of the hands and then jump
off and hit Eggman.
The second attack he is likely to pull out involves the hands being at
the side of the screen hitting around red balls that appear, if you just
run into the red balls you are hurt, but you can jump on top of them and
then jump on Eggman.
The third attack is kind of hard to get away from. The hands first turn
around in a circle then they punch directly at you three times, try to
jump to avoid them but it is a little hard to avoid, I usually get hit
but I am getting better at it!
The final attack involves the two hands first moving up and down at the
side of the screen, then they suddenly come in and try to grab you, if
you are grabbed you will be shaken violently and you will either loose
rings or you will die after being slammed down hard, avoid by jumping
when the hands come at you.
The trick to beating this quickly and easily is to be able to hit Eggman
without having to always jump on top of the hands or on the red balls.
Good choices include Chao Attack, flying with Tails and hitting Eggman
with his Tails, using Sonic/Knuckles and Upper Spin, Amy's Air Tag
Action, there are others too. Usually when you defeat this boss you will
see the normal ending to this game, but if you have collected all 7
Chaos Emeralds and you have Sonic as the leader then the ending
completely changes and you will go on to the Extra Zone. It takes 8 hits
to defeat this boss, one little note is the fact there is a little delay
between the 8th hit and when the boss blows up, so don't freak out.
Final Ending: Eggman tries to get away but the character jumps and hits
him sending him crashing and burning into a hole. G-mel looks around
then jumps in after him. Then the two characters you were playing as
join the others around the Emerald Alter and watch as Chaos Control
restores the world back to the shape that it was. The flicky birds fly
around while Knuckles just stands there looking at the Master Emerald,
Cream and Cheese jump up and down, Tails just stands there waving his
arms happy, and Amy makes eyes at Sonic while Sonic looks like he wants
to run away. Then Omochao appears with a camera and takes their picture.
The real ending??? Or is it??? Nope!!!
~*~*~*~*~*~*~*~*~*~*~*~
7.d.12. Extra Zone: Nonaggression Boss and Ending
~*~*~*~*~*~*~*~*~*~*~*~
As I said many times before, get all Chaos Emeralds, check out the next
section of this guide to find out how to do that, then replay the Final
Zone with Sonic as leader to get in the Extra Zone, unlike the last two
Sonic Advance games you have to defeat the Final Boss every single time,
so here are my suggestions on ease of final boss with each Sonic lead
team:
Sonic/Cream: Easiest, use Tag Action Chao Attack, make sure Cheese is
transformed, skid can be dangerous if you skid into a hole when the
hands come down.
Sonic/Knuckles: Second easiest, attack Eggman directly with Upper
Spin.Sonic/Amy: Use Amy's Air Tag Action to attack Eggman directly
Sonic/Tails: Can use Flight Tag Action to attack Eggman directly
Anyway this is how the final ending changes, Eggman tries to get away,
but G-mel being near the Chaos Emeralds goes crazy, he attacks Sonic and
steals the Chaos Emeralds! He uses them to transform into this huge cube
thing, then using a huge grappling thing picks up Eggman then smashes
Eggman right into Sonic, then it flies away! Sonic looks up wondering
what to do and Eggman is just sort of sitting there on his side. Then
suddenly the Chaos Emeralds come back and Sonic transforms into Super
Sonic. Super Sonic blasts off after G-mel and Eggman follows him.
The team for this fight is Super Sonic and Eggman!!! Yep, Eggman is your
tag action partner! This outer space zone has its own special moves
which I have detailed below, and what Tag Action does which you have to
use to defeat this boss:
D-pad: You can move around in any direction.
A or B button: Rush forward, this can be used to just dash fast, or you
can also dash through beams and the arms unharmed, and used to attack G-
mel after you have used Tag Action.
Tag Action: Charge up Eggman, Super Sonic holds Eggman and his little
ship and he starts to glow, the glow turns into a sphere of energy,
first blue then turning orange when it reaches max. Then what you do is
let go of the R Button in front of the cube and the eye opens, when the
eye is open you can directly attack G-mel by pushing the A or B button,
the longer Eggman is charged up the longer the eye remains open and the
more you can hit him before it closes again. But when you are holding
Eggman Super Sonic slows way down and if stuff hits you you will be
slowed down even more, especially those darn beams...
But it is not as easy as that because G-mel does several things to try
to stop you from hitting him with Eggman, plus like all Super Sonic
levels he is loosing Rings, he starts with 50 rings but when that ring
count reaches 0 you are dead so you want to pick up extra rings during
the fight too, here are the various things G-mel does:
The first attack he extends one of the grappling hook things and then a
beam comes out, if you touch the sliver dots that attach the hook to the
cube in any of these attacks you will drop Eggman but you can dash
though them if you are not holding Eggman. But the danger comes in the
beam, if it hits you and you are not dashing or temporarily flashing
because you were hit by something else then it electrifies and
temporarily paralyzes Super Sonic, dash through the beam or try to avoid
it and charge up Eggman away from the beam to throw at G-mel. Near the
end of the battle the beam turns around in all directions, you have to
dash through this, don't charge up Eggman.
The next kind of attack both grapplers are extended in the center of the
screen, then they move along the silver dots and missiles are fired in
between the space, the missiles make you loose your hold on Eggman of
course. You can try to hit G-mel by charging up and trying to avoid
missiles, but it is safer to charge up either above or below this area
where it is completely safe then hit G-mel after this attack is over.
Another attack involves the grapplers forming a wide beam that slowly
moves up and down across the screen, easy to dash though and avoid, just
charge up Eggman in the safe area.
The last type of attack involves all four grapplers coming out and then
the thing spinning so they swing around like a pinwheel, I find it hard
to charge up Eggman during this, you have to stay moving around in a
circle between two of the grapplers, I like to just dash around picking
up rings.
Of course the attacks don't always occur in this order, especially
toward the end. 12 hits to defeat.
Extra Ending: A series of scenes play out, and I do mean series...
Sonic wakes up to Tails, Cream and Amy standing over him. Then a
hysterical Amy hugs him and Sonic well acts like he doesn't know what to
do. Then Tails is talking to him and you see something in the background
falling through the air smoking. The next scene is Sonic and the rest
with the same smoking thing in the background. Then there is a scene in
normal game play where Sonic, Tail, Cream and Amy are standing by the
Master Emerald, then Sonic spin-dashes away saying "Here we go!",
Knuckles drops in afterwards. The next few scenes are separated by
random game play demos and should strike a strong cord if you have
played Sonic Battle. The first scene just shows a beach, but then a
closer view reveals G-mel lying on the beach. Then Cream and her mom
Vanilla discover G-mel. Tails fixes G-mel in his workshop, then the next
scene shows a fixed G-mel with a flicky bird on his arm and Cream looks
happy. Then the last scene shows a tea party at Cream's house, and Cream
is happily hugging G-mel's arm, then the credits roll. At the end of the
credits is a cute little scene where Cream is chasing after G-mel but
trips and falls, she cries but G-mel comes back and pats her on the
head, then they run off together hand and hand, then "Sonic Advance 3
End" appears on the screen. Interesting ending, especially if you played
Sonic Battle isn't it?
~*~*~*~*~*~*~*~*~*~*~*~
8. Guide to the Chao, Special Keys, Special Spring and the Special
Stage.
~*~*~*~*~*~*~*~*~*~*~*~
Finding Chao is the first step of the process, and I do mean process of
getting into the Special Stages in order to earn Chaos Emeralds so you
will eventually be able to see the great Extra Ending this game has! The
process briefly looks like this, for each Zone get Chao, then get Keys,
then find the Special Spring then try to beat the Special Stage. Since
all of these have to be done separately for each Zone, you can go all
the way to getting a Chaos Emerald in one Zone while you might not have
found Chao in another, I have set up this guide to talk about each Zone
separately, first the location of the Chao, then Keys, then Special
Spring location, then beat the Special Stage.
I will now talk about each stage in this process in more detail.
Chao: There are a total of 10 Chao scattered throughout the maps and
acts in each Zone, when you find all ten Chao in that zone and you
defeat the Final Boss then you get the keys which I will talk about
next. In order to get all Chaos Emeralds you will have to find all Chao
in the game, 70 in total! Also, some Chao can only be gotten with a
certain team, so I will provide information which teams are best to use
if it matters. After you get a Chao it will be gone from the act or map
and it goes to Chao Playground. To keep track of what Chao you have
found in each Zone, go to the Factory and hit the spring and land to
your left and go into Chaos Playground. There you will see all Chao you
have found in that Zone and if you press Select you can see which ones
you have found in each zone. The list for each zone is in order
starting from the first chao you can find in Zone 1 and ending with the
Chao hidden in the Map area, only Zone 3 lacks a Map Chao. When you
finally get the Chaos Emerald in a zone that appears in the middle of
the Chao list for that Zone and in the Chao Playground. After you find
all 10 Chao in the Zone suddenly Keys will start to appear in the Acts.
Special Keys: After finding all Chao, you will see the Special Keys in
each Act. They are pretty much in the open and not hard to find, but
the trick is the fact you have to grab one and keep it throughout the
act without dying, if you die your key is gone. You can only have one
key per act, when you pick up one all the others disappear, but you can
accumulate keys in the Map areas. Once you have 9 keys you will find no more in
the Acts. The keys are weird, there is about a 50/50 chance that a certain key
will appear in a certain area, I have now added a few key locations to this
guide, if you do not see a key where I said there should be one, just pause and
choose quit from the menu, then go in the act again. I have only included keys
that are very near the beginning of the level so you can do this quickly.
REMEMBER that if you happen to be playing the prerelease rom of this game
instead of the final version you can just enter level then select quit and you
still have the key in the map area and you can get more than 9 keys even though
the number never changes, for the final version of the game you have to make it
to the end of the act. Once you have keys time to find the Special Springs in
the map areas.
Special Springs: There is a Special Spring slightly hidden in each map
area, if you have one or more keys you can unlock the spring and try
out the Special Stage. New version 1.1 I have put the springs in their own
section instead of just noting the locations after the Chao locations for each
zone. Good luck.
Special Stage: In the Special Stage you find yourself on the Tornado
and you have to earn more rings in order to advance through the special
stage, a more through explanation of the Special Stage is in another
section.
~*~*~*~*~*~*~*~*~*~*~*~
IMPORTANT NOTE:
~*~*~*~*~*~*~*~*~*~*~*~
In order to make my Chao locations a lot clearer, I decided to make the
term Tag Action clearer by calling it Tag Action High Jump, which can
be done by Tails or Amy as partner. Cream does have a Tag Action Jump,
but is not very high so I do not discuss it, but it can be useful. Also
Flight, Gliding, Boost Mode, and Tough Barrier Break are all moves that
can be done by either team leaders or by Tag Action depending on what
team you happen to have. Also the term Gliding covers Cream and Amy's
Floating Fall which they have with particular Team mates. Climbing can
be only done by Knuckles/Tails, Knuckles/Cream and Knuckles/Amy. If you
are not sure if a particular team can do a particular move or not that
is in my Chao location guide, the refer to section 7.f. Important Team
Skills Summary to clearly see which moves can be done by what teams or
just go with the team I happen to recommend because that team can
defiantly get thorough the act with all Chao.
~*~*~*~*~*~*~*~*~*~*~*~
8.a. Zone 1: Route 99
~*~*~*~*~*~*~*~*~*~*~*~
As you can imagine, the Chao in this Act are not that hard to find in
this cityscape. Also this entire zone seems made especially for the
classic duo, Sonic and Tails because this is the best team to use for
all three acts to get the Chao!
~*~*~*~*~*~*~*~*~*~*~*~
8.a.1. Zone 1 Act 1 Chao:
~*~*~*~*~*~*~*~*~*~*~*~
Any team can get the Chao in this act, but of course being the very
first act of the game it seems suited for an old fashioned Sonic/Tails
pairing! The interesting thing about this act is the fact the Chao seem
to be on the lowest and easiest route in the act, there are many fancy
things you can do to go a high route, but the Chao are not up there!
And if you miss the first one... man you are not paying attention!
Chao #1: Hard to miss, when you begin the act, you will soon go up the
side of a wall, and at the top will be the Chao, make sure you land on
the top and you don't overshoot and fall off the right side.
Chao #2: Now you want to jump off the right side. There is a moving
platform down there, but you don't want to go on that ledge with the
rings and bug you see to your right, instead jump down and hit the
spring against the left wall which sends you running right. (If you are
interested in a Green Shield, jump up and to the right when you start
running down the slope and you will hit a platform that just has the
Green Shield on it.) Keep going right and you will be launched by a
little curve up in the air, don't go on the moving platform in the air,
instead fall down far right and try to hit the rail that starts there
and is going left, watch out for a purple badnik in the air, grind. Off
the rail you will run left and then be launched by a ramp, keep pushing
far left and keep running, you will run up then through a loop-de-loop,
then afterwards you will run up another wall and hit a spring on the
ceiling
that will send you running right, you will end up running on
another path, around another loop-de-loop, keep running right and the
blue bugs will jump out of your way. You will hit another spring that
will send you up and through another loop-de-loop, then you will hit a
blue switch, press it and get on the blue and orange platform that
appears. Go right, kill the bug, hit the spring, then you will be sent
up to the area of the next checkpoint, hit the spring on the right and
go past it. You will end up on the ceiling, then be careful because
when you fall off the end you will hit a small platform with an Omochao and some
spikes, it is very easy to hit the spikes. Omochao tries to
trick you! He says to use Tag Action, but don't listen to him! Instead
jump down to your right where you see the two springs. The bottom
spring sends you running right, then another spring sends you running
down a slope left, then you will drop down in an area where you will
see a block moving back and forth to your left. When the block is
moving to the right and a gap is made jump over it, the Chao is behind
it in a small room. (If you are interested in a Ring Magnet Shield,
just before dropping down in this area try to jump and go left, or try
to use flight or climbing or tag action high jump to get back up there,
the shield is on a ledge right above where the Chao is.)
Chao #3: From there when you can jump over the block again and head
right. You will see another block going up and down, don't get crushed
by it and jump on top of it. Go right getting the bug, then you will
drop down through a hold. You will land on a moving platform, first
jump on the other moving platform you see a little below and to the
right, then jump left off of that one and try to hug the left wall on
your way down. You should hit a ? Ring Item Box instead of some nasty
spikes right beside it! Now jump over the spikes, you will hit a speed
booster, keep heading right. You will go down a slope, around a loop-
de-loop, then up a wall, and go to the right, watch out for a spike
trap at the left edge of the small platform up there. Jump down to the
right, hit the spring on the left wall and continue right. You will end
up running up a wall and on the ceiling, but spikes will end up
stopping you and you will fall down, get the 5 Ring Item box you see
and then go left, hit the spring to go higher. You will see a
trampoline, use it to bounce up to the right. Hit the spring up there,
be VERY careful, you will run into a plane badnik that is hard to
avoid. Get the Green Shield you see to your left if you want, then go
right and hit that speed booster you see. You will end up running up
and then right, then hitting another spring that sends you down over
the same curve and going right, then going down, then going left, then
hitting another spring that sends you right again, then down, then
eventually up again. You will probably land on a higher ledge with a
wheel that you spin, but the Chao is right below that, you should see
it.
~*~*~*~*~*~*~*~*~*~*~*~
8.a.2. Zone 1 Act 2 Chao:
~*~*~*~*~*~*~*~*~*~*~*~
Another act any team can do, but I highly suggest getting a team that
has Tag Action High Jump, especially Sonic/Tails because the last two
Chao are possible to get without Tag Action but annoying. This act has
more than one way to get through it and get the Chao though and it is
possible with any team. The last Chao at the very end and I will
describe its location from the end of the act instead of from the Chao
before it.
Chao #4: You will eventually run into a room that has curved sides,
instead of going right, try to spin up the curve on the left side of
the little room and you will hit a spring that will send you up the
right curve and in the air, you will hit a handle and chain and it will
take you up higher. Just go a little more to the right, you will see a
Chao on the other side of a gray barrier, break the barrier and get the
Chao.
Chao #5: Jump down to your right, but hug the left wall as you go down
or you will hit a purple badnik! Run right, you will end up running through a
total of three loop-de-loops before eventually running up a
wall and ending up in a new area, then go left. You will find a switch
and see a slightly higher up ledge with a spike trap you have to look
out for, a spring the switch activates and flying over your head a
plane badnik you will have to take care of, hit the switch and jump on
that spring. You will be sent into another spring that bounces you
right into an area that has a bug and a see-saw at the left end of the
platform. Jump on the right end of the see-saw then go to the left end
of it so when the spiky ball comes back down it will spring into the
air instead of hitting you. Grab that little pole you see to bounce up
higher, you will find a ? Ring Item Box and you will see another see-
saw floating in the air to your right, get that item box and then you
want to use that other see-saw to get up higher, it might take a couple
of tries but you will land on a rail up there, grind, or better yet Tag
Action. Off of the rail you will hit a spring and go left, then you
will find an Invincibility Item Box, get it and then hit the speed
booster you see to the left of it. That will send you into a couple of
springs, then you will find yourself launched off a ramp going left,
keep pressing left and you will end up running left and killing a bug
with your invincibility. A spring you hit will send you up a rail but
look closely. Above the rail you will see a trampoline floating in mid-
air, to the left of that a moving block, to the left of that a moving
platform that crumbles if you stay on it too long. Up against the left
wall where the spring that sends you up the rails is way up high is a
small platform with the Chao on it. You can either try to jump off the
rail and land on trampoline and stuff up there then jump to the left
off of them to try to get the Chao, or much easier use Tag Action High
Jump on the ground near the spring to get up to where the Chao is.
Chao #6: This Chao is at the end of the act and is much easier to get
if you have flight or climbing or tag action high jump mainly because
of the way I am going to describe it, it is at the end of the act and a
lot of act is in between the last Chao and this one and a description
will be very long. When you are near the goal, turn around, you will
come upon a high wall to the left, at the top is a ledge with the Chao
on it. You can come though the act a certain way and not have to use
flight or climbing or tag action high jump , but there is more than one
way to do it and I don't feel like giving a long winded discussion.
There it is, if you want to find another way with the flight challenged
teams go for it.
~*~*~*~*~*~*~*~*~*~*~*~
8.a.3. Zone 1 Act 3 Chao:
~*~*~*~*~*~*~*~*~*~*~*~
Like the other acts in this zone, any team can get the Chao, but it is
best if you have Boost Mode and able to get up higher and at the
beginning an R trick makes it easier, another good Sonic/Tails act.
Chao #7: From the beginning you will jump down a gap then you will be
grinding a rail (If you jump through the rail you will find an area
where you can get a Green or Ring Magnet Shield but it leads nowhere
else and you will just be back on that rail again). Off of the rail
keep running, you will hit a spring and you will see a ledge covered
with spikes and to the left of that blocks moving up and down in a
hole. You want to go right of both the spikes and blocks, a right Mid-
Air Trick from that spring is nice there if you can do it. Anyway try
not to fall down into that area below the blocks. On the other side
keep going right, you will go around a loop-de-loop and end up at a
see-saw. Use the see-saw, grab the handle and then at the top jump off
to the right being careful of that bug up there. Go right, a spring
will spring you up higher, beware of the plane, jump over the spikes.
Continue right, the floor will start curving and you will start running
down, jump off now while in that little gap between the floor and right
wall, you do not want to run around on the ceiling or you will miss the
Chao! Head left, a spring will spring you up, you will see a 10 Ring
Item Box and the Chao.
Chao #8: Jump down to the left and continue running right. You might
want to press down to curl up in a ball because you will be launched in
the air and if you don't you will end up hitting a purple badnik! Now
at the end of that platform jump as far right as possible, you will end
up hopefully hitting a purple badnik then hitting either a handle and
chain or just hitting the spring above it, anyway the chain takes you
to the spring anyway, that sends you through a loop-de-loop and you are
stopped by a see-saw. Use it to get up higher and you will encounter
another see-saw, go even higher and you will hit a small pole on the
wall that bounces you higher still, watch out for the plane up there.
And guess what, another see-saw! You will hit another pole on the wall,
but this time when you go up higher watch out! There is a block moving
up and down up there and you can get crushed both under and on top of
it so make sure you run under it when it is safe and of course hit the
speed booster. You will end up grinding a rail, then running past the
checkpoint. You will run through a loop-de-loop and eventually be
bounced on a spring to the right, you should land on a handle and
chain. Go right watching out for a bug up there, the spring sends you
left and down. Just run off the edge and you will end up on spinning
handles. Jump off as far left as you can, you should land on a rail
heading left. At the end of the rail is a platform that falls jump up
real quick and get the handle up there or you will fall down and have
to get back up there! Now go left watching out for a blue bug. You will
end up going through a corkscrew eventually. (This is where the
differences from version 1.02 start) You will come to a rail,
instead of grinding it jump though it. Below that against the left wall
is 6 rings, then to the right of there is a spring, instead of hitting
that spring jump into the hole to the right of the spring. You will
end up grinding a rail, jump through the rail but make sure when you are
falling head toward the right. Under that rail right part of that rail
you
will find a ledge speed booster, make sure you land on this when jumping
through the rail, use it to run up the wall to your right. Now
jump down just right of the spikes, try not to jump to far to the right,
get your plane on the way down. You should land on a red switch, press
it and head right. You will go down and hit a spring that will send you
into a wall and then you will fall down on a rail, grind and afterwards
you will run into the Chao. Even if you do not make it to this rail and
fall further down, just keep going and you will end up at a checkpoint,
from there head a little left and you will still find the Chao.
Chao #9: Go right past the checkpoint. You will hit a spring, go
through a loop-de-loop, and launched by a ramp to the right, go through
another loop-de-loop and hit a spring and end up in a corkscrew. Think
fast! Jump just after the corkscrew before you fall in the gap to catch
a hold of spinning handles. Easy to miss so you might want a team that
can get back up there if you miss. Jump up off the handles onto a
handle and chain up above, the Chao is on a little ledge to the right.
~*~*~*~*~*~*~*~*~*~*~*~
8.a.4. Zone 1 Map Chao:
~*~*~*~*~*~*~*~*~*~*~*~
Chao #10: If you go left past where the Final Boss is located you will
find this Chao near a spring that is pointing to the left at the end of
a platform, a slightly faster way to get there is if you have either a
tag team ability to go higher or flight is to use this just a little
past the Act 2 Ring and land on the platform that is to the right that
has the spring on the end.
~*~*~*~*~*~*~*~*~*~*~*~
8.b. Zone 2: Sunset Hill
~*~*~*~*~*~*~*~*~*~*~*~
Nostalgia anyone? Yes, that music is a remix of the first Zone in the
first Sonic Game, Green Hill, and of course it looks like Green Hill
too, except for the sunset..., oh how lovely... anyway a nice zone for
teams that can fly or team tag to higher places, there are some major
shortcuts you can take.
~*~*~*~*~*~*~*~*~*~*~*~
8.b.1. Zone 2 Act 1 Chao:
~*~*~*~*~*~*~*~*~*~*~*~
Any team can get these Chao, but there are a lot of poles and you have
to jump off of them just right and it is very easy to fall down too
far, so I suggest using a team that can either fly, climb or tag action
high jump to make it easier, but I will describe how you can do it with
anyone and the tricky areas where being able to get up higher might
help.
Chao #1: Starting from the beginning just go right for a while, you can
jump on the giant platform above the stairs if you want 6 rings, go
around the loop-de-loop, you will either be launched or hit a spring to
an area with an Omochao and a frog, Omochao says that there is
something above, which is correct. Jump to your left so you land on the
loop-de-loop you just went around, there is a switch that activates a
spring, That spring will send you right to a platform with a green
bouncy thing, that bounce sends you left to another green bounce, and
that one will send you right to a platform with a rock at the right end
an a moving platform above. Break the rock open and the Chao is inside.
Chao #2: Get on the moving platform and then go up and keep going
right, watch out for a hornet. Jump for the three rings near the sign
with the red arrow to make it across a hole (If you go down the hole
all you will find is a 10 Ring Item Box and spring that will get you
back up there, you can get it if you want.) Hit the spring, go up and
around the loop-de-loop, you will hit another spring and land on a
little ledge with a Green Shield on it next to a pole to the right. Get
your shield, then hit the pole. Instead of going on the other poles
when you get further down just jump off the pole straight down, it's
much less dangerous that way. Go right and hit the spring, you will go
around a loop-de-loop and at the other side of that is a bungee, but
instead of hitting the bungee jump over it instead. Now you should be
in an area with a monkey and a rock, go right and you have to think
fast! You will hit a water slide and you have to jump to the right fast
while you are sliding down, hit a pole, then jump off the pole to the
right into the upper gap in the right wall behind the waterfall, that
is where the Chao is. It is very easy to miss this so it is very good
to have a team that can get back up there if you fall down. Don't go in
the lower gap that has the 5 Ring Item Box next to it.
Chao #3: Go right from there, a rock and frog will stop you, just smash
them. Beyond that the platform ends, jump off as far to the right as
you can, there is a pole there and then you want to jump off the pole
to the right as soon as possible to land on a small ledge with a
spring, hit the spring and it sends you up through a loop-de-loop. Then
you will hit the checkpoint but you have to jump fast after that
because you will end up running around a curve going down if you do not
and you don't want to be down there, instead jump on the pole that is
to the right then jump off the pole to the right as soon as you can to
hit a spring, this is another place easy to miss and it is good to have
some way to get back up there again. Hit the spring, you will now be in
a place where you will have to Spin-dash right, keep going right, you
will cross a bridge then get to a rail, grind the rail. After grinding
the rail you will go up through the floor and find yourself by a blue
and yellow trampoline spring, jump on the spring and try to reach the
high platform by timing the jump just right to get maximum height,
watch out for the hornet. (If you land on the rail instead you can
still go that way but it is much harder) Head right and go down the
slope and just run into the red spring at the end as hard as you can.
That spring will sent you into a green bounce and that green bounce
will send you left up to a little ledge and a spring, hit that spring
then the next one, then you will go around a loop-de-loop and then run
across a small gap and stop at a 10 Ring Item Box, get it then jump
down that little gap. Now you are on a waterslide, you will fall right
on top of a loop-de-loop and you will see a giant platform moving up
and down to your right. Get on top of it, don't go under it unless you
want a crushing! Then jump on the other giant platform to the right of
that one. When that one is far enough right jump off again. Go right a
little ways and you will see a rail, grind. Off of that rail you will
hit another rail. You will see a 1-up at the top, but instead of going
up there the rail will send you flying to the left, just go with the
flow, you
will hit a green bounce that will bounce you back to where
that 1-up is. And just across the bridge to the right of that 1-up is
the Chao.
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8.b.2. Zone 2 Act 2 Chao:
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Tails/Sonic Highly Recommended! Climbing or Tag Action High Jump
Required!!! This is a short act, but the first Chao is easy to miss but
is easiest to get with Sonic's Tag Action, climbing
works too but is very slow, and the second and third Chao are not only
pretty well hidden, but they are strangely pretty close together and
the third one requires flight or climbing or tag action high jump to
get to anyway. In my opinion Tails/Sonic is the best team and
Cream/Sonic would work if you have Cream unlocked already. It is
possible with Knuckles' climbing, in fact I first found the Chao with
Knuckles/Tails, but Tails or Cream/Sonic is really the best. There is
more than one way to do this too, but some of the other ways have very
iffy spots that you have to jump just right or you will die or not be
able to get the Chao, this way seems to be the easiest and this
description applies to Tails or Cream/Sonic.
Chao #4: Use Sonic Tag Action right from the beginning, you will go
around the first loop-de-loop with enough speed to run up the very high
wall, the Chao is at the top. (If you are interested in an
Invincibility Item Box, before going around the loop jump on the moving
platform beside it and then jump on top of the loop-de-loop.)
Chao #5: Now jump back down to your left. You will end up running
around the same loop-de-loop again, but then you will end up going down
a slope then going left up a wall, then hitting a speed booster that
will send you further down and you will be speeding right again. You
will hit a spring and try to land on the small platform with the
checkpoint on it. Now just walk off it and you will fall and land on a
moving platform. Jump on the other moving platform to your right, watch
out for the hornet, then jump off again onto the platform with the
speed booster, hit the speed booster and it will send you up the slope.
You will run up the curve and into the air and you will find yourself
on a short pole with a green bouncy thing below it. You want to jump
right off the pole over the bouncy thing and try to go as far right as
possible. You might hit a wall with three rings by it, make sure you
land on the rail that is underneath. Grind, and you will be launched
off the rail onto a platform, hit the spring to your right and it will
send you up and around a loop-de-loop, just keep going right, you will
go around another loop-de-loop, then you will start going up a high
wall and at the top you will see a rail and a checkpoint to your right.
You can get the checkpoint if you want, but it is best to slow yourself
down because you really don't want to go up there. Instead you want to
now go down that same wall and head left, you will then go down a
different slope. Keep going left and go around another loop-de-loop and
then just hit the spring on the other side, you will then go right
through the same loop-de-loop (if you really want to you can slow down
and get that 5 Ring Item Box you see to the left of that spring). This
time you will end up going down a hidden slope, keep going right, a
speed booster will send you grinding a rail, then through another loop-
de-loop. Soon afterwards, you will be launched up a curve and high up,
you will see two moving platforms, try to land on one of them. The
higher moving platform is going left and right, left of that you will
see a platform moving around in a circle, and right in the middle where
the platform is attached a Chao.
Chao #6: Flight or Climbing or Tag Action High Jump Required! Now jump
down, don't go up and go to your right. Go up the
small curve there and you will find a small Badnik and a Green Shield,
get them then jump down to your left where you see the three rings. Go
right, you will go over a small bridge and them see a place where you
jump a little higher up and three rings even further right, don't get
those rings! Instead where you are use a technique to go higher,
preferably flight to the left, you should see the Chao to your left as
soon as you get in the air.
~*~*~*~*~*~*~*~*~*~*~*~
8.b.3. Zone 2 Act 3 Chao:
~*~*~*~*~*~*~*~*~*~*~*~
Tag Action High Jump VERY HIGHLY RECOMMENDED! Sonic as partner
recommended to unlock Knuckles!!! You can get by with Flight and
Gliding too, but not only is there a Chao you can only get with Tag
Action or Flight or Gliding, but this act is mostly constructed so you
have to go up, if you fall down you may end up all the way back at the
beginning, and there are HUGE shortcuts, anyway the account I will give
will be for Tag Action High Jump and will contain some good
shortcuts... if you have not going through this act before you also
want to use Sonic as the leader anyway because if you beat this act
with Sonic as leader you will unlock Knuckles as a new character you
can partner up with! There is also a huge shortcut through this act
requiring either Tails/Amy or Knuckles/Tails if you have trouble getting the
Gold Medal
later, I might describe it sometime.
Chao #7: Flight, Climbing or Tag Action High Jump Required! From the
beginning go left and you will run into a spring that will get you
higher, kill your Badnik and hit the second spring and stop at the
edge. At the edge use Tag Action or flight or climbing to go up to your
left. You will have to Spin-dash or fly, whatever to get up a wall to
your left. Up there to your left you will see a green bouncy thing and
an Omochao to the left of that, if you jump over the bouncy thing
trying not to hit it and you happen to pick up the Omochao it will tell
you to use Tag Action. Use Tag Action High Jump, Flight or Climbing and
head to the left, you will see the Chao. Make sure you do not keep
heading left down the waterfall you see or you will end up at the
beginning of the act again.
Chao #8: Now go back to where the Omochao and green bouncy thing is,
jump to the other side of the bouncy thing and bounce right, you will
land and then go past the checkpoint. You will come to poles to your
right, you want to jump on one than the other and then to the left as
quickly as possible to catch a ledge below a loop-de-loop, if you fall
down use Tag Action to get back up there. Hit the spring and g