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GodLikeMouseOffline
Post subject: Sonic Rush Walkthrough  PostPosted: Dec 28, 2005 - 10:11 PM
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Joined: Aug 16, 2005
Posts: 184
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~*~*~*~*~*~*~*~*~*~*~*~
Sonic Rush FAQS
Version 1.2: 12/17/05
By Angnix (Angela Petersen)
angnix@gmail.com
~*~*~*~*~*~*~*~*~*~*~*~

~*~*~*~*~*~*~*~*~*~*~*~
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.


~*~*~*~*~*~*~*~*~*~*~*~
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

~*~*~*~*~*~*~*~*~*~*~*~
Version History:
~*~*~*~*~*~*~*~*~*~*~*~

Version 0.7: 11/21/05


Version 0.8: 11/24/05

Fixed errors in the character moves and act description sections

Added Item Box Section

Added Sound Test Section

Added Two Player Mode Section


Version 1.0: 11/26/05

Added Boss Descriptions


Version 1.01: 11/26/05

Fixed errors

Added Extra Boss Attack I accidentally left out

Reordered and rewrote Boost Mode description


Version 1.02: 11/27/05

Fixed errors

Various changes/better descriptions in Boss section

Redid Rankings section, added typical ranges

Redid Character Moves section, including reordering, adding more
specific
details in the Tricks section and including more differences between
Sonic and
Blaze's R button tricks and other useful hints.


Version 1.09: 11/28/05

Added extra info to R button Rail Trick

Added nice Special Stage Tip

Added Maximum number of points you can get from Tricking in an Act

Added Special Gimmick Locations and Ratings for Dead Line Act 1 and
Leaf Rush
Act 1

Fixed the Ranking Ranges

Other things probably I can't remember right now...


Version 1.099: 12/2/05

Added Leaf Storm, Water Palace, Mirage Road and Night Carnival Special
Gimmick
Locations and Rankings

Fixed a couple small details in Final and Extra boss descriptions

Added more detail to Dead Line Zone Description

Fixed Rail Trick description

Changed Ranking Ranges again.


Version 1.1: 12/3/05

Finished Special Gimmick Locations


Version 1.11: 12/12/05

Fixed errors in Trick and Final Boss Section and other minor errors

Finished up Sound Track Descriptions

Slightly rewrote Spoilers Section


Version 1.2: 12/17/05

Added Tension and Points List Section

Fixed errors/more detail in Zone Descriptions, Boss Section and Ranking
Section and other sections


~*~*~*~*~*~*~*~*~*~*~*~
VERSION 1.2 IS HERE!!!
~*~*~*~*~*~*~*~*~*~*~*~

Note: Versioning number increased more than normal because of addition
of new
section, Tension and Points List.

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.

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...

New to Version 1.0:
The Boss Descriptions and strategies have been added, making this
guide pretty
complete and warranting a 1.0 Version number.

In the future, possibly even as late as next year, I hope to have
Special
Gimmick Locations in, I think there are about 3 in each Act.

There are also probably a few little things like Time Attack
differences I
might add before then.

New to Version 1.01:
Heh, I left out an Extra Boss attack, and I also rewrote and reordered
the
Boost Mode section, I forgot to mention you can go into regular Boost
Mode by
using a little bit of your Tension.

If there are still major mistakes or things I should have included or
didn't,
please e-mail me and I will credit you.

New to Version 1.02:

These differences probably warrant pushing the version up to 1.1, but
on the
other hand it's kind of silly how quickly I have been advancing the
ranking
anyway and Version 1.1 will probably be the one that first includes the
Special Gimmick Locations.

Looking back at ranks I have so far, I think that all of the Acts and
Bosses
have the same points range when it comes to ranking, making that detail
different than in other Sonic games. If this is true, this eliminates
a really
huge Rankings list. Right now I will write this up as if it pretty
much is
true. I need people who have already gotten all S-ranks to confirm
what I have
written.

Also trying to S-rank stuff, First I realized Tricking is more complex
than I
thought... then I realized that Blaze and Sonic's R tricks are a
little more
different than I remembered them to be and that has been added along
with how
to do a Double Advanced Trick that I sort of read about on the
GameFAQs/Gamespot messageboards, didn't understand, then finally
figured out...
and Sonic's Homing Attack to the Character Moves Section which has
also been
reordered some yet again.

New to Version 1.09:

A few Special Gimmick Locations and fixes.

New to Version 1.099:

This version has Special Gimmick Locations for the first 4 Zones...
Yes, I know
the Ranking is a funny number, but I wanted to release this by
Saturday, just
not enough time to compete the descriptions. Also unlike my previous
guides
these locations are very simply described! I am going to experiment
with this
to see if I can easily describe where things are without my normally
drawn-out
locations. Very useful and this will give you a good idea what this
section of
the guide will eventually look like.

I also described how to trick the rail even more, and looking at
random hints
on the GameFAQs/Gamespot messageboard I picked out a useful tips on
getting
through the Special Stages a little easier by pausing and an object
you can
trick over and over again without decreasing points/tension and other
useful
info.

New to Version 1.1:

All Special Gimmick Location Complete! If I write more detailed
Walkthroughs
you will have to wait quite a while...

New to Version 1.11:

Error fixes, especially in Tricks section, Final Zone Boss and a few
in the
Spoilers Section and more complete Sound Test section.

New to Version 1.2:

Added Tension and Points List! A nice sort of compact list of what
gives you
Tension/Points and how much... Tricking is complex and I tried to
explain it
best as possible.

I also fixed small Boss errors... including Final Boss again... and
better
described other Bosses, fixed a couple things in Zone Descriptions, a
few
other random errors and gave more hints and stuff in Ranking sections
since I
finally S-ranked entire game.


~*~*~*~*~*~*~*~*~*~*~*~
Table of Contents:
~*~*~*~*~*~*~*~*~*~*~*~

1. Story

2. Characters

3. Character Moves, Tricks, Gimmicks, Tension Gauge and Boosting

4. Item Boxes

5. Map Area

6. Gameplay Tips

7. Zone Descriptions
7.a. Leaf Storm
7.b. Water Palace
7.c. Mirage Road
7.d. Night Carnival
7.e. Huge Crisis
7.f. Altitude Limit
7.g. Dead Line
7.h. Final Zone (F-Zone): Unknown
7.i. Extra Zone: Exception
7.j. Zone Order Summary

8. Bosses
8.a. Leaf Storm
8.b. Water Palace
8.c. Mirage Road
8.d. Night Carnival
8.e. Huge Crisis
8.f. Altitude Limit
8.g. Dead Line
8.h. Final Zone (F-Zone): Unknown
8.i. Extra Zone: Exception

9. Special Stages
9.a. Special Gimmick Locations
9.a.1. Leaf Storm Act 1 SGs
9.a.2. Leaf Storm Act 2 SGs
9.a.3. Water Palace Act 1 SGs
9.a.4. Water Palace Act 2 SGs
9.a.5. Mirage Road Act 1 SGs
9.a.6. Mirage Road Act 2 SGs
9.a.7. Night Carnival Act 1 SGs
9.a.8. Night Carnival Act 2 SGs
9.a.9. Huge Crisis Act 1 SGs
9.a.10. Huge Crisis Act 2 SGs
9.a.11. Altitude Limit Act 1 SGs
9.a.12. Altitude Limit Act 2 SGs
9.a.13. Dead Line Act 1 SGs
9.a.14. Dead Line Act 2 SGs

10. Ranking

11. Tension and Points List

12. Time Attack

13. Two Player Mode

14. Sound Test

15. Unlock Features

16. Spoilers

17. Questions?



~*~*~*~*~*~*~*~*~*~*~*~
1. Story:
~*~*~*~*~*~*~*~*~*~*~*~

Sonic's Story:
Like usual, Sonic is chasing after Eggman again wondering what
he is up to. After battling him, Eggman drops a mysterious emerald
that Sonic
doesn't recognize, but when he is just about to pick it up, a
mysterious girl
surrounded by flames appears and retrieves it, muttering something
about
second emerald retrieved. The mystery continues when Sonic and Tails
encounter
Eggman again, but looking kind of different this time. Why is he now
insisting
on being called Eggman-Nega? Also, Tails detects there is something
funny
going on with the space-time continuum... As Sonic, it is your mission
to follow
Eggman-Nega to figure out who he is while retrieving Chaos Emeralds in
the
Special Stages.

Blaze's Story:
Blaze, the guardian of the Sol Emeralds, was shocked when the Sol
Emeralds
were stolen from her and taken away from her world by Eggman. A
confused Blaze
doesn't know quite what to do, where is she? This is not my world!
Suddenly a
rustle in the bushes... who could that be? Blaze is surprised by a
very friendly
rabbit named Cream and her little Chao Cheese. What was even more
surprising
was the fact that she invited her to her house to drink tea with her
mother.
Blaze has always been alone and is confused by all this niceness, but
accepts
Cream's offer to be her guide since Blaze doesn't know where she is.
Your
mission as Blaze is to recover the Sol Emeralds from Eggman, while
trying to
figure out why this bunny is being so nice to you and why everyone
keeps
talking about this Sonic guy.


~*~*~*~*~*~*~*~*~*~*~*~
2. Characters:
~*~*~*~*~*~*~*~*~*~*~*~

Sonic the Hedgehog: Age 15. Sonic is like the wind and goes where he
wants to,
but always shows up when Dr. Eggman threatens the world or nowadays
more like
challenging Sonic. He seems to have a special connection with the Chaos
Emeralds and is known for his great speed and spinning attacks.

Blaze the Cat: Age 14. A mysterious purple cat from the alternate
dimension.
She is the guardian of the Sol Emeralds, which are just as mysterious
as the
Chaos Emeralds are. She can control flames and manipulates them to
pull off a
variety of powerful moves. She is a loner that really doesn't know what
friendship is all about, but with Cream being so nice to her and
wanting to be
her friend, will that change?

Miles "Tails" Prower: Age 8. A young fox that is like Sonic's kid
brother. He
has a very high IQ and loves to tinker with mechs and technology in
general.
He can fly by spinning his tails like a helicopter. In this game he is
Sonic's
guide and support.

Cream the Rabbit: Age 6. She is kind to a fault and doesn't like to
fight. Her
pet Chao Cheese goes wherever she does. She can fly by flapping her
ears like
wings. In this game she is Blaze's guide and support.

Vanilla the Rabbit: Age ?. Cream's mother, she is also very kind and
is the
typical kindly mother figure. Not much is really known about her, does
she
have any special powers at all? Briefly appears in this game.

Knuckles the Echidna: Age 16. He is the powerful Guardian of the Master
Emerald which controls the Chaos Emeralds. He tends to be gullible and
easily
tricked by Eggman. Like Blaze, he is also a loner and Sonic's friend
and rival.
He is briefly seen in this game.

Amy Rose: Age 12. She is psychotically in love with Sonic, but the
feelings
are not mutual. She is insistent on marrying Sonic someday and does
not like
the idea of another female about Sonic's age getting anywhere near
him... Her
signature weapon is the Piko Piko Hammer and she also makes a few guest
appearances in this game.

Dr. Eggman (Dr. Ivo Robotnik): Age ?. The mad scientist with a 300 IQ
that
likes to use helpless animals to power his robots in an attempt to
defeat
Sonic. Eggman really does want to take over the world, but he also has
a lot
of fun just trying to beat Sonic, and if the world really is in grave
danger
he is known to even help Sonic.

Eggman-Nega: Age ?. This mysterious man is very similar to Eggman and
even has
the same voice and uses similar robots. Blaze seems to know a little
more
about him than other characters do...


~*~*~*~*~*~*~*~*~*~*~*~
3. Character Moves, Tricks, Gimmicks, 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 this as one section with Sonic and Blaze
specific
stuff clearly labeled.

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.

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. Doing this with Sonic is a good way of getting around loops
if you
don't want to go into Boost Mode, but Blaze's spin is slower and that
would
just slow her down.

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.

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 go 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. Sonic can attack enemies with Jump Dash, in fact 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, but Blaze can't with
Burst
Hover.

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.
There is
a new section in this guide that lists more specific Points and
Tension bonus
info.

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 (took me too long to figure this
out...
seriously, I could have sworn there was point loss, and I think I've
been
writing this more than I have been playing the game @_@)

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.

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. 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...
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 three 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 trick
right
afterwards, 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...

Advanced: B at least three times than A

R button Assisted Advanced: R button trick, B three or more times,
then A

Advanced and a Half: B at least three times, then A, then R button,
then B
button till you hit ground

Double Advanced: B at least three times, than A, then up R button
trick, then
B a least three times, than A before you hit ground


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 or getting hit and losing
rings.
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 my new Tension and
Points
List to find more specifically what certain things give you what
amount of
Tension.

Boost Mode: When you are in Boost Mode, you travel extra fast, 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 for a split second and that will activate Boost Mode.
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 or
if you
hit a horizontal spring at high speed. Boost Mode cannot harm enemies
like the
Super/Fire Boost can, discussed next.

Super (Sonic)/Fire Boost Mode: 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 your Tension quite a bit. When the gauge is at
300
percent, for a short period of time the character glows and the gauge
blinks
and you can do a Full Boost where you are Invincible and even faster.
Here is
the complex part... if you do not activate the Full Boost within 5
seconds of
the gauge/character starting to blink, the tension gauge and character
stops
glowing and you will just be at 300 percent but doing just one more
trick will
make the character glow again and you can keep it glowing by getting
more
tension also. But if you do use it but don't gain more tension while
using it,
then you will be only able to use it for the remainder of the 5
seconds after
gaining the tension to keep it glowing and after you used it the
Tension Gauge
goes back down to 200 percent. But then again, if you use this Full
Boost and
you continue to defeat enemies and do Tricks you can maintain the Full
Boost
until 5 seconds have come by without gaining more Tension, afterwards
the
Tension Gauge going down to 200% of course. This type of boosting is
helpful
if you want to travel fast, defeat enemies, becoming more invincible
and even
helps you push heavy objects much faster. The Tension Gauge is also
important
if you want to get into the Special Stage with Sonic because to
activate the
Special Gimmick fully you need at least 105% Tension, I will discuss
this in
more detail in the Special Stage section.

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, 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.

Extra Zone Specific Moves: I'll discuss this in the Extra Zone section
to help
prevent spoilers.


~*~*~*~*~*~*~*~*~*~*~*~
4. Item Boxes:
~*~*~*~*~*~*~*~*~*~*~*~
A couple of new ones and a little different from earlier Sonic games,
so I
thought I would list them all out for anyone that doesn't have the
manual:

5 Rings

Random Rings (Ring symbol with question mark): 1, 5, 10, 30 or 50
Rings.

Barrier (Green Bubble): Protects you once from losing a life or losing
Rings/Tension when hit.

Magnet Barrier (Electric Bubble): Like Barrier but also draws in
nearby Rings.

Floating Item Box (Balloon): Mystery item

Invincible (muti-ray star pattern): Become immune from attacks that
would
cause loss of Rings for a short period of time. Cannot save you from
being
crushed or running out of time. For some reason can save you from
drowning in
this game.

Tension Bonus (Up pointing arrow): Increases Tension by 100%

Max Tension Bonus (Star surrounded by a circle): Completely fills your
Tension
Gauge

1 up: One extra life.


~*~*~*~*~*~*~*~*~*~*~*~
5. Map Area:
~*~*~*~*~*~*~*~*~*~*~*~
You first see the Map Area after defeating the first boss. On the top
screen
is a box with Character name, the current Zone you are on, current
number of
lives, the amount that Blaze's World has combined with Sonic's World,
and the
number of either Chaos or Sol Emeralds you have. Blaze gets a Sol
Emerald the
first time she defeats a boss, while Sonic gets Chaos Emeralds in
Special
Stages, which will be discussed later. Also if your guide is around,
Tails for
Sonic and Cream for Blaze, they will be in the right-hand side of this
screen.
The bottom screen is the actual Map Area. New Zones or Event Places
which is
where you meet other characters who help to unfold the story as you
progress
through the game, the actual order you visit the Zones differs some
between
Sonic and Blaze, and Blaze never makes it to Tails' Workshop. Also
starting at
the top of the screen, the Map Area will become more wavy and gloomy
as more
of Blaze's World comes into Sonic's.

Map Area Controls:
Directional Buttons or Stylus on Map Area: Move the character to a
different
Event or Zone. With the Stylus you can simply touch where you want to
go.

X Button or Stylus Tap box with X and Arrows: After pressing this, you
can now
use the D-pad or Stylus to pan the Map, press B or the box with the B
and one
arrow to get back.

Start Button: If you press the Start Button on the Map Screen, you
will get
the Pause Menu where you can choose to return to the Title Screen or
Cancel
and return to the Map Area.

A button or Stylus Tap: Select an Event or Zone. You can only go to
Events one
time. When you first come to a Zone, you can only go to the first Act,
but
after you have beaten Boss 2 in that Zone, a different screen will
show up,
allowing you to choose with left or right directional buttons or the
stylus
previous acts in that Zone or the boss or with up and down or touching
the
numbers on the top of this menu choose an Act or Boss from another
Zone you
already have completed. This comes in handy especially after beating
the Final
Zone since you do not have to navigate the Map to get to any Zone, but
since
it only gives Zone number, you need to sort of remember the differences
between Sonic and Blaze's Zone Order.


~*~*~*~*~*~*~*~*~*~*~*~
6. Gameplay Tips:
~*~*~*~*~*~*~*~*~*~*~*~
Anyone familiar with the Advance series will feel right at home with
the
gameplay, but here are good tips anyway:
Typical Sonic games stuff such as Crushing and Drowning are instant
death,
keep at least one ring, don't step on spiky things, etc...
R button Tricks especially in Night Carnival are a good thing to
master if you
have not already in Sonic Advance 2 and 3.
Learn how to do Tricks and use your Boost, but actually you can beat
this game
without them if you want to.
Don't go too fast, this game has quite a few horrible holes and other
nasty
things you can get into.

Silly Easter Egg: Told to me by Michael, poke the characters and small
animals
when they are standing still on the bottom screen with the stylus...


~*~*~*~*~*~*~*~*~*~*~*~
7. Zone Descriptions:
~*~*~*~*~*~*~*~*~*~*~*~
Each Zone in Sonic Rush has different characteristics and even are in a
different order for Sonic and Blaze. The Zones are listed in the order
they
appear for Sonic, but what Zone it is for Blaze is the first item
listed. Next
is a Scene Description which describes the setting of the Zone and what
previous Sonic Game zones to compare it to. Following that is
Enemy/Small
Animal type. The three types of Enemy are Heroes, the newer Eggman
robots from
Sonic Heroes and the most common enemy, Advance, there is one random
Badnik
from Sonic Advance 3 in Altitude Limit (Night Carnival confused me,
those bats
are Heroes style if you look closely), and GUN, which are robots made
by the
Human military which appear in Huge Crisis. Small Animals are just
what kind
of animals pop out of the Eggman robots in each Zone, most are from
the Sonic
Advance series. Then it is on to Gameplay Style, describing if it is
fast, or
has a lot of rails, or puzzle elements, dangerous spots, battle rooms,
etc...
Finally is Boss Description, very brief, I have a separate Boss Tips
section
later on.
There is also a very brief description of the Final and Extra Zone.

~*~*~*~*~*~*~*~*~*~*~*~
7.a. Leaf Storm Zone:
~*~*~*~*~*~*~*~*~*~*~*~
Order: Sonic Zone 1, Blaze Zone 2
Scene Description: Classic Green Hill-like Zone. Contains lush green
vegetation, cute Flickies and their nests, grass covered runways, and a
tropical forest background. Many of the Gimmicks are from the Sonic
Advance
series Green Hill-like Zones. Compare to Green Hill Sonic 1, New Green
Hill
Sonic Advance, Leaf Forest Sonic Advance 2,
Sunset Hill Sonic Advance 3 and other Green Hill-like Zones.
Enemy Style: Heroes
Small Animals: Parrot, Gorilla, Lion
Gameplay Style: A Fast Zone and the easiest. Easy to keep your Tension
Gauge
Up and there are a lot of fun Gimmicks and a few rails. Near the end
of Act 2
is a giant rolling thing with Eggman's symbol on the side, just keep
running
down the slope, Boost Mode and Super/Fire Boost are your friends, you
can just
outrun it in Boost Mode. A couple of horrible holes of death, but
generally
you won't encounter them.
Boss Style: Updated Egg Viper from Sonic Adventure.

~*~*~*~*~*~*~*~*~*~*~*~
7.b. Water Palace Zone:
~*~*~*~*~*~*~*~*~*~*~*~
Order: Sonic Zone 2, Blaze Zone 4
Scene Description: Well, the zone title says it all... anyway, the top
of the
acts are dryer than the bottoms, so if you want to avoid drowning in
the water
you can stick more to the top. Mostly reminds me of Sea Palace form
Sonic
Heroes and the design of the level reminds me of the classic Labyrinth
Zone
from Sonic 1 and Aquatic Ruins in Sonic 2 and of course Hydro City in
Sonic 3.
Enemy Style: Heroes
Small Animals: Seal, Penguin, Rabbit
Gameplay Style: Underwater platforming. Especially in the second Act
there are
horrible pits of death you have to cross on shaky platforms, and of
course air
bubbles underwater are not very plentiful, the tops of the act are
better, but
in Act 2 you cannot get out of crossing the shaky platform gaps. Also
look out
for the mine Gimmick, they lift you up but explode when the countdown
ends, so
use them to get up higher, then use the R button to do a dash out of
the way.
It is best to Boost into the large wooden paddlewheel Gimmicks because
if you
don't it is a while before you drop out of the Gimmick, bad if you
don't have
much air left.
Boss Style: Lock-ness Mecha

~*~*~*~*~*~*~*~*~*~*~*~
7.c. Mirage Road Zone:
~*~*~*~*~*~*~*~*~*~*~*~
Order: Sonic and Blaze Zone 3
Scene Description: Egyptian. Compare to the classic Sandopolis Zone in
Sonic
and Knuckles or the Egyptian-themed levels in Sonic Adventure 2.
Enemy Style: Heroes
Small Animals: Camel, Kangaroo, Mole
Gameplay Style: Slower-paced. This zone has rooms that trap you and
you are
forced to defeat enemies in order to leave including Egg Hammers that
take
more than one hit, slowing this zone down, but at least in these rooms
you can
charge up Full Boost and keep attacking invincible. Near the end of
both Acts,
there is a section where you are on this strange golden platform you
can move
up and down on instead of just up and down and enemies and rocks are
falling
on you. You cannot touch rocks at all unless you use Tension Boost or
are
Invincible and you can see the rocks hanging before they drop, in fact
the
best way to do this part is to use your Tension Boost to just zip
through the
rocks, and to save tension hit enemies normally. Enemies drop out of
nowhere
but you do see their shadows first.
Boss Style: Dung Beetle Mecha

~*~*~*~*~*~*~*~*~*~*~*~
7.d. Night Carnival Zone:
~*~*~*~*~*~*~*~*~*~*~*~
Order: Sonic Zone 4, Blaze Zone 1
Scene Description: Carnival Style, switch the name and you get the
classic
Sonic 3- Carnival Night. Other note-worthy Carnival Zones to compare
this too
are Sonic 2's Casino Night, Sonic Advance's Casino Paradise and Sonic
Advance
3's Toy Kingdom.
Enemy Style: Heroes (They are a little Advance-like)
Small Animals: Elephant, Parrot, Tiger
Gameplay Style: Platforming, slight puzzle. There are a few switches
you need
to press to activate stuff, but they are not really hard to find. Also
this
zone actually requires you to use R tricks to get to the end of the
level if
you end up going certain ways. Also in both acts you are chased by a
big
rolling thing like in Leaf Storm. There are several large pits of doom
you
need to look out for.
Boss Style: Merry-go-round like.

~*~*~*~*~*~*~*~*~*~*~*~
7.e. Huge Crisis Zone:
~*~*~*~*~*~*~*~*~*~*~*~
Order: Sonic Zone 5, Blaze Zone 6
Scene Description: Military Ships. Apparently GUN is interested in
what is
going on too, they are not really in the story but they sure make their
presence known in this zone. It actually resembles an Eggman base
zone, like
Sonic Advance's Egg Rocket and Sonic Advance 3's Secret Base.
Enemy Style: GUN
Small Animals: None
Gameplay Style: Platforming/Obstacles/Enemy Battle. There are a lot of
sections in this zone where you are trapped in rooms and you have to
defeat
all of the enemies to leave. Also watch out for crushing traps and
toward the
end of Act 2 a couple of serious pits of death, but other than that
not a zone
you will probably be hung up on for long.
Boss Style: Same Egg Viper Boss from Leaf Storm with different attacks.

~*~*~*~*~*~*~*~*~*~*~*~
7.f. Altitude Limit Zone:
~*~*~*~*~*~*~*~*~*~*~*~
Order: Sonic Zone 6, Blaze Zone 5
Scene Description: Sky Level. Compare to the old Sonic 2
Genesis/Gamegear Sky
High Zone or to newer zones such as Sonic Advance 2's Sky Canyon, Sonic
Adventure's Windy Valley, Sonic Adventure 2's Sky Canyon or Sonic
Heroes Rail
Canyon.
Enemy Style: Advance/Heroes
Small Animals: Swallow, Parrot, Peacock
Gameplay Style: Rails/Tricks. Since you are way up in the sky, of
course there
are a lot of big holes of death. The parachutes can be a little
confusing
since you have to duck enemies, but really not that bad after you
figure out
where you need to land. The rocket platforms also just need getting
used to.
Both acts have a hang glider section, very easy to control and all you
have to
do is follow where the rings are to avoid enemies, even if you get hit
you
still don't fall off the hang glider, so don't worry. At the beginning
of Act
2 is a large rail part where the rails have spikes you need to jump
over and
you need to quickly jump rails, use Tension Boost to even plow through
spikes,
but you risk going too fast and missing getting on the next rail, but
after
you know where to jump this is an excellent way to get past this part.
Boss Style: Bird-style, reminds me of Egg Albatross from Sonic Heroes.

~*~*~*~*~*~*~*~*~*~*~*~
7.g. Dead Line Zone:
~*~*~*~*~*~*~*~*~*~*~*~
Order: Sonic and Blaze Zone 7
Scene Description: Eggman Ship. A very typical Eggman spaceship zone
with
reversed gravity and everything. The first one was Sonic and Knuckle's
Death
Egg, and many more examples can be named but most like Sonic Advance
2's Egg
Utopia.
Enemy Style: Heroes
Small Animals: Monkey, Koala, Skunk
Gameplay Style: Fast. Probably the most annoying Gimmick in the game,
the
Giant Rockets are weird to control. If you press no buttons it goes
straight,
fine for most situations and will get you past the huge pit of death
at the
beginning of Act 2. If the rocket is facing to the right, then
pressing the up
and down buttons carefully to steer it in the direction you want to
go, but if
the rocket is facing left the controls are reversed. Once you get a
hang of
controlling them the rockets are not that bad.
Boss Style: Sonic Vs. Blaze

~*~*~*~*~*~*~*~*~*~*~*~
7.h. Final Zone (F-Zone): Unknown
~*~*~*~*~*~*~*~*~*~*~*~
Scene Description: Falling Ship Boss Battle and standard giant Eggman
bot.
Think of the Final Boss of Sonic and Knuckles sort of.


~*~*~*~*~*~*~*~*~*~*~*~
7.i. Extra Zone: Exception
~*~*~*~*~*~*~*~*~*~*~*~
Scene Description: Sonic Advance 2 even more Doomsday-like...

*even more severe spoiling*
More specifically it's an updated version of Sonic Advance 2's Extra
Zone with
a very similar mecha defeated mostly a very similar way... with some
Sonic
Advance 3 Extra and a Doomsday Zone from Sonic and Knuckles-like meteor
beginning... but with a Sonic Adventure 2 Final Hazard-like twist...


~*~*~*~*~*~*~*~*~*~*~*~
7.j. Zone Order Summary:
~*~*~*~*~*~*~*~*~*~*~*~

Sonic:
Zone 1: Leaf Storm
Zone 2: Water Palace
Zone 3: Mirage Road
Zone 4: Night Carnival
Zone 5: Huge Crisis
Zone 6: Altitude Limit
Zone 7: Dead Line
Final Zone (F-Zone): Unknown

Blaze:
Zone 1: Night Carnival
Zone 2: Leaf Storm
Zone 3: Mirage Road
Zone 4: Water Palace
Zone 5: Altitude Limit
Zone 6: Huge Crisis
Zone 7: Dead Line
Final Zone (F-Zone): Unknown

Extra Zone: Exception


~*~*~*~*~*~*~*~*~*~*~*~
8. Bosses:
~*~*~*~*~*~*~*~*~*~*~*~
The Bosses in Sonic Rush are all 3D in some form or the other.
Sometimes you
still can only more in two directions but the boss is animated in 3D,
other
times you can move in a circle around it. In all Bosses except the
Extra Zone
the actual boss battle is on the top screen, and the bottom screen
shows the
number of hits left to defeat the boss and if your guide is around
your guide
will cheer you on. Also during a Boss battle, there is not Tension
Gauge or
Gimmicks, so all of your Boosting and Tricks are gone. In general the
bosses
start out with a couple of attacks that are easy to dodge, but later
on pull
out tougher attacks and the earlier types of attacks get faster or
might
change a little. Also not all bosses are attacked directly, often you
have to
do something first just to reach the boss or you have to attack the
boss
either using or shooting back something it attacked you with.
The Boss Descriptions start off with how the boss looks and the basic
way to
beat it, then describes how the boss behaves, then if the boss changes
say
when there are 6 hits left the next section will describe the changes,
so you
will see sections like "8-7 Hits" then "7-5 Hits" etc... IMPORTANT
NOTE: The
hits left applies when you are playing this game on Normal Mode, Easy
Mode
takes off two hits from the end of each boss and you need to adjust
accordingly. Even though each boss has a variety of different attacks
and all
of them except the Extra Boss are pretty random in what attack will
come next,
Eggman or Eggman-Nega will say something different and the boss will
act
differently before the attack, so in these sections I will say
something like
"When Eggman says "Take This" and the boss lifts it's head..." and
then tell you
exactly what the attack does and info such as if that attack is lethal
even
with Rings, or if you will have a chance to hit the boss after the
attack,
etc...

For the most part, Sonic and Blaze's bosses are the same, except Sonic
usually
finds himself attacking Eggman Nega in the pursuit of just finding out
who he
is, and Blaze is fighting Eggman to get back the Sol Emeralds and gets
a Sol
Emerald when she first beats a boss. The bosses are usually a
different color
too for Sonic and Blaze. But the Zone 7 and Extra Bosses are a little
different so that will be discussed in those specific sections.

Tips:
When Eggman or Eggman Nega say "Take this!" or "He he!" it's not that
bad of
an attack, but if he says "Get ready to be schooled!" you are in for
an attack
that is hard to avoid or one that kills you instantly.
During some bosses, a little hint comes up telling you what buttons
you should
be pushing, this is very helpful, make sure to follow them!
Try to keep Rings floating around the field because the more you are
hit, the
more Rings scatter when you lose them and they are harder to pick up.

A FINAL REMINDER: These following descriptions are for Normal Mode,
Easy Mode
is two less hits, and these following descriptions will not match up,
but it
will be the same attacks. The total amount of hits required to defeat
the boss
is 8 on Normal and 6 on Easy for Bosses 1-Final, and 12 on Normal and
10 on
Easy for Extra.

NOTE: If the sections are a little off as to where a certain attack
begins, it
is because the bosses are random and it can be a little hard to judge
exactly
when a certain attack begins. If a boss attacks you with an attack and
I say
it happens later, e-mail me and I will correct my error.

~*~*~*~*~*~*~*~*~*~*~*~
8.a. Leaf Rush Boss:
~*~*~*~*~*~*~*~*~*~*~*~
A Boss that is similar to the Egg Viper in Sonic Adventure 1, it is
mostly
fought in an area where you move side to side, but for one attack it
moves to
the side of the platform and the camera angle changes and you have to
move up
and down.
In general you hit this boss when it slams it's head on the ground and
the top
of its head starts to blink.

8-6 Hits Left:
When Eggman says "Take This!" and the head flips back:
Chance to hit Boss! The head will try to slam down on top of you. It
is easy
to jump or run out of the way, it landing on top of you is a hit of
course.
When the head is on the ground and the cockpit is blinking, just
simply jump
on it to hit the boss.

When Eggman says "Get Ready to Be Schooled!" and the head flips way
back:
Always Lethal if you get hit! Chance to hit Boss! This is a much more
powerful
version of the above attack, avoided the same way or you can spin-
dash, but
this time of course the head instantly kills you if you get hit. Hit
the boss
the same way described above.

5-1 Hits Left:
Same as above but one new attack:

When the Boss moves to the side of the platform:
Lethal if you are not careful! Part of the head comes off, the camera
angle
changes, and the head becomes a rolling object toward you. Jump and
press up
to get over it. This object may roll at you 1-4 times in a row, so be
prepared
to turn around and jump back over it! If you touch it, it can't hurt
you at
all, but it can push you right off the edge of the platform and kill
you! You
can't hit the boss when it is doing this.

~*~*~*~*~*~*~*~*~*~*~*~
8.b. Water Palace Boss:
~*~*~*~*~*~*~*~*~*~*~*~
This Lock Ness Monster-like Boss is in general defeated in the same
way as the
last boss, you attack the top of its head when it is blinking. But
unlike the
last boss, you are running around a circular track making it more 3D.

8-6 Hits Left:

When the Boss is in the middle, the head comes back and Eggman
says "Take
This!":
Chance to hit Boss! Same general concept as the head-smashing attack
for the
Leaf Storm Boss, but this time it is underwater so your jump is slower.

When the Boss is near you and suddenly rises in the air and Eggman
says "Take
This!":
This is a belly slam attack, I still can't duck him all the time
because he
comes down real low and tries to hit you even before he does the belly
slam,
try running away from it but not too fast or running away a little then
running under it's belly before it attacks. You can't hit the boss,
and I find
myself still getting hit by him a lot during this attack.

5-1 Hits Left:
Same as above, boss might get a little faster but not very much and
the boss
might confuse you slightly what attack is coming next, one new attack:

When the water drains out of the area:
Chance to hit Boss! This is a two part attack. For the first part, the
head is
coming slowly at you with mouth open and you are forced to go toward
its tail,
which happens to be a propeller that damages you if you touch it. Then
it will
suddenly charge at you and Eggman will say "Get Ready to Be
Schooled!", it's
kind of hard to escape this attack without being hit but basically you
stand
close to the propeller without being hit by it and you might not get
hit by
the mouth, then it's mouth closes and the head retreats, you will then
see the
top of it's head blink and you can then chase it down, jump or Jump
Dash with
Sonic and hit it. Then the water will return.


~*~*~*~*~*~*~*~*~*~*~*~
8.c. Mirage Road Boss:
~*~*~*~*~*~*~*~*~*~*~*~
This Dung Beetle Boss is more complex than the last two Bosses I have
described. Mostly it is rolling a funny ball around a circular path.
This ball
changes, sometimes it is covered in spikes, sometimes smooth and
blinking.
When it is spiky, do not touch, but when the ball is blinking you can
hit it.
But this is the tricky part, you need to get to ball to hit the back
of the
bug to get a hit on the boss... there is only one attack it does where
you have
the chance it hit it and that is described below of course.

8-6 Hits Left:
When Eggman says "He he!" and the bug is simply rolling the ball
around:
Just run from it, if you get close to it, it will turn around and just
simply
start to chase you the other direction. When the ball is blinking and
you hit
it, you can make the boss stop in its tracks, but that is about it,
can't hit
it.

When Eggman says "He he!" and the bug releases the ball and it comes
toward
you:
Chance to hit Boss! The bug will release the ball, then eventually
turn around
to catch it again. If you just jump over the ball or you hit it wrong,
then
the bug will just simply catch the ball and nothing will happen. To
correctly
hit the ball at the back of the bug, you need to first be running from
the bug,
then when it releases the bug still run a little in the direction you
were
coming from. Now watch when the bug turns around and faces the opposite
direction, you want to hit the ball where there is no spikes so it is
now
rolling toward the bug's behind, basically don't jump over the ball
after the
bug releases it and hit it and it will end up going in the correct
direction.
Don't hit the ball at the bug too soon, you need to give it a chance
to turn
around first.

5-1 Hits Left:
Same as above but the boss/ball gets faster and the ball changes from
smooth
to spiky more quickly. But thankfully the bug turns around much faster,
meaning you can hit it sooner after the bug releases the ball. Toward
the end
it gets even quicker.

When you hit the ball toward the boss, sometimes the boss will jump
over the
ball, just simply hit the ball again, don't jump over the ball first,
the ball
will not turn spiky on you, and the ball will then hit the boss.

When Eggman Says "Get Ready to be Schooled" and flies to the center:
The bug throws spiky balls at you. Two forms of this attack, sometimes
the
balls land behind you if you are running from them, sometimes in front
of you,
watch where the ball is about the land and duck accordingly. No chance
to hit
boss.

~*~*~*~*~*~*~*~*~*~*~*~
8.d. Night Carnival Boss:
~*~*~*~*~*~*~*~*~*~*~*~
This is another boss you fight by going around a circular platform. In
the
middle the boss machine has two arms that spin around. One is where
Eggman or
Eggman Nega is sitting and is normally high up and the other one is a
ball
that is sometimes electrified and sometimes shoots out energy balls
from the
bottom. You need to either bring Eggman down to your level and hit him
or go
up to his... described below:

8-6 Hits Left:

Boss is spinning around: Chance to hit boss! The ball and Eggman are
spinning
around. Watch out, sometimes the ball is electrified and sometimes it
shoots
out energy balls downwards you just have to avoid. The ball flashes
red before
it becomes electrified to warn you. To first hit him, you need to jump
at the
ball when it is not electrified and hit it. This does two things, it
causes
Eggman's part to drop down, allowing you to hit him, and it causes a
little
purple or green vehicle thing to appear on the ground below that will
just
drive around and try to hit you. This little vehicle thing if you jump
on it
is springy, you will be bounced way up in the air. You can use it if
you time
it just right to hit Eggman while he is up high, hit the ball when it
is not
electrified and bring Eggman down to your level, or avoid the next
attack I
will describe in the next section later on. If you hit Eggman while he
is
still high, sadly another little vehicle doesn't appear, so you have
to wait
to hit the ball again to bring him back down.

5-3 Hits Left:

Same as above, but sometimes the ball swings low enough to hit you
even just
on the ground, and the ball stays electrified longer and the boss
moves around
faster.

When Eggman says "Get Ready to be Schooled!" and the ball drops down:
The ball slams into the ground and sends two shock waves out. Just
jump over
them to avoid. Not a chance to hit the boss.

2-1 Hits Left:
Same as above, but the boss is even faster, and the ball is almost
always
electrified, there is only a brief period of time when the ball is not
electrified and it's blinking red, the little vehicle is the easiest
way to
hit the boss at this point.


~*~*~*~*~*~*~*~*~*~*~*~
8.e. Huge Crisis Boss:
~*~*~*~*~*~*~*~*~*~*~*~
Seriously, this is the same Boss as Leaf Storm, but a different color
and
these attack differences:

8-6 Hits Left:
When the boss slams its head down after Eggman says "Take this!", he
will slam
it down one or three times, you just need to watch a little longer
before you
attack.

The "Get Ready to be Schooled" attack is a little faster.

5-1 Hits Left:

The moving to the side of the platform attack is gone.

The boss twists around and moves into the background:
Eggman will put the head down and say "He he!" and missiles will fire
from it
toward you. It is really easy to avoid them if you just look to see
where they
are going to hit. The pattern they hit and the speed they come at you
can
differ, there are four patterns:
Slow and coming directly at you: Easy to walk away from, go back and
fourth on
the platform, but don't go too fast
Slow and random: Stand mostly in one spot, only moving if one is coming
directly at you.
Fast and directly at you: Run pretty fast back and fourth across the
platform.
Fast and random: Hardest to avoid, but if you stand in one spot you
will see
most of them are not coming at you, only move if one is and then watch
where
you move to.
No chance to hit the boss.


~*~*~*~*~*~*~*~*~*~*~*~
8.f. Altitude Limit Boss:
~*~*~*~*~*~*~*~*~*~*~*~
This bird-like boss is hit like the Egg Viper-like and Nessie-like
bosses on
the top of the head when it is blinking, but attacks are quite
different. Like
the Egg Viper-like boss it is on a 2Dish platform:

8-6 Hits Left:

Boss is in the background and Eggman says "He he!":
The boss shoots at you from both of its wings. Try to run a little
ahead of
the boss and when you get to the edge of the platform just turn
around. It's
still pretty easy to get hit by the bullets, you can also try jumping
through
the bullets and it will be less likely you will get hit. No chance to
hit the
boss.

Boss lands on edge of platform, then jumps up:
Chance to hit boss! The boss will jump up in the air, Eggman
says "Take this!"
and it will try to stomp on you. Just run or jump a little out of the
way but
not too much, the boss will then bow it's head and you will have a
chance to
hit it.

Boss is in background, but then swoops in suddenly and Eggman
says "Take
this!":
Chance to hit boss! This is a peck attack, make sure you are not too
close to
the boss when it's beak hits the ground, or you will be kind of
trapped there
and after you are hit stunned for a little bit. After it hits the
ground, jump
out of the way a little bit to avoid being trapped there, then top of
the head
starts to blink and you can hit it.

5-1 Hits Left:
Same as above with one added attack:

Boss lands on edge of platform and Eggman says "Get Ready to be
Schooled!":
Instantly lethal if you are not careful! The boss starts creating a
lot of
wind. A symbol will appear in the bottom corner telling you to press A
and B,
if you don't press them fast with the up button, you will be blown off
the
edge of the platform! Try to stay as close to the boss as possible, in
fact
you can touch the boss and not loose your Rings. No chance to hit the
boss.

~*~*~*~*~*~*~*~*~*~*~*~
8.g. Dead Line Boss:
~*~*~*~*~*~*~*~*~*~*~*~
Sonic vs. Blaze! Sonic and Blaze do have slightly different attacks,
but their
most powerful attack is really different enough to warrant a different
strategy, so that will be discussed when I get to it. It is fought on
a 2Dish
platform.
Hit Sonic or Blaze when they are just standing there and not spin-
dashing or
jumping, if you spin or jump into them they cannot hurt you. I find it
better
to just jump into them or run toward them a little them press down
instead of
trying to dash them.
Because when to hit them is kind of general, I didn't specify it
below. The
best time to hit them is right after they have completed an attack.
The last
hit is completely different and will be discussed later.

8-6 Hits Left:
Character Revs Up: You are about to be Dashed. Just jump out of the
way,
jumping into them while spinning doesn't do anything but sends you
flying in
the opposite direction, but be prepared to hit them when they stop
spinning.

Character floats up in air: They are about to home in on you at high
speed,
just jump so they can't hurt you and be ready to hit them quickly
after they
land.

5-2 Hits Left:
Same as above but character stands there for a shorter period of time
and has
one more attack:

Character floats into air, differently than attack above (Sonic starts
to spin
around, Blaze just floats there):
The character is about to do their Special Attacks which are:
Sonic creates a Blue Tornado and tries to suck you in. Basically, you
try to
jump or run away from the tornado. Sonic will do the Tornado 1-4 times
and
after doing one will very quickly hover over you and try to form
another one
right on top of you, you just need to watch Sonic very carefully and
run away.
Blaze floats in mid-air and summons flame pillars. If you look on the
ground a
small circle of fire appears before the flame pillar and you can try
to run,
but try not to get backed up in a corner but if you do if you look
carefully
there will be a gap you can go into.
Both characters might follow this attack up by homing in on you or
they will
just go back to the ground.

1 Hit Left:
Always Lethal if done wrong! Final hit! There is a small cutscene,
then the
battle totally changes. Now Sonic and Blaze are running into each
other trying
to push each other off the platform. The A/B button symbol appears,
and it is
not kidding! You have to push these buttons very fast to win! The best
way is
to use both hands and press both buttons at the same time. You can
tell you
are winning when the flashes of light that appear are mostly toward
the other
character and if you look closely at the background you can tell which
way the
two of you are in general heading. If the other character is winning,
better
start pressing those buttons harder! The battle ends with either your
character or the other gets sent flying off the platform.

~*~*~*~*~*~*~*~*~*~*~*~
8.h. Final Zone (F-Zone) Boss: Unknown
~*~*~*~*~*~*~*~*~*~*~*~
This typical giant robot took me a little while to figure out mainly
because
of how it is hit... but the last hit is ridiculously easy and is free
making
this boss in reality have one less hit than the others before it. It
is fought
on a 2Dish platform.
How to hit this boss in general: The boss is normally behind you, but
to hit
it you need to make this boss move to the right of the platform. To
make it
move at first you have to hit its hands if they are blinking and on
the ground,
you can do that after a couple of its attacks or later on in the fight
the
boss will move there if you successfully dodge it's laser or electric
attacks.
After the boss is there, Eggman will say "Get ready to be schooled!"
and it
will shoot out 3 or 5 later in the fight green energy blasts, you need
to jump
over them, it just gets harder to do that later on. After the last
blast, the
hand hits the ground and starts blinking again, try to jump toward the
hand
after the last energy blast. Now the word go appears on the screen,
you are
suppose to run up the robot's arm. Here is the tricky part, eventually
the arm
starts shaking and the down symbol appears. Soon the robot will try to
shake
you off its arm. What you do is press down so your character can hold
on for
dear life. Then you proceed in moving up its arm and hitting its head
which is
blinking. If you are thrown off it's arm, you will have one more
chance of
getting up there, but after that the arm will come back down, but the
robot
will shake you off so hard you can't make it back up, the robot does
the same
thing even if you stay on it's arm the first time, which means you
really need
to hurry up and hit it's head as fast as you can. When 5 hits are left
metal
things start rolling down its arm and they will hit you when you press
down.
What you do is make sure you get to the robot's white elbow joint
before
pressing down so the metal things will not hit you but go over you
instead.
You can also jump and hit the metal things.

Deal with me... this is the boss battle I have updated the most in
this guide,
it's pretty complex...

8-7 Hits Left:
Three green energy blasts before you can hit the boss, there is enough
time to
hit the boss before it starts to flail it's arm.

When the robot lifts up both of it's arms and Eggman says "Take this!":
Chance to hit boss!: The hands will come down one at a time and produce
shockwaves, you just need to watch the hands and duck them, then jump
over the
shockwave. Eventually one hand will stay down and start to blink so
you can
hit it and move the boss to the edge.

When the robot lifts up both of it's arms, leans back and Eggman
says "Get
ready to be schooled!":
Instantly Lethal Attack! Chance to hit boss! This is similar to the
Egg Viper
attack, but the boss follows you around more before attacking and
shockwaves
come out after the boss very powerfully hits the ground with both of
it's arms.
It is best to stand there, then move right before it attacks, then
jump up to
both avoid the shockwave and hit the hands which after the attack are
both on
the ground and blinking.

6 Hits Left:
Same as above, but there are 3 or 4 green energy blasts before you can
hit the
boss, and this time you don't have enough time to immediately hit the
bosses'
head, you need to press down on the arm so you are not thrown off.

5-4 Hits Left:
Same as above plus first attack described above gets faster and harder
to
avoid. When it moves to the side there are now 5 green energy blasts
you need
to jump over that come at you even faster, and the metal things start
rolling
down it's arm, and you actually have enough time to make it to the
head before
being shook off again. Also this new attack:

Robot crosses it's arms and says "Take This!":
Possible chance to hit boss. Laser attack, only the fire on the ground
can
hurt you, watch carefully and jump over it. There are two variations:
Random Laser: Laser is fired in random directions, start at edge of
platform
and run and jump at the same time and you will mostly miss them.
Sweeping Laster: The Laser sweeps back and forth on the ground, it's
easy to
just jump back and forth across it.
The robot will move to the edge of the platform on it's own after this
attack
if you don't get hit during this attack, if you do get hit then it
will attack
you with something else afterwards.

3-2 Hits Left:
Same as above, you do have enough time to hit the head but barely, if
you do
have to press down to avoid being shaken off do this in the robot's
elbow, one
more attack:

The robot hits it's hands together twice and Eggman says "He he!":
Possible chance to hit boss. Electric Attack, electrical arcs come out
of
floating metal things. When the electric arcs are transparent you can
walk
through them, but watch out when they are not anymore! Comes in to
forms:
One metal things comes out: You are trapped between two electric arcs
that
move slowly. The space between them changes size and moves, you just
need to
be alert and move with this space to prevent getting hit.
More than one metal things come out: Multi-attack that is harder to
avoid, be
very alert and move if you are near a transparent arc but not into a
full one!
The best way is to start off at the edge of the platform, then slowly
walk
away, this seems to be a good way of avoiding the arcs.
The robot will move to the edge of the pla

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