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  • :: General Info ::
    Title (Japan)
       Sonic Adventure 2
       ソニックアドベンチャー2バトル
    Title (USA)
       Sonic Adventure 2
       Sonic Adventure 2 Battle
    Title (Europe)
       Sonic Adventure 2
       Sonic Adventure 2 Battle
    Developer
       Sonic Team USA
    Platform
       Sega Dreamcast
       Nintendo GameCube
    Format
       GD-ROM
       GameCube Game Disc
    Genre
       Platformer
    Rating
       CERO: 全年齢
       ESRB: E

    :: Release Info ::
    :: Dreamcast version ::
    USA
       June 19, 2001
    Japan
       June 23, 2001
       ¥5,800
    Europe
       June 23, 2001

    :: GameCube version ::
    Japan
       December 20, 2001
       ¥6,800
    USA
       February 12, 2002
    Europe
       May 3, 2002

    :: Cast ::
    Sonic the Hedgehog
       Jun'ichi Kanemaru
       Ryan Drummond
    Miles "Tails" Prower
       Atsuki Murata
       Conner Bringas
    Knuckles the Echidna
       Nobutoshi Canna
       Scott Dreier
    Shadow the Hedgehog
       Kouji Yusa
       David Humphrey
    Rouge the Bat
       Rumi Ochiai
       Lani Minella
    Dr. Eggman
       Chikao Ohtsuka
       Deem Bristow
    Amy Rose
       Taeko Kawata
       Jennifer Douillard
    Maria Robotnik
       Yuri Shiratori
       Shelly Fox
    Pr. Gerald Robotnik
       Chikao Ohtsuka
       Marc Biagi
    President
       Kinryuu Arimoto
       Steve Broadie
    President's Secretary
       Mami Horikoshi
    Omochao
       Etsuko Kozakura
       Lani Minella
    Misc Voices
       Tohru Ohkawa
       Kouji Ochiai
       Kaori Asou
       Tomoko Sasaki
       Moriah Angeline
       Sue Wakefield
       Elara Distler

    :: Game Credits ::
    Producer
       Yuji Naka
    Director
       Takashi Iizuka
    Art Director
       Kazuyuki Hoshino
    Main Programmer
       Tetsu Katano
    Sound Director
       Jun Senoue
    Game Designers
       Takashi Iizuka
       Eitaro Toyoda
    Field Art Director
       Hiroshi Nishiyama
    Field Artists
       Nobuhiko Honda
       Yoshitaka Miura
       Takahiro Kudo
       Daizo Kinoshita
    Programmers
       Takeshi Sakakibara
       Kouji Ogino
       Tomoyuki Naito
       Makiko Nishimura
    Assistant Director
       Keith Palmer
    Scenario Writer
       Shiro Maekawa
    Lead Event Artist
       Michikazu Tamamura
    Event Scene Artists
       Mika Okada
       Nanako Yarimizu
       Atsushi Saito
       Makoto Yonezu
    Lead Chao Programmer
       Yoshihisa Hashimoto
    Chao Programmer
       Takaaki Saito
    Lead Chao Artist
       Sachiko Kawamura
    Chao Artist
       Kazuko Ito
    Music & Lyrics
       Jun Senoue
       Fumie Kumatani
       Kenichi Tokoi
       Tomoya Ohtani
    Sound Effects
       Takashi Endo
       Masaru Setsumaru

    :: Platforms ::
    Sega Dreamcast
       Sonic Adventure 2
    Nintendo GameCube
       Sonic Adventure 2 Battle


    Sonic Adventure 2
    Last update: 05/11/07

    Notice: This page is in need of screenshots. That likely won't happen until Dreamcast emulation inches a bit further along.

    :: Quick Jump ::
       [Story | Gameplay Info | Comparison | Lost in Translation | Codes | Behind the Screens | Notes | Miscellanea]


    :: Story ::
       50 years and 13 presidential administrations ago, the government initiated research on a confidential project: mankind's eternal dream, the search for immortality. The man approached with this ambitious proposal was Pr. Gerald Robotnik, foremost scientist of the era and grandfather of would-be dictator Dr. Eggman. Being a man of ethics, Gerald stubbornly refused to undertake the project. His mind was changed, however, when he began considering the plight of his beloved granddaughter, Maria Robotnik (Eggman's cousin). The young Maria had been diagnosed with NIDS, a congenital immunodeficiency incurable by medicine of the era. Motivated by the thought of finding a cure for his granddaughter, Gerald finally agreed to conduct the taboo research. Studies on Maria's disease were already being conducted aboard the ARK, a giant space research facility, but the investigation gained new hope with Gerald's announcement of the immortality project. At first, many were shocked and uncertain. Could a project so reckless and unrealistic really have been fabricated by the great Pr. Gerald Robotnik? However, despite the skepticism, studies commenced, and the top-secret research was dubbed "Project Shadow", named for the irony involved in trying to create being which does not exist naturally - a "shadow", so to speak.

       In the early phases of the project, Chaos Emeralds were researched in the hopes of applying their properties to living beings. These studies resulted in the development of Chaos Drives, small capsules of energy used to fuel the life support system of the "ultimate life form" prototype. This prototype, modelled in the image of a lizard, initially showed positive results: it possessed the abilities of regeneration, self-restoration, and self-reproduction. The researchers were thrilled, but as the creature continued to evolve, it became unruly and difficult to control. Concerns arose for the safety of the scientists and crew, casting new doubt on the research. Eventually, one or more unknown engineers involved with Project Shadow leaked information on the affair to GUN (Guardian Units of Nation), a government military organization.

       Political friction had already existed between GUN and ARK, and the military magnates - now terrified at Gerald's progress - jumped on the opportunity to suspend Project Shadow and shut down the research facility. They violently siezed control of the craft, evacuating all the residents while killing everyone involved in the research except for Gerald himself, who was incarcerated. Once ARK was cleared and the facilities frozen, troops sealed the prototype creature away in the deepest part of the colony. The whole coup d'état took less than a week. GUN's public explanation was that the ARK was evacuated due to a biohazardous accident on board, with all researchers lost in the disaster. Gerald was falsely accused of causing the "accident", and sentenced to death for his negligence. But there was one thing GUN didn't notice...

       As the bloody coup was underway, Gerald was already putting the finishing touches on another version of the ultimate life form: one vastly superior to the prototype. When GUN troops stormed the colony, the beleaguered professor entrusted his final creation to Maria, and instructed the two of them to make a run for safety in a hidden escape pod. Gerald, meanwhile, ran in the opposite direction to draw the troops' attention. Only later did he discover Maria's name on the list of casualties, which proved to be the last straw. The once great Pr. Robotnik, overcome with rage, became a man obsessed with revenge.

       50 years later: Dr. Eggman, having stumbled upon the journals of his late grandfather, bets this "ultimate life form" will succeed where Chaos failed. Armed with his new combat walker, the Doc breaks into a secret military base and awakens the fruit of grandpappy's research: Shadow the Hedgehog. Sonic is drawn into the fray after being framed by his charcoal-colored doppelgänger. Tails, ever the loyal sidekick, puts himself into the line of fire to help clear Sonic's name. Knuckles is busy going the rounds with Rouge the Bat, a government spy and freelance thief with an eye for jewels (particularly the Master Emerald). As events unfold, the 6 players break into 2 factions: the Hero side of Sonic, Tails, and Knuckles and the Dark side of Eggman, Shadow, and Rouge. Each seems to have his own agenda. None can imagine that they're pawns in a meticulously calculated plot for revenge from the grave. But as they're all about to find out, Eggman got more than he bargained for by tapping into Gerald's legacy...


    :: Gameplay Info ::
       Sonic Adventure 2 marks a turning point in the series, arguably more significant even than Sonic's original leap to 3D in the preceding title. Game mechanics are retooled from the ground up: the field of play is narrowed, goals are stricter, and controls are tightened to reflect the shift away from exploration and toward precision. While the original Sonic Adventure felt like a natural (if clumsy) evolution of the 2D games, Sonic Adventure 2 is a coup that leaves little intact besides the characters and high speeds.

       Gone are the showcase Adventure Fields of Sonic Adventure 1: Sonic 2's convoluted narrative consists strictly of Action Stages interspersed with cutscenes. Goals are primarily the same, though controls are a bit more intricate: press A to jump, B or X to perform a special action, and Y to toggle between the various special actions your character can perform. The control pad handles character movement while the L and R triggers manage camera rotation.

       New to the mix is an elaborate scoring system that becomes pivotal to unlocking the game's many secrets. Unlike previous iterations of the series, where high scores tend to be an afterthought, Sonic Adventure 2 encourages and rewards those who fine-tune their laps. Shave a few more seconds off your best time, bop one or two more enemies, grab an extra couple of Rings around that last corner: whatever it takes to edge your score up to a coveted A rank. Points are multiplied by linking stunts together in rapid succession. After a successful wave of tricks, the game rates your performance with some verbal praise: Good, Great, Nice, Jammin', Cool, Radical, Tight, Awesome, Extreme, or Perfect.

       There are 6 playable characters, though only half as many play styles:

    Sonic and newcomer Shadow account for the high speed platforming desideratum. Sonic now has the ability to grab on to ledges and haul himself up, allowing him to reach higher platforms. The key to earning high scores is to chain attacks and stunts: use the Homing Attack to smash multiple enemies in succession or press A while flying off a ramp to perform an aerial trick that would make NiGHTS proud.
    :: Sonic the Hedgehog
    -------------------------------------------------
    Spin Attack (スピンアタック) -- Tap button A to leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    Homing Attack (ホーミングアタック) -- Jump, then press the A button again while in midair to home in on the nearest enemy or Item Box.
    Somersault (サマーソルト) -- Tap B or X to roll forward with a brief somersault attack that can be used to smash wooden Containers or squeeze through tight gaps. Pick up the Flame Ring item and the Somersault becomes the more powerful Fire Somersault which can destroy iron Containers.
    Spin Dash (スピンダッシュ) -- Press and hold B or X to have Sonic rev up with a stationary spin, then release to dash off with a rolling attack.
    Grind (グラインド) -- Leap onto any narrow surface (such as a banister) and Sonic will make use of his new Soap shoes to grind along the length of the rail. Use the control stick for balance and hold B to accelerate. Press A to leap off.
    bar Jump (鉄棒ジャンプ) -- Latch on to any horizontal bar and Sonic will begin cutting gymnastic flips. A red indicator will appear at the apex of the flip: press A when you see the indicator to have Sonic let go and soar into the air.
    Light Dash (ライトダッシュ) -- The Light Shoes are required to perform this maneuver. Approach a trail of Rings and tap B or X to zip off at light speed along the chain.
    Light Attack (ライトアタック) -- The Taiko no Hikari item is required to perform this maneuver. Rev up with a Spin Dash near a group of enemies to charge up with light. When Sonic says "ready", release to bombard the enemies with a series of light speed Spin Attacks.
    Bound Attack (バウンドアタック) -- The Bounce Bracelet is required to perform this maneuver. Jump, then tap B or X while in midair to zip straight back down and rebound like a blue basketball. Chain the maneuver to add height to the reverb.
    Magic Hand (マジックハンド) -- The Magic Glove item is required to perform this maneuver. Approach an enemy, then use the Y button to toggle the action commands until you see "Magic Hand". With the maneuver highlighted, press B or X to reduce the enemy before you to a tiny sphere that may be disposed of at your leisure.
    :: Shadow the Hedgehog
    -------------------------------------------------
    Spin Attack (スピンアタック) -- Tap button A to leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    Homing Attack (ホーミングアタック) -- Jump, then press the A button again while in midair to home in on the nearest enemy or Item Box.
    Somersault (サマーソルト) -- Tap B or X to roll forward with a brief somersault attack that can be used to smash wooden Containers or squeeze through tight gaps. Pick up the Flame Ring item and the Somersault becomes the more powerful Fire Somersault which can destroy iron Containers.
    Spin Dash (スピンダッシュ) -- Press and hold B or X to have Shadow rev up with a stationary spin, then release to dash off with a rolling attack.
    Grind (グラインド) -- Leap onto any narrow surface (such as a banister) and Shadow will grind along the length of the rail. Use the control stick for balance and hold B to accelerate. Press A to leap off.
    bar Jump (鉄棒ジャンプ) -- Latch on to any horizontal bar and Shadow will begin cutting gymnastic flips. A red indicator will appear at the apex of the flip: press A when you see the indicator to have Shadow let go and soar into the air.
    Light Dash (ライトダッシュ) -- The Air Shoes are required to perform this maneuver. Approach a trail of Rings and tap B or X to zip off at light speed along the chain.
    Light Attack (ライトアタック) -- The Taiko no Hikari item is required to perform this maneuver. Rev up with a Spin Dash near a group of enemies to charge up with light. When Shadow gives the word, release to bombard the enemies with a series of light speed Spin Attacks.

    Tails and Eggman carry on the late E-102's shooting/platforming game mechanic, which has been fine-tuned for an altogether smoother experience. Tails has added another transformation to the versatile Tornado: a heavily-armed combat walker mode called the Cyclone. Eggman, meanwhile, drives his trusty Egg Mobile which has also been upgraded with a walking attachment. Each mech has a health gauge that depletes upon sustaining damage: grab Rings to restore health to the meter. Lock-on to as many enemies as possible in each sweep to rack up points.
    :: Miles "Tails" Prower
    -------------------------------------------------
    jump -- Tap button A to leap into the air. The height of the jump is proportional to how long you hold the button down.
    Vulcan gun (バルカン砲) -- Tap B or X to fire a straightforward bullet that can be used to destroy enemies or smash wooden Containers. Use the Bazooka upgrade to destroy more powerful iron Containers.
    Propeller Punch (プロペラパンチ) -- Approach an enemy and tap B or X to bean the bot with the Cyclone's propeller.
    Lock-on (ロックオン) -- Press and hold B or X to unleash a target laser that automatically locks-on to any breakable object it comes in contact with.
    Lock-on Missile fire (ロックオンミサイル発射) -- When you've got enough lock-ons, let go of the action button and Tails will cut loose with a barrage of homing missiles.
    Hovering (ホバーリング) -- The Booster is required to perform this maneuver. Jump, then press A in midair to fire up a booster jet and descend at a slower speed.
    :: Dr. Eggman
    -------------------------------------------------
    jump -- Tap button A to leap into the air. The height of the jump is proportional to how long you hold the button down.
    Vulcan gun (バルカン砲) -- Tap B or X to fire a straightforward bullet that can be used to destroy enemies or smash wooden Containers. Use the Taihou (cannon) upgrade to destroy more powerful iron Containers.
    Punch (パンチ) -- Approach an enemy and tap B or X to bean the bot with a giant punching glove.
    Lock-on (ロックオン) -- Press and hold B or X to unleash a target laser that automatically locks-on to any breakable object it comes in contact with.
    Lock-on Missile fire (ロックオンミサイル発射) -- When you've got enough lock-ons, let go of the action button and Eggman will cut loose with a barrage of homing missiles.
    Hovering (ホバーリング) -- The Jet Engine is required to perform this maneuver. Jump, then press A in midair to fire up a booster jet and descend at a slower speed.

    Series stalwart Knuckles and newcomer Rouge must locate 3 Master Emerald shards in each Action Stage. Look at floating monitors to get a hint as to the whereabouts of each shard: you can only use 3 hints per piece, but an on-screen radar flashes and beeps with increasing regularity as shards are approached. Earn A ranks by finding the shards as quickly as possible without using hints.
    :: Knuckles the Echidna
    -------------------------------------------------
    Spin Attack (スピンアタック) -- Tap button A to leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    glide (滑空) -- Jump, then press and hold button A while in midair to have Knuckles fan out his dreads for a gliding attack. Release to fall back down to terra firma.
    climb (壁登り) -- Jump onto any vertical surface to have Knuckles latch on. Maneuver him around the surface with the control stick and jump to let go.
    swim (泳ぎ) -- When submerged, press B or X to dive and A to surface. Maneuver with the control stick.
    Punch (パンチ) -- Tap button B or X to have Knuckles throw a powerful punch adequate for destroying wooden Containers. Tap twice in rapid succession for a quick follow-up jab and 3 times to finish off with a Spiral Upper. The Hammer Glove item allows Knuckles to destroy iron Containers.
    Spiral Upper (スパイラルアッパー) -- Rotate the control stick in a complete circle, then finish off by tapping button B or X. Knuckles will jet straight upward with a whirling uppercut.
    Drill Claw (ドリルクロー) -- Jump, then tap B or X while in midair to zip back down with a whirling knuckle attack. If you've got the Shovel Claw, Knuckles will dig into the ground upon making contact.
    dig (穴掘り) -- The Shovel Claw is required to perform this maneuver. While standing on the ground or hanging onto a wall, toggle the action menu until "dig" appears, then press B or X to burrow into the dirt and potentially unearth an Emerald shard or Item Box.
    :: Rouge the Bat
    -------------------------------------------------
    Spin Attack (スピンアタック) -- Tap button A to leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    glide (滑空) -- Jump, then press and hold button A while in midair to have Rouge spread her wings for a gliding attack. Release to fall back down to terra firma.
    climb (壁登り) -- Jump onto any vertical surface to have Rouge latch on. Maneuver her around the surface with the control stick and jump to let go.
    swim (泳ぎ) -- When submerged, press B or X to dive and A to surface. Maneuver with the control stick.
    Kick (キック) -- Tap button B or X to have Rouge unleash a powerful kick adequate for destroying wooden Containers. Tap twice in rapid succession for a quick follow-up boot and 3 times to finish off with a vertical flurry of kicks. The Iron Boots allow Rouge to destroy iron Containers.
    Screw Kick (スクリューキック) -- Rotate the control stick in a complete circle, then finish off by tapping button B or X. Rouge will jet straight upward with a whirling kick attack.
    Drill Drive (ドリルドライブ) -- Jump, then tap B or X while in midair to zip back down with a whirling heel attack. If you've got the Pick Nails, Rouge will dig into the ground upon making contact.
    dig (穴掘り) -- The Pick Nails are required to perform this maneuver. While standing on the ground or hanging onto a wall, toggle the action menu until "dig" appears, then press B or X to burrow into the dirt and potentially unearth an Emerald shard or Item Box.

       The list of items and power-ups grows ever richer (read: excessive).

    Ring (リング) -- Rings protect Sonic/Shadow/Knuckles/Rouge from death: sustain a hit and all your collected Rings will scatter in a convenient circular pattern. Grab them back before they disappear. As Tails and Eggman, each 10 Rings obtained restores a chunk to the health bar. All characters earn a 1up for every 100 Rings collected.
    Item Box (アイテムボックス) -- Pop open the transparent container to procure one of 8 power-ups. Soar through Balloon Item Boxes to procure the power-up and gain an aerial boost at the same time.
  • Ring (リング) - Worth 5, 10, or 20 Rings.
  • Barrier (バリア) - Absorbs one hit
  • Jiryoku Barrier (磁力バリア) - Absorbs one hit and magnetically attracts nearby Rings
  • High Speed (ハイスピード) - Temporary speed increase
  • Muteki (無敵) - Temporary invincibility
  • 1up - Gives Sonic an extra chance
  • Explosion (エクスプロージョン) - Destroys all on-screen enemies
  • Life (ライフ) -- Only Tails and Eggman encounter this first-aid kit that completely restores HP
  • Dash Panel (ダッシュパネル) -- Trot over the surface for an instant speed boost.
    Jump Plate (ジャンププレート) -- Dash Panels at an angle. Trot over the surface to go soaring over large gaps that would otherwise end in abyssal death.
    Spring (スプリング) -- Leap on the broad side to be catapulted far and away. Generally, you don't want to mess with the trajectory at risk of falling off course to your doom.
    Long Spring (ロングスプリング) -- These enlongated Springs are easier to connect with on high-speed flights, but only bounce straight upward.
    Upreel / Downreel (アップリール / ダウンリール) -- Latch on to the pulley and up (or down) you go.
    Point Marker (ポイントマーカー) -- Cross the balloon gate to mark your place in an Action Stage. Lose a life and you'll return to the last Point Marker you tagged. If you're carrying enough Rings as you cross the threshold, you'll be awarded a bonus. (Note that Point Markers do not appear in Knuckles/Rouge stages.)
  • 20+ Rings -- 5 Ring bonus
  • 40+ Rings -- 10 Ring bonus
  • 60+ Rings -- 20 Ring bonus
  • 80+ Rings -- High Speed
  • 90+ Rings -- Barrier / Jiryoku Barrier
  • Container (コンテナ) -- GUN Containers typically just obstruct your path, but some can hide wandering animals or similar goodies. They come in 5 varieties:
  • wood: Basic wooden Containers that can be smashed with a somersault, punch, kick, or vulcan shot.
  • iron: Hard metallic Containers that require a character-specific level-up item to destroy.
  • Black: Black Containers are a permanent part of the landscape.
  • cage: Cages can only be destroyed with missiles or appropriated Kiki bombs.
  • Chao: Each Action Stage contains 3 of these brightly-colored boxes, but they're usually well hidden. Smash any one of them to procure a Chao Key, used to access the Chao World at the end of the stage. Once the Key has been obtained, the 2 remaining Containers each hold a cluster of small animals.
  • Switch (スイッチ) -- Switches now come in 4 flavors:
  • Switch: Flick the balloon to trigger a change in the nearby scenery.
  • hourglass: Flip the hourglass to briefly open locked gates in Eggman's pyramid.
  • gravity: Pull the lever to reverse the gravity in Crazy Gadget.
  • Time: Smack the clock to briefly freeze time in Cannon's Core
  • Rocket (ロケット) -- Grab onto the handle for a ride across large gaps or up tall plateaus.
    Missile (ミサイル) -- Stand on the button to fire a missile into any Containers obstructing your path.
    Weight (ウエイト) -- These large, flat weights dominate the space stages. Jump on top to ride them like moving platforms, but try to avoid the underside altogether.
    Dynamite (ダイナマイト) -- Shoot dynamite to destroy obstructing walls or gratuitously smash up city property.
    Pipe (パイプ) -- Look hard to find tiny pipes protruding from unlikely surfaces. You may not use them to warp to world 8; however, if you stand near one and whistle, you can coax a small animal from hiding.
    Object (オブジェクト) -- Look for these small, inconsequential items lying on the ground around each Action Stage. Pick them up with B or X to snuggle them like a retard or hurl them into enemies. Animals like to hide underneath.
    Knuckles tribe pedestal (ナックルズ族の台座) -- Stand near the pedestal and play an ancient melody (Taiko no Melody) to maneuver ancient ruins in the vicinity and open up hidden paths.
    Omochao (オモチャオ) -- Tag any of the numerous Omochao dolls lying around each stage to get a rudimentary hint about how to proceed. If you don't need any help, you may abuse the little cretin however you wish: snuggling causes him great emotional anguish, and if you attack him directly, he'll refuse to help you further. ("Omocha" is Japanese for toy.)
    space probe (探査機) -- These monitors only appear in Knuckles/Rouge stages. Look at the screen to get a hint as to the whereabouts of the next Emerald shard. Note, however, that you can only use 3 hints per piece, and you sacrifice points by doing so.
    Goal Ring (ゴールリング) -- These familiar giant Rings mark the end of each Action Stage as Sonic, Shadow, Tails, and Eggman. Fail to meet your objective in the 2nd or 3rd missions (collect 100 Rings and find the lost Chao, respectively) and the Goal Ring changes to a Back Ring which warps you to the beginning of the stage so you can try again.
    Emerald shard (エメラルドのかけら) -- Chunks of the shattered Master Emerald. Found buried underground, lying out in the open, hidden in enemy robots, or hovering in midair. Knuckles and Rouge must locate 3 of these in each Action Stage. (In Eggman's pyramid, Egg Keys take the place of Emerald shards.)
    Emblem (エンブレム) -- Like Sonic Adventure 1, Emblems are medals earned for completing various tasks. There are a grueling 180 to obtain: 1 for each successfully completed Mission, 1 for obtaining each character's A ranks, 1 from each ending, 10 from the Chao Races, 3 from the Kart Race minigame, and 3 from the boss attack minigame. Collected Emblems can be used to access rare eggs in the Chao black market, but the real prize is only dished up after acquiring all 180: a full-blown and fully playable 3D rendition of Green Hill Zone Act 1.

       Eggman's fauna-inspired robot army has taken a distant backseat to the comparatively dull GUN armada. GUN mechs drop Chaos Drives upon defeat while Eggman's robots leave behind the customary prancing animals.

    Beetle Series -- GUN's basic hovering bots, similar to SA1's Spina.

    Mono Beetle (モノビートル) -- The most basic Beetle. They have no form of offense and simply hover in midair waiting to be destroyed. 100 points.
    Gun Beetle (ガンビートル) -- Beetles armed with guns that fire very, very slowly. 100 points.
    Bomb Beetle (ボムビートル) -- These Beetles drop bombs of various sizes. 100 points.
    Gun Wing (ガンウイング) -- Gun Beetles with wings for strafing attacks. 500 points.
    Bomb Wing (ボムウイング) -- Bomb Beetles with wings for strafing attacks. 500 points.
    Spark Beetle (スパークビートル) -- Mono Beetles capable of defending themselves with electric barriers ala SA1's Spana. Time your attack to avoid a nasty shock. 100 points.
    Spring Beetle (スプリングビートル) -- Mono Beetles with springy helmets ideal for grabbing some sky. 100 points.
    Gold Beetle (ゴールドビートル) -- You'll find 1 of these rare Beetles in each Action Stage, but they only appear for a few brief seconds. Pop them before they vanish for a whopping 1,000 point bonus.

    Hunter Series -- GUN's only bipedal mechs make for well-rounded if highly generic foes.

    Gun Hunter (ガンハンター) -- Basic Hunters that stand in place and fire yellow or blue bullets. Yellow bullets inflict damage while blue bullets momentarily stun your character. 100 points.
    Laser Hunter (レーザーハンター) -- Gun Hunters armed with rapid-fire laser rifles. 100 points.
    Shield Hunter (シールドハンター) -- Laser Hunters armed with large shields. They can't be damaged head-on when the shields are up: roll into them with a Somersault or just sneak up from behind. 200 points.

    Rhino Series -- Heavily-armored GUN mechs that roll slowly along the ground and charge when approached.

    Rhino Jet (リノジェット) -- Most basic Rhino form. Looks more dangerous than it actually is. 100 points.
    Rhino Cannon (リノキャノン) -- Rhino Jets armed with cannons. 100 points.
    Rhino Spike (リノスパイク) -- Rhino Jets covered with thick, menacing spikes and hence invulnerable from above. Destroy them with a Somersault. 100 points.
    Rhino Metal (リノメタル) -- These chunky Rhinos are difficult to destroy and can easily push lightweight heroes off ledges. Best avoided altogether. 100 points.

    Fighter Series -- GUN's fighter jets. There's only one model.

    Blue Eagle (ブルーイーグル) -- Fighter jets that fly overhead and strafe the ground with bombs. They're very fast and difficult to hit, but are worth a sweet 500 points each.

    Hawk Series -- Bulky airborne mechs that specialize in ambush tactics. They like to drop down from the sky right in your face.

    Gun Hawk (ガンホーク) -- Basic Hawks armed with slow-firing guns. 200 points.
    Laser Hawk (レーザーホーク) -- Gun Hawks armed with rapid-fire laser rifles. 200 points.
    Gum Hawk (ガムホーク) -- Gun Hawks armed with goo-firing cannons. The goo doesn't inflict damage, but will momentarily stun its victim - long enough for the Hawk to charge. 200 points.
    Sky Hawk (スカイホーク) -- Gun Hawks outfitted with wings for strafing attacks. 200 points.

    Hornet Series -- Aggressive, Unidus-like aerial mechs loaded with explosive missile pods. They fling pods off in clusters when approached, so attack the core with much haste. Tails and Eggman can lock-on to each pod separately for big technique points.

    Hornet-3 (ホーネット3) -- Basic Hornets armed with 3 pods. 100 points.
    Hornet-6 (ホーネット6) -- Hornets armed with 6 pods. 200 points.
    Hornet-9 (ホーネット9) -- Hornets armed with 9 pods. 300 points.
    Laser Hornet (レーザーホーネット) -- Hornet-3's armed with laser pods. They won't fling the pods at all but stand around firing relentlessly. 100 points.
    Phoenix (フェニックス) -- Red version of Hornet-3. If there's any difference in attack patterns, I can't tell what it is... 100 points.

    Ghost Series -- These grinning poltergeists have no allegiance to Eggman or GUN, and don't contain animals or Chaos Drives. They're good for points, but are mainly just a nuisance.

    Boo (normal type) (ブー) -- Tiny, harmless Boos that scurry along the ground or sit and hide until approached. Step too close and they explode in your face, which startles and momentarily stuns your character, but doesn't inflict damage. Once the attack is spent, they disappear.
    Boo (attack type) (ブー) -- Larger, wild-eyed Boos that attack directly or hold you in place so nearby robots can do the dirty work. 100 points.
    Boom Boo (ブーブ) -- Giant Boos that float around menacingly. Smack them once to reduce their size and again to shrink them down to normal attack type Boos. Land 1 more hit (total of 3) to send them back to the afterlife. 300 points.

    Artificial Chaos Series -- These artificial gel beings were created as part of Project Shadow and are powered by Chaos Drives (which they drop upon defeat). They attack with deadly accuracy and can only be destroyed by smashing their computerized headpieces.

    Artificial Chaos P-1 (人工カオスP-1) -- Basic A. Chaos form. They stand in place and fire lasers from their eyes or probe with long, tentacly arms - a devilishly difficult attack to avoid. 200 points.
    Guard Type (ガードタイプ) -- A. Chaos form that specializes in deflecting long-distance attacks. Get up close and smash them directly. 200 points.
    Float Type (浮遊タイプ) -- P-1's with bulbous bodies. They float in the air, making them that much more difficult to hit. 200 points.
    Artificial Chaos P-100 (人工カオスP-100) -- Float types that don't probe, but rather explode into dozens of tiny Cells. Destroy the central cranium and the Cells disappear. The headpiece is worth 200 points; Cells are worth 10 points a piece.

    Eggman's robots -- With GUN in the central antagonist role, Eggman's own automated army is thin and sparse. No original creations, either: these are all return appearances of older bots.

    Kiki (キキ) -- Twittering monkey bots from Sonic Adventure 1. They chuck time bombs that explode after a short delay: long enough to pick the explosive up and toss it back at its progenitor. 100 points.
    Unidus (ウニダス) -- Series staple Unidus returns in his Sonic Adventure 1 form. He won't toss his spiked orbs this time, making him difficult to hit (doesn't that technically make him Uni-uni?). 100 points.
    Gola (ゴーラ) -- Gola hovers just off the ground, orbited by a cluster of flaming orbs. The cluster expands and contracts, altering Gola's attack radius. Dodge the fireballs and attack the helpless core. 100 points.
    E-1000 -- An evolved (and less sentient) form of the E-100 series. These Gamma clones stand in place or hover around and relentlessly fire laser blasts from dual rifles. 200 points.
    Beeton (ビートン) -- Bee bots from Sonic 1. They fly overhead and pause to fire a laser blast into the ground before flying away. 100 points.
    Bata-bata (バタバタ) -- Piranha bots from Sonic 1. They leap over Green Hill's rickety bridges and are difficult to hit. 100 points.

       The scenario mode consists of a record 29 separate Action Stages: 6 as Sonic, 4 as Shadow, 4 as Tails, 5 as Eggman, 5 as Knuckles, 4 as Rouge, and 1 with all the above. Additionally, there are a substantial 18 boss fights and 2 Kart Race minigames. Each stage sports 5 unique Missions, though only the first must be cleared to proceed. Your performance is graded on a scale of A-E, with A being the best and E being a big, fat "no TV this weekend."

       There are 2 scenarios to play: Hero (starring Sonic, Tails, and Knuckles) and Dark (starring Eggman, Shadow, and Rouge). Clear both modes to unlock "Last", the conclusion to the story. (Big the Cat makes cameo appearances in the background of nearly every stage - his girth makes him a bit easier to spot than Waldo.)

    -- Hero --
    Above the Capital city -- 13:27
    A GUN helicopter flies above the Capital city. After a brief ruckus within, a handcuffed Sonic breaks down the door and, complaining about the lack of an in-flight movie, rips a chunk off the wing. Using the scrap metal as a makeshift airboard, our fearless hero escapes to the city below.
    City Escape -- Sonic escapes into the San Francisco-inspired Capital city by boarding down the hilly streets in his makeshift landboard. Avoid speeding motorists: vehicles won't inflict damage, but they'll slow you down. Grind on handrails for fast transport along stairways. Toward the end of the stage, Sonic finds himself pursued by a humongous GUN big rig with no regard whatsoever for traffic laws: keep moving forward to avoid becoming hedgehog pizza. About halfway through the stage you'll find the Magic Glove power-up, which enables Sonic to use the cool albeit entirely useless Magic Hand maneuver.

    Enemies:
       [ Gun Hunter | Gold Beetle | Mono Beetle | Spark Beetle | Spring Beetle ]
    Hard Mode:
       [ Mono Beetle | Gun Beetle | Gun Wing | Gold Beetle | Gun Hunter | Shield Hunter | Laser Hunter ]
    Animals:
       [ raccoon | rabbit | skunk | sheep | unicorn ]
    Missions:
       1) Evade military pursuit
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 3'00"
       5) Clear Hard Mode
    F-6t Big Foot -- The Big Foot flies overhead and strafes the ground with machine gun fire: leap on Containers to reach the vulnerable cockpit. After a while, the pilot will land and launch a homing missile attack. Defeated in 4 hits. (Note the Phantasy Star Online Ver.2 billboard in the background.)
    As Sonic pauses to catch his breath, a mysterious black hedgehog appears above the wrecked Big Foot. The dark stranger introduces himself as Shadow, the ultimate life form. Sonic accuses the lookalike of being the inconsiderate bloke who framed him and prepares to attack. But Shadow, being too badass for such palaver, breaks out a Chaos Emerald and uses Chaos Control to warp directly behind his assailant. Sonic is stunned for a moment before he realizes that the warp was not a feat of the stranger's natural speed. Before our perplexed hero can put any further thought into the matter, he finds himself surrounded by the police as Shadow escapes to wreak further chicanery.

    Desert area -- 11:08
    Knuckles and a white bat girl stand at opposite sides of the Master Emerald, both parties out of breath as though they've just had a skirmish (ahem). The bat demands that Knuckles hand over the gem: Knuckles, not surprisingly, refuses. The two are so busy arguing they fail to notice the approaching Eggman until the villain snatches the Emerald from right between them. The Doc is disappointed to see that the stone he's just pilfered is the Master Emerald and not a plain-Jane Chaos Emerald as he was presumably seeking. He decides he'll find a use for it anyway and tries to make his escape. The ever-rational Knuckles decides that the best course of action is to smash the jewel to pieces with a mighty uppercut. Eggman shrugs the ordeal off and carries on with his life. Rouge's reaction is a bit less mellow: she screams maniacally and throttles the hapless Knuckles, demanding to know exactly what he hoped to achieve by his actions. The beleaguered echidna explains that he'd rather have the Emerald in pieces than in Eggman's hands. Now the fun begins.
    Wild Canyon -- The ancient ruin nestled in this ruddy canyon consists of 2 levels: use the giant wind tunnel to ride the draft to the upper layer. Push stone blocks and smash old treasure chests to find Emerald shards or animals. Look for the Taiko no Melody (ancient melody) power-up, which enables Knuckles to access hidden areas around ancient pedestals.

    Enemies:
       [ Gold Beetle | Gun Hawk | Rhino Jet | Rhino Spike ]
    Animals:
       [ peacock | condor | cheetah | sheep | dragon ]
    Missions:
       1) Find 3 Master Emerald shards
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Collect the shards within 2'00"
       5) Clear Hard Mode
    Prison Island nearby airspace -- 11:56
    Tails cruises above a cluster of islands in the Tornado. Sonic, it seems, has been accused of destroying military buildings and robbing a bank. Ever the loyal sidekick, young Prower has taken it upon himself to rescue his imprisoned mentor. As he approaches Prison Island, Tails looks down and spots Amy being harassed by Eggman on one of the landing strips below. The two-tailed mutant decides to play boy scout and heads down to the scene, where the Tornado transforms into the Cyclone, a combat walker.
    Dr. Eggman -- Eggman has all of Tails' attacks and special moves, but at this stage in the game, really sucks at using them. Remember that damage inflicted (and sustained) varies based on the method of attack: a Lock-on missile will always hurt more than a Vulcan shot.
    Eggman makes a run for it, talking smack on the way out. Tails demands to know what Amy is doing at such a place and the star-struck hedgehoglet explains that she's on her way to rescue her blue beau. An exasperated Tails demands that Amy wait there while he takes care of the man work. Amy follows anyway.
    Prison Lane -- The penitentiary is well-secured: smash any nearby enemies to open locked gates. Security cameras pose no threat, but can be included in lock-on clusters for additional points. Look for the Kakusan Missile (spread missile), which extends the radius covered by each missile blast.

    Enemies:
       [ Mono Beetle | Gun Hunter | Gun Wing | Hornet-3 | Gold Beetle ]
    Hard Mode:
       [ Mono Beetle | Gun Beetle | Gun Wing | Gold Beetle | Gun Hunter | Shield Hunter | Laser Hunter | Hornet-6 ]
    Animals:
       [ sheep | gorilla | tiger | sea otter | unicorn ]
    Missions:
       1) Get to the center of the prison
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 3'00"
       5) Clear Hard Mode
    Amy breaks into the prison chamber where Sonic is being held. He seems a bit less than thrilled to see her, and demands to know how she got in. She explains that she hitched a ride with Tails and counters by asking how he ended up in such a place. Sonic insists that he was framed, and Amy wonders aloud if the black hedgehog was involved. Sonic suddenly becomes interested, and demands to know where Amy saw Shadow. Driving a hard bargain, young Rose offers the information only in exchange for Sonic's hand in marriage. Sonic reacts as though he'd rather rot in prison, and the frustrated Amy gives in and opens his cell, only then noticing all the mathematic writing on the cell walls. She asks Sonic if he's the culprit of the doodles, but he's already gone. Amy follows with the haste.
    Metal Harbor -- GUN is pulling no punches as Sonic escapes through the Prison Island docks: fighter planes strafe the decks of the very aircraft carriers they launch from as the blue fugitive barrels through. You'll need to pick up the Light Shoes which enable Sonic to Light Dash across long gaps between platforms. At the tail end of the stage, Sonic approaches a rocket platform where a missile is 15 seconds away from launching: race to the top of the deck and latch on to the missile to finish your great escape.

    Enemies:
       [ Mono Beetle | Gold Beetle ]
    Hard Mode:
       [ Mono Beetle | Bomb Beetle | Spring Beetle | Gold Beetle | Gun Hawk | Gum Hawk | Blue Eagle ]
    Animals:
       [ peacock | raccoon | seal | penguin | phoenix ]
    Missions:
       1) Escape from the military base
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 2'00"
       5) Clear Hard Mode
    Sonic escapes into the jungle, where he finally encounters Shadow who mumbles discontent at having run into his puritan counterpart. The dark dude talks trash, accusing Sonic of being an insufficient xerox of himself. Sonic does not take kindly to the verbal assault.
    Shadow -- Shadow can mirror Sonic's speed and default maneuvers. Hit him when he's standing: try landing a hit while he's spinning and you'll both bounce off each other with no damage to either party. Defeated in 3 hits.
    Shadow gets a call from Eggman who tells him to get the heck off the island before it blows up in his black face. The spiny villain makes a run for it, leaving Sonic to deduce that the island is about to go boom. He jets off to find Tails and Amy.
    Green Forest -- Sonic has 8 minutes to reach the goal or be blown into tiny blue chunks. The jungle is thick with vegetation: use elastic vines to bungee jump. Work your way up the trunk of a massive tree by hopping platforms around the circumference. At the tail end of the stage, the ground crumbles beneath your feet: if you fall, aim for springs to catapult back to safety. Look for the Taiko no Hikari (ancient light) item, which enables Sonic to perform the Light Attack.

    Enemies:
       [ Gun Hunter | Rhino Spike | Mono Beetle | Gold Beetle | Bomb Beetle ]
    Hard Mode:
       [ Mono Beetle | Bomb Beetle | Gold Beetle | Gun Hunter | Laser Hunter | Rhino Metal ]
    Animals:
       [ parrot | cheetah | raccoon | rabbit | half fish ]
    Missions:
       1) Escape from the island in 8 minutes
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 4'00"
       5) Clear Hard Mode
    Prison Island explodes to pieces as the Tornado flies to safety.

    Mountainous region -- 17:30
    Pumpkin Hill -- The haunted canyon consists of three large plateaus: pumpkin mountain, ghost train mountain, and church mountain. Pumpkin mountain, tallest of the 3 plateaus, is filled with indestructable jack-o-lanterns: punch them and they wiggle like jello. Flick switches to alter the track of the ghost train and enable safe passage. Church mountain features a creepy chapel built into the side of the butte and a graveyard near the spire. You'll need to pick up the Shovel Claw, which enables Knuckles to dig.

    Enemies:
       [ Gold Beetle | Gun Hawk | Rhino Cannon | Boo | Boom Boo ]
    Animals:
       [ boar | cheetah | bat | bone dog | half fish ]
    Missions:
       1) Find 3 Master Emerald shards
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Collect the shards within 3'00"
       5) Clear Hard Mode
    Day X -- 18:00
    Eggman takes control of all the planet's communications and brags to humanity about how he's about to take over the world and kick off the glorious Eggman empire. This does not seem to please the populace, but there's nothing better to watch, so they tune in anyway. Eggman demonstrates his resolve by firing a massive laser from space. The laser blast grazes the planet's atmosphere and plows into the moon, cutting that green cheese right in half. A countdown begins from 24 hours.

    Sonic, Tails, and Amy put their heads together to ponder how Eggman could've harnessed enough power to destroy the moon. They conclude that the Chaos Emeralds are somehow involved. The ever-resourceful Tails breaks out the yellow Emerald and explains that they can use the magnetic attraction between the sacred stones to locate Eggman. At that moment, police surround the three fugitives who break up the drug deal and split.
    Mission Street -- Those bothersome west coast earthquakes alter the architecture under your feet: careful not to fall into abyssal doom. You'll need to pick up the Booster to hover across large gaps in the highway.

    Enemies:
       [ Blue Eagle | Gold Beetle | Hornet-3 | Laser Hunter ]
    Hard Mode:
       [ Gold Beetle | Gun Hunter | Shield Hunter | Laser Hunter | Blue Eagle | Hornet-6 ]
    Animals:
       [ boar | rabbit | sheep | gorilla | phoenix ]
    Missions:
       1) Evade police pursuit
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 5'00"
       5) Clear Hard Mode
    Mountainous region mine -- 20:21
    Aquatic Mine -- The abandoned coal mine has been flooded: alter the water level by flipping switches. A network of claustrophobically tight passageways connects to the cavernous central chamber - backing out can be a tricky affair. Pick up the Air Necklace which allows Knuckles to breathe underwater.

    Enemies:
       [ Mono Beetle | Gold Beetle | Rhino Spike | Boo | Boom Boo ]
    Animals:
       [ condor | skunk | seal | penguin | dragon ]
    Missions:
       1) Find 3 Master Emerald shards
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Collect the shards within 3'30"
       5) Clear Hard Mode
    In the Capital city -- 9:03
    Cowering in an alley, Tails and Amy give a call to Sonic. Tails explains that he isn't getting any readings from the remaining 6 Emeralds, which could only mean that Eggman has already escaped into space with the jewels. Conveniently enough, Knuckles suddenly pops up from a nearby manhole, chuckling that he got lost in Aquatic Mine. Brushing off the interruption, Tails continues his conversation with Sonic, explaining that he managed to tap some transcripts between Eggman and the President. By tracing the signal, they should be able to locate the Doc's whereabouts. With that, Tails dashes off in pursuit of the President's limousine. Amy follows as per usual.
    Route 101 -- The Tornado sprouts wheels and takes to the streets for this kart race minigame. Use the control stick to steer, hold button A to accelerate, and press B or X to brake. To drift, release the accelerator, steer hard in any direction, then quickly accelerate again: the Tornado's control will loosen drastically, enabling it to corner without sacrificing speed. (It reverts to standard mode after a few seconds.)

    The goal is to reach the President's limousine within the time limit. The clock starts at 60 seconds, but a more than ample time bonus is added upon crossing each check point. Collect 20 Rings and tap Y for a momentary speed Boost (steer into Balloons for 20 Rings a piece).

    Missions:
       1) Chase the President's limousine
       2) Collect 100 Rings
       3) Don't hit other cars
       4) Don't hit the walls
       5) Clear Hard Mode
    The President fidgets in his limo as his (oddly hot) secretary runs through a shitlist of national crises. Eggman, speaking from a monitor in the limo, presents the leader of the free world his one demand: give in to the Eggman empire or have his whole country wiped from the map. He has 24 hours to make a decision. At that very moment, Sonic and Tails break in quite uninvited. Tails runs over to the monitor and downloads the transmission coordinates while Sonic unsuccessfully tries to convince the President that everything is under control. Tails confirms that Eggman is trasmitting from the abandoned space colony ARK. The heroic duo bail as quickly as they showed up, leaving the perplexed President and his sexy secretary alone with their thoughts. Without missing a beat, the unnaturally calm adjutant mentions that they have an incoming call from their "agent" (presumably Rouge).

    Desert area -- 13:04
    Sonic, Tails, Knuckles, and Amy congregate in the desert near a giant pyramid. Knuckles points to the pyramid and says he saw Eggman and "that bat girl" go inside. Amy confirms this allegation. Sonic takes it upon himself to give chase while Tails volunteers to locate the entrance.
    Hidden Base -- Hop platforms over this sea of quicksand to find the entrance to Eggman's pyramid base. Bust up ancient blocks with Vulcan shots. Look for the Taiko no Melody (ancient melody) power-up, which enables Tails to access hidden areas around ancient pedestals.

    Enemies:
       [ Gun Hawk | Sky Hawk | Gold Beetle | Kiki | Unidus ]
    Hard Mode:
       [ Gun Hawk | Laser Hawk | Sky Hawk | Kiki | Unidus ]
    Animals:
       [ skunk | tiger | penguin | sea otter | half fish ]
    Missions:
       1) Find the entrance to Eggman's base
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 5'00"
       5) Clear Hard Mode
    Pyramid Cave -- Leap through hoops like a circus animal for technique points. Flip hourglass switches to open gates, but make sure to dash through before the sand shifts or you'll end up with a facefull of stone. Large gates require keys: locate the key nearby and carry it back to the lock to proceed. You'll need to pick up the Bounce Bracelet to bound up high platforms.

    Enemies:
       [ E-1000 | Boo | Gold Beetle ]
    Hard Mode:
       [ Boo | Boom Boo | E-1000 ]
    Animals:
       [ peacock | condor | sheep | bat | bone dog ]
    Missions:
       1) Infiltrate Eggman's base
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 4'00"
       5) Clear Hard Mode
    Sonic, Tails, Knuckles, and Amy arrive at the center of the pyramid only to discover that the door is locked. Who'd have thunk? Sonic sends Knuckles to find the keys.
    Death Chamber -- The pyramid consists of a large central chamber and 3 smaller branches. Burrow through hieroglyphic murals to access hidden rooms. Look for the Hammer Glove power-up, which enables Knuckles to break iron Containers.

    Enemies:
       [ Gold Beetle | E-1000 | Unidus | Gola | Boo | Boom Boo ]
    Animals:
       [ rabbit | skunk | gorilla | tiger | bone dog ]
    Missions:
       1) Find 3 gate keys
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Find the keys within 5'00"
       5) Clear Hard Mode
    King Boom Boo -- The big ghost chases Knuckles around the ring-shaped arena, chucking blue flames and giggling like a fool the whole way. After a while, he'll pause to fire a jet of flame from his Muppet mouth: get behind him quickly to see a smaller ghost carrying an hourglass. Bean the spook and he drops the hourglass, opening up a hatch at the top of the temple. When sunshine pours in, Boom Boo shrinks down to a shadow and tries to escape along the surface of the platform: stand on top of the silhouette to hold it in place, then dig to chase a weakened Boo out of the ground. Run after him and administer retribution, but act with haste because when the ceiling hatch closes, Boom Boo regains his strength. After each hit, Boo becomes faster and the sand in the hourglass runs quicker. Defeated in 4 hits.
    Keys collected, the Hero side prepares to take off for ARK, but it seems they've characteristically underestimated the mad skillz of the notorious Doc Egg. The fat man arrives on the scene and sics his pet Egg Golem on the trespassers.
    Egg Golem -- The golem sits menacingly in the center of a ring-shaped platform. He begins his assault by trying to smash Sonic with his 2 stony hands, offsetting and eventually shattering segments of the platform. After that, he'll whip his arms out and whirl around like a tornado for a sweeping attack. It takes him a moment to recover from each strike, so use the interim to run behind the stunned statue. Conveniently enough, a stairway of stone platforms juts out of the golem's spine: hop up to Eggman's brainwashing device on the creature's head. After taking 3 hits, the frustrated (and stupid) golem will smash his whole darn head into the platform, instantly shattering whichever segment he strikes. Land 2 more hits (total of 5) to destroy the brainwashing device and set the golem against its own master.
    With the Golem defeated, Sonic and co make it into the shuttle mere seconds before liftoff. (Knuckles is injudiciously allowed to drive.) As they approach the ARK, the shuttle is hit by a meteor that jars the cargo hatch open: out go Knuckles' Master Emerald shards. The woebegone guardian promptly abandons his post in pursuit of the flying gems, sending the rest of the passengers for a crash.

    Inside space colony ARK -- Cannon countdown 2hr 11min
    Deciding this to be an opportune time for a history lesson, Tails explains that the ARK was the first Bernal sphere space colony. It had been shut down about 50 years ago due to a biohazardous accident on board. Sonic, who is probably not a history major, ignores the lecture and points out that the cannon is about to fire, making speed of the proverbial essence. Tails explains that the cannon is impenetrable from outside attacks, so they need to destroy it from the inside. He breaks out a yellow Chaos Emerald which he identifies as a fake he developed after researching the real thing. It has the same wavelength and properties of the genuine article, but lacks the legendary power. A machine, however, wouldn't be able to tell the difference. Placed in the cannon's energy center, the fake Emerald would reverse the flow of the real gems and cause the weapon to self-destruct. The plan is to swap the faux Emerald with one of the real ones, then run like the dickens. Tails heads off to locate and destroy the power source while Sonic makes straight for the cannon. Amy just stands around and whines.
    Eternal Engine -- The ARK is richly stocked with an astounding variety of GUN mechs, but lighter gravity allows the Cyclone to leap higher and farther. Be careful when shooting near hatches: blow a door off and you'll create a dangerous vacuum in the chamber. When careening through open space, use the Booster to level out the Cyclone for easier aiming. Look for the Bazooka power-up, which enables Tails to break iron Containers.

    Enemies:
       [ Mono Beetle | Gun Beetle | Bomb Beetle | Bomb Wing | Hornet-6 | A.Chaos P-1 | A.Chaos Guard | A.Chaos Float | Gold Beetle ]
    Hard Mode:
       [ Mono Beetle | Gun Beetle | Bomb Beetle | Gun Wing | Bomb Wing | Hornet-6 | Laser Hornet | A.Chaos P-1 | A.Chaos Guard | A.Chaos Float | Gold Beetle ]
    Animals:
       [ condor | raccoon | parrot | boar | dragon ]
    Missions:
       1) Destroy the colony's power generator
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 5'00"
       5) Clear Hard Mode
    Inside space colony ARK -- Cannon countdown 45min
    As Sonic is moments away from placing the fake Emerald into its new home, he gets an urgent transmission from Tails, who has been found by Eggman. Amy is in some kind of trouble...

    Outside space colony ARK -- Cannon countdown 1hr 26min
    Meteor Herd -- Like Tails, Knuckles can take advantage of the weak gravitational pull to leap higher and glide farther. This stage is expansive: navigate floating platforms to scale the humongous central area. Watch for flying meteors, which randomly crash into the ground with explosive impacts. Punch giant meteorites into locked gates to bust them open. Look for the Sunglasses, which enable Knuckles to see invisible items.

    Enemies:
       [ Gold Beetle | Laser Hawk | A.Chaos P-1 | A.Chaos Float | Phoenix ]
    Animals:
       [ parrot | peacock | raccoon | gorilla | phoenix ]
    Missions:
       1) Find 3 Master Emerald shards
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Find the shards within 4'30"
       5) Clear Hard Mode
    Rouge -- Although the tricky layout of the arena seems to be your biggest hurdle (when Rouge escapes to the upper beams, it's hard to keep track of her), the busty bat does have one advantage over Knuckles: her attacks from the versus mode. When you hear her talking smack, keep moving or you'll get blasted with a burst of Black Wave. Defeated in 4 hits.
    After a verbal skirmish with Knuckles, Rouge slips off the support beam and falls toward the molten metal below. Red plays hero and drops down just in time to catch the fallen damsel's hand and pull her back up to safety. The lady thief quickly regains her composure enough to pretend she's not grateful, but after a bit more trash talk, finally relinquishes her pieces of the Master Emerald back to Knuckles. They part ways, but Rouge pauses just long enough to have a wistful glance back at her red savior. Oooooh!

    Cannon countdown: 41min
    Crazy Gadget -- Flip switches to reverse gravity and bypass pools of highly toxic-looking green fluid. Latch onto ceiling rails to slide down ramps like a reverse Grind. The final portion of the stage consists of a cluster of giant Tetris-like blocks: flip switches to alter the gravity and fling yourself from surface to surface. You'll need to pick up the Flame Ring, which allows Sonic to perform the Fire Somersault and break iron Containers.

    Enemies:
       [ Gun Hunter | A.Chaos P-1 | A.Chaos P-100 | Spark Beetle | Spring Beetle | Shield Hunter | Gold Beetle | Gun Beetle | Mono Beetle ]
    Hard Mode:
       [ Mono Beetle | Gun Beetle | Spark Beetle | Gun Hunter | Shield Hunter | A.Chaos P-1 | A.Chaos Float | A.Chaos P-100 | Gold Beetle ]
    Animals:
       [ skunk | bear | seal | tiger | phoenix ]
    Missions:
       1) Hurry and find Eggman
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 5'00"
       5) Clear Hard Mode
    ARK research lab -- Cannon countdown 33min
    Sonic arrives in the lab to see that Eggman has Amy at gunpoint while Tails stands by helplessly. The bad Doc demands that Sonic leave the Chaos Emerald on the floor in the middle of the room and back away. Realizing he can kill two birds with one stone, Sonic obliges and is promptly trapped in a glass capsule before he knows what's going on. DAMN STUPID FOOL! That's what you get for underestimating the greatest genius in the universe, because Eggman knew full well it was a fake Emerald! Hah! A beaten hog, Sonic instructs Tails to deal with the mustachioed villain and bids Amy farewell before being shot into space. On his fiery descent into the atmosphere, Sonic examines the fake Emerald in his hand and recalls what Tails said about it...
    Dr. Eggman -- The bespectacled villain is faster and smarter than when last you fought, and is armed with 2 new attacks. The Power Laser can take you for 2 hits if you get nailed directly, and the Rocket Launcher sends out a shower of homing missiles that can cause big damage if they make contact. Watch for the highly combustible tubes passing through the hatch in the middle of the arena.
    Outside space colony ARK -- Cannon countdown 21min
    Sonic appears from thin air next to a startled Knuckles. The blue hero explains that he managed to use Chaos Control and sends his dreadlocked rival to help Tails and Amy. He, meanwhile, will make one last ditch effort to slam dunk the fake Emerald into the cannon.
    Final Rush -- All that stands between Sonic and looming abyssal death is a winding series of neon rails. Grinding is the only way to get through this nerve-racking obstacle course. Leap with caution. Look for the Taiko no Melody (ancient melody) power-up, which enables Sonic to access hidden areas around ancient pedestals.

    Enemies:
       [ Hornet-6 | Hornet-9 | Gun Hawk | A.Chaos Float | Gold Beetle ]
    Hard Mode:
       [ Laser Hawk | Sky Hawk | Hornet-6 | A.Chaos P-1 | A.Chaos Float ]
    Animals:
       [ sheep | condor | penguin | peacock | dragon ]
    Missions:
       1) Hurry and find the barrel of the Cannon
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 5'00"
       5) Clear Hard Mode
    Outside space colony ARK -- Cannon countdown 5min
    Sonic encounters Shadow, who is quite impressed that his blue lookalike was able to use Chaos Control with a fake Emerald. Although he finally acknowledges Sonic's mad skills, Shadow insists that he must kill him regardless. Guess what happens next?
    Shadow -- Sonic engages his atramentous ectype in a high speed race along an ongoing walkway: the road crumbles behind you, so haste is of the essence. If Shadow falls behind, he'll use Chaos Control to warp to the lead: once there's enough distance between you, he'll pause to nail you with a Chaos Spear energy slash. At first, Shadow can be taken with a couple of Homing Attacks, but he'll wise up to that trick after the 3rd hit and you'll have to think of more creative strategies. Shadow will wave the white flag after 5 hits.
    ARK abandoned lab
    Tails has managed to defeat Eggman, but it's an empty victory. At least, it is until Sonic gives his little buddy a call over the intercom and instructs him to look outside. Tails and Amy head for the window to see the cannon open up and explode on itself. Sonic hangs on a nearby ledge and grins triumphantly, giving the thumbs-up to his comrades. The fallen Eggman, meanwhile, has stealthily grabbed the real yellow Emerald...

    -- Dark --
    Inside the Prison Island base -- 21:02
    Security alarms blare as our villainous hero (or heroic villain), Dr. Eggman, breaks into a secret military base. Laughing about how easy the task is, he pushes forward to find the secret expriment his late grandfather was so enamored with: a project so powerful that the military shut it down because they were afraid of it...
    Iron Gate -- Sirens blare with increasing intensity as Eggman breaks his way through the base's 5 security levels. Blast the 4 locks on each gate to rip them open. Toward the end of the stage, a series of heavy security doors blocks the Goal Ring: shoot the nearby control panel to activate a dormant missile and send it tearing right through the obstructing gates. Look for the Kakusan Missile (spread missile) power-up, which increases the attack radius of the Egg Mobile's missile blasts.

    Enemies:
       [ Mono Beetle | Gun Hunter | Gold Beetle | Gun Beetle | Gun Hawk ]
    Hard Mode:
       [ Mono Beetle | Gold Beetle | Gun Hunter | Laser Hunter | Gun Hawk ]
    Animals:
       [ rabbit | skunk | gorilla | tiger | dragon ]
    Missions:
       1) Get to the core of the military base
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 4'00"
       5) Clear Hard Mode
    Eggman reaches the secret chamber which contains nothing but a small computer console. The Doc is unimpressed but decides that since he's come this far, he may as well finish the job. He approaches the console, inserts a Chaos Emerald, and types in the password: MA-RI-A. A large column rises out of the floor, and on top stands a black hedgehog. Eggman first mistakes the silhouetted figure for Sonic, and promptly throws a conniption fit. The spiky stranger introduces himself as Shadow, and offers to grant his liberator one wish in return for setting him free. Before Eggman can decide whether that's a valuable offer or a nauseating come-on, alarms begin blaring behind him. This seems to annoy him, but before he can face his pursuers, Shadow leaps in to do the job.
    B-3x Hot Shot -- The Hot Shot is mostly identical to the Big Foot: he'll fly overhead and strafe the ground with machine gun fire, occasionally dropping to launch a homing missile attack. He does have one original trick: an (easily outrun) lock-on bomb that causes a small explosion at the point of impact. After sustaining 3 hits, the pilot gets frantic and will use the bomb attack 3 times in a row. Land 1 more hit (total of 4) to finish the job.
    Shadow's performance impresses Eggman who is now interested in the offer of a return favor. The enigmatic hedgehog instructs the Doc to bring more Chaos Emeralds and meet him in the central chamber of the space colony ARK...

    Desert area -- 11:08
    Rouge and Knuckles stand at opposite sides of the Master Emerald, both parties out of breath as though they've just had a skirmish (ahem). Rouge demands that Knuckles hand over the gem: Knuckles, not surprisingly, refuses. The two are so busy arguing they fail to notice the approaching Eggman until the villain snatches the Emerald from right between them. The Doc is disappointed to see that the stone he's just pilfered is the Master Emerald and not a plain-Jane Chaos Emerald. He decides he'll find a use for it anyway and tries to make his escape. The ever-rational Knuckles decides that the best course of action is to smash the jewel to pieces with a mighty uppercut. Eggman shrugs the ordeal off and carries on with his life. Rouge's reaction is a bit less mellow: she screams maniacally and throttles the hapless Knuckles, demanding to know exactly what he hoped to achieve by his actions. The beleaguered echidna explains that he'd rather have the Emerald in pieces than in Eggman's hands. Now the fun begins.
    Dry Lagoon -- The lagoon consists of 2 areas: the Chiisana Oasis (tiny oasis - this is where Rouge begins) and Ookina Oasis (large oasis). Look for a sea turtle being harassed by a couple of Gun Hunters in the tiny oasis: destroy the Hunters and the grateful turtle drags itself into a pool in the center of the arena. Hop on the turtle's shell for a ride to the large oasis. (These turtle-riding shenanigans are based on the well-known Japanese tale of Urashima Tarou.) Look for the Taiko no Melody (ancient melody) power-up, which enables Rouge to access hidden areas around ancient pedestals.

    Enemies:
       [ Gun Beetle | Gold Beetle | Rhino Cannon | Gun Hunter ]
    Animals:
       [ peacock | sheep | penguin | sea otter | unicorn ]
    Missions:
       1) Find 3 Master Emerald shards
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Find the shards within 3'30"
       5) Clear Hard Mode
    Desert area -- 20:22
    Sand Ocean -- The stars are out as Eggman crosses the long, trap-laden obstacle course to his secret pyramid base. (Does he do this every time he wants to get inside? Why doesn't he just lock the door?) Shoot Dynamite to knock over tall pillars and enable passage between platforms. Blow up GUN gas tanks to create stepladders for reaching high surfaces. Look for the Taiko no Melody (ancient melody) power-up, which enables Eggman to access hidden areas around ancient pedestals.

    Enemies:
       [ Bomb Beetle | Gun Hawk | Gun Wing | Mono Beetle | Gold Beetle | Rhino Jet ]
    Hard Mode:
       [ Mono Beetle | Bomb Beetle | Gun Wing | Gold Beetle | Rhino Jet | Gun Hawk ]
    Animals:
       [ parrot | peacock | raccoon | bat | bone dog ]
    Missions:
       1) Return to Hidden Base
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 4'00"
       5) Clear Hard Mode
    Eggman reaches the center of his new base and wonders exactly what Shadow is up to, resolving to fly to the ARK and investigate. He flicks on a TV monitor just in time to see a news bulletin: a Chaos Emerald has been stolen from the federal reserve bank, and the prime suspect based on video footage is world hero Sonic the Hedgehog. Eggman, however, recognizes the figure as Shadow.

    Shadow, meanwhile, stands atop one of the giant red arches on a massive bridge that bears more than a passing resemblance to a certain San Francisco landmark. As police cars pile up below, the rabble-rousing hedgehog indulges in a flashback sequence in which he, trapped in a glass tube, watches helplessly as a frail-looking girl collapses. With her final breath, the girl begs Shadow to save the people of earth. Back to reality, Shadow confirms his resolve to carry out his interpretation of Maria's final wish: revenge.
    Radical Highway -- Grind along the bridge's arched rails to reach goodies tucked away on the highest platforms. Somersault to squeeze under construction rollers. Blue Eagles fly overhead and strafe the bridge with bombs: if the pavement shatters, steer clear or suffer a fatal tumble. Look for the Flame Ring, which allows Shadow to perform the Fire Somersault and break iron Containers. (At the tail end of the stage, look for a pair of neon towers adorned with NiGHTS' glorious mug.)

    Enemies:
       [ Blue Eagle | Gun Hunter | Mono Beetle | Spark Beetle | Gold Beetle ]
    Hard Mode:
       [ Mono Beetle | Gun Beetle | Spark Beetle | Gold Beetle | Gun Hunter | Shield Hunter ]
    Animals:
       [ boar | cheetah | raccoon | seal | unicorn ]
    Missions:
       1) Break through the besieging military
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 3'00"
       5) Clear Hard Mode
    Down in the streets, Sonic pauses to catch his breath after evading military pursuit. As he does so, Shadow appears above the wrecked Big Foot combat walker. The dark stranger introduces himself as the ultimate life form. Sonic accuses the lookalike of being the inconsiderate bloke who framed him and prepares to attack. But Shadow, being too badass for such palaver, breaks out the Chaos Emerald he stole and uses Chaos Control to warp directly behind his assailant. Sonic is stunned for a moment before he realizes that the warp was not a feat of the stranger's natural speed. Before our perplexed hero can put any further thought into the matter, he finds himself surrounded by the police as Shadow escapes to wreak further chicanery.

    In the pyramid -- 22:18
    Upon arriving in Eggman's stronghold, Rouge makes a call to an unknown person to pass on information about the Doc's base. She whines that while she'd really rather hunt for more of those Master Emerald shards, business comes first. Thus, she begins her search for the keys to the interior of the base.
    Egg Quarters -- This stage consists of 4 areas: the Egg Fish chamber, Egg Snake chamber, Egg Scorpion chamber, and a central altar room. All 4 chambers (and the interconnecting tunnels) are patrolled by large mechanical scarabs: get spotted by one of the wandering beetles and you'll be blasted with an inescapable laser attack. Crouch in the shadows to hide from the evil-eyed bots. Look for the Pick Nails which enable Rouge to dig.

    Enemies:
       [ Gold Beetle | E-1000 | Kiki | Boo ]
    Animals:
       [ parrot | skunk | bear | gorilla | half fish ]
    Missions:
       1) Find the 3 Gate Keys
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Find the 3 keys within 3'00"
       5) Clear Hard Mode
    Rouge makers her way to the center of the fortress and is surprised to see the space transporter's coordinates set to ARK. She muses aloud that the space colony was shut down 50 years ago and wonders exactly what business Eggman has up there.

    Inside space colony ARK -- 22:41
    Lost Colony -- The ARK hasn't been inhabited in half a century, leaving Eggman to clean up the cobwebs. But first, he's gotta find the damn lights... The darkness in the abandoned colony can make it difficult to see enemies until it's too late: blast whatever you can, as each explosion lights up the surroundings for a few brief seconds. You'll need to pick up the Jet Engine, which allows the Egg Mobile to hover.

    Enemies:
       [ Gun Beetle | Hornet-3 | Rhino Jet | Mono Beetle | Gun Wing | Gold Beetle | Bomb Beetle ]
    Hard Mode:
       [ Mono Beetle | Gun Beetle | Bomb Beetle | Gun Wing | Rhino Jet | Laser Hawk | Hornet-3 | Hornet-6 | Hornet-9 | Laser Hornet ]
    Animals:
       [ boar | raccoon | rabbit | bat | bone dog ]
    Missions:
       1) Make your way to the colony's core
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 3'30"
       5) Clear Hard Mode
    Eggman meets Shadow at the center of ARK, and Lucy has got some 'splainin' to do. Shadow proceeds to inform Capitaine Mustache that the ARK was the world's first Bernal space colony, used for weapons research. The most powerful product of this research was the Eclipse Cannon, a device capable of destroying an entire planet. Eggman gets giddy at the thought of conquering the world with this über weapon, but Shadow points out that the cannon is inactive, and a great deal of energy will be needed to get it pumping again. He throws a Chaos Emerald into one of 7 slots on the machine to demonstrate his point. Eggman seems pleased with the idea, but Rouge - who has been eavesdropping from the shadows above - drops in to rain on his parade. She points out that collecting the remaining 6 Chaos Emeralds is not going to be a walk in the park, and offers her services in the hunt if only she can be allowed use of the Emerald radar. Eggman glances at Shadow, who nods in approval. Rouge is on the team.

    Prison Island coastline -- 11:13
    Eggman, Shadow, and Rouge have gathered on the periphery of Prison Island to form a plan. Doctor E complains that he's not happy to be back on the island and second guesses Rouge's intelligence reports about Emeralds in the area. Rouge tells him he can believe whatever he wants (a nicer way of saying "wipe my ass"), which seems to be a good enough answer for him. So the plan is formed: Eggman rushes in and distracts the military troops while Rouge hunts for the Emeralds and Shadow breaks into the armory to plant a time bomb so they can blow the whole place up and cover their tracks.
    Weapons Bed -- Apparently the military wasn't expecting any assaults by evil scientists today, because the cargo platforms are loaded with inactive Hunter bots and even Blue Eagle aircraft all lined up and waiting to be blown to bits for massive technique points. Look for the Taihou (cannon) power-up, which allows Eggman to break iron Containers.

    Enemies:
       [ Gun Hawk | Hornet-6 | Gun Hunter | Blue Eagle | Gold Beetle ]
    Hard Mode:
       [ Gun Hunter | Gun Hawk | Sky Hawk | Blue Eagle | Hornet-6 | Hornet-9 ]
    Animals:
       [ cheetah | sheep | seal | sea otter | phoenix ]
    Missions:
       1) Rush into the military base
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 2'45"
       5) Clear Hard Mode
    Shadow and Rouge prepare to initiate their thirds of the heist when Amy runs in from out of absolutely nowhere and gives Shadow a big, gooshy hug. Shadow, who does not seem the least bit aroused (which makes you go "hm..."), looks down at his assailant. Realizing her mistake, Amy ceases her groping and backs away. When Eggman pipes up, Amy makes a fast break for it screaming like the 12-year old girl she is. Eggman commands Shadow and Rouge to get busy while he deals with the offending hedgehoglet. When our eggalicious villain has the helpless damsel cornered, Tails drops in from above to play boy scout.
    Tails -- Tails has all of Eggman's attacks and special moves, but at this stage in the game, really sucks at using them. Remember that damage inflicted (and sustained) varies based on the method of attack: a Lock-on missile will always hurt more than a Vulcan shot.
    Shadow calls Eggman over the intercom, stating that he's in position and wants to know when he should set up us the bomb. Eggman explains that there's been a delay on his end and they have no time to spare, so the bomb should be set for 15 minutes.
    Security Hall -- Rouge has 5 scant minutes to locate 3 Chaos Emeralds in the military base, and Eggman doesn't make the job any easier with his incessant nagging over the intercom. The cavernous chamber is easy to navigate, but large, misty, and laced with laser traps. Dig into the flashing GUN insignia on each giant safe to crack the lock and open the door. Look for the Treasure Scope, which allows Rouge to see invisible items.

    Enemies:
       [ Mono Beetle | Gun Beetle | Spark Beetle | Gold Beetle | Gun Hunter | Rhino Spike ]
    Animals:
       [ parrot | condor | raccoon | tiger | phoenix ]
    Missions:
       1) Steal 3 Chaos Emeralds within 5'00"
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Find the Emeralds within 3'30"
       5) Clear Hard Mode
    R-1/A Flying Dog -- Like the Big Foot and Hot Shot, the Flying Dog strafes the ground with machine gun fire and occasionally pauses to launch a homing missile attack. Unlike the previous 2 incarnations, however, the Dog never actually lands, which makes inflicting damage a tricky affair. You can try gliding into it from one of the caged walls or you can get underneath and probe its metallic bottom with a Screw Kick. After taking 2 hits, the Dog will introduce the Hot Shot's homing bomb attack into the mix and after 2 hits more, will launch the bomb 3 times in a row. Land 1 more hit (total of 5) to rub that bad puppy's nose in it.
    Rouge makes an emergency call over the intercom. The bat-brained bat bitch has managed to get herself locked in a safe with a Chaos Emerald and and gives a melodramatic farewell speech. Hearing the transmission, Shadow recalls Maria's final moments aboard the ARK and is inspired to run back into danger and play hero.
    White Jungle -- Shadow has a more than ample 10 minutes to cut through the misty jungle. Use elastic vines to catapult yourself from platform to platform. You'll need to pick up the Air Shoes, which allow Shadow to perform the Light Dash across large gaps.

    Enemies:
       [ Bomb Beetle | Gun Beetle | Mono Beetle | Laser Hunter | Rhino Spike | Spark Beetle | Gold Beetle | Gun Wing | Gun Hunter ]
    Hard Mode:
       [ Mono Beetle | Gun Beetle | Spark Beetle | Gold Beetle | Gun Wing | Rhino Spike | Rhino Metal | Laser Hunter | Shield Hunter ]
    Animals:
       [ parrot | peacock | skunk | bear | dragon ]
    Missions:
       1) Cut through the jungle within 10'00"
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 3'30"
       5) Clear Hard Mode
    Shadow bumps into Sonic at the edge of the jungle and mumbles discontent at having run into his puritan counterpart. The dark dude talks trash, accusing Sonic of being an insufficient xerox of himself. Sonic does not take kindly to the verbal assault.
    Sonic -- Sonic can mirror Shadow's speed and default maneuvers. Hit him when he's standing: try landing a hit while he's spinning and you'll both bounce off each other with no damage to either party. Defeated in 3 hits.
    Just as the timer reaches the big, nasty 0, Shadow breaks into the safe where Rouge is trapped and escapes - babe, Emeralds, and all - by using Chaos Control.

    ARK
    In flashbackville, Shadow stands next to Maria aboard the ARK, gazing down at the planet. Maria wonders aloud what life is like down there on the blue-green star. Shadow mentions that all Gerald's research is for the people there. The pin striped hedgehog then proceeds to delve into a bit of existential philosophy, wondering aloud what his purpose is. He seems to think he'd find the answers on earth. (Ah, I just wouldn't have the heart to tell him.) Back in reality, Shadow's daydream is interrupted by Rouge who wants to know why he rescued her. Blackie insists that it was only because she had 3 Emeralds, but Rouge isn't fooled. The conversation is interrupted by Eggman, who enters and states that it's time to act. Rouge points out that they only have 6 Emeralds, but Shadow claims it's more than enough for the demonstration.

    Day X -- 18:00
    Eggman takes control of all the planet's communications and brags to humanity about how he's about to take over the world and kick off the glorious Eggman empire. This does not seem to please the populace, but most agree it's better than daytime television. Eggman demonstrates his resolve by firing the Eclipse Cannon from space. The massive laser blast grazes the planet's atmosphere and plows into the moon, cutting that green cheese right in half. A countdown begins from 24 hours.

    Rouge wonders aloud in a very mocking tone that, since Eggman's caused havoc and chaos on the planet, they now officially rule and may go in and do as they please. Eggman isn't listening because he's throwing a tantrum. Shadow, his mind totally elsewhere as usual, observes that the cannon will take too long to charge up without the last Emerald. Rouge wonders what Eggman's problem is and Shadow explains that their mighty threat fell on deaf ears. The ranting Doc joins the conversation and brings up Rouge's end of the bargain: what about that seventh Emerald, hm? Ever resourceful, Rouge breaks out an old newspaper clipping dating back to the events of the previous Sonic Adventure game. The article praises the heroic efforts of one Miles "Tails" Prower for saving Station Square from Eggman's malicious missile attack. It goes on to mention that Tails was awarded the city treasure: a Chaos Emerald. (This actually doesn't make sense, because at the time of Tails' missile defense, all 7 Emeralds were accounted for: Chaos had consumed 6 while the 7th was jammed in the Tornado 2 as a power source. However, for the sake of progression, we shall ignore this gaping plot hole and carry on with the synopsis.) As Eggman and Shadow skip off to cajole the last Emerald from its two-tailed owner, Rouge breaks out a transmitter and explains to her employer (the President, presumably) that she has thus far been unable to confirm whether or not Shadow is the ultimate life form, but will continue her investigation.
    Route 280 -- Rouge hits the streets in her rather gaudy batmobile to chase down the Tornado. Basic controls are the same as Route 101, but the handling is different: Rouge's convertible is faster than the Tornado, but more difficult to steer. The track itself is tighter and meanders more than Tails' stretch of highway, making for an altogether trickier course.

    Missions:
       1) Chase the Tornado
       2) Collect 100 Rings
       3) Don't hit other cars
       4) Don't hit the walls
       5) Clear Hard Mode
    After catching up to the Tornado, Rouge hands the chase over to Shadow.
    Sky Rail -- Grind along dilapidated old train rails to cross chasms, but be prepared to leap off at the first sign of dead ends. Use the Homing Attack on fan springs to get a rather precarious lift up tall plateaus. Look for the Taiko no Hikari (ancient light) item, which allows Shadow to perform the Light Attack.

    Enemies:
       [ Mono Beetle | Spark Beetle | Spring Beetle | Gun Hawk | Rhino Metal | Gold Beetle ]
    Hard Mode:
       [ Mono Beetle | Spark Beetle | Spring Beetle | Gold Beetle | Rhino Metal | Gun Hawk ]
    Animals:
       [ condor | sheep | bear | tiger | phoenix ]
    Missions:
       1) Chase the Tornado
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 2'00"
       5) Clear Hard Mode
    Shadow gives a call to Eggman, letting him know that Sonic & co are on the way to the pyramid base. Eggman, ever the optimist, vows to stop them in their tracks yet again.

    In the pyramid -- 14:58
    Eggman sics the Egg Golem on the goodie-goodie intruders. Sonic destroys the Golem's restraining device with a flying kick that would make Bruce Lee gasp. With its mindwashing helmet in bits and pieces, the Golem turns on its master.
    Egg Golem -- The good news is that Sonic has already trashed the golem up a bit. The bad news is that it makes this battle absolutely no easier for you. The golem attacks with the same smash & sweep pattern: dodge his strikes and nail him with Vulcan shots to blow open 3 holes in his chest armor. Lock-on to the wounds and nail them with Missile blasts to inflict damage.
    While Eggman screws around with the Golem, Sonic and co make it inside the shuttle right on time and launch for ARK.

    ARK central control room -- cannon countdown 2hr 11min
    Rouge calls Eggman over the intercom only to hear that Sonic and crew have escaped. The big-eared bat volunteers to catch them herself, and asks for the password to the control panel. Information acquired, Rouge promptly double crosses her mustachioed comrade by using the password to access classified files on the ultimate life form. Upon reading some juicy tidbit, the shocked Rouge wonders aloud just what in the heck Shadow really is. Her revelation, however, takes a backseat when the computer detects readings from the Master Emerald in the vicinity...
    Mad Space -- The underside of the ARK is filled with floating debris, including 3 small planets each with its own gravitational pull: the enlongated Capsule-sei (capsule planet), the bowl-shaped Pokkarisei (gaping wide planet), and the tiny Manmarusei (perfect circle planet). You'll need to pick up the Iron Boots, which allow Rouge to destroy iron Containers. (Note that the pick-up objects littering the ground in this stage are Phantasy Star Online item capsules.)

    Enemies:
       [ Gold Beetle | Laser Hawk | A.Chaos P-1 | A.Chaos Float ]
    Animals:
       [ parrot | peacock | raccoon | gorilla | phoenix ]
    Missions:
       1) Find 3 Master Emerald shards
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Find the shards within 4'30"
       5) Clear Hard Mode
    Knuckles -- Although the tricky layout of the arena seems to be your biggest hurdle (when Knuckles escapes to the upper beams, it's hard to keep track of him), the gullible guardian does have one advantage over Rouge: his attacks from the versus mode. When you hear him talking smack, keep moving or you'll get blasted with a Thunder Arrow slash. Defeated in 4 hits.
    After a verbal skirmish with Knuckles, Rouge slips off the support beam and falls toward the molten metal below. Red plays hero and drops down just in time to catch the fallen damsel's hand and pull her back up to safety. The lady thief quickly regains her composure enough to pretend she's not grateful, but after a bit more trash talk, finally relinquishes her pieces of the Master Emerald back to Knuckles. They part ways, but Rouge pauses just long enough to have a wistful glance back at her red savior. Oooooh!

    In the pyramid -- Cannon countdown 58min
    Eggman paces around wondering what on earth Rouge is up to, then notices 2 separate Emerald readings on the computer. Putting his IQ of 300 to use, he concludes that Sonic and company have devised a fake. Shadow moves out, presumably to deal with the intruders. Eggman stops him, determined to handle this one himself.
    Cosmic Wall -- This stage has lighter gravity than any other, allowing Eggman to perform impossibly high leaps. Kick on the Booster jet here and the Egg Mobile will actually hover upwards, necessary for covering the vertical distance between platforms. The stage features 2 lengthy shooting gallery segments: Eggman's walker sits in place on a platform through a winding course filled with enemies and other destructable objects. Keep an eye open for the Gousei Kyouka Parts (hardness reinforcing parts), which fortify the Egg Mobile's HP bar.

    Enemies:
       [ A.Chaos Float | A.Chaos P-1 | Mono Beetle | Gun Wing | Hornet-3 | Hornet-6 | Hornet-9 | Spark Beetle | Gold Beetle ]
    Hard Mode:
       [ Mono Beetle | Spark Beetle | Gold Beetle | Gun Wing | Hornet-3 | Hornet-6 | Hornet-9 | A.Chaos P-1 | A.Chaos Float ]
    Animals:
       [ cheetah | rabbit | sheep | sea otter | unicorn ]
    Missions:
       1) Confront the trespassers
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 8'00"
       5) Clear Hard Mode
    ARK research lab -- Cannon countdown 33min
    Amy paces around, wondering why she's always being left behind. Maybe because of stuff like what's about to happen: Eggman sneaks up behind the pink wondergirl and holds her at gunpoint, demanding that she take him to Sonic and Tails...

    Sonic arrives in the lab to see that Eggman has Amy at gunpoint while Tails stands by helplessly. The bad Doc demands that Sonic leave the Chaos Emerald on the floor in the middle of the room and back away. Thinking he can kill two birds with one stone, Sonic obliges and is promptly trapped in a glass capsule before he knows what's going on. Eggman shuttles his long-time nemesis into space along with the fake Emerald, then after a moment of quiet reverie for his worthy adversary, points the gun at Tails. The Doc's deal is this: Tails' (real) Chaos Emerald for his and Amy's freedom. But the miffed Miles ain't down wit dat, and instead vows vengeance for Sonic.
    Tails -- The little fox that could is faster and smarter than when last you fought, and is armed with 2 new attacks. The Power Laser can take you for 2 hits if you get nailed directly, and the Rocket Launcher sends out a shower of homing missiles that can cause big damage if they make contact. Watch for the highly combustible tubes passing through the hatch in the middle of the arena.
    ARK central area -- Cannon countdown 21min
    Shadow gazes out a window as the capsule containing Sonic burns up and explodes in the atmosphere, then expresses some mild disappointment over his doppelganger's failure to perform. Rouge, meanwhile, moves in on the 6 Chaos Emeralds in order to claim them as her own. Her delusion is shattered by Shadow, who pops onto the scene and wonders if the jewels were her true motive all along or if it was a direct order from the President. What evil lurks in the minds of bats? The Shadow knows! With her cover blown, Rouge shrugs the probing hedgehog off and insists that she's done her job and will be collecting the Emeralds as pay. With that, she makes an effort to launch Shadow into a mind game by breaking out the old documents she discovered on Project Shadow. The documents depict a slug-like creature which is labelled as the ultimate life form, but if that's true, who or what is the black hedgehog who calls himself Shadow? A lengthy silence ensues, interrupted by a call from Eggman exclaiming that he has the 7th Emerald. He informs Shadow that an intruder is heading toward the Eclipse Cannon. Shadow agrees to stop the invader and moves out, warning Rouge to leave the Emeralds alone if she wants to live. Rouge then suggests that Shadow's own memories are false, to which he responds that he doesn't care whether he's the real Shadow or not, his only goal is to fulfill Maria's dying wish.
    Final Chase -- Shadow runs in spiral patterns along giant anti-gravity drums: use them to progress, but watch for electric fences. Meteoroids explode when approached, so keep that in mind when you get the urge to touch a shooting star. Look for the Taiko no Melody (ancient melody) power-up, which enables Shadow to access hidden areas around ancient pedestals.

    Enemies:
       [ A.Chaos P-1 | A.Chaos Float | Shield Hunter | Hornet-9 | Gold Beetle ]
    Hard Mode:
       [ Laser Hunter | Shield Hunter | Hornet-3 | Hornet-6 | Hornet-9 | A.Chaos P-1 | A.Chaos Float ]
    Animals:
       [ skunk | tiger | penguin | sea otter | phoenix ]
    Missions:
       1) Hurry to the Eclipse Cannon
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 5'30"
       5) Clear Hard Mode
    Outside ARK -- Cannon countdown 5min
    Shadow catches up with Sonic and professes amazement at his ability to use Chaos Control with a fake Emerald. However, though he finally acknowledges Sonic's mad skills, Shadow insists that he must kill him regardless. Guess what happens next?
    Sonic -- Shadow engages his azure ectype in a high speed race along an ongoing walkway: the road crumbles behind you, so haste is of the essence. If Sonic falls behind, he'll use Chaos Control to warp to the lead: once there's enough distance between you, he'll pause to nail you with a Sonic Wind energy slash. At first, Sonic can be taken with a couple of Homing Attacks, but he'll wise up to that trick after the 3rd hit and you'll have to think of more creative strategies. The goodie two shoes will wave the white flag after 5 hits.
    ARK central control -- Cannon countdown 40sec
    Eggman triumphantly throws the last Chaos Emerald into the terminal, and cuts loose with an evil cackle to stand with the best of them. And he has every reason to be happy: the Eggman empire has begun! Go Eggman, go Eggman! But unbeknownst to our rejoicing villain, the computer monitor is flashing a message: "DANGER!"...

    -- Last --
    Just when it looked like everything was fine and dandy on both sides of the spectrum, the ARK begins quaking like an 8-year-old on Saturday morning. Alarms and sirens blare, but Eggman's chief concern is the Eclipse Cannon's failure to discharge. Suddenly, a video of Pr. Gerald begins streaming through the monitors...

    Sonic and Knuckles haul their spiny asses inside the careening ARK, when Rouge drops in from above with an urgent message from the President. The ARK is plumetting toward the planet, and the resulting impact would be very messy. Speaking of the blue-green star, the denizens therein are getting a new video message across all communications, this time from the late Gerald Robotnik himself. The Professor, bound to a chair, explains that the ARK will impact in 27 minutes and 53 seconds, destroying the planet and killing everybody on it. The colony's kamikaze flight had been programmed by Gerald himself, set to trigger once all 7 Chaos Emeralds had been collected within. This was a plot for revenge from the grave: Gerald's intent was to get his even if it was half a century after the fact. As Gerald concludes his little video monologue, a guard asks him if he has any final words. The old Doc says no, and is presumably filled with bullets - at this point, the video loops and restarts.

    Sonic and crew are watching the same video aboard the plummeting ARK, and Amy wonders aloud who the old man in the clip is. Enter the Eggman who explains that the crazy old geezer is none other than his own grandfather. He hands a disc to Rouge, identifying it as Gerald's diary. Rouge pops the disc into the terminal and reads aloud: Gerald, his granddaughter Maria, and his colleagues were living aboard the ARK conducting research on the ultimate life form as a benefit to mankind. Apparently, the military didn't quite follow Gerald's logic, and initiated a surprise raid on the colony. It was a hostile takeover, and among the casualties was Maria. The government publicly explained that the ARK was closed in response to a biohazardous accident on board and had Gerald imprisoned for negligence, but the old Professor spent his final days plotting revenge. His plan materialized in the form of Shadow the Hedgehog, a being with a pure, clear mind. If Shadow were to be awakened, it could be used to destroy the world.

    Eggman points out that the Emeralds are being overpowered, and will shatter the planet like glass when ARK makes contact. Rouge, wily woman that she is, remembers that Knuckles has in his possession the Master Emerald, which can be used to neutralize the power of the Chaos Emeralds. The only problem is getting to the central control room in time. Eggman explains that there is a shortcut they can take, but it will require their combined skills.
    Cannon's Core -- Friend and foe alike are forced to team up in order to save the asses of all in question. Cannon's Core consists of 5 areas, each played as a different character: Tails kicks things off followed by Eggman who hands the gauntlet to Rouge and then Knuckles. Sonic finishes the job. Use Time Switches to freeze the surrounding area, enemies and all, for a few brief seconds.

    Enemies:
       [ Gun Hunter | Shield Hunter | Laser Hunter | Mono Beetle | Gold Beetle | Hornet-9 | Laser Hornet | A.Chaos Float | A.Chaos P-1 | A.Chaos P-100 ]
    Animals:
       [ gorilla | seal | boar | condor | skunk | sea otter | bear | raccoon | tiger | parrot ]
    Missions:
       1) Get to the core of the colony
       2) Collect 100 Rings
       3) Find the lost Chao
       4) Reach the goal within 7'00"
       5) Clear Hard Mode
    ARK abandoned lab -- Colony impact 19min 50sec
    Amy paces around by herself, whining about being left alone once again. Her moping is interrupted when she spots Shadow gazing out a window. Pulling herself together, she approaches the dissident hedgehog in an attempt to recruit his help in stopping the ARK. Naturally he refuses: everything is going exactly according to his plan, after all. Amy takes the soap box and gives a schmaltzy speech about human dignity and just when you'd expect (hope) Shadow to slap her across the face, the malcontent villain once again recalls his final moments with Maria. With her dying breath, the doe-eyed doll asks Shadow to give the people of earth the chance to be happy. Blackie suddenly has some kind of spiritual awakening or some nonsense and immediately decides he's got to put a stop to his own plan before it's too late.

    ARK: In the core -- Colony impact 15min 27sec
    Sonic and Knuckles arrive in the colony's core, which Red observes is a replica of the Master Emerald altar. Sonic notes that the curious design choice was probably intended to harness the power of the Chaos Emeralds. As the heroic duo move forward, Gerald's security system kicks in, and the original Project Shadow - the prototype of the ultimate life form - drops down from above. Sonic and Knuckles are none too happy about the delay, but at just that moment Shadow arrives on the scene and volunteers to deal with the mutant salamander.
    The Biolizard -- The mutant newt slowly rotates its bulk to attack the fleeing Shadow. Stray too close to its head and it'll try to chomp your black booty; get too close to its tail, and it'll whip you into putty. After some mindless rotating, the lizard wears itself out and pauses to catch its breath: grind up the feeding tube extending from its mouth and smack the life support system on the creature's back. After taking a hit, the salamander will start coughing up balls of black energy: dodge the puffs and repeat the grinding maneuver to land another 2 hits. Now the big sack of slime will stop pausing for breathers altogether: instead, he'll scream like a baby and call forth a particle shield of small pink eggs. The eggs home in on Shadow one-by-one. Use the Homing Attack on the ocean of orbs to work your way to life support system on the creature's back. Land 2 hits more and the beast disables the gravity in the chamber, leaving a careening Shadow to weave between orbs in order to reach the life support machine. Land 1 more hit (total of 6) to finish the job.
    Knuckles places the Master Emerald in the center of the altar, reciting Tikal's mantra as he does so. The Biolizard screams in rage and disappears from its roost. Shadow approaches the altar, muttering something about Chaos Control, but vanishing amphibians are of less concern to Knuckles than the fact that the ARK is still plummeting despite the Master Emerald's neutralizing effects. Eggman gives the trio of heroes a buzz over the intercom, just to let them know that the beast has merged itself into the ship, hell-bent on making sure it collides with the planet. Sonic and Shadow exchange glances, then approach the Emeralds and transform into Super Sonic and Super Shadow to handle the situation as only glowing neon hedgehogs can.
    The Finalhazard -- The Biolizard's attached his big, ugly body to the remains of the Eclipse Cannon. The beast is flanked by Super Sonic and Super Shadow. Both characters can fly through space and perform dash attacks: press A for an upward burst and B or X for a downward burst. Bulging boils appear over the surface of the Biolizard's nasty neck: the goal is to dash into the festering zits and pop 'em to inflict damage. The newt will try to protect his bubbling body by firing humongous laser beams: get smacked by one and you're in for a serious delay, which is not good news when your Rings are depleting by the second. After sustaining a couple of blows, the Biolizard will unleash that blasted particle shield and fire off the eggs at random.

    If at any point during combat your Ring count starts running low, fly underneath the lizard to "tag" your partner: when one of the high-flying hedgehogs does battle with the beast, the other gathers Rings with which to maintain his Super status. If either character runs out of Rings, the battle ends in failure. Land 6 hits (a very frustrating affair) to finish the job.
    Super Sonic and Super Shadow send the plummeting ARK off of its collision course using a mighty double burst of Chaos Control. While Sonic disappears with the ARK, Shadow is left floating alone in space, satisfied that he finally fulfilled his promise to Maria. With that final thought, he disappears into Sonic history (for a little while, at least). The credits begin rolling as Sonic arrives back in the now-placid ARK. Rouge inquires about Shadow, to which Sonic simply shakes his head. The winged spy wonders aloud whether or not Shadow really was just a tool for Gerald's revenge, but Sonic defends his obliterated counterpart with a "so what if he was" and hands over Shadow's Flame Ring. Eggman and Tails, meanwhile, gaze outside into space, and the old Doc recalls his youth: as a child (he was a child once?!), he looked up to his grandfather and his mad skills, but now finds it difficult to believe that the old coot really intended to destroy everyone. Back on the other side of the room, Knuckles approaches Rouge to ask if she plans to resume her jewel hunting career. She claims she means to give up that line of business for a more lucrative field, but Knuckles doesn't seem to believe her. Sonic, meanwhile, contemplates the meaning of "ultimate life form" and wonders about his own role in the Gerald saga...
    Green Hill -- Collect all 180 Emblems (a hurculean feat) to unlock this well-hidden 3D rendition of Green Hill Zone Act 1. Featuring textures, enemies, music, and sound effects culled straight from Sonic's debut title, it is enough to make any longtime fan weep with joy. (Note that Green Hill is only accessible via the stage select menu, and is not actually a part of the story mode.)

    Enemies:
       [ Beeton | Bata-bata ]
    Animals:
       [ rabbit | gorilla | raccoon | penguin | unicorn ]

       Pick up a Chao Key in any Action Stage then reach the goal to be warped to the Chao World, a hub that connects the 3 Chao Gardens. Once the Chao World has been accessed, it can be reached any time via the stage select menu.

    Chao World -- Though no longer relevant to the story, Sonic Adventure's gelatinous darlings return with a heavily fortified virtual pet minigame. Like the first time, Chao raising is an inconsequential diversion: the story mode can be cleared without ever setting foot in the Chao World, but 10 Emblems await avid breeders and completionists. For the Chao basics, refer to the Sonic Adventure 1 page - this synopsis only covers new features.

    In addition to the original 4 traits (speed, power, fly, and swim), Chao now sport 3 all-new stats: luck, intelligence, and stamina. If your Chao is a lucky dog, he's less likely to trip during a race. If he's got brains, he'll solve puzzles faster and more accurately. The higher his stamina, the farther he'll be able to slog through a race without slowing down. These new stats can't be raised with the animal/Drive method: you'll need to pick up rare fruit in the Osanpo Adventure 2 VM game (see below). Additionally, the Chao's appearance is affected by the characters used to raise each specimen. A Chao brought up by any combination of the Hero characters (Sonic, Tails, and Knuckles) will turn white and develop a halo. Likewise, specimens raised primarily by the Dark side (Eggman, Shadow, and Rouge) will turn black and sprout devil tails. Chao raised in equal parts by both sides will remain blue and neutral. Unlike traits, a Chao's affinity does not affect its stats, only its physical appearance.

    Stat-fortifying furries can be obtained from Eggman's mechs, but those are scarce: most animals can be found prancing aimlessly around Action Stages or coaxed from hiding with a whistle. Chaos Drives can be obtained in abundance from GUN mechs: unlike animals, Drives won't reduce any stats, but they only fortify a single trait and are less desirable in general. Special animals don't lower any stats and are the Chao fuel of choice, but such specimens are rare (usually only 1 to a stage) and difficult to find.

    Normal animals:
    Swim

    penguin
    seal
    sea otter
    Fly

    peacock
    parrot
    condor
    Run

    rabbit
    cheetah
    boar
    Power

    bear
    tiger
    gorilla


    Special animals:
    Normal (Balance)

    skunk
    sheep
    raccoon
    Ghost

    half fish
    bone dog
    bat
    Rare

    dragon
    unicorn
    phoenix


    At the outset, only the basic Chao Garden is accessible from the hub. The Hero and Dark Gardens can be unlocked by successfully raising Hero and Dark Chao. Take a Chao of any affinity to the Kindergarten to garner some information about its strengths and maybe teach it a useless trick or two:
    • Principal's room -- Talk to the head Chao honcho for a primer on Chao farming.
    • Health Center -- Talk to the Chao doctor for a brief overview of your Chao's current condition as well as his strengths and weaknesses.
    • Classroom -- Drop your Chao off at school to have it learn one of 16 cute albeit useless abilities (sing, dance, draw, etc.).
    • BBS -- Examine the bulletin board to be whisked away to the SA2 Dricas website.
    Each of the 3 Gardens contains an Osanpo Machine: shuttle the Chao of your choice into a VM memory card to access Osanpo Adventure 2, a simple minigame even more primitive than its forebear. Sit and watch as your Chao encounters various events on his little excursion: occasionally you'll be asked to make a decision that affects the Chao's bearing. Make the right choices and steer your fluid friend down the path of happiness to be rewarded with a rare seed. Recurring events include:
    • treasure chests -- Choose one of 3 switches to open the chest. Flick the right one and you'll earn one of 10 different power-up fruits along with a luck bonus of 100 (pick the wrong switch and your luck decreases).
      • heart fruit (aphrodisiac)
      • Chao fruit (raises all stats)
      • Hero fruit (raises Hero affinity)
      • Dark fruit (raises Dark affinity)
      • smart fruit (raises intelligence)
      • energy fruit (makes your Chao more active)
      • carefree fruit (sedative)
      • circle fruit
      • triangle fruit
      • square fruit
    • battles -- A one-on-one fist fight between your Chao and a rival. Press the A button to stop the roulette on the light square and land a Guru-guru Punch. Lose the battle and your opponent will make off with any items you're carrying.
    • goal -- Reach the goal to be rewarded with a rare seed. Take the seed to a Garden and give it to any Chao who's won the shovel and water pail items from the trial Races: the pint-sized agriculturalist will plant the seed, which eventually sprouts into a tree that bears rare fruit. Each Garden can contain up to 6 of these special trees, though they eventually wither and die.
      • Nobi-nobi (normal)
      • Puku-puku (normal)
      • Mori-mori (normal)
      • Paku-paku (Hero)
      • Mogu-mogu (Hero)
      • Ao-ao (Hero)
      • Zara-zara (Dark)
      • Kera-kera (Dark)
      • Mera-mera (Dark)
    Press A at any time during the stroll to bring up the Osanpo Adventure 2 menu:
    • status -- View your Chao's stats.
    • snack -- Feed your Chao or toss unwanted items.
    • pet -- Give your Chao a pat on the head.
    • scold -- Scold your Chao. It hurts you more than it hurts him, maybe.
    • item -- Check your item stash and discard excess baggage.
    • Slot Machine -- You begin the game with 100 points: press up or down on the D-pad to place your bet (1 is the minimum). Press A to start the machine and tap once to stop each column. Line up 3 fruits in a row to win the fruit in question. When your points reach 0, the game ends.
    • hello -- Connect your VM to a friend's and your pets will waste no time making sweet, sweet Chao love. Assuming your Chao are full-grown, each one will be heading home with an egg in tow.
    • owner -- Displays your personal data (name, age, sex, birthday, blood type, favorite thing, personal secret).
    • friends -- Displays data exchanged during "hello" meetings.
    • settings -- Options include: name your Chao, enable/disable data exchange, and sound on/off.
    Any of your prize Chao may be put to the test in the Chao Races, accessible from the neutral Garden. New to the mix is the stamina bar: as the race wears on, your Chao's stamina slowly depletes. When the meter hits empty, your wonder water becomes exhausted and slows to a crawl, almost inevitably assuring failure. Cheer your diminutive warrior on with the L and R triggers, but note that the ensuing burst of enthusiasm will lop a healthy chunk off the stamina bar. There are 6 different circuits to enter:
    • trial -- This beginner circuit consists of 4 courses each with 3 levels of difficulty.
      • crab pond: test of swimming ability. Clear level 1 to win a shovel.
      • stump valley: test of flying ability. Clear level 1 to win a water pail.
      • mushroom forest: test of running ability. Clear level 1 to win a toy wand.
      • block crag: test of power. Clear level 1 to win a toy car.
    • Jewel Race -- This circuit consists of 6 courses each with 5 difficulty levels. Only the first 4 are available at the outset: clear all 5 levels of each course to open up the Onyx and Diamond races.
      • Aquamarine: test of swimming ability. Clear all 5 levels to win a Sonic doll and an aquamarine medal.
      • Topaz: test of flying ability. Clear all 5 levels to win a broom and a topaz medal.
      • Peridot: test of running ability. Clear all 5 levels to win a book and a peridot medal.
      • Garnet: test of power. Clear all 5 levels to win a pogo stick and a garnet medal.
      • Onyx: test of intelligence & luck. Clear all 5 levels to win crayons and an onyx medal.
      • Diamond: test of all abilities. Clear all 5 levels to win a bubble blower and a diamond medal.
    • Challenge Race -- This circuit only opens after the initial 4 Jewel Races have been cleared. The Challenge Races consist of 12 courses against unique (and difficult) opponents: gold & silver, Chakuron, Omochao, animals, cockroach Chao, unhatched Chao, skull Chao, pumpkin Chao, ghost Chao, Chakuron again, rainbow Chao, and a Chaos Chao. Clear the animal course to win a ball; clear the pumpkin course to win a jack-in-the-box; clear the Chaos challenge to win a TV set and gold medal.
    • Hero Race -- This circuit only opens after the initial 4 Jewel Races have been cleared and the Hero Garden opened. Only Hero and neutral Chao may enter (all opponents are Dark Chao). The circuit consists of 4 challenge-style courses: devil babies, devil children, skull troop, and devil vs angel. Clear the devil children course to win the Hero ball; clear the devil vs angel course to win a rocking horse and Hero medal.
    • Dark Race -- This circuit only opens after the initial 4 Jewel Races have been cleared and the Dark Garden opened. Only Dark and neutral Chao may enter (all opponents are Hero Chao). The circuit consists of 4 challenge-style courses: angel babies, angel children, winged angels, and angel vs devil. Clear the angel children course to win the Dark ball; clear the angel vs devil course to win a radio and Dark medal.
    • everybody race -- Pit up to 8 of your own Chao against each other.
    If you've got a favorite Chao from Sonic Adventure 1 that you just can't bear to part with, you can have your blue baby shuttled into one of the Sonic Adventure 2 Gardens, but be warned: his stats will be reduced to 0 and he will no longer be usable in the original game. If you've got enough Emblems, rare jewel eggs can be downloaded via the online black market: black (no Emblem requirement), silver (5 Emblems), gold (10 Emblems), ruby (20 Emblems), sapphire (20 Emblems), amethyst (20 Emblems), Emerald (20 Emblems) and the pockmarked Moon Chao (30 Emblems).

       In addition to the Story mode, there's the usual selection of diversions accessible from the main menu. A Stage Select allows free perusal of any Action Stage and Mission cleared in the scenario game (including the Chao World). The cantankerous Omochao provides an in-depth Tutorial for those who can't be bothered with instruction manuals. The options menu includes an exhaustive sound test, language setting (dialogue in Japanese or English with subtitles in Japanese, English, French, Spanish, or German), and the ability to disable Puru-Puru Pack feedback. Players may also hop directly to the Kart Race or Boss mode minigames.

       Kart Race opens after clearing Route 101 or Route 280 in Story mode. All 6 characters can play, each with their own vehicles and unique strengths. There are 3 in-game courses (Beginner, Standard, and Expert) and 3 download courses available through the website (High Speed Trial, Fantasy Zone, and Eggrobo Toujou!). The object is to be the first racer to complete 3 laps around each track. (See the Route 101 synopsis above for a breakdown of the controls.) Boss attack is an endurance game in which all of the story mode bosses are played in succession. Choose Hero Side, Dark Side, or All.

       If you've got a friend handy and a spare controller, you might dabble in the 2 player mode which consists of 3 different versus games: Action, Kart Race, or Chao Race. Kart Race is simply a one-on-one match in any of the 6 Kart courses while Chao Race is a 2-8 player match with Chao from any connected VM memory cards. Action is a split-screen race or brawl between opposing characters of the Hero/Dark persuasions. Collect Rings to perform special attacks that hinder your opponent. Clear all of a character's Action Stages in the scenario game to unlock a secondary outfit for versus mode and ace all of the stages to unlock a hidden replacement character.

    • Sonic / Shadow -- Race to the Goal Ring in Green Forest, Radical Highway, or Sky Rail. Sonic's secondary costume is a yellow & orange HUmar outfit from Phantasy Star Online; Amy Rose is the secret character. Shadow's secondary costume is a red & gray HUcast outfit from PSO; Metal Sonic is the secret character.
      Rings Sonic Shadow special action
      20 Speed Up Speed Up A momentary speed boost.
      40 Sonic Wind Chaos Spear A long-distance slash attack that inflicts damage on your opponent.
      60 Time Stop Chaos Control Freeze your opponent in place for 10 seconds.
    • Knuckles / Rouge -- Race to locate 2 of the 3 Emerald shards in Wild Canyon, Pumpkin Hill, or Meteor Herd. Hints are shared by both players, regardless of who inspects the info monitors. Knuckles' secondary costume is a gothic-looking black & white ensemble; Tikal is the secret character. Rouge's secondary costume is a rather kinky masked dominatrix outfit that makes her look like a Go Nagai reject; Chaos Zero is the secret character.
      Rings Knuckles Rouge special action
      20 Hammer Punch Hip Drop A long-distance tremor attack that can knock your opponent off balance.
      40 Thunder Arrow Black Wave A slash attack that leaves your opponent dizzy for a short period of time.
      60 Power Flash Charm Ray Freeze your opponent in place for 10 seconds.
    • Tails / Eggman -- Blast the living snot out of your opponent in small arenas from Mission Street, Sand Ocean, and Weapons Bed. Tails' secondary costume is a red version of the Cyclone (same color scheme as the old Tornado 1); the secret character is a Chao piloting a Chao-shaped walker. Eggman's secondary costume is a camouflage version of the Egg Mobile; the secret character is Big the Cat piloting the Egg Mobile.
      Rings Tails Eggman special action
      20 Laser Missile Laser Missile Nail your opponent with a flurry of lock-on missiles.
      40 Rocket Launcher Rocket Launcher Nail your opponent with a shower of homing missiles.
      60 Power Laser Power Laser Nail your opponent with a giant laser blast.

       The final option in the main menu is the Home Page button: click it to be whisked away to the official game website. From the website, players can access bonus downloads, an online strategy guide, a primitive BBS, and an online Chao Garden for swapping the fiendish liquid gremlins.

    • Sonic Theme File: Available at release on 06/23/01. Sonic graphics and voice clips in the options menu. 2 blocks.
    • High Speed Trial: Released 07/13/01. A new oval track for the Kart Race minigame. Sonic drives a high-end experimental car that can travel at the speed of sound. 81 blocks.
    • Knuckles Theme File: Released 07/19/01. Knuckles graphics and voice clips in the options menu. 2 blocks.
    • Tails Theme File: Released 07/27/01. Tails graphics and voice clips in the options menu. 2 blocks.
    • Fantasy Zone: Released 08/16/01. A new Opa-Opa shaped Kart Race track. Omochao drives a unique Opa-Opa Kart. 61 blocks.
    • Rouge Theme File: Released 08/24/01. Rouge graphics and voice clips in the options menu. 2 blocks.
    • Eggman Theme File: Released 09/07/01. Eggman graphics and voice clips in the options menu. 2 blocks.
    • Eggrobo Toujou!: Released 09/21/01. A new E-shaped Kart Race track inspired by a fan request. Eggrobo, peon robot from Sonic & Knuckles and Sonic R, acts as both driver and vehicle. 55 blocks.
    • Halloween Theme File: Released 10/11/01. New Halloween-themed costumes for versus mode. Sonic dons a jack-o-lantern on his cranium and a pumpkin on his thorax; Shadow and Knuckles sport skeleton body paint; Tails' Cyclone gets a new orange & yellow paint job; Eggman's Egg Mobile gets a pumpkin coat; Rouge dons a towering witch hat. 2 blocks.
    • Christmas Theme File: Released 11/30/01. New Christmas-themed costumes for versus mode. Sonic sports a red & white Santa jacket; Shadow favors the sleeveless Santa vest look; Tails' Cyclone and Eggman's Egg Mobile both get red & white peppermint paint jobs; Knuckles decorates his dreads with green stripes and bells; Rouge slips on a red & white boot/glove ensemble and paints her wings to match.

    -- Comparison --
       Less than a year after Sega's cataclysmic departure from the hardware market, the very mascot who had been created to combat long-time rival Nintendo became the first to settle in the former enemy's camp. The bittersweet affair between hedgehog and plumber began with an enhanced GameCube port of Sonic Adventure 2, released just six months after the Dreamcast original. Dubbed Sonic Adventure 2 Battle, the remake sports a number of ameliorations and new features:
    • Visuals are richer and smoother. Draw-in distance has been rolled back considerably and there's more graphic activity going on in general: extra pick-up objects, new textures and lighting effects, more background structures, etc. White Jungle sports rain effects rather than the drab fog of the DC version while the PSO Ver.2 billboard in the Big Foot arena now advertises PSO Episode I&II.
    • The game features a progressive scan (480p) mode for compatible TV's.
    • Certain rough pockets of level design have been tweaked for better flow (such as the long stairway halfway through City Escape).
    • The Emerald radar in Knuckles/Rouge stages has an extra level of sensitivity: when you're within spitting distance of the hidden shard, a red exclamation point will appear over your character's head.
    • A few of the 180 Emblems have been redistributed: there are now only 9 to be earned through Chao farming, 4 of which have been shifted from racing to Chao Karate. The missing Emblem has been slapped onto Cannon's Core: ace all 5 Missions to procure it. (Fortunately, A rank criteria for Cannon's Core is much more forgiving than in the ruthless DC version.)
    • All Rings on-hand at the end of each Action Stage are saved in a tally used to purchase items from the Chao black market.
    • All online functions have been removed along, mysteriously, with all Big the Cat cameos...
       Most prominent of the new features is the greatly expanded 2-player mode (from which the "Battle" addendum in the title is derived). The hidden characters from the Dreamcast version are playable from the get-go this time, complete with their own unique attributes, abilities, and new lines of trash talk. There are more stages to play and expanded options such as time limit and handicap settings. Most impressively, even the split-screen games now run at a smooth 60fps as opposed to the dumbed-down 30 of the DC version. There are 3 basic versus games:

    Action Race: a high speed race through Sonic/Shadow stages. First player to the Goal Ring wins. There are 10 courses divided into 4 groups:
    • Level 1: Downtown Race (a streetboarding race down the frost-covered roads of a snowy City Escape), Grind Race (a grinding rail course that weaves in and around Pyramid Cave)
    • Level 2: City Escape, Metal Harbor, White Jungle
    • Level 3: Green Forest, Sky Rail, Radical Highway
    • Level 4: Final Rush, Final Chase
    Playable racers include:
    • Sonic the Hedgehog -- 5 stars. Controls are identical to story mode. His A-rank costume is a black & red racing jumpsuit that gives him the ability to perform a Sonic Wind every 20 Rings.
      • 20 Rings -- Speed Up, a temporary speed boost
      • 40 Rings -- Sonic Wind, a long-distance slash attack that inflicts damage on your opponent
      • 60 Rings -- Time Stop, freeze your opponent in place for 10 seconds
    • Shadow the Hedgehog -- 5 stars. Controls are identical to story mode. His A-rank costume is a black racing jumpsuit that gives him the ability to perform a 5-second Chaos Control every 20 Rings.
      • 20 Rings -- Speed Up, a temporary speed boost
      • 40 Rings -- Chaos Spear, a long-distance slash attack that inflicts damage on your opponent
      • 60 Rings -- Chaos Control, freeze your opponent in place for 10 seconds
    • Amy Rose -- 3 stars. She isn't as fast as the other racers and she can't Spin Dash, but her special attacks require fewer Rings to perform.
      • 10 Rings -- Speed Up, a temporary speed boost
      • 20 Rings -- Storming Heart, a long-distance slash attack that inflicts damage on your opponent
      • 30 Rings -- Amy Flash, freeze your opponent in place for 20 seconds
    • Metal Sonic -- 4 stars. Metal has the best acceleration and the highest jump, but suffers from poor grip and a dearth of special attacks.
      • Black Shield: a defensive barrier that guards against all attacks. Hold down the B button to invoke the shield and let go to release it.
    Treasure hunt: an Easter egg hunt in the Knuckles/Rouge vein. First player to find 2 of the 3 Emerald shards wins. There are 10 courses divided into 4 groups:
    • Level 1: Pool Quest (race to find the lone Emerald shard in a submerged Aquatic Mine), Planet Quest (race to find the lone Emerald shard on Mad Space's horrible Manmaru planet)
    • Level 2: Dry Lagoon, Egg Quarters, Security Hall
    • Level 3: Wild Canyon, Pumpkin Hill, Meteor Herd
    • Level 4: Death Chamber, Mad Space
    Playable characters include:
    • Knuckles the Echidna -- 5 stars. Controls are identical to story mode. His A-rank costume is a black jumpsuit that gives him the ability to perform a Thunder Arrow every 20 Rings.
      • 20 Rings -- Hammer Punch, a long-distance tremor attack that can knock your opponent off balance
      • 40 Rings -- Thunder Arrow, a slash attack that leaves your opponent dizzy for a short period of time
      • 60 Rings -- Power Flash, freeze your opponent in place for 10 seconds
    • Rouge the Bat -- 5 stars. Controls are identical to story mode. Her A-rank costume is a black leather two-piece that gives her the ability to perform a 5-second Charm Ray every 20 Rings.
      • 20 Rings -- Hip Drop, a long-distance tremor attack that can knock your opponent off balance
      • 40 Rings -- Black Wave, a slash attack that leaves your opponent dizzy for a short period of time
      • 60 Rings -- Charm Ray, freeze your opponent in place for 10 seconds
    • Tikal -- 4 stars. The echidna princess is faster than her opponents, but her Emerald radar and melee attacks have shorter range.
      • 0 Rings -- Knuckle Spin, Tikal's version of the Spiral Upper / Screw Kick. Rotate the control stick in a full circle, then press B at the tail end of the motion to perform a vertical pirouette attack.
      • 20 Rings -- Daichi no Ikari (earth's wrath), a long-distance tremor attack that can knock your opponent off balance
      • 40 Rings -- Ten no Sabaki (heaven's judgment), a slash attack that leaves your opponent dizzy for a short period of time
      • 60 Rings -- Hikari no Fuuin (sealed light), freeze your opponent in place for 10 seconds
    • Chaos 0 -- 3 stars. The lumbering water spirit lacks the speed of his opponents, but has the most powerful melee attacks and the most sensitive Emerald radar.
      • 0 Rings -- Chaos Screw, Chaos' version of the Spiral Upper / Screw Kick. Rotate the control stick in a full circle, then press B at the tail end of the motion to perform a whirling vertical attack.
      • 20 Rings -- Chaos Impact, a long-distance tremor attack that can knock your opponent off balance
      • 40 Rings -- Chaos Strike, a slash attack that leaves your opponent dizzy for a short period of time
      • 60 Rings -- Chaos Bind, freeze your opponent in place for a debilitating 30 seconds
    Shooting battle: a death match in Tails/Eggman style. Last man (or fox, or Chao) standing wins. There are 10 arenas divided into 4 groups:
    • Level 1: Deck Race (race to the end of a short obstacle course in Weapons Bed), Pyramid Race (race to the end of a short obstacle course in Hidden Base)
    • Level 2: Weapons Bed, Iron Gate, Hidden Base
    • Level 3: Mission Street, Sand Ocean, Cosmic Wall
    • Level 4: Eternal Engine, Lost Colony
    The combatants include:
    • Miles "Tails" Prower -- 5 stars. Controls are identical to story mode. His A-rank costume is a red paint version of the Cyclone that sports a rocket engine for unsurpassed speed.
      • 20 Rings -- Laser Missile, nails your opponent with a flurry of lock-on missiles
      • 40 Rings -- Rocket Launcher, nails your opponent with a shower of homing missiles.
      • 60 Rings -- Power Laser, nail your opponent with a giant laser beam
    • Dr. Eggman -- 5 stars. Controls are identical to story mode. His A-rank costume is a black camouflage version of the Egg Mobile that has no lock-on, but can perform a Power Laser every 10 Rings.
      • 20 Rings -- Laser Missile, nails your opponent with a flurry of lock-on missiles
      • 40 Rings -- Rocket Launcher, nails your opponent with a shower of homing missiles.
      • 60 Rings -- Power Laser, nail your opponent with a giant laser beam
    • Chao Walker -- 3 stars. Designed by Tails for the benefit of bloodthirsty Chao, the basic Walker offers good speed but poor defenses. Like Amy, special attacks require fewer Rings to perform.
      • 15 Rings -- Doka-Doka Missile, nails your opponent with a flurry of lock-on missiles
      • 30 Rings -- Boko-Boko Launcher, nails your opponent with a shower of homing missiles.
      • 45 Rings -- Dokkan Laser, nail your opponent with a giant laser beam
    • Dark Chao Walker -- 4 stars. Eggman's version of the Chao Walker has the strongest attacks and defense, but is the slowest vehicle of the bunch.
      • 20 Rings -- Crazy Rush, nails your opponent with a flurry of lock-on missiles
      • 40 Rings -- Hell Bomber, nails your opponent with a shower of homing missiles.
      • 60 Rings -- Dark Finish, nail your opponent with a giant laser beam

       Rival players may also settle their vendettas in Chao Racing, Chao Karate, or Kart Racing. The Kart Race sports 3 tracks (Beginner, Standard, and Expert) along with 6 playable characters (Sonic, Tails, Knuckles, Shadow, Eggman, and Rouge). Each character has an extra kart that can be unlocked by opening every story mode mission for the hero or antihero in question. (Sonic's alternate vehicle is the prototype car from the Dreamcast High Speed Trial while Rouge's is Eggrobo. Sadly, the download tracks themselves are missing in action.)

       Further augmentation has transpired in the realm of Chao ranching, making this the most extensive virtual pet operation in the entire Sonic series:

    Item Buy / Sell (in Rings) Emblems required
        -- Chao eggs --
    white egg 400 / 100 --
    glossy white egg 4,000 / 1,000 --
    gray egg 1,000 / 250 --
    glossy gray egg 10,000 / 2,500 --
    light green egg 1,500 / 400 --
    glossy light green egg 15,000 / 4,000 --
    black egg 2,000 / 500 --
    glossy black egg 20,000 / 5,000 --
    blue egg 500 / 120 --
    glossy blue egg 5,000 / 1,200 --
    red egg 500 / 120 --
    glossy red egg 5,000 / 1,200 --
    yellow egg 500 / 120 --
    glossy yellow egg 5,000 / 1,200 --
    orange egg 600 / 150 --
    glossy orange egg 6,000 / 1,500 --
    light blue egg 600 / 150 --
    glossy light blue egg 6,000 / 1,500 --
    pink egg 600 / 150 --
    glossy pink egg 6,000 / 1,500 --
    green egg 800 / 200 --
    glossy green egg 8,000 / 2,000 --
    light brown egg 800 / 200 --
    glossy light brown egg 8,000 / 2,000 --
    purple egg 600 / 150 --
    glossy purple egg 6,000 / 1,500 --
        -- fruit --
    heart fruit 300 / 80 --
    square fruit 80 / 20 --
    circle fruit 80 / 20 --
    Garden tree fruit -- / 10 --
    mushroom 300 / 50 --
    Chao fruit 200 / 50 --
    Hero fruit 120 / 40 --
    Dark fruit 120 / 40 --
    triangle fruit 80 / 20 --
        -- seeds --
    Paku-Paku seed 200 --
    circle seed 300 --
    square seed 300 --
    triangle seed 300 --
    Hero seed 400 --
    Dark seed 400 --
    Mori-Mori seed 500 --
        -- masks --
    apple 2,000 / 500 ???
    cardboard box 2,000 / 500 ???
    pot 2,000 / 500 ???
    paper bag 4,000 / 1,000 ???
    tin can 4,000 / 1,000 ???
    stump 4,000 / 1,000 ???
    flowerpot 6,000 / 1,500 ???
    bucket 6,000 / 1,500 ???
    watermelon 6,000 / 1,500 ???
    wool mask (red) 8,000 / 2,000 ???
    wool mask (blue) 10,000 / 2,500 ???
    wool mask (black) 20,000 / 5,000 ???
        -- Menu Themes --
    Omochao's Theme 10,000 ???
    Amy's Theme 20,000 ???
    Maria's Theme 30,000 180

       The Chao Races are mostly unchanged from the DC version, but the Stadium now contains an all-new diversion that puts your Chao's attributes to different uses: Chao Karate. Despite the name, it's actually a one-on-one sumo match where the object is to push the rival Chao out of the ring or simply beat him up until he starts crying. As with racing, there is virtually no player input required: your Chao's stats determine whether he'll win or lose. A zeal meter at the bottom of the screen corresponds to your Chao's stamina and wears down as the battle progresses: when it hits empty, the watery warrior will stay his assault and fall asleep. Rapidly tap the A button to replenish the zeal guage and get the lazy little bastard back into the fighting spirit. Attributes have different functions during Karate: swim equates to defense, fly to dodging ability, and stamina determines the length of the health bar. Run equates to speed; power, logically, to strength.

       The Karate tournament consists of 4 leagues each entailing 5 battles. The first 3 tournaments are playable from the start, but the hidden final tournament is only unlocked after the first 3 have been cleared. In the interleague mode, you can pit your own Chao against each other or a friend's.

       While that covers all the new content in the game proper, unique character-themed Chao were available for download at subsequent hobby fairs and similar events. Attendees armed with Game Boy Advances along with Sonic Advance 1 or 2 had the opportunity to procure these ultra-rare Chao offerings from Sega's event booths:

    • Sonic Chao - [ 15th World Hobby Fair (01/20/02 - 02/10/02) | 17th World Hobby Fair (01/19/03 - 02/09/03) ]
    • Knuckles Chao - [ Waku-Waku Game Party (06/20/02 - 09/08/02) | Sonic Party (08/04/02) | 17th World Hobby Fair (01/19/03 - 02/09/03) ]
    • Amy Chao - [ 16th World Hobby Fair (07/13/02 - 07/14/02) | 17th World Hobby Fair (01/19/03 - 02/09/03) ]
    • Shadow Chao - [ 17th World Hobby Fair (01/19/03 - 02/09/03) ]
    • Tails Chao - [ 18th World Hobby Fair (06/21/03 - 06/22/03) ]

    :: Codes ::
    Clean pause: While paused, press + to eliminate the pause menu.

    Hidden menu theme: (GameCube version only) To access a hidden menu theme featuring the President's secretary (of all people), open the theme select menu and rotate the control stick about 30 times.


    :: Behind the Screens ::
       Shortly after the release of Sonic Adventure 1, twelve members of the development team flew to Sega's US headquarters in San Francisco to establish Sonic Team USA, a subsidiary devoted to the creation of new hedgehog-branded content. The group's first project was Sonic Adventure International, the US/European version of Sonic Adventure. Following the successful completion of that assignment, the dirty dozen began development on the game's sequel, Sonic Adventure 2.

       While brainstorming ideas for the game, Takashi Iizuka and the other designers looked to their new surroundings for inspiration. The hilly Capital city is modelled after San Francisco right down to the Golden Gate bridge. Sonic's new showcase ability - grinding - is derived from a West Coast street sport that was new and popular at the time. The spiny hipster even sports Soap shoes, a brand of footwear with concave arches specifically designed for handrail grinding.

       The first screenshots were unveiled to the public in September 2000 as part of an online promotional event. A fully playable demo of the first stage, City Escape, was included with all initial shipments of Phantasy Star Online (released December 21, 2000). The game itself was released worldwide on June 23, 2001 - the 10th anniversary of Sonic's debut title. A full-blown "10th birthday" campaign was devised to mark the event, including a limited edition Birthday Pack version of the game. The Birthday Pack includes the game itself accompanied by an unassuming blue box containing a commemorative coin, small pamphlet of Sonic history, and a music CD with select tracks from Sonic 1, 2, 3, Sonic CD, Sonic & Knuckles, Sonic R, and Sonic Adventure. The pack was intended as a limited edition item to be sold for only 2 days in Japan (the 23rd and 24th) and distributed only with pre-ordered copies of the game in the US and Europe; however, the bundle was overproduced and languishing stock can still be purchased from many distributors for dirt cheap. As a result, the "limited edition" Birthday Pack has no collector's value to speak of.


    :: Notes ::
    Soap Shoes: Sonic's new concave footwear is based on the Soap brand, a line of shoes specifically designed for handrail grinding. City Escape features a number of posters advertising the brand along with the official logo. (Though Sonic has retained his ability to grind in recent titles, all reference to Soap shoes has been dropped.)

    Got Ring? The walls in City Escape sport a number of spoof ads, most references to Sonic's own world (Chao in Space on DVD, Chaos Soda, etc), but among the posters is a "Got Ring?" series, which lampoons the California Milk Processing Board's famous "got milk?" campaign. The joke may be lost on non-American players.

    J.D. Bernal: Tails describes the ARK as the "first Bernal sphere space colony." Dr. John Desmond Bernal (May 10, 1901 - September 15, 1971), an Irish-born physicist, proposed in 1929 a theoretical space habitat built into a hollow spherical shell. Known as the Bernal Sphere, the design has served as the basis for a number of speculative space habitats.


    :: Miscellanea ::
    • Yuji Naka appears as an extra in the Japanese TV commercial for Sonic Adventure 2.
    • Issue #98 (June 2001) of the Archie comic book features a cover story loosely based on Sonic Adventure 2.

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