Levels (StH2Retro)
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[edit] 01. Emerald Hill Zone
The first zone of the game, as you might imagine, is fairly easy. You can just run through the act without much hassle. Get used to the gameplay here, with the springs and loop-de-loops. The enemies are the only thing that may bother you. The Monkeys, found in trees, throw a coconut when they spot you. Wait until they have thrown the coconut first, then jump on them to dispose of them. Wasps fly around slowly, and once you are gotten near them, they throw a fireball from their tail. I would tend to avoid them. The last is the Piranha, which jumps up from under the bridges, then return down again. Jump at them to destroy them.
[edit] 02. Chemical Plant Zone
The total opposite to the zone you just completed (in terms of scenery), the Chemical Plant Zone has some tricky sections to overcome. One of the ways you get around the level is via pipes (not Mario style though :P). When you come across one, jump onto the blocks blocking the start and jump down and it will automatically take you to the other end. There are blue pipes in the level, with a group of blue spheres jumping in-between them; observe the pattern then proceed past them.
[edit] 03. Aquatic Ruin Zone
This zone is based in Aztec ruins and rainforest like surroundings. The things that you should be looking out for are the following; arrows from columns. There are grey strips on some columns with a Robotnik head on it - the eyes flash red before they fire an arrow in your direction. Look out for this and prepare to avoid it. Columns also rise when you jump over them, so jump on top of them to smash through 'em.
[edit] 04. Casino Night Zone
Exactly what is says on the tin. This level has a casino and pinball theme going on, with flippers and bouncers being dominant. The flipper is like a pinball flipper, which is flips you when you either touch it, or others then you jump off the end of it. The bouncers are just objects that you bounce off. Other objects here are moving blocks and conveyor belts, lifts, pressure springs (in the tunnels, where you have to hold jump down to build up the pressure). The only badnik here is a crab with a bouncer attatched to it; spin dash it from behind to kill it.
[edit] 05. Hill Top Zone
Set high in the mountains, this zone focuses on less of speed and more on heights and more precise jumping. When crossing the vines by the platforms, remember to jump off before the end of the ride or you will fall to your doom. Most of the rocks can be destroyed, so jump on top of them to see if they can. To overcome the seesaws, jump on the side with no red ball, then move to the other side to be propelled upward.
[edit] 06. Mystic Cave Zone
The toughest zone yet, this is based in a dark mine with plenty of spike pits and dangerous rocks. Many of the wooden ledges collapse shortly after you move onto them, so get off them quickly. There are vines that you can hang on to (they have a C like shape at the end) which either move you somewhere, or open up a passage. You may also come across a wall that looks like you cannot go up; wait a moment and spiked steps come from the wall (so stay away from these) then take them up and over. There are other obstacles like swinging platforms and moving boxes, but you should know what to do with them.
[edit] 07. Oil Ocean Zone
One thing to keep in mind is that there is always oil at the bottom of the level, so try and stay out of it if you can. If you do fall in, then rapidly jump out again before you sink. If there isn't a way back up, then look out for a fan to float you up, or just keep going in one direction and you should find some dry land eventually. There are fans under normal gaps, but don't stay over them for too long as they will stop after a short period. If you come across a fan that is facing horizontally toward you and is pushing you away, then keep running toward it and you will run past it after a while.
[edit] 08. Metropolis Zone
A tough zone, it is based inside a factory of some sort, and is the only zone in the game that consists of three acts! Avoid touching the steam at the edges of the steam pipes that go up and down, but if you stand on top of them then you get propelled upward. The boxes that have spikes coming from them go in a clockwise pattern; so a spike comes from the right, then the bottom, then the left etc. With the giant blots that on the giant screws, run to the left to go down, and right to go up. Don't spin dash, as you might go too fast and get crushed on the ceiling or something, whereas with running you can control your speed better. If you fall off and need to get back on and can't, then run off to another area then go back, and it should go back to what you found it like.
[edit] 09. Sky Chase Zone
Woo! You are in the skies, on top of Tails' plane! Just move normally as you would to move the plane, you cannot fall off. Collect the rings and attack the enemies as they come at you. The red planes can be just attacked normally. The round propeller guys fire bombs downward, so avoid attacking there and hit 'em at the top or side. And with the flying turtle guys, avoid their fire and attack the small turtle on top and then you can use the bigger turtle as a stepping stone as you wish (it is then deemed useless). Its a short zone, and a nice break from the normal gameplay.
[edit] 10. Wing Fortress
When you start, Tails will get shot down so jump off onto the ledge to safety. As you are on a ship in the sky, falling off a platform is certain death, so be careful! Running into the ski things make you go really quickly in the direction that it is facing. When you are going under the ship, jump onto the overhead bars, and jump along it to the edge then onto the floating platform when it comes to you. The flames of the ship don't hurt you, so ignore them. In the middle, where the backdrop consists of only the ship, at the far left are rotating platforms; DON'T fall here, as you will go down to the underneath of the ship and you will have to make your way back up again. Time your jumps right here, go onto the top of the ship and then right.
[edit] 11. Death Egg Zone
This zone is the last one along with no rings and with two tough bosses! Walk to the right and you are introduced to a Metal Sonic. When he flies down, go underneath him, and to the left a little and start spin dashing. When he arrives, you will start hurting him. After four hits (listen out for it) or when he starts moving down into the spin dash position, spin away, then jump over him. Don't touch the spikes on top of his head, so jump and bounce off his face when attacking. He will then move back and forth, then stop, spin dash and jump over you, stop, and spin dash over the ground. If you hit him enough up to this point, he is destroyed; therwise it repeats
[edit] Special Stage
The Special Stages are where the chaos emeralds are located. To obtain an emerald, you must reach the end of the stage by collecting rings and avoiding mines. If you hit a mine, you will lose 10 rings (20 if Tails hits a mine too). Hit a mine when your ring count is zero, and you will be exited from the stage, losing your chance to obtain a chaos emerald. You are able to move in a 360 degree radius, so be careful and watch out for mines!






