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Sonic the Hedgehog 4 Episode II



by IceQueenZer0

------------------------------ [ SONIC 4: EPISODE II ] ------------------------
-------------------------------- [by Ice Queen Zero] --------------------------
------------------------------- [ PC, PSN, XBLA, IP ] -------------------------

This will be my last FAQ for a major/modern game before I give birth. I might be
able to sneak in a couple retro games but this is it for me for recent games
before motherhood hits. I'll probably have one of my sisters pinch hit for me in
writing FAQs. More than likely it'll be Renea or 10-year old half-sister Erica
since Chigura is expecting shortly herself. After all, I've collabed with my
sisters on plenty of FAQs but mostly fighters and Erica's yet to get in on the 
action too. Should she choose to follow the footsteps of me, my mother, my 
grandmother and to an extent, my stepfather then the next generation FAQer will
be among us but I won't force that upon her.


The next episode of Sonic 4 is out now after being hinted at the very end of
Episode 1. Sega currently has no plans on making an episode 3 but with enough
good feedback they'll go ahead and make it. If you are a Sonic fan, go out
there and buy the game. It's worth the $15. The only drawback is that it's not
available for the Wiiware due to hardware constraints. I'm the one who FAQed
Episode 1 so I felt it would only be right if I did episode 2 too.


Sonic The Hedgehog 4: Episode 2 and its characters are trademarks of Sega and
all copyrights belong to them.

This FAQ/Walkthrough is the sole copyright of Andrea "Azul Fria" Castillo aka
Ice Queen Zero and cannot be put on other sites or posted without my given 
permission nor can it be reproduced w/o proper consent.


From the official site:

The fierce battle from Episode I was only an overture...

What was Dr. Eggman searching for in the Lost Labyrinth?

What was Mad Gear built for?

They were all a mere puzzle piece of a grandiose project schemed by Dr. Eggman.

As Little Planet, where "Sonic CD" took place, approaches Sonic's world once 
again, Dr. Eggman's whole scheme will be revealed!


From the official site:

A few months have passed since the battle from Episode I. However Sonic's rest
comes to an end as Little Planet re-approaches. Sonic finds out that Dr. Eggman
is back in action on the neighboring continent. He sets off on Tornado to inves-
tigate the continent with his sidekick, Tails...


Sonic's little brotherlike sidekick who made the rocket to head to E.G.G Station
and was secretly supporting Sonic in Episode I. In Episode II he's back in cen-
ter stage as an active sidekick who Sonic can rely on. He can fly by rotating 
his two tails and will assist Sonic with the Combos in Episode II.


A worthy opponent who was thought to be destroyed during the battle of Stardust
Speedway in "Sonic CD". He was in fact severely damaged, and left alone on Lit-
tle Planet. Now as the Little Planet re-approaches, and with the close support 
of Dr. Eggman, Metal Sonic is resurrected and back in full force.


Dr. Eggman's E.G.G Station was destroyed in Episode I. However as Little Planet
reapproaches, the grand project set up by Dr. Eggman has now come into its 2nd
stage, under a veil of secrecy.


Left/Right = Move left or right
Up = Look Up
Down = Look Down & Crouch

><|A button = Jump (press again to use Homing attack)
Down + Jump = Spin Dash
[]|X button = Rolling Combo/Flight Combo in air/Submarine Combo in the Water
/\|Y button = Super Sonic Transformation/next act


Ring - protects you from one hit but you will lose all of your collected rings
and you will have to recollect as much as you can. Collect 100 of these for an
extra life.

Lampost - These are checkpoints for which you will start from when you lose a

10-ring box - Worth 10 rings.

1-up box - worth an extra life

Sneakers box - Run faster.

Invincibility box - can't be harmed for a limited amount of time

Shield box - protects you from one hit

Hands - pinball crash (press Jump repeatedly)


From the official site:


A battle plane type bird robot last seen in SKY CHASE ZONE from Sonic 2. A
whole bunch of them can be shot out of Metal Sonic's weapon unit, Metal Carrier
in Episode II.


A Piranha inspired robot which was last seen in AQUATIC RUIN ZONE in Sonic 2. 
It lurks underwater hunting for its next victim. Once they spot Sonic  his 
friends, nothing will stop their rapid approach and attempt to crush them with
its powerful jaw.


A Chicken type Badnik last seen defending WING FORTRESS ZONE in Sonic 2. They'll
stand in Sonic and his friends' way, deployed everywhere within the incredibly 
enormous Sky Fortress as fixed batteries.


A newly developed Polar Bear type robot for cold regions. It's specialty is 
unleashing powerful attacks with its super heavy body. Its body is also tough,
and this makes it a formidable enemy that will not be taken down with just a few


A Turtle type Badnik last seen in SKY CHASE ZONE in Sonic 2. It serves as a 
guardian of Metal Sonic's weapon unit Metal Carrier.


A new series of Sea Urchin type robots which were developed based on the Orbi-
nauts & "Spike Spinners" featured in Episode I. The blasting flames of the 
burners are certainly dangerous, but those fires will spread widely in oily 
places. Take extra care.


A Grasshopper type robot which was also featured in MARBLE GARDEN ZONE in Sonic 
3. Since they can suddenly jump without notice, their moves are unpredictable. 
Be careful not to bump into them.


A newly developed large Centipede type Badnik designed for use in desert areas.
You never know when they will suddenly emerge from quicksand, and be mindful of
its robust body that is resistant to attacks.


A Dung Beetle type Badnik designed for use in desert areas. It can generate an
infnite amount if large boulders that explode while rolling. A troublesome enemy
that is always there in undesirable places.


A newly developed Kingfisher inspired robot. It usually flies over the water
surface, but as it finds Sonic and Tails underwater, it will dart down at them.


A newly developed subaquatic Sealtype robot. Its breath can freeze the water 
around them in an instant, creating obstacles when Sonic needs to look for air


A Hermit crab type robot which has been newly developed for cold regions. The 
spines on its hard shell will repel any attacks done by Sonic alone. There must
be another way to defeat it...


A Boar type robot newly developed by Dr. Eggman based on his research results 
from Episode I. They have been created with rich color variation, but Sonic
should be extra careful of the formidable red ones that come charging towards


Much like Episode 1, each zone is a throwback of a previous Sonic game level.
The bosses are not throwbacks this time though Sylvania Castle boss teases it.

Sylvania Castle = Aquatic Ruin from Sonic 2 with a little bit of Marble Garden
Zone from Sonic 3.

White Park = Ice Cap with a little bit of Carnival Night both from Sonic 3.

Oil Desert = Oil Ocean from Sonic 2 mixed with Sandopolis from Sonic & Knuckles.

Sky Fortress = Sky Chase and Wing Fortress from Sonic 2 with a little bit of 
Flying Battery from Sonic & Knuckles. There is also one gimmick from the Death
Egg Zone in sonic 2.

Death Egg Mk. 2 = Death Egg Zone from Sonic & Knuckles with a little bit of
Stardust Speedway from Sonic CD.


-No matter how powerful you are, you will automatically die when smashed, time
runs out, drown, or if you fall down a bottomless pit. You will also die if you
lose the race with Metal Sonic

-They've fixed Sonic's rolling physics after they got nerfed in Episode 1. Now
you can easily roll up hills when in a rolling state.

-Gather 50 rings and a giant ring appears at the end of the stage. Jump into it
to go to the Special Stage.

-Your tag team moves are usable after you've passed through certain parts of a
certain stage. The Rolling Combo for example you don't learn till you play in
Sylvania Castle Act 3.

-Gather all 7 emeralds to see the true ending which doesn't show the Try Again


Since the levels have many different routes, I'm not going to be to thorough
with the walkthrough unless I have to such as with the later levels.

~~Sylvania Castle Act 1: A New Frontier~~

There are several paths to take in this level but, I'm gonna give you a little
strategy for the Proof of Speed accomplishment which you must complete this 
level below 1 minute's time.

After the plane lands, run right and jump onto the high ledge and spring up to
the upper right platform. Hop over the gap, and quickly rev up the wheel to make
the path clear up by spin dashing next to it just like you did in Marble Garden
Zone in Sonic 3 if you played it. Run to the right again and let the speed boost
do all the work for you as you are automatically bounced along the path which
includes running on the water surface. Ignore the Bubbles (I will capitalize the
word Bubbles to indicate the enemy and not the bubbles you get for breathing
underwater) and use a Flying Combo at the apex of the final launch at the end of
the predestined path to get on top of the hill faster. Continue to the right
again and be sure to jump before you hit the wall while running on the water to
not only avoid going underwater but you will also get the Red Ring on the ledge.
Get a boost and use the Bubbles for leverage and get another boost but jump off
of the loop while midway to avoid the loop and you'll land on the ground below
the loop. Go through several boosts and you'll land on crates that retract if
you stay on them too long so jump off to the right quickly and get the sneakers
and rev up the wheel to clear the wall. Now make a break for it to the right.
The end of level goal is just ahead. Be careful as you might accidentally bump
into the 1-up box and risk losing your Proof of Speed bid.

~~Sylvania Castle Act 2: Sunken Ruins~~

Run down the hill and break through the walls. When you get launched, use a Swim
combo to swim to the wall and drop into the area on the very right where the
wall is and drop down. Since this should be your first dip in the water if you
followed instructions so far, be sure to grab bubbles for air or you will drown
and lose a life. The usual countdown and the music occurs when this is about to
happen. At the bottom you will see a 10-ring box. Head to the top ledge just to
the right of it and use a Swim combo to go to the top and you should see a boost
on the left. Now go right and the Red Ring should be in plain sight during your
travels. Jump to the left to get it once you see it. Now go right and use the
Bubbles and Fullboar for leverage. Watch out for the spears that the statues'll
spit out and use a homing attack on the platforms to flip them over and spring
off of them. The water will continually rise and fall but the main objective is
to stay on the highest ground as possible till you reach the end of the level.

~~Sylvania Castle Act 3: Moonlit Realm~~

You are already underwater at the start of the level so get moving quickly to
get to dry land. Work your way up and use a homing attack to knock over the
column. Use the boost to launch yourself next to a wall. You'll use the Rolling
Combo here for the first time. Stay in the ball to move through the level faster
and have a little invincibility. The ball will take you over some platforms that
tilt but won't drop you. Stay rolled up till you eventually land on a spring
that will bounce you then disengage and use homing attack on the tilter platform
to make it horizontal. Make your way up and to the right. There are some other
platforms that shift when you use Homing attack on it. As you go up, just use
the homing attack on the tilters to boost your way up to the top.

When you come across a column which can be knocked over to get the coins below
it, fly over it because there is a Red Ring on top of the loop past it. Now you
can roll your way through most of the level until you reach a tilter platform
that won't budge. Swim to the top and boost your way to the hard wall and roll
through them. Now it's time to be careful because you can fall to your death.
Use Tails to bail you out if possible and towards the end when you see a giant
row of spinner platforms, it's safer to use a Rolling Combo to get across and
end the level.

~~Sylvania Castle Boss: Dueling Eggman's New Creation~~

Run to the right and collect the rings. Dr. Eggman will appear and speed off but
you won't fight him just yet. Get the rest of the rings and the first boss will
have you thinking that you'll be fighting a remake of the Aquatic Ruin boss from
Sonic 2 but two tentacles come out and knock them away. Robotnik is encased in a
flower. The only way to hurt him is to hit him while the flower is bloomed. The
first two hits are free but for the rest of the fight you can only get in a hit
while using the Flight Combo. Hover over Eggman when the flower blooms and don't
use a Homing Attack. Drop onto him instead to get a hit and then reactivate the
Flight Combo and do it again. 

Two more tentacles sprout from the ground after the 4th hit. Whenever you see
them rear back, that means they are going to slam the ground. Pay attention to
the angle of which they rear back to avoid the slap. After the 7th hit, Eggman
will get angry and have his tentacles sprout some spikes and stab the machine to
feed him power. From there, Eggman will fire a laser beam that sweeps across all
the surfaces of the screen. Hit him before he fires the laser to stop it. Repeat
the process to end the fight.

~~White Park Act 1: Snow-Blind Wonderland~~

Everything is straightforward at the beginning. When you hit your first boost, a
deadly avalance comes down that kills you if it catches you. Keep running down
the slope till you are launched into the air to safety. Keep moving to the right
and when you run up a slope and get some airtime (you'll see a Spikes below). I
will captialize Spikes to indicate it's an enemy just like with Bubbles. Anyway,
when you take to the sky, use a Flying combo at the apex of your launch and fly
to the upper right ledge. This will lead to getting the Red Ring the easy way.
Push the snowball onto the spikes to protect yourself from them then push the
other snowball and watch out because this one doesn't cover all the spikes. Once
out of the area, hop across the gap and continue forward and bounce off of the
springs to go upwards. 

Run down the slope ahead of the avalanche until you are sprung forward. Some of
the Bubbles will give you leverage. Take out the polar bear enemy called the
Snowy. It takes three hits to defeat it. Watch out for its claw swipe. It is a
devastating move. Fans of Sonic Colors will recognize this next part as Yellow
Dig power only you will use the Rolling combo to burrow through the snow. You
will die if caught in the cave in when the snow repairs itself from where you
dug. After that sequence, continue right and this time you can snowboard on the
avalanche without getting hurt. Stay on it till launched ahead. Try to stay on
the high road but if you fall, you'll have to do a lot more burrowing. Ignore
the Snowy on the left and go right to the dead end. Hop over the gaps and use
the springs as soon as possible and it's best to hop a foot away from the wall
to clear it better. Once out of the tunnel, keep rolling and uncurl when on the
slope because you have to outrun an avalanche. You'll be sprung over the first
gap then get ready to jump on the spring and be bounced to the high road which
lets you ride on the avalanche and use the homing attack on the Bubbles to get
to the ledge. After springing over the large pit. Exit stage right.

~~White Park Act 2: Sonic Coaster Rails~~

This level will occassionally bounce you back and forth along the rollecoaster
tracks in the foreground and background. Start by running through the track and
you'll end up in the background. The tracks try to be slick and start moving on
their own. Quickly get into the alcove on the very right and spring to the fore-
ground. Go through several boosts and land on the platform that expands and de-
tracts. Jump off and use the Bubbles for leverage. Wait till the platforms are
horizontal as they rotate before you cross them and quickly get in that next
alcove before the track blocks it off. Bounce into the background and go through
several boosts and bounce back to the foreground. You will eventually come to a
part of track that moves left and right. Wait for it to move right and jump down
the center through the blocks and kill the Fullboar. Duck into the gap if you
don't think you can get through the rising-falling track in time. When it goes
up, head for the spring and get on top of the same piece of track and go to the
upper left and use the springs. To get the Red Ring, ignore the boosts and hop
over the spring that sends you springing back and forth between scenes. You will
clear the gap in the process and get the ring. Get the 10-ring and spring onto
the track again. Go through several boosts including one that helps you avoid
being crushed between the tracks and the exit is just ahead.

~~White Park Act 3: Labyrinth at Absolute Zero~~

My favorite BGM in Sonic 4 Episode 2. Get a boost off the rollecoaster tracks
and you'll be launched into the water and collect a load of rings on the way
down. Once again, you'll need air bubbles to survive underwater. Use your Swim
combo to maneuver through the terrain. You will need to swim fast to get past
the Steelions who freeze themselves in iceblocks that serves as obstacles that
block your path in certain areas. They can however be defeated if you attack
them quickly enough. Everything is straightforward until you end up out of the
water the first time. Stay on the high road using the Swim/Flying combo depend-
ing where you are and hit the lampost. There are a couple platforms that could
smash you if you are not platform. The first one will smash you if you stand on
it and the second one will smash you if you are below it. Hop to the spring to 
be bounced around to the upper ledge and kill the Snowy. Fly over the ledge and
you will soon bounce around to the bottom of the water and what you need to do
is use the Swim combo and fly out of the water and get the Red Ring on the upper
ledge. Stay on higher ground till you reach a dead end and drop down and use the
Fly combo and soon the water rises. The Fly becomes a Swim combo. Use it to get
through the spikes and get ready to swim fast as you got to swim through several
sets of Steelions. What you do is swim along the lines of the coins to safety.
Once you manage to get out of the water. You can get a 1-up before you exit.

~~White Park Boss: Metal Sonic Strikes~~

Get the coins as you go right. Metal Sonic Rides in on a rocket and attacks you.
Metal Sonic's attacks comes at random but his first attack always rolls across
the floor which you must jump. Run up to him and use a homing attack on him when
he is not flashing purple because he will hurt you if you do so. Occasionally,
the track will have springs that bounce you to the background or foreground but
nothing really matters. You've already got your first hit and he swept across
the floor already. Hit him again and he will retreat momentarily. This is your
cue to hold Right on the D-pad as there is a spring that will vault you over a
large gap and you need all the leverage to land safely. 

From here on out, he'll use random attacks after you hit him each time. Aside
from the rolling across the ground, he can roll across the ground and jump when
he is midscreen to throw you off. He may also throw a spark column on the ground
that you must jump through carefully or jump over if it's low enough. Another
attack which is the nastiest of all is that he can fly straight up and crash
into the ground multiple times and destroy that section. You must jump over the
gap or you'll fall to your death. When he is down to his last hit, he will roll
across the ground for a short distance and jump high into the air and come down
hard on the left side and roll back. Hit him once more and you win.

~~Oil Desert Act 1: Through the Sandstorm~~

If White Park wasn't much of a challenge, then Oil Desert is sure to be one as
deaths will come easy if you don't know what you're getting into when playing
the level for the first time. I know I had a lot of deaths in this one level
alone towards the end.

Make your way to right and let the boost take you through the upper path. Stay
on the high path and watch out for the Scarabesques in this level. They are some
beetle robots that roll exploding rocks at you and they damage you if you try to
do a frontal attack with poor timing. Get past the first few then spring up at
the end and go left and boost to roll over the wall and get the 10-ring if you
want it and run down the slope and quickly run across the quicksand or you will
sink and die once you are completely under. There are winds that blow you every
which way. A series of Scarabesque will come arrive. It's best to hug the wall
below the first one and let the rock roll past then use a Fly combo to fly over
all three. At the end, you'll zigzag down a series a girders. Run past the rock
rolling down and stand underneath the platform the Scarabesque is on just after
the weak floor. When the previous rock blows up, jump through the weak floor.
Run down the sloping girder and let the ball go by and kill the Scarabesque. Go
down the slope and get sprung onto quicksand and run across and get the 10-rings
and sneakers. Jump through the weak floor and get the coins. Get a boost and
stay on the path it takes you through. Carefully jump onto the rising platforms
without being blown off and use the boost at the top during the Rolling Combo to
skip across the gaps and you will eventually come across a spot that is the bane
of first time players.

This section requires total concentration. Jump into the air and use the Flying
combo and don't press the jump button yet. Let the storm carry you over the gap
and spikes. When the line of rings start to climb upwards, that is your cue to
press the Jump button to get a boost and get on the ledge. Repeat the process
and press jump once to get over the spikes and let the wind carry you so you can
use the Jump button to get on the next ledge. You will have one more wind-aided
flight to go through. To get the Red Ring, pay attention to the coins. When you
see them climb upwards, press the jump button enough times to snag it in the
upper right. Now let the wind carry you the rest of the way and enter inside the
opening and proceed to the exit. That my friends is the hardest level in the
game in my opinion. The Flamers may give you trouble on route to the Red Ring.

~~Oil Desert Act 2: Beneath the Sands~~

I'm sure some of ya'll may have noticed the Red Ring that seems out of reach at
the beginning of the level. Drop down the oil slick and jump off when you are in
mid flight, use the Fly combo to clearly land on the platform with the angled
spring but don't use it . Use a Rolling combo to roll up the oil slick to the
left and jump onto the platform when you crash into the wall and get the Red 
Ring when you uncurl. Go down the oil slick to the bottom and run across the
quicksand and spring up at the end. Those Sandworms are tricky to avoid so you
are better off flying or rolling past them. Get the shield if you want it. One
Scarabesque will show up, deal with it and hold down Right on the d-pad to carry
yourself through a long stretch of the level and you will see the red spiky
Bubbles that damage you if you try to attack it with spikes out. However there
is an icon showing Sonic and Tails holding hands. This is the pinball crash. Use
the Fly combo to get it and press Jump rapidly to bounce around the screen and
it will end with a crash into the ground that kills all enemies onscreen and
cause rings to appear everywhere. Pull to the right when done and let the boost
carry you past the Sandworms and spring up at the end.

Fly over the next set of sandworms and get a boost to run under the low spikes
when running across the quicksand. The level will be straightfoward towards the
end if you stay on the oil slicks all the way. Just make your way to the exit as
nothing will stop you from after the last oil slick.

~~Oil Desert Act 3: A Crude Trap~~

This level contains a throwback to Sonic & Knuckles Sandopolis Zone Act 2 as the
sand trap makes its epic return. The first sand trap requires no help as long as
you stay well ahead of the sand. There are 3 total in this level, btw. After you
get out the first sand trap, carefully jump across the oily platforms. You don't
have to worry about the Flamer yet but later on in the level, they'll light up
the oil on the platforms. For now, proceed to the next sand trap. This one is a
little tricky since you got springs and hard walls to break as you stay ahead of
the sand. You also got to break some weak surfaces. The hard walls will break in
three homing attacks. Near the end of the sand trap, jump through the weak green
surfaces before the sand catches up and spring your way to the top and break the
hard walls quick and you are out of the second sandtrap. Now what you want to do
here is instead of going down the turn, use the Fly combo to get on top of the
carbo boxes and drop down to the lower right and get the invincibility box. Now
the Flamers won't even hurt you when lighting the oil. When you get launched in
the air, use the Fly combo to get on the upper ledge. Now head right and make
your way to the bottom and to the right from there. Jump on to the spring and
use the Fly combo to get the Pinball Crash to kill the Flamers and break the
hard walls. Now proceed to the final sand trap. Beware of the Scarabesques and
spikes that make this trip a pain. Use the Fly combo to get past Scarabesques
and land on the upper left ledge. From here, use it again to get the Red Ring in
the upper left and rev up your Spin Dash when you land because there are too
many spikes to get through this part ahead of the sand. When the sand covers the
lower spikes, unleash the Spin Dash and escape the sand trap. Exit stage right.

~~Oil Desert Boss: A Giant Born of Scrap Metal~~

After you collect the coins, you will be trapped in a small room. Eggman will
gather up some parts to create his machine and throughout the whole fight, you
will have to avoid the falling blocks. The arrows will display where they'll
fall. The next block will fall where the arrows are boldly red. With the blocks
falling you are pretty much climbing your way out of the room at the same time.
You can only hit Eggman when the dome on top of the machine is open and reveals
him. Use the Flight Combo to hit him with Tails' tails. Just be sure to hit him
before he takes what I believe is a swipe at you with the machine's left hand.
After a few hits, spike blocks will come down and harm whoever steps on them. At
least they are not gory like they were in the game Catherine. Eggman will also
through in some countdown bomb blocks that will explode when they hit zero and
destroy any nearby blocks nearby. You will know when he is down to his last hit
when he retreats to the very top and blocks stop falling. Use the Flight Combo
to join Eggman up top and he'll leap back and forth across the screen. After he
has leapt to the foreground a second time, run all the way to the left and get
ready to use your Rolling Combo to hit his foot after he lands and that is it.

~~Sky Fortress Act 1: The Tornado Takes Off~~

Don't even worry about getting 50 rings by the end of the level. There is no end
sign in here. You pass this stage the moment Metal Sonic is defeated or when he

For now you are more or less in control of the plane and guiding Sonic in the
direction he wants to go. The scene starts with Eggman retreating then Metal
Sonic arrives in the background piloting an airship that will antagonize you
throughout the whole level. You learn a new control called Tornado Boost which
cause the Tornado to do a spinning torpedo that breaks hard boxes. Get the rings
as you deal with Bubbles, Balkiries, and Turtloids. The first Tornado Boost will
break two sets of hard boxes, kill two Bubbles and get you a 1-up. You can even
use the Tornado to cause damage if you don't want to use homing attacks. After
dealing with the Bubbles and Balkiries you will go through a speedy flight where
you move so fast that Sonic fights to hang onto the plane. After the fifth set
of rings. Do a Tornado Boost to destroy the blocks.

Sonic regains his footing as Tails slows down. Get through the Turtloids and 
avoid the laser shots that Metal Sonic rains upon you. Do a Tornado Boost if he
shoots four simultaneously to be safe. Now you will go through another speedy
sequence. Relax, the missiles do not explode; they push you back. When you get
the first two sets of coins, don't follow the next set. Fly over that missile
that is there and then come down to get the Red Ring. Follow the rings straight
and do a Tornado Boost. Follow the coins down and do another. Follow them up and
do another Tornado Boost. Next, the coins dip down then up and do another one of
the Tornado Boost. Now maneuver the plane to midscreen and do one more Tornado
Boost. You'll see three more rings before you go to ditch the plane. You will
reunite with Tails later.

Defeat the Turtloids as you come across them. When you see three of them stacked
vertically, kill the bottom one and get on its shell. Then leap forward and use
the homing attack on the Bubbles and watch out for the Turtloid coming from the
left as you take them out. Get onto the platform and get back on the plane. Now
Metal Sonic will shoot cannonballs at you and send lasers and Balkiries and the
Turtloids. You can ride it out or do a Tornado Boost to bounce the cannonballs
back at him. Eight hits and Metal Sonic falls.

~~Sky Fortress Act 2: Infiltrating the Sky Fortress~~

Make your way to the bottom and hit the spring and let the propellers take you
upwards to the top and go right and bounce on the springs and continue right and
take out the Clucks and Fullboar. Continue the upward climb via propellers and 
when you run to the rightm you'll be running sideways on zero-gravity fence and
you can move up or down to get rings and as long as you keep running, you won't
fall. Take the upper road to the ledge. The next part is straightforward as long
as you don't stop moving. You'll eventually "land" on propellers that will carry
you so you can move right. Get the shield and make your way down. At the bottom,
go right and use the springs and go right upward on the zero-gravity fence and
use the boosts to zigzag upwards to the top. Get the invincibility and run your
way past the Clucks, Fullboars, and jet engine fire while invincible. When you
get to a ramp, wait for the jet engine fire to retract before spin dashing to
the top. Head to the right and hit the pinball crash to take out the Clucks. Let
the path carry you to the Clucks and defeat them then spring to the top and kill
the Bubbles for leverage to get to the platform but beware of the red one. It
is best to vault over it from the first two. Let the jet engine fire go out then
use the Fly Combo to clear all three. Your travels will take you onto the zero
gravity fence. Go upward on it then come down a little when past the wall. The
Red Ring will be there but you will lose your footing on the fence. This is the
time to use the Fly combo to safely land on something. Just past the jet fire
is the exit.

~~Sky Fortress Act 3: Mile High Mayhem~~

Beware of the rocket fire as you jump over the gaps. Use the homing attack to
knock the cap off the cannon and get inside and it will shoot you every which
way. You'll go through several of these throughout the level so I won't say much
about this level until you reach the spot where the jet fuel fire stars to come
out in waves from above. The best strategy is to let the first few flames pass
and jump down to where the orange falling signs are and use the Fly combo to fly
beneath the remaining flames and get on the platform safely. The next ones will
spurt in threes back and forth and use the Fly combo to clear the gap. The last
set can be cleared without the Fly combo. Just time a mid-jump through the coins
to make it safely. Kill the Clucks. Go through a cannon and avoid getting your-
self smashed by the platforms to make it to the spring and the upper ledge. The
Red Ring is gonna be hell to get without getting hit. Let the flames go out then
Spin Dash off the edge to get the ring and jump down before the flames come back
and use the Fly combo to carefully avoid the flames and use the springs to get
on the platform. Ride one more cannon then use the Rolling Combo to bowl your
way to the end.

~~Sky Fortress Boss: Showdown in the Skies~~

Gather all the rings you can and be prepared for a tough boss fight which will
leave wondering how you are going to fight this boss if you play fight him the
first time. The aim is to get past the lasers and hit Metal Sonic's cockpit. The
lasers happen at random so I can't give an exact strategy on avoiding them but
if you see all four lasers fire at the same time, that is a good time to speed
up to the right quickly before they fire again and get in a hit or two and even
three if you are lucky. Metal Sonic will sometimes fly to the bottom and fire
the lasers upward. You can't hit him when he does that.

When you hit him enough times, Metal Sonic speeds by and faces you. Watch out
for the Balkiries that fly by randomly and use a homing attack when safe. You
got to avoid the lasers too. A thin line will indicate where the laser is going
to fire. This part gets unfair because the Balkiries and lasers attack at the
same time and make things harder to avoid. If you manage to get enough hits in,
the Metal Carrier starts to lose control and starts firing spiraling missiles
either high or low. An arrow will indicate which level the missile will spiral
in. Get through the missile storm and use a Plane Charge to finish off the Metal

~~Death Egg Mk. II Act 1: A Duel with Metal Sonic~~

The first part of the level requires no help from me until you reach the fight
with Eggman and Metal Sonic. You cannot hurt Eggman who is blocked by a shield
you can't penetrate. Metal Sonic will throw a big energy ball and send it at you
but it's random where it will land. You have to hit Metal Sonic when he is not
emitting a purple spark. Eggman will occasionally try to bum rush you but the 
Rolling Combo will guard against that. When Eggman rises to the top, that's your
cue to run and jump over Metal Sonic and wait for him to throw his energy ball
harmlessly then homing attack him. He will fall after a few hits. The next part
needs no help either but I'll tell you where the last Reg Ring is. There is a
spot where you will ride the platform up and a spring on the left wall that'll
bounce you to the lower right. Ignore this spring and jump over it to the left
and use a Fly combo to capture the Red Ring on the upper left. Now fall down
and let the path carry you to the spot where you will race Metal Sonic just as
you did in Sonic CD. The only real enemy in this whole level itself is the sharp
spikes which will only be a threat when you mess up your Fly combos that are
prompted. The race against Metal Sonic is not as hard as it seems. Your best bet
at winning is to use the Rolling combo which not only makes you faster but also
break through the barriers which normally take three hits to break. The Rolling
combo will slow down a little. When that happens, uncurl and redo it to regain
the speed. If you lose this race, you die automatically when you touch the fence
of electricity.

~~Death Egg Mk. II Final Boss: The End of the Beginning~~

Get the rings and you will eventually be sprung into a room where Eggman's final
machine looks like a giant heart with three layers of rings surround him. You've
got to negotiate through the three rings carefully and hit Eggman on the upper
part of the heart area to score a hit safely. After each hit, Eggman will spin
Sonic and Tails around and drop them back onto the first ring. Anytime that you
stay on the third ring too long, Eggman will do the same time but it will hurt
you this time. After the first hit, panels will start to electrify. Carefully
make your way back to the heart and hit it again. After the second hit, Eggman
will add some harmless lasers to the spin sequence and every thing gets a little
bit trickier. After a few more successful hits, he will use the lasers again and
now segments of the second ring will fall off. Safely get to the third ring and
use a Rolling Combo to break the barrier. One more hit and it's all over. Enjoy
the ending.


You have to collect a certain amount of rings in each of the three phases of the
seven special stages in order to pass to the next phase or collect the Chaos
Emerald in the end. Hold []/A button to get a boost of speed. You gather all the
rings that are close to you during the boost.

You get a trophy for getting all the rings in Special Stage 1.

~~Special Stage 1~~

Phase 1: Middle, Right, Middle, Left, Middle, Middle, Middle, Left, Middle

Phase 2: Right, Middle, Middle, Middle, Left, Middle, Right, Middle, Left (all
the way to get the ones on the side) then try to maneuver Tails to get the other

Phase 3: Middle, Left, Right, Jump to get the 10-Ring, Middle all the way until
the ring bonus where you collect all rings in this order (Middle, Right, Middle,
Left, Middle). In all there are 294 rings + 20 ring bonus for 314 rings.


The Adventure Begins (5)

Rolling Combo! (5)
Activate the Rolling Combo with Sonic and Tails.

Metal Sonic Falls (5)
Defeat Metal Sonic in SKY FORTRESS ZONE, Act 1.

A Golden Wave (10)
Defeat all bosses as Super Sonic.

All Stages Cleared! (10)
Defeat the final foe and watch the ending.

Tag Partner (10)
Upload a Multiplayer score or time.

I Love Tails (10)
Play as Tails 50 times.

Ring Collector (15)
Beat Special Stage 1 after collecting every Ring.

Endurace Race (25)
Clear all stages without returning to the World Map.

All Chaos Emeralds Found! (30)
Collect all seven Chaos Emeralds.

Proof of Speed (35)
Clear SYLVANIA CASTLE ZONE, Act 1 in one minute or less.

All Red Star Rings Found! (40)
Defeat the final foe after collecting every Red Star Ring.


The Adventure Begins (Bronze)

Rolling Combo! (Bronze)
Activate the Rolling Combo with Sonic and Tails.

Metal Sonic Falls (Bronze)
Defeat Metal Sonic in SKY FORTRESS ZONE, Act 1.

A Golden Wave (Bronze)
Defeat all bosses as Super Sonic.

All Stages Cleared! (Bronze)
Defeat the final foe and watch the ending.

Tag Partner (Bronze)
Upload a Multiplayer score or time.

I Love Tails (Bronze)
Play as Tails 50 times.

Ring Collector (Bronze)
Beat Special Stage 1 after collecting every Ring.

Endurace Race (Silver)
Clear all stages without returning to the World Map.

All Chaos Emeralds Found! (Silver)
Collect all seven Chaos Emeralds.

Proof of Speed (Silver)
Clear SYLVANIA CASTLE ZONE, Act 1 in one minute or less.

All Red Star Rings Found! (Gold)
Defeat the final foe after collecting every Red Star Ring.


The Adventure Begins (50)

Rolling Combo! (50)
Activate the Rolling Combo with Sonic and Tails.

Metal Sonic Falls (50)
Defeat Metal Sonic in SKY FORTRESS ZONE, Act 1.

A Golden Wave (50)
Defeat all bosses as Super Sonic.

All Stages Cleared! (100)
Defeat the final foe and watch the ending.

Tag Partner (100)
Upload a Multiplayer score or time.

I Love Tails (100)
Play as Tails 50 times.

Ring Collector (100)
Beat Special Stage 1 after collecting every Ring.

Endurace Race (100)
Clear all stages without returning to the World Map.

All Chaos Emeralds Found! (100)
Collect all seven Chaos Emeralds.

Proof of Speed (100)
Clear SYLVANIA CASTLE ZONE, Act 1 in one minute or less.

All Red Star Rings Found! (100)
Defeat the final foe after collecting every Red Star Ring.


Sega for making the game
GameFAQs for hosting the FAQ
The official site for the story.
You for reading

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Thank you for reading

-Ice Queen Zero