Sonic Rush Walkthrough :
This walkthrough for Sonic Rush [Nintendo DS] has been posted at 18 Apr 2010 by clar::in::girl and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up clar::in::girl and share this with your freinds. And most important we have 11 other walkthroughs for Sonic Rush, read them all!
Walkthrough - FAQ/Walkthrough
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Remember, there is still more guide after this section :P Q. How do you get the Chaos Emeralds? A. This question is asked a lot because you have to read the booklet or later parts of this guide to get the answer and it's not very obvious in game. See the things in Sonic's Acts with a star in the middle and two handles? They are called Special Gimmicks or Special Generators and if you have enough Tension (at least 105% or at least all blue with one orange bar) and you grab one of the handles then press X or Y and keep X or Y pressed, you will eventually be warped into the Special Stage where you will have the chance to grab a Chaos Emerald, you need to do this once in each of the 7 Zones. This is described in much more detail in the Special Stage Section of this guide. Q. I'm stuck in Night Carnival! The spring things won't bounce me high enough or I can't reach that button! A. First you work this spring thing by standing on it then pushing down, the longer you push down the longer it charges up and the higher you bounce up. Second, after springing off many things, you can push the R button and up at the same time to do a Mid-Air Trick... in this game and in Sonic Advance 2 and 3 it's nifty for getting up higher, but in Sonic Rush it can mess you up and slow you down a lot too... so be careful... Blaze goes much higher with this trick than Sonic. Q. I can't get past the first rocket part of Dead Line Act 2! A. Grab the rocket and don't press any buttons at all. Later on, you will have to steer the rockets sometimes, in the Brief Zone Description/Gameplay Tips section under Dead Line Zone is more detailed instructions on how to steer the rockets. Q. I got past the first rocket part of Dead Line Act 2, but now there is a wall of some sort I can't get past! A. When you bounce up on the spring, press the R button and Right at the same time and when you are propelled to the right head for the little wall and you can break it. This act has a lot of these little walls in it, they are all broken like this, or by using Super/Fire Boost. Q. What do you get for getting all S-ranks? A. Nothing, unless you count bragging rights as something. Q. How do I get to places that are too high to jump up to? A. At the highest point after launched off a spring or many other level objects/gimmicks, press the R button and up button at the same time to do a Mid- air Trick to increase the height of your jump. Q. Can you play as other characters besides Sonic and Blaze? A. Nope. All of the other characters in this game are there for story purposes... or sometimes as a distraction during boss battles... Q. What does the percentage on the Map Screen actually mean? A. It is the percentage of Blaze's world that has entered Sonic's world, not how much of the game you have completed. Q. Can you play through Story Mode and see the cutscenes again without deleting the game data? A. Sorry, nope. Q. What deletes when you delete game data? A. Everything including Story Mode, Times, Battle Records, etc... so be careful! Q. What's the difference between Normal and Easy Mode? A. Bosses need two less hits to defeat, Final Boss has a few more differences described in that section. Q. In general, what are the differences between Sonic and Blaze? A. Gameplay with both characters is pretty similar, but in general Sonic is faster than Blaze during moves and running, but Blaze's jumping/R trick skills are a lot better and even can glide a little. Sonic rolls into a classic ball, while Blaze becomes a fiery top when they spin. Also Blaze can last 45 seconds underwater without having a breath, but Sonic can only last 30 seconds. And of course the obvious color, gender, clothing and personality differences. Q. Why are my lives stuck on 9? A. You actually have more than 9 lives, look on the World Map and you will see the number you actually have, it just displays as 9 in level. You can have up to 99 Lives, and the number you have is saved when the game is saved, so you can easily save up lives in earlier Acts for use in later Acts. Q. Do I need to finish an Act to keep a Chaos Emerald? A. If you have completed the Act before, you can just simply pause the game and choose exit and you will have your Emerald. Q. ARRGGGHHH! Special Stage 7 is impossible! A. I added a special small section about this in the Special Stage Section guide, hard but not impossible. Q. I have all 7 Chaos Emeralds... where is the Extra Zone? A. It appears in the Character Select Menu but only if you have beaten the game with Sonic and Blaze also, it doesn't matter what order you complete Sonic and Blaze's stories and when you get the Chaos Emeralds but as soon as you do all three of these things go back to the Character Select Screen and you will find the option to go to the Extra Zone there. Also you can't turn Super in regular Zones like in the Genesis games... Sonic Team still hasn't brought that back. Q. Does putting a GBA Sonic game in the GBA slot unlock anything? A. Nope, sorry. Q. How and When does this game save? A. You can't save the game yourself, the game saves at these times: After beating both Acts in a Zone first time. After beating a Boss first time. After collecting a Chaos Emerald (saves the emerald) After beating the game After getting a new high score or new time attack or Any other record ~*~*~*~*~*~*~*~*~*~*~*~ Thanks Too: ~*~*~*~*~*~*~*~*~*~*~*~ A special section honoring those who have helped me with this guide: GameFAQs/GameSpot Messageboard Members: Various things posted on the messageboard have help quite a bit, for example how to do a Double Advanced Trick and the presence of Homing Attack in this game and other various things... thanks a lot guys! Michael: Told me via e-mail about different jump mechanics(okay so I really didn't mention this anywhere but here) and the little Easter Egg where you can poke the characters with the stylus. Matthew: Told me via e-mail you can repeat a Rail Trick on the same Rail after a certain period of time, but not really worth doing it... shadow2k: Explained to me what the PSG soundtracks were... and now I know more than I wanted to ever know about PSG and even the history of PSG chips, wow... tjoeb123: Told me about a glitch that can freeze the game, this is not really a glitch guide and it's a glitch that would rarely come up so it's not include but thanks, and also a couple things that were already told to me by a couple other people and I discovered myself. SonicLover: For in general being too picky about the Sound Test :P I changed it slightly anyway... Jagus: For posting about Extra Zone I won't mention here on the GameFAQs messageboard... and a pointage error... just in time to update this guide... in fact I already submitted this version and I put in what he said last minute... nonexistinghero: Set me straight about giving a demo to other people. ~*~*~*~*~*~*~*~*~*~*~*~ Legal Notes: ~*~*~*~*~*~*~*~*~*~*~*~ This guide cannot be placed on any site without my permission. Sonic and all related characters copyright Sonic Team/Sega. Sites with permission to post any of my FAQS: www.GameFAQS.com www.Neoseeker.com www.cheathappens.com faqs.ign.com www.cheats.de www.supercheats.com www.wogaming.com 1up.com www.gamerstemple.com http://www.gameplayworld.com http://www.cheatcc.com www.spong.com GamerHelp.com GameSlander.com www.absolutcheats.com ~*~*~*~*~*~*~*~*~*~*~*~ Version History: ~*~*~*~*~*~*~*~*~*~*~*~ (rest of history got too long... here's what's new for the one year anniversary edition) Version 1.6: 10/3/06 Added Section 19. My Current High Scores New Introduction New Question at beginning Added Stories and Character profiles from the Booklet Reordered and added to Tension and Points List Overall Strategies added to Bosses and revised Bosses, including Water Palace, Night Carnival and Altitude Limit Erased most of Version History... how ironic... ~*~*~*~*~*~*~*~*~*~*~*~ VERSION 1.6 IS HERE!!! One Year Anniversary Edition! ~*~*~*~*~*~*~*~*~*~*~*~ This game came out Nov. 2005. A lot happened between then and now, for example in the last year I have lived in 4 different states! Man, I've be busy, but not too busy to update the guide on my favorite game! And I am sure a lot of cool things will happen within the next year, like Blaze returning in Sonic the Hedgehog for Xbox360 and PS3! And a whole new Sonic portable I am determined to get a hold of and FAQ for you, Sonic Rivals for PSP. Sonic, make me proud in 2007! New this version is a couple bits of info like the fact I never realized I could slide the stylus across numbers in the Special Stage... and how much of a Speed Point reduction you get for dying which I not only added to the Tension and Points list but also reordered the list to make more sense. Another new section is at the very end, My Current High Scores, can you beat me? Also I have added the stories and characters from the actual game booklet, the ones I had in there are my own version of the story, so after all this time I decided to change it. Another change is yet again to the bosses! This time I have added to each boss an "overall strategy", often I find it easier to go to a certain place on the stage or other good info to help defeat the boss overall. Plus I revised some of the boss strategies including Water Palace, Night Carnival and Altitude Limit. Wow... just wow. Back at E3 2004 when the Nintendo DS was announced, it was also announced that a Sonic game would be created for this new system. For about a year, all we had to go on was a demo with Sonic running through a Green Hill- like Zone and very sketchy details that the new game would be Advance-series like. I knew I would like the game back them... About a year ago when the DS came out, I couldn't wait to get one, I did get one for Christmas, I had to make sure I had one, the Sonic game could come out anytime! Well... okay, so yeah, this game came out another year after that. But am I disappointed? Did I wait all this time for nothing and now I am sad I spent like one and a half years waiting? No way hosay... I swear, it is like someone was reading my mind a created a Sonic game in just my style. The hype right now maybe about Shadow the Hedgehog, but he can wait till a little later. I literally just feel so privileged to write a FAQS about this game. I will also warn you that certain parts of this guide do contain spoilers for this game, but I tried to confine most of them to the Spoilers Section at the end of this guide or when it is necessary to talk about the Spoilers. Overall, this game is like the Advance series, but made better and a little more Genesis-like. The amount of moves characters can do has been lessened, and now there are only two playable characters, Sonic and Blaze. Each zone has a different feel, even the styles of Badniks differ by zone, I will talk a little more about that later in the Zone Description Section. Also the Zone order differs for Sonic and Blaze, the zones will be in Sonic's order but with a note as to which Zone it is for Blaze. And the Extra Zone... I'll talk more about that later, but all I am going to say is someone definitely has a thing for the classics... ~*~*~*~*~*~*~*~*~*~*~*~ Table of Contents: ~*~*~*~*~*~*~*~*~*~*~*~ 1. Story 2. Characters 3. Character Moves, Gimmicks, Tricks, Tension Gauge and Boosting 3.a. Moves and Gimmicks 3.b. Tricks 3.c. Tension Gauge and Boosting 4. Tension and Points List 5. Item Boxes 6. Map Area 7. Gameplay Tips and Sonic Newcomer Guide 8. Brief Zone Descriptions/Gameplay Tips 8.a. Zone Order Summary 9. Bosses 9.a. Leaf Storm 9.b. Water Palace 9.c. Mirage Road 9.d. Night Carnival 9.e. Huge Crisis 9.f. Altitude Limit 9.g. Dead Line 9.h. Final Zone (F-Zone): Unknown 8.i. Extra Zone: Exception 10. Special Stages 10.a. Special Stage 7 Tips/Walkthrough 10.b. Special Gimmick Locations 10.b.1. Leaf Storm Act 1 SGs 10.b.2. Leaf Storm Act 2 SGs 10.b.3. Water Palace Act 1 SGs 10.b.4. Water Palace Act 2 SGs 10.b.5. Mirage Road Act 1 SGs 10.b.6. Mirage Road Act 2 SGs 10.b.7. Night Carnival Act 1 SGs 10.b.8. Night Carnival Act 2 SGs 10.b.9. Huge Crisis Act 1 SGs 10.b.10. Huge Crisis Act 2 SGs 10.b.11. Altitude Limit Act 1 SGs 10.b.12. Altitude Limit Act 2 SGs 10.b.13. Dead Line Act 1 SGs 10.b.14. Dead Line Act 2 SGs 11. Ranking 12. S-ranking Miniguide 12.a. S-Ranking Acts 12.b. S-Ranking Bosses 12.c. A Perfect Game in One Go 13. Time Attack 14. Two Player Mode 15. Sound Test 16. Unlock Features 17. Spoilers 18. Nostalgia, again! 19. My Current High Scores 20. Questions? ~*~*~*~*~*~*~*~*~*~*~*~ 1. Story (now from the booklet): ~*~*~*~*~*~*~*~*~*~*~*~ Dr. Eggman is up to his old tricks again. And Sonic is right there to stop him! "Hey Eggman! What have you got planned this time?" "Hah! Do you think I'm going to tell you that?" After an exchange of blows, Eggman hastily retreats leaving behind a mysterious Emerald, quite unlike the Chaos Emeralds. As Sonic goes to pick it up, it is whisked from under his very nose. "And that's the second one..." Mutters the unfamiliar figure of a lady, before quickly vanishing. "What was THAT about?" Muses Sonic, as he takes off again on another exciting adventure. ~*~*~*~*~*~*~*~*~*~*~*~ 2. Characters (from the booklet): ~*~*~*~*~*~*~*~*~*~*~*~ Sonic the Hedgehog: Foot loose and fancy free, his only gripe is with evildoers. He's sometimes quick to anger, but will always lend a helping hand when somebody's in trouble. There's no stopping the world's fastest supersonic hedgehog! Blaze the Cat: As guardian of the Sol Emeralds, she's currently hot on the trail of Dr. Eggman who's made off with them. Blaze is normally calm and level-headed, but may be concealing her real feelings. Devoted to her position, she sometimes gets bogged down by her own strict discipline, which may explain why she seems a little withdrawn. Dr. Eggman: An arrogant self-professed evil scientific genius, with a passion for robotics, and dreams of enslaving the world in his own Eggman-land utopia. His schemes are invariably foiled by Sonic, but he's never let that detail stop him! Eggman-Nega: His speech and manner is eerily polite for such a cold and calculating individual. On the surface he resembles Eggman, but on the inside? Miles "Tails" Prower: A gentle fox with two tails, he adores Sonic and follows him around like a kid brother. In this game, Tails will support Sonic. Cream the Rabbit: A rabbit who takes her friend Cheese wherever she goes. She is polite and hardworking. She can also fly by flapping her ears. She meets Blaze and becomes friends, supporting her in this game. Amy Rose: She calls herself Sonic's girlfriend, and chases him wherever he goes. She is cheerful and energetic, strong-willed and very active. Knuckles the Echidna: A powerful and spectacular echidna, he is always ready for a fight. Being so straight forward and earnest, he is easily fooled. ~*~*~*~*~*~*~*~*~*~*~*~ 3. Character Moves, Gimmicks, Tricks, Tension Gauge and Boosting: ~*~*~*~*~*~*~*~*~*~*~*~ Thankfully this section will be a lot shorter than in the Sonic Advance 3 guide. The two playable characters are Sonic and Blaze of course, Blaze unlocked by beating the first boss with Sonic. Compared to the Advance series, Boost Mode and R-button tricks are the same, basic moves have been reduced, and now there are new tricks, the Tension Gauge, and Super/Fire Boost. Sonic and Blaze only have a few minor differences in moves and the same button combinations, so I'm doing Moves in one section with Sonic and Blaze specific stuff clearly labeled. ~*~*~*~*~*~*~*~*~*~*~*~ 3.a. Moves and Gimmicks: ~*~*~*~*~*~*~*~*~*~*~*~ Press and hold right or left: Run right or left, keep pressed and you will gain speed. After a while you will go into Boost Mode, when you go into Boost Mode, you will have a burst of wind with Sonic or fire with Blaze and after images appear, Boost Mode is discussed later in the Tension and Boosting Section. Press down: Pressing down while standing still will cause you to crouch down, useful in dodging some attacks. If you crouch down long enough and you are on the bottom screen, the view will eventually change and you can see what is below you. Pressing down while moving will start you spinning, useful for attacking enemies. Blaze's top-like spin is much slower and lasts a much shorter period of time than Sonic's spin. Press up: Pressing up while standing still will cause the character to look up, eventually the screen view will change so you can see what's above you if you happen to be on the top screen. A or B button: Spin(Sonic)/Axel(Blaze) Jump, use to jump or to attack an enemy. Sonic spins into a ball while Blaze turns into a fiery top. Blaze can jump higher and further than Sonic. Press and hold down + A or B button then release: Spin (Sonic)/Burst (Blaze) Dash, used for attacking enemies or to instantly increase speed for getting up slopes, if you press the A button once and then release both buttons, you will get the most powerful Spin, if you keep holding down then release the A button, the character will eventually rev down a little and then releasing down will result in a less powerful Spin. Sonic's Spin Dash is faster and lasts longer than Blaze's Burst Dash. A button, then R button: Jump Dash and Homing Attack (Sonic)/Burst Hover (Blaze), both moves are good for moving to the right or left in a sudden burst. Sonic's Jump Dash is fast and short, Blaze's Burst Hover is slower, lasts longer and she can glide for 3 seconds and even change direction from right to left in the air. If you are close enough to an enemy with Sonic and press R even in mid-air Sonic will use Homing Attack and head right toward the enemy and attack it, but Blaze can't with Burst Hover. Extra Zone Specific Moves: I'll discuss this in the Extra Zone section to help prevent spoilers. Gimmicks: Devices throughout the acts that propel you forward someway, these were sort of in Sonic Advance series also but not named. Some gimmicks have to be operated a certain way and sometimes hints in the form of a little symbol telling you what button to push pop up, these little hints sometimes pop up in the Boss Battles also. In Sonic's acts you can also find Special Gimmicks (also called Special Generators), a round device with a star on it and two handles which you can use to get into the Special Stages, but I will discuss that more later. ~*~*~*~*~*~*~*~*~*~*~*~ 3.b. Tricks: ~*~*~*~*~*~*~*~*~*~*~*~ These are special mid-air maneuvers using the A, B and R button, pretty much an extension of the tricks from the Sonic Advance series but more useful and there are a lot more of them. There are several kinds of tricks that can be preformed in certain situations, usually after jumping off a spring or on a rail, etc... Tricks generally give you extra points (maximum of 20,000 per Act) and help fill your Tension Gauge which I will discuss in the next small section, but tricks differ in points/tension and sometimes won't give one or the other. If you use the same spring or other trick object more than once, the amount of points/tension you get will normally go down until eventually you will get none, but there are a few exceptions to this rule... so keep moving through the act! If you do a very nice combination of tricks, various things such as confetti, Small Animals, and applause appear. The Tension section coming up next explains what Tension is, the Points and Tension List Section of this guide goes into detail as to how much Tension different things give you. R button + Up Mid-air Trick: Hop Jump(Sonic)/Axel Tornado(Blaze), this trick gives you about 200 points but no gauge boost. Similar to the same trick from Sonic Advance 2 and 3, it can be used after jumping off a spring, being launched off a ramp or out of a cannon, or after being propelled through a boost hoop, after certain Gimmicks (discussed below) or in general situations where you are in the air after bouncing off some sort of Gimmick or other level object. Used to jump higher up, most effective if used during the highest point in your jump, useful in reaching areas you cannot normally get to. R button tricks are also used during Advanced Tricks described later. The differences between Sonic's Hop Jump and Blaze's Axel Tornado are: Sonic: Doesn't go very high and can't attack enemies. Blaze: Much higher and faster than Sonic's and can attack enemies. R button + Left or Right Mid-air Trick: Same bonus and same situation as the other R button trick. Humming Top(Sonic)/Jump Step(Blaze), this propels the character sideways real fast, good if you want to go more sideways into an area, unlike in the Advance games you don't need to face the direction you want to go. The differences between Sonic's Humming Top and Blazes Jump Step are: Sonic: Propels Sonic very quickly to the side and can attack enemies. Blaze: Can't attack enemies. R button Rail Trick: Points and Tension. Just hit the R button while grinding a rail, you can only hit R a maximum of three times in a row on most rails and get up to 1100 points, then if the rail is long enough if you wait a couple seconds and press R three times again you get 1700 points for each set of three afterwards. Unlike most tricks you can trick on the same rail multiple times and get the same points/tension. A button Springboard Trick: Points. Off the edge of a springboard (I call these ramps in my earlier guides). Same concept as in Sonic Advance 2 or 3, but not only are you launched forward but you also get Points. You can follow this up with any of the B button tricks described below or an R trick. A button end of Rail Trick: Points and Tension. Off the end of a rail, like Sonic and Amy could do in the Advance series, but this time you also get some points and tension. B button and Advanced Mid-air Tricks: Points and Tension. Press B a bunch of times to do tricks on the way down during the same situations you would use an R button trick described above or after a few other kinds of tricks. Most places tension and points go down if you trick off the same place more than once, but that is not true with the cannon at least... It's best you use this trick during the entire span you are in the air instead of simply at the highest point down. If you want to get fancier add in the A button and R Button Tricks and try Advanced tricks. In general A button is pushed last, can only be pushed after pushing B at least two times and finishes off the trick and is usually done near the ground, you can only push A again if you do an R button + up trick right afterwards, if you do a R + left/right trick you can't trick anymore afterwards at all... but you can only do one R trick in the whole sequence... here are a few Advanced trick button combinations, the Double Advanced gives you the most points and tension and works best with Blaze, but slows you down the most... it is best to experiment yourself to find combinations that give you good amounts of points, but don't slow you down too much when you are trying to get an S-rank... also remember there is a max value to how many Trick Points you can earn in an act, that is purposeful because the game designers don't want you to S-rank everything by just doing a whole lot of tricks... Also remember adding the R button in will mess up your trajectory, so don't use in situations where if you are off a little bit you will die. Advanced: B at least two times than A R button Assisted Advanced: R button trick (either up or right/left), B two or more times, then A Advanced and a Half: B at least two times, then A, then R button plus up, then B button till you hit ground or B at least two times, then A, then R button plus left/right Double Advanced: B at least two times, than A, then up R button trick, then B a least two times, than A before you hit ground ~*~*~*~*~*~*~*~*~*~*~*~ 3.c. Tension Gauge and Boosting: ~*~*~*~*~*~*~*~*~*~*~*~ Master Tension Gauge and Boosting if you want to go fast and get S-ranks! Tension Gauge: The gauge on the left hand side of either the top or bottom screen is the Tension Gauge. You get Tension by doing Tricks, hitting a checkpoint, hitting one of the Tension Item Boxes or Defeating Enemies, you lose Tension by using the Super/Fire Boost, getting hit, or dying. You start off a zone or at a checkpoint with the gauge 100% full, but it can go up to 300%. All white bars means you have zero tension, then it fills up from bottom to top with blue bars to 100%, between 100 and 200 it fills up with orange bars, then past 200 to 300 red. Look in the Tension and Points List to find more specifically what certain things give you what amount of Tension. Boost Mode: Tension not needed, but can be activated by Tension. When you are in Boost Mode, you travel extra fast and you know when you are in Boost Mode by a sudden sheild-like affect appearing and afterimages behind the character. There are a few ways to enter Boost Mode, the easiest way is to tap X or Y if you have a little Tension, this will activate Super/Fire Boost, a more powerful boost than this described next for a split second and that will activate Boost Mode. You are also in Boost Mode after using Super/Fire Boost in general. Another way is to run, preferably downhill, if you run long enough you will burst into Boost Mode, the more Rings you have, the sooner you will burst into Boost Mode. You can also achieve Boost Mode if a speed booster propels you forward. Boost Mode cannot harm enemies like the Super/Fire Boost can, discussed next. Super (Sonic)/Fire Boost Mode: Tension needed. On top of the regular Boost Mode left over from the Sonic Advance series, there is a new more powerful Boost. Anytime you have Tension, you can use the Super(Sonic) or Fire(Blaze) Boost where you gain a lot of speed and can defeat enemies, kind of like Boost Mode but more extreme, but using this reduces you