Sonic Adventure DX Director's Cut Walkthrough :
This walkthrough for Sonic Adventure DX Director's Cut [Game Cube] has been posted at 11 Feb 2010 by jamalibigboy and is called "Sonic FAQ/Walkthrough Final". If walkthrough is usable don't forgot thumbs up jamalibigboy and share this with your freinds. And most important we have 14 other walkthroughs for Sonic Adventure DX Director's Cut, read them all!
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Walkthrough - Sonic FAQ/Walkthrough Final'%%%%%%%%%%% %%%%% '%%% %%%%%%" , '%%% '%%% %%%' "%%% %%%%%' %%%%%%%%%%%% %%%%% '%%%' %%%%%%% %%%%%%%%' '%%%% %%% '%%% '%%%%%' '%%%%%%%%%%%% %%%%%'%%%' '%%%%, %%%' %%' %%%%%%"%%' %%%' %%%% '%%%% %%%%' %%%%%%%' '%%% %'% '%% '%%"%%%%%% %%% %%% ' %%%% %%%%% %%%%%%' %%%%%%% '%%%%%'% %%% %%%%% '%%% %%%%%%% '%%%% %%%% %%%%% %%%%%%' '%%%'' %%% %%% %%% "'%%%' %%%% %%%%' %%%%%%' A D V E N T U R E '%%%% %%%%% %%%%%%%% %%%%%%%%%%%% %%%%%%%%%%' '%%%%%%%%%%%%%%%% %%%%%' %%%%%%%%%% %%%%% %%%%%%TM D I R E C T O R ' S C U T _____ _ __ _____ / ___) (_) | / / ___) _ | |___ ____ _ ___ _ ___ |/___ | |___ _| |_ ____ _ _ _ _ \___ \/ \| '_ \| |/ _| / __| \___ \|_ _|/ \| '_|\ \/ | ___| || () || | | || || (_ |__ | ___| | | |_ | () || | \ / (_____/\____/|_| |_||_|\___| |___/ (_____/ \___)\____/|_| /_/ By me frog & Jason Howell me frog's Email: cskull@frogdesign.com Jason Howell's Email: howellgames@howell-games.com Created on 07/17/03 Last updated on 11/18/03 Version FINAL For GAMECUBE CHARACTER FAQ +----------------------------------------------------------------------------+ |TABLE OF CONTENTS | +----------------------------------------------------------------------------+ Chapter 1 : INTRODUCTION Chapter 2 : VERSION HISTORY Chapter 3 : SONIC'S CONTROLS/UPGRADES Chapter 4 : SONIC'S ADVENTURE GUIDE Chapter 5 : SONIC'S ACTION STAGE GUIDE Chapter 6 : SONIC'S BOSS GUIDE Chapter 7 : SONIC'S MISSIONS Chapter 8 : SONIC'S EMBLEMS Chapter 9 : CREDITS/LEGAL INFO +----------------------------------------------------------------------------+ |CHAPTER 1: INTRODUCTION | +----------------------------------------------------------------------------+ Hello, my name is me frog. First I would like to thank you for reading this guide among others. I haven't written many FAQ's for this site but that will hopefully change! AUTHOR'S NOTE (me frog) --------------------------- This guide, as you can tell, is for the Sega game SONIC ADVENTURE DX. It first appeared on Dreamcast but was then ported to the Gamecube with lots of additional features like new missions and tasks, some new secrets, upgraded graphics, and the best of all, 12 Sonic Game Gear games! The game is played among six different characters but this guide is only for how to beat Sonic's story. If you want a full walkthrough, check out some of the full FAQ/Walkthroughs on www.gamefaqs.com. If you want to get to a certain place quickly on your computer, use Control+F or the FIND option on your computer. Say you want to find SONIC'S MISSIONS. Just go to the FIND option and type in SONIC'S MISSIONS and you'll be taken straight to it! +----------------------------------------------------------------------------+ |CHAPTER 2: VERSION HISTORY | +----------------------------------------------------------------------------+ .5 (07/17/03) First version, everything is new, the Adventure part of the guide is done and a tiny bit of the Action Stage guide. 1.0 (07/20/03) Finished all of the C emblems in the action stage section and completed the boss section. 1.6 (07/22/03) Fixed a couple of mistakes in adventure mode, added some ASCII art and got some more B and A emblems in. 2.1 (07/24/03) First, off, Jason Howell has become a co-author to this FAQ and he has edited the layout to make it look A LOT better. I also TOTALLY re-did the adventure mode walkthrough so that the information is more accurate and easier to understand. Also added some better descriptions to the moves, fixed the action stage guide so that it is easier to read, and began the first couple of missions. Finally, and most importantly, it's my birthday! YAY! 3.0 (07-27-03) Finished all the missions and completed the emblem list. Also removed the --- lines in the adventure section so now they are just blank lines; it looks better now. Now all that's left is some more B and A emblems... 3.2 (11-06-03) WTF? I had completely given up on this guide months ago. I had put it in my computer's trash and emptied the trash and never gave the guide another thought. I would've never known it was here unless Jason Howell told me that it got posted! Yay. Anyway, so it's back to updating. I finished all of the emblems for Red Mountain, Sky Deck, and Final Egg. Now all that's left are very, very few B and A emblems! Hooray. FINAL (11-18-03) Well, seeing as how my interest in the game has dropped, and the popularity of this game has gone down a little, I see no reason not to continue this FAQ. Don't get me wrong, I've finished everything. Just no more updates here, everything is complete and final. Sayanora! +----------------------------------------------------------------------------+ |CHAPTER 3: SONIC'S CONTROLS/UPGRADES | +----------------------------------------------------------------------------+ =====---------------------------------------------------------===== | Controls | =====---------------------------------------------------------===== MOVE: Control stick. --------------------------- Description: Move Sonic around. Sonic's top speed is over 700 MPH so you'll need to develop good hand-eye cordination to avoid running into things. When Sonic is at his top speed, he will put his arms behind his back. --------------------------- JUMP: A --------------------------- Description: Get to high places (hold for higher jump). This is the most frequently used move in the game. In addition to getting to high places, you can use it to cross gaps and traps. You'll stay in the air for about three seconds so use that to your advantage. If you spin dash and then jump you'll do a super long jump. --------------------------- GRAB: B/X while standing near an object --------------------------- Description: Use it to pick up objects or Chao. After you grab an object you can carry it around. If you get hit, you'll usually drop whatever you're carrying so be careful. --------------------------- THROW: Begin running and then press (B) or (X) --------------------------- Description: Use it to throw objects or Chao. You have to have quite a bit of speed to be able to throw something. It isn't used that often. If you want to perform a long throw (about twice the as far as a regualr throw), begin running, jump, and then throw. --------------------------- HOMING ATTACK: Jump then in air (A) --------------------------- Description: Used to home in on enemies or items. If no enemy or item is in sight you will simply dash forward (a.k.a. a double jump). You'll use this attack VERY often so get used to it. If there is more than one enemy or item in sight, you can do multiple homing attacks on them. This is also useful for crossing some gaps that can't be crossed with a normal jump. --------------------------- SPING DASH: Charge with (B) or (X) (you must hold it) and release (To exit spin dash, jump, hit a wall, or press (B) or (X) ) --------------------------- Description: This move is great for those A emblems. You'll move faster when you are in a spin dash. If the dash goes on for too long, you'll begin to slow down. There is a really neat trick witht the spin dash. If you rapidly press be, you'll go in and out of the dash and hit top speed MUCH more quickly than usual. It is useful if you get hit and lose all your speed. --------------------------- LIGHT DASH: (UPGRADE REQUIRED) Charge a spin dash and release (B) or (X) when Sonic is glowing. --------------------------- Description: Used to cross gaps by dashing across a row of rings. After you get this upgrade, it will be useful in almost every level. It takes four seconds to charge up and then Sonic will stand up and say "Ready!" He should also be glowing blue. Hold down the B button and you can move around without actually doing the dash. When you are ready, realse be and Sonic will say "GO!" and dash forward. If there are rings in front of him, he'll dash across the rings. Lines of rings are most frequently found across very long gaps that are impossible to get across otherwise. --------------------------- LIGHT ATTACK: (UPGRADE REQUIRED) Charge a spin dash and release (B) or (X) when Sonic is glowing. --------------------------- Description: When you perform the light attack near a group of enemies, Sonic will destroy all of them at light speed. This is useful when there are five or six enemies in a bunch. It is just like the light dash, except you'll need to be standing near a group of enemies. --------------------------- =====---------------------------------------------------------===== | Upgrades | =====---------------------------------------------------------===== SONIC'S UPGRADES: --------------------------- LIGHT DASH SHOES: --------------------------- Found in the sewer of Station Square after beating Windy Valley. Drop down the manhole in the second part of Station Square to reach the sewers, and go north. Jump on the balcony and the upgrade will be in front of you. Used to perform the Light Dash. CRYSTAL RING: --------------------------- Found on second floor of the hotel. Step on the two buttons to open the door and make rings appear and light dash across the rings to the door and the upgrade. This shortens the time it takes to charge Light Dash and Light Attack from four seconds to two seconds. ANCIENT LIGHT: --------------------------- At the Angel Island crash site, head all the way north and the upgrade will be on a big stone. Used to perform the Light Attack. +----------------------------------------------------------------------------+ |CHAPTER 4: SONIC'S ADVENTURE GUIDE | +----------------------------------------------------------------------------+ You'll begin with a cut-scene. After that you'll fight your first boss battle against Chaos 0. See the boss section for info on how to beat Chaos 0. After the boss you'll see another cut-scene. Next you'll see a second cut- scene. When it is over, go north to enter Emerald Coast. See the Action Stage chapter for information on how to beat this level. When you beat Emerald Coast, you'll see another cut-scene with Tails. When it is over head toward the train station (the big building near the hotel). Get on the train and you'll head to the Mystic Ruins. When you arrive at the Ruins head down the stairs and run past the waterfall to reach some more stairs. Head up these to start a cut-scene followed by a boss battle. See the boss section for info on defeating the Egg Hornet. After the battle you'll see a cut-scene. When it is over head up the small bunch of stairs to reach Tails' workshop. Grab the Wind Stone (the little green rock) and head down the waterfall. Enter the cave to the right of the waterfall and place the stone in the little slot to the left of the blowing wind. Enter the wind to be sent to stage two, Windy Valley. See the Action Stage section for some info on this stage. After Windy Valley head towards the train and take it back to Station Square. From here, head to the second part of Station Square (the part that was previously blocked off). Go straight and drop down the manhole to enter the sewers. Turn around when you enter the manhole and go forward. Jump onto the balcony on your right and grab the LIGHT SPEED SHOES. Head down the hallway and hit the button. Use your new light dash on the rings to escape the sewers. Head through the door in front of you. Now head back to the hotel. Climb the stairs to the second floor and press both buttons. Charge a light dash and dash across the rings. Go through the door on the other side to find the CRYSTAL RING Now head back downstairs and through the previously lock door (by the TV). Head forward and you'll see a switch. Hit it to make some rings appear. Dash across them and you'll automatically hit a switch which will open the door to Casinopolis. See the Action Stage section. Now head south and turn right into an alleyway. You'll see another stone, the Ice Stone. Grab this and head to the train station. Get on a train and head to the Ruins. When you arrive you'll see a short cut- scene of some rocks falling, revealing a cave. Head to the location where the rocks fell (it is right in front of you) and go through the cave. Head forward and use the wind to go up to a second floor. About halway through the second floor you'll see a large ice door to your right and a slot to the right of the door. Place the ice stone in the slot to open the door. Head straight, past the lake, and climb the ladder to enter stage four, Ice Cap. See the Action Stage chapter if you need help. When you complete Ice Cap backtrack through the cave. When you reach the exit, head for the giant waterfall to start a cut-scene with Knuckles. You'll then fight a battle with him. Since this isn't actually considered a real boss battle, I'll tell you how to beat him. Beating Knuckles is very easy. Just do a homing attack three times on him and you'll prevail. After you fight Knuckles you'll watch another cut-scene, and then engage Chaos 4. See the boss section on how to beat him. After you beat Chaos 4, you'll see another cut-scene. After that, head towards Tails' workshop and you'll trigger a cut-scene followed by your first sub- level, Sky Chase Act One. Information on this level is in the Action Stage section. When you beat the level, you'll find yourself at the poll in the hotel. From here, go to the casino area to trigger a cut-scene with Amy. After the cut-scene head to Twinkle Park (south of the hotel) to start another cut-scene. After the cut-scene you'll begin stage five, Twinkle Park. There is information on this level in the Action Stage section. After Twinkle Park you'll see a small cut-scene. After that go through the door opposite you to exit Twinkle Park. As you exit the Park you'll trigger a short cut-scene of an I.D. card falling on some grass opposite of you so move forward and pick up the card. To go the garage door with the man and TV near it. With the card, the door will open. Enter and head through the left or right door to begin stage six, Speed Highway. See that Action Stage chapter. You'll exit the stage near City Hall (where you fought Chaos 0). Head to the Casino area to begin another cut-scene. After the cut-scene, get on the train and head to the Mystic Ruins. When you arrive, you'll trigger another cut-scene. After it is over enter the cave in front of you and go to the second floor. Head straight, but continue past the ice door this time and you'll end up at the Angel Island crash site. At the crash site, head all the way north and you'll spot the ANCIENT LIGHT which allows you to do the Light Attack. Get off the rock, head straight and turn left and you'll spot a Kiki in a cage. Use your new Light Attack to destroy it and you'll open the gate. Head past the gate to begin level seven, Red Mountain. See the Action Stage section for details. When you complete Red Mountain you'll see a cut-scene. After the scene, you'll begin the second sub-level, Sky Chase Act Two. See the Action Stage section again. Upon completing Sky Chase, you'll trigger a cut-scene. After it run forward and hit the spring to trigger another cut-scene. The ship will transform, which forces you to go through the Sky Deck. Anyway, head north, and go through the only door in sight to enter stage eight, the Sky Deck. See the Action Stage chapter for more information. Upon completing Sky Deck you'll see a very short cut-scene. You'll now find yourself inside the Egg Carrier. Go north and to the right a bit to spot a circular elevator. Hop on and you'll be taken to the bridge. When you reach the bridge you'll see a cut-scene with Gamma. After the cut- scene you'll engage with a battle with Gamma. He is just like Knuckles (do three homing attacks on him). After you beat Gamma you'll see another cut-scene. After the cut-scene head north and you'll see another small cut-scene. After it ends, head through the door in front of you. Step on the switch in this room to make some rings appear. Dash across them to enter a new room. Step on the giant chair in the new room and it'll move, revealing a switch. Step on it and you'll see a cut-scene of the ship changing back to its original shape. After the cut-scene head through the door and enter the elevator again. After you get off hit the green button near the TV to summon the monorail. Take it to the front of the ship. When you get off the monorail you'll see a cut-scene with Chaos 6 and Big. After the cut-scene you'll fight Chaos 6. See the boss section. After you beat Chaos 6 you'll see another cut-scene. After the cut-scene you'll find yourself in a new area of the Mystic Ruins where you'll see another cut-scene of level nine opening up. After the cut-scene go up the stairs and through the door to begin the Lost World. Again, see the Action Stage chapter. After you beat the Lost World you'll see another cut-scene. After that, you'll be warped to the past and you'll see another cut-scene. When you have control run forward to trigger another cut-scene with Tikal. After that cut-scene you'll be warped back to the present. You'll see a third cut-scene of Eggman heading towards his base. After the scene head north and turn right. You'll see a building with lots of flashing lights. Go right again to see a strange hallway. Enter it and you'll be in the Egg Carrier 2. Head right until you spot six buttons. From left to right number the buttons 1, 2, 3, 4, 5, and 6. Hit 5 first, then 4, then 3, and then 2 to open the door to level ten, Final Egg. See the Action Stage chapter for details on this last level. After you beat Final Egg you'll see another cut-scene and then you'll begin a fight with Sonic's final boss, the Egg Viper. See the boss section for details on this last boss. After you beat the Egg Viper, you'll see Sonic's ending and get an emblem. Congrats on finishing his story! Now do the other five characters! +----------------------------------------------------------------------------+ |CHAPTER 5: SONIC'S ACTION STAGE GUIDE | +----------------------------------------------------------------------------+ DIFFICULTY STAR MEANINGS (all star ratings are based on someone's first time though the stage) * Very Easy ** Easy *** Medium **** Hard ***** Intense The Action Stage guide is merely for players who get stuck on certain puzzles in some levels. Like I mentioned earlier in the guide, most of Sonic's action stages are straightforward but here I have described all the little details on how to get through the stage. You most likely will NEVER need to read the whole guide on how to get through (insert stage here) but it is there if you do. I just wanted to put this note in because some people may glance at the size of the level description and think it is very complicated. All of the levels have at least two checkpoints and two areas (except for level three, Casinopolis). The checkpoints are the two sideways light- bulbs and you'll see many of them in a stage. You'll know when you are in a new area when the music changes. I have divided most of the levels into checkpoints and areas, though some levels, like Casinopolis and Lost World, will be described differently. In some of the levels you will see something marked ALTERNATE PATH. An alternate path is usually a shortcut or a different way to get to (insert location). If you mess up on one path and there is a different one, check out the part in the paragraph marked ALTERNATE PATH. When I finish describing the alternate path I will put END ALTERNATE PATH. For people who don't know, a checkpoint is a place you will appear at when you die. Touch every one you see because it will avoid you having to start the level over if you are killed. The beginning of a new area also serves as a checkpoint. =====---------------------------------------------------------===== | EMERALD COAST | =====---------------------------------------------------------===== Difficulty: * SUMMARY OF LEVEL: Emerald Coast is the first and easiest of Sonic's stages. It has some basic puzzles and mostly just tests your jumping and running skills. It is the perfect training area for a beginning player. C EMBLEM: Find Tails ------------------------------------------------------------------------------ TO CHECKPOINT ONE Begin by head north, past the sand, and cross the bridge. Hit the spring and run down the next path, but avoid the yellow walls because they will bounce you around and kill lots of time. Pass the bridge and go through the loop to hit checkpoint one. TO CHECKPOINT TWO Run across the beach and hit the dash ramp to be sent to checkpoint two. TO CHECKPOINT THREE Run down the path and hit the dash pads. Watch out for the spike trap as you run down the second path and run through the double loop. Now run across the bumpy bridge to hit checkpoint three. THE GIANT WHALE AND CHECKPOINT FOUR The second you hit checkpoint three you'll run across a dash-pad and begin running across a bridge with a series of dash pads. Just keep the control stick pointed down the whole time and you'll get through fine. If you stop, the giant whale chasing you will destroy the bridge and you will fall into the water. When you clear the first bridge you will hit a dash ramp and run across a second bridge. Just hold down to clear the bridge and reach checkpoint four. TO AREA TWO Head straight (beware the spike trap) and hit the springs to be bounced to the top of the lighthouse. Cross the broken bridge and go around the top of the lighthouse to hit area two. TO CHECKPOINT FIVE Head straight for a couple of seconds to hit checkpoint five TO CHECKPOINT SIX This can be a bit tricky. Run straight and then as you pick up speed, move toward the left wall and run up it. Keep running or you will fall. If you stay on the wall there is a small cave that you can go through that is a major shortcut that takes you straight to checkpoint six. ALTERNATE PATH If you fall off the wall then go through the cave on ground level and jump into the swamp (you won't die). Jump from platform to platform until you reach the end. If you fall in, you'll sink to the bottom, but you can just jump back up to a platform. After the swamp you'll have to run past about four spike traps. After that you'll hit checkpoint six. END ALTERNATE PATH TO CHECKPOINT SEVEN This is a bit like the beginning of the last paragraph. Run down the hill and continue running, and you'll start running up a wall. Keep running and you'll hit some dash pads and go through a double loop. If you fall, just wade in the water to the other side. Once on the other side, hit the dash ramp. Hit the dash pads after that to run up the hill and go straight and up the stairs. Go straight some more and then through a cave, and you'll hit checkpoint seven. TO GOAL Go down the hill and hit the springs. Cross the gap using the jump panels (the hintorb will explain how to use them) and pass the two spike traps. Go through the loop and then cross the beach to reach the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule! ------------------------------------------------------------------------------ Difficulty: * There are over 400 rings in this stage so getting fifty of them won't be that difficult. The big things you need to be careful of are the spike traps. If you avoid those and the few enemies scattered about, you'll beat this level easily. ------------------------------------------------------------------------------ A EMBLEM: Destroy the capsule in 2:00 ------------------------------------------------------------------------------ Difficulty: **** This level is very simple once you've done it a couple hundred times, but until then, you'll need to take every possible shortcut there is. Do the spin dash trick (reapidly press B; you'll hit top speed in no time) throughout the level but DON'T do it when the whale is chasing you because you might fly into the water when you hit the dash ramp. When you hit area two, take the big shorcut while running across the wall (remember it's the small cave). Don't fall in the water while running across the next wall. When you go through the double loop, hit the dash ramp. From here, hit the dash pads but DON'T CONTINUE STRAIGHT! Instead, turn right, and do a long homing attack to the beach on your right. You'll shave off AT LEAST 30 seconds. Now go straight and hit the two targets and you'll skip the jump panels. From here, just go through the rest of the level doing the spin dash trick and you'll be fine. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | WINDY VALLEY | =====---------------------------------------------------------===== Difficulty: * SUMMARY OF LEVEL: Windy Valley also tests your jumping skills, this time by making you have to cross bottomless pits. It also has many windy areas that you can use to be sent up to a higher place. This is a good level for people who just like a fast, fun run through an area. C EMBLEM: Get the Emerald ------------------------------------------------------------------------------ TO CHECKPOINT ONE Go down the path and enter the wind to be sent up to the next platform. The checkpoint is right in front of you. TO CHECKPOINT TWO Go up the steps and hit the springs to be sent to another windy area. The wind there will bring you up to the next platform, where checkpoint two is waiting. TO AREA TWO (THE TORNAD0) Run down the hill and go through the gate. It seems there is no platform to jump on but continue to go forward and the wind will bring you to the next platform. Jump about three times on the trampoline. On the third jump you will be high enough to reach the next floating platform. Jump across the broken bridge there and then cross the bridge in front of you. Near the end it will collapse but don't worry. Go north to find some wind that will send you up to the next platform. From here the force of the tornado will suck you into in. TO CHECKPOINT THREE Go forward and hit the springs. Now go down the only path given to you and get across the gap with the jump panels (if you forgot how to use them there is another hint orb). The checkpoint will be in front of you. TO AREA THREE Bounce on the trampoline a couple of times to reach the bridge. Cross the bridge and hit the springs. When you land, go forward and hit the lone spring to exit the tornado. TO CHECKPOINT FOUR This area is extremely straightforward. Go forward a bit and turn right to reach a twisting path. Run down this path for about ten seconds to reach some springs. Hit them and grab onto the rocket on your left (step in front of it and push forward). You will spot checkpoint four. TO CHECKPOINT FIVE Go down another twisty path with a loop and some dash pads and you'll see another seemingly dead end. Just like last time, go through the gate and hold forward and the wind will carry you safely across. Hit the springs when you land and when you are as high in the air as you can be, do a homing attack toward the right and you'll go past a wall and onto a path. Follow it to reach a metallic shield and another windy area. ALTERNATE PATH If you did not successfully make it past the wall and onto the path, there are two different paths to choose from. The middle one has a couple of spiked balls that you should avoid and there is a windy path at the end (remember go through the gate and hold forward. You'll end up at the same windy area that the first path took you to. END ALTERNATE PATH ALTERNATE PATH The third path, the lowest one, has the most traps and I strongly recommend not taking it. If you do, there are some floor traps and spinning spiked balls, but you'll eventually end up at the same windy area as the last two. END ALTERNATE PATH Whatever path you take is your choice but when you enter the wind, it will take you to a floating spring which you should hit. This spring will take you to checkpoint five. TO GOAL Take another twisty path, and you'll hit some dash pads. After that, you'll run down a wall (just hold forward) and then you'll go through another twisty path. Follow this and you'll encounter one last windy path and then you'll reach the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule! ------------------------------------------------------------------------------ Difficulty: * There are well over fifty rings in the last area alone so you should have no trouble grabbing them. However, when you hit the three path junction, try to take the top one since it has no enemies. If you do that, this level is very simple. ------------------------------------------------------------------------------ A EMBLEM: Break the capsule in 3 minutes ------------------------------------------------------------------------------ Difficulty: ** There are no real shortcuts in this level so you must just go through it as fast as you can. Using the spin dash helps a lot especially in third area (remember to press B to exit the dash when you start to slow down!). Also in the third area, when you reach the three path junction, take the top path to shave off about ten seconds. Aside from that, there is no advice I can give except don't get hit and don't stop to get anything if you miss it. You should try to reach the third area by 1:15 or so you'll have 1:45 seconds to hit the capsule, which is plenty of time. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | CASINOPOLIS | =====---------------------------------------------------------===== Difficulty: ** NOTE: Because of the different layout of this stage, it will not be described in checkpoints. SUMMARY OF LEVEL: Casinopolis is totally unlike most Sonic levels, by which it is not fast and fun, but requires moving around in a small area to gather things. It is a great place to go if you want to earn some rings. C EMBLEM: Get the emerald ------------------------------------------------------------------------------ Before I begin I would like to first explain the basic layout of Casinopolis (READ) In Casinopolis the goal is five seconds away. The only problem is, it is too high for you to reach. So the Sonic Team had an original idea of collecting rings to climb on so you can reach the capsule. You must collect at least 400 rings to reach the capsule. Casinopolis in separated into six areas. AREA ONE: "HUB" AREA This is basically the area you start in, and is the entrance four of the other areas. From the starting point, left is CARD pinball, right is SLOT pinball, upper right is the Vault, and north is the Shower Rooms. AREA TWO: THE VAULT This is the place where you store your rings. You will notice that when you first enter, it is empty. Step on the switch in the room and stay where you are and two cranes will collect your rings. As you gather more and more rings, the big empty space in the vault will begin to fill up. When you hit 400, the ring pile will be high enough for you to stand on it and you'll be able to jump to the capsule. AREA THREE: SHOWER ROOMS This is the area where you end up when you exit area six. There are only about 7 rings in it and is not an area you should visit for ring collecting. AREA FOUR: CARD PINBALL This is just one of the two pinball boards that you can use to collect rings. Usually, hitting an object is one ring, but you can trigger certain bonuses for extra rings. It is also an entrance to area six. AREA FIVE: SLOT PINBALL This is the better of the two pinball boards. Like CARD pinball, hitting an object will get one ring and again there are bonuses. There are also slot machines that you can use to get kickbacks, rings, and trigger certain events but the nice thing about it is the entrance to area six. AREA SIX: SEWERS This is the best area in Casinopolis. You can only enter the sewers if you play slot or card pinball and get less than 100 rings. The sewers easily have 400 rings and if you just make a quick run without any backtracking or stops you can still collect 200+ rings which makes it only two easy trips before you have 400. Be careful. AS SOON AS you get rings from pinball or the sewers deposit them. If you go back and make another run, you'll lose the rings you had before. STRATEGY Begin by heading into slot pinball. You'll get launched in. Now just wait until you lose all your lives and you'll drop into the sewers. Go forward, collecting as many rings as you can. At the beginning of the sewers destroy the first enemy then prepare a light dash to grab all the rings in front of you. Next you'll enter a windy area. Try to get the capsule and all the rings there. The next area is a hallway with about 70 or 80 rings in it. Jump over the dash pads and collect the capsules. After that is another windy area with tons of capsules. Next is a hallway with spiked balls. Finally you'll reach an area with rotating spiked balls. You'll also see a row of rings in the air. Charge a light dash, hold it, jump up, and dash through the rings to get a shield and about thirty rings. You'll also bypass all the spiked balls. From here, just climb the ladder to end up in the shower room. Now just repeat this until you have 400 rings. Then jump on the pile and to the goal. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule ------------------------------------------------------------------------------ Difficulty: * Shame on you if you need help on this! Just kidding all you need to do is deposit 400 rings, then play a real game of slot pinball (don't go in the sewers) and then hit the capsule. ------------------------------------------------------------------------------ A EMBLEM: Break the Capsule in 5:00:00 ------------------------------------------------------------------------------ Okay, to do this, you MUST go through the sewers. If you don't, it is close to impossible. First, rush into one of the pinball machines and then just wait until you die. Once you fall into the sewers, don't go FULL SPEED. Go moderate speed, making sure you pick up as many rings as you can. If you miss one, however, don't go back for it. At the beginning of the sewers, destroy the first enemy, then light dash up the row of rings. Also, make sure you hit EVERY capsule in the windy area. Finally, at the final area where there are the spinning spiked balls, charge up a dash, hold it, jump up, and release to jet across the row of rings. At the final, final part try to jump ONTO the ladder. If you land on the floor below it, Sonic will wash himself off and you'll lose about three or four seconds. And those are valuable seconds. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | ICECAP | =====---------------------------------------------------------===== Difficulty: ** SUMMARY OF LEVEL: Ice Cap is a level that starts out somewhat slow, but speeds up at the end. It is the place to go if you want to snowboard with Sonic. C EMBLEM: Get the Emerald ------------------------------------------------------------------------------ TO AREA TWO There are two ways to reach area two. One is a HUGE shortcut that saves about 30 seconds (excellent for the A emblem) and the other is a more complicated and longer path. First the huge shortcut. Begin by hitting the dash pads and landing on the slope. Go south until you come to a stone with a line of rings. Charge a light dash and cross the gap. You end up next to a jump panel. Jump from each panel (there are about seven) and you will finish in front of a cave. Enter the cave to go to area two. ALTERNATE PATH The second path is long and complicated. When you land on the slope, instead of going south, go north and hit the spring to your left. Go through the cave and hit the spring at the end. You'll grab on to an icicle. This is tricky for a beginner. When you are on an icicle, if you jump, you'll jump backwards, so rotate 180 degrees and jump to the next icicle. Do the same for each icicle until you cross the gap. Hit the spring to end up in front of a cave. Go through it and grab onto the rocket at the end. Go through the next cave and into the second area. END ALTERNATE PATH TO CHECKPOINT ONE Head forward a few steps to hit checkpoint one. TO CHECKPOINT TWO Jump off the ledge and go to your left. There should be a spring behind you. Hit it and cross the floor trap. Hit the next spring that you see and you'll land on an icicle. Jump across the icicles to cross the gap. If you fall, there will be some springs you can use to get back up. But be careful because there will also be lots of spikes. When you get to the other side, go up the steps (beware the floor trap) and hit the spring. Follow the next path to the arrow of rings and hit the second spring to get to the next platform. Hit the dash pads and you'll be sent up to some icicles. Cross them and hit the spring and then you'll see a switch. Step on it and a bridge of ice cubes will appear. Cross it but DON'T STOP RUNNING! As you run, the bridge will begin to collapse and you will, of course, fall if you mess up. The checkpoint is at the other side. TO AREA THREE (SNOWBOARDING) Go up the path and hit the dash pads to cross the loop. You'll see a jump panel so jump across them. When you land a HUGE icicle will fall and give you a path to area three. TO GOAL How to snowboard: Left: move left Right: move right A: Jump B/X: Crouch (speeds up) Down: Slow down To jump off a ramp hit (A) near the end of them ramp Don't hold forward and (B) at the same time or you won't crouch. When you enter area three you'll notice the clock is frozen. Walk forward and past a broken gate and you'll see a cut-scene of an avalanche beginning to form. Sonic will then jump on a snowboard to outrun it (yeah like it is possible to outrun an avalanche on a snowboard). Anyway the first part you have a view of everything behind you. Just hold (B) to crouch and you'll get past the first part fine. The second part you will get a view of everything in front but there will also be ramps and obstacles. Try not to hit the ice because it slows you down and try to collect as many rings as you can. Hit the jumps also, because it will give you speed boosts. After the second cave, there will be a shortcut that involves three jumps. All you have to do is hit them one after another and not fall off the cliffs and you'll do fine. After that, the goal will be in front of you. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule ------------------------------------------------------------------------------ Difficulty: * There are at least 70 rings in the snowboarding area and you should already have a good amount by then so collecting 50 rings shouldn't be a problem. Your only threat really are the many spikes scattered throughout the level. Avoid them and this is a major pushover. ------------------------------------------------------------------------------ A EMBLEM: Destroy the capsule in 4:00! ------------------------------------------------------------------------------ Difficulty: ** When you start, go down to the slop and take that major shorcut I spoke of earlier (remember it is near the bottom of the slope) and you'll head straight to area two. When you reach area two try to aim for the target to your far left. If you land near it you'll bypass the first bunch of icicles. From here just head through the rest of the area as fast as you can. Crouch when you snowboard and hit the three final jumps at the end to shave off about ten seconds. If all of this is done correctly you should reach the capsule with around 40 seconds left. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | TWINKLE PARK | =====---------------------------------------------------------===== Difficulty: ** SUMMARY OF LEVEL: Twinkle Park is sort of a review of your jumping, running, and attacking skills. It also has bumper cars, which is the best part of the level. If you want a basic, all around skill type level, Twinkle Park is where you should go. C EMBLEM: Break the capsule ------------------------------------------------------------------------------ There are two parts to this level. The first is the bumper cars and the second is Sonic on foot. DRIVING THE BUMPER CARS TO AREA TWO Bumper car controls A: Move forward/Get in car B/X: Break/Reverse The more rings you collect, the better acceleration your bumper car will have. Begin by doing a homing attack on each bumper car to destroy the enemy inside. Then choose a color and stand near it and press (A) to hop in. Now drive toward the big door near the end to enter the track. There are over 100 rings here so keep that in mind for the B emblem. There are dash pads all over the place also but enemies in bumper cars are usually near them so beware (just run into the back of their car to destroy them although it will slow you down a lot). There are also some Kikis (the little monkeys) on the track but you can just run over them. You'll know you are near the end when you go through two loops. At the end you will hop into a hole and exit the bumper car track. Now that was fun wasn't it? TO CHECKPOINT ONE You will now land in a roller coaster that will take you to the very end of Twinkle Park. (Notice how you start the ride near the end of the level... how cruel to start it there.) When you finish, you will be right in front of the first checkpoint. TO CHECKPOINT TWO I've always hated bowling. But when you bowl with Sonic it isn't that bad. Move forward past the first checkpoint. When you enter the bowling lane, you'll instantly begin to charge a spin dash. Aim it at the pins and release to open the next door. Go up the stairs and cross the little pool to hit checkpoint two. TO CHECKPOINT THREE More bowling! After you destroy the pins go up some more stairs and you'll enter a merry-go-round. Go to your left (it is the quickest way even if the path is rotating to the right) but beware the spiked balls to exit and hit checkpoint three. TO CHECKPOINT FOUR Now go down the stairs and past the pool and hit the springs to land on the roof. Climb the roof, jump over the barrels, hit the dash pads, run up the hill, and cross the little pool (this is all very fast). Now jump from the floating platform to the rotating roof, and then jump on the next roof, then a platform, then another roof, and then a little floating path. At the end of this path jump forward and do a homing attack on the Kiki to reach the ledge. Checkpoint four is just around the corner. ALTERNATE PATH If you happened to fall during any of that jumping you'll have to take a long, complicated, time consuming path. Go forward, climb up the slope (there are a lot of spiked balls so be careful) go north a bit more and jump over the three rows of barrels. Then hop from one little house to another and finally up a narrow path with a spiked ball to reach checkpoint four. END ALTERNATE PATH TO GOAL Hit the spring and jump across the floating platforms to the roof. Run along the edge of the roof. You'll do this for a long time. Be careful because if you fall, you'll end up at an earlier part of the level, which can eat up time. At the end of the roof there is a spring. Hit it and you'll end up in front of some stairs. Climb those and the goal will be in front of you. ------------------------------------------------------------------------------ B EMBLEM: Get 50 rings and destroy the capsule! ------------------------------------------------------------------------------ Difficulty: *** Getting 50 rings is very easy, but keeping them till the end is difficult. You'll most likely get over 100 rings in the bumper cars. Just watch out because there are many spiked balls in the level. On the merry-go-round, it is a good idea to go to the right and take the longer path because it reduces your chances of getting hit. Beware the exploding barrels near the end also. At the very end, just avoid the three enemies and you'll do fine. ------------------------------------------------------------------------------ A EMBLEM: Destroy the capsule in 3:00! ------------------------------------------------------------------------------ Difficulty: *** This stage can be annoying due to the tight time limit. First just run forward and jump into the nearest bumper car you see. Now just go straight through the track, without pausing for rings, and try not to hit any bumper cars because they really slow you down. There is a MAJOR shortcut that will cut off tons of time while you are riding the roller coaster. When you jump in the coaster, hold left or right so you will jump out on the sides instead of falling in the hole at the end. Now backtrack while walking on the track and you'll fall onto a platform. Do a homing attack toward the pool to find yourself instantly near the roof of Pleasure Castle and right past checkpoint four. From there, just go through as fast as you can. ------------------------------------------------------------------------------ =====---------------------------------------------------------===== | SPEED HIGHWAY | =====---------------------------------------------------------===== Difficulty: ** SUMMARY OF LEVEL: Speed Highway shows what Sonic games are really about because it is fast and fun. It is filled with loops and dash pads to speed up the action. The second area is probably one of the most fun areas in the game. Go here if you just want to have a fast run of a level. C EMBLEM: Break the Capsule ------------------------------------------------------------------------------ TO CHECKPOINT ONE Begin by going straight down the highway, hitting the dash pads, and going through the loop. At the end of the highway, you'll hit some dash pads and land on some glass. Be careful. If you stay on the glass too long it will shatter and you'll fall. Jump up and hit the spring to land on a lift. Take the lift up to checkpoint one. TO CHECKPOINT TWO Hit the dash pads in front of you. Run sideways on the building to cross the big gap. ALTERNATE PATH If you fall off, you'll have to take a path with many spiked enemies and spiked balls. Just head straight and do your best to avoid them. END ALTERNATE PATH When you reach the other side, go straight, turn left, and run up the stairs. Run past the bell (jump up and touch it for some rings) and down the highway. Run through the narrow tunnel, and hit the dash pads when you exit. There will be a large lift that will take you to the second floor of the highway. Go straight and jump on the lifts moving in a circle. Jump off when you hit the third floor of the highway. Go straight and hop down onto the highway to your right and hit the dash pads to be sent into another large lift. You'll be taken to an area with some springs so hit them to be sent to a helicopter pad. The helicopter will start flying so jump while standing below it and you'll automatically grab on. You'll fly to another helicopter pad where the second checkpoint is. TO AREA TWO Turn left and go straight until you reach a rocket. Grab onto it and you'll be sent to another highway. |
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Another Sonic Adventure DX Director's Cut Walkthrough :
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