Sonic Chronicles: The Dark Brotherhood Walkthrough :
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Walkthrough - Sonic Chronicles FAQ/WalkthroughSONIC CHRONICLES: THE DARK BROTHERHOOD (NINTENDO DS) GAME GUIDE WRITTEN BY MATT SUTTON (aka KYLE GON JINN/SCRUFFY) -------- CONTENTS -------- SECTION 1 - Version History SECTION 2 - Introduction SECTION 3 - Game Controls SECTION 4 - Playable Characters SECTION 5 - General Tips & Tricks SECTION 6 - Battle Techniques SECTION 7 - Chao Descriptions SECTION 8 - Chao Egg Locations SECTION 9 - Quick Mission Guide SECTION 10 - Walkthrough SECTION 10.1 - Chapter 1: Hostile Reception SECTION 10.2 - Chapter 2: The Search for Knuckles SECTION 10.3 - Chapter 3: Egghunt SECTION 10.4 - Chapter 4: A Wolf in the Shadows SECTION 10.5 - Chapter 5: The Battle for Angel Island SECTION 10.6 - Chapter 6: Black Hole Sun SECTION 10.7 - Chapter 7: The Quest for the Chaos Emeralds SECTION 10.8 - Chapter 8: Sector Scylla SECTION 10.9 - Chapter 9: Sector Charybdis SECTION 10.10 - Chapter 10: Citadel Showdown SECTION 11 - Frequently Asked Questions SECTION 12 - Legal Details SECTION 13 - Contact Details SECTION 14 - Thanks to --------------------------- SECTION 1 - VERSION HISTORY --------------------------- Version 0.1 30/9/2008 - Guide started. Version 1.0 4/10/2008 - First submission. Guide complete except for the walkthrough, quick mission guide and Chao egg location sections. Version 2.0 8/10/2008 - Walkthrough, quick mission guide and Chao egg location sections updated to include chapters 4 and 5. FAQ also updated, and spelling and grammar throughout the entire guide have been edited. Version 3.0 10/10/2008 - walkthrough, quick mission guide, and Chao egg location sections updated to include chapters 6 and 7. Legal stuff and character guide also updated. Version 4.0 13/10/2008 - walkthrough, quick mission guide and Chao egg location sections updated to include chapter 8. Thanks to, battle technique and FAQ sections also updated. Version 5.0 16/10/2008 - likely to be the final update. All sections are now completed. Version 5.1 1/11/2008 - just an update to announce that this guide is now available on mycheats.com Version 5.2 8/1/2008 - this guide is now available on gamerevolution.com. Also, I've updated the FAQ. ------------------------ SECTION 2 - INTRODUCTION ------------------------ As a fan of Sonic the Hedgehog right from the beginning (and that's been 17 years, folks) who has been sorely let down by recent games (Sonic 2006. 'Nuff said), I was very excited to hear about Sonic's first official venture into the RPG world. After having played the game, I feel that finally Sonic the Hedgehog is finally back in a decent adventure. Whilst not terribly challenging, the game has a large enjoyment factor, and going back to try and find all the Chao and complete all the side missions gives it an extended playability factor. If you're a Sonic fan or just like the RPG gender in general, give this one a go. Okay, plug done with. Let's move on. Sonic Chronicles centres around Sonic being called back into the action after having defeated Doctor Eggman and gone on vacation. The Chaos Emeralds have been stolen, Knuckles has been abducted, and a group being referred to as the Marauders are showing up all over the place, giving GUN all sorts of trouble. Looks like Sonic's day-saving expertise is needed again... -------------------- SECTION 3 - CONTROLS -------------------- You won't need to spend a lot of time memorising different buttons for this game. The stylus and the touch screen are used for everything in this game, from controlling your character's movement to battling the enemy and navigating the game's dialogue. The only buttons used in the game are START to activate the corner menu, and L or R to begin a conversation with someone you're standing next to (a speech bubble will appear above their head). However, you can accomplish these with the stylus too. ------------------------------- SECTION 4 - PLAYABLE CHARACTERS ------------------------------- The game has 11 playable characters in total, all with different abilities and special attacks. If you haven't found them all yet, and are trying to avoid spoilers, you may want to skip some of this. This section deals with each character's abilities, stats and POW attacks, as well as what POW attacks I recommend you buy when they level up. Here they are, in order of when they join the team: SONIC THE HEDGEHOG The fastest thing alive and the world's greatest hero, Sonic's constant defeats of Doctor Eggman have helped ensure the world's safety. He never backs down, never quits, and is always there to save the day. CLASS: Power # OF ATTACKS EACH BATTLE ROUND: 3 MOVEMENT ABILITIES: Dash (max level III) - provides the ability to run through loops and other speed areas. SONIC IS THE ONLY CHARACTER WHO CAN USE LEVEL III DASH. POW MOVES: Axe Kick: Sonic spinballs to deliver a powerful double kick to a single foe. Whirlwind: Sonic runs circles around his foes, lashing them all with a powerful wind attack. (Element: Wind) Blue Bomber: Tails airdrops Sonic to deliver an extra powerful spinball that has a chance to weaken the target. (Needs Tails on team) Fastball: Amy uses her hammer to send Sonic spinballing into a foe for a triple attack that might make the target sluggish. (Needs Amy on team) Triple Tornado: Sonic, Knuckles and Tails join in on a powerful wind attack that may leave targets sluggish. (Element: Wind. Needs Tails and Knuckles on team) Hail Storm: Knuckles, Tails and Amy smash a spinballing Sonic careening at a single target, potentially stunning the foe. (Needs Tails, Knuckles and Amy on team) POW RECOMMENDATIONS: I suggest avoiding the wind element attacks, as many enemies aren't effected by them. And whilst the multiple-character attacks do great damage (especially Hail Storm - 7 hits if you can pull it off!), you always have to have the right team members with you to use them. Axe Kick is a good, dependable, solid POW attack, so when you level up, I suggest that you buy that one first. AMY ROSE A pink hedgehog who doesn't know when to quit, Amy is Sonic's self-appointed girlfriend, despite the fact that he doesn't want her. Although this time around, she's claiming to have a new boyfriend, Dexter. Believe what you want. CLASS: Shifter # OF ATTACKS EACH BATTLE ROUND: 2 MOVEMENT ABILITIES: Dash (max level I) - provides the ability to run through loops and other speed areas. Smash (max level III) - ability to smash obstacles. AMY IS THE ONLY CHARACTER WHO CAN USE LEVEL III SMASH. POW MOVES: Low Blow: Amy tries to hit an enemy at its weakest point, leaving it vulnerable. Spin Cycle: Amy and Cream attack their foes as a whirling dervish, hitting multiple targets. (Needs Cream on team) Tantrum: Amy delivers a series of concussive hammer attacks that may leave her target sluggish. Blow Kiss: Amy blows a kiss to a friend, empowering the friend to do his or her best! Tarot Draw: Amy foresees the future with her tarot deck, cursing a single foe and causing the target to miss subsequent attacks. Flower Power: Amy, Big and Cream team up for their most potent attack, likely to leave a single foe stunned. (Needs Cream and Big on team) POW RECOMMENDATIONS: I don't personally like to use moves that stun or poison enemies. I prefer to hit them as hard and fast as possible, to knock them out quicker. I recommend using either Low Blow or Tantrum. MILES "TAILS" PROWER Sonic's closest friend Tails is a two-tailed fox, and an engineer and inventor whose talent and intellect rivals that of Doctor Eggman. Once needing Sonic to always save him, Tails has these days become more indepent and self-reliant. CLASS: Support # OF ATTACKS EACH BATTLE ROUND: 2 MOVEMENT ABILITIES: Fly (max level III) - ability to fly long distances. POW MOVES: Scan: Tails scans a target to find weak points, leaving it vulnerable. Tinker: Tails sabotages enemy robots to leave them distracted and weakened. (Only works on robots) Medi Bot: Tails deploys a small robot equipped with healing tech to heal a friend. Shield Bot: Tails deploys a small robot equipped with a forcefield to fortify a friend. Flash Bang: Tails flies up to deploy a flash grenade that leaves a target sluggish and distracted. (Non Robots only) Adrenaline Field: Tails deploys a temporal field that gives a friend an extra action and makes the friend hyper. POW RECOMMENDATIONS: I don't like to use Tails in battle that much, mainly because he has no offensive POW attacks. Tinker and Flash Bang can both be useful, but I prefer to just use his regular attack. The Medi Bot isn't powerful enough to be a decent healer - you're better off with Cream for that. ROUGE THE BAT Rouge is an agent of GUN, but it is never entirely clear whether she's working for the military or simply out for her own gain. She loves jewels of all kinds, and has a reputation for trying to nab the Chaos and Master Emeralds when she has the chance. CLASS: Shifter # OF ATTACKS EACH BATTLE ROUND: 2 MOVEMENT ABILITIES: Stealth - ability to avoid detection. Fly (max level II) - ability to fly long distances. POW MOVES: Tornado Kick: Rouge delivers a rapid series of kicks that creates a damaging wind attack. (Element: Wind) Jewel Storm: Rouge throws a handful of counterfiet gems at the opposing team. These gems, while small, are armour piercing. Rising Knuckle: Rouge and Knuckles team up for a double attack that may leave the target stunned. (Needs Knuckles on team) Plunder: Rouge feints an attack while stealing an item from her target. Distract: Rouge tempts the enemy with her feminine wiles to keep their mind off the fight. Shriek: Rouge directs a shrill scream at her foe, leaving the target sluggish. POW RECOMMENDATIONS: Rising Knuckles is a decent attack, but you have to be teamed up with Knuckles to use it. And Tornado Kick is a wind attack, which doesn't effect many enemies, such as robots or Kron. Jewel Storm isn't heavy hitting, but it's probably the best of Rouge's attacks if you don't have Knuckles. BIG THE CAT A large cat who enjoys nothing more than a quiet afternoon fishing with his best friend Froggy, Big is sadly sitting on the opposite end of the I.Q. scale to Tails or Eggman. However, he is a devoted friend and teammate who packs quite a punch in battle. CLASS: Support # OF ATTACKS EACH BATTLE ROUND: 1 MOVEMENT ABILITIES: Invulnerable (max level III) - ability to avoid most damaging effects. BIG IS THE ONLY CHARACTER WHO CAN USE LEVEL III INVULNERABLE. POW MOVES: Lure Whip: Big casts his line out to trip up a foe, potentially leaving the target stunned. Battering Ram: Big slams headfirst into a foe, causing damage and possibly distracting the target. Taunt: Big attracts one foe's attention away from Big's friends and fortifies himself against damage. Froggy Poison: Big deploys Froggy to kiss a target, leaving the foe poisoned. Feel No Pain: Big gets so excited about the fight that he hardly even notices incoming damage. Froggy Rain: Big asks Froggy to summon his friends, causing a rain of frogs to drop on the opposing team. POW RECOMMENDATIONS: Big's a great battle character. Feel No Pain is an excellent healing move, which restores health to you for three rounds. Offensively, Froggy Rain is good for hitting several targets at once, but Battering Ram is the best attack for doing lots of damage. KNUCKLES THE ECHIDNA Knuckles is the guardian of Angel Island and the Master Emerald (which looks surprisingly small in this game. What's up with that?). He has a long history of rivalry with Sonic, as well as a reputation for being easily tricked or fooled. He's a powerful fighter with a short temper and an unbreakable devotion to his duty. CLASS: Power # OF ATTACKS EACH BATTLE ROUND: 2 MOVEMENT ABILITIES: Fly (max level I) - ability to fly long distances. Smash (max level II) - ability to smash obstacles. Climb - Ability to climb some surfaces. POW MOVES: Uppercut: Knuckles focuses his best punch into an attack that ignores armour. Quake Punch: Knuckles pounds the ground, causing an unavoidable earth attack that may stun the entire opposing team. (Element: Earth) Revolver Slam: Sonic sends Knuckles flying for a devastating punch that ignores armour and may leave the target vulnerable. (Needs Sonic on team) Knuckles Express: Shadow sends Knuckles flying for a sweeping attack that may distract the entire opposing team. (Needs Shadow on team) Knuckles Sandwich: Knuckles throws both Amy and Sonic as weapons in a brutal attack that may stun the target. (Needs Sonic and Amy on team) Hard Line: Knuckles teams up with Shadow and Shade to deliver a crushing attack likely to distract the target. (Needs Shadow and Shade on team) POW RECOMMENDATIONS: Like Sonic, Knuckles has a lot of POW moves which require others to be on the team. They're great if you have them, but otherwise I recommend Uppercut, which does a lot of damage. Quake Punch is good to, but as an elemental attack, it won't work on everything. CREAM THE RABBIT A good friend of Amy's, Cream is followed everywhere by her Chao named Cheese. Whilst she doesn't like fighting, she has come to terms with the fact that she can help Sonic, and is one of the most useful characters on the team. CLASS: Support # OF ATTACKS EACH BATTLE ROUND: 1 MOVEMENT ABILITIES: Fly (max level III) - ability to fly long distances. POW MOVES: Refresh: Cream performs a cheer that restores PP to her team. Demoralise: Cream performs a cheer that distracts the opposing team. Cure: Cream performs a cheer that will clear negative status effects on her friends. Revive: Cream performs a cheer that can revive a KO'd friend. Heal: Cream performs a cheer that restores HP to her team. Tough: Cream performs a cheer that fortifies a friend. POW RECOMMENDATIONS: Cream is one of the most useful members of the team, as her Refresh ability can allow you to use as many POW attacks in a battle as you want. Heal and Revive are great too, but Refresh is definately the one you want. DOCTOR EGGMAN An evil genius who boasts an I.Q. of 300, Doctor Eggman is Sonic's prime nemesis. He takes great delight in building robots, all with one single purpose - destroy Sonic the Hedgehog, and usher in Eggman's vision of world domination. CLASS: Shifter # OF ATTACKS EACH BATTLE ROUND: 1 MOVEMENT ABILITIES: None. POW MOVES Bombardment: Eggman calls down an artillery barrage on the opposing team, potentially leaving them sluggish. Sabotage: Tails joins Eggman to quickly and aggressively dismantle a robot. (Needs Tails. Only works on robots) POW RECOMMENDATIONS Sabotage is a pretty powerful move - instant KO if it is pulled off successfully. However, it only works on robots, and you need to have Tails on your team (but neither of those are issues in chapter five). Bombardment does a lot of damage, and to the whole opposing team. It's my preference. SHADOW THE HEDGEHOG The Ultimate Lifeform, Shadow also has a rivalry with Sonic. This guy is the emo of the cast, who spent years after his freedom from incarceration attempting to find his purpose. Unsure of whether he was supposed to be evil or good, he dabbled in both before finding out that he was created to save the world. He has since joined GUN and developed friendships with Rouge and Omega, but he's still very much a lone wolf who does whatever he feels is best, no matter what anyone else may think. CLASS: Power # OF ATTACKS EACH BATTLE ROUND: 3 MOVEMENT ABILITIES: Teleport - teleport short distances. Dash (max level II) - provides the ability to run through loops and other speed areas. POW MOVES: Chaos Spear: Shadow hurls spears of raw chaos energy that ignore armour. Chaos Rift: Shadow opens a rift in time and space meant to banish a foe. If the target remains, he may become distracted. Chaos Blast: Shadow delivers an explosion of chaos energy that may weaken effected targets. Atomic Strike: Shadow and Sonic rapidly spinball around the opposing team to create a devastating electrical attack. (Element: Electricity. Needs Sonic on team) Focus Field: Shadow and Omega combine their strongest attacks on one target, damaging it and possibly leaving it vulnerable. (Needs Omega on team) Metal Storm: Shadow and Rouge use Omega as a torpedo in a brutal attack that has a chance to stun a foe. (Needs Omega and Rouge on team) POW RECOMMENDATIONS: As I said before, I prefer to use the attacks not dependent on other characters. But in the case of Atomic Strike, maybe I'd make an exception. It does heavy damage to the whole team, and even if the opposing team isn't vulnerable to electric attacks, if you boot it up to level III, it'll still do a lot of damage. And because it's a team-up with Sonic, he'll always be on your team, with the possible exception of Metropolis, Angel Island, and Nocturne. (thanks to xShadowoftheNight for this tip!) That said, in my opinion Chaos Spear is probably Shadow's best attack. Blast is also good, but be wary of Chaos Rift. It completely neutralises a target if it succeeds, but even on level III, that's only a 60% chance. If the move fails, then you've wasted a turn and PP. E-123 OMEGA The final and most powerful of Doctor Eggman's E-Series robots, Omega carries serious weaponry and a powerful grudge for his creator and former master. He works willingly with Shadow and Rouge, both of whom have earned his respect, but is reluctant to trust few others. CLASS: Power # OF ATTACKS EACH BATTLE ROUND: 1 MOVEMENT ABILITIES: Smash (max level II) - ability to smash obstacles. Invulnerable (max level II) - ability to avoid most damaging effects. POW MOVES: Flamethrower: Omega reconfigures his claws to deliver a fire attack that hits multiple targets. (Element: Fire) Beam Cannon: Omega reconfigures his claws to deliver a devastating laser beam that ignores armour. Blazing Tornado: Rouge channels Omega's fire attack into a fiery exploding kick. (Element: Fire. Needs Rouge on team) Wrecking Ball: Omega launches Big at a target, causing damage to and possibly distracting adjacent foes. (Needs Big on team) Temporal Field: Omega deploys a temporal field that phases a friend and makes that friend hyper. Machine Gunner: Omega reconfigures his claws as gatling guns, delivering full-auto attacks to the opposing team. POW RECOMMENDATIONS: Beam Cannon for the win. This attack does serious damage to the enemies. Machine Gunner and Flamethrower are good too (keep in mind that elemental attacks aren't always effective though), but Beam Cannon is definately the one you want. SHADE One of the highest ranked Marauders, this echidna rebelled and joined Sonic's team after learning that her master, General Ix, was looking for more than freeing their people. Whilst Knuckles is stunned and thrilled at the prospect of having a fellow echidna as company, can the team really trust this mysterious stranger? CLASS: Power # OF ATTACKS EACH BATTLE ROUND: 2 MOVEMENT ABILITIES: Teleport - teleport short distances. Stealth - ability to avoid detection. Climb - Ability to climb some surfaces. POW MOVES: Cloak: Shade activates her cloaking field, making her faster and harder to hit in combat. Blade Rush: Shade rushes the enemy and delivers a brutal five-hit combo with her leech blade. Echidna Rush: Shade and Knuckles team up to deliver a powerful attack that ignores armour and may also leave the enemy distracted. (Needs Knuckles on team) Blade Drop: Sonic propels Shade into her target to deliver a leech blade attack that ignores armour. (Needs Sonic on team) POW RECOMMENDATIONS: Unless you have Sonic or Knuckles on your team, Blade Rush is Shade's only offensive POW. But it does decent damage. --------------------------------- SECTION 5 - GENERAL TIPS & TRICKS --------------------------------- Here are some ideas that I hope will help you with progressing through the game. For help with battles, see section six. Explore the area maps thoroughly. There are Chao and item boxes littered across the landscape, all of which can help. Items can be not only bought in stores, but also sold. If you're short on rings and carrying lots of items you won't use, trade them in for a quick profit. Try to assemble a team which will be able to progress through any area without having to return to a point where you can switch team members. Invulnerable, sneak and teleport aren't used that much in the game except for several specific areas, so don't worry too much about teammates who can use them. Ideally, you want a team with dash (which you get with Sonic anyway), climb, fly, and smash to get you through just about any environment. Alternatively, you can always go back with different characters to access areas that others could not, if you prefer to go with characters such as Big, Omega, or Shadow. Whilst not always useful in the field, they can be very handy to have in battle. Go with what you feel more comfortable with. Take the time to assist people with side missions. Once completed, you'll be awarded with extra items and experience points. Be aware that when you switch to a lower levelled team member, they will receive the same amount of experience points that the rest of your team has (although everyone levels up at different numbers - thanks to QA Monkey for this tip!) This is great, since you don't have to keep switching teammates and battling them to level up all at the same time. Also something to keep in mind is that your team will occasionally have two objectives, requiring you to split into two teams of four. Choose carefully who you want on each team, because you won't be able to switch characters after a certain amount of progress.You'll find that the two characters assigned to each team will have the abilities needed to get to the main objective, so you may want to focus on balancing each team for battle. On the other hand, keep in mind that a team without abilities such as smash or climb may lose the oppurtunity to complete side missions or collect hard to reach items and Chao. ----------------------------- SECTION 6 - BATTLE TECHNIQUES ----------------------------- This section describes how battling works, and gives you some general tips and ideas to prevail. When you encounter an enemy in the field, you are taken to the battle screen. If your team's speed and/or luck are higher than the enemy's, then you may ambush them, which means that each character on your team gets a sneak attack in before the battle begins. However, they get the same chance if their stats are higher. You begin by choosing what actions you want each of your characters to take for the round. Attack - if you choose this option, each of the turns your character has for the round they will use their standard attack on whichever enemy you choose. If that enemy is knocked out prior, your character will pick another enemy remaining at random to attack. If your character has more than one turn per round, you can get them to use a POW move or an item first and then attack, if you want. POW moves - You pick one of your character's special attacks, and select a target to use it on. If it's a defensive move, such as heal, you may use it on yourself if you wish. You can use as many POW moves per round as turns you get - for instance, Sonic can use Axe Kick up to three times per round, but Big may only use Battering Ram once per round. After choosing who to use a POW move on, if your character will have another turn left that round, you may then choose what that character will do next. POW moves use up PP (for instance, Sonic's Axe Kick costs 3 PP), so you can't use a POW move if your character doesn't have enough PP. You can restore PP by using the Defend option, using an item such as POW Candy or Gum, or by getting Cream to use her Refresh POW move. Defend - choosing this option will make your character adopt a defensive stance for the whole round. They will take less damage if an enemy hits them, and will regain some PP for each turn they have that round. If you want to use an attack or item that round as well as defending, choose defend last. Items - you can pick from a range of items you're carrying to use during your turn, and who to use them on. These are things that will improve your character's health, PP, or stats, or to revive them if they've been knocked out. You can use as many items as your character has turns - for instance, Sonic may use three items per round. Flee - if you don't want to battle for some reason (maybe you're getting or will be severely beaten, or you're just in a hurry), you can attempt to escape. This will involve all your remaining conscious characters running away to the left. There will be obstacles in their path though, so whenever your character approaches one, tap them with the stylus to jump it. Hitting an obstacle will slow you down and take health from that character. Running over a dash ramp speeds you up, so don't jump them. If the enemies don't catch up to you, you escape. If they catch you though, they get a whole round to attack you without being attacked themselves. However, this works for both sides. If the enemies flee and you catch them, you get a free round to attack them. Once you've chosen your moves for each character, the battle begins. The character with the highest speed (on either team) will go first, and then progress will proceed to the next fastest character and so on. Depending how much faster a character is, they may get their second attack in before the slower characters even have their first. The aim of battling is obviously to knock out all of the opposing team. You do this by hitting them either with standard attacks or POW moves to chip away their HP. Battle will continue until either team has been completely knocked out. If you win, you'll be rewarded with exerience points and a random item. If your team is defeated, you'll be given the option to retry the battle for a cost of twenty rings, or to reload the game from your last save. TIPS FOR BATTLING Cream is an invaluable addition to your team. She not only has the ability to heal and revive your party members, but she can also restore their PP with her POW move Refresh, allowing them more POW attacks. Add her to your team as soon as you can - which is pretty much as soon as you rescue Knuckles. When you use a POW move, you'll be required to tap a number of circles on the touch screen to successfully activate it. There are three different types of patterns this may involve. The first is where blue circles appear on the screen, with a blue ring around them that slowly gets smaller until it hits the circle. When it does this, it will turn green. You need to tap the circles in the order they appear, ONCE THEY TURN GREEN. Tapping them before that doesn't work. The second pattern will have a line of red dots, and a blue ring approaching it. You have to trace the ring's progress from the start of the line to the end, at the same time that the ring moves across it. The third pattern involves a larger circle with smaller red dots inside of it, and a larger ring getting smaller around it. This one is the easiest. You need to quickly tap this circle eight times before the ring hits it. Once the tapping patterns are done, your character will complete the POW move, depending upon how accurate you were. Learn the patterns used for each POW move - they're always the same. Remembering what the pattern is makes it easier to tap. The enemies can use POW moves too, but you will get a chance to defend yourself. The same three tapping patterns will appear on the touch screen. If you tap them all correcty, you'll take no or minimal damage. You can save yourself a lot of health and grief by remembering the patterns to expect from their POW moves as well as your own. Chao can be a huge help to you in battle. Once bonded to a character, they can lend you a special skill to make battles go smoother for you. Familiarise yourself with them and bond them to your party. Some of the most useful Chao for battle are: Bobo - you'll get an extra item after battle. Choopaloo - increases the amount of experience points you get after battle. Ferox - bonded character's POW moves are always successful. Joy - regenerates some HP for the whole team after each round My personal recommendation is if you catch a Ferox, you should bond it with Cream. Her POW moves can be tricky, and there's nothing worse than not being able to heal your party when you're fighting a boss just because you can't tap the right pattern. Try to Memorise the names of any POW moves or items you might want to use in battle, as once the battle commences, there are no descriptions for them available. It's really frustrating to find you've selected the wrong POW move, or if you want to revive a character to full health, and use a revival ring instead of a ring of life. Don't be stingy with using items if you need to. You can almost always buy more later, so use them when you need them. Consider your strategy when you battle. Usually it is better to focus your team on the enemy with the lowest HP first, to knock it out quicker. Then proceed to the enemy with the next lowest HP. This means there will be fewer enemies to attack you when it's their turn. Alternatively, the enemies with the higher HPs are usually the ones with the stronger attacks - bosses especially. In the case of bosses, it's usually better to take out the stronger opponent first, then worry about the weaker ones. Also consider how many turns each character gets per round, and use that to your advantage. Do you want Sonic to attack or defend for all three of his turns, or would a combination be better? You could use an item, use a POW move, and defend yourself all in the one round - although if you wait until the third turn to use Defend, chances are that none of your enemies will have any turns left for that round by then, so you'll still have fully taken any damage they hit you with prior. Some enemies have the ability to revive themselves (such as Swatbots), or revive others (usually bosses) after being knocked out. If you're facing an opponent who can revive others on its team, then you need to take down that guy first. It's no use knocking out the other enemies if this guy's just going to wake them up again. Knock him out, and he can't work his hoodoo any more. Self-reviving enemies need to be saved for last. Knock out the ones that won't wake up, then finish the revivers. If there are two enemies that can revive themselves, you'll need to finish both off them in the same round, otherwise the one you knock out will come back for more. Don't avoid battles if you can help it. The |
