Sonic and the Secret Rings Guide
Sonic and the Secret Rings Guide
Menu Navigation
When you reach the shown based on how quickly you’ve completed the Mission. In
Main Menu screen, hold this example, we managed to acquire all Gold Medals!
the Wii Remote hori-
zontally, and press 2.
You reach this menu, The Runthrough section of this guide shows
where you can select you exactly how to complete each Mission. It
“Adventure,” “Special shows you where all the Fire Souls are, and
Book,” “Party,” and what times are needed to get a Gold Medal.
“Options.” Go there for specific information.
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Certain Party Games, characters, competitions,
The next menu you and other goodies are unlocked by collecting
can select is the Special Fire Souls during Adventure mode.
Book mode. This is 15
chapters long and full of
goodies that you unlock
during Adventure and
Party modes. Choose this if you wish
to fiddle with your in-
game options. There are
five Options to choose
from. Do you want to
If you select Party mode, read the captions in one
you’re transported to a of six languages? Then
tattered parchment map choose Text Settings. Do
owned by Omochao, you want everybody to speak Japanese or English? Check out
who is the guardian of Voice Settings! You can also change your television aspect ratio,
the Party Games! These your sound, or even delete your Adventure Data!
are short mini-games
you can play against the
computer, or with friends. You can also visit different types of
Once you unlock goodies during Adventure mode, they
competitions, too! Party mode information is revealed after the
are available no matter what Data game is loaded.
Runthrough.
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Fire Souls: These are
small glowing red
Rings. Sometimes a Flower Spirit: Strike
Mission doesn’t have three times with a
any, and sometimes Homing Attack when
it does. In each of the petals are open.
seven Worlds, six of
the Missions have three
Fire Souls per Mission. This means the maximum number of
Fire Souls you can grab is 126.
Golem: Strike once in
the head, after gaining
Fire Souls have the following properties: enough height.
• They add Experience when they are collected.
• Once they are grabbed, and you finish a Mission,
they disappear from that Mission, and are
permanently added to your Mission menu.
Gargoyle: Strike three
• There are always three Fire Souls in each Mission
times with a Homing
where they appear. You can Pause the game and see
Attack, avoiding its
which Fire Soul you’ve grabbed in the Status menu.
claw, wing, and petri-
• You can claim any Fire Souls gained during a fying attacks.
mission despite being struck and sent back as long
as you do not Quit or Restart the Mission
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So, it takes Experience Points to Level Up: Here are all the ways
Medals you can obtain points:
The other point of
• Collect Pearls (and Neo Pearls)
completing a Mission
(and redoing it) is to • Execute Time Break (once you receive the Soul Gauge Skill)
claim a Gold Medal. • Execute Speed Break (once you receive the Soul
Achieve this by finishing Gauge Skill)
in a super-quick time.
• Grind on a rail
Tactics are shown in the
Runthrough section. • Execute a grind trick (leap from one rail to another)
Gold (and Silver) Medals unlock certain items in the Special Book. • Defeat an enemy
• Defeat a boss
To fully understand exactly what you need to do to gain the maximum number of Experience Points, study the following table,
which breaks down the results when you finish a Mission.
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Bonus Type Action Calculating Formula Notes
Total number of Rings collected during the
Number of Collected Rings Mission. It will be calculated simply by the
Ring Bonus Number of collected Rings
x 3p number of collected Rings, without any
reduction caused from damages or defeats.
Technical Bonus Undefeated: No damage x 2.0 —
Technical Bonus Undefeated: 1 damage x 1.5 —
Technical Bonus Undefeated: 2–3 damages x 1.2 —
Technical Bonus Undefeated: 4–5 damages x 1.1 —
Technical Bonus More than 6 damages x 1.0 —
Technical Bonus Defeated x 1.0 —
Technical Bonus Mission Failed x 0.3 —
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Bonus Type Bonus Contents Calculation Formula Notes
Pirate Storm: Diehard Chal-
Mission Bonus 4,000p —
lenge
Mission Bonus Pirate Storm: Collect Rings 2,000p —
Skeleton Dome: Head to Head,
Mission Bonus 3,000p —
Diehard Challenge
Mission Bonus Skeleton Dome: Chain of Rings 2,000p —
Skeleton Dome: Special Chal-
Mission Bonus 4,000p —
lenge
Night Palace: Head to Head,
Mission Bonus 3,000p —
Hands Off, No Pearl
Night Palace: Rampage!,
Mission Bonus 4,000p —
Diehard Challenge
Mission Bonus Night Palace: Collect Rings 2,000p —
Experience Bonus achieved
Experience
within the stage. Total from — —
Bonus
First Screen Calculation
Number of Fire Souls
Experience
Fire Soul collected within Mission × —
Bonus
500p
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Special Skill: This is an extra-powerful Skill with one
of many effects! Covet these!
The actions (a.k.a. attributes) of your Skill are also important,
because if you group the same actions together, you get an These are Flame types.
increased, and sometimes combined effect. Also, some Skills
can’t be used with others, no matter what. Usually, you can’t
combine a load of Flame-type Skills with other Skill Types, so These are Wind types.
watch these limitations when you select a set of Skills to use.
Here are the actions each Skill possesses: These are Dark types.
Ground Action Skill. This helps your ground
maneuvering. If you group the same types of Skills on a Ring, the effects are
more impressive.
Aerial Action Skill. This helps your airborne
maneuvering.
Hidden Skill. This is awarded after unlocking some- Now that you know the different Skills to
thing, and each one has a different effect. choose from, replay any Missions you enjoyed,
or couldn’t finish, with a different set of Skills
Assist Skill: This augments a technique or another
selected! If you don’t have enough Skill Points
Skill to make a more powerful version of it.
(SP), gain more levels!
Notes: When sliding, your speed will drop, but you will jump Notes: You can make Short Jumps.
higher. Additional: You must defeat Alf Layla wa-Layla in Adventure
Additional: You must defeat Alf Layla wa-Layla in Adventure mode to display, equip, and/or remove.
mode to display, equip, and/or remove. Tactics: Short Jumps are useful when leaping over small or low
Tactics: You automatically start the adventure with this Skill. objects, such as low barricades, ground spikes, or other low
This is useful as the “charge” part is a slide, which allows you obstacles. The move slows down your speed, but not as much as
to slide through spikes and into foes, and the jump is high. Use the Charge Jump. Use when necessary.
this constantly.
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#003: Homing Attack
For all the information regarding Skill and
Time Breaks, check out the Lost Prologue
Attribute: N/A
section of the Runthrough.
Visual Effect?: No
Points Cost: 10
Acquisition Level: 0
#006: Jump Cancel
Notes: Quickly move the Wii Remote forward to do a Homing Attribute: N/A
Attack when locked-on. Visual Effect?: No
Additional: You must defeat Alf Layla wa-Layla in Adventure Points Cost: 10
mode to display, equip, and/or remove. Acquisition Level: 0
Tactics: This is one of the most useful maneuvers in the entire
adventure. Use this constantly to attack any foe that is airborne
or floating above the ground, and any ground foe that you can’t Notes: Press 2 while in mid-jump to land.
slide into. Once you strike, continue with the Homing Crash. Additional: You must defeat Alf Layla wa-Layla in Adventure
mode to display, equip, and/or remove.
#004: Homing Dash Tactics: This is an excellent way to precisely land on platforms.
Use this when you’re flying through the air, and need to immedi-
Attribute: N/A ately stop, or want to fall and land on a small platform. The effect
is instantaneous, and the difference between this and braking
Visual Effect?: No
(1) is that you’re ready to do a Charge Jump as you land.
Points Cost: 10
Acquisition Level: 0 #007: Jump Dash
Notes: Jump and attack again after striking with a Homing Attack.
Attribute: N/A
Additional: You must defeat Alf Layla wa-Layla in Adventure
Visual Effect?: No
mode to display, equip, and/or remove.
Points Cost: 10
Tactics: Sonic could execute this 65,535 in a row if there were
enough enemies! This is essentially how to “combo” an attack; Acquisition Level: N/A
launch the Homing Crash once you’re in the air, and target
another foe. Incredibly useful, use it all the time. Notes: Quickly move the Wii Remote forward while in mid-
jump to launch forward.
#005: Soul Gauge Additional: You must defeat Alf Layla wa-Layla in Adventure
mode to display, equip, and/or remove.
Attribute: N/A Tactics: This is another vital maneuver, as it’s essentially how
Visual Effect?: No you cover long distances in the air, when you can’t target a foe
and attempt a Homing Attack. Jump, then Jump Dash to head
Points Cost: 10
over gaps, chasms, scenery, objects, spiky protrusions, and
Acquisition Level: N/A anything else blocking your way. You slow slightly compared to
running, but this is still quick.
Notes: Soul energy is depleted to use Speed Break and Time Break.
Additional: Complete World 3: Evil Foundry: Mission 01. You
must defeat Alf Layla wa-Layla in Adventure mode to display,
equip, and/or remove.
Tactics: This is the reason for collecting Pearls! Select this imme-
diately, and begin to fill up your Soul Gauge, and augment this
with relevant Skills to increase the Soul Gauge. Use this if you
wish to employ Speed Breaks or Time Breaks during a Mission.
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#008: Homing Cancel #011: Quick Step
Attribute: Ground
Attribute: N/A
Action
Visual Effect?: No
Visual Effect?: No
Points Cost: 5
Points Cost: 4
Acquisition Level: N/A
Acquisition Level: 7
Notes: Allows Homing Attack to be cancelled by Jump Cancel. Notes: Ground movement to the left and right becomes
Additional: You must defeat Alf Layla wa-Layla in Adventure smoother.
mode to display, equip, and/or remove. Additional: Maximum speed when you steer is 40 percent as
Tactics: Although you may not use this as often as the Homing fast as normal running. Now it becomes 100 percent.
Attack or Jump Dash, this is another fantastic basic Skill that Tactics: This is an excellent Skill to equip early on as it steers
enables you to ignore any enemies while in the air, after you you much more smoothly than before, and you can make
target them with a Homing Attack. Excellent on Missions where sharper turns than normal. This is great for sudden steering
you can’t attack foes, or if you want to avoid enemies for a quick and item grabbing. Equip immediately!
finishing time and Gold Medal.
#012: Quick High Step
#009: Charger Attribute: Ground
Action
Attribute: Assist
Skill Visual Effect?: No
Visual Effect?: No Points Cost: 12
Points Cost: 12 Acquisition Level: 24
Acquisition Level: 30
Notes: Movement becomes smoother than with Quick Step.
Notes: Forward acceleration increases. Additional: Maximum speed when you steer is 40 percent as
Additional: Two times faster than normal. fast as normal running. Now it becomes 180 percent.
Tactics: This is a simple augmentation to your current ground Tactics: This enhances your steering even more, making it
acceleration. Do you want to go faster as you run from a stop or another excellent Skill to equip for the same reasons as for Skill
turbo start? Then equip this Skill! #012. Note you don’t need to (and can’t) equip both Skills
#011 and #012.
#010: All-Rounder #013: Quick Mega Step
Attribute: Assist
Skill Attribute: Ground
Action
Visual Effect?: No
Visual Effect?: No
Points Cost: 6
Points Cost: 20
Acquisition Level: 10
Acquisition Level: 67
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#014: Quick Air #017: Turbo Boost
Attribute: Aerial Attribute: Ground
Action Action
Visual Effect?: No Visual Effect?: No
Points Cost: 4 Points Cost: 3
Acquisition Level: 8 Acquisition Level: 4
Notes: Aerial movement to the left and right becomes smoother. Notes: Acceleration rate to top speed increases.
Additional: 120 percent more responsive compared to normal Additional: Two times faster than normal.
aerial moves. Tactics: Equip this as soon as you obtain it! This causes you to
Tactics: Much like the Quick Step, this Skill makes your air reach your top speed faster than normal, effectively shaving
moves much more responsive. This is excellent if you have seconds off Mission completion times. It is soon superceded
obstacles to maneuver around or items to pick up. Activate it by even more potent acceleration Skills, so use it while it is
when you receive it. useful, and don’t remove it unless you want to travel slowly!
Note that this is activated during the starting countdown, as the
#015: Super Quick Air announcer shouts “one!”.
Attribute: Aerial
Action
#018: Rocket Boost
Visual Effect?: No Attribute: Ground
Action
Points Cost: 12
Visual Effect?: No
Acquisition Level: 28
Points Cost: 15
Notes: Aerial movement becomes smoother than with Quick Air. Acquisition Level: 24
Tactics: This enhances your aerial moves even more, making it another Additional: Four times faster than normal.
excellent Skill to equip for the same reasons as for Skill #014. Note Tactics: This is an improved version of the Turbo Boost,
you don’t need to (and can’t) equip both Skills #014 and #015. doubling the acceleration speed from a standstill at the start
of each Mission, which is even more vital when you’re shaving
#016: Hyper Quick Air seconds off a time to claim a Gold Medal. Equip this if speed is
critical to your Mission.
Attribute: Aerial
Action #019: Warp Boost
Visual Effect?: No
Attribute: Ground
Points Cost: 20
Action
Acquisition Level: 71
Visual Effect?: No
Points Cost: 25
Notes: Aerial movement becomes smoother than with Super
Quick Air Acquisition Level: 49
Tactics: When you actually reach the level needed to access this Additional: Instant acceleration to top speed.
Skill, you should be so good at controlling Sonic, you won’t Tactics: This is an incredible Skill, and if you time it right, you
need this Skill! It allows you to maneuver effortlessly, and takes can instantly travel at top speed off the starting line! The only
a little while to get used to, but it’s a great Skill to choose. problem comes when you need to turn quickly, as you may be
traveling too fast! Watch out if your reactions aren’t instant,
especially if you combine this with a greater top speed!
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#020: Sub W-Boost #023: Hyper Speed-Up
Attribute: Hidden Attribute: Ground
Skill Action
Visual Effect?: No Visual Effect?: No
Points Cost: 20 Points Cost: 40
Acquisition Level: N/A Acquisition Level: 63
Notes: Improved acceleration until you reach top speed, but Notes: Acceleration rate to top speed increases.
defensive power weakens considerably. Additional: Four times faster than normal.
Additional: Complete World 5: Mission 05 with a Gold Medal to Tactics: Watch out! This is pure lunacy, as you’re faster than
access. A penalty of -20 Rings to your total when you equip this Skill. many people can steer! Be sure you augment your steering and
Tactics: Useful if you aren’t able to activate the Rocket or Warp acceleration too, and practice these stages because ones with
Boosts, and also if you’re good enough not to get struck by multiple obstacles become very difficult to maneuver around.
anything, because the lack of Rings makes you more vulner- This is one for the true professional!
able. You lose the ability to shrug off a hit if you haven’t
collected 21 or more Rings.
#024: Sub HS-Up
Attribute: Hidden
#021: Speed-Up Skill
Attribute: Ground Visual Effect?: No
Action Points Cost: 30
Visual Effect?: No Acquisition Level: N/A
Points Cost: 10
Acquisition Level: 18 Notes: Maximum speed increases, but defensive power is weak-
ened drastically.
Notes: Maximum speed increases. Additional: Obtain by winning 88 Silver Medals (Gold Medals also
count). A penalty of -20 Rings to your total when you equip this Skill.
Additional: 150 percent quicker than normal.
Tactics: If you can complete most of the Missions at an impres-
Tactics: If Gold Medals are on your mind, this is the Skill to sively competent rate, you can unlock this Skill, which sacrifices
equip. It allows you to travel one and a half times as fast as your your ability to withstand a hit from a foe or spike until you’ve
previous top speed, but combine it with better steering so you collected 21 Rings. Super Speed-Up is a better Skill to go with.
don’t become uncontrollable.
#025: Landing Dash
#022: Super Speed-Up
Attribute: Ground
Attribute: Ground Action
Action Visual Effect?: Yes
Visual Effect?: No Points Cost: 8
Points Cost: 25 Acquisition Level: 16
Acquisition Level: 39
Notes: Grants a higher speed increase when landed.
Notes: Maximum speed increases more quickly than with Additional: When you usually land, your speed is 60 percent
Speed-up. of the normal maximum. This increases it to 247 percent,
Additional: Two times faster than normal. compared to 100 percent as the normal maximum.
Tactics: You’re now able to reach speeds that are twice as fast Tactics: Basically, this allows you to land and keep going at a reasonable
the normal top speed, which is great during Speed Breaks, and speed, which is a very useful Skill to employ when you’re maneuvering
if you’re trying to get a Gold Medal with an incredibly fast run, through areas and want to keep your speed up. However, you may
but make sure you can control yourself at such speeds! think about unequipping this Skill if you need to take an area of small
landing spots slowly, or you haven’t learned the Mission layout yet.
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#026: Landing Turbo #029: Soul Assimilator
Attribute: Ground Attribute: Aerial
Action Action
Visual Effect?: Yes Visual Effect?: Yes
Points Cost: 20 Points Cost: 12
Acquisition Level: 36 Acquisition Level: 37
Notes: Grants a higher speed increase than Landing Dash. Notes: Soul Gauge increases more than with Soul Absorber.
Additional: When you usually land, your speed is 60 percent Additional: Gauge increases by approximately two tenths.
the normal maximum. This increases it to 313 percent, Tactics: If you want your Soul Gauge to fill faster when you land,
compared to 100 percent as the normal maximum. equip this. Note that you can’t use any of the “Landing” Skills
Tactics: Over three times the normal speed when you finish a (#025–027) or #031 Sub S-Devourer if you have any of these
landing means you don’t really slow down after dropping in from three Skills equipped. Play around to see which makes more
a jump. It’s perfect for negotiating well-known Missions quickly to sense to you.
claim a Gold Medal, but less useful if you want to take your time.
#030: Soul Devour
#027: Landing Boost
Attribute: Aerial
Attribute: Ground Action
Action
Visual Effect?: Yes
Visual Effect?: Yes
Points Cost: 20
Points Cost: 38
Acquisition Level: 56
Acquisition Level: 48
Points Cost: 4
Notes: Soul Gauge increases when you land, but Rings are
Acquisition Level: 23
consumed.
Additional: Gauge increases, but Rings decrease by 5.
Notes: Soul Gauge increases when you land.
Tactics: You need to weigh up whether the Rings you’ll use up
Additional: Gauge increases by approximately one tenth.
outweigh the Soul Gauge gains; usually they don’t, but this is a
Tactics: Are you looking for every opportunity to increase your good Skill to try out before you obtain Soul Devour.
Soul Gauge so you can launch a Speed or Time Break earlier, or
multiple times? Then equip the Soul Absorber, and make sure
your Mission has lots of landing points!
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#032: Fire Tackle #035: Cancel Turbo
Attribute: Aerial Attribute: Aerial
Action Action
Visual Effect?: Yes Visual Effect?: Yes
Points Cost: 8 Points Cost: 15
Acquisition Level: 20 Acquisition Level: 38
Notes: Increased attack power when performing a Short Jump. Notes: Greater speed increase than with Cancel Dash.
Additional: None. Additional: The usual landing speed (60 percent of normal) is
increased to 275 percent.
Tactics: If you use Short Jumps during your Missions, which
a few players do, equip this to take down a foe during a Short Tactics: If the increase in points cost is worth the small addi-
Jump. Simply put, if you want to defeat foes using a Short tional boost of speed you receive, equip this Skill if you’re using
Jump, have this Skill! the Cancel Dash as you primary maneuver. This is useful on
Missions where you shouldn’t be defeating foes.
#033: Sub F-Tackle
Attribute: Hidden
#036: Cancel Boost
Skill Attribute: Aerial
Visual Effect?: Yes Action
Points Cost: 5 Visual Effect?: Yes
Acquisition Level: N/A Points Cost: 25
Acquisition Level: 57
Notes: Attack power is increased during a Short Jump, but
defense is greatly reduced. Notes: Greater speed increase than with Cancel Turbo.
Additional: Complete World 2: Mission 08 with a Gold Medal to Additional: The usual landing speed (60 percent of normal) is
access this Skill. Your Rings are reduced by 20 if you attempt increased to 350 percent.
this technique.
Tactics: This augments the Jump Cancel and is the most powerful
Tactics: Weigh your options. If you can lose 20 Rings each time addition to this Skill, so it should be equipped when you even-
you make a Short Jump, you can use it to attack any foes on tually obtain it. By that time you should be tearing through
the ground without resorting to a sometimes lengthy Homing Missions, replaying them to gain Gold Medals, and this helps out.
Attack. Watch your lack of Rings though; it can hurt you!
#037: Cancel Absorber
#034: Cancel Dash
Attribute: Experience
Attribute: Aerial
Action Visual Effect?: Yes
Visual Effect?: Yes Points Cost: 3
Points Cost: 6 Acquisition Level: 27
Acquisition Level: 16
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#038: Cancel Assimilator #041: Fire Gaze
Attribute: Aerial
Attribute: Experience
Action
Visual Effect?: Yes
Visual Effect?: Yes
Points Cost: 8
Points Cost: 5
Acquisition Level: 42
Acquisition Level: 17
Notes: More Experience is gained than with Cancel Absorber. Notes: Increased attack power when performing Jump Cancel.
Additional: None. Additional: A two-meter attack radius is generated.
Tactics: Once again, you must decide whether Experience is Tactics: Fire Gaze is an excellent move for falling onto an enemy
better than speed when you land from a Jump Cancel. that you don’t have time to defeat with a Homing Attack, and it
ensures safety against all foes. A great offensive move.
#039: Cancel Devour
#042: Sub-F Gaze
Attribute: Experience
Visual Effect?: Yes Attribute: Hidden
Skill
Points Cost: 18
Visual Effect?: Yes
Acquisition Level: 60
Points Cost: 3
Acquisition Level: N/A
Notes: More Experience is gained than with Cancel Assimilator.
Additional: None. Notes: Attack power increased during a Jump Cancel, but
defense is greatly reduced.
Tactics: Once again, you must decide whether Experience is
better than speed when you land from a Jump Cancel. Pick Additional: Complete World 1: Mission 11 with a Gold Medal to
this if you’re heading back through Missions, on your way to access this Skill.
collecting all the Skills. Tactics: As long as there are enough Rings to collect during the
Mission, and you need to drop down on foes, equip this Skill.
#040: Sub C-Devour The low points cost is also attractive.
Attribute: Hidden
Skill #043: Splash Jump
Visual Effect?: Yes Attribute: Aerial
Points Cost: 12 Action
Acquisition Level: 52 Visual Effect?: Yes
Points Cost: 20
Notes: When landing off a Jump Cancel, Experience is gained
but Rings are used. Acquisition Level: 42
Additional: None.
Notes: Allows you to jump when you strike an obstacle in mid-air.
Tactics: Once again, you must decide whether Experience is
better than speed when you land from a Jump Cancel. Use this Additional: None.
when you reach Level 52, and swap it out for #039 when you Tactics: Equip this incredibly important Skill immediately. It
reach Level 60. allows you to “flip” over high walls that you reach with any
sort of Jump. You can head back to previous Missions and score
objects you couldn’t reach before. However, when you’ve fully
learned the Missions and know you won’t need this Skill, switch
it off because it costs a lot of points.
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#044: Turbo Jump #047: H-Expand
Attribute: Aerial Attribute: Aerial
Action Action
Visual Effect?: No Visual Effect?: No
Points Cost: 6 Points Cost: 5
Acquisition Level: 17 Acquisition Level: 12
Notes: Increases flight speed while using Jump Dash. Notes: Extends the range of Homing Attacks.
Additional: Initial speed is the same, but it gradually rises to Additional: Initial length of attack (18 meters) is extended to
2.2 times the normal. 19 meters.
Tactics: This is another excellent Skill to equip and never remove, Tactics: This is an essential Skill if you want to take down
because longer Jump Dashes are imperative, especially when enemies, because it allows you to start a Homing Attack much
you’re leaping high in the air to a floating Grind Rail. Use this! farther away than previously. Employ it on any Mission where
you have to defeat foes. Conversely, remove it when you aren’t
#045: Boost Jump attacking enemies: Now create a Ring just for your offensive
capability Skills!
Attribute: Aerial
Action #048: H-High Expand
Visual Effect?: No Attribute: Aerial
Points Cost: 15 Action
Acquisition Level: 34 Visual Effect?: No
Points Cost: 18
Notes: Jump distance is improved over Turbo Jump. Acquisition Level: 34
Additional: Initial speed is the same, but it gradually rises to
2.35 times the normal. Notes: Extends attack range farther than H-Expand.
Tactics: With all the advantages of the Turbo Jump, plus the Additional: Initial length of attack (18 meters) is extended to
ability to land farther than before, test this Skill to see whether 21 meters.
the higher points cost is worth it. When you don’t need to worry
Tactics: As before, if you’re attacking foes, you need this
about points, equip this immediately! Otherwise, test it first.
maneuver. You can fly through the air with the greatest of ease,
#046: Rocket Jump and tackle foes from a lot farther away; couple this with other
offensive Skills to teach those Genies a lesson!
Attribute: Aerial
Action
#049: H-Mega Expand
Visual Effect?: No Attribute: Aerial
Points Cost: 25 Action
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#050: Fire Lock-On #053: Homing Recovery
Attribute: Aerial Attribute: Aerial
Action Action
Visual Effect?: No Visual Effect?: No
Points Cost: 10 Points Cost: 25
Acquisition Level: N/A Acquisition Level: 56
Notes: Allows Homing Attack when locked-on to a Fire Soul. Notes: Decreases recovery time after performing Homing Balance.
Additional: Complete World 3: Mission 05 with a Gold Medal to Additional: Rigidity time is reduced from 0.5 seconds to 0
access this Skill. seconds.
Tactics: You may wish to postpone any remaining Fire Soul Tactics: Equip this Skill for the remainder of your adventure, in
locating until you acquire this Skill. It’s only useful for Missions all Missions where Genies and attacking are involved. It essen-
where Fire Souls still remain. With it you can easily grab them, tially makes you recover instantly from a Homing Attack. Try this
even if they’re in hard-to-reach places! out. You’ll be amazed at how well this works on the more prob-
lematic Missions where Gold Medals have eluded you previously!
#051: Homing Stability
#054: Expert Attack
Attribute: Aerial
Action Attribute: Aerial
Visual Effect?: No Action
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#056: Sub Q-Jump #059: Soul Slider
Attribute: Hidden
Skill Attribute: Experience
Notes: Decreases time required for Charge Jump but defense is Notes: Gradually gain Experience Points while sliding.
greatly reduced.
Additional: None.
Additional: None.
Tactics: This is for those rare occasions where you’re redoing a
Tactics: This Skill is excellent when you aren’t concerned about Mission in the hope of obtaining more Experience Points so you
Experience or Ring collecting, you have enough Skill not to get can rise another Level. Equip this and other Experience-raising
hit by enemies or spiky scenery, and you need the extra points Skills. Otherwise, use the Aegis or Volcano Slide.
that you get instead of equipped Quick Jump.
#060: Quick Slide
#057: Aegis Slider
Attribute: Ground
Attribute: Ground Action
Action
Visual Effect?: No
Visual Effect?: Yes
Points Cost: 4
Points Cost: 10
Acquisition Level: 9
Acquisition Level: 21
Notes: Movement to the left and right during sliding is
Notes: Increases defense power while sliding. smoother.
Additional: None. Additional: 1.67 times smoother than normal.
Tactics: Sliding, skidding across the ground using 2 before Tactics: Don’t underestimate this technique, because you slide
launching into a Charge Jump, can also be a very impressive almost every time you launch into a Charge Attack or Homing
defensive or offensive maneuver depending on whether you Attack. This means you can maneuver left or right more easily,
have this or the Volcano Slider equipped. You won’t get hit and and line up a difficult jump with more prowess. This great Skill
can slide by foes. Use this only in situations where you face is often overlooked.
these exact circumstances.
#061: Quick High Slide
#058: Volcano Slider
Attribute: Ground
Attribute: Ground Action
Action Visual Effect?: No
Visual Effect?: Yes Points Cost: 12
Points Cost: 5 Acquisition Level: 32
Acquisition Level: 21
Notes: Makes left-right movement smoother than with
Notes: Increases attack power while sliding. Quick Slide.
Additional: None. Additional: 3.33 times smoother than normal.
Tactics: Conversely, the Volcano Slider is a fantastic method of Tactics: Play with this and the Quick Slide Skills and you’ll
delivering a knock-out slide into any enemy on the ground. If notice a difference. It all makes a difference when you’re
you prefer sliding to Homing Attacks, and use the technique attempting a Gold Medal, but it costs a lot of points when every
a lot, then equip it. However, if you’re low on points, choose Skill Point is needed. You may wish to save this for later, while
other Skills. still keeping Quick Slide activated. Try it before you equip it!
18
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#062: Quick Mega Slide #065: Hyper Skimmer
Attribute: Ground Attribute: Ground
Action Action
Visual Effect?: No Visual Effect?: No
Points Cost: 20 Points Cost: 25
Acquisition Level: 69 Acquisition Level: 61
Notes: Makes left-right movement smoother than with Quick Notes: Decreases your rate of deceleration more than with
Mega Slide. Super Skimmer.
Additional: 16.66 times smoother than normal. Additional: 30 percent of usual deceleration.
Tactics: Choose this when you’re at expert stage of your adventuring, Tactics: This is obviously a fantastic Skill when you’re moving
and you can line up maneuvers, slide through multiple enemies or on the ground and about to leap in the air. Not slowing down
around obstacles, and perform incredible, sneaker-burning maneuvers means you can cover much longer areas before launching up
without leaving the ground. Definitely equip this if you can afford to. with a Charge Jump. Use this when you obtain it.
Notes: Decreases drop in speed when sliding. Notes: Enables lock-on to certain objects while in Time Break.
Additional: 90 percent of usual deceleration. Additional: Obtain by winning 45 Silver Medals.
Tactics: For a low points cost, this allows you to slide much Tactics: This is a strange Skill, as it allows you to attempt
farther before you come to a stop. This is very useful, and Homing Attacks on any crate or box that explodes, but not jars.
obviously combines well with the “Slide” Skills. Equip them Naturally, this means you can continue air combos in areas
both for some well-needed ground maneuvering; perfect for where these objects reside. Fun, and worth adding if you have
slowing to steer onto a Spring and avoid a hole in the ground, the Skill Points.
for example.
#067: Sub S-Search
#064: Super Skimmer
Attribute: Assist
Attribute: Ground
Action Visual Effect?: No
Visual Effect?: No Points Cost: 2
Points Cost: 15 Acquisition Level: 44
Acquisition Level: 41
Notes: Enables lock-on to certain objects while in Time Break,
Notes: Decreases your rate of deceleration more than with but uses more Souls.
Skimmer. Additional: Uses twice as many Souls as normal.
Additional: 70 percent of usual deceleration. Tactics: Essentially a cheaper alternative to the Slowed Search,
Tactics: Another great Skill, it isn’t quite as important as Homing this isn’t worth obtaining if you already have Skill #066, but
Attack or Jump Cancel. However, if you have the Skill Points, can be useful under the same circumstances. Bolster your Soul
equip this and slide farther, even around incoming targets. Gauge first, though!
19
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#068: Surge #071: Sub H-Surge
Attribute: Assist Attribute: Hidden
Visual Effect?: No Skill
Notes: Sonic’s automatic acceleration during Time Break Notes: Sonic’s acceleration during Time Break increases, but
increases. Soul use increases.
Additional: Acceleration 1.1 times the normal speed. Additional: Uses twice the usual Souls.
Tactics: Another excellent and reasonably cheap Skill to equip, Tactics: This is one of the few Skills that aren’t worth your time;
it’s useful when you’re negotiating areas under Time Break choose and equip Super or Hyper Surge instead.
circumstances because you can cover more distance, for the
same amount of Soul energy. #072: Hard Brakes
#069: Super Surge Attribute: Ground
Action
Attribute: Assist Visual Effect?: Yes
Visual Effect?: No Points Cost: 4
Points Cost: 15 Acquisition Level: 10
Acquisition Level: 45
Notes: Allows for more effective braking.
Additional: Increases braking to 130 percent of normal.
Notes: Increases movement speed more than with Surge.
Tactics: This low cost, high-yield Skill does have one drawback: you
Additional: Acceleration 1.2 times the normal speed.
may not want to brake more slowly! Instead, save your Skill points
Tactics: The same advantages as the Surge Skill, but at more for something else! However, if you’re exploring difficult stages for
than twice the price, means you may have to keep Surge the first time, this can save you from a plummet or two!
equipped until you have the luxury of spending points on this.
If you have enough points though, this is an excellent choice if #073: Back Step
you plan to use Time Break often.
20
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#074: Fire Step #077: Down Cancel
Attribute: Ground Attribute: Damage
Action
Visual Effect?: No
Visual Effect?: Yes
Points Cost: 10
Points Cost: 5
Acquisition Level: 35
Acquisition Level: 6
Notes: Increased attack power granted to Back Step. Notes: Press 2 when taking damage to negate a knockdown.
Additional: None. Additional: You have 0.6 of a second to negate the damage.
Tactics: The only real problem with the Back Step was the lack of Tactics: Yet another Skill designed to help you negotiate
offensive power, and the Fire Step solves this; now you can miss Missions for the first time, this is very handy because you can
a foe (such as the Flower Spirits in Dinosaur Jungle) and then get back on your feet almost immediately.
flip back into them. This can even save you a little time against
foes that take multiple strikes to fall! #078: Soul Resurrection
#075: Ring Saver Attribute: Damage
Visual Effect?: No
Attribute: Damage
Points Cost: 10
Visual Effect?: No
Acquisition Level: 43
Points Cost: 15
Acquisition Level: 37
Notes: Uses Soul Gauge to revive when defeated.
Additional: Uses 100 Soul Gauge points.
Notes: Reduces the number of Rings lost when damage is taken.
Tactics: Combine this with Soul Gauge (obviously!), and as
Additional: Reduced Rings -10. many Pearl and Soul Gauge improving Skills as you can. Then
Tactics: As you have multiple uses for Rings, losing 10 less than use this when you’re investigating a Mission for the first time
usual if you take damage is an excellent Skill to have! However, and you’ll never succumb to a spike or Genie!
it is expensive, and once you’ve cleared a Mission several times,
you won’t need this Skill. When you’re learning a Mission #079: Soul Armor
though, this is a great safety Skill to have.
Attribute: Damage
#076: Balance Visual Effect?: No
Points Cost: 10
Attribute: Damage
Acquisition Level: 32
Visual Effect?: No
Points Cost: 8
Notes: Reduces the Souls lost when damage is taken.
Acquisition Level: 15
Additional: 50 percent reduction of lost Soul Gauge becomes
10 percent.
Notes: Automatic recovery after taking damage.
Tactics: Employ this Skill with the Soul Resurrection and when
Additional: Recover from damage three times faster than normal. you’re investigating a Mission for the first time. It helps keep
Tactics: Just like the Ring Saver, this is designed to aid first-time more Soul energy in your Gauge so you can use Speed Break or
hedgehogs maneuvering through brand-new territory. Later Time Break later in a level, even if you’re hit.
when you’re perfecting levels, you can’t get hit once, so you
might as well turn off this Skill; but some players like to keep it,
in case they make up time later.
21
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#080: Sub S-Armor #083: Pearl Collector
Attribute: Hidden Attribute: Assist
Skill
Visual Effect?: No
Visual Effect?: No
Points Cost: 4
Points Cost: 6
Acquisition Level: 3
Acquisition Level: N/A
Notes: Reduces Soul amount lost when damaged, but greatly Notes: Attracts nearby Pearls.
reduces defense. Additional: Usual radius of 0.5 meters is widened to 1.0 meters.
Additional: Complete World 4: Mission 09 with a Gold Medal to Tactics: This sucks in lines or circles of Pearls as you pass by or
access this Skill. Your Ring loss is -20. through them, which means you don’t have to touch the Pearls
Tactics: Combine this with Ring Saver to negate some of the for them to be added to your Soul Gauge. Simply run near the
problems this Skill has, and you have a slightly inferior version trails of Pearls, concentrating on the path ahead. Equip this
of Soul Armor, to use under the same circumstances. only when you have a Soul Gauge; otherwise ignore this Skill in
favor of other more useful ones earlier in the adventure.
#081: Soul Barrier #084: S-Pearl Collector
Attribute: Damage
Attribute: Assist
Visual Effect?: Yes
Visual Effect?: No
Points Cost: 25
Points Cost: 12
Acquisition Level: 50
Acquisition Level: 25
Attribute: Hidden
#085: H-Pearl Collector
Skill
Attribute: Assist
Visual Effect?: Yes
Visual Effect?: No
Points Cost: 15
Points Cost: 28
Acquisition Level: N/A
Acquisition Level: 59
Notes: Increases Soul Gauge as Rings are used, but defense is
greatly decreased.
Notes: Increases the area in which you can collect Pearls over
Additional: Complete World 4: Mission 05 to access this Skill. S-Pearl Collector.
Reduced Rings are -20.
Additional: Usual radius of 0.5 meters is widened to 3 meters.
Tactics: With all the benefits of the Soul Barrier, and losing
Tactics: Although this is costs a lot of points and isn’t granted
Rings at the same time, this can fill your Soul Gauge quickly,
until you’re well up in levels, it means you don’t need to weave
providing you can find enough Rings!
toward Pearls on many paths. You can collect Pearls (for your
Speed Break) while maintaining an ever tighter racing line!
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#086: Ring Bonus #089: Rocket Start
Attribute: Assist Attribute: Assist
Visual Effect?: No Visual Effect?: Yes
Points Cost: 3 Points Cost: 15
Acquisition Level: 1 Acquisition Level: 19
Notes: Adds additional Rings to counter at game start. Notes: Faster speed burst than Mini-Turbo
Additional: Adds five Rings to total. Additional: Start with 1.75 times the usual maximum speed
Tactics: This is useful when you’re collecting Rings (you have for Sonic.
five fewer to find!), or need some extra Rings to prevent you Tactics: Every second counts, and this, coupled with an
from failing a Mission by accidentally hitting an object or enemy increased acceleration and top speed, allows you to zoom into a
that can damage you (if you have no Rings). Mission without delay and in record time. Equip this as soon as
you receive it.
#087: Power Restart
#090: Warp Dash
Attribute: Assist
Visual Effect?: No Attribute: Assist
Tactics: Naturally, this is useful when you’re exploring a Mission Additional: Start with 2.2 times the usual maximum speed
for the first time, and want to reach farther into the zone. for Sonic.
However, turn this off later on, because when you’re perfecting Tactics: When you reach this level, you should have learned many of
Missions, there’s no room for error! the Missions, but take care when combining this with acceleration
and top speed Skills; you may find Sonic is now too fast to handle!
#088: Mini-Turbo Take care when assigning this; you need mastery over Sonic’s move-
ments, and the best steering, acceleration, and top speed Skills too.
Attribute: Assist
Visual Effect?: Yes
#091: Ring Exchange
Points Cost: 3 Attribute: Assist
Acquisition Level: 2 Visual Effect?: Yes
Points Cost: 25
Notes: Quickly move the Wii Remote forward when countdown Acquisition Level: N/A
is at 1 for a boost.
Additional: Start with 1.5 times the usual maximum speed
Notes: Each Ring collected counts as 2 Pearls.
for Sonic.
Additional: Complete World 7: Mission 10 with a Gold Medal to
Tactics: This is a great little technique, soon surpassed by more
access this Skill.
powerful Turbo starts, but when you receive it, flick the Wii Remote
as the announcer says “one!” and your arrow shard flames. You Tactics: This is one of the most potent Skills around! Imagine
start with a run, not from a standstill, which saves time. converting all Rings into Pearls, and collecting Pearls too! Your
Soul Gauge would never run out! This allows you to go back and
get even faster times for all your Missions.
23
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Tactics: A great way to rack up more Experience than normal,
#092: Expert Drift especially on Missions where the object is to ignore all the Rings
or avoid them.
Attribute: Experience
Visual Effect?: Yes #095: Chain Bonus
Points Cost: 10
Attribute: Experience
Acquisition Level: N/A
Visual Effect?: No
Points Cost: 30
Notes: Gain Experience by drifting when approaching a corner.
Acquisition Level: N/A
Additional: Complete World 5: Mission 04 with a Gold Medal to
access this Skill.
Tactics: Whenever you skid around a corner (which occurs auto- Notes: Bonus Experience is earned when collecting Rings in
matically), you’re awarded 100 Experience points. Add this succession.
to your total for Missions with many sharp corners, and you’ll Additional: Complete World 7: Mission 05 with a Gold Medal to
Level Up in no time! access this Skill. 20–24 chain = 100 points, up to 29 = 200,
up to 34 = 300, up to 39 = 400, up to 44 = 500, up to 49 =
700, more than 50 = 1,000.
#093: Homing Bonus Tactics: This is yet another great way to increase your Experi-
ence quickly, but only where you have Missions that allow you
Attribute: Experience to collect chains of Rings. Pick Missions where this is the object,
or the object is to (for example) collect 100 Rings for best
Visual Effect?: Yes
results.
Points Cost: 20
Acquisition Level: N/A #096: Collection Present
Notes: Bonus Experience for defeating multiple enemies with Attribute: Experience
Homing Attack. Visual Effect?: Yes
Additional: Complete World 7: Mission 02 with a Gold Medal to Points Cost: 50
access this Skill. Defeat two enemies = 20 EXP. Defeat 3 = 50, 4
Acquisition Level: N/A
= 100, 5 = 150, up to 9 = 200 each time, up to 15 = 300 each
time, more than 16 = 500 each time.
Tactics: This is another incredible way to gain levels, especially Notes: Limits the total number of Rings. When Rings reach
when you’re replaying Missions with a load of enemies, and 100, Experience is gained.
groups of them. Simply go back through previously explored Additional: Complete World 7: Mission 14 with a Gold Medal to
Missions and start racking up the points! access this Skill. When you reach 100 Rings, you gain 10 Expe-
rience for every 20 meters traveled.
#094: Ring of Zero Tactics: This is another great way to pile the Experience on if
you’re leveling up!
Attribute: Experience
Visual Effect?: No #097: Sub C-Present
Points Cost: 10
Attribute: Hidden
Acquisition Level: N/A
Skill
Visual Effect?: Yes
Notes: When the Ring count is 0, the amount of Experience Points Cost: 30
gained increases.
Acquisition Level: 63
Additional: Complete World 6: Mission 05 with a Gold Medal to
access this Skill. Experience is doubled.
24
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Notes: Limits total Rings. When Rings reach 100, Soul is used
to gain Experience.
#100: Mach Grind
Additional: None. Attribute: Ground
Tactics: It’s not quite as potent as the Collection Present, but as Action
long as you keep your Rings up and collect Pearls, you can gain Visual Effect?: No
increased Experience. You can’t have this or #096 though.
Points Cost: 20
25
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#103: Crest of Wind #104: Crest of Dark
Attribute: Special Attribute: Special
Visual Effect?: Yes Visual Effect?: Yes
Points Cost: 25 Points Cost: 25
Acquisition Level: N/A Acquisition Level: N/A
Notes: Equipping 10 Notes: Equipping eight
Wind Skills unlocks the power sealed in those attribute Skills. Dark Skills unlocks the power sealed in those attribute Skills.
Additional: Obtain by winning 110 Silver Medals. Additional: Obtain by winning 100 Silver Medals.
Tactics: These three Skills are the stuff of fables, but combining Tactics: These three Skills are the stuff of fables, but combining
a group of similar Skill types with the Crest seems to give each a group of similar Skill types with the Crest seems to give each
of the Skills more power! of the Skills more power!
Now that you’ve learned how to obtain all the Skills and what the Skills are capable of, here’s an idea for how to equip your four
Rings, so you aren’t constantly changing them before each level:
Ring A: Offensive
This should have all the necessary power to quickly tackle every enemy, and it’s what you’ll use most of the time. You must be
nimble and have high Skills in steering, ground and air maneuvering, turbo starts, sliding, grinding, and jumping of all kinds.
Ring B: Defensive
Sacrifice Skills that allow you to defeat foes for Speed. This allows you to race through Missions at incredible rates and claim Gold
Medals. Ignore Skills that help you slow down or pause and concentrate on boosting maneuverability and Soul Gauge.
26
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Introduction: Welcome to the Runthrough!
Welcome to the runthrough! This is just like a walkthrough, but faster. In this section, you’ll find tactics for each Mission in the
adventure. We also reveal the locations of all the Fire Souls and the time you need to beat each Mission to claim a Bronze, Silver,
and Gold Medal!
To grasp the adventure’s structure, check out the chart at the back of this guide. The Mission chart lists all the Missions in the
game, how they are unlocked, and what your tasks are.
27
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The Lost Prologue is a secret World of the Arabian Nights that Shahra has uncovered! It
has far more chapters (or “Missions”) than the other Worlds, but all of the Missions are
designed to train you in a specific technique. Check back to this World periodically after
you complete the first eight Missions, and if you’re having trouble with certain techniques,
come back and try them out in the relative safety of this environment. This long snaking
pathway of parchment—interspersed with archways and sometimes some bright pink
barricades, columns, and steps—was created by Shahra to help you hone your talents.
Please remember! The way the Missions are unlocked The first time you attempt a Mission, you lack “Skills.”
during your Runthrough depends on which previous Return here after collecting more Experience, Skill
Missions you chose. This guide has all of the Missions Points, and equipped Skills to claim the Gold Medal. For
listed numerically, one after the other. The game allows more information on the right Skills for the job, consult
(and insists that) you play other maps first before the Training section of this book.
returning to Missions. Choose the World and Mission
you seek information about, and locate it within this
runthrough.
28
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Overview
“Tilt the Wii Remote left and right and collect 50 Rings!”
DIFFICULTY
This Mission is simplicity itself—you must weave left and right, tipping the Wii Remote from side to side,
and collect 50 Rings along the way. As you progress, pink barricades appear, giving you more reason to
sidestep left and right. Now get going!
29
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The final stretch of
Attempt the following
Rings has you maneu-
times (in seconds) to claim a Bronze, Silver, and even-
vering slightly left,
tually, a Gold Medal for this Mission:
right, then left again.
Then comes a last line Bronze 00:30
that completes your Silver 00:21
total of 50. If you are Gold 00:20
still missing Rings,
continue along the path, but don’t expect a good finishing time! Use Skills related to Wind and Ground Action.
Overview
“Use the Charge Jump move to reach the goal!”
Now that you’ve mastered the art of running left and right in a straight line, it’s time to add a second DIFFICULTY
maneuver: the Charge Jump! Attempt this technique by pressing 2. The longer you hold 2, the higher
you jump.
30
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Expect around a 20-second completion time, and a
Bronze Medal, the first time you attempt this Mission.
You may need a little practice to reach this score. Come
back here later to improve on this!
Rewards
World 0: Lost Prologue: Mission 03: Paragraph 03
The final barricades are three steps. Simply charge your jump
as you slow down at the first step, leap up and through the two
Rings, then Charge Jump quickly at the second, and again at the
third step. The final step leads through two final Rings, and the Remember! Look for tactics on the next Missions in the
“goal” ahead. After you’re through, you’ve made it! appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Overview
“Use the Jump Dash move to reach the goal!”
With the Charge Jump and weaving left and right taken care of, you now learn how to quickly accelerate DIFFICULTY
through the air after a jump. Make this move—the Jump Dash—by flicking the Wii Remote forward while
you’re in the air. It allows you to cross gaps and keep your speed up after you tackle an enemy. Let’s get going!
31
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The Jump Dash is one of the most impor-
Bottomless chasms are scary, so if you come up
tant techniques to master, as it keeps you
short and plummet down, you appear back on the
from stopping or slowing down on the more
fraught and frantic Missions to come. Use track, usually a few feet behind the gap you failed
the Charge Jump to ascend vertically, and the to cross. If you’re after the best time, though, pause
higher you reach, the longer the Jump Dash the game and select “Restart.” Falling affects your
becomes. However, the longer the vertical time and Medal chances!
Charge Jump, the more time you’ll waste, so
experiment with quick and short versus long
and slow Jump Dashes. Leap another two of
• Quick and short Charge Jumps into these gaps, steering
Jump Dashes allow you to speedily cross toward the Rings. Then
smaller gaps. execute a final Charge
Jump and Jump Dash
• Long and slow Charge Jumps into Jump
over the final chasm and
Dashes slow you down a little, but allow
through the archway
access over large distances.
and complete your
Mission!
Just after the second gap is another one. Try to Charge Jump over Mission Complete!
the small barricade without stopping—this becomes important
later. Leap and Jump Dash through the Rings (or over them), and Attempt the following
then press 2 immediately. This drops you down into a Charge times (in seconds) to claim a Bronze, Silver, and even-
Jump. Quickly release, then Jump Dash over the obstacle. tually, a Gold Medal for this Mission:
Bronze 00:35
Silver 00:26
Pressing 2 during a Jump Dash or while
you’re flying through the air is an excellent Gold 00:23
technique. Although you reduce speed to liter- Use Skills related to Wind, Ground Action, and Aerial Action.
ally a standstill, you can choose exactly where
to land, then execute a quick Charge Jump and Rewards
Jump Dash to continue on your way. Use this
when crossing scary-looking gaps!
World 0: Lost Prologue: Mission 04: Paragraph 04
32
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Mission 04: Paragraph 04
Unlocked: After finishing 0-3 Paragraph 3
Overview
“Use Homing Attacks to defeat 10 Genies!”
You can now steer left and right, Charge Jump, and Jump Dash through the air. But what about your hard DIFFICULTY
head and offensive power? This is where your combat mettle is tested. Ten Genies appear throughout the
Mission, and your goal is to defeat them with a single strike: the Homing Attack. When you see a foe, wait
for a red lock-on target to appear, then execute a Jump Dash to finish him!
33
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Gain a faster time by
Jump Dashing when
Expect a completion time of just under 40 seconds,
you’re airborne after
and a Bronze Medal, the first time you can attempt this
hitting the second of
Mission. You may need a little timing practice to reach
the pair of Genies. Land
this score. Remember to come back here later to improve
on the path, and run to
on this!
the chasm and shallow
barricade. Charge
Jump, then execute a three-hit Homing Attack on the trio of
floating Genies (#4, 5, and 6). If you don’t, you’ll fall into the Mission Complete!
chasm. Practice makes perfect!
Attempt the following
Jump Dash through the times (in seconds) to claim a Bronze, Silver, and even-
archway and land on tually, a Gold Medal for this Mission:
the parchment path as Bronze 00:40
it turns right. Another Silver 00:28
Genie pops into view.
Gold 00:25
The instant this occurs,
try a Homing Attack, Use Skills related to improving your enemy takedowns.
and stay airborne as
Genie #8 appears afterward. When the two-hit air combo is Rewards
complete, land with a Jump Dash.
Run along the pathway
World 0: Lost Prologue: Mission 05: Paragraph 05
as it continues to turn,
and the ninth Genie
appears in the distance.
Keep your speed up Look for tactics on the next Missions in the appropriate
with a quick Charge section of this book. The next Mission in this book isn’t
Jump, and launch a unlocked after this one!
Homing Attack as soon
as the red target appears. The final Genie appears the second
you hit the ninth one, so finish him while still in the air. Excel-
lent air combat, Sonic!
Overview
“Use proper braking to reach the goal!”
You should have mastered steering, Charge Jumps, Jump Dashes, and Homing Attacks by now. Adding DIFFICULTY
proper braking (with 1) allows you to become much more agile. You can study areas to come, timing
leaps instead of hurtling forward and losing control. Although it seems strange, success in this simple
Mission is achieved by slowing down!
34
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Part 1: An Unhurried Hedgehog!
Shahra is telling you to
step on the brake, so
Expect a completion time of just under 35 seconds, and
oblige her, but not until
a Bronze Medal, the first time you attempt this Mission.
the correct moment!
You may need a little timing practice to reach this score.
Begin your run forward,
Remember to come back here later to improve on this!
staying in the middle of
the path as it becomes
a tiny narrow rail, and
continue forward. Uh-oh! Ahead are four floating spike balls!
Mission Complete!
You can’t jump over or head around them! Attempt the following
Instead, continue until times (in seconds) to claim a Bronze, Silver, and even-
you’re about 15 feet tually, a Gold Medal for this Mission:
away from the spike ball Bronze 00:35
that’s directly ahead of
Silver 00:22
you, then press and hold
1. Wait until the spike Gold 00:20
ball rises up out of your Use Skills related to Wind and Ground Action.
way, then continue.
Don’t get hit! Rewards
Continue along the tiny
but long path to the
World 0: Lost Prologue: Mission 06: Paragraph 06
second set of spike balls.
Ignore all except the one
that’s directly ahead of
you, then brake as you Look for tactics on the next Missions in the appropriate
reach it, waiting for it to section of this book. The next Mission in this book isn’t
ascend out of your way. unlocked after this one!
Now continue.
Continue along the
narrow path to the last
set of spike balls, and
focus on the one that’s
ascending up through
the path. Brake only
slightly (if you’re after a
quick time) and continue
onward, through the archway and to the goal. That’s all there is to it!
Overview
“Use back moves and collect 25 Rings!”
With steering, Charge Jumping, Jump Dashing, Homing Attacks, and braking are all part of your maneu- DIFFICULTY
vering repertoire, you now learn another important technique: the back up. Achieve this by quickly
flicking the Wii Remote backward, toward you. This allows Sonic to slow, stop, and reverse, depending
on the angle you flick the Wii Remote. Practice this Mission to understand the sensitivity of the Wii Remote before you try the more
difficult Missions.
35
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Part 1: Back Up!
As you begin this
Mission, it is important
Expect a completion time of just under 10 seconds,
not to dash forward
and a Bronze Medal, the first time you can attempt this
from your starting
Mission. You may need a little timing practice to reach
point, but instead to
this score. Remember to come back here later to improve
back up in a straight line
on this!
(steering isn’t neces-
sary). You’re collecting
Rings too, so tilt the Wii Remote back and begin your gath-
ering. Collect all 16 Rings from this selection.
Mission Complete!
Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze 00:10
Silver 00:06
Gold 00:05
Careful reversing is in order. Step to the right a little, so you Use Skills related to Wind, Ground Action, and Ring gathering.
hit the next snaking trail of Rings just right of the path’s center.
This trail of Rings snakes to the right and then the left. You’ll
have an extra Ring if you’ve collected all of them and demon-
Rewards
strated your reversing abilities!
World 0: Lost Prologue: Mission 07: Paragraph 07
Overview
“Use 10 Short Jump moves and reach the goal!”
Now that you’ve learned the main jumping techniques, refine your maneuvering by learning when and DIFFICULTY
where to attempt the Short Jump. Achieve this by simply pressing 2 instead of holding it. The key to
completing this Mission is to attempt 10 Short Jumps before you reach the goal, or you’ll fail. Here’s
where to leap:
36
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Part 1: Jump Up, Jump Up, and Get Down
Follow Shahra’s instruc- to try to jump the gap under the archway. Don’t fall onto the
tions as you accelerate parchment path below.
toward the first low Drop down onto the
barricade, and press parchment path and
and release 2 quickly. race toward the two
You easily clear the first final barricades. Try
shallow barricade. your final Short Jump
here (or your final two
if you missed a leap
earlier). The quickest
The number of jumps you’ve completed is
way to finish is to have nine Short Jumps completed as you near
displayed in the top-right corner. Keep an eye
the right-side barricade. Leap over it, and sail to victory!
on that total!
37
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Mission 08: Paragraph 08
Unlocked: After finishing 0-7 Paragraph 7
Overview
“Use grinding to reach the goal!”
You have all manner of steering, leaping, and stopping covered, but what about when you reach a railing DIFFICULTY
and want to quicken your pace? You grind along the lip of the rail, a cool maneuver that’s slightly quicker
than running. It is very important to remember that you can get off the Grind Rail at any point! Find out
how below.
38
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The final way to get off
After maneuvering under
a Grind Rail is to leap
the archway, you can hop off the rail, stop and back-
off it with a Charge
track, and defeat both Genies. However, this isn’t
Jump. Press and hold 2
necessary. If you’re returning here to claim a Gold Medal, you
or you’ll just flip your
should have the Skills necessary to quickly target both Genies
stance. When you’re
after hitting either Spring. But you can’t do this the first time
airborne, either steer or
you try!
stay straight.
Once you’re past the
two green meanie
Genies, you traverse a
Steering after a jump allows you to land next second section of two
to the rail instead of on it. This is advanta- rails. Interspersed on
geous if there’s something you want to check the rails are staggered
out instead of passing, or the railing ends in Springs. Try any of
an obstacle. Not steering after a jump allows the following plans
you to land back on the rail at full speed. This between here and the finish:
is great when you have a long rail containing
• Grind, flicking your stance, and hitting a pad, then
an obstacle.
landing on the rail directly ahead.
• Grind, flicking your stance, and hitting a pad, then
landing on the rail to the side.
Whatever your tech-
niques along the • Grind, Charge Jump, and manually leap over any pads to
first set of rails, keep save some time.
grinding until you reach • Grind, then tilt the Wii Remote left and right, and dodge
the archway. Ahead each pad, but keep continuously grinding to the goal.
are two Springs (one This is the best plan as you reach the goal quickly.
at the end of each rail).
• Ignore grinding altogether and run!
Simply run into either,
and you sail up and over the two Genies that appear. Land on
the next Grind Rail and continue.
When you’re past the last Grind Rails, execute
a Charge Jump and pass under the goal scroll.
This is faster than running under the goal.
Springs are incredibly useful pieces of
scenery dotted throughout the lands. They
point in various directions, and when you
hit them, you bounce in that direction. This If you miss the Springs that slow you down, expect your
occurs if you manually run into them, but fastest completion time of around 25 seconds, and a
also if you target and complete a Homing Bronze Medal, the first times you can attempt this Mission.
Attack. The Spring has a red target just like You may need a little timing practice to reach this score.
an enemy. Practice targeting and leaping into Remember to come back here later to improve on this!
Springs too! Some Springs in the Missions to
come are hidden inside stone blocks!
39
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Mission Complete! First Skill Awarded!
You have gained 8,000
Attempt the following
Experience Points
times (in seconds) to claim a Bronze, Silver, and even-
and reached “LV:01”!
tually, a Gold Medal for this Mission:
Congratulations! You
Bronze 00:27 can now begin to collect
Silver 00:21 additional Skills. When
the movie has finished,
Gold 00:19
and before beginning
Use Skills related to Wind, Ground Action, and specifically World 1, Mission 01, you can access one of four Rings.
related to speeding up your grinding.
Each Ring can be
Rewards imbued with a number
of skills. As you prog-
ress through the
World 1: Sand Oasis has been added to the World adventure, and wish
Select List! to try to claim a Gold
Medal on each Mission
(or ones you’ve already
World 1: Sand Oasis: Mission 01: Go for the Goal completed, but haven’t scored a Gold Medal on), we’ll list the
most important Skills you need to achieve this. In fact, we’ve
been doing this already!
Now you have an additional selection screen prior to each
Chapter 8: #2: Erazor Appears
Mission. For the moment, equip your first Skill (#086 Ring
Bonus); make sure the green light is on to the left of it, and the
Erazor Appears SP (Skill Point) bar is maxed out at 003/003.
40
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Mission 09: Paragraph 09
Unlocked: When Speed Break Skill becomes available*
You can receive the Soul Gauge after completing “Go for
Overview the Goal” in Evil Foundry.
“Use 1 Speed Break to reach the goal!”
You have just acquired one of the most important additions to your adventuring: the ability to perform DIFFICULTY
a Speed Break! Now that you have the Soul Gauge, press t when your Soul Gauge is at burning point
(orange) and maneuver like crazy as you create a sonic boom that takes out enemies and obstacles
standing in your way. Collect the Pearls, release the Speed Break, and cruise to a super-fast victory!
There are no rewards for completing this Mission, but you can
get a bonus when completing with a Gold Medal.
41
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Mission 10: Paragraph 10
Unlocked: When Time Break Skill becomes available*
You can receive the Soul Gauge after completing “Go for
the Goal” in Evil Foundry.
Overview
“Use Time Break to reach the goal!”
DIFFICULTY
Whenever a Mission features a particularly annoying or difficult area, call upon the mighty Time Break to
slow down time and allow you to reach otherwise impossible places! Fill your Soul Gauge until it burns,
then press b. You enter a wobbly, sepia-tinged time where previously impossible paths can be yours. Try
this out now!
42
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Mission Complete! Rewards
There are no rewards for completing this Mission.
It’s going to take a massive
turbo start (the best turbo Skill you can muster), and
a quick-filling gauge to finish this Mission within seven Look for tactics on the next Missions in the appropriate
seconds for the Gold. section of this book. The next Mission in this book isn’t
unlocked after this one!
Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to Pearl collecting, improving your Soul
Gauge, and maximum speed.
Overview
“Use Volcano Slider to defeat three Genies!”
Reach Level 21 as soon as you can to earn a cool new technique that allows you to defeat enemies while DIFFICULTY
on the ground! Now you don’t have to time Homing Attacks in the air; simply employ the Volcano Slider
Skill. Remember to equip it first, then meet us on the starting line!
43
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Mission Complete! Rewards
There are no rewards for completing this Mission.
It’s going to take a massive
turbo start (the best turbo Skill you can muster), and
an improved set of Sliding Skills to take Gold in less Remember—look for tactics on the next Missions in the
than three seconds! appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to your maximum speed and Sliding (not
grinding!).
Overview
“Use Homing Attacks during Time Break to defeat the enemies!”
Now that you’ve gathered an impressive number of Silver Medals, you’ve finally unlocked the last DIFFICULTY
Mission in the Lost Prologue, which involves some major timing situations! Combine the techniques you
used to defeat floating foes (Homing Attacks) with those used to avoid fast-moving obstacles (the Time
Break) in a slow-motion attacking strategy.
44
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There are three Genies to defeat. The number you’ve
Mission Complete!
beaten is shown in the screen’s top-right corner. Gold Medal awards
are difficult to obtain. You must tackle each Genie
without pause, and slow down as infrequently as
possible. Learn the rotating patterns of the spike ball
clusters so you launch just as the gap opens to the Genie, even
if there’s a ball in your way as you begin the Homing Attack.
Overview
“Use the Fire Gaze move and break 20 boxes!”
Pressing 2 while jumping has previously allowed you to stop quickly after a vertical dive. After you reach DIFFICULTY
Level 20 and get the Fire Gaze skill, you can dish damage too. This is perfect for landing on foes or break-
able scenery! As you’ll discover, this Skill has a large area of effect, allowing you to smash more than one
box at a time.
After a quick turbo out of the starting point, zoom forward, and then make a Short Jump using 2 (no need to charge), and when
you’re roughly over the cluster of three boxes, press 2 and hold it. You drop down and burn through the crates in an impressive
explosion! Now for the remaining 17 boxes!
45
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The total in the screen’s top-right corner shows how
Mission Complete!
many more boxes you must break. It’s going to take a massive
turbo start (the best turbo Skill you can muster),
As soon as you land and an improved set of jumping skills to earn a Gold
from the Fire Gaze Medal!
plummet, you’re still
charging, so leap and Attempt the following
then Jump Dash farther times (in seconds) to claim a Bronze, Silver, and even-
down the parchment tually, a Gold Medal for this Mission:
path, to a second set Bronze [Link]
of boxes. Drop down Silver [Link]
through them. That’s six you’ve destroyed. Then Jump Dash
down the road. Gold [Link]
Use Skills related to your maximum speed, jumping, and
Your next crates are landing.
positioned differently,
so drop into the middle
of them, as shown.
Rewards
After taking care of There are no rewards for completing this Mission.
your ninth box, run or
Jump Dash through the
archway, moving to the Remember—look for tactics on the next Missions in the
left, and drop on another three boxes. appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
After destroying the
12th box, Jump Dash to
the three sets of three
boxes that complete this
Mission. Drop down
through the first three,
Charge Jump up and
then drop down into the
second three, Charge Jump up again, and finally drop down into
the final three. That’s 21 boxes destroyed—more than enough
to claim your medal!
Overview
“Do Down Cancel!”
The Down Cancel move is another new technique designed to help you out of some particularly sticky situ- DIFFICULTY
ations. It allows you to quickly regain your momentum by standing up, just after you’ve been hit or have
struck an object. If you’re knocked back, simply press 2 while you’re reeling, and you’ll quickly stand.
46
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Part 1: Spike Ball Battering Mission Complete!
After an exceptional Getting Silver is simple
turbo start, execute the using the tactics described earlier. Keep practicing by
perfect Down Cancel. landing on the first spike ball, and you’ll claim Gold.
Naturally, this begins by You may wish to employ the fastest turbo start, accelera-
actually equipping this tion, and leaping distance too.
Skill—you did do that,
right? Once you’re sure, Attempt the following
run through the trail of times (in seconds) to claim a Bronze, Silver, and even-
Rings, toward the archway. tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to your maximum speed, jumping, and accel-
eration.
You must hit the Spring, fly through the air, and then brake, Rewards
or drop down as soon as you’re over the spike ball on the pink There are no rewards for completing this Mission.
platform ahead of you. Brake using either 1 or 2, and land on
the ball itself; don’t under- or over-shoot this target!
Overview
“Use Back Step to collect 10 Rings”
Now that you’ve reached Level 05, you should be almost as nimble in reverse as forward. You must DIFFICULTY
perform a series of Back Step techniques, using the Skill you just learned. Don’t forget to equip it first!
47
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Part 1: Flip Mode Fun!
Are you having trouble reversing imme-
diately from your starting position? Are
you jumping straight up instead of Back
This Mission is impossible until you enter the
Stepping? Don’t worry; just hold your Wii
Equip menu and select Skill #073 Back Step!
Remote with the buttons facing the ground
for the entire Mission! You’ll automatically
run backward instead of forward. Easy!
48
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The Special Book rewards are based on how easy it is Completing this Mission unlocks no additional Missions!
to access the rewards necessary to unlock each page. Instead, choose World 1: Mission 06 or 09 from the
Chapter 1: #15 is unlocked with two Silver Medals Sand Oasis menu. Remember—look for tactics on the
(usually after you complete Lost Prologue: Paragraphs next Missions in the appropriate section of this book. The
17, then 15). Chapter 2: #14 is unlocked after you next Mission in this book isn’t unlocked after this one.
receive Gold Medal on this Mission. The remaining
Special Book pages aren’t revealed in the Runthrough,
as they appear only after you obtain a certain number of
medals of a particular type. Check the appendices for all
that information.
Overview
“Splash Jump Practice: Head for the goal!”
Now that you’ve acquired the Splash Jump Skill, it’s time to use it to scale previously unreachable heights DIFFICULTY
at the tops of walls! Splash Jumps are important for this. Do it by Jump Dashing a wall and hitting it:
instead of falling down, you automatically flip over it. Now practice!
49
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Mission Complete!
Getting Gold on this
Mission requires incredibly fast top speeds, improved
Splash Jump skills, and ignoring the higher platforms
with Rings on them.
Rewards
Remember—look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Overview
“Use Skill (Mini-Turbo) and head for the goal!”
Now that you’ve reached Level 02 and been awarded your second Skill—the Mini-Turbo—it’s time to use DIFFICULTY
it. Simply complete the short obstacle course after starting with a Mini-Turbo that quickens your start
launch. Simple, as long as you equip the Skill first!
50
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Look at the counter in
Attempt the following
the top-right corner. It
times (in seconds) to claim a Bronze, Silver, and even-
tells you if you’ve been
tually, a Gold Medal for this Mission:
successful with the
Mini-Turbo. You should Bronze [Link]
also be running at a Silver [Link]
quickly immediately.
Gold [Link]
Now head between the
two sets of pink vertical barricades, then to the side of three Use Skills related to your turbo, maximum speed, and left/right
that appear sequentially in the middle of the parchment path. maneuvering.
Then head back to the middle and to the goal.
Rewards
There are no rewards for completing this Mission.
Expect a completion time of just under eight seconds,
and a Silver Medal, the first time you can attempt this
Mission. You may need a little timing practice to reach Completing this Mission unlocks nothing! Instead,
this score. Remember to come back here later to improve choose World 2: Mission 02 from the Sand Oasis menu.
on this! Remember—look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Mission Complete!
Getting Gold on this
Mission requires incredibly fast top speeds,
improved Turbo skills, and the ability to quickly
weave without touching any barricade.
Overview
“Use Skill (Rocket Start) and head for the goal!”
Much in the same way you attempted to use the Mini-Turbo to reach your goal in the previous Mission DIFFICULTY
(#17), you should employ exactly the same techniques, but with Rocket Start. The most problematic part
of this Mission is the beginning; you must launch yourself properly!
51
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Mission Complete! Rewards
There are no rewards for completing this Mission.
Getting Gold on this
Mission requires incredibly fast top speeds. Make sure
your acceleration, steering, and turbo start Skills are Remember—look for tactics on the next Missions in the
employed! appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to your turbo, maximum speed, and left/right
maneuvering.
Overview
“Use Skill (Warp Dash) and head for the goal!”
By the time you become a seasoned racer, you’re given a new special ability that makes the Mini-Turbo DIFFICULTY
and Rocket Start seem like strolls in the park! This is the Warp Dash, and it’s fast. Combine it with accel-
eration, steering, and top speed improvements, and make sure you don’t hit a pink wall!
52
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After you’re away from
Attempt the following
the walls, you have 10
times (in seconds) to claim a Bronze, Silver, and even-
sets of low columns.
tually, a Gold Medal for this Mission:
Fortunately, they are on
either side of you, so as Bronze [Link]
long as you stay in the Silver [Link]
middle, you’re assured
Gold [Link]
of victory!
Use Skills related to your maximum speed, turbo, and ground
steering and movement.
Mission Complete!
Gold requires not only
Rewards
the best turbo start (such as the Warp Dash, which There are no rewards for completing this Mission.
you have), but also increased ground maneuver-
ability acceleration and top speed. Remember—look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Overview
“Time Attack 1: Clear the stage as quickly as possible!”
Now that the Sand Scorpion and Ifrit Djinn are defeated, you can access a whole new zone in the Prologue DIFFICULTY
World. Dash through it as quickly as you can! You must judge the best place to launch a Speed Break,
know where to avoid obstacles, and learn where to steer or jump around ground spikes. There’s a handy
map available, too!
53
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As you exit, stay in the middle. If you elect not to use the
Speed Break (picture #2), defeat the four Genies that arrive, or
Dash panels ignore them. Compare the Pearls they drop to the time it takes
are an impor- to defeat them. Also, if you decide to defeat the Genies, head
tant part of right around the middle column, bounce on the green Genie’s
the scenery head, and smash a floating treasure chest here for Pearls!
during many Whatever choice you
of your made about launching
adventures. a Speed Break, now
When you run over one, you gain a burst is most definitely the
of speed. Dash panels allow you to dash up time to attempt one,
walls, accelerate to maximum velocity, and as you close in on a
quicken your overall time. Unfortunately, very narrow bridge
this is occasionally at the expense of checking stretching across a
out an area for goodies. bottomless chasm! This way, you bypass two Genies (which you
can otherwise slide or Homing Attack into), grab the Rings in
the middle, and avoid a rotating spike ball. Defeat two more
Genies if you want the block wall to explode!
Quickly speed through
these Rings, bounce up
on a Spring to a second If you run out of Speed Break power and are
floating treasure chest stuck on this bridge, slam into the floating
to bag more Pearls Genies near the spike ball with a Homing
(although you must be Attack. This explodes the wall, and under-
quick!), and then Jump neath is a dash panel. Use it!
Dash to the ground.
The parchment path curves around to the right now. Resist the
temptation to execute a Speed Break, and instead, leap or run After heading through
through the boxes and collect more Pearls on the ground. the archway, and
assuming you’re
slowing down after the
Try the Pearl-collecting tactic, but also see Speed Break, stay in the
how your time is affected by ignoring the middle, then steer left
floating treasure chests entirely. You cover and right as you grab
the first section more quickly, but you can’t three trails of Rings.
Speed Break as long. Then watch out for spike traps! Stay left (as shown), then right,
and finally leap over the third spike trap.
Rewards
There are no rewards for completing this Mission.
Rush through the archway collecting Rings, and then begin to
grind along the rail, collecting Pearls as you go. This is impor-
Remember—look for tactics on the next Missions in the
tant because there’s another Speed Break opportunity after the
appropriate section of this book. The next Mission in
next archway! You can then hit the Spring, and land on the rail
this book isn’t unlocked after this one!
to your left or straight ahead of you. A better method (if your
Jump Dash can reach) is to Jump Dash just before you reach the
Spring, so you don’t hit it and spend additional time in a vertical
leap! Once on the last rail, leap off before you strike the Spring,
and head through the arches. Run through the trail of Pearls,
then launch a second Speed Break, and cruise all the way to the
goal!
55
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Mission 21: Paragraph 21
Unlocked: When Captain Bemoth and Erazor Djinn are defeated
Overview
“Time Attack 2: Clear the stage as quickly as possible!”
Have Captain Bemoth and Erazor Djinn finally succumbed to your prowess? Then you can attempt the DIFFICULTY
second of the Time Attack challenges! Much more difficult than the first, this one involves a lot of quick
timing, cunning use of the Speed Break, and a little bit of waiting. If this course looks familiar, it’s because
you’re racing the previous Time Attack (Paragraph 20) track in reverse (but with added obstacles).
56
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If your Soul Gauge
is big, you can speed
Land on the next
through this narrow
rail to the right,
bridge section, but if
and grind along
you slow down, take a
it. Snag a double trail of
moment to tackle the
Pearls, and then a Platinum
Genies arriving in this
Ring at the far end, just
area: This allows you to
before the spike ball. Grab
gather more Pearls for another Speed Break later. Bop each of
the Platinum Ring if you
the three Genies with a Homing Attack.
can, but don’t fall off after striking the ball.
Part 2: Mind the Gap! If you can, launch a second Speed Break
either now, or after you’re through the next
Jump to the last rail and archway.
grind through Pearls
to reach the parchment
path and an archway. Run around the corner
Run through a trail of collecting Rings, and
Rings and execute a face a couple of pink
Charge Jump as you slow pillars. Dash between
to the end, then launch them, then steer left and
into an air combo as two Genies arrive—they’re the only way you Charge Jump up into a
can cross this gap. Bash them both (the second is a Fire Genie). floating chest, if your
vertical jumps are high
Jump Dash to the enough. Or, ignore the chest and collect the Rings to the right.
floating platform, then Then accelerate through the archway.
(with a combination
of braking and Jump
Dashes) negotiate the If you can’t leap high enough vertically, check
floating platforms until out the Skill list in this book and return with
you reach the last one the appropriate method; or better yet, Splash
(shown here). Land and Jump over one of the pink pillars, then Jump
quickly defeat two more Genies that appear below you, in the Dash at the chest.
gap. Choose whether filling your Soul Gauge with their Pearls
beats ignoring them and Jump Dashing to the archway. We
recommend that you defeat the Genies unless your Soul Gauge Part 3: Speed Break Bonanza!
is full.
Run along the long
With a Speed Break, right turn, collecting
you can simply run over Pearls as you go. At the
the ground spike traps. first cluster of crates,
Otherwise, avoiding launch into your second
them is easy. Stay left, Speed Break. Power
right, jump the wide through the boxes,
spike trap, then left and collect the Rings on the
right again. Then stay right, pass through another set of Pearls, and then dash right,
left and steer to the middle, then left and steer to the middle left, and right of the three pink columns to the finish.
again, collecting Rings as you reach the archway.
57
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If you slow down, run
Attempt the following
out of Pearls, or wish
times (in seconds) to claim a Bronze, Silver, and even-
to defeat a final trio of
tually, a Gold Medal for this Mission:
Genies, hit the Spring
just before the first pink Bronze [Link]
pillar. You bounce up Silver [Link]
and can see the Genies Gold [Link]
arriving from the sides.
Target and defeat them in an air combo, or use Splash Jump and Use Skills related to your maximum speed and sliding (not
somersault across the tops of each pillar to victory! grinding).
58
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Welcome to the first real world of the Arabian Nights! The Sand Oasis is a sprawling land
of temples, ramps, broken bridges, sand, traps, spiky balls, fiery corridors, and more
traps! However, the Missions here help you prepare for the more difficult lands later on.
You have tasks in two main areas: a meandering path through the oasis (watch out for a
big purple tourist), and a circuit within a temple. For many missions, you can get Gold
Medals only when you return with more Skills. Still, there is a host of entertaining chal-
lenges awaiting in the hot sun.
The way the Missions are unlocked during your Runthrough depends on which
previous Missions you choose. This guide has the Missions listed numerically,
one after the other. Normal gameplay has you traverse other worlds while
returning to the Sand Oasis to continue missions. Choose the World and Mission
you seek information about, and locate it within this Runthrough.
59
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As the countdown You automatically
begins, you’re in a long weave through the
temple corridor. Note sandy thickets and
that your Ring total half-submerged pillars,
should be “005/050” collecting Pearls along
after equipping Skill the way. These are
#086, Ring Bonus. Trot useless to gather at the
forward, as Shahra tells moment. Grab them
you that you’re off to find the king’s palace. As you reach the when you retry this Mission with the Skills you need to use
corner, make a left. them. Continue around the banked path.
Gather a trail of Rings
as you climb the steps. Just after you bag your
Stay in the middle (shift last trail of Pearls, launch into a Speed Break, and
the Wii Remote to the zip through the banked turn of Rings. Collect more
left) so you grab them Pearls from the vertical circles, then keep the maximum
all. Race up the steps, velocity of Speed Break handy for your next clearing. This is
appearing atop a temple possible only once you return to this Mission with the Soul
ramp. Increase the pace Gauge.
and stay right to gather another set of Rings. Move left, and
Continue though the
gather a third set of Rings along the ramp’s left side.
last of the Pearls,
You pass over a short, toward a long banked
flat area with a medal- turn that heads right.
lion on the ground, Along the way are
then the second part three sets of Rings to
of the ramp brings optionally gather. You
you down to the sandy should have reached
earth below. During your maximum of 50 by now (or more if you’re returning to
this time, stay around complete this again). Stay on the left, and move right so you
two-thirds of the way to the left, so you can gather the Rings don’t miss the third trail of Rings.
that snake left, right, left, and right again. Gather five floating
circles of Pearls at the
long banked turn to the
left. Follow the right
Ringing the Changes (and outer) bank of the
Sonic moves too quickly to respond to a missing Ring. turn to run through the
Line yourself up early, before you reach the first Ring, middle of the Pearls,
to ensure that you grab them all. Also catch Rings on then straighten out and
the side of Sonic’s body, rather than running straight make a little tilt to the right to hit the dash panel on the ground.
through them; that way you have less distance to steer
when the trail of Rings snakes in the opposite direction.
Currently, the Pearls don’t affect your score,
but they will if you return later to claim a
Gold Medal.
There are 35 Rings to claim (not including any with
which you may begin this Mission).
60
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Dash panels
are an impor-
tant part of
the scenery
during many
of your
adventures.
When you run over one, you gain a burst
of speed. Dash panels allow you to dash up Part 2: Mean Genie Mayhem!
walls, accelerate to maximum velocity, and
Just after the final fallen
quicken your overall time. Unfortunately,
pillar is a huge chunk
this is occasionally at the expense of checking of masonry that has
out an area for goodies. also fallen down. Try a
Charge Jump (ideally
without stopping) and
land atop the crumbled
The pathway continues
structure. As you land,
along a very long, sandy
a Genie appears ahead. Shahra tells you it’s Erazor’s henchmen.
banked path. Stay to the
right to avoid a series
of pillars that begin to Treasure Alert!
appear and start to fall Although you can
around you. As long as ignore the Genie and
you keep moving, you’ll continue winding
be fine. What magical power is manipulating these things? through the upright
pillars, there’s a trea-
Continue at maximum
sure chest to smash
speed as more falling
if you need some
pillars attempt to thwart
Pearls. Simply Charge Jump, then try a Homing Attack
you. Look ahead and
on the first Genie. A second Genie appears above
react quickly, and you
the pillar to the right. Time the next Homing Attack
won’t be struck. Line
correctly. Wait until you’re dropping, because that’s
yourself up with the
when the red target appears, as shown.
series of Rings ahead.
Execute a Charge Jump and launch as you grab the last Ring to Once you’ve
leap over the final falling pillar. If you’re too slow, you’ll hit the bashed the second
pillar, come to a stop, and waste time. Genie, a third one
appears on the pillar
to your left, and the
stone box resting
on the sharp-edged
pillar explodes, revealing a treasure chest. Wait until
you’re starting to fall, then try a Homing Attack on the
third Genie. If you defeat him, a red target appears on
the chest. Wait for it, then execute a Homing Attack
and open the Pearls inside.
61
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Treasure Chests
Treasure chests
are usually hidden
from view and
contain a variety of
goodies. Chests can
contain dozens of
Pearls or additional
Rings. Sometimes they are worth checking out, but
consider the extra time needed to find them.
1. You can ignore the Genies, leap off the rail to the left, and
Pearls collect the trail of Rings leading to the cluster of pillars and
archway.
Pearls are added to your Soul Gauge, which is only
2. You can stay in the middle, dispatching first one Genie, then
available once you acquire the necessary Skill. If
another that appears in front of the cluster of pillars near the
you’re returning to this Mission, you can fill up your
archway. This is recommended.
Soul Gauge, then activate either a Speed Break or
a Time Break. These speed up or slow down time, 3. Or, you can ignore
respectively. The Speed Break allows you to finish the Genies, leap
quicker, and it’s the only way to claim a Gold Medal on off the rail to the
many Missions. right, and collect
the circle of Pearls if
you need them. This
With or without the isn’t recommended,
first Genies tackled, as there are more
fall to the sand below Pearls inside the
and run forward. Genies.
Another Genie appears,
and Shahra tells you
Genies can be defeated If you tackled the Genies, there’s one more just after
for Pearls. However, you run through the falling cluster of pillars. Once
you should know this by now. Strike the Genie that’s appeared he’s defeated, the boxes just before the set of five dash
directly ahead with a Homing Attack. panels explode, and in the middle is a cool-looking Ring with a
Land on the Grind Rail star in the middle. Land (using 1) and grab it. This is worth 20
behind the Genie and regular Rings!
grind toward the large
archway in the distance. Part 3: Hedgehogs Can’t Swim!
Optionally leap left or
Dash through the
right (by tilting the Wii
archway and into a
Remote left or right), and
winding pathway with
collect additional Rings
Pearls in five separate
on the rails to either side of the middle one. Pillars ascend from the
trails. Tweak your left
ground on each side. You have three paths available now:
and right steering as
you move through the
tight turns to grab all of
the Pearls (you don’t need the Pearls the first time you try this
Mission). The corners are left, right, left, right, and then left
and straight to a corner you’ll automatically skid around.
62
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Just after you’ve collected
the last of the Pearls, launch into a massive Speed
Part 4: Forget the Fire Soul!
Break, assuming you have a full Soul Gauge. You tear Back on dry land, turn
through the broken bridge section, crossing all the way to left and run down a
the spike ball and switch pad if you time it correctly. This saves sandy path with a trail
a lot of time. of Rings. Don’t head
there too quickly, or
Straighten out and you’ll strike the floating
dash across another spike ball at the far end.
trail of Rings, then up If you’re after a fast
a ramp and over the time, and you don’t have the Splash Jump Skill, weave to the
ocean, onto a stretch right of the spike ball.
of broken bridge. Land
When you have Splash
on the Grind Rail and
Jump, you can Charge
begin to slide down it.
Jump higher than
Remember to quickly jump to keep your speed up.
normal, brake at the
spike ball, and wait for
it to rise. Then stand on
the switch pad on the
Blue hedgehogs cannot swim so don’t expect to ground beneath the ball.
maneuver in the water if you fall in. If this occurs,
you either start back at the beginning of the section
with water in it or fail the Mission if the goals
include not being defeated. Switch pads
are another
important
You shoot off the first piece of
piece of bridge, flying off scenery.
a large ramp and landing Stand on one,
on a second stretch of and some-
broken bridge. This thing happens. The “something” can vary
contains a trail of Pearls wildly, from pillars appearing in front of you
and a Grind Rail. Land to a trail of Rings appearing on a timer. Check
on the rail, flip stances to out every one that you see.
keep going fast, and launch off the next big ramp.
63
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It’s time to tackle two
more Genies. These
guys are extra tough.
The first time you run through this Mission, you They breathe fire, which
cannot access this area. Don’t waste your time can knock Rings out
trying. The two Genies may appear, but you can’t of you or cause you to
leap high enough to attack them. restart a section of the
Mission if you’re hit.
Launch a Homing Attack on the first Genie, then stay in the air
and combo into the second before landing.
64
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Fly through the Leap off the first Grind
air, down through Rail and onto the second,
another set of Pearls, switching your stance
then proceed along with quick presses of 2
the second corridor. so you don’t slow down.
Weave left, then right, Stay between the falling
collecting Rings, then pillars and hit either of
execute another Charge the dash panels on the
Jump as you reach the wall of fire at the far end. Flick the Wii sand. This leads to a courtyard with three paths.
Remote forward to Jump Dash through the Fire Soul. Don’t
forget it! The first option is
taking the grinding rail
on the left. This gives
This is the first Fire Soul you’ve gathered if you’re you Pearls and avoids
attempting this for the first time. It’s the second one if the middle platform
you’re retrying this with a number of additional active ahead. The second is to
skills. grind on the right rail.
This gives you Rings,
and also avoids the middle platform. But the best plan is to
Charge and Jump Dash into the flying pot ahead of you.
65
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If you strike the Genie, then drop and begin to grind
immediately, the boxes behind the Genie atop the
platform explode, and inside is a Platinum Ring! Grind
along, collecting Rings, then try a Homing Attack on the two
remaining Genies, or else drop off the end of the platform.
After another two separate spike walls, another set of Rings,
Part 7: Shimmy Near the and some ineffectual spear throwing, you rest on the edge of
a ledge that suddenly gives way. You ride a tide of sand on the
Wall Spikes large piece of falling masonry, all the way back down to the
ground. Sprint onward, staying between the two trails of Rings
Dash up the side of
to grab them all. Continue between the falling pillars, following
the temple and stop at
another long trail of Rings, to another set of broken bridges.
a tiny ledge. Tilt your
Wii Remote to the right
and begin to shimmy Part 8: A Bridge (Almost)
to the right, around
the temple’s cylindrical
Too Far
exterior, collecting You’re almost there!
Rings as you go. Charge Jump onto the
upper section of bridge,
then either jump over,
Shimmying or land on the three jars
When you’re on tiny narrow ledges, the only way below the next bridge
onward is to shimmy left or right. Do this by tilting section. There are a
the Wii Remote, but remember: the more sharply you couple of Rings to grab
tilt, the faster Sonic shimmies. Time your shimmying here. Leap onto the upper bridge, and either grind on the rails
to avoid obstacles. to the left or right, or collect the Rings in the middle.
66
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Run through more
The bridge with the trail of
Rings and leap over,
Pearls inside Rings is the final opportunity to finish
or smash into, another
with a speedy flourish, thanks to Speed Break and
load of pottery. The
your Soul Gauge. Ignore the Genies and boost forward all
middle jar holds a
the way to a crazy-fast time.
green Genie you can
defeat, and a blue Genie
appears if you stay here Mission Complete!
too long. Grab Rings from the jars and continue. You’re done! You can gain an audience with the King, but
check your time first. Try for under six minutes for that elusive
The bridge curves to the
Bronze Medal (and it helps if you’ve also taken care of every
right, and there are two
enemy). For the crazy time of the Gold Medal, follow the
Springs to target. The
instructions on where to launch the Speed Breaks, and ignore
Spring on the left wall
all Fire Souls and enemies that could slow you down.
(after a Homing Attack)
deposits you near the Attempt the following
right Grind Rail (one of times (in seconds) to claim a Bronze, Silver, and even-
three leading to a gap tually, a Gold Medal for this Mission:
and two narrow spans). The right side Spring deposits you near
Bronze [Link]
the left Grind Rail. Don’t take either. There’s something better
if you use the middle rail, or run in between the two narrow Silver [Link]
spans. This is despite the right span having Rings and Pearls to Gold [Link]
collect!
Use Skills related to ground and air speed, steering, grinding,
attacking, Pearl collecting, and a fast turbo start.
Running between
the two spans is
usually foolish, but
Rewards
not this time. There’s a
rail to grind along just above World 1: Sand Oasis: Mission 02: Diehard Challenge
the water. As you collect the
Rings, don’t forget to grind
over the Platinum Ring. Not Chapter 8: #3: The King Is Found!
only that, but the Spring at
the end boosts you through
the third and final Fire Soul
on this Mission. Land on the
Leveling Up from this point on is entirely up to you: you
opposite side of the spans.
can complete Missions once or twice, or continuously
replay them to rack up additional points. Here’s some
pros and cons to doing so:
• Pros: You gain more Levels and Skill Points, which
gives you more Skills and Allocation Points, which gives
Stay in the middle and you more advantages when attempting future Missions.
collect a trail of Rings,
• Cons: A couple of rewards are accessible only if you
then step right to grab a
complete a certain Mission at a lower Level (such as
trail of Pearls. This trail
defeating Erazor Djinn at Level 20 or under). If you
snakes left, then right
want to access these unlocks, don’t attempt each
again. As you round the
Mission more than a couple of times.
corner, Charge Jump
and attempt a Homing
Attack on two green Genies; don’t let them strike you and slow
you down. Then it’s a straight shot through one final trail of
Rings to the palace, and victory!
67
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Look for tactics for the next Missions in the appropriate
The King Is Found!
section of this book. The next Mission in this book isn’t
unlocked after this one.
“Where is he? Are we too late?” asks Shahra, as you both reach
the king’s throne room. There is King Shahryar…but isn’t that Dr.
Eggman? Sonic argues with the king until he shouts to summon some
guards, but then he remembers: when evil spirits appeared, everyone
turned and ran. Before the king continues, a massive winged beast
plucks him and carries him away. Erazor Djinn, you must pay!
Overview
“Don’t Get Defeated!”
If you’re playing through this Mission for the first time, expect to add Skill #088 Mini-Turbo into the mix, DIFFICULTY
and use it after you perfect it during World 0: Mission 17. Then try the Diehard Challenge, which is easier
than it sounds because it takes place almost entirely inside the Fire Temple. Simply avoid the belching
flames, weave a path to the exit in record time, and don’t forget the Fire Souls. This is the first of many Missions that requires
quicker reactions and learning the layout.
68
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Are you attempting the
fastest time around? Then ignore the Fire Souls in
If you’re running
this zone. Collect Fire Souls only if you want to unlock
quickly through this
goodies. For Gold Medals (and additional Experience Points
Mission to gain an
plus Skills) be quick, not thorough.
impressive time, ignore the
The next section is Fire Soul and steer sharply to
straightforward, as it’s the extreme right side of the
the same as Mission 01. corridor to avoid the second
Zip through the trail spike ball and burners. You may need to slow down (tilt the Wii
of Rings, over the dash Remote back) or brake (1) before leaping over the next set of
panel, and execute a U- burners and claiming the Platinum Ring in the middle of the
turn up and around the Pearl circle.
wall. Follow the trail of
This Mission’s exit is
Pearls into the Fire Temple, then stay to the right.
tricky because there are
After you pass the first no dash panels to zip
burner (stay right), up. Instead, turn the
complete a Homing right corner and keep
Attack on the Fire Genie to the left, avoiding
ahead. He’s turning, the rolling spike balls
so be quick before dropping from the sky
his flames reach you. outside the temple. Stay left to claim the last Fire Soul.
Bounce on him twice,
then Jump Dash farther into the temple, staying left around
another burner, and defeat a second Fire Genie in exactly the
same way.
Move to the right, but
Now weave to the right, don’t try a Charge Jump
avoiding the last burner or Jump Dash in the
in this initial corridor. air unless you’re past
At the archway, Charge a spike ball, or you
Jump up and over may strike it. Trudge
the sideways flame up the sandy hill, then
burners, aiming to glide run over the goal and
through the vertical complete your Mission.
circle of Pearls. Land in the double Pearl circle beyond and dash
into the next corridor.
Skills that improve your
ground acceleration help you finish this Mission
Part 2: Spike Ball Skedaddle quickly, as does a Speed Break just before the last
part of the corridor. Zoom straight through the remaining
Stay on the left side of
burners and the falling spike balls.
the second corridor.
There’s a nasty double
burner with a spike ball Mission Complete!
rotating counterclock-
wise around it. If you Make sure you take
haven’t slowed down around 48 seconds to finish this Mission the first time
previously, you can through. Increase that total by practicing this again
completely avoid the spiky trap and run into the Fire Soul on and again. Increase your ground and aerial speed to execute a
the left side of the corridor, between the two sets of burners. Speed Break at the end of the area to guarantee the Gold Medal.
69
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
Rewards
tually, a Gold Medal for this Mission:
Bronze [Link] World 1: Sand Oasis: Mission 05: Special Challenge
Silver [Link]
Gold [Link]
Look for tactics for the next Missions in the appropriate
Use Skills related to ground speed, steering, and aerial maneu- section of this book. The next Mission in this book isn’t
vering. unlocked after this one.
Overview
“Beat Uhu to the Goal!”
Once you’ve exposed the secrets of the Evil Foundry (World 3), you can test your speed against a Genie DIFFICULTY
named Uhu, who appears as an orb of light. This is simply a race to the goal line, with no Fire Souls to pick
up, although you’ll gain more experience if you grab Pearls and Rings along the way. This straightfor-
ward race is easy to win if you know how.
Legend
Floating Chest
Dash Panel
70
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Part 1: Trotting out of the Part 2: Blasting around
Temple the Bend
As you begin the count-
down to the race start,
you’ll notice something
a little different: there’s
a glowing blue spirit
next to you. This is
Uhu, and it’s your job
As the turn ends, stand on three more dash panels, in the
to beat him to the goal.
middle, to the right, and to the left. Stay to the right as the
Start by boosting forward thanks to a well-timed turbo.
pillars form and the second series of pillars begins to topple.
Race to the corner, Just after they smash down behind you, there’s a brief unob-
through the Rings in structed area where you can Charge Jump, smash into a floating
the middle of the path, treasure chest, and grab the Pearls from inside.
up the steps, and stay in
This is another great
the middle as you dash
opportunity to launch
down the large temple
a Speed Break, but
hill. On the second tier
only after you leap over
of the hill, the dash
the last two toppling
panels you’re running over move from the middle. Steer right,
towers. Use up your
then left to stand on them all.
remaining Soul Gauge,
but make sure to get
Steer to the middle enough height to leap on top of the crumbling structure. The
as you reach the goal line is just beyond. Stay right so you don’t hit the two
sandy ground, run pillars on the left.
over the last dash panel, then
collect the Pearls along the
If you Speed Break, then Jump Dash after
route. Make sure you have
collecting Pearls from the treasure chest, you
Skill #83, the Pearl Collector
can boost skyward and head over the goal
Skill, so the Pearls are sucked into you. When you reach the
line in super-fast time without even seeing
final trail of Pearls near the banked turn, launch into a Speed
the ground obstacles.
Break.
71
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Rewards Ali-Baba’s Advice
World 4: Levitated Ruin: Mission 01: Go for the Goal
Overview
“Don’t Get Any Pearls!”
The instructions are simple, and by now, you should have the necessary Skills to perfect this Mission in DIFFICULTY
moments, as long as you don’t grab any Pearls during the course of your run. This means turning off any
Skills that allow you to attract Pearls. Also, ignore any enemies because they give you Pearls when you
dispatch them. Concentrate on speed and Pearl-avoidance!
Legend
Dash Panel
72
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Part 1: No Pearls, Please!
Turbo start from the
initial area, and dash
into a group of Rings
straight ahead. Avoid
the three pillars that Circles of Pearls surround each of the burners in the next
sprout from the sand. corridor. Stay left, following the trail of Rings, and then steer
Stay to the right and right to avoid the next burner surrounded by Pearls. Leap over
claim the next trail of a couple of horizontal burners (picture #2), then brake so you
Rings before you enter the arched area. don’t fly through the circles of Pearls just beyond. Then stay on
the ground, steer to the middle so you grab all the Rings in the
The layout of this trail as you turn right, and hit a dash panel to accelerate out of
next section is slightly the temple.
different from previous
versions of this area
of the Sand Oasis.
Part 2: Beach Side Boosting
Avoid the spears Given the trails of
landing left and right Pearls on either side of
of you, and stay to the you, and the incoming
right, avoiding the first trail of Pearls. Then quickly steer left, spears, spend your
avoiding the second trail, and step on the dash panel. time on this beach area
collecting the snaking
This launches you trails of Rings. Gather
efficiently around the them from the first trail,
U-turn wall and down and at the end, Charge Jump over the ground spikes, landing on
to the snaking sandy the rail to the right.
entrance to the Fire
Temple. Unlike previous Grind the rail, then hop
Missions, there are no off at the end, to the
Pearls to pick up here. left, avoiding the semi-
Instead there are Rings, so grab them all and then enter the circles of Pearls. Stay
structure, avoiding the spears. on the far right side,
and Jump Dash over
Inside the Temple of the four falling pillars.
Fire, stay to the left, as A quartet of Genies
there’s a double row of appears over these pillars, but ignore them, and continue
Pearls on the right side. leaping the pillars before moving to the middle, stepping on one
Pass the burner on the of the two dash panels.
right. Either Charge
Jump over the next
burner on the left, or
steer quickly to the right. At the end of the first corridor, leap Don’t attack any of the Genies! If you do, the Pearls
and Jump Dash over the horizontal flames. you’re awarded after dispatching the first one cause
you to fail this Mission!
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The right area contains Neo Pearls in a left, then
right trail, and a number of appearing pillars.
Unlike the left side, the gaps to maneuver between
these obstacles are narrower, and it is trickier to get
a racing line onto the dash panel. Avoid!
Mission Complete!
As this is a familiar area, but
an unfamiliar layout of Pearls, it’s wise to turn off some
of your Skills so you can slow down! Slowly proceed
through the Mission, completing it with a Bronze or Silver medal,
then return with your faster speeds to claim the Gold!
Rewards
World 1: Sand Oasis: Mission 08: Perfect Challenge
World 3: Evil Foundry: Mission 04: Head to Head
Take the left side of the structure, and run between the two
trails of Neo Pearls. Once the second pillar has appeared on the
right, hug the right wall to the end of the structure. This lines Remember! Look for tactics on the next Missions in the
you up easily with a dash panel that takes you through a trail of appropriate section of this book. The next Mission in
Rings, and up into the goal area. this book isn’t unlocked after this one!
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Mission 05: Special Challenge
Unlocked: After completing 1-02: Diehard Challenge
Overview
“Don’t Break the Jar!”
Although this takes place near the Fire Temple and backtracks all the way to the start of the banked DIFFICULTY
sandy turns, you’ll be repeating this Mission a number of times to get the timing correct over the watery
sections. This is tricky, so keep on practicing! Avoiding the jars is relatively simple. The tactics below show
you where each one is located, but the tricky part is timing your Homing Attacks on the Genies floating over the water. Succeed in
this, and you’ll do well in the tasks to come!
Legend
Dash Panel
Fire Souls
75
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Just past these two jars
are two Fire Genies.
Attack them as usual,
As you’d expect, “Don’t break any jars!” means bouncing on each one
exactly that! Do not wander, walk, jump, or run twice, and keeping to
into any of the ceremonial jars dotted through this the right side of the
zone. If you do, your Mission fails, and you must sandy path to avoid
restart. You have only one chance to make it! the three jars on the
left. Then speed up as the sandy path opens up ahead. Speed
through the Rings and up a huge ramp.
Stay on the ground (no
jumping) as you pass
under the horizontal
burner flames and into Are you opting for a quick finish? Then
the first corridor. Stay you can run underneath both Fire Genies,
left, collecting the Rings although this is tricky and dangerous.
from the trail stretching
out ahead of you. Steer
left, right, and then into the middle, avoiding the two sets of Part 2: “Water” Tricky
burners, and through the circle of Pearls at the corner.
Steer left, right, left,
Maneuver!
right, and to the
center of the corridor,
following the trail of
Rings while simulta-
neously avoiding the
burners on each side
of the pathway. At the
temple exit are two jars, but don’t pass between them (unless
you’re ignoring Fire Souls). Instead, steer left, and execute
a quick Charge Jump, steering over the left jar, but into the
floating Fire Soul.
Now comes a series of tricky and quick maneuvers that you must
Exit the temple, and execute correctly or risk falling in the water and restarting this
you’ll yell at Shahra to part of the Mission. Start by staying in the middle as you drop
check out your amazing from the ramp and run through a trail of Rings. Start a Charge
speed! Simply follow the Jump and skid forward until you reach the edge of the floating
course through the trail bridge and the Fire Soul. Grab it, then launch your jump.
of Pearls, and up and
down the U-turn wall, This gives your target enough time to home in on a floating
down to a stone path. Genie. Hit a Homing Attack, then again at the second Genie. Do
Use the trail of Rings slightly left of center to guide you between this the instant you see the red target—not before or after. Then
two more jars. target the Spring on the temple and bounce into that. Phew!
76
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After ricocheting onto With the toughest part
the bridge section, out of the way, stay in
land and stay in the the middle and grind
middle. If you have a on the rail, passing
Soul Gauge (that is, if between the two jars,
you’re returning to this flicking your stance,
Mission after obtaining and collecting the trail
the Skill much later in of Rings. Once the rail
the adventure), collect the two trails of Pearls and run to the ends, stay in the middle, run between two more jars, and shoot
end of the bridge. There’s no way forward! off the big ramp.
If you don’t execute a Charge Jump, you simply drop As you reach the archway, Charge Jump and strike the first of three
off the end of the bridge and into the water. How Genies. Each hovers over a jar. Smack the first one; combo into the
embarrassing! If this continuously happens, don’t second. The third is a Fire Genie so strike him twice. Once they are
restart the Mission just yet. You are repositioned at defeated, the goal is just ahead, but there’s a floating Fire Soul to
the big ramp. Practice this section until you’re excel- optionally claim. Do this by Jump Dashing after finishing the Fire
lent at it, and then begin again. Genie, then braking (1) just as you exit the archway. Then quickly
Charge Jump to gain speed for your finish.
77
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Mission Complete! Chapter 8: #4: A Grateful Ali-Baba
The first time you finish this Mission, practice until you get a
Clear Time of around 60 seconds. This is easier with a faster top
speed and if you ignore the Fire Souls.
Look for tactics for the next Missions in the appropriate
Attempt the following section of this book. The next Mission in this book isn’t
times (in seconds) to claim a Bronze, Silver, and even- unlocked after this one.
tually, a Gold Medal for this Mission:
Bronze
Silver
[Link]
[Link]
A Grateful Ali-Baba
Gold [Link]
Use Skills related to your maximum speed, grinding, and steering,
along with aerial maneuvers and Homing Attack targeting.
Overview
“Don’t Get Defeated!”
This is your first difficult Mission; it fails if you are defeated. The Mission is failed if you have zero Rings DIFFICULTY
and fall into the water, get hit by enemies, or get struck by spikes of any kind. Equip your Ring Bonus
skill, which gives you an extra “armor” of five Rings, and run through this zone. Every maneuver counts
as you negotiate the broken bridges and the spike-filled sandy bank!
Legend
Dash Panel
Fire Souls
78
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Part 1: Mind the Gaps! Land on the second
broken bridge piece and
steer to the right after
optionally grabbing the
The first time you access this Mission, you should be at
Pearls on the left. Grind
Level 06, so select all the Skills except Pearl Collector to
along the rail, switching
help your progress.
your stance (as shown)
when you slow down.
Dash forward from Two Genies appear here, but there’s no need to slow down to hit
your starting point, them, unless you want to strike every enemy. If this is the case,
following the trail of Charge Jump and deal with them both.
Rings and Pearls, and
weaving to the left,
then right of the two
embedded spike balls.
A Fire Genie appears in
front and to the left of you. Bop him twice before continuing, or
for a speedier plan, stay right and run under his fire belch.
Zip onward, through Grind because it makes the following tactics easier. Bounce off a
the trail of Pearls, to the Spring at the rail’s end (you don’t need to target or jump), and
big ramp, and fly over into the air. Two Genies appear over the water ahead of you.
it to the broken bridge When the one on the left is targeted, swoop in and hit him with
section ahead. The layout a Homing Attack, then bounce up and attack the next appearing
is different. Two dash Genie, and three more, all in the same air combo. Land on the
panels each lead to a trail broken bridge’s last part.
of Rings. Line yourself
up with either of them. Prepare for a cunning maneuver!
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Jump on the left Grind Leap away from the
Rail and use it to reach outer rail, before the
the bridge’s far end. In final Ring, so you miss
the middle are clusters the spike ball and
of Rings, but there’s a pass through the gap
spike trap at the end between the two pillars.
of the first of them, so Keep your speed up as
watch your step, espe- you dash through the
cially at speed! Line up with the big ramp and launch away. snaking path of Pearls and onto the banked sand bend.
Run onto the banked
Part 2: Into the Undergrowth bend, collecting
another load of Pearls,
Land from your leap,
then stay left. Avoid
run through a trail of
the numerous spike
Rings, make the sharp
traps appearing from
right turn, and weave
the ground! Keep left as
through the bends
you pass the first three.
between the plants,
optionally grabbing the Steer right and avoid
Pearls that mark your this long trap. Or, you
path. There are no enemies or obstacles, so you can speed up! can leap over it, but
this slows you down.
Don’t lose focus. A nasty
Pass a second spike
Fire Genie rotates under
trap on your left, then
the large archway. Bop
move into the middle
him twice after his fire
and collect a few Rings.
passes by you, and then
Then weave right, left, and right to avoid three more.
Jump Dash out of the
archway (either over Stay in the middle of
or under the flaming the bank, grab another
burners), and through the trail of Rings. These burners don’t couple of Rings, pass
hurt you. another trap, then
Charge Jump. Two nasty
Part 3: Sonic on the Genies appear from
the skies. You can miss
Spiky Sands them if you wish, but
takedowns are favorable. After your two-hit air combo, land on
the sand.
Stay in the middle as
you race onward, then
check the path ahead. On
your left is a spike trap
with the final Fire Soul
Run between the set of pillars, and stay in the middle as you
in front of it. You can try
grind on one of three rails. Collect the trail of Pearls, and avoid
any of the following tech-
the spike balls and ground spikes. Pass between them all. As
niques here:
you reach the spike ball in the middle rail, leap either left or
right, and continue grinding on one of the outer rails (it doesn’t • Jump over the spikes, landing on the Fire Soul, keeping
matter which). to the left (tricky, but recommended).
• Jump over the spikes, then back up to claim the Fire Soul.
• Stay in the middle, slow down, and steer left, into the
Fire Soul.
• Ignore the Fire Soul.
80
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and Gold
If you stayed in the Medal for this Mission:
middle of this last set Bronze [Link]
of traps, leap over the Silver [Link]
middle one, then Jump
Dash to earth before Gold [Link]
accelerating over the Use Skills related to your maximum speed, ground, and air
goal line to victory. maneuvering; Pearl collecting; and Homing Attack improvements.
Overview
“Finish Within 120 seconds!”
Training to become the fastest hedgehog in all of Arabia? Then you’ve come to the right Mission. This DIFFICULTY
tests your quickness, and you can obtain the Gold only with Skills that make you faster. For the moment
though, race through the obstacles as fast as you can, remembering the layout of the zone from previous
Missions, and optionally hunting for a few well-hidden Platinum Rings to maximize your Ring total!
Legend
Platinum Rings
Dash Panel
81
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Part 1: Off the Rails Part 2: On the Rails
Begin with a Mini-Turbo Once out in the open,
start, enter the Fire dash around the U-turn
Temple, turn left, and wall as you’ve done
accelerate forward. Stay previously, and when
on the ground, but not you reach the archway,
on the rails, as this isn’t leap on the rail and
as quick and you’re not grind, switching stances
as maneuverable. Collect to keep your speed up.
the Rings on the rails, and stay to the right, missing the jar. As you reach the final (10th) Ring, leap onto the next rail, but
don’t overshoot and smash into the couple of jars on the left side!
82
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Whichever way you
went (the railing
You can run around
method is quicker, but
a Genie in the center
more difficult), you
of a five-rail set
must tackle the five
ahead, or execute a Homing
floating Genies between
Attack into him. The latter is
the bridge pieces. Strike
an excellent choice, because
them with a massive air
he adds to your score. When
combo before landing on the last section. Jump Dash, brake and
he’s defeated, you can grind through the block that explodes,
land on the bridge’s upper part, and Charge Jump off to the big
revealing another Platinum Ring! Or, you can run around and
ramp on the far end.
collect Rings from the fourth Grind Rail from the left.
Stay on the middle rail (if
you grabbed a Platinum Ring)
Your speed (and Skills) help with this, but
as another Genie is about to
Jump Dash to finish the combo, so you land
appear! Charge Jump, defeat
on the first raised area, then Charge Jump
him, land on the rail, grab
onto the second raised area without slowing
another Platinum Ring that
(or stopping).
appears from inside the box,
then continue down the middle rail to the far end, where there’s a
third Genie and block to explode. Inside is your final Platinum Ring.
Start a Speed Break when
you reach the last upper part of the final broken Another place to attempt
bridge section, before you drop to the big ramp. This a Speed Break is after you’ve run through the curved
saves some time! undergrowth path and headed through the archway.
Use your Soul Gauge, and accelerate to the goal.
Part 3: Bust Up in the Dust
Leap over the big ramp,
collect the trail of Rings,
Mission Complete!
and weave through the Drop off the rail and weave
oasis bends. There are through the half-submerged
no problems here, just jars in the sand to the goal
Pearls to pick up. At the line, but don’t hit any of
archway are three nasty them. Stay in the middle and
Genies. Strike down all left of middle as you go. Finish
of them, but watch the final Fire Genie’s breath! in under 01:30. Come back
later to claim the Gold Medal!
The last section is diffi-
cult to finish compe- Attempt the following
tently, so try this a few times (in seconds) to claim a Bronze, Silver, and Gold
times: grind without Medal for this Mission:
slowing down on the Bronze [Link]
middle section. At the Silver [Link]
far end, between the
pillars, is a Spring. Gold [Link]
Don’t hit that; instead, leap over the pad with a Charge Jump. Use Skills related to your maximum speed, grinding, aerial
maneuvering, Homing Attacks, and steering.
Rewards
World 1: Sand Oasis: Mission 13: Defeat the Boss
83
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Chapter 8: #5: Sand Scorpion Appears
Sand Scorpion Appears
Overview
“Don’t Take Damage!”
Initially on this stage, remove some speed-boosting Skills. This Mission features many obstacles (some DIFFICULTY
close together), and the only way to learn the layout is to slow down before you speed up! After you
realize where everything is, you’ll be on track for an impressive medal placing.
Legend
Dash Panel
84
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Part 1: Fire It Up Part 2: Bridging the Gap
There’s little chance
to try a Speed Break,
Fortunately, you don’t have to pick everything up, or
so instead use the big
defeat every enemy, in this challenge. A “perfect” run is
ramp, land on the
to finish without being hit.
broken bridge area,
collect the trail of
Begin in the Fire Temple Rings, then Charge
by boosting forward Jump at the end. There’s
from a turbo start, and a Fire Genie, so make sure your Homing Attack is long enough
run through the first to reach him. Defeat him with two bumps, then target the
trail of Rings on your Spring.
way to the first corner.
This bounces you in the
Stay on the ground
usual direction, to the
because horizontal
second broken bridge
burners are above you. Make the turn, then run left around the
part. Erazor’s minions
ground burners, collecting Rings.
have been busy. Jump
Steer left, then right over an additional spike
to avoid the sets of wall leading to an upper
burners, completing section, target the Genie
the Ring collection, and and defeat him, then optionally collect the trail of Rings on the
grab the Pearls in the ground level. Afterward, Charge Jump up two levels to the top
circle as you reach the of the next upper section, avoiding the jutting spike wall. Grab
next corner. Avoid the more Rings at the top.
two horizontal burners Drop and avoid the
(one is on the ground). Do this by leaping early or late, and ground spikes at the
flying between the flames. bridge’s edge by leaping
In the final interior over them. Target the
corridor, head left, then floating Genies, and
right steering around attack all five of them
the burners, collecting with a multi-strike air
the trail of Rings, before combo. Continue this
returning to the middle until you land on the final bridge section.
to grab a trail of Pearls.
Make sure you’re dead When you land on the
on to pass between the trio of burners on each side as you exit. bridge’s last section, execute a Speed Break to shave a
few precious seconds off your time.
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Mission Complete! Rewards
To finish this within 50
seconds, you must learn the layout of this level more World 1: Sand Oasis: Mission 12: Chain of Rings
than most, perfect your Homing Attack skills, bump
up your airborne antics, speed yourself up, and use Speed
Break at the final bridge section. Look for tactics on the next Missions in the appropriate
section of this book. The next Mission in this book isn’t
Attempt the following unlocked after this one!
times (in seconds) to claim a Bronze, Silver, and Gold
Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to ground and airborne maneuvers, Homing
Attacks, and steering.
Overview
“Break 5 Jars!”
Breaking five jars is a straightforward plan, and the Mission can be completed in seconds. However, the DIFFICULTY
hunt for Fire Souls takes much longer, as you have to complete circuits of an enclosed temple area you
haven’t visited before. Below are tactics for shattering the first five jars, then the locations of the Fire
Souls. If you’re after Fire Souls, don’t smash the fifth jar until you have all three!
86
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The corridor turns in a
long right bend, so stay
on the right side of the
corridor after landing
from a Jump Dash, and
pick up the Rings from
the trail on the right.
Steer left and collect the This is where you’ll find the last three jars you need to smash
trail of Rings on the outer side of the bend. for the best time (although you can tackle many more if you
miss the recommended ones). Charge Jump, wait for the jar to
Steer back to the right, be targeted, then smash into it with a Homing Attack. Do this
inside portion of the before the spike ball rotating around it moves in front, or you’ll
bend, and follow the be struck by it. Jump Dash away from the ball, and locate the
trail of Rings. Move to penultimate jar ahead. It’s guarded by another spike ball, but if
the middle to avoid the you’re quick, you can smash this, too! Be quick.
two spike traps between
the Rings and the next The final of the first
trail on the bend’s outer five jars takes more
part. Collect these now. timing skill to break.
Launch your targeted
attack so that you hit
the jar between the two
rotating spike balls;
gauge the speed they
rotate (this may take a couple of tries), then launch into them.
The second jar is on a block after the trail of outer Rings. Aim
and launch at it. Only three more jars to go! Keep left, running If you’ve acquired the Time Break ability,
along the outside of the corridor, collecting another set of now is a great time to use it, allowing more
Rings, then make a short hop over the spike trap, and stay on precision aiming! You won’t have this skill
the outside to collect another trail of Rings snaking off around yet unless you’re replaying this Mission.
the long right bend. Cross to the inside of the bend, following
the Rings.
Position yourself so you
run though a series of
Part 2: Fire Soul Searching
eight circles of Pearls
with a Ring inside each
one. Aim for the Ring,
and cross over to the
left gradually, as you go.
After the first five, steer
right, and snag the last three in a zigzag pattern.
If you wish to collect the three Fire Souls in this Mission, do
Stay right to avoid the not smash any of the jars. The Fire Souls are further into the
rotating spike ball, then Mission, which is a series of circuits of the same corridor with
pass to the the second different obstacles each time. Dash past the fifth jar, into an
spike ball’s left as the exit tunnel, then avoid or defeat eight Genies that appear. Step
path leads into a narrow over a switch pad, which shuts off a ground spike trap around a
tunnel. Gather a trail of caged jar. Optionally smash the cage and the jar inside.
Rings, hit a dash panel,
then grab a trail of
Rings before the tunnel opens into a temple corridor.
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Continue to dash in a
long left bend, passing
Although you may lose all Rings and be defeated by the
through a trail of Rings,
spikes, you’re repositioned close to the Ring when you
another trail of Rings, a
restart this section.
trail of Pearls, and over
a switch pad. This shuts
down more spikes.
Ignore the caged jar,
and target the second cage, on ground level. The first Fire Soul
is in here. Expect trails of Rings to
the left, a spike trap to
jump over, more Rings,
another trap, and more
Ignore the third cage Rings leading into the
(and watch for the floor middle of the corridor.
spikes, as the switch pad After collecting Rings
resets) and run around inside circles of Pearls,
the bend, avoiding the avoid two more spike balls (weave from right to left to pass
spike balls with Pearls them), then stay right as you pass three sets of double burners.
surrounding them (use Smash two jars here if you wish.
a Pearl-attracting Skill Use the dash panel to
to gather them if you need them). Keep running, then dash head through the Rings
forward, optionally grabbing a trail of Rings before dashing to and coins into the small
the middle to avoid the spike balls, and head up the double Ring tunnel, and out to the
trail steps. temple corridor. There
Head up and down the are two spike balls to
steps, through semi- each of the three jars
circles of Pearls, and a in here; you may wish
trail, and keep to the to leave them alone. After more Rings and Pearls in the exit
middle to step on the tunnel, expect eight more green Genies as the corridor bends
dash panels. You’ve left. The last one guards a jar with spike balls nearby.
completed a circuit!
Lap two begins with
the trails of Rings in the middle. Pick them up if you wish, and Try to have around three or four jars cracked
execute a Short Jump to catch the two Rings inside these Pearl by the time you reach this point. Your last
circles. Fire Soul is around this part of the bend.
Move right, catch the next trail of Rings, step to the middle to
avoid two ground traps, then catch the trail of Rings on the Continue around the long left bend, passing to the right of the
outer wall. Position yourself in the middle, because there’s a jar guarded by two spike balls (but left of the spike ball on the
Fire Soul in a Pearl circle to grab! Unfortunately, it is above a outer right wall). After more Rings and Pearls, and a couple of
spike trap, so leap over the first (right of where Sonic is posi- ground traps, you should spot another series of cages. These
tioned in the picture), then land (with 1), passing through the are guarded by burners. The first is empty, but the rest contain
Fire Soul, onto the second floor spikes. Keep your speed up to jars, except the fourth cage, which contains the Fire Soul you
dash off before the spikes return. This is difficult, though. You need! Target and smash it, then immediately drop (with 1—
may need to Fire Step (or back flip) to grab the Fire Soul, and picture #2) and land on the block to claim the Fire Soul. Then
lose some Rings in the process! take out the next jars until you complete the Mission.
88
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Rewards
World 2: Dinosaur Jungle has been added to the
Remember to smash four or fewer jars up
World Select List!
until this point! Don’t crack the fifth jar by
accident—you must gather the third Fire Soul
first! The hunt for Fire Souls should take World 1: Sand Oasis: Mission 10: Collect Rings
around 4:30 to complete.
World 2: Dinosaur Jungle: Mission 01: Go for the Goal
Mission Complete! Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
A Bronze medal is awarded this book isn’t unlocked after this one!
with a completion time of around 52–55 seconds.
This is more than feasible because the obstacles are
pretty minimal. Just beware of anything spiky! As for a Gold
Medal? Break the first five jars you see, and use Speed Break in
small bursts (at the entrance to the inner corridor tunnel, and
out the other side).
Overview
“Collect 99 Rings!”
Just like World 1: Mission 09, this DIFFICULTY
89
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Steer left now, and
Part 1: I Have 99 Problems… gather six Rings along
the path’s outer edge,
then make a small
Select your Ring Bonus Skill so you begin leap over the ground
this Mission with five Rings already collected. spikes, land, and steer
Now you have only 94 Rings to find! gradually to the right,
nabbing four more
Rings. Your total Ring count should be 44.
After a perfect turbo
start, boost along the
corridor (this is the
Stay between the
circuit you just raced
middle and right
during Mission 09),
side, zigzagging
down the steps, and
through a collection of eight
stay in the middle as
circles of Pearls with a Ring
you step on a dash
inside each. Stay to one side of
panel. Grab the eight Rings you find here. Your total Ring count
each Ring rather than passing
should be 13.
directly through each, so you move left and right as little as
possible (otherwise you can miss a couple of Rings, as we did!).
Then stay right to get a Platinum Ring worth 20 Rings next to
the second spike ball! Your total Ring count should be 73 (at
maximum).
Move to the right, and run through five more Rings on the Don’t fret if you can’t grab every Ring; it’s
inside of the corner. As you grab your 17th Ring, steer left really difficult! Instead, try getting as many as
to the outside, and into five more Rings. Steer quickly to the you can inside the temple corridor.
middle, and execute a Short Jump just before you hit the Pearl
circles with two Rings inside. Check your Ring total to see if you
grabbed both! Your total Ring count should be 24. Keep your speed up as
you grab four Rings
before you enter the
If you miss any Rings, learn the route by practicing, then long, thin tunnel. You
begin again to really nail this Mission! Remember, you get a short break from
don’t have to collect every single Ring. You can miss a Ring collecting, as up
few and still get a good score. ahead you see a Fire
Soul floating inside
two Pearl circles. Execute a simple Short Jump to grab it. Your
Steer to the right to total Ring count should be 77 (at maximum). If you’re busy
gather another set of collecting Fire Souls, Back Step and jump into it if you miss it.
five Rings, then quickly
steer to the middle to
avoid the two spike
traps. Head left for Left, right, left, right,
three Rings before middle! That’s the loca-
leaping and collecting tion of the long snaking
two more Rings inside the Pearl circles. Your total Ring count series of Rings in the
should be 34. interior temple corridor.
This is where you can
emerge victorious in the
shortest time. There are
22 Rings in this area, equaling the 99 you need!
90
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Of course, grabbing
99 Rings without
Too many Rings? Almost full, but no Fire
missing any is incred-
ibly difficult, so you Souls? Then stand on a spike trap or hit a
probably have to exit spike ball and lose those Rings quickly!
via the narrow tunnel
(nab four vertical Pearl Stay on the pathway’s
circles and a trail of extreme (outer) left,
them along the way). As you exit, stay in the middle of the path, so you miss the Pearl
to ensure you stand on the switch pad. Once it’s activated, some circles and Rings, the
Rings appear ahead for around three seconds. Hurtle into them spike balls, and the
to gather any extra Rings you need. burners. Between the
penultimate and last
burner is the second
Are you still missing Rings after this point? Fire Soul. Don’t forget to grab it! Or, don’t forget to Back Step
Then you need to improve your collecting. and grab it if you miss it!
Begin the Mission again and don’t miss as
many Rings this time!
91
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even- Rewards
tually, a Gold Medal for this Mission:
Bronze [Link]
World 1: Sand Oasis: Mission 07: Beat the Clock
Silver [Link]
World 1: Sand Oasis: Mission 11: Rampage
Gold [Link]
Use Skills related to your maximum speed, ground steering,
Remember! Look for tactics on the next Missions in the
and Ring collecting.
appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Overview
“Defeat 20 Genies!”
With no Fire Souls to find, you can attack 20 Genies and defeat them in record time, especially if you DIFFICULTY
figure out where to find them all, and time your attacks accordingly! Of course, getting a Gold Medal is
always difficult, but until you return twitching with Skills on your Ring finger, follow the advice below for
the earliest locations of 20 Genies.
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out! The fifth Genie breathes fire! Time your attack as shown, Race onward, through
so you strike when his fire is away from your path. Hug the left two trails of Rings, but
wall for Rings, grab more from the circles of Pearls, then bop execute a Charge Jump
another Fire Genie in this area, as shown (picture #2). as you reach the middle
Stay at the path’s of the second trail. A
extreme right side to spike ball and a Genie
avoid the moving spike appear to the right of it.
balls, and enter the If you don’t prep for the
tunnel. Stay on the Charge Jump, it’s almost impossible to tackle this Genie, but if
ground until you’re you’re planning the technique, the takedown is easy.
nearly at the exit, and
You should have three
look for a brief sparkle
more Genies to take
of blue light. An invisible rail is here! Charge Jump and grind
down, and fortunately,
along it, collecting Rings!
they are just ahead.
Scurry through two
more trails of Rings,
and start a Charge Jump
when you spot a spike
trap in the floor ahead. The three Genies in this area are not the
disappearing kind, so they can be dispatched easily!
Here comes a tricky move. Charge Jump as you near the end
of the Rings, then leap off the rail or you’ll drop down. Four
Mission Complete!
Genies float around the ceiling of this area. Attack them with
Bronze Medals are awarded
Homing Attacks in a single air combo, without pausing, and
with a time of around 02:30, which you can easily
avoid the final one’s fire.
accomplish following these tactics. Remember to collect
Drop down, head into additional Rings for extra points! As for the ludicrously low time
the narrow tunnel, and for Gold, use Speed Break between each Genie you defeat and
immediately leap and also as you exit the narrow tunnel to take down the numerous
take down three green green and disappearing Genies as accurately as you can.
Genies waiting for you.
Take a split-second Attempt the following
pause after dispatching times (in seconds) to claim a Bronze, Silver, and even-
the third Genie, as tually, a Gold Medal for this Mission:
there’s a Fire Genie up ahead. Time your attack to avoid his
Bronze [Link]
flames. You should have defeated 14 Genies by now.
Silver [Link]
Now comes the tricky
part. Once you’re in Gold [Link]
the next wide corridor, Use Skills related to your maximum speed, steering, sliding,
six Genies appear and and Homing Attacks.
then disappear, and
this can play havoc with
your timing. Instead
of waiting in a Charge
Jump stance for them all to appear, defeat only two of them
before you continue. You can do this without stopping.
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Rewards No Missions unlock when you complete this Mission.
Remember! Look for tactics on the next Missions in the
Skill Awarded: #042 Sub F-Gaze appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Overview
“Get a 60-Ring Chain!”
Essentially this is a very similar Mission to #10 (where you collected 99 Rings). The only difference is that DIFFICULTY
you must collect 60 Rings in a “chain.” There can’t be more than a second’s pause between grabbing one
cluster or trail of Rings and taking the next, or the Ring total reverts back to zero! However, with your
knowledge of where the Ring trails are (shown in the following tactics), this becomes straightforward, although certainly not easy!
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Quickly steer right, Collect the five Rings,
and gather another 10 stay left, collect five
Rings along the corner’s more, then try a Short
inside edge. You move Jump and steer right,
at speed, so your reac- into the diagonal trail
tions must be incredibly of 10 Rings. If you’re
quick! As soon as you’ve after the very best time,
grabbed the last Ring, your chain should be
immediately steer left to the outer wall. complete when you gather the diagonal trail of Rings heading to
the inside of the bend.
Of course, you may
Don’t worry if you can’t manage to grab every have missed a few
single Ring in a chain. There are plenty to Rings, so continue and
grab as long as you gather them before you finish up with one of
enter the first tunnel. the nine Rings inside
the Pearl circles. Bring
your acceleration to a
Run along the outside halt now.
of the bend, collecting
another 10 Rings.
You’re halfway there! As Mission Complete!
you take the last Ring,
move right slightly Stop as soon as you grab
and make a small leap. your 60th consecutive Ring! The Mission continues
Hopefully you’ll grab for a while, allowing you to gather a massive combo
the two Rings inside the Pearl circles, although these aren’t easy (which can be well into the 300s if you use Speed Break, the
to take! switch pads, and whistle through all the subsequent trails of
Rings). Your score will be big, but so is your time. Stop before
Immediately steer right you reach the narrow tunnel!
and hug the inside wall.
Gather another set of Attempt the following
10 Rings from this long times (in seconds) to claim a Bronze, Silver, and even-
bend, then steer to the tually, a Gold Medal for this Mission:
middle to avoid the two
Bronze [Link]
ground spike traps.
Consider your Mission a Silver [Link]
success if you have around 36 Rings or more by this point; the Gold [Link]
maximum is 42.
Use Skills related to your maximum speed, acceleration, and
Immediately after the ground steering.
spikes are five more
Rings, then two circles Rewards
of Pearls and two more
Nothing is unlocked after completing this Mission.
Rings. Although it may
seem odd, miss the two
Rings in the Pearls and Remember! Look for tactics on the next Missions in the
steer to the outer edge appropriate section of this book. The next Mission in this
instead. This ensures that you grab another set of five Rings book isn’t unlocked after this one!
without missing any.
95
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Mission 13: Defeat the Boss
Unlocked: After completing 1-07: Beat the Clock
Overview
“Battle! Sand Scorpion!”
Behold the giant scuttling Sand Scorpion, one of Erazor Djinn’s fearsome beasts! Fortunately, he has a DIFFICULTY
number of weak spots to exploit, once you avoid his nasty pincers, ranged attack, and strange gaping
maw. Quick thinking and quicker reactions are needed, but a fast takedown yields a medal, and your first
World Ring!
Dash to this long right
corner, avoiding a
couple of wayward
missiles and a few
ground pounds as you
go. You’re nearing the
beast. The range of your
attacks depends on your
Skills, but you must get closer. Pick up Pearls as you go.
Start to perform a
Charge Jump as Shahra
warns you of the Scor-
pion’s attack, and once
that pincer slams into
the ground, leap up and
you’ll see a red target
appear. Ramming speed!
Part 1: Pincer Maneuvers Not so fast (unless
A giant sinking pool of you’re super-speedy
sand is cleared as the thanks to Skills)! The
giant Scorpion wrestles Scorpion rushes off,
its way out and into and you must follow it.
combat with you! It You had but a second to
lands with a thump on react, so you may have
the sandy path outside to steer away from the
the temple, and flashes purple bombs it lobs your way.
a nasty pair of pincers. It’s go time!
Keep on running after
While the beast thrashes the monster until it
its mandibles in the bashes the ground for
distance, Shahra lets a third time and its
you know those eyeballs appendage rests on the
seem to be its weak ground. You have a
point. Dash forward and second or two to launch
collect the Rings from into a Homing Attack.
the double trail, then Smash the eye!
one of the trails that splits either left or right.
96
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Cutting that time in half is
Now continue with the the key to a Gold Medal, and as you can imagine, this
air combo, and smack is tricky! Come back with a full complement of Homing
into the second eye at the Attacks and steering, speed, and acceleration Skills. Use Speed
joint of the Scorpion. Break until the boss reveals his weak spot, and Time Break so
you always strike at the earliest opportunity, and stay close to
the fiendish beast!
97
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Welcome to the jungle. We’ve got fun and games as well as difficult maneuvers to pull off!
As you bounce between this and the other Worlds, remember that the Dinosaur Jungle
doesn’t have its own boss, just a series of cunning challenges to face in one of two envi-
ronments. Each has a lot of water to avoid, and dinosaurs that act as both scenery and
platforms that you can manipulate. Another World Ring is available after some egg and
nest locating, and you’ll learn that the Speed Break is useful not only for covering large
expanses of ground, but for destroying certain rocks and cacti, too!
Please remember—the way the Missions are unlocked during your Runthrough depends on which previous Missions you
choose. This guide has all of the Missions listed numerically, one after the other. The game allows (and insists that) you
play other maps first before returning to Missions. Choose the World and Mission you seek information about, and locate
it within this Runthrough.
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Shahra tells you the The camera switches to
Triceratopses are very look behind you, and
angry, and they’ll you can see how close
charge and hit you if the beasts are to your
you run in front of behind! Move to the
them. Therefore, follow right, head over a dash
this route: Stay in the panel, and grab the trail
middle, run over the of Rings while the Tric-
dash panel, and check the route ahead. eratops you were in front of charges. Then steer left and capture
another trail of Rings before you tread on another dash panel.
Choose either of the
next two adjacent dash As soon as your Soul Gauge
panels, following one of is filled (assuming you have the Skill equipped), use
the two trails of Pearls to it. There are a lot more Pearls to grab in the upcoming
it. Boost off it, through river rapids area, and you can bash through the cacti and white
the first trail of Rings. rocks without slowing down!
Stay to either side of the
white rock, then move to Move to the middle of
the middle and boost through more Pearls and a dash panel. Now the path now, and tread
for the important bit: When you reach the corner, make sure you on the single dash panel,
choose the trail of Rings opposite the side you chose earlier; a which launches you into
Triceratops charges the side you chose previously. a small downhill stretch.
Don’t hit any cacti! Stay
in the middle, shifting
• If you missed the first dash panel with Rings, the left slightly to avoid a
middle Triceratops charges you. final cactus, then choose either trail of Rings and boost over
• If you chose the left trail of Rings, choose the right another dash panel.
curved path of Rings at the corner and vice versa. Quickly move to the
• For a quicker time, choose the right side at the first middle of the path for
trail of Rings, and the left (inside) curved corner next. the last set of Rings
before the bridge.
Shahra hopes it is safe,
The path bends to the but when a giant log
right; follow the trail smashes through it,
of Rings and make sure you’re plunged into the
you tread on the next river rapids below!
dash panel. Then go
either left or right off
the white rock, through
the double trail of You land on the log
Pearls, onto one of two dash panels, and through another trail itself and begin to ride
of Rings. The best side is the right (as it allows you to move left, it left and right, down
keeping on the inside of the next corner and saving you time). the rapid river. Start by
Now quickly move to staying in the middle,
the opposite side of the collecting Rings, then
path to let another Tric- steer right at the bend,
eratops charge where grabbing as many of
you were running, hit the double trail of Rings as you can. Quickly shift to the left,
another dash panel nabbing another load of Rings after a sharp left turn.
after a double path of
Pearls, grab more Rings
(ideally on the left side; the inside of the corner is quicker),
round the corner, step on the right dash panel, and zoom
through more Pearls.
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Quickly steer left,
passing a rock, and
Concentrate on grabbing Rings during this frenetic
entering the river’s
descent. The Pearls are great if you’re collecting them
mouth. There’s a double
for your Soul Gauge (if you’re returning to beat a score
trail of Rings on the
on this Mission), but you should be using the Pearl
left, and a triple trail
Collector Skill to grab them.
of Pearls in the middle.
Once through there,
Stay in the mid-right you automatically leap off the log, and land on the jungle floor
of the river at the next itself. Happy exploring!
left turn, grabbing as
many Pearls inside
Rings as you can. Stay
in the middle to avoid You immediately have
the white rock because a choice: you can follow
it slows you down if the trail of Rings and
you smash through it. Then quickly steer sharply left to avoid leap over the cactus,
another white rock, moving around to line up with another taking the left path. Or,
double trail of Rings. you can run onto the
big ramp, and launch
yourself to an island on
If all you’re concerned with is collecting Pearls to fill the right. We’ll take the left route.
your Soul Gauge, simply steer to the opposite side
mentioned in this Runthrough. There are usually Pearls Stay to the right and
on the opposite side of the river from Rings. pass another cactus,
then maneuver onto a
thin bridge with Rings
After the Rings, stay along it. Take them as
in the middle, passing you go, and step onto
between two white a small island, turn
rocks, then turn left, and run along a
sharply left to nab a second bridge filled with Rings. As you reach the far end, ready
double trail of Rings a Charge Jump.
in the next section
Use it on the mutant
of river. Move to the
Flower Spirit that’s
middle, pass more rocks, and stay in the middle to gather Pearls
waggling on the ground
in Rings in a double trail.
at the foot of a ledge
ahead of you. If you’re
Keep to the right side
slow in reacting, it fires
all the time to take as
three seeds at you.
many Rings as you can
from the snaking trail.
Quickly move to the
middle to avoid two The Flower Spirit is a reasonably straightfor-
rocks on the river’s ward foe to fight. Wait for the petals to open,
outer edges, then stay then strike with three Homing Attacks. If the
in the middle, following a weaving trail of Rings and Pearls Flower’s petals are closed, bounce, Homing
between more rocks in a long right turn. Attacking the plant until it opens up.
100
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Once you’ve defeated
the Flower, the block
behind him shatters,
revealing a Spring,
which allows you to
easily reach a small
ledge with a circle of Take the right path,
Pearls inside Rings on over the big ramp,
it. Grab as many of these as you wish, then prepare to Homing and you land on a
Attack the floating magic carpets ahead. small island, with a couple of
blocks at the end to stop you
from dropping into the drink.
You don’t need to break the block and use the Charge Jump, waiting for the
Spring; a carefully timed Charge Jump can rotating spike ball to move,
propel you up onto the ledge if you stand on and aim at the spring side.
the block itself. Then bounce along all three,
before you finally target the
treasure chest. Inside is one
Here comes trouble: Platinum Ring. Drop down
You must execute behind it to grab, then walk
another Homing Attack into or target the Spring and bounce back onto the main path.
at the top of each
jump, targeting the If Fire Souls don’t concern
magic carpet you’re on, you, and you filled your Soul Gauge in the river
leaping higher, then rapids, activate the Speed Break just after you defeat
the second magic carpet the two Genies hovering over the boxes, and jet all the way to
floating nearby, and finally, Jump Dash onto the high ledge the flying pot, through the vines to come!
(shown here) that features a cage with a Fire Soul inside. This is
notoriously difficult to reach, so don’t fall off! Shatter the cage
with a Homing Attack, stay on the ledge, and drop or walk into After collecting the trail
the Fire Soul. Phew! That was tricky! of Rings, don’t speed
too quickly away, or
you’ll miss two Genies
on top of a set of blocks.
This is a very difficult series of moves! If you can’t Target the one on the
complete them, practice by defeating yourself right, then the other,
against a nearby cactus, and replay this section until after which the blocks
you succeed. Or, ignore the upper ledge completely smash, revealing a Spring. Target that and bounce up through
or return with a higher jump height Skill. the trail of Rings and Pearl circles before descending. Step on
the dash panel to continue.
101
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Charge Jump and bash Flap to the top of the rocky outcrop. The Pearl Collector Skill
the three Genies, each helps you glean the Pearls on either side, if you need them.
of which are floating on
a ledge stuck against Land on the outcrop,
the rock formation. then run down (or
Land on the top leafy Jump Dash over) the log
ledge and watch the with the two rotating
block atop the next rock spike balls on it. Time
island explode. It reveals a catapult. Target it, then fly onto it. your move so you
Then launch yourself (using the catapult) onto the last island, aren’t struck by either
which has a Spring on it. of them. Then Charge
Jump and land in another flying pot, flap all the way up and
jump out, then try a Homing Attack (after the fire has passed)
The Catapult into a Fire Genie, defeating him with two bops to the head.
Tilt the Wii Remote toward yourself, stop, and flick
it forward with a little force. The distance you’ll fly
depends on the angle of the catapult. Dash onto the neck
of a waiting dinosaur
and run downward
Run into the pad, until you spot this flying trea-
and you’re bounced sure chest. Leap and execute
automatically into a a Homing Attack into it,
giant plant and vine smashing the Platinum Ring
root system. You then inside so it drops into the middle part of the dinosaur’s back.
plummet through the Brake and land on it, then continue to dash down the beast’s tail.
middle of it, land on
a magic carpet in the Run along the grass
middle of it all, and automatically grab the Fire Soul. You arrive and prepare for attacks
at the log bridge opening. against three Flower
Spirits. Charge Jump
and strike each one,
then fall a little from
the ricochet until you
If you ignore the Genies
target the same Flower
and catapult, steer left,
again. If you’re too quick, you target the next Flower and you
around the rocky island,
have to retrace your steps, which wastes time. Once all three
and use the three dash
Flowers are struck three times each, a large block explodes,
panels (steer left, then
revealing a switch pad.
right, between the two
cacti) to gain speed and If you don’t hit the
boost along a spiraling switch, ignoring the
vine along the outside collecting Pearls; you’ll automatically run Flowers, or attacking
along here. After numerous loops, you appear at the log bridge. them but missing the
switch, the dinosaur
you’re running over has
Cross the log bridge and a neck positioned like this
wind around another (see picture). Run up the
vine, collecting the trail trail of Rings, off the dinosaur’s head, and down to a log ride.
of Rings as you go. At
the end of the vine run,
stop (flick back on the
Wii Remote), jump, and
target the flying pot.
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If you do hit the pad
Run up the bank and
after exploding the
hug the wall, edging
block, the dinosaur’s
quickly to the opening
neck shifts to the right. You
blocked by rocks. A
can’t grab the trail of Rings
giant Tyrannosaurus
anymore, but you can visit
Rex headbutts the
the sea-level outcrop to the
stone and sends it
right. Dash off the neck and
flying. As soon as it
launch three Homing Attacks
retracts its head, dash across and collect the three Rings. Do
into the floating treasure
this twice more at the other two rocky blockades.
chests around here. The first
two hold Pearls, and the last
contains a Platinum Ring!
103
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze [Link]
You can race to the
goal line now, which Silver [Link]
involves some insanely Gold [Link]
tight twists and turns.
Use Skills related to maximum speed, steering, aerial moves,
Fortunately, you don’t
vertical leaping, and Homing Attacks.
need to steer that
much. Just rush up the
spiraling track to the
Try practicing this Mission a few times to gain
big ramp and jump off. You land on the next large island and
another level or two.
begin to collect trails of Pearls on the route. Stay slightly right
of them, hugging the inside corners.
Head along the
pathway, then go left
Rewards
and land on a catapult.
Fling yourself forward World 2: Dinosaur Jungle: Mission 02: Diehard Challenge
with force to clear the
small island and big
ramp below, then race
Chapter 8: #7: Rescuing the King
for the goal. Fling your-
self with a slower flick to land on the small island. Smash the
chest to claim Pearls, then use the big ramp to escape.
The king demands that the winged beast unhand him, and it
does, dropping him out of the sky. Fortunately, Sonic catches
him—on his foot! After climbing to safety, the king explains
Run up the final island, that the beast has gone to the castle, where more minions
passing under arches are being assembled. It looks like a trip to this ancient aerial
and around grassy areas, kingdom is in your future…
all the way to the top.
The goal is just ahead.
Finish this in around five Look for tactics on the next Missions in the appropriate
and a half minutes for a section of this book. The next Mission in this book isn’t
reasonable Bronze Medal unlocked after this one.
score. Be quicker for a Silver Medal. As for Gold?
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Mission 02: Diehard Challenge
Unlocked: After completing 2-01: Go for the Goal
Legend
Platinum Rings
Treasure Chest
Fire Souls
You can also Charge Jump and leap over the spike balls,
or ignore the waiting and hope you get lucky.
Grind across the rail
to the narrow path
It’s time for a quick exit. that winds around the
Make a Charge Jump large rock, until you
that clears both steps reach another clump
and sail into the air, of white boulders.
braking only to land Just beyond are three
just after the first white Genies, attack them.
rock. Collect the Rings,
Now leap up and combo
then make small jumps
the three Genies in a
over the subsequent rocks, collecting more Rings.
single, multi-hit air
combo before landing
If you can execute a Speed
and continuing to climb
Break, now is a great time to smash through all the
the spiral path. Watch
white rocks, which saves you time during this section.
out for two more Genies
Slow down after hitting on the way up; slam into
the Spring, as Genies both of them with a Homing Attack (or a slide if you have that
fly in from the left and Skill), then launch from the big ramp at the top.
you may get struck
by one if you’re flying
at the time. Quickly
attack them as soon as
the red target appears.
There are two green Genies, a Fire Genie needing two hits to
defeat, then three more Genies. Defeat them in one multi-hit air
combo.
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Land on the next island Assuming you don’t
and begin to speed have a Soul Gauge yet
through the pathway, and can’t smash the
keeping slightly to the white rocks and cacti,
right so you can claim you must be very wary
most if not all of the five of the final pathway.
trails of Pearls. Speed As you ascend, it bends
Break through here to the right, leading to
if you want a fast time. Then slam through the white rocks and white rocks. Jump them, then head onward. At the left switch-
Genies, or (if this is your first time through), Charge Jump and back turn, Charge Jump over the double cacti. If you don’t,
bash each of the three Genies, then smash the cage for a Fire Soul. you’ll fail this Mission.
Charge Jump and bash each of the three Genies, then execute a
Time Break to see the Fire Soul in the cage, destroy the cage, land
on the Fire Soul, and claim it!
The cacti in this area can stop you from ever
finishing this Mission. Be sure you jump over all of
them, then return later and smash into them with
Speed Break. Revenge is sweet!
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Look for tactics on the next Missions in the appropriate
section of this book. The next Mission in this book isn’t
World 2: Dinosaur Jungle: Mission 03: Collect Rings unlocked after this one.
“Collect 99 Rings!”
You’re back at the start of the Dinosaur Jungle obstacle course, but this time you must prepare for the trio DIFFICULTY
of Triceratopses and some very specific Ring gathering. Follow the collection of 99 Rings while avoiding
the dinosaur tusks and prickly cacti husks.
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Gather this trail of Shift to the pathway’s
Rings on the left after right side now, as the
stepping on the dash left area is dangerous.
panel. Avoid the white A charging Triceratops
rock, move to the middle, thunders forward in front
and step on the dash of the other two. Line
panel. Collect Pearls from yourself up with this dash
the double trail. panel, then run around
the outside of the left turn, collecting another trail of Rings.
Turn the left corner by
heading to the outside
Your Ring total should
of the bend, collecting
be 94 by now. Move
the trail of Rings, and
quickly to the pathway’s
stepping on the dash
left side and grab the
panel. The left dinosaur
Pearls after the dash
rams your previous
panel. As soon as the
location.
camera switches, stay
Cross to the middle of on the left side of the
the path and line yourself path (although you’re on the right side of the screen) and run
up with the right bend through the trail of Rings you won’t see until you reach them.
ahead. Grab the trail This completes the Mission.
of Rings leading to the
dash panel. Your Ring
Any Rings you collect
collection should number
after this point
around 38 by now.
don’t win you a Gold
Medal, but if you’ve missed
some Rings and want to finish
the Mission, move to the other
Although returning here with a Speed Break ability side of the path while the
and using it to smash the cacti and white rocks camera is in front of you and
seems like a good idea, you’ll move too fast to line claim another set of Rings.
up the Rings to come. Use this only to test out your When you reach the dip with
lightning reflexes. the cacti, swerve around the
middle cactus and line your-
self up with a set of Rings and
a Platinum Ring in the middle.
Stay to the left as Are you still short on Rings? Then you might want to restart!
you reach a cactus
and white rock.
Quickly cut right, collecting
the Platinum Ring just before Finishing in less than 16
heading through the left seconds is no picnic, but it’s possible if you grab every
double trail of Pearls, then single Ring as you reach it and don’t miss any. Also
through dash panel and left trail of Rings. All this collecting try the Speed Break in between sections of Rings, but manually
should bring your total up to around 70. turn it off and on so you don’t lose control and hit a cactus.
109
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
Rewards
tually, a Gold Medal for this Mission: There are no rewards for completing this Mission.
Bronze [Link]
Silver [Link] Look for tactics on the next Missions in the appropriate
section of this book. The next Mission in this book isn’t
Gold [Link]
unlocked after this one.
Use Skills related to maximum speed, turbo start, acceleration,
ground steering, and Rings.
tricky enough when you’re not trying for a Gold Medal. You need a mixture of cunning, lightning-fast
reactions, and the ability to switch Speed Break on and off after collecting enough Pearls. Good luck;
you’ll need it!
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Once on the dinosaur’s
tail, run to the first
cactus and leap over
If you didn’t turbo your start, the rotating pad is it, gathering some of
pointing downward and you must wait for it to rotate the Pearls surrounding
up again. This isn’t going to win you any Gold Medals. it. Instead of landing,
execute a Homing
Attack into the Genie to
defeat him.
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Splash Jump over the large
block the Flowers are guarding and Speed Break up World 2: Dinosaur Jungle: Mission 08: Chain of Rings
the second dinosaur, stopping just before the spike World 4: Levitated Ruin: Mission 04: Perfect Challenge
ball. Speed Break after the spike ball to victory.
Attempt the following Look for tactics on the next Missions in the appropriate
times (in seconds) to claim a Bronze, Silver, and even- section of this book. The next Mission in this book isn’t
tually, a Gold Medal for this Mission: unlocked after this one.
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to Pearl collecting, Homing Attacks, braking,
and speed.
“Defeat 10 Genies!”
The actual Genie defeating isn’t too difficult here because the Flower Spirits also add to your total. But the DIFFICULTY
Fire Souls are difficult to find and part of the route can’t be accessed until you can slow time. For the moment,
concentrate on defeating the first 10 Genies you see, then return to completely investigate this area.
112
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Target the Flower Spirit
that appears at the far
end of the island and
slam into it three times
until the block it was
guarding explodes.
Beneath it is a catapult.
You can target the cup of Drop to the ground and target a Fire Genie on the way down.
the catapult without landing from the three-hit combo you just Bash him twice, then with the height you get from the attack
inflicted on the Flower. strike, destroy the treasure chest on the upper platform above
him to get the Pearls inside. Follow this attack by defeating the
Flick the catapult so you fourth enemy: another Fire Genie waiting on the other side of the
tumble across to a small upper platform with the treasure chest. Only six more to find!
island. Land on another
catapult and use that to Before you leave this
propel yourself across area, return to the plat-
to the continuation of form where the floating
the left path, through treasure chest was and
a floating arc of Rings. Jump Dash across to the
Land on the dash panel and move across the narrow bridge next upper platform.
collecting Rings. Charge Jump as you cross, so you can jump Across from you is a
and land on the rotating pad. Make sure it’s the non-spiky side. final platform with a
cage, and inside the cage is a Fire Soul. Target it, smash the
Fly over the green plat- cage, and brake, landing on the Fire Soul to claim it.
forms and land on the
platform with the circle
of Rings. Grab any you
want, use the seeds the
After you defeat the
nearby Flower Spirit
second Fire Genie,
is firing at you to gain
follow the trail of Rings
some height, then attack
down the road, steering
it with three strikes until it yields. That’s enemy #2 dealt with.
right of the cacti, then
between the two others.
To quickly dispatch 10 Follow the path to the
enemies, ignore this Flower. Run under the platforms, big ramp, which propels
staying left of the rotating pad and collecting the trail you down to the log bridge.
of Pearls. Bring down the two Fire Genies next.
Of course, you may
wish to claim the
second Fire Soul
Drop off the plat-
before you reach this
form and move to
log bridge! Just as you
the next rotating
reach the big ramp,
pad. Bounce onto that (unless
leap over it rather than
you want a fast time; then
touching it, and you’ll
ignore this). Target the
run down the spiraling vines, collecting Pearls and the Fire Soul
floating treasure chest on the
hidden here!
upper platform. Smash it, then land on the Platinum Ring that
appears.
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At the end of this grassy
section, just before the
dinosaur tail, is a series
Run along the log and
of three platforms and
wait a moment; check
a top area with a chest
the right side to see a
on it. Each platform has
Flower Spirit trying
a rotating spike ball.
to blend in with the
Shahra suggests you
scenery. Target and bash
ignore it and continue. Two options are now available:
him three times until
he yields (that’s enemy
#5), collecting the Rings and running down the spiraling vine.
The first is to ignore this
At the end of the structure, dash onto the
spiraling track is a wall dinosaur tail, and run
with a large switch on up the back of it. As you
it. Jump Dash into it, reach the horns, two
then back flip through Genies appear. Defeat
the Rings to a newly them if you wish to
appeared Spring. Do defeat your seventh and
this quickly or the eighth enemies. Then run up the dinosaur’s neck, following the
Spring disappears. This propels you up to the second log bridge. trail of Rings.
Run down it.
Once you have the Time Break ability, Charge Jump as you reach
the spinning pads on the platforms and slow time down. Target
the lowest pad, bounce off it to the adjacent middle pad, then
aim for the top platform (ignore the third rotating pad). Splash
Jump onto the platform and stand on the switch pad. Then
smash the chest for Pearls.
114
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Drop off the platform Drop onto the lily pads,
and run up the back turn right, and leap to
of the dinosaur. At the target a Spring. This
horned area, defeat bounces you onto an
the two Genies; these upper ledge. Hit the big
are your seventh and ramp after grabbing the
eighth Genies. Notice trail of Rings and land
the neck of the dino- on the ledge opposite.
saur? It’s moved to the right. Two Fire Genies here can be your final targets.
115
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even- Rewards
tually, a Gold Medal for this Mission:
Bronze [Link]
World 2: Dinosaur Jungle: Mission 06: Stealth Attack
Silver [Link]
Gold [Link]
Use Skills related to Homing Attacks, steering, aerial accuracy, Look for tactics on the next Missions in the appropriate
and speed. A Soul Gauge is also recommended! section of this book. The next Mission in this book isn’t
unlocked after this one.
usual or use enemies to gain height unless they take more than one strike to defeat. However, as long as
you remember to avoid combat, the now-familiar route (from the log bridge to the arena) shouldn’t be
too difficult.
Legend
Platinum Rings
Switch Pad
Treasure Chest
Fire Souls
116
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Run onto the grassy
area and locate the
Flower Spirit waiting
for you. Ignore him if
Turbo off the starting you’re after a fast time.
point, down the log, If you need another Fire
and collect the trail of Soul, bounce either
Rings at the end. The on the seeds, or once
next section presents on the beast itself, and fly into the Fire Soul. The Flower also
a new challenge: you guards the switch pad that moves the next dinosaur’s neck.
need to cross the gap, Land on it if you wish. It is currently switched “on.”
but you can’t use a foe
as you did in the previous Missions. Instead, Jump Dash into the
nearest air launcher.
The Air Launcher The route you take is important. If the switch is “off,”
you negotiate the upper ledges of the grotto. If the switch
There are two types of air launchers and both look
is “on,” you maneuver on a river log. The lower area is
like large, floating, segmented circles that expand
quicker.
and contract. Simply flick the Wii Remote when the
circle closes in to its tightest point and you’ll fly accu-
rately to a location across the zone. If you flick the
Wii Remote prior to this point, you won’t travel as
accurately. The second type of air launcher has spikes
on the inside. Flick away before they close in and
damage you. Fortunately, none of this type exist on
this Mission level.
If you’re concerned
about a fast time, read
on. If you want a Fire
Soul, then back up
along the length of the
dinosaur all the way to
the neck. A Fire Genie
is floating in this area,
with the Fire Soul above him. Target and hit him once and you’re
propelled into the Fire Soul. Don’t hit him again. Flee the area.
Or, drop from the second Air Launcher and run past it, down the
dino’s neck, and claim the Fire Soul without backing up.
117
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If the switch isn’t on If the switch under
after the Flower fight, the Flower Spirit was
run up the dinosaur, struck, run up the
jumping over the Fire dinosaur, strike or
Genie, and grab the leap the Fire Genie on
trail of Rings on the its back, speed right
dinosaur’s neck before and drop down to the
dropping down on the lower grassy path, then
upper grassy knoll. Avoid the Genie and run under the moving jump over the Fire Genie (or strike him once). Collect the trail
spike balls to the big ramps leading to the water lilies and the of Pearls, avoiding the white rocks (or smashing them with a
entrance to the grotto and river. Speed Break). Then enter the lily platforms.
118
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
Whichever path you tually, a Gold Medal for this Mission:
took, you finish at a Bronze [Link]
big ramp leading to the
Silver [Link]
arena. Grab the three
Rings as you shimmy Gold [Link]
to the ramp, then boost Use Skills related to turbo starts, aerial maneuvers, and
into the goal area and steering.
claim victory!
previous Mission (06), with a choice of paths after the second dinosaur but only one way to negotiate
the cavernous river interior. Simply choose the most direct path, grabbing Pearls if you need them, and
bounce the heads of countless cave-dwelling Genies to Mission completion!
Legend
Dash Panel
Switch Pad
Treasure Chest
119
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If you’re struck by a foe or fall in the water,
Begin with a tremen- complete the Mission anyway to learn the
dous turbo start that layout and enemy locations, then restart and
allows you to race down go for it!
the log in front of Uhu,
and through the curved
path of Rings, all the If you didn’t stand on
way to the gap over the the switch pad, the
water. dinosaur’s neck is
upright and you can
There’s no fancy way to
zoom up it to two Fire
cross this area; simply
Genies (one of which is
target and bash the
nasty and usually hits
two floating Genies to
you with his fire if you
continue. Charge Jump
don’t get enough height in your attacks). Defeat them both,
from the near bank,
then either leap or Speed Break through the collection of white
then bop them both. As
rocks leading to the lily pads.
you land on the upper
ledge, weave right, then go sharply left to avoid the nasty cacti.
Leap onto the first dinosaur and Jump Dash down its back,
making sure you collect the Rings on his tail. Keep right as you
step onto the grass, passing two cacti on your left, then sharply
swerve left to avoid a cactus on your right. This is difficult at
high speeds, so improve your steering (or Jump Dash over
these nasty plants).
Ideally, stand on the
switch that moves the Jump on the lily pads and leap toward the Genies floating above
second dinosaur’s neck. the water. Execute a Homing Attack into the first of the Genies
The route to the right or you’ll land in the water and lose the race. Bop each of the
is slightly faster if you four foes, Jump Dash over the green platforms, and begin the
have Speed Break, next section. Or, after the second foe, you can land and grind
and less dangerous. on an invisible rail while collecting Rings, which is slightly more
Stand on the switch by dangerous.
steering right quickly. Then steer to the middle and make sure
you stand on the dash panel as you reach the dinosaur’s tail.
120
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Skill Awarded: #033 Sub F-Tackle
Leap from the platform and tackle the remaining six Genies #033 Sub F-Tackle is another Hidden Skill you can
floating between you and the goal line. Without landing, defeat unlock after claiming a Gold Medal during a Mission, and
them all in a large air combo. You can land on a second invis- it increases your attack power during a Short Jump at
ible rail and grab Rings, but Charge Jump immediately after the expense of your defense. Check the Skills section for
picking up the last one or you fall in the water. With the final foe more information.
defeated, Jump Dash to the goal.
121
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Legend
Platinum Rings
122
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With speed, you auto-
matically leap onto the
neck (keep the chain
going by hitting the Claiming a Gold Medal is
single floating Ring straightforward. Turbo at the start and follow the
above the dinosaur’s tactics in Part 1 of this Mission.
head). Now run down
the neck and collect Attempt the following
the final group of Rings. Ignore the circles of Pearls and Rings times (in seconds) to claim a Bronze, Silver, and even-
ahead; the 30-Ring chain combo is done. Brake and claim Gold. tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
You should stop and
Gold [Link]
claim Gold right away.
However, if you’re Use Skills related to turbo, steering, acceleration, and speed.
after a decent experi-
ence boost, leap from
halfway down the neck
and land above the
vertical trail of Rings,
World 2: Dinosaur Jungle: Mission 12: No Pearl
then brake down through them. Jump Dash through the trail of
Rings and Pearls.
Next comes four circles Look for tactics on the next Missions in the appropriate
of Rings scattered section of this book. The next Mission in this book isn’t
through the grass. unlocked after this one.
Jump through them and
collect the couple you
pass through, keeping
the chain going. Then
run onto the dinosaur
tail, passing through five more Rings.
123
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Mission 09: Special Challenge
Unlocked: After completing 2-02: Diehard Challenge
crack open five Genie eggs, which feature the same markings as the Genies themselves. Repeat the main
circular path until you’ve found all five eggs, which are positioned in the same spot each time. Learn the
various backtrack routes to gain the fastest time and watch out for the water.
There are six eggs in this Mission area, and only five of
them need to be smashed.
124
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Genie spirit egg destroyed! (2 of 6 locations)
125
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Land on the grassy bank
and activate the left
switch pad. You can’t
Steer the log left and
run up the right grassy
the only option is to hop
ramp, so ignore it for the
off onto another grassy
moment and run down
area. Three Genies
the path around to the
appear as you venture
dinosaur head (which
forward, so Charge
rests on the ground because you pressed the switch pad).
Jump and attack all
three of them in a single
air combo. After you defeat the third Genie, the stack of blocks
explodes, revealing a Spring.
Once the Genies are gone, the block explodes and another egg
Take this route only if you wish to obtain the final Fire
is revealed inside. Bounce on it three times to destroy it. This
Soul on this Mission.
is the fifth egg, so technically you can finish the Mission now,
but there’s a quicker route (revealed below). For now, avoid or
step onto the catapult. If you avoid the catapult, leap onto the
dinosaur’s neck and complete a lap. Or, you can flip the catapult
and soar across a platform (a slow fling allows you to land on
the near one to pick up Rings).
126
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Genie spirit egg destroyed! (5 of 6 locations)
land and place them in the corresponding nest. The only problem is that each egg and nest has a specific
coloration, and the locations occur randomly. Simply continue running circuits, picking up eggs, and
depositing them in the appropriate nests. The following information shows where the eggs and nests are. Remember that they will
be marked with different symbols each time you try this Mission.
127
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The only nest location
Legend in circuit area #1 is
Switch Pad atop the leaf platform,
accessed via the cata-
Fire Souls
pult. Flick there when
you have an egg that’s
the same coloration
and design. Be sure you
drop down into the lake and claim the first Fire Soul, behind the
rock on the left
Nest Location #1 (1 of 4)
Circuit area #2: using the Spring atop the stone platform
is useful only if you need to quickly return to circuit area
#1 and the egg and nest locations there.
128
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Drop off the grassy
Egg Location #3 (3 of 4)
ledge, and ride the log
The green Genies that
along the river, which
arrive as you cross over
has the same spike balls
the dinosaur attempt to
to avoid.
impede your progress;
make sure you execute
a Homing Attack and
Continue to the lower combo to defeat them,
grassy area, defeating so you aren’t struck and
the three Genies, which lose the egg you’re carrying. Then start circuit area #1 again.
smashes the column of
blocks, allowing you
to ricochet up to this
grassy area and trail of
Rings. It finishes with a
nest at this location, just before the second lake. Now maneuver If you took the right
all the way to where the paths split at the two switch pads. path at the end of circuit
area #2, stepped on
Nest Location #2 (2 of 4) the ground switch that
lowered the dinosaur’s
neck, and ran up
the grass slope, you
encounter three Genies
guarding a block. Defeat all three. Inside is your final egg location.
Take the left route at
the fork in the path, and Egg Location #4 (4 of 4)
ignore the grassy ramp.
Instead, make sure you
Speed Break through
From here, you can either enter the catapult or avoid it
the three vertical cacti,
and leap onto the dinosaur’s neck.
to grab the Fire Soul
inside. Get to the dino-
saur’s head, where there’s another nest. Check and remember Step into the catapult
the coloration and symbol on the nest. and flick the Wii Remote
at a slower pace, so you
land on the first circular
platform with the circle
of Rings. In the middle
Nest Location #3 (3 of 4) of the platform is the
last Fire Soul; brake and
Step onto the dinosaur’s land on it. That’s all three gathered!
head and run across its
body. There’s another
egg halfway along, in
the middle of its back.
Grab the egg and try to
take the next Fire Soul,
or ignore it and begin
circuit area #1 again.
129
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The last nest is at the
Attempt the following
end of the series of
times (in seconds) to claim a Bronze, Silver, and even-
circular leaf platforms
tually, a Gold Medal for this Mission:
on a small island.
Jump Dash when it is Bronze [Link]
targeted, so you don’t Silver [Link]
stop at the wall below Gold [Link]
the top of the island.
From here, return to the lake, halfway through circuit area #2. Use Skills related to maximum speed, steering, and air
maneuvers.
Nest Location #4 (4 of 4)
“Collect 99 Rings!”
DIFFICULTY
You’re back in the circuit of the Dino-
saur Jungle, where you must make a
series of incredibly precise maneuvers
to gather the 99 Rings in time to claim a Gold Medal. Although
there are far more Rings out there, complete the entire Mission
in the first circuit area by using the following tactics.
Legend
Begin with a turbo boost Platinum Rings
from your starting Switch Pad
point, running toward
the middle of the big Treasure Chest
ramp ahead. Gather
four Rings before you
hit the ramp. Current
total: 9 Rings.
130
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Now for a tricky maneuver!
Bounce back to the pad with
Equip the Ring Bonus Skill so that you start
the Spring on it, but avoid it,
with five Rings. Otherwise you’ll need to and instead aim at the Spring
gather five additional Rings from the area. leading up to the ledge. Charge
Jump as you arrive at the far
Land on the first leaf end, waiting for a Fire Genie to
platform and target the look away. Bounce on its head twice, then into a green Genie.
nearer green Genie; However, make sure the green Genie is floating upward so you
strike him but be gain enough height after hitting him to land on the upper leaf
careful not to be struck ledge with the treasure chest. A Platinum Ring is inside. Walk
by the Fire Genie’s into it, then off the edge of the platform. Current total: 69
flames. Defeat the Fire Rings.
Genie, then the other
Ignore the circle of regular
green Genie.
Rings under the platform and
jump down to the log. Imme-
diately steer it left, toward the
When you’ve left side of a white rock with
defeated all three a spike ball circling it. A final
Genies, the block Platinum Ring here brings
column on the right platform your total to the 99 you need.
explodes, revealing a treasure
chest. Target and smash into
it, then land on the Platinum
Ring that falls out. Current total: 29 Rings.
Claiming Gold is straight-
forward. Simply follow the tactics shown previously.
131
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Mission 12: No Pearls
Unlocked: After completing 2-08: Chain of Rings
like never before; grabbing even one fails this fiendish Mission, so take your time until you learn exactly
where all the Pearls are. Take a methodical approach to the Mission. Remember that you can’t defeat any
foes and remove all Pearl Collector Skills.
132
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Leap the Pearl cluster
in the middle of the
The Spring at the top dinosaur’s back and run
of the stone platform under the first of the
is gone, so head for three appearing green
the lower area. Ignore Genies. Don’t defeat
the switch pad, as this them! Now leap over
conjures up a trail of the second, under the
Rings and a Fire Genie third, and make a dash for the goal line. Phew! The Dinosaur
that can seriously Jungle is done.
impede your progress.
Drop onto the log and Look for tactics on the next Missions in the appropriate
ride it along the next section of this book. The next Mission in this book isn’t
lake section, steering unlocked after this one.
through the Ring trail
but left of the Pearl
cluster, through the
next Ring trail, and
right of the next Pearl
cluster, onto the switch pad area.
133
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The Evil Foundry is a mass of pipes, metal corridors, fiery obstacles, and some dangerous
lava and smelting pits. It is home to a large, lumbering Golem with a soft head, and a giant
Golem whom you must douse with water before you can even attack him. You’ll be darting
between Worlds numerous times before all the Missions inside this twisted metallic castle
are completed, and the zones themselves are a little more structured than Dinosaur
Jungle, but no less difficult.
Please remember! The way the Missions are unlocked during your Runthrough depends on which previous Missions you
choose. This guide has all of the Missions listed numerically, one after the other. The game allows you to play other maps first
before returning to Missions. Choose the World and Mission you seek information about and locate it within this Runthrough.
and make sure you gather all the secrets before you leave. This includes defeating the huge Golems, shim-
mying to avoid spike balls, and negotiating a number of fearsome corridors where razor-sharp fan blades
can stop you in your tracks. Avoid the lava pits, head all the way to the center, and meet the true source of power in this World.
Legend
Platinum Rings
Dash Panel
Switch Pad
Treasure Chest
Fire Souls
134
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first Genie, or you’ll be caught in the explosion! Continue and
target three more tanks. Each time you strike one, it floats into
Turbo off the high point one of the three other green Genies, defeating them.
you’re standing on,
down to the castle floor,
and skid left through
the collection of Rings. Tanks are excellent for defeating foes as long as you
Keep your speed up and aren’t caught in the explosion, so make sure your
you won’t be caught by foes are far enough away from you. Also remember
the falling machinery. that you can travel faster than the tanks fly, so
If you are, weave left and right until you reach the stacked parts watch your step if you’re accelerating quickly.
and massive stomping giant.
This is a Golem. He’s
actually quite harmless
as long as you leap up
Jump Dash into the
on the machinery parts,
corridor beyond,
then jump up, target the
following the circles of
Golem’s head, and strike
Pearls and grabbing
with a Homing Attack.
them all. Maneuver
He topples over and
around the doors by
you’re propelled upward into a cluster of Pearls. In the middle
heading left, right, left,
is your first Fire Soul.
right, then left at the
last set of doors. The last few doors have spikes on them, so
don’t run into them.
135
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Genies, you can optionally return to the block the two tanks were
balanced on, and claim a Platinum Ring inside.
Steer right as the path
spirals down to the left.
Steer to the left, running
through a trail of Rings,
then steer right to collect
a trail of Pearls. Quickly
steer left to gather more
Pearls, then grab as
many of the Rings in the next trail as you can. Slow down!
Or, speed up! This is a good Enter the expansive chamber ahead of you, where a Golem is
spot to use Speed Break, as long as you can avoid all stomping around. Stay left, Charge Jump, then land on the group
the fan blades in the corridor to come. of stacked machine pieces. This gives you the height you need to hit
the Golem with a Homing Attack. Or, bounce off the tank he throws,
and target his head. He falls and the structure ahead and to the right
of him crumbles slightly. Leap onto the structure, target the Spring
at the top, and bounce into your second Fire Soul.
136
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If you miss the rail, stay low to the ground
and watch for ground spikes. This is another
opportunity to use Speed Break and race
through this section.
137
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third. Wait for it to shrink, then propel yourself into the Fire
Genie at the smelting exit.
Run forward and step
on any of the dash
panels to race up a
wall. Steer left or right,
keeping to the sides to Jet through the
avoid the blocks with archway and leap
protruding spikes. As into an air launcher
you reach the top, steer at the right turn. Wait until
to the middle so you don’t run into a pool of lava as the path the launcher is at its most
narrows. compact, and launch out,
hitting three green Genies.
Maneuver along the
Defeat all three, and ahead, three blocks on the right of the
narrow path and don’t
narrow corridor explode, each revealing a Platinum Ring.
drop off either edge or
you’ll land in lava. Three
crushers lie ahead. Jump
Dash as the crusher
rises, revealing the gap.
138
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Attempt the following
Follow the path as it times (in seconds) to claim a Bronze, Silver, and even-
continuously turns tually, a Gold Medal for this Mission:
left after sections of Bronze [Link]
narrow straight platforms.
Silver [Link]
On the way, try a Speed Break
to quicken the pace. Run Gold [Link]
through circles of Pearls then Use Skills related to acceleration, steering, air and ground
a trail of Rings, staying in the middle to avoid obstacles. Alter- maneuvering, grinding, and Pearl collecting.
natively, you can turn left after the tumbling spike balls, and
target a piece of falling machinery, up to a winged chest, and
claim the Platinum Ring inside before continuing.
Race through the trail Look for tactics on the next Missions in the appropriate
of Rings (with a Speed section of this book. The next Mission in this book isn’t
Break), and follow the unlocked after this one.
path all the way to the
middle of this pipe-filled
chamber to the goal.
You have now acquired the Soul Gauge and can bend
time and space, speeding up or slowing down your prog-
ress through Missions considerably. Pearls are now very
useful too; make sure you practice your Pearl collecting Erazor laughs mockingly and tells Shahra and Sonic that the
and the Speed Break and Time Break skills. Ifrit has been summoned to burn the remaining book pages. He
asks whether the seven Rings have been gathered yet. Sonic is
angry, but half of his force is snuffed out and Erazor disappears,
leaving Sonic to deal with the Ifrit. Sonic’s moves don’t work,
as both are tied to the flame. Sonic uses Time Break to flee, but
he’ll be back with a way to defeat this terrible titan.
139
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Mission 02: Diehard Challenge
Unlocked: When Captain Bemoth is defeated
and a dash up a wall that’s sure to test your maneuvering ability. Simply rushing through here isn’t
advised. Instead, approach each section methodically, as you can be caught off guard as Genies appear too
late for you to react to. Or, dash through here, ignoring all the Fire Souls, and attempt to claim the Gold.
Legend
Platinum Rings
Dash Panel
Fire Souls
140
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Stay left as you continue
down this tunnel-like
corridor, avoiding both
the spike balls and
staying to the middle-
right as you reach a
ground spike trap and a
rotating fan. Try a Short
Jump and head through the fan between the blades.
141
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Chapter 9: #2: Rematch with the Ifrit
A Gold Medalist in the
Diehard Mission should stay primarily to the sides,
and not weave back and forth. The Neo Pearls at the
start of the Mission allow you to dart through the first section
of tunnel easily. When you’ve learned where the obstacles are,
launch as early as possible.
142
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Stay in the middle as
you run under the
patterns of Rings until
you reach the Rings
blocking your path at
the end of this section.
Leap over them, then
immediately land at the Move right, left, then right around the cylinders and keep on
corner so you don’t fly through the cluster of five Rings ahead the ground to avoid the Rings above you as you make another
of you. left turn. This leads to a final cylinder obstacle; stay in the
middle, and either ignore the switch pad (fly over it) or tread
Stay right, then left as
on it and stay on the ground as the Rings appear in front of you.
you pass three more
Speed Break over the goal line.
trails of Rings and reach
another left corner. Stop
at a shallow metal barrier.
This allows you to Charge
To make that 27-second
Jump and optionally land
time, use a couple of Speed Breaks and master the
on or Splash Jump over
level layout. Practice until you perfect it.
the obstacles surrounded by Rings. These contain Neo Pearls, which
you can use in a moment to Speed Break. Attempt the following
After grabbing the times (in seconds) to claim a Bronze, Silver, and even-
third Neo Pearl atop the tually, a Gold Medal for this Mission:
obstacle, run through Bronze [Link]
the circle of Pearls,
Silver [Link]
tread on the switch pad,
ricochet up and over Gold [Link]
the metal cylinders, and Use Skills related to grinding and steering.
target and smash the
floating chest. Inside are more Pearls.
Round the corner, and There are no rewards for completing this Mission.
either attempt a Speed
Break (after learning
Look for tactics on the next Missions in the appropriate
where the Rings are),
section of this book. The next Mission in this book isn’t
or target and strike
unlocked after this one.
the four Genies above
the Rings below. This
allows you to reach an
invisible rail. Grind around the corner, collecting more Pearls,
then drop down at the far end of the next path.
143
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Head into the tunnel
area and either Splash
Jump and avoid the
cylinders this way, or
stay in the middle and
try not to get caught on
the edge of the alter-
nating obstacles. Leap
the two crate clusters before you make the right turn.
Dash into the smelting
room and leap through
the gaps between all
three crushers. They
aren’t moving so this
should be straightfor-
ward, but leap early at
the last crusher so you
don’t stop at the base of it. Propel yourself over the big ramp
and into the final chamber.
Stay to one side as
you enter the room,
avoiding the cylinder
and gap behind it. Then
move to the middle,
pass through the double
cylinders on each side,
and claim victory!
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defeating a Fire Genie and three green Genies in the process. If
you come up short, dispatch the Genies in the usual way.
Head into the next
chamber, leaping over
the crusher bases before
you’re stopped by them.
Boost through all of
Shimmy: If you miss the invisible rail, you turn right and can’t
them until you leave
backtrack. Instead, head right, through the trail of Rings, and
the chamber, and try
avoid or defeat the Fire Genie. Shimmy onto the narrow ledge
not to slow down while
and head left. Avoid the moving spike balls. There are two with
dodging the crushers. Make a left as you exit.
three Rings, a giant ball, five Rings, a Fire Genie (you can avoid
the flame but you can’t attack), two more balls, and a final two Grind on the rail and
spike balls without a rail to grab onto. Drop onto the path on leap off to defeat
the other side. As you leave, you spot the Platinum Ring you the Fire Genie in the
can grab only during the rail maneuver. corner. Then run to the
chamber’s middle and
boost under the double
crusher and the two
Jump up, target the remaining crushers
two clusters of machine before hitting the trail of Rings and dash panel at the exit.
parts, and hit them.
Make sure you use Time
Break at the platform’s
edge on the near side. Head down the wall,
Execute a Homing aiming for the Rings
Attack first on the and letting your Skill
enemy, and then on the falling pile of steel, the Fire Soul can be slurp up the Pearls.
obtained during the jump; start the Homing Attack before the At the base, follow the
machine part starts to fall. empty corridor into the
spiral path chamber
and begin to ascend.
Grab the Rings on the way and make a Short Jump over the first
set of ground spikes.
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This is a prime opportu-
nity to launch a Speed Break because you have some
distance to cover. Stop as you reach the air launcher.
World 6: Skeleton Dome
Jump into the air
launcher and propel
yourself out at the
World 3: Evil Foundry: Mission 06: Stealth Attack
optimal moment. Time
it correct, and execute a World 6: Skeleton Dome: Mission 01: Go for the Goal
Jump Dash the moment
you regain air control,
and you can guide your- Chapter 9: #4 Red World Ring
self into the last Fire Soul. As you grab it, immediately target
the tank on the top of the steps.
Skill Awarded: #050 Fire Lock-On
The tank flies into the #050 Fire Lock-on is a Hidden Skill you can unlock
air and defeats the after claiming a Gold Medal during this Mission. It allows
lumbering Golem, but you to lock-on to a Fire Soul with a Homing Attack. Now
don’t watch. Instead, that’s handy!
dash past the Golem and
take any of the Grind
Rails. Zip along to the
goal line or Jump Dash
over the cylinders and Speed Break to the goal.
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Mission 06: Stealth Attack
Unlocked: After completing 3-05: Beat the Clock
to defeat any foes. Remember that no Genie can be touched, except for the Fire Genie (which can be hit
once). This makes moving about this place extra tricky. Take your time the first few attempts, then return
and claim Gold. The route is short but frantic and dodging is more important than a good Homing Attack.
Head left and right
to avoid the spinning
Genie, then Charge
Jump and land on the
cylinders at the top of
Legend the spiral path. Or, if
Platinum Rings you’re more skilled,
Switch Pad attempt the following
in mid-air: target the purple Genie just behind the floating
Treasure Chest
Fire Soul and attack, but brake and drop through the Fire Soul
Fire Souls before you reach him.
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Stay left as you race Before crossing the
down the steps, then goal line, target the
jump and target the two chests, then the
Fire Soul inside the flying pot. Flap up to
cage; it only appears the Platinum Ring, then
during a Time Break. leap right, land on the
Swoop in and smash the invisible rail below, and
cage without defeating grind through three
the Fire Genie above it. more Platinum Rings and on to victory.
in your adventure. This is tricky unless you employ Speed Break, ideally as you Splash Jump over a cylin-
drical obstacle.
149
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Legend
Platinum Rings
150
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Mission 08: Perfect Challenge
Unlocked: After completing 3-04: Head to Head
You have to choose whether gathering Rings and the experience bonus is worth ignoring a Gold Medal.
Then return to the stage to try for a faster, or Platinum Ring–based, completion.
151
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Quickly dodge the four
spike balls rotating
around the path, but Gold involves ignoring all
don’t slow down or the Platinum Rings (although grabbing them doesn’t
make any sudden hurt), ignoring the Golem, and not pausing during
moves. your ascent.
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Mission 09: Rampage!
Unlocked: After completing 3-06: Stealth Attack
“Defeat 20 Genies!”
Much like the other Rampage Missions where Fire Souls are involved, the object here is to defeat the first DIFFICULTY
20 Genies (or other enemies) you see, unless you’re searching for Fire Souls. Then you should explore
the area until you see a Fire Soul and defeat your last Genie only after the third Fire Soul is yours. Fortu-
nately, we present tactics for both plans.
20
Legend
Dash Panel
Fire Souls
13-15 9, 10
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Ride the Grind Rail
down to the lit portion
of this tunnel passage
while collecting Pearls,
then target and defeat
three more Genies in
here with a single air
combo. Your Genie total
could be around 18 by now.
Run down the passage until you spot the rotating fan blade and
target the tank behind the blade. Strike it without hitting the Continue past the two
blade first and the tank tumbles into a Genie beyond. Then rush rotating blades, then
and target one of two more tanks. Hit the one on the right, then stay in the middle as
the left, and watch both tumble into a trio of green Genies just you run down the exit
ahead of you. If a Genie is left after the explosion, target and passage by the two
defeat him yourself. The Genie total should now be around 14. cylinders. Make a Short
Jump over the spike
trap but under the fan,
These fans and spike traps are a problem, then launch over another spike trap and into an air launcher.
but if you’re sliding, you won’t be affected by
Launch when the
them. Try it!
launcher is contracted
the most and you
Soar over the two sail through three
ground spike traps green Genies. This is
and ready yourself for enough to complete the
another Genie. This Mission. If you still need
one is just behind the to defeat a few more
blades of a rotating foes, quickly target (ideally with Time Break) the lumbering
fan. Launch the attack Golem and best him. Do this before you land or after climbing
just as a blade passes in the cylinders on the right.
front of the Genie, so that you strike him without getting hit by
the blade before, during, or after the attack.
154
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The last Fire Soul
Attempt the following
is tricky to grab, as
times (in seconds) to claim a Bronze, Silver, and even-
getting it involves
tually, a Gold Medal for this Mission:
reaching this part of the
course, defeating the Bronze [Link]
enemy on the near side, Silver [Link]
and then doing a Jump Gold [Link]
Cancel; land on the
invisible Grind Rail. Hop off the end and land on the Fire Soul. Use Skills related to acceleration, Homing Attacks, grinding,
There are a couple of Platinum Rings here too, but concentrate and sliding.
on the Fire Soul.
“Collect 99 Rings!”
Gathering 99 Rings, especially when DIFFICULTY
155
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Your Ring count is now
70. Head out of the
last pair of doors, jump
onto the Grind Rail, and
As you start, the third Fire Soul is behind you. You can’t capture five more Rings.
back up and grab it; save it for later! Then wander through a
trail as you descend the
spiral path. At the base,
Dash through five grind through five more. Your total should be around 89.
Rings, Charge Jump,
and strike a tank, then While on the rail,
dash through a second Charge Jump and lead
set of five Rings and at the waiting green
watch the three Genies Genie, hop off, then
explode. Drop to the hop on another rail.
ground and enter the This allows you to pick
door corridor. You should have 15 Rings by now. up five more Rings,
bringing the total to 94.
enjoy a Gold Medal. You need quick reactions and the ability to immediately defeat foes. You must nego-
tiate rails, fan blades, and air launchers without slowing down. As with many Missions, learning exactly
where everything is should be your biggest concern.
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Grind off the rail and
run directly into the
Platinum Ring on the
ground in front of you. The
boilers ahead collapse onto
the ground, meaning you
must also be Charge Jumping.
Leap over them to the tunnel section beyond.
158
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
The spike balls below are a problem and you don’t need to
be too accurate with your air launcher. Flick the Wii Remote Use Skills related to maximum speed, sliding, Homing Attacks,
almost immediately so you fly into the second air launcher, timing, and grinding.
then depart quickly. It has spikes on the inside and you have to
restart if they touch you. Instead, fly over the last spike, and
over the goal line.
Rewards
There are no rewards for completing this Mission.
and tricky Mission, but for the best time and score, gather them in a chain before the red bar in the chain
meter fills up. This means grabbing every single Ring you can, using the following tactics:
Legend
Dash Panel
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Boost forward and
Boost off with a turbo collect more Rings
start and collect the from the top of the
trail of five Rings in spiral path. This should bring
front of you. Charge your total to 50 just before
Jump as you do this so reaching the green Genie with
that you can quickly the Platinum Ring floating
target and bash the above him. If you’re just under the 50 total, hit the Genie and grab
tank in front of you. the Platinum Ring, then steer right and complete your chain.
160
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Mission 13: Defeat the Boss
Unlocked: After completing 3-02: Diehard Challenge
“Battle! Golem!”
Even after being doused in water, the Golem is a nasty boss with a couple of vicious attacks. A laser beam DIFFICULTY
straight from his eye can set fire to your path. He also launches tanks that explode all around you. Plus,
he can sink the entire arena into the lava pit he’s sitting in! Fortunately, he has weak hands, and a hard,
but eventually destructible, head.
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You don’t have to wait
during the times the lava level rises. Execute a Speed
Break, which allows you to rush over the lava itself.
It’s a great way to dodge the tanks and ignore all the Golem’s
airborne attacks.
You may also be struck
while attacking the
Golem’s hands. If you’re
After three successful strikes to the hands, the Golem roars being struck by barrels,
back and sinks the arena floor. Make sure you’re standing on try the Time Break,
one of the upper parts during his stagger back, as the lower slowing things down so
area sinks into the lava. The Golem is stunned. Run around you can quickly destroy
the remaining parts of the floor and attack the floating barrels the nubs before any
linking the different platforms, as shown. Continue this tactic tanks hit you. This is another reason to quickly collect Pearls
all the way to the Golem’s outstretched arm and Jump Dash and Rings before combat.
across it.
After five successful
bashes to the head, the
Golem lets out a final
bellow and slowly sinks
down into the lava ooze.
Now you know why you
don’t play with fire!
Boost up to the Golem’s shoulder and locate the large orange
weak spot atop the Golem’s head. Charge Jump up until your
target locks on, then attack three times until the Golem is
Mission Complete!
rocked by the jolt. He staggers back to his original position. Getting the Golem to admit
Repeat this takedown procedure three more times. defeat in less than two minutes is taxing. It requires
an extra-full Soul Gauge, targeting the knuckles imme-
diately, and Speed Breaking to reach the Golem across the lava-
filled arena.
The second time you
attack, complete an Attempt the following
entire circuit collecting times (in seconds) to claim a Bronze, Silver, and even-
Neo Pearls and Plat- tually, a Gold Medal for this Mission:
inum Rings, expanding
Bronze [Link]
your Ring collection
(and Experience Points) Silver [Link]
so you have some Rings Gold [Link]
to lose if you’re struck.
Use Skills related to maximum speed, Homing Attacks, ground
After your third and and air maneuvers and combat, and Soul Gauge.
fourth successful
attempts to smack his
head, the Golem sits
Rewards
back instead of resting
on the arena. The lava World 3: Evil Foundry: Mission 05: Beat the Clock
pit sinks and the liquid
rises. The Golem then
lobs tanks at you. When this happens, pause and wait for the Chapter 9: #3: Escaping the Factory
attack to end.
162
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Look for tactics on the next Missions in the appropriate
section of this book. The next Mission in this book isn’t
unlocked after this one.
The Golem slowly sinks into the ooze, and in the explosion,
a small round ball pops out and hovers between Sonic and
Shahra. “Is something about to hatch?” they ask. Sonic can
hear a beating. It’s getting faster! It could be a bomb! Sonic tells
Shahra they must flee and let the ball explode in the open.
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Let’s hope you don’t suffer from vertigo! This World is made up of distinct areas, which
are actually the backs of several gigantic flying beasts. Each area begins with a winding
path leading to a central tower, usually followed by an airborne area where you must use
air launchers or else dash along following the contrails of a flying Gargoyle. Watch out for
the Genies on this World. They are bigger and meaner, and the Fire Genies belch flames
at a quicker rate! You’re also treated to a zip line and sliding cog device that allows you to
rappel across the worlds on a quest to free Sinbad and figure out how to defeat that Ifrit
Golem back in the Evil Foundry.
Please remember! The way the Missions are unlocked during your Runthrough
depends on which previous Missions you choose. This guide has all of the
Missions listed numerically, one after the other. The game allows (and insists
that) you play other maps first before returning to Missions. Choose the World
and Mission you seek information about, and locate it within this Runthrough.
DIFFICULTY
“Find Sinbad!”
Get ready for a wild ride! You must seek out the legendary
adventurer Sinbad, who is imprisoned somewhere inside a
tower in the middle of the back of one of the four gigantic
flapping beasts you’re heading toward. You must thor-
oughly explore this floating world. Fortunately, some winged
Gargoyles provide a contrail path, allowing you access to
each strange land and the central tower within. Keep fighting
against the wind, and toward your eventual meeting with this
legendary hero!
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Slightly farther up the To finish in record time,
path, you encounter avoid all the combat with the Genies that appear as
two Genies, with a selec- you reach them, and concentrate on hitting all the dash
tion of Rings between panels.
them. Either defeat
them both, or ignore
them and race around
them for a quick time.
Drop off the end of the
The blustery path big ramp, into the air,
continues to a series of and you’ll land (thank-
scary-looking Gargoyle fully) inside an air
statues, but don’t worry launcher. Wait for the
about them coming to air launcher to close
life. Instead, look along fully before propelling
the left row of statues yourself, or you won’t
for a dash panel to speed reach the next launcher, and you’ll fall off the World! Land
up your progress, grabbing more Rings as you go. inside the next launcher, head out as it closes (watch out for the
spikes!), to a third launcher (without spikes). Then land on the
tail of the next flapping land beast.
At the far end of the
Gargoyle row is an This next section is
empty column with excellent for launching a Speed Break!
a Platinum Ring on top. Leap
and grab it, then proceed to
Boost onward, avoiding
defeat the two Genies ahead
the falling columns
of you, reaching the brow of
by quickly steering to
the hill.
the side, tread on the
switch pad to activate
Race down the hill and
the gate ahead, then
over the dash panel, or,
slide over the ground
if you need the Pearls,
spikes so you can pick
slow slightly and bash
up as many Neo Pearls as possible. Boost over the dash panel,
four Genies leading up
past the second switch pad, and into the spooky area.
to another brow of the
pathway. Then either
take an upper rail or
stay on the ground.
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Face down a trio of fear-
some Gargoyle statues
when the middle
one begins to move!
Quickly leap up, then
target him with three
Homing Attacks. Wait
for the red target before
attacking, as the lock-on is slower than usual. Defeat him and
Drop down onto the third flapping beast and carefully head
the blocked door explodes, allowing you access to the skies!
up the path. Quickly step to the side, staying on the ground,
to avoid the columns flying at you, and collect Rings until you
reach a column that doesn’t fly at you. Step on the dash panel,
steer right through the Rings, avoid another column, then The Gargoyle is a nasty stone monster, and it attacks
target and defeat the Genie behind it. Land and steer left of with a blow that turns you to stone! If this occurs, waggle
another column heading your way, then target two Genies at the Wii Remote furiously until you shake off the attack,
the entrance to an arched stone corridor. then fight back!
The Gargoyle reappears and speeds off into the sunset. Not
so fast! You can run behind him, following his aura road (the
orange pathway he leaves behind). Follow the Gargoyle at
high speed, passing through eight Pearl circles before drop-
ping down as purple spikes shriek past you. Stay in the middle
as you land on another floating beast, so the spikes explode
around you.
If you do grind on the rails, which is recommended, collect the
Rings from the first rail, quickly jump left to the upper rail,
Charge Jump and leap over the spikes at the end of the rail, and
defeat a waiting Genie. Land on the next rail, and grind it all
the way to the area above the tower entrance. Here you’ll find a
switch pad.
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collect a trail of Rings. Continue to stay in the middle, ignoring
the purple spikes hurtling your way, and gather two more trails
You automatically
of Rings before reaching the underbelly of the land beast. Tackle
bounce across the
(or jump over) three more Genies before you land back on firm
poles connecting a
ground.
series of rails down below, then
land on a Platinum Ring at the
far end. Simply exit into the
fort ahead. Or, you can ignore
the Spring and strike a Genie,
land on the rails, and collect
the extra Rings and the Fire
Soul by leaping back and forth
Head through the Rings and up the big ramp, then target the
between the rails, and finally
dangling vine and swing by thrusting the Wii Remote forward
secure a second Platinum Ring
and back. Let go when you’re near the next vine, and keep this
at the far end. Naturally, a Gold
up until you land in a spiked air launcher. Fire out, and grab
Medal winner would use the Spring and poles to clear this area
hold of a vine rail cog slider. Ride this to the next Gargoyle trail.
quickly.
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This is another perfect spot
to race to the fortress using Speed Break, arriving in
record time.
As the stone spike Bounce up, defeat more Genies, and collect Pearls on the ledge.
missiles explode Use another Spring to bounce up to another ledge with arched
around you, hop on doorways you can’t access. Then defeat the two Genies on this
the right rail and ride ledge to break open a final Spring from its stone casing. Leap to
through the Rings, the top ledge and run around to the ornate cage on the parapet
flip left, and continue roof. Who’s that red fellow stuck in the cage?
along the rails, flipping
left again to avoid an
incoming chunk of stone. At the end of the left rail, leap and
attack a waiting Genie. Shaving off more than
three minutes between Bronze and Gold is a difficult
task, but once you can fill your Soul Gauge with Pearls
Defeat the Genie, easily, use Speed Break when prompted previously and during
then leap to the right the sky rides on the Gargoyle contrails. And don’t hit anything!
rail, finish collecting
the Rings, and stay on it all Attempt the following
the way to the Platinum Ring times (in seconds) to claim a Bronze, Silver, and
at the far end. Then enter eventually, a Gold Medal for this Mission:
the fort.
Bronze [Link]
Silver [Link]
Another way to get through this area is to use the dash Gold [Link]
panels, weave left and right to avoid the stone chunks,
Use Skills related to maximum speed, grinding, sliding, aerial
and ignore the rails.
and ground movement and attacks, and Pearl collecting.
Rewards
World 4: Levitated Ruin: Mission 02: Rampage!
World 4: Levitated Ruin: Mission 05: Special Challenge
Enter the fort and bounce up on the Spring in the middle. This Chapter 8: #11: Meeting Sinbad
takes you to a narrow ledge. Head right, and defeat the three
Genies between the Rings. This allows you access to a second
Spring that’s encased in a block. Bounce up to the left ledge, and
run to three vines. Swing and target them, pass through a Fire
Soul between the second and third vines, then land on the ledge
beyond.
Sonic looks inside the cage and wonders what Knuckles is doing
here! The fellow inside explains he’s actually Sinbad of the
Seven Seas! Shahra begs for his knowledge, but Knuc…Sinbad
says he’s the one who needs help: free him from this cage! Sonic
agrees, because life is a game of give and take. Now where is the
cage key?
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Remember! Look for tactics on the next Missions in the appropriate section
of this book. The next Mission in this book isn’t unlocked after this one!
DIFFICULTY
“Defeat 1 Genie!”
This Mission is great fun, extremely short, and delightfully If you’re ignoring the
simple! It involves learning exactly how much sway you can give Fire Souls, simply run
an incredibly long vine as you attempt to launch and intercept a forward and launch
floating Genie off in the distant sky! Don’t forget the Fire Souls yourself off a Spring,
during this swing! and grab the giant
swinging vine that’s
above you. Begin to
push and pull the Wii
Remote forward and back in time with the vine swing to make
it go higher.
Begin to swing wildly,
so you go up farther
and farther each time
before you finally snag
another Fire Soul that’s
floating right up in the
skies. Grab this now!
Drop through the air
and land on the third Fire Soul, floating above the target Genie.
Legend
Fire Souls
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A six-second defeat may
seem a really difficult plan to undertake, and it is World 4: Levitated Ruin: Mission 03: Head to Head
unless you swing forcefully the first time, let go early,
World 4: Levitated Ruin: Mission 09: Rampage!
and have an extra-long Homing Attack targeting Skill!
Legend
Platinum Rings
170
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Head over the brow
of the hill and down
the path to claim a
Platinum Ring on the course.
Watch out for Genies appearing
at the last minute—it’s quicker
to leave them alone. Or, you
can slow down and strike them,
using your height to reach an
invisible rail at the brow ahead.
Ride this through a trail of Rings
and leap off the end before you
hit a spike ball. Alternately, stay The last section can be dangerous if you don’t react quickly
low and avoid this area. enough. Boost forward, and attack two Fire Genies, watching
out for those flames. Bop each one twice on the head, then Jump
Whether you grind on the
Dash and steer left, then right, and left again past the three
earlier rails or not, leap on the
Gargoyle statues, and cross the goal line. Phew!
railing at the end of the road or
you’ll fall out of the stage! Grind
onward, leaping automatically
to claim another Platinum Ring
in a circle of Pearls. Finishing this in 15
seconds is a tough challenge, but it’s possible if you
grind quickly over the first section, defeat the Genies
You land on an invis-
over the air, and Speed Break to the finish.
ible rail, grind through
Rings, then jump auto-
matically off and drop Attempt the following
down past two Genies, times (in seconds) to claim a Bronze, Silver, and
landing on the tail of eventually, a Gold Medal for this Mission:
the next floating beast. Bronze [Link]
Silver [Link]
Gold [Link]
You can also try Charge
Jumping before you jump for the last Platinum Ring, Use Skills related to maximum speed, acceleration, sliding,
and attack the Genie. Gain some height, fly through the grinding, and airborne maneuvers, plus Homing Attacks.
air to the invisible rail, Charge Jump and attack another Genie,
and finish with the one near the tail. This is quicker and fills up
your Soul Gauge. Launch the Speed Break now!
There are no rewards for completing this Mission.
171
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Mission 04: Perfect Challenge
Unlocked: After completing 2-04: Perfect Challenge
Run forward and
launch yourself into the
“Don’t Take Damage!” air, waiting to target the
Fire Genie on the right
This nasty little Mission is full of spiky DIFFICULTY
side. Once the target
objects to damage yourself against. turns red, and the
You must learn the layout of this flames aren’t in your
Mission more than most, know when to attack the Gargoyles path, hurtle into him,
guarding the tower, and discover how to ascend once you’re bopping him twice, then continue the air combo, hitting the
inside the tower itself. Look ahead, adjust to using the Wii Fire Genie to the left.
Remote inside the tower, and you could just claim victory!
172
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Running on this ledge can be tricky, unless
you use the Wii Remote as if Sonic is directly Attempt the following
behind you. He moves to the near edge of the times (in seconds) to claim a Bronze, Silver, and
ledge if you tilt to the right, and farther away eventually, a Gold Medal for this Mission:
if you tilt left. Remember this! Bronze [Link]
Silver [Link]
Gold [Link]
Land on the next ledge
Use Skills related to sliding, grinding, Pearl gathering, accelera-
and run right, spring up
tion, and steering.
to the next ledge, and
move to the middle of it
(tilt the Wii Remote as
described in the nearby
Tip). Dash through the
trails of Pearls to the World 4: Levitated Ruin: Mission 08: Perfect Challenge
Spring, and bounce up to the next ledge.
Legend
Platinum Rings
Dash Panel
Switch Pad
Treasure Chest
Fire Souls
173
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Be sure you tilt the Wii Remote left and right
Step off the top of the to move the lever in that direction.
fortress where Sinbad is
imprisoned, and begin
to head down the slider,
collecting the trail of
Rings below you. Then
flip to the left, and then
the right, gathering
Rings as you spot them. Finally, make a right and left sway for
the final Rings.
Proceed around to the giant mirror at the edge of the roof and
This brings you to the grab the lever in front of you. Give the lever a yank, and the
edge of a pathway and mirror tilts to face the central tower where Sinbad is being held.
a materializing Genie The first shackle shatters!
to your right. Leap and
attack, and keep in the
air to defeat two more
Genies before running You’re teleported back
into the fortress and to the middle tower.
grabbing a trail of Rings. Drop down to the ledge,
run through the Rings,
The gate closes behind
and stray outside onto
you, leaving you to
another slider. Gather
fight two Genies. Defeat
the Rings below, then
them both and a block
left, right, and below
explodes, revealing a
you; avoid the spike balls to the sides, just before and after the
Spring. Bounce up to the
Rings.
first ledge and run right,
over a dash panel. Land at the stone
entrance of the next
Cross the wall collecting fort, and gather a trail
Pearls, activate the of Rings. Slow down
switch pad at the end, as two spinning Genies
and bounce up on the arrive, then defeat
appearing Spring. Go them both to remove
around to another dash the blockade from the
panel, flick the wall fortress door. Head inside and prepare to defeat three Genies (a
switch, which reveals a Fire Genie stands on the block) to reveal a Spring.
trail of Rings, and jet over to the other side. Hit the switch pad,
bounce up and head right to this shimmying position. It’s time to scale this
tower! Bounce up onto
Shimmy across, just
the ledge and run left,
after the spike missile
collecting the trail of
has dropped below
Rings. Leap and grab
your level, to the next
the three vines one at a
shimmying spot, where
time, jump off and land
three missiles fall.
on the switch pad to
Head right just as the
reveal a Spring, and bounce up to the next ledge area.
left missile passes you
by. Hit the dash panel, and boost around the wall gathering
more Pearls and a Neo Pearl or two. Bounce out of the tower
onto the roof.
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Head left, gathering
the Rings, then leap to
a vine, off the vine and
into a Genie, and defeat
Pull the lever, break
a second floating Genie
the second shackle, and
before grabbing another
then teleport back to
vine and swinging over a
the middle tower. Drop
spike ground trap. Land
down a ledge to another
to the left of it, and run along the ledge collecting Rings.
door, collecting Rings,
You’re almost at the and then use the slider.
top! Grab the vine at Swing right, then left to
the end of the ledge, avoid two Fire Genies, then try a 360-degree rotation to avoid a
then swing up onto a spinning Genie.
higher vine, again to a
higher vine, and finally
to the highest vine, As the zip line
and drop off to the left, continues, loop-
avoiding another ground spike trap. de-loop and miss
two Fire Genies, then swing
left and right, avoiding two
final Genies and collecting a
Platinum Ring from next to
them. That’s 20 Rings added to your total! Drop down at the
end of the line.
175
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Head left to the Spring Land and enter the
and bounce upward to catapult. There are two
the next ledge. Run to interesting features
the shimmying ledge on the tower ahead: a
and move past the wall switch pad and a Fire
spikes, then continue Soul. Fire a slow, arcing
around when the wall move to drop down
spikes retract; move onto the outside of the
when the nearest one retracts. At the far end, bounce up via tower so you can grab the Fire Soul, then fire fast to strike the
another Spring. switch pad, which opens the gate.
176
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Chapter 8: #12: The Rescue of Sinbad
World 5: Pirate Storm Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
World 4: Levitated Ruin: Mission 06: Diehard Challenge
World 5: Pirate Storm: Mission 01: Go for the Goal
177
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If you require Pearls,
begin by backing up and If you headed upward,
snagging them from a land on the ledge and
chest behind you. Then, then slide toward the
target the Spring in spike ball embedded in
the ground ahead and the ledge in front of you.
bounce up to the first Grab the Fire Soul next
ledge area. to it, then jump over it
Land on the ledge and and brake, landing on
run to the shimmying the switch pad. This releases a Spring that bounces you up.
area. Wait for the large
spike ball to descend,
then shimmy across.
Don’t get struck by the
spike ball, or you’ll fail
the Mission.
178
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Attempt the following
Soul and a trio of Platinum
times (in seconds) to claim a Bronze, Silver, and
Rings! Land on the roof,
eventually, a Gold Medal for this Mission:
watch for the two Genies,
and exit. Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to Homing Attacks, sliding, and ground
maneuvers.
179
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Swing right and avoid
more Rings below, and
Although normally it isn’t necessary to begin a Fire Genie belching
with the Ring Bonus, you can keep this flames on your left.
Skill if you wish, and actively hit obstacles Now swing to the
to remove the Rings during your Mission. left, avoiding a trio of
However, for Gold, stay at zero Rings at all rotating spike balls.
times to keep your speed up. You’re almost there!
180
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Mission 08: Perfect Challenge
Unlocked: After completing 4-04: Perfect Challenge
181
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Bounce up on the Attempt the following
Spring that’s revealed, times (in seconds) to claim a Bronze, Silver, and
all the way to the roof, eventually, a Gold Medal for this Mission:
and use Speed Break
Bronze [Link]
if you can to reach the
goal. Otherwise, run to Silver [Link]
the goal immediately, Gold [Link]
so the three incoming
Use Skills related to jumping, Homing Attacks, sliding, and
missile spikes don’t strike you.
Soul Gauge.
Remember! Look for tactics on the next Missions in the appropriate section
of this book. The next Mission in this book isn’t unlocked after this one!
182
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Slide into the central The trick here is to
switch and bounce launch from the air
up to the first ledge, launcher immedi-
collecting the trail of ately. You fly in an
Rings to the right. arc through the trail
Then, bounce up to the of Rings, and strike
next ledge, and prepare a Genie! Do the same
to engage two Genies in with the other two
the gap between ledges. You should have eight defeated Genies launchers, and bring your Genie takedown total to 11.
by now. Watch out for the two other launchers because they have
Use the Spring to spikes on them.
bounce up to the ledge
with the doorways,
then Jump Dash over If you’re missing the Genies in this area, vary
the rolling spike balls the time from when you sit in the launcher to
that appear from these when you propel yourself away from it.
locations on your way
to another switch pad.
Now leap onto a slider
Slide in, and bounce up.
and hang from it,
swaying right, left,
middle, left, and middle
As you walk past the second doorway, a Genie flies
again to avoid rotating
down and hovers below you. Ignore him. He’s there so
spike balls throughout
you can defeat him and reach the next ledge if you arrive
the ride. The second
here on your second lap, which shouldn’t occur if you’re
left sway is particularly
following these tactics!
important because there’s a Fire Soul you must reach.
183
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Boost over the big Getting a Gold Medal
ramp and through the means following the tactics shown above, but use
two trails of Rings. The some Speed Breaks during your contrail flights.
lap begins again, with
enemies in the same Attempt the following
place as previously. times (in seconds) to claim a Bronze, Silver, and
Keep your speed up eventually, a Gold Medal for this Mission:
to avoid the purple Bronze [Link]
missiles, and defeat the three Genies in the courtyard, bringing
Silver [Link]
your total to 17.
Gold [Link]
Use Skills related to acceleration, Homing Attacks, steering,
and ground plus air maneuvers.
Maneuver through the courtyard, but make sure you take the World 4: Levitated Ruin: Mission 10: Beat the Clock
last Fire Soul from the pedestal on your left. Then engage three
last foes—two Genies and the Gargoyle guarding the tower—to
finish this Mission at the earliest point. Skill Awarded: #080 Sub S-Armor
184
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Turbo start from the beginning of the path, and stay in the
middle to claim a load of Rings and Pearls in a double trail. Then
ignore or engage the Genies that swoop down from the sky.
There’s a Genie on the right, then two Fire Genies. Aftwerward, Run inside and slow down as you tread on the switch pad; a
Speed Break forward and hit the metal box; there’s a Fire Soul Spring appears on it. Bounce up to the first ledge and head right,
inside it! moving around the pedestals and collecting Rings. Tread on the
pad at the end, bounce up to the next ledge, and walk through
more Rings. Now attack two Genies, and pass through the Fire
Soul just behind the second. Either brake and drop, or Jump
Dash through to the ledge with another switch to tread on.
185
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and
eventually, a Gold Medal for this Mission:
Bronze [Link] World 4: Levitated Ruin: Mission 11: Collect Rings
Silver [Link]
Gold [Link] Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
Use Skills related to steering, Homing Attacks, and
this book isn’t unlocked after this one!
acceleration.
“Collect 80 Rings!” Make sure you start with Ring Bonus for
The many Platinum Rings another five Rings, making this even easier!
in this Mission allow
you to finish in seconds. Jump over the blocks
Fortunately, in a sea of and move to the next
very difficult Missions, Genie. Make sure he’s
this one is relatively under either the left
simple, even to claim a or right trail of Rings
Gold Medal on. The trick before you tackle him,
is to line up your attacks then bounce up to claim
so you’re propelled up two Gold and another
through the Rings, and Platinum Ring! Your total now should be around 51.
collect the nearest Plat-
inum ones in the process.
Jump over the blocks
to the next set, wait for
Legend the Genie to twirl into
Platinum Rings the middle, and then
Switch Pad ram him and bounce up
through the Platinum
Ring. That’s 71!
186
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There are no rewards for completing this Mission.
Speeding everything up
takes a plan of attack. Don’t pause when targeting
the initial Genies, and after striking the third, boost
forward into the sea of Platinum and Gold just before the final Remember! Look for tactics on the next Missions in the
blocks. appropriate section of this book. The next Mission in
this book isn’t unlocked after this one!
Attempt the following
times (in seconds) to claim a Bronze, Silver, and
eventually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to Ring Bonus and Homing Attacks.
After a number of
twists and loops, the
Gargoyle descends
under the flying beast.
Remain in the middle of
the track, passing walls
of Pearls on either side.
187
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Grab the slider and stay in the middle as you pass a trail of You’re deposited on a path with the goal just ahead! Accelerate
Pearls on each side, and then another trail of Pearls on each as quickly as possible (a Jump Dash helps) and weave to the
side. Swing to the left or right to avoid a trail under you. right and left of two appearing Genies. Don’t defeat them or
you’ll receive Pearls! Cross the goal line and claim that Gold!
188
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Avast ye scurvy hedgehog and prepare to walk the plank, and many other portions of
wrecked galleons, strange grottos, and ocean-front platforms on a quest to locate the
Pirates responsible for stealing Sinbad’s Water World Ring. Here you’ll find 12 of the most
fiendish Missions, many involving maneuvering over water. But don’t enter that water or
you’ll have to restart a section (or even an entire Mission). You’ll learn to become more
precise with your control, before facing down a crazy Pirate named Captain Bemoth: the
holder of the Ring that you seek!
The way the Missions are unlocked during your Runthrough depends on which
previous Missions you choose. This guide has all of the Missions listed numeri-
cally, one after the other. The game insists that you play other maps first before
returning to Missions. Choose the World and Mission you seek information
about, and locate it within this Runthrough.
189
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Drop through the air,
land on the floating
plank, then leap and
target the floating barrel
in the water ahead.
There’s no need to
stop; target it, launch
Slide to the end, then use a Homing Attack on the Genie who a Homing Attack, then
appears; it’s the best way to leap the gap between the wrecks. bounce off the barrel and onto the floating walkway.
Make a left turn, and target and attack an odd-looking Pirate:
the Slime Genie! This gloopy fellow pulsates with electricity
after a second or two, so don’t strike him then or you’ll get the
Rings knocked out of you! Bash him and the two others that Bounce off the floating
appear, before dashing through the Rings to the Spring at the walkway onto the
end. solid ground, and race
Jump onto the boat’s through the trail of
upturned side from the Rings. As you reach a
Spring, and follow the wooden platform struc-
winding path of Rings ture, three Slime Genies
and Pearls to one of appear! Ignore the first
three more Springs. two (unless you want to slow down or backtrack to target them)
Bounce across to the and hit the third one under the platform, before he electrifies.
wooden walkway, and
take the Rings from the left and right sides.
190
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Boost forward onto the deck of a ship, and check out that
cannon! You automatically leap into it, and ride the cannonball
As you land on the solid ground, a storm of cannon fire rockets bullet through the skies. Steer left of middle to grab a trail of
down from a galleon ahead of you. Decide what to do! You can: floating Rings, then steer sharply right and grab more Rings.
Swerve back to the left for more Rings before centering on
1. Run and dodge the fire, along the ground.
the circles of Pearls. Swerve left for more Pearl circles before
2. Bounce across the tops of the platforms on either side. returning to the middle (picture #2) to avoid two approaching
3. Use Speed Break. cannonballs, and drop through two more Pearl circles, and onto
the ship’s deck.
If you choose plan #1, steer left, right, left, right, and defeat
a Genie. Then steer left, left, right, then left, avoiding more
clumps of fire, and escape via a big ramp.
When you land on the
With plan #2, slow ship’s deck, head down
down as you reach the either the left or right
first wooden support set of steps. They both
on the left, and target contain a trail of Rings
the green Genie. Defeat and a switch pad at the
him, then target a end. Hit the switch, and
Spring on the right, a curved trail of Rings
ahead of you. This appears. Run through them, and either Charge Jump up and
bounces you to the big ramp and is a faster way of negotiating out of the deck, or slow down.
this section.
191
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Slow Speed Exit: This
is trickier to pull off,
Are you missing the rail and desperately want
but the plan is worth
to grab the Fire Soul? Then run into a Slime
it as you land on a
Genie, and then into the fire, and you’ll
crow’s nest, atop the
next ship’s mast. Open restart on the previous boat. Head back to
a floating chest for the catapult and try again!
Pearls. However, the
more interesting feature is a Spring to the right. Target it!
Fast Speed Exit: If you
chose a fast flip out
of the catapult, you’ll
The easiest way to propel yourself slowly out
tumble down to a deck
of the catapult is to raise the cup halfway, then
with two Slime Genies
flick your Wii Remote. Don’t do this too slowly
on it. Target them when
though, or you’ll fall short of the mast!
they aren’t sparking
because defeating them
explodes the block.
192
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Leap out and land on Land at the grotto
the Spring. You’re entrance, run onto the
bounced up, and dash panel, and dash
briefly, you can target through two trails of
a sword sticking out of Rings, then a trail of
a mast! This means you Pearls to your right.
can use the swords to Immediately steer left
climb the mast, or drop for another trail of
down to the deck. Pearls before you reach a dash panel. This is a prime opportu-
nity to use a Speed Break, if all you care about is a fast finish.
193
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Leap from the platform
and arrive inside a
wrecked galleon. Slow
down and defeat or
avoid all the Pirates, but
make sure you dispatch
all the Fire Genies at the
Scamper up the next hill, which has spike balls rolling down end of the row of foes,
it. Stay in the middle collecting Rings, and then execute a Time so all thrones explode, allowing you to take a Fire Soul hidden
Break, as this makes avoiding the spike balls a whole lot easier! inside one, and to hit a switch pad. Dash through the Gold Rings
Wind left, around the wooden ramps, all the way to a Spring at that appear.
the top. Bounce on the Spring, then quickly target two swords
sticking out of the wall. Jump Dash off the third sword to
discover a shortcut!
bing the Fire Souls, and winning the objective. Fire Souls are important to unlock the Party Mode games,
so gather them first while learning the path, which is the first section of Mission 01. However, be sure you
finish; even though Uhu beats you, the Fire Souls are still collected.
195
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on the right side of the walkway, then steer left grabbing Rings,
Jump Dash over the gaps, grab another four Rings, and land on
solid ground.
196
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Although you can attack Leap the big ramp and
from the ground, it’s prepare to finish by
better to target the top Jump Dashing over the
Genie on the stepped red platforms as they
area and defeat him, bob up and down. They
or (if you want Genie can stop you in your
bonuses in your victory tracks if you’re on the
and can afford a second ground. Definitely leap
of extra time) target the green Genie, then the Fire Genie, and onto the solid ground, then stay in the middle, and Speed Break
finally bop the top Genie before boosting off this vantage point. to the goal. Two rotating blades are on either side of the three
Rings, so stay in the middle.
Land on the ground
to claim the Fire Soul, Mission Complete!
then run to the wooden
platform and target the A Gold Medal player
floating barrel, then ignores all Fire Souls and concentrates on building up
Jump Dash over the Fire Pearls, then uses Speed Break whenever there isn’t a
Soul to the next floating spot of sea to negotiate.
wooden platform in a
single air combo. Attempt the following
times (in seconds) to claim a Bronze, Silver, and
eventually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to maximum speed, acceleration, Pearl
collecting, Soul Gauge, sliding, and steering.
Rewards
Now for some fun! Jump onto the next floating platform with
the switch pad on it (picture #1), and press it. The wooden
World 5: Pirate Storm: Mission 03: Collect Rings
tower just ahead begins to descend. Quickly flick Time Break
on, and leap on top of the tower when it is low enough; you may World 5: Pirate Storm: Mission 05: Rampage!
need to wait a second. Then brake, and immediately leap up to
claim the last Fire Soul. If you don’t use Time Break, it’s very
difficult to claim this as the tower has lowered. Naturally, if you Remember! Look for tactics on the next Missions in the
aren’t collecting Fire Souls, just hit the dash panel and leap to appropriate section of this book. The next Mission in
the tower, then flick on Speed Break. this book may not be unlocked after this one!
197
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Mission 03: Collect Rings
Unlocked: After completing 5-02: Head to Head
thing because you move past many of the Rings too quickly to grab them. As long as you locate the Plat-
inum Ring in the second ship, and don’t spend too long backtracking to gather Rings you couldn’t grab
the first time around, you’ll do fine.
198
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
and accelerate up the side to avoid the spike balls; claim only
five of the double trail of Rings as you exit (picture #2). Your
Don’t venture much
Ring total should be 55.
farther if you want
an impressive time,
but hitting the big ramp
allows you to reach another
galleon. Use the swords and
boost up to the invisible rail,
and augment your total with Rings and a Platinum Ring at
the end. Or, drop down and head for the Platinum Ring in the
Drop into the catapult, and then quickly flick forward on the
middle of the deck. If you don’t have 100 Rings by now, it’s a
Wii Remote. You sail through an arch of Rings, and then drop
good time to restart!
through to the deck below. Although there’s a trail of Rings
(and a Platinum Ring!) on the upper vine, the timing involved
in catapulting yourself here is tricky. However, this is one way Mission Complete!
to claim a Gold Medal; reach this area and grind across. You’ll
A Gold Medal is difficult to
get 16 Rings during this fall. Land, and steer left ignoring the
accomplish, so try using Time Break to gather Rings
Slime Genies, through most of a trail of Rings (you can grab
as accurately as possible, never backtrack, and try
around six easily). Your total should be around 70 by now.
catapulting to the top vine for the Platinum Ring, and another
before the captain’s cabin, and another on the rail or deck on
the next ship.
This next Ring is
important as it adds Attempt the following
20 to your total! times (in seconds) to claim a Bronze, Silver, and
Run and steer to the side so eventually, a Gold Medal for this Mission:
you claim the Platinum Ring Bronze [Link]
behind the mast, before you
Silver [Link]
enter the captain’s cabin. Your
Ring total should be around 90 now! Gold [Link]
Use Skills related to steering, grinding, and maneuvering.
This is it! There are
15 Rings inside the
captain’s cabin; more
Rewards
There are no rewards for completing this Mission.
than enough for you to
reach your 100 Ring
total! Grab them in a Remember! Look for tactics on the next Missions in the
snaking trail, and claim appropriate section of this book. The next Mission in
your Gold Medal! this book may not be unlocked after this one!
first dozen times, you’ll hit a Pearl. Eventually, once you figure out the shortcuts, this becomes a lot more
straightforward, but it’s still hellishly difficult! You’ve never seen so many Pearls that can’t be gathered.
And don’t forget that you can’t defeat enemies, either.
199
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Optionally take the
dash panel, then head
through the trail of
Rings. As the winding
path of Pearls cuts you
off (see picture), leap
Legend over them, and the
Platinum Rings ground spike trap, with
Dash panel one Short Jump. Land, ignoring the Fire Genie on your left.
Treasure Chest
Switch Pad
200
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Run up the right side
of the hill, avoiding the
From this point
bouncing spike balls
on, you can quickly
and the Pearls coating
claim three Plat-
the wooden ramps on
inum Rings, each inside a
each side. Steer left and
cage. Target and smash the
head toward the middle
cage, then land on the Ring
one of three Springs.
inside. Or, run into the cage
If you’re feeling lucky, try Jump Dashing over the Pearl-coated
and collect the Ring that way. Then make a right turn, as the
ramps, but you’ll need a run up.
shortcut and long route paths merge.
The reason to pick the
center Spring is obvious
when you bounce up;
there are Neo Pearls on
either side! Immedi-
ately target the sword
and home in on it, then
the sword above, and Now for the final area! Dash through the trail of Rings, and then
then the third sword if you wish to take the shortcut. If you stay precisely in the middle as you run down through increas-
don’t, land on the wooden walkway ahead. ingly smaller arches of Pearls. Launch from the big ramp, and
land on the wooden walkway, then Charge Jump and land
on top of the first cage with a green Genie inside. Don’t do a
The shortcut is Homing Attack or you’ll fail! Wait for the Genie to disappear,
excellent if you’re then jump. Then Charge Jump across to the final wooden plat-
going for Gold, but it’s incred- form, or target the second cage just as the Genie inside disap-
ibly difficult to maneuver pears, and land on the platform. Finally, jump (don’t run!) to
through. You must immedi- the solid ground, and the goal. Phew!
ately land on the rail, Charge
Jump quickly so you miss the
trail of Neo Pearls, then land avoid the floating treasure chests
by sliding under them or Jump Dashing over them. Good luck You deserve a Gold Medal
with that! just for finishing, but finishing in a minute? That
The longer route is involves using the tactics shown previously, but
marginally easier. without stopping at any time!
Land after ignoring the
third sword, and Jump Attempt the following
Dash up the wooden times (in seconds) to claim a Bronze, Silver, and
walkway. Steer right to eventually, a Gold Medal for this Mission:
pass the vertical trail of Bronze [Link]
Neo Pearls. Then verti- Silver [Link]
cally jump through the Rings. These are a clue to heading past
the whirling blades ahead. Jump up via the crates to the right. Gold [Link]
Use Skills related to steering and Homing Attacks (for targeting
Stay along the extreme scenery, such as Platinum Rings in cages).
right wall, and pass
two vertical trails of
Neo Pearls. As the
Rewards
walkway slopes down,
run toward the three World 5: Pirate Storm: Mission 08: Chain of Rings
vertical blades and dash
World 7: Night Palace: Mission 03: Hands Off
to the side of them.
Alternately, try leaping on the crate to the left, Jump Dashing
over the blades, and descending through the trail of Gold Rings. Skill Awarded: #092 Expert Drift
201
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#092 Expert Drift is another Hidden Skills you can Remember! Look for tactics on the next Missions in the
unlock after claiming a Gold Medal during a Mission. appropriate section of this book. The next Mission in
It increases your experience when you drift as you this book may not be unlocked after this one!
approach a corner. Check the Skills section for more
information.
“Defeat 20 Genies!”
This relatively straightforward DIFFICULTY
1-3
Legend
Dash Panel
Switch Pad
Treasure Chest
Begin a Charge Jump as you arrive at your first obstacle struc-
Fire Souls 7-9 ture, and then target the green Genies on the first two steps.
1-15 Enemies Bash them both, then the purple Genie on top of the structure.
10 Use the additional height gained from defeating the third Genie
to Jump Dash into your first floating Fire Soul (picture #2).
11-12
13-15
Now rush through
a nasty cannonball
barrage. If you stay
right and collect the
trail of Rings, then shift
to the left following the
next trail of Rings, the
bombs explode to the
side of you.
202
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Stick slightly to the side Stay left and avoid the
as you tread on a dash two rotating blades,
panel, and then Charge and then run over the
Jump as you reach the bridge. There’s no reason
barricade ahead. Three to jump at all; if you’re
Genies head your way, traveling fast enough,
but you must slow down you can run over the
to target the first one on gaps instead of jumping
the right. Then finish the other two, land on the switch pad, and them. Or, you can leap to the middle section, and execute Time
leap over the lowering gate to quicken your pace. A Splash Jump Break; it’s the only way to spot the Fire Soul waiting for you here!
helps here.
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Although this looks
terrifying, negoti-
Are you having incredible difficulty targeting
ating the spiked pads
is straightforward, the chest, two Genies, and the Fire Soul?
as they don’t rotate. A Time Break just before lowering the gate
Launch yourself up, helps a lot!
and when the red target
appears, hit each pad in
Stay left and collect the
quick succession. Then land in the middle of the path and boost
trail of Rings before
through a dash panel and a double trail of Rings.
slowing and targeting
three more Genies at
the next gate. Defeat
When negotiating the spiked pads over the
each in a single air
water, you only need to target the first one.
combo, land on the
Jump Dash across the rest of the way if your
dash panel and lower
leaping skills allow you.
the gate. Your Genie total should be around #16 (or two less
if you missed the previous Genies). Note that you can ignore
the gate and boost over the top of it to claim Pearls from the
Now for the trickiest
floating chest.
part of the Mission! At
the next gate, tread on The barrage continues
the switch pad, then as you accelerate away
immediately jump and along the stone path.
(ideally Splash Jump) Swerve right, left, and
maneuver over the to the middle, following
lowering gate to get the double trail of
enough height to reach this floating chest. Claim the Pearls Pearls. Then dodge the
inside, then continue the air combo and defeat two floating patches of fire and head
Genies (#12 and #13), then claim your second Fire Soul by left, over a trail of Rings. The second lap begins now!
Jump Dashing and braking through the Fire Soul. You only have
one chance at this!
204
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Skill Awarded: #020 Sub W-Boost
Shahra and Sonic look across at the Pirate galleon, and see a
group of Pirate Slime Genies congealing into a huge and scary
fellow who flies above the rigging. This is Captain Bemoth, and
World 5: Pirate Storm: Mission 06: Hands Off he’s looking for a duel!
205
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Head out to the stone
pathway and hit the
Begin with a boost dash panel, then keep to
through a dash panel the right. As you reach
while remaining at the the various vertical
left or right edge of trails of Rings, weave
the path, ignoring the left to the middle to
groups of Rings in the miss one. Stay in the
middle of the track. middle and step on a dash panel.
Move into the middle as
you reach the second dash panel and the Rings end.
Gather a load of Pearls,
which you can easily
use in a Speed Break
whenever you’re on
solid ground. For the
Keep in the middle as the cannonballs fall around you, steering
moment though, jet
away from the trail of Rings on each side. Keep in this position
forward to the barri-
as two more trails of Rings appear, with a double trail of Pearls
cade, and bounce off
in the middle. Quickly steer left for more Pearls (and to avoid
the three Genies, collecting more Pearls. At the top, Jump Dash
a cannon strike), then right, and then left for two more trails,
over the two trails of Rings.
avoiding the flaming impact spots.
Slow down slightly
because a Fire Soul is
in front of you. Take it
and immediately steer
right, left, and right to
avoid some patches of
fire. Then move to the
middle to gather two Move to the middle as you reach the broken bridge, and head
trails of Pearls before steering left over a dash panel. Keep left between the first sets of blades on either side, then launch into
to avoid the double trail of Rings. the air. Target the Spring at the end of the next bridge section,
then fall toward the small section with the Fire Soul on it. Grab
that (picture #2), then strike the green Genie and fly across to
the dash panels on the other side.
You’re saved from
more Ring collecting
by the group of three
Genies waiting at the
gates. Either Splash
Jump over the gate and
ignore them (if you’re
going for a Gold Medal),
or defeat each one for the Pearls. Splash Jump or tread on the
switch pad and the gate opens.
Run under the three floating trails of Rings and engage the
three Genies on the platform. Make sure you Jump Dash off the
top, and land on the small raised platform ahead. Either side are
trails of Rings, so stay up on top and leap to the final platform,
near the cliff. Drop down to the ground to grab the last Fire
Soul. Otherwise, target the spike pad.
206
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Part 3: Going for the Goal
Jump Dash over the rest
This next section can be
of the spike pads and
infuriatingly difficult if you don’t take your time.
land in the very middle
However, for a Gold Medal, don’t slow down, and try
of the three dash panels
Jump Dashing straight through the large goal mouth circle of
ahead. This allows you
Rings. It’s tricky, but it can be done!
to miss the two curving
Ring trails. Then move Stand atop the platform
to the left to avoid the where the last green
three trails of Rings and the explosions on the right. Genie was defeated,
Open the gate, or better and Jump Dash to the
yet, flip up onto the top wooden platforms
of the left post next to ahead. Land on them
the gate, and target the instead of the ground,
floating chest and two or you’ll grab a Ring and
Genies. The Jump Dash fail this Mission.
from the last Genie
Jump Dash forward,
allows you to fly over
staying in the middle
the two trails of Rings and the massive explosions in the middle
of the path, so you land
of them. Then target the three Genies at the next gate.
on the edge of one of
Splash Jump or simply the platforms covered
get enough height to in Rings, ahead of you.
leap the gate, smash the Jump Dash and then
floating chest for Pearls, brake until you reach
then wind through the the top.
meandering double
trail of Pearls. Cannon- Make a long Jump Dash
balls arrive, so keep all the way through
collecting the Pearls and don’t drift out of this area. At the the circle of Rings, and
vertical Ring trails, stay in the middle-left area to avoid them. land on the upper plat-
form ahead, finishing
You’re almost there! the Mission. If you’re
Stay close to the trail coming up short, steer
of Rings in the middle, left and land on the
and not on the outside, switch pad, which bounces you back up and through the circle.
or you’ll be struck by a This is as difficult as it sounds!
couple of cannon shots.
Run to the end of the
Ring trail, then quickly If this is getting tricky, try a Time Break so
dart to the middle. you can steer more effectively. But don’t
Quickly run over the brake in the wrong place, or you’ll be treated
last section of Pearls, all to a failure in slow motion!
the way to this stepped
area, where two green
Genies await. If you
still have Rings on you,
make sure the Genies To finish in just over a
knock them out of you. minute, ignore all Rings, making sure they’re removed
This is the last chance to remove Rings before the goal area. from you before you reach the last section, and use
Speed Breaks on flat ground in while dodging cannonballs.
207
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and
eventually, a Gold Medal for this Mission:
Bronze [Link] World 5: Pirate Storm: Mission 07: Beat the Clock
Silver [Link]
Gold [Link]
Remember! Look for tactics on the next Missions in the
Use Skills related to steering and Homing Attacks. appropriate section of this book. The next Mission in
this book may not be unlocked after this one!
208
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Race over the switch Land and steer to the
pad, which activates a middle of the dash
Spring beyond the gate panels, and collect the
ahead of you. If you trail of Rings, before
tread on the second keeping left slightly to
pad, the gate opens. avoid explosions. Splash
However, it is better to Jump over the next gate,
Charge Jump into the then drop and activate
three Genies, then either Splash Jump or Jump Dash over the gate. the switch, or Splash Jump on the platform to the left, then
easily attack the chest and two Genies.
Drop down onto the dash panel and run through the Rings to
another dash panel and immediately Jump Dash and hit the Drop down and keep left, grabbing the trail of Rings and
appearing Spring on the left, at the foot of the platform struc- avoiding the explosions to the right, then pick off the three
ture. Bounce up and into the second Spring, which propels you Genies at the next gate before flipping over it with a Splash
to the three dash panels ahead. Jump (or a Jump Dash) and slamming into the floating chest. As
Keep right as soon as soon as this occurs, use Speed Break and dash all the way to the
you hit the pads to avoid goal, optionally weaving through the meandering Pearl path.
the incoming fire, and
stay right until you
reach the two trails of
Rings. Grab them on Claiming Gold on this
the right side, then stay Mission means learning the path correctly, never
in this area, following slowing down, and Splash Jumping over all the
the trails of Pearls right, left, and right again. Then follow the gates. At every possible opportunity (during periods without
snaking Ring trail to the broken bridge. enemies), use the Speed Break.
Hit the dash panels and zoom to the foot of the stepped Remember! Look for tactics on the next Missions in the
blockade, and defeat the three Genies here. Splash Jump over appropriate section of this book. The next Mission in
the gate or land on the switch pad to activate the gate itself. this book may not be unlocked after this one!
Bounce on the two Genies, then target two more hovering near
the spike pads over the ocean. Defeat them both and propel
yourself to the solid ground on the other side.
209
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Mission 08: Chain of Rings
Unlocked: After completing 5-04: No Pearl
possible. Pick up the consecutive trails of Rings while the Ring chain meter is in the green; if it fills to red,
you must start over. Note that there’s much more of the course than the area explained here, but this
portion is all that’s necessary to claim Gold.
Immediately cross to
the path’s middle so
you aren’t struck by
cannon fire, and tread
on the switch pad. Rings
appear outside the
double trail of Pearls.
Grab all 10, making the
chain as high as 33.
Remember you can continue your chain after Now target the lowest
collecting 100 Rings to claim more Experi- of the three Genies on
ence Points. However, halt early for the the stepped blockade,
quickest time. and bash him. Tumble
up to collect three Rings
above him, and repeat
Dash forward and hit this on the other two
the dash panel in the foes. That’s a total of
middle, and collect nine Rings, giving a chain of 42.
the 10 Rings from the
double trail, then five
more from the single
trail. Your total Rings
should now be 15.
210
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Quickly target the Of course, you may have
Genie on the ground missed a few Rings. If
below, bashing him, so, steer left (avoiding
tumbling up through that spike ball) and
three Rings, then run through five more
braking and running into a dash panel, then
forward through the steer to either side and
rest of the trail of collect the five spaced-
Rings. Add 11 Rings to your total if you grab them all. out Rings, before moving close to the middle for another six (or
more if you move to the far left). The trails continue, but you
Immediately steer right
should have finished by now!
and claim 10 Rings on
the side of the path,
and quickly steer right
to grab 10 more. Your A Gold Medal is yours if
speed may cause you to you quicken the pace, which means missing a few
miss some of the Rings, Rings but collecting the majority of them, and using
so don’t worry if you the Speed Break when you’re comfortable maneuvering around
can’t bag them all! The maximum Ring chain is now around 73. the explosions.
Stay left until you hit Attempt the following
the dash panel, then times (in seconds) to claim a Bronze, Silver, and
swiftly steer to the eventually, a Gold Medal for this Mission:
middle, grabbing seven
Bronze [Link]
more Rings. Charge
Jump and attack the Silver [Link]
green Genies arriving Gold [Link]
under the vertical Ring
Use Skills related to maximum speed, acceleration, Homing
trails, and bop all three of them. That’s 16 more Rings, giving
Attack, and steering.
you a maximum chain so far of 89.
when you’re getting to know exactly where all the areas of safety are! Because any hit makes you restart
from the beginning, be slow and methodical in your first few attempts. Unleash a faster technique after
you learn the layout inside and out.
211
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Now that you’re on the rickety wooden platforms, head
forward, optionally collecting Rings, and target the second
rotating spike pad, strike it and bounce off, land on the wooden
Legend platform, collect Rings, and then jump onto the solid land. Four
Platinum Rings Slime Genies land near you (the first is behind you; don’t worry
Dash Panel about him). You can attack the first two, but the third will have
electrified by the time you reach him. Wait and strike, or avoid
Switch Pad
him and collect the Rings behind him (picture #2).
Treasure Chest
Target the stepped plat-
Fire Souls
form area next, leaping
to the right of the falling
spike balls and landing
on the initial platform.
Or, judge when the
spike balls are going to
pass and use the swords
to bound up. Remember to stop and claim the Fire Soul on this
platform.
212
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Land on the ground and
begin a dash across the
three switch pads. Each
activates a trail of Rings
Bounce off the in a curve. Grab all of
barrel and land on them while avoiding
the grinding rail the spike balls on each
between the two tiny plat- side, and step on the
forms. Notice the second rail dash panels when you feel comfortable enough controlling your
on your right? Simply leap by steering. You need only slight tweaks left and right to the big
steering to the right, claim the ramp at the far end.
three Platinum Rings, and spring off either pad.
213
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Mission Complete! Rewards
Those seeking the elusive
Gold Medal need to use the tactics shown above, World 5: Pirate Storm: Mission 10: Stealth Attack
ignore all the superfluous elements (such as collecting
Rings), and finish with the very minimum of slowing down.
Skill Awarded: #054 Expert Attack
Attempt the following
times (in seconds) to claim a Bronze, Silver, and
eventually, a Gold Medal for this Mission: #054 Expert Attack is another Hidden Skills you can
unlock after claiming a Gold Medal during a Mission. It
Bronze [Link] adds to your experience each time you complete a Homing
Silver [Link] Attack. Check the Skills section for more information.
Gold [Link]
Use Skills related to maximum speed, acceleration, turbo start,
Homing Attacks, and steering. Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
this book may not be unlocked after this one!
Begin with a turbo start, straight through the trail of Rings and
avoiding the spike balls on the left, and then weave right and
left to avoid the two incoming Slime Genies. If you’ve traveled
quickly enough, you can Jump Dash and target a rotating spike
ball over the water. Strike this and propel yourself over to the
platform with Rings on it.
214
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Run to the end of the Wind right, left, and
platform with the right through the
netted crate, and look fire, and up onto the
at the Genie and the wooden platform at the
rotating spike ball end. Execute a series
ahead of you. Wait until of jumps and avoid the
the ball’s pad is facing Fire Genies, or if you’re
upward, so you can after Gold, hit the
target it. If you don’t, you’ll target the Genie instead, which is Genies once, then Jump Dash before you automatically target
bad! Then boost to the trail of Rings and solid ground. the Genie again.
“Collect 10 Rings!”
This Mission is over in seconds if you’re trying for the grand prize (although you can continue and defeat DIFFICULTY
more enemies if you wish). You need to gather only 10 Rings before the Mission is deemed a success. This
all depends on where you run, what you defeat, and where you happen to locate the Rings. Fight fewer
foes if you’re after the Gold Medal prize.
216
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Now immediately leap
and dash to the end of
If you need more Rings, simply head over the platforms
the pathway without
to the ground ahead, and start running over switches
hitting any more
and follow Springs all the way to victory!
switches. The switch pad
reveals another Ring on
the platform leading to
the water. Drop down
Mission Complete!
on it.
The method
described above is
All the other switches conjure up Genies; avoid
one method for attempting
them as they seriously impede your time. Of course,
to claim the Gold Medal. You
if you want the experience for enemy takedowns, could also ignore the 10th
conjure them! Ring, boost out of the air
launcher early, and claim the
final Ring just after this dash panel.
Drop off the end of the
platform and land on a
Attempt the following
switch pad, and quickly
times (in seconds) to claim a Bronze, Silver, and
leap up to the top of the
eventually, a Gold Medal for this Mission:
next platform, where a
Spring has appeared. Bronze [Link]
Target and bounce on it. Silver [Link]
You pass through a Gold [Link]
Ring (your ninth!) Use Skills related to steering and Homing Attack.
and into a spiked air
launcher! A Genie
appears. Wait until he
Rewards
There are no rewards for completing this Mission.
twirls downward, then
shoot out and through
him. This smashes the
block on the platform Remember! Look for tactics on the next Missions in the
ahead. appropriate section of this book. The next Mission in
this book may not be unlocked after this one!
Press the a switch that’s revealed, and your final Ring appears
on a raised platform section. Jump Dash and land on it to
complete this Mission!
217
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Mission 12: Perfect Challenge
Unlocked: After completing 5-08: Chain of Rings
Slime Genie, fire, water, or anything spiky is a real problem, so concentrate on learning the Mission’s
layout, and precisely maneuver through it. Also read through this Mission completely so you know what’s
coming up, and it won’t catch you off guard.
218
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Remember that maneuvering up swords is
easier if you rapidly flick the Wii Remote
forward constantly, as you bounce from
sword to sword.
After the fire comes the water; sit in the catapult and launch
yourself when the second barrel is underwater so that you
At the top of the target it when it appears. Then bounce off the barrel and into
stepped structure the flying pot. Flap furiously, steering to the left and avoiding
is a treasure chest. the two spike balls moving from left to right and back again.
Split it open and a Platinum Hop off the top of the platform to the road below.
Ring falls out. Land on it (at Now tread on the
the edge of the platform), three switch pads,
then drop down into the dash which reveal a trail of
panel and trail of Rings. Pearls. Dash through
these Pearls, avoiding
the spikes. If you stay
relatively close to the
Launch at the floating
middle, you can avoid
barrel, bouncing onto
these spike balls without slowing down. Accelerate up and over
a rail that lands you at
the big ramp.
a net-covered crate.
Nimbly steer right, and Land on the wooden
you’ll run and grind on jetty with the block
the next rail. You can in front, preventing
try jumping this, too. you from falling into
Spring off the end to the solid ground. the water. Target and
bounce off the floating
Slow down or you’ll barrel, Jump Dash all
hit the fire (at least, the way to the platform,
until you learn this then land and brake.
Mission’s layout). Avoid
the flames by steering
right around the first
patch of fire, then left,
right, left, and right to
exit to the catapult. Claim the Rings as you go, but concentrate
steering rather than collecting.
219
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Mission Complete! Rewards
There are no rewards for completing this Mission.
Getting through this course
in one minute is an almost impossible task, unless you
learn the track completely and don’t stop at any time. Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
Attempt the following this book may not be unlocked after this one!
times (in seconds) to claim a Bronze, Silver, and
eventually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to acceleration, Homing Attack, airborne
maneuvers, steering, and grinding.
waggle your Wii Remote like never before! The Mission takes place on a looping track, meaning you never
run out of room. Your plan is to wrestle the horns from this fiend, and avoid the electrical charges and
wave attacks the captain is fond of sending your way. Once he falls, the next World Ring will be yours!
Captain Bemoth is
aiming these missiles
at you, but fortunately,
you can simply weave to
the side. Do this as soon
as you see the first red
target that isn’t your
own, and then weave
right and left until the missiles are finished.
220
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Catch up to the captain Wrestling the horns
as soon as possible, and free takes around two
look for a red target to or three attempts per
appear on the horns horn. Why? Because
protruding from the during the wrenching,
captain’s armor. Jump the captain builds up a
and dash to grab hold green electrical charge
of it! (shown here), known
as a Neo Spark. As this builds, press 2 and drop off the captain,
Waggle your Wii
and begin the chase again.
Remote furiously as
soon as you grab onto
the horn, and you
gradually wrestle the
If you don’t drop off, you’ll be zapped, and the
appendage free. Watch
captain will flee far away, making the battle take a
for his Neo Spark (see
lot longer!
to the right). Flip back
onto the ground, and get ready for the captain’s next attack!
221
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You got the Water World Ring!
The Pirate’s stolen Ring appears. Only Sonic can touch the
Ring; are they from another world like him? Now that Sonic
has Sinbad’s Ring, he can challenge the Ifrit to battle. Just then,
Ali-Baba appears; there’s fire in the castle! The Ifrit is more
powerful, and there’s no time to lose.
222
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Welcome to the realm of King Solomon, who has nobody to help him stave off the attacks
from Erazor Djinn. His world begins in an outside graveyard of bones and ashes, where
you must shatter the skeletal remains of monsters to progress. Then choose between two
fiendish chambers—one high and one low—to further your progress into the king’s palace
itself. Access the palace via a red tunnel, and a long, curved ledge that spirals down to a
series of corridors: red, blue, yellow, and finally, a treasure corridor. Once through, you
reach the Skeleton Dome itself: a giant circular tomb near a second treasure corridor, and
King Solomon’s throne. Head there at once to seek his wisdom!
Please remember! The way the Missions are unlocked during your Runthrough
depends on which previous Missions you choose. This guide has all of the
Missions listed numerically, one after the other. The game allows (and insists
that) you play other maps first before returning to Missions. Choose the World
and Mission you seek information about, and locate it within this Runthrough.
223
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Look for the Genie floating above the embedded spike ball, and Head through the trail of Rings, and then attack three Genies
attack him. Then (while still in the air), target and explode the that appear. Smack them with a single multi-hit air combo
bones embedded in the ground. Continue the air combo by before charging forward to this corner. Jump Dash over the
smashing two more sets of bones, which leads you to this upper rolling spike balls coming in from the right. Target the three
ledge and a treasure chest. It contains Pearls, and a rail leads clumps of bones along the right wall, smash them, then drop
from this ledge to another floating treasure chest containing down and collect the trail of Pearls. Run through the second
Pearls. Charge Jump and open it or you’ll miss it. Snag them avalanche of spike balls, or jump them. Then target the four
both before descending. large bones sticking out of the ground.
224
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Quick route to lower The four green Genies:
course: You enter a If you’re grinding on
large, tracked, arena- the middle rail from
like chamber that’s actu- the start of this section,
ally a very long and wide and miss the Genies
corridor with a right guarding the big ramp
turn at the end. For this on your right, check
first plan, simply grind out the next area to the
on the rail directly in front of you. Then make a right and exit to right for four green Genies. Defeat them all to reveal a Spring.
the lower chamber. This allows you to bounce vertically up and collect Pearls in
circles above you.
Revealing the big
ramp: Here are the Left wall Spring: The
three main interesting final area to explore
parts of this area, in the (not including the trails
order you find them. of Rings you can grab
When you enter, steer near the left grinding
right, to the three rails) is at the far end
Genies. Defeat the two of the rails, under the
green Genies, then the Fire Genie, and the blocks explode. second upper ledge.
Attack the two green Genies, and the Fire Genie behind them, to
explode their block.
The big ramp revealed
Inside the block is a
is one method of
Spring, which allows
entering the upper
you to bounce up to
chamber. Hit the ramp
the second ledge. From
and boost up.
here, you can brake
and land on the ledge,
or Time Break and
target the Genie by the
big ramp, defeat him, and then zoom over the big ramp to the
upper chamber entrance.
Bounce off the Spring on the long ledge and steer through the
air, past the appearing Genie (or target him if you can), then
land on the rail. The rail isn’t stable, and it throws you off the
end and down to the ground. However, if you brake quickly,
then target the second appearing Genie, you can land on him, Lower chamber entrance: When you’re finished with your fun
and the next big ramp. This ramp leads to the entrance to the in this area (or if you’re going for Gold and want a quick exit),
upper chamber. turn right as you jump off the end of the rail, and then stay
between the two embedded spike balls, and then two more.
The entrance to the lower chamber is just right of that giant
Is this taking a long time? Use Time Break to skull! Attack the Genie, then brake and land on the switch pad
easily target this Genie, either via the upper without touching the circling spike ball to open the gate. Then
rails, or the Spring to the left, on top of the run through to the lower chamber (part 3).
second ledge.
225
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Run to the break in
the platform, and
leap the gap. You
don’t need to enter a spiked
air launcher below. Reach the
Upper chamber entrance: When you’re finished with your fun in flying pot at the corner (and
this area (or if you’re going for Gold and want an alternate exit), optionally enter it), flap up,
head up (via the big ramp or Spring) to the second ledge, defeat and exit through the Platinum Ring above you.
the Genie, land on the upper big ramp, and propel yourself to a
high and hidden ledge. Back up or land on the dash panel, then
boost forward, through the trail of Rings and step on the switch
pad. Then run to the upper chamber (part 4).
This next section is difficult if you’re after the Fire Soul! Run
down the platform, and at the gap, drop down into a second
Wind through the spiked air launcher. Boost up and land on the upper platform,
tunnel collecting the but brake just before you land so you drop through your first
trail of Rings that Fire Soul. Then quickly jump off onto a floating platform section
snakes right then left. below and leap across to the corner platform that doesn’t fall.
This ends at the gate
with a floating chest
just behind it. There
You’re likely to fall numerous times while
are three gates in close
trying this. If you fall after the Fire Soul, you
succession with a chest behind them. Stand on the switch pad,
can land on an invisible rail and grind up to
break open the chest for Pearls, then continue into a looming
the corner. If you miss the Fire Soul, inten-
cavern.
tionally fall into the gloomy water, and retry
this section!
226
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Land on this corner
section, and then Jump
Dash and land on the
narrow walkway, and
run out of this mad
chamber! Steer right
slightly as you enter the
tunnel, grabbing Rings, The track heads back and around the looping area you just
and then steer left slightly, for more Rings. visited, past more Rings (stay in the middle to grab them). Then
the path heads directly to a gate. Step on the switch pad and the
After this trail, Charge gate opens. Follow the tunnel as it winds along and skid at the
Jump and execute a end, avoiding the swinging blade, before turning right.
Homing Attack on three
scary-looking fellows: Follow the tunnel until
Skeleton Genies! Bop you reach the two
each on the head and swinging blades. Slow
don’t get caught by their down and steer left of
whirling blades. the first, and quickly
dart into the right,
Now run up through
grabbing the Fire Soul
the winding tunnel,
nestled between them.
taking care not to scrape
Then dodge the other blade and head off the big ramp. You drop
against any of the
to a red corridor below. The paths merge.
slow-moving swinging
blades. As you approach
the gate, launch into a
jump and brake in the
middle of the rotating spike balls, landing on the switch pad
that opens the gate. Then jump out and drop down to the red
corridor below. The paths now merge. Head down the corridor
to the trail of Rings, and
either slide through
or leap up and then
attack the two Skeleton
Genies. If you don’t get
This route is a lot shorter enough height on your
and less fraught than the lower chamber. If you can jump, you’ll be struck
reach here via the upper big ramp, do it. It’s much by the blades and have to pick yourself up. Dodge the swinging
faster to head through here and claim the Gold Medal. blade that cuts through the next trail of Rings (stay left).
227
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Head left through the Drop down and collect
trail of Rings. Watch the trail of Rings before
out in this long curved you reach the next
corridor because there upper ledge. Charge
are eight Skeleton Jump from here, up and
Genies to defeat! As the over the ledge, gaining
first two rise from the just enough height to
ground, get enough slam into a Skeleton
height and bop them, and continue the combo all the way to the Genie and break open the treasure chest of Pearls behind him.
end of the corridor, where you must fight a Genie guarding the
switch pad. Continue along the
bottom ledge, collecting
another trail of Rings,
This is another great spot to use Speed and then target and
Break. bounce up and into
three floating Genies.
This gives you enough
Head through the gate height to reach the
and leap on the right floating treasure chest with yet more Pearls inside.
rail, grinding through
the trail of Rings. Then
leap to the left and
grind through another
trail, after heading
below the swinging
blade. The tunnel opens into a gigantic circular curved area of
battlements.
Drop down, steer to the right of the swinging blade, and
target the first of three Skeleton Genies wandering the main
ledge. Execute a Homing Attack into each of them before you
This huge area is actually a very long curved track that
continue. The next upper ledge contains two Skeleton Genies.
slowly descends. You may see enemies, items, or obsta-
They can be defeated, but there’s no prize for this, so Jump Dash
cles on upper or lower tracks. These are areas you’ve
off and head to the narrow shimmying ledge.
either previously visited or not yet arrived at, so don’t
try to get to them now. Shimmy right collecting
Rings, waiting for the
two spike balls to fall
For the best possible time, below you. At the next
ignore the ledges above the main path and simply green handle, watch for
Speed Boost through as much of this area as you can. two falling balls. Collect
Pause only to defeat foes for extra Pearls. Rings, and watch for
three more spike balls
Run to the first enemies to fall at the last section.
you see: a trio of
floating green Genies.
Ignore them if you want
to quicken the pace,
or defeat the first two
and land on the middle
ledge, grabbing a trail
of Rings, and drop down. Or, hit all three Genies, allowing you Keep going along the main ledge to a trio of Skeleton Genies.
access to the top ledge with a treasure chest containing Pearls. Defeat all three, and a block they were guarding shatters,
revealing a Spring. Use that to get to the upper ledge and
another treasure chest containing Pearls, instead of avoiding
228
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the swinging blade on the lower ledge area. Once on the upper You appear in a long
ledge, bounce across two stationary spike ball pads to a second blue-green chamber.
ledge with a treasure chest that also contains Pearls. Step on the switch
Quickly enter a Time pad in front of you,
Break as you reach two through the gate. Now
spinning spike pads, use Time Break to slow
bounce on either one down the rotating spike
when the pad rotates balls guarding the next
upward, then target the switch. Drop down in the middle using Jump Cancel, open the
cage at the far end of the gate, boost out, and target three Skeleton Genies. Defeat only
next upper ledge and the first one, then brake and land on the gate switch, as they
grab the third Fire Soul inside! pop back to life!
229
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You appear inside a
massive domed struc-
ture, which looks like
a huge tomb. Use the Getting a fast time in this
dash panels between long Mission means taking as many shortcuts as you
the rails if you need to can. Gather Pearls in the first section, enter the upper
finish quickly. Leap on chamber for more Pearls, then use them when you reach the
the Grind Rail to the large curved ledge chamber and dome itself.
right, head through the Rings, then leap to the middle of the
path, and the left rail for more Rings. Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
Dash into a narrow tually, a Gold Medal for this Mission:
corridor with numerous
swinging blades. There Bronze [Link]
are Fire Genies between Silver [Link]
the first and second Gold [Link]
blade and the fourth and
Use Skills related to maximum speed, sliding, grinding,
fifth blades. Either stay
steering, Homing Attacks, acceleration, and aerial maneuvers.
on the far left or right
and avoid everything, or slow down and target the Genies.
230
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Mission 02: Hands Off
Unlocked: After completing 6-01: Go for the Goal
for three Fire Souls as well as ignore every trail of Rings that you see! You can accidentally pick some up,
as long as you drop them all before the goal line. Get ready to avoid all kinds of spiky traps and swinging
blades, in a quest for zero Rings whatsoever!
231
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Continue along the path
to the three Genies with
You might want to pick up a Ring or two
Rings above them. If
in case you lose one during the shimmying
you want Pearls and
section.
enemy bonus points
when you finish, defeat
them, then run along Jump Dash and land as
the ledge. To miss the far through the shim-
swinging blade, steer left, then right, and avoid a trail of Rings mying section as you can
on the outer wall. (see picture). Avoid the
Run to the second two spike balls and the
blade and keep on the two sets of falling spike
inside, as there’s a trail balls as you reach the
of Rings on the inside ledge on the other side.
(right) edge afterward.
Dodge them, then run
left, avoiding the larger
trails of Rings. Jump
over them when they block your path.
232
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Launch off the big ramp
Attempt the following
leading to the exit gate.
times (in seconds) to claim a Bronze, Silver, and even-
Jump Dash and then
tually, a Gold Medal for this Mission:
brake, landing on the
switch pad after plum- Bronze [Link]
meting through the final Silver [Link]
Fire Soul. Head through Gold [Link]
the gate.
Use Skills related to maximum speed, steering, Homing
Attacks, and braking.
Legend
Dash Panel
Treasure Chest
233
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Next comes a double
trail of Pearls and a
Start with a turbo, and spike ball embedded
race down the winding in the ground, and
path, staying in the another two trails and a
middle to collect the two spike ball. Charge Jump
trails of Rings before over the second spike
you reach two appearing ball, and smash the four
Genies. Tag both of them, bones ahead of you. Or Speed Break all the way to the end of
and then the barricade of this area!
three bones. Destroy one set of bones, then Jump Dash onward.
234
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Mission 04: Perfect Challenge
Unlocked: After completing 4-08: Perfect Challenge
every obstacle. The real problem is learning the last portion of the Mission, the gates leading to the goal,
where a Time Break helps out immeasurably! Don’t forget your Speed Break, too!
235
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Strike him, land and pick A couple of nasty Fire
up the left trail of Rings, Genies are on a throne
then leap into the air beyond this gate. Use
again. Defeat three more Time Break as they
spinning Skeleton Genies, stop the flame attack,
and then two more who and bounce on both
arrive shortly after. Again, of them twice. Don’t
don’t get struck by the miss hitting each one a
blades. couple of times. The block they are standing on explodes, and
you can use the switch underneath to get to the goal.
Now that you have a Soul
Gauge ready, try a Speed Break to the end of this next
corridor. However, you may need to leave some power
for a Time Break, too. For a Gold Medal, defeat
the Fire Genies throughout this Mission in record
If you don’t take advan- time. Ignore the green Genies in the curved corridor
tage of the Speed Break, and use Speed Break instead.
head around the corner
and collect more Pearls. Attempt the following
If you’re trying to times (in seconds) to claim a Bronze, Silver, and even-
defeat all the enemies tually, a Gold Medal for this Mission:
for Experience Points,
Bronze [Link]
battle five green Genie
foes, hammering them while avoiding the incoming spike balls. Silver [Link]
Otherwise, just run under them all! Gold [Link]
Now for the tricky part! Use Skills related to steering, sliding, and Homing Attacks
Head around the corner,
and either quickly run
onto the switch pad and
through the gate, or
wait until the middle World 6: Skeleton Dome: Mission 08: No Pearl
spike ball disappears World 7: Night Palace: Mission 07: Collect Rings
after landing on it.
Don’t get struck by a falling ball!
Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
this book may not be unlocked after this one!
“Defeat 40 Genies!”
Although the prospect of finding 40 Genies to defeat may fill you with dread, they are all contained in the DIFFICULTY
large domed circuit outside the king’s throne chamber. After racing here, you must activate a series of
five switches in order. Once you do, the slumbering Skeleton Genies—the 40 thieves the king was talking
about—awaken and can be dismantled one by one!
236
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It’s time to tackle
Legend the five switches in a
Platinum Rings meticulous manner!
Follow the trail of Rings
Dash Panel
to the left, watching for
Switch Pad the swinging blade, and
Treasure Chest ignoring the blocks and
other scenery to the
Fire Souls
sides. Stay in the middle, and after grabbing the last Ring in the
trail, defeat the appearing purple Genie.
Continue the air combo,
and strike the second
Genie to the left. Now
land and run between
the two rock platforms
and ground spike traps
up ahead.
The two crumpled piles of bones activate after you press Run through the double
the five switches in the circuit arena. At the moment trail of Pearls, watching
however, the Skeleton Genies cannot be attacked, but out for the swinging
they can’t harm you either. You can even walk on them! blades. Just beyond are
three appearing purple
Genies. Strike the first
one, then the second,
and the third floating
on the ledge ahead of you, near the outer wall. Switch #2 is
behind him, on this ledge.
237
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The final switch is just
ahead. Look for the two
green Genies in front
of a stepped block and
defeat them both. The
block disintegrates,
revealing a switch pad.
Quickly target the chest on the ledge above and left of the Step on it, then on the
ledge you’re standing on. It contains Pearls. Target the Spring Spring that appears, and bounce up and onto a ledge with the
pointing right on the same ledge and bounce across to the last switch. Now your Genie takedown total should be around
middle of a trail of floating Rings. Land on the invisible rail, 11, and it’s about to get much higher!
grind to the far end, and capture the Fire Soul as you fall off
(ignore the purple Genie that appears for the moment). You You Hit Switch #5 (5 of 5)
should have defeated around six Genies by now.
You should have struck nine Genies by now. Pick up the Plat-
inum Ring you just revealed, and then hit any of the Springs
on the ledge’s far end. Float through the arc of Rings into an
air launcher. Fire when the launcher is at its tightest point.
You tumble through the air and hit the fourth switch atop this
otherwise-unreachable ledge.
238
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Don’t forget the
reason you’re in this
air launcher! Flick the Now target and defeat
Wii Remote when the the Skeleton Genie
launcher is at its smallest that’s just ahead of the
point, tumble through ledges you’re on.
the Pearls, and grab the
floating Fire Soul.
These tactics can mean stopping and backtracking, Run forward to the upper ledge on your right, and Charge Jump
which wastes time. Another way is to zoom around to gain enough height to target the left Skeleton Genie, then the
the arena, looking for foes to defeat and continuously second one beside him. Then target the last remaining green
circling until they are all defeated. Genie and defeat him to reveal a ledge with a switch pad on it.
There’s a Skeleton Genie on this ledge, too. Target and defeat
him! You now have 28 dispatched!
Then move right, break open the chest for Pearls, then bounce
on the Spring and through the Ring arc. Land on the ledge on
the other side, and defeat the Skeleton Genie there. That’s 17
done! You should have targeted the Genie on the ledge near
the outer wall to your left, even though you can’t see him when
facing forward. Attack and defeat him (picture #2).
239
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Run along the right
Chapter 9: #6 White World Ring
inner area of the path,
near the stepped ledge
you cleared earlier, and
tackle the lone Skeleton
Skill Awarded: #094 Ring of Zero
Genie. Nine more to go!
Accelerate to the #092 Ring of Zero is another Hidden Skill you can
shallow ledge near unlock after claiming a Gold Medal during this Mission.
the first air launcher, It increases your Experience when your Ring count is
and tag both Skeleton zero. Check the Skills section for more information.
Genies, then follow it
up by hitting two more
Skeleton Genies under
the swinging blades
where you struck the fourth switch. Five more to go!
240
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Mission 06: Diehard Challenge
Unlocked: After completing 6-05: Rampage!
there aren’t too many collisions to worry about, compared to some of the objectives you’ve had to reach.
The Fire Souls are mostly straightforward to gather, and once you learn the most proficient route to take,
this Mission takes seconds, not minutes, to complete!
241
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This allows you to land Take the rail or the trail
on the ledge and aim at of Rings. The Rings lead
the treasure chest for to a Skeleton Genie, so
Pearls, and the Spring watch yourself! Either
on the left wall. The way, the rail ends at a
Spring bounces you pole, and underneath
through to an invisible it is your second Fire
rail that sends you over Soul. Take it! If you’re
the spike balls ahead of you. This is one way to reach the Spring approaching via the trail of Rings, sidestep right to take it.
on the pole, and the end of the area. However, there’s more to
discover!
242
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Mission 07: Beat the Clock
Unlocked: After completing 6-06: Diehard Challenge
However, the 13-second finish to take Gold means you need to stay on the ground, weaving around the
obstacles and ignoring all the enemies along the way. Fortunately, there’s little to collect here except a few
Rings, Pearls, and the defeated Genies. Brush off your fastest sneakers, and watch out for anything spiky!
If you want to explore
Legend the area instead, hit the
Platinum Rings Spring and fly over and
Switch Pad between the swinging
blades, then target
the two Genies ahead
and right, on this bony
ledge. Bash them both,
then accurately land on the walkway.
243
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One Fire Genie hovers
Attempt the following
over a switch pad.
times (in seconds) to claim a Bronze, Silver, and even-
Land on it, and the left
tually, a Gold Medal for this Mission:
ledge, and head to the
appearing Springs. Bronze [Link]
Fly through the arc of Silver [Link]
Rings and into an air
Gold [Link]
launcher. Launch from
this to hit a Spring, and bounce over the obstacles to the goal Use Skills related to maximum speed, airborne maneuvering,
line. and steering.
with a quick time. The plan is simple; turn off any Pearl-collecting Skills, and carefully leap over the
patterns of Pearls scattered in wall-like trails throughout the skeleton dome. Don’t forget to collect a few
Platinum Rings, too.
244
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Charge Jump and leap
over the next set of
Pearls (the left side is
slightly quicker), and
then Jump Dash over
the wall of Pearls ahead,
landing on the other
side. If you can’t reach,
Charge Jump the low Pearl wall, then land, and Charge Jump again.
Land and collect the
four Rings, then steer
Now move to the far
left slightly, through
left of the curved path,
the curved path
without hitting the
between the two giant
wall of Pearls, and run
walls of Pearls. This is
alongside the wall,
tricky at speed, so slow
pausing only to leap the
down until you learn
lower Pearl wall in front
the layout precisely.
of you. The swinging
blades pass over your head if you’re at this location.
Move to the middle and launch yourself into the air, over the
first low step so that the Spring on the upper step is visible to
your targeting. Bounce off this.
245
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
The last section of course is straightforward. Target the
incoming Skeleton Genie and bop him on the head. Continue Use Skills related to jumping and Homing Attacks.
the air combo over the Pearl wall, onto a second Genie, then
another wall and a third Genie, before targeting a chest. It’s
quicker to target the chest (picture #2).
246
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You appear in the long
Legend yellow corridor with
Platinum Rings a long Grind Rail,
swinging blades, and a
Dash Panel
load of Skeleton Genies.
Switch Pad If you defeat them all,
Treasure Chest three bones appear, and
Fire Souls you can head to the next
part of this Mission.
247
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To claim some Fire If time is important,
Souls, accelerate past continue on the ledge.
the hand, so you don’t Otherwise, head to the
hit it, and run into the upper platform with
left or right switch pad, the two Skeleton Genies
through the first set of standing on it, and
gates, and target the defeat them both, then
three Skeleton Genies. Jump Dash up to the
next platform, and into an air launcher.
When all three are
defeated, the blocks Flip yourself to the subse-
explode, allowing you quent launchers when
through the next set they shrink to the smallest
of gates. Three green size, and you’ll miss the
Genies appear above blades. At the spiked
a block. Defeat one to launcher, flick just before
reveal the switch pad it closes, and you’ll land on
under the block. The only reason to strike all three and open the a flying pot. Drop out of
other gates is to get a slight enemy takedown bonus! the pot, down to another pot, and Jump Dash to the Big Ramp.
248
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Dodge two more
blades, jump the big World 6: Skeleton Dome: Mission 05: Rampage!
ramp, and arrive at the World 6: Skeleton Dome: Mission 10: Rampage!
gate through a trail of
Rings. Charge Jump as
you go, then land on Chapter 9: #7: Enemy Stronghold
the Fire Genie and bash
him twice, brake and
land on the switch pad, and begin a difficult corridor dash!
You can actually run down the middle of the corridor and avoid
all the enemies. Or, slide, stopping as you pass under the gate
each time, target both foes, and defeat them. This adds expe-
rience, but doesn’t allow you to claim Gold. Avoid or defeat
two Genies, then a purple and a Fire Genie, and two more Fire Enemy Stronghold
Genies. Stand on the switch pad to access the final gate, enter The king explains that it’s his fault that the 40 thieves became
the teleport, and meet up with your bony friend! Erazor’s minions. Erazor’s power has grown so much, he’s
almost godlike! But even powerful beings have weak spots! The
king sees a dismal fate for Sonic, but he tells him Erazor is in his
palace up in the sky. Hold the White Ring up to the palace gates
and they will open….
249
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Mission 10: Rampage!
Unlocked: After completing 6-09: Special Challenge
“Defeat 15 Genies!”
Choosing the correct time to defeat 15 enemies is the most important aspect of this Mission. These corri- DIFFICULTY
dors are narrow, and the Skeleton Genies are tougher than previous foes. In fact, some are invincible!
Fortunately, by the time you’ve negotiated the red, blue, and part of the yellow corridor, you’ll have
more than enough opportunity to defeat the 15 foes you need!
Legend
Dash Panel
Switch Pad
Fire Souls
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Your Genie total should
now be around five.
Head into the first blue With 11 Genies in the
chamber and activate bag, simply run forward
the gate. Pass into the and target any Genies
second chamber, and that appear near you.
wait for the green Genie Four appear and disap-
to appear. Strike him, pear here, but waiting
then brake and land inside the rotating spikes, treading on the for them can take too
switch. Jump out of the switch area. Genie total should be six. long, so don’t slow
down too much! Try to attack one or two successfully before
Target the three Skel- you begin to grind.
eton Genies in the
next room, and hit the Grind along the middle
first, brake and land right rail, and target
on the switch pad he is two green Genies that
standing on, and do the appear and disappear.
same for the other two. The second one is near
The third Genie’s switch the final Fire Soul in the
pad opens the gate. The other two summon a purple Genie in middle of the corridor.
the next room. You can end the Mission
now if you’ve defeated enough Genies in here.
Defeat both the purple
Genies, then pop into
the flying pot, fly to
the ceiling, and jump
up and hit the switch If you somehow miss
there. This summons the third green Genie at
two purple Genies in the end of the swinging
the next chamber. Land blade and Grind Rail
and stand on the switch pad to open the gate. Step through onto area, engage the group
another switch, which summons a third Genie. Now attack! of Skeleton Genies at
the far end. The three
Take down the two nearest the blocks can
purple Genies, and be defeated. If you haven’t finished by now, there’s little hope.
ignore or simply hit the The goal line (which it isn’t necessary to cross) is just through
two Skeleton Genies the skeleton teleport!
that reanimate. Then hit
the third purple Genie
you summoned, and
while in the air, Jump Your plan for a Gold Medal
Dash forward (but under the gate—don’t get caught on it!) into hinges on your takedowns in the order presented
the Fire Soul. Exit via the teleport. above. Be quick about it!
251
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Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
World 6: Skeleton Dome: Mission 11: Collect Rings this book may not be unlocked after this one!
Sonic falters after the Mission as he nears the palace. His flame
is close to being extinguished, but it’ll take more than a tiny
flame to get the better of him! He has Shahra’s pinkie-swear,
and he’s ready to enter that Night Palace once and for all!
“Collect 50 Rings!”
There are a couple of different methods of locating all 50 Rings. The tactics below reveal the quickest DIFFICULTY
path. The different skeleton teleports make it possible for you to enter a number of different chambers,
but the best order to reach them is shown below.
Legend
Platinum Rings
Dash Panel
Switch Pad
Treasure Chest
252
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Even if you defeat just
Start by turbo boosting one Genie, the crates
into the skeleton tele- near the large gate
port directly ahead of explode, revealing a Platinum
you, and enter the long Ring! Land or pass through it,
corridor initially bathed treading on the switch pad and
in red. Run through opening the gate.
the next five Rings and
then target the Skeleton Now wander into the
Genie on the left. Then strike the middle one, ignore the right middle as the gate
one, and hit the one on the other side of the spike ground trap. opens, through the trail
Finish by defeating the one on the left near the five Rings. of about 10 more Rings.
If you’ve been following
the tactics previously,
Start with the Ring Bonus Skill so that you and haven’t been hit,
need only 45 more Rings to complete this this brings your total to
Mission! well over 50 before you enter the skeleton teleport ahead.
Claim as many Rings as You can also move around the teleport to the next gate
you can from this trail. (accessed via a flying pot; the switch is on the ceiling),
Ignore the other trail and attack the Skeleton Genies in the next area, but this
on the right (this takes takes too long.
too long to grab). Run
around the skeleton
teleport—not into
it—because the route
in this corridor, beyond the teleport, has more Rings. After the In this Mission, the exact
teleport, collect some of the Rings from the trail in the middle. tactics shown above always result in a Gold Medal.
Keep your speed up and avoid all spike balls. If you want experience instead, head through the
Check your Ring collec- different teleports and clear more enemies before you finish.
tion; you should have
around 15–20. Accel- Attempt the following
erate toward the three times (in seconds) to claim a Bronze, Silver, and even-
Genies that appear, and tually, a Gold Medal for this Mission:
defeat the bottom two Bronze [Link]
before the top one lets
Silver [Link]
off his flaming attack.
Defeat all three foes, and the blocks explode. Head through the Gold [Link]
hidden skeleton teleport behind the blocks. Use Skills related to maximum speed and sliding (not
Exit to the blue corridor, grinding!).
steer left, and pick up
three or four more
Rings before three
There are no rewards for completing this Mission.
purple Genies appear.
Ignore all of them except
the one in front, on your
Remember! Look for tactics on the next Missions in the
left. Defeat him.
appropriate section of this book. The next Mission in
this book may not be unlocked after this one!
253
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Mission 12: Chain of Rings
Unlocked: After completing 6-08: No Pearl
gather Rings here, and you’ll have to miss a few Rings to keep your time short for the Gold Medal. Other-
wise, make sure you reach the big ramp with your chain complete to avoid a lower, and less impressive,
result!
Ignore the treasure
chests of Rings above
you, and the upper
ledges. There are Rings
here, but the chain
usually stops as you
slow down to get them.
Instead, launch a Short
Jump just before you run under the ledge, and try to scrape
three or four of the Rings from the floating five that are here.
Do this again under the next ledge.
Try launching through
the second set of five
Rings under the ledge
as you’re targeting the
first of three crates with
Legend a Ring inside. These are
Platinum Rings important to keep the
Dash Panel chain alive.
Switch Pad After striking the first
Treasure Chest three Rings in cages,
jump the gate and
hit one more. Ignore
the final cage because
it’s quicker to brake
Start with a huge turbo and line up with the
boost and steer imme- 10 Rings just ahead.
diately right. You can Ignore the floating chests, then move to the right, claiming the
claim the Rings and five Rings on the right side.
the Pearls on the left if
you have a good Pearl Charge Jump as you
Collector Skill. Grab the reach the swinging
five Rings on the right, blade so you can easily
then the five Rings on the left, making a chain of 10. navigate around it. Hit
the Genie in front of the
three Rings and claim
them. Then strike the
second Genie, waiting
a split-second for him to arrive, for three more Rings. Finally,
strike the third Genie for the Platinum Ring (which adds only
one to your total).
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Race along the middle
of the ledge, grabbing
five more Rings, and
another five as you Follow the tactics above
reach the big ramp. This and gather a 50-Ring chain around the time you reach
is the first opportunity the big ramp. Use Time Breaks to steer through as
you have to complete many Rings as possible, as soon as possible.
this Mission. Attempt the following
If you still need Rings, times (in seconds) to claim a Bronze, Silver, and even-
gather around 10 tually, a Gold Medal for this Mission:
more as you land and Bronze [Link]
continue along the
Silver [Link]
ledge. This is enough
for a Silver Medal. Three Gold [Link]
more (two Gold and one Use Skills related to maximum speed, steering, and aerial
Platinum) are above the maneuvering.
Fire Genie. Charge Jump and defeat him to open the gate.
255
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Welcome to the realm of Erazor Djinn, and your final World to explore! This large and
sprawling temple palace has exterior balconies to negotiate, and Erazor summons the
toughest Genies you’ve faced! Fortunately, you have a few new tricks up your sleeve,
including a magic carpet to ride, before you enter a time-shifting temple, and an astral
pathway through the stars! You’ll encounter the ride of your life, with speedy curved
platforms and shattering glass walkways, before the gates open to the inner temple and a
battle with Erazor Djinn himself!
Please remember! The way the Missions are unlocked during your Runthrough
depends on which previous Missions you choose. This guide has all of the
Missions listed numerically, one after the other. The game allows (and insists
that) you play other maps first before returning to Missions. Choose the World
and Mission you seek information about, and locate it within this Runthrough.
place to steer through. Even the magic carpet ride is fraught with danger! You begin in the palace grounds
and must negotiate various corridors and shimmying spots more difficult than any before. After the magic
carpet ride comes a dash through a long glass causeway that is affected by time itself! Enjoy the wild ride!
Legend
Platinum Rings
Dash Panel
Switch Pad
Treasure Chest
Fire Souls
256
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Finish the combo
Begin with a turbo start, by targeting the
and dash through the treasure chest on the
trail of Rings. Turn right balcony, which explodes to
and grab more Rings, reveal a Platinum Ring.
then keep your speed
up as you run along the
palace wall. This leads
Dash forward, and
to a shimmying ledge;
weave around the
move left to the end without delay.
falling spike balls.
These appear randomly,
so your reactions must
Although Shahra is be good! You can run
telling you to run, under the spike balls if
open the treasure you ignored the Genies
chest on the balcony after and treasure chest just now in favor of speed. At the flat area,
the first shimmying ledge. It smash two treasure chests for the Pearls.
contains a Platinum Ring.
257
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Head inside the temple
and gain some addi-
tional height by bashing
the first Genie. Wait a
millisecond longer than
normal to avoid the
Fire Genie’s breath, and
defeat him. Then run up
the steps, around the balcony, and out of the temple, collecting
Land and avoid the spike ball, then strike the two Genies in Rings as you go.
the middle of the domed courtyard, before targeting the trail
of Genies floating on top of each other. Strike either the top or
bottom ones, then jump up through the rest, or drop with a
Welcome to your first
brake and defeat them all. Watch for the Fire Genie and try to get
magic carpet ride!
above or around the flames. The block behind them explodes;
Drop down and set off,
tread on the dash panel and run for the collection of Rings.
heading through the
Run along the wall first trail of Rings, then
and down to the moving to the right and
steps. Dodge the grabbing another trail
incoming spike balls, as you pass between two
and optionally slow temple towers. Steer left, and grab a third trail of Rings.
down. Floating Genies
appear at the foot of the
steps. Attack them all, The magic carpet is controled just like Sonic,
bouncing all the way to the Fire Genie at the top! except you can tilt the Wii Remote down and
This leads to an invis- up to pitch the magic carpet in that direction.
ible rail you can grind Remember this when you need to maneuver
above the steps, giving around obstacles.
you enough height
to Charge Jump, land
on top of the floating Swing around, and
Genies guarding the when you spot the trail
large archway, and of Pearls, dive to the
brake down through the rest. bottom left to head
through them, then
follow them to the
Of course, you can’t right, and dodge the
have everything! You spike ball.
can attack the Genies
via the invisible rail,
or stay on the steps and head
up to the two chests containing It is incredibly important to dodge any flame attacks
Platinum Rings. Dodge the or spike balls while on the carpet, because you’ll fall
spike balls, then attack a lower Genie in the line blocking your way. off if you’re struck, and must restart this part again.
258
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Head to the middle-left, Who knows if you’re
using a Pearl Collector inside the palace or not?
Skill to suck the Pearls But giant glass spears
from around the spike are crashing into the
ball, then stay left and pathway ahead! Run
avoid another spike ball forward, steering right,
with Pearls. Head down through the trail of
and right, avoiding Rings and avoiding the
a third spike ball, then keep left and avoid three spike balls first spears. Then steer left through the Rings, and around the
without Pearls, passing between two of them to net your first curved trail of Rings to avoid more spears.
Fire Soul.
259
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Soon after this trail of
Rings, the rail finishes.
Either leap up to the
right and collect the
Enter a long palace two trails of Pearls, or
corridor with weave left, then right,
vents of orange collecting the two trails
gas emanating from the of Rings. Both paths
path’s center. Carefully grab take you around some glass columns.
the eight Platinum Rings
throughout this area; they’re Turn the corner, run
easy to see because they’re surrounded by Pearls. up the pathway, turn
another left corner,
Run down the middle and run down a sloping
of the corridor, accel- curved path with
erating quickly so you spears zooming in from
aren’t struck by falling behind. Steer slightly
columns, and press the to the left so you aren’t
switch pads, revealing caught by one.
a Spring just ahead.
Bounce on that before
more columns fall, and grab the Platinum Ring and Pearl circle.
260
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The hourglass trans-
ports you back into the
main time corridor,
where the second of the
three archways begins
to build back up! Run
through, and then move
for the last purple mael- Head forward, and tackle the Fire Genie above each of the
strom. As you reach it, you’ll see a Fire Soul above it; ignore remaining blocks, claiming more Platinum Rings, and then
this for the moment. head to the end of the area where you can see a floating Fire
Soul above the exit. Quickly Jump Dash on the columns as they
rise, and ride them up, bounce off and head through the Fire
Soul. Using Time Break helps. Then tackle the two Fire Genies
on the block steps near the exit. Smash them, and hit the hour-
glass to leave.
261
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Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Bronze [Link]
Silver [Link]
Gold [Link]
Use Skills related to maximum speed, grinding, acceleration,
Homing Attacks, and airborne maneuvering. Sonic and Shahra enter the inner palace, and meet Erazor Djinn
on the battlements! He orders Sonic to hand over the seven
World Rings. But Sonic doesn’t have them all, and he tells
Erazor to look for them himself! Erazor draws his blade. The
battle is on!
World 7: Night Palace: Mission 02: Head to Head
World 7: Night Palace: Mission 05: Rampage!
Remember! Look for tactics on the next Missions in the
World 7: Night Palace: Mission 13: Boss Duel
appropriate section of this book. The next Mission in
this book may not be unlocked after this one!
Chapter 9: #10: Battle with Erazor
Fortunately, the course isn’t that long. It’s similar to Mission 01, but with a few more obstacles. Prepare
yourself for the final spike pad bounce because this makes or breaks the run!
262
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Land on the shimmying Now run around the
ledge, and sidestep curved path to the six
across to the balcony. Genies. You can cut in
When the Genie on the right and ignore
appears, wait a second them, or strike each
for him to turn his back one, taking care to
on you, then move past gain extra height after
him. Otherwise, you’ll striking the fourth to
strike him and fall. grab the Fire Soul above his head.
Move onto the balcony,
smashing open the chest
and claiming the Pearls
inside, before moving Race to the end of the
to the ledge and shim- curved balcony, and
mying across another make a sharp left. Keep
wall spike area. Pause left and leap over the
only for a second before incoming spike ball,
the first wall spikes. Stop between the last wall spike and the and land on the last Fire
appearing Genie, then negotiate the last wall spikes Soul. Then accelerate to
the end of the balcony.
Head into the next
narrow ledge, and
negotiate wall spikes as
usual. When you get to
Finally, target the
the last wall spike, wait
rotating spike pad at
for it to close and the
the end of the balcony
two Genies to turn their
and bounce off it, all the
backs, and shimmy to
way to the small domed
the safer balcony.
courtyard and the goal
line. If you can’t target
the spike pad and launch
Now launch an air
from it, hit Time Break a few feet before, and spring off easily.
attack at the seven
Genies that appear
on the balcony,
remem- bering that two of
Ignore all the enemies
them breathe fire, then smash
and Fire Souls. Concentrate on racing through the
open the treasure chest for
balconies and getting across the shimmying ledges as
a Platinum Ring. For a faster time, simply run by all of these
quickly as you can.
adversaries.
Attempt the following
times (in seconds) to claim a Bronze, Silver, and even-
Head up the stairs, tually, a Gold Medal for this Mission:
keeping to the side to Bronze [Link]
avoid the rolling spike Silver [Link]
balls. When you reach
the flat area, Charge Gold [Link]
Jump and launch your- Use Skills related to maximum speed, acceleration, Homing
self over the dozens of Attacks, and aerial maneuvers.
crates to avoid slowing
down. Then keep to the right side at the next staircase.
263
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Remember! Look for tactics on the next Missions in the
appropriate section of this book. The next Mission in
World 7: Night Palace: Mission 09: Diehard Challenge this book may not be unlocked after this one!
removing your Ring Bonus Skill and learning the layout of the floating upper exterior of the palace. Steer
your magic carpet around these gleaming obstacles without grabbing a single Ring because there aren’t
any foes to knock Rings away from you!
Legend
Platinum Rings
264
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Keep low and in the For the last obstacle,
middle of the two trails make a steady and
of Pearls, and follow precise dip into the
them around the left middle of the path so
wall of Rings, then the that you pass between
right wall of Rings. At the two horizontal
the end of the Pearl sections of Rings and
trail, steer right to avoid Pearls, and land on the
the spike ball. goal balcony.
265
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Mission 04: No Pearl
Unlocked: After completing 7-03: Hands Off
difference: you can’t grab any Pearls, and if you do, you’re immediately stopped. Simply learn the layout,
and avoid the sets of Pearls shown below, and you’ll complete this task in around a minute.
266
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Head through the trail
of Rings, then steer
left as you bank in this
direction, so you pass There’s not much time
over and left of the first between Bronze and Gold, so simply tighten the
group of Pearls, and corners when you fly.
then right of the Rings
with Pearls in them. Attempt the following
Then steer up and over the spike balls. times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
Now steer to the
Bronze [Link]
bottom, then the top to
avoid the trails of Neo Silver [Link]
Pearls, and then to the Gold [Link]
extreme right to avoid Use Skills related to steering.
a Fire Genie. Then steer
low and in the middle,
between the two diag-
onal Neo Pearl trails. There are no rewards for completing this Mission.
“Defeat 20 Genies!”
Enter the glass DIFFICULTY
267
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Bring the hammer down
on three more green
Launch from the Genies! Charge Jump
starting point, through as you reach the steps
the dash panel, and leading to the hour-
collect the two trails of glass. Then leap and
Rings. Begin a Charge strike the three Genies
Jump as you spot a one by one as they
few glass platforms up arrive. Finish by hitting the hourglass.
ahead. Attack the three
Genies that appear on these platforms. Fall from the first strike The hourglass tips, and
a little longer than normal to target the second green Genie, or two glass platforms
you may miss him. appear in front of you.
From the ledge the
Rush down the left, hourglass is on, leap
then right curved path, to the first, then the
collecting the two trail second platform, grab
of Rings that are in the the Fire Soul, then
middle of the route, target and attack the Fire Genie who arrives when you land on
and then make another the second platform. Defeat him!
Charge Jump. Ahead
are five Genies coming
in, and spears breaking the pathway. Target the front-right
green Genie quickly, and then defeat the others. Your Genie
Land back on the path
count is now eight.
and zip around the
corner. Stand on the
dash panel, and land
The last Genie is a nasty fire-breathing foe in the catapult as the
that sometimes knocks you back. If this spears smash through
happens, flick the Wii Remote faster. Take the path directly in front
down the first four Genies quickly so you of you. You need some
hit the fifth before he can breathe fire. Then Pearls for the puzzle ahead, so angle the catapult and flick it. If
slow down so you strike him a second time, you don’t you’ll fall!
and don’t dart off to the next part of the path!
268
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If you wish to free the Head up the curved
Fire Soul from within pathway, and when
the glass box, move to you’re grabbing the
the catapult’s side and trail of Rings, execute a
jump the gap, standing Speed Break. You must
by the glass box before be in the middle of the
ramming it with a path! You hit a glass case
Speed Break hit. Grab surrounding an hour-
the Fire Soul and continue. glass, shattering the case. Now target and hit the hourglass.
269
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Whichever way you A Gold Medal winner in
maneuvered through this task defeats the Genies in the order shown, but
the previous pathway without pausing between sections.
section, when you make
the left turn through Attempt the following
the trail of Rings, times (in seconds) to claim a Bronze, Silver, and even-
Charge Jump as the tually, a Gold Medal for this Mission:
ground is smashed by Bronze [Link]
more spears.
Silver [Link]
Land on the other side,
Gold [Link]
and stomp on all the dash
panels as you race down Use Skills related to acceleration, Homing Attacks, aerial and
another curved pathway. ground maneuvers, and grinding.
Scoot under the laser,
and target the hourglass
in front of you.
Now target the two World 7: Night Palace: Mission 06: Stealth Attack
appearing Genies on the
steps that rise when you
hit the hourglass, and Chapter 9: #9: Purple World Ring
claim victory! Excellent
work! Another Genie
guards a cage with the Skill Awarded: #095 Chain Bonus
Fire Soul inside, but
you have to Time Break to snag this prize!
270
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You got the Final World Ring!
271
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Part 2: Broken Glass
Make a choice at the
hourglass: either hit it
or stay right and avoid
it. If you remain on the
ground, dash forward,
Head down another curved path, watching for incoming spears.
through the Ring trails,
Steer left of the middle, then right of the middle, and claim
then onto an invisible
as many Rings as you can. Rush under the laser and wait for
rail that allows you
the green Genie to disappear. Now target the floating treasure
to pass over the broken pathway. Leap off the end to the left,
chest, and land on the platform just behind it. This allows you to
avoiding the Genies that appear during the grind.
land on the invisible rail. Grind through the Rings, take the Fire
Soul, Charge Jump over the spike ball, and grind either trail of
Pearls, dropping and avoiding the lasers.
272
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If you take the right
side, there are two
platforms to leap You must safely negotiate
onto, each with a switch pad all the obstacles quickly. Slowing down or stopping to
to stand on. Land on the pad, grab Platinum Rings isn’t an option. Try Speed Breaks
and a glass platform rises in on the curved areas, too. Learn when a pathway is getting
front of you. Leap on that, and speared, and leap accordingly.
you can obtain the Platinum
Ring high above, but a Genie
Attempt the following
also appears. Jump over the
times (in seconds) to claim a Bronze, Silver, and even-
Genie, grabbing the Platinum
tually, a Gold Medal for this Mission:
Ring, then repeat this plan at
the next switch pad platform Bronze [Link]
to claim the Fire Soul. Finally, Silver [Link]
leap over the exit laser for another Platinum Ring.
Gold [Link]
Use Skills related to maximum speed, acceleration, grinding,
and steering.
Whichever route
you took, the paths
combine at the right There are no rewards for completing this Mission.
turn, allowing you
to run down a 180-
degree curve, collecting Remember! Look for tactics on the next Missions in the
Rings if you stay to the appropriate section of this book. The next Mission in
middle-right, and accel- this book may not be unlocked after this one!
erate out to cross the goal line.
273
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Mission 07: Collect Rings
Unlocked: After completing 6-04: Perfect Challenge
need to chain
these Rings, you
only have to worry about the lack of track.
You don’t want to finish the race without
collecting the 100 Rings necessary to win,
which is a possibility because you can be
caught or struck and lose Rings. Equip the
Ring Bonus Skill, and carefully negotiate
this track for the best chance of grabbing
100 Rings.
Legend
Platinum Rings
Switch Pad
Treasure Chest
Now for some careful timing. Head under the lasers, and wait
for the green Genie to appear on the low glass platform. Then
attack him, the next one, and the top Genie in one air combo.
274
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Bounce off the top Genie to claim a Platinum Ring! Then do
a Homing Attack at the treasure chest (picture #2), quickly
If you aren’t interested in a great score and want to
defeat the Fire Genie, and finish the combo with a strike on
explore further, the rest of the Mission is laid out in
another Fire Genie just before the corner.
exactly the same as Mission 06. Use the Grind Rails after
the hourglass and choose the right or left path when the
Are the Fire Genies hitting you with flames? track splits because both contain Platinum Rings.
Try a Time Break!
275
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Mission 08: Chain of Rings
Unlocked: After completing 7-07: Collect Rings
you’re running
through may be
the same as Mission 07, the placement of
the Rings is entirely different, and you need
to keep a rapid pace to keep the Ring chain
increasing. For a Gold Medal, you must
collect the chain as quickly as possible.
This course is soon over, so don’t miss
increasing the chain more than twice!
276
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Now comes a tricky Head up and around to
part. Wind through the the trio of Rings inside
two Rings, and then the a circle of Pearls, and
trails of Rings down the target the Genie behind
curved path. There are the remaining Rings.
three spears to avoid, The goal is just ahead,
and the easiest way is so this is your last
to launch a Time Break. chance! With a Homing
There are 17 Rings in this area, as the curve finishes. The Attack, fly through the remaining Rings, and then collect any
biggest chain so far is 63. more above the Genie’s head.
You can actually get hit by a spear and still continue the
chain, so don’t give up! Get Gold by collecting
every single Ring as early as possible, and save some
Time Break energy for the spears and the Genies in the
laser section.
You can also try launching yourself at the Remember! Look for tactics on the next Missions in the
Genies. They have five Rings above them, appropriate section of this book. The next Mission in
meaning you can finish the Mission if you head this book may not be unlocked after this one!
up onto the glass platforms. Use Time Break
to ensure that you hit every Genie you can!
277
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Mission 09: Diehard Challenge
Unlocked: After completing 7-02: Head to Head
the first
Mission,
this takes the longest to complete, and
features a return to the gravity-shifting
279
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You’re back on another
stretch of glass
pathway. Target and
Rush out and around
defeat the Genie in
the giant spiral pathway,
front of you. Bounce up
staying in the middle to
to the third Genie and
gather as many Rings as
finish him as you land
you can from the three
on one of two rails with
trails, one after another.
Rings on them. Ride the rail down to the dash panels at the end.
Land on the upper glass
platform at the end of Head up the curved
the spiral. path, collecting Rings
on the left, or Pearls on
Defeat the Genie in the right. Make a sharp
front of you, then right, and then run
either land on the in the middle, under
pathway and head all three laser fences,
between all the spike collecting the trail of
balls, or leap to the Rings, and a second trail as you head under the third laser fence.
next two platforms.
At the second, brake
and smash through, down through the collection of Pearls and
Rings in a vertical trail.
Turn left, and then
keep to the right,
passing through a trail
of Rings. Steer left
Now for a nasty alley! Keep your speed up, and Jump Dash over
through a second trail,
a trio of incoming spears (or keep to the extreme left or right),
and watching out for
and then over a second trio of incoming spears. Then dash
incoming spears. Use
under all of the laser fences and exit. You can optionally slow
Time Break to dodge
and target three incoming Genies, but this wastes time.
the spears. Weave through the middle of the columns with the
Pearls around them, and into a maelstrom.
280
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A quicker plan is to
ignore the Fire Genie
and the block, and leap
onto the falling box,
then into the flying pot.
Flap up to the structure,
and leap out, onto it. Or,
you can get out halfway Hit the Spring at the end of the rail, allowing you to target
up, and pass through the Fire Soul waiting for you. eight more Genies! They are dotted about and on either side of
a double rail with Rings on each rail itself. You can brake and
ignore the Genies if time concerns you. After you defeat the last
Genie or hit the ground, dash to the goal.
Fling yourself hard in an arc from the catapult, and you’ll Use Skills related to acceleration, steering on the ground and in
trigger six Genies to drop from the ceiling! Defeat all of them to the air, Homing Attacks, and Soul Gauge.
shatter the block preventing you from exiting. Then leap over
the wall spikes, onto the box, and then into the exit. Follow the
trail of Pearls as it weaves to the maelstrom.
Head to the glass wall, #091 Ring Exchange is another Hidden Skill you can
and leap into the flying unlock after claiming a Gold Medal during a Mission.
pot. Flap to the top of It adds two Pearls for each Ring you collect. Check the
the wall, optionally Skills section for more information.
steering left or right for
more Rings, then leap
out and defeat the Fire Remember! Look for tactics on the next Missions in the
Genie floating on top of appropriate section of this book. The next Mission in
the wall. Wait until he stops breathing fire before you hit him. this book may not be unlocked after this one!
Optionally defeat two more Genies on either side of a rail, or
ride the rail down.
281
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Mission 10: Hands Off
Unlocked: After completing 7-09: Diehard Challenge
spears
that crash
through the pathways and head
straight for you are your biggest
Legend
Dash Panel
concern during this Mission, especially
during the last section where you don’t Fire Souls
have the luxury of any Rings to protect
you (unless you want to be struck and
lose any Rings you have!). Take this
Mission slowly, and remember where
all the Rings are. Then avoid them!
282
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You need a long Jump Dash to dodge them all. Also try steering
to the extreme right to avoid them. Finally, head under or over
You arrive on a glass pathway. Head forward and make sure you the laser, and target five Genies. Hit the first two, then stop,
target the first of four Genies that appear in front of you. Leap leap over the fence with the Fire Soul on it, and watch the Genie
onto each of them, then Jump Dash from the top one all the way on top of the laser fence post to the left. He’s under four Rings!
to an invisible rail. Ride the rail down, collecting the Fire Soul Brake so you don’t collect the Rings, or ignore him. Then attack
as you go. Don’t worry about the dozens of Rings surrounding the last two Genies. Watch out because the final one is a Fire
you; as long as you don’t jump, you won’t hit any! Genie (although he can knock away any Rings you may have
accidentally picked up!).
283
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Mission 11: Beat the Clock
Unlocked: After completing 7-03: Hands Off
Legend
“Finish within 90 seconds!!” Platinum Rings
The astral DIFFICULTY
path is
getting
more and more cluttered, and you
have another rotating temple area to
negotiate. Keep an eye on the time, and
on the obstacles in front of you. Fortu-
nately, there are a lot of ways to save
time, as well as waste some.
284
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If you took the grinding route, leap off the end of the left rail
and target the third Genie, then slide down the final invisible
rail. If you’re on the ground, you can get around halfway down
the rail, then pass over the goal line.
285
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Mission 12: Perfect Challenge
Unlocked: After completing 7-07: Collect Rings!
Legend
“Don’t take damage!” Dash Panel
The first 10 DIFFICULTY
seconds of
this Mission
are the most difficult you’ll ever
encounter, and flying a pot between
moving spike balls is no picnic either.
But once you gain mastery over the
steering, and realize that this Mission
isn’t as long as you thought, you have
a sporting chance of finishing it with
minimum of restarts. Take a breather
if you’re having problems. This one’s
very hard!
Immediately steer
right, avoiding a spike
ball on your left.
You need incredibly fast reaction times for this first
section. Be patient, and you’ll complete this in a
few tries.
A millisecond later,
Launch yourself onto steer left, between two
the dash panel and steer spike balls, as you pass
left sharply. Pass the under the bridge.
spike ball.
286
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When you reach the top
Steer left, around a
of the wall, wait for the
spike ball, then imme-
Fire Genie’s flames to
diately right, past
pass, then leap out and
the final spike ball of
strike the Genie twice.
this section, and head
Then either land on the
through the purple
Ring and Pearl rail in
maelstrom.
the middle, or target
two more foes on the ground to defeat.
287
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Mission 13: Boss Duel
Unlocked: After completing 7-01: Go for the Goal
is where your more important time-bending Skill becomes a distinct advantage. Use Time Break during
combat to turn almost impossible odds in your favor. Even then, you must time your strikes incredibly
precisely, and keep a track of how many hit points Erazor has, using the information below! Good luck!
288
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Now to bring your own
offense! You can actually
attempt a Homing Attack
on Erazor’s only weak A two-minute defeat of
spot (his head) during Erazor is possible, but only if you connect with his
his L- or Z-Slice attacks, head at every opportunity!
as shown here. Simply
make a Homing Attack Attempt the following
during the move, and keep bashing him until he staggers back. times (in seconds) to claim a Bronze, Silver, and even-
tually, a Gold Medal for this Mission:
The main time to Bronze [Link]
weaken Erazor Djinn
Silver [Link]
is once he’s stopped
his blade attacks and Gold [Link]
backed off. When the Use Skills related to Soul Gauge, steering, and length of
camera changes, imme- Homing Attack.
diately make a Charge
Jump, holding down 2.
289
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Remember! Look for tactics on the next Missions in the appropriate section of this book. The next Mission in this book
may not be unlocked after this one!
“Last Paragraph!”
This is actually it! After Erazor Djinn changes form into a hideously bloated monstrosity known as Alf DIFFICULTY
Layla wa Layla, and Shahra makes a great sacrifice, a final battle is upon you! Your recent power surge
means you can summon your Soul Gauge at will and use it against this massive fiend. Make sure you’re
ready for some Wii Remote waggling, and engage this ultimate evil!
She slumps forward. She hopes she’s done the right thing.
Sonic’s Ring cracks as Shahra’s life force ebbs. Suddenly the
Rings explode and Erazor is turned into a giant, slobbering
The door shatters as the seven World Rings are slotted into
monster, blinking in and out of existence. Shahra’s spirit melds
place. Erazor Djinn is floating in the room beyond, his lower
with Sonic. He gets four of the World Rings around each of his
half vaporous. He thanks Sonic for bringing the Rings to him.
limbs and is transformed into Darkspines Sonic.
Erazor wants the Rings, now! Sonic wants that flaming arrow After a confrontational
out of his chest, and Shahra is caught in the middle! She floats conversation with
forward with the Rings; she only wants to be with Erazor. Sonic the great beast, fly
quickly rubs his Ring and commands her to stop! down and to the left,
collecting as many of
the Rings as you can. At
the same time, fly from
side to side, avoiding
the pink homing orbs your foe is throwing at you. Avoid these
“Prayers! Sadness! Rage! Hatred! Joy! Pleasure! Wishes! Erazor Darkness Sparks or you’ll have to restart (or get your Rings
has all the Rings now, and the final part of the plan must take knocked out of you).
place. The bringer of the Rings must be offered up in sacrifice!
He offers up Sonic! Erazor swings his blade…and Shahra blocks
it with her body!
290
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Ignore the foe’s
mocking, and move up
as it charges you. Check
the incoming space for
a Platinum Ring, and
perhaps trails of other
Rings. But by now, you
should be shaking the Keep filling your Soul Gauge now! While the foe is stunned
Wii Remote as fast as you can! Watch the Soul Gauge fill up! by the blob returning and hitting him, execute another Speed
Break, and zoom in to him. You bash a weak spot on the beast’s
body, then puncture it, sending the foe spiraling back! The only
way to defeat the orbs of light is with Speed Break. The Soul
Gauge must be full for this to be successful.
291
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Skill Awarded: #096 Collection Present
292
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Welcome to Party Games Mode!
Play Party Games mode with up to three of your friends. Practice before you invite them over, so you can win everything! Party
Games mode has a number of different arenas you can play on, or you can select single Party Games to play. Let’s go!
Party Mode is full of cool surprises, and Playing Party Games also unlocks some goodies in the
not everything is unlocked from the very Special Book. Check out the Appendices chapter at the
start! Whenever you see this icon with a back of this book for details!
number after it, this corresponds to the
number of Fire Souls you must collect in
the adventure to unlock it.
Getting Started
Shadow: = 30
As soon as you select Cream: = 42
the Party Mode from Silver: = 87
the Main Menu, you’re
Blaze: = 105
asked how many
players you wish to
party with. There’s
you, obviously, and
up to three friends. If
you have fewer (or no) friends, then the computer takes those Once you’ve selected
remaining spaces up. your character, and
your friends have
selected theirs, you
can continue. If you
Here you can select have computer oppo-
your favorite char- nents, you must choose
acter! To begin with, a difficulty level for
you can choose from them. Choose from Easy, Normal, or Hard. You can also select
Sonic, Tails, Knuckles, Extreme after unlocking it!
and Amy. Once you’ve
uncovered some Fire
Souls during Adventure Extreme Difficulty: = 114
mode, you can also select Shadow, Cream, Silver, and Blaze (as
shown). You can also select a random character from the ones
you’ve unlocked, too.
The difficulty level you set for your computer opponents
affects how good they are at each Party Game. If you’re
All the different characters have their own victory and new to this game, choose Easy. If you’ve got the hang of
defeat stances, but are otherwise identical. the events, choose Normal. If you want quite a challenge,
choose Hard. If you’re incredibly good, choose Extreme!
293
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The Party Mode Map Here is an example of a
lovely fire carpet! There
This is the Party Mode are five different types
map! Omochao arrives to buy.
to give you all the
instructions you need,
and there are six places
to visit, along with the In the previous Party
exit that allows you Game, Sonic won and
back to the Main Menu. got five Rings. Shadow
Let’s go exploring! was second with three.
You can select any of the six environments, except World Silver was third with
Bazaar, to begin with. In each area, you can play a number of two. Poor old Knuckles
Party Games and you’re awarded prizes, whether these are got only one point for
Rings, treasure, or simply a first position. Every area has a last place! However,
different competition. Sonic didn’t bid on the carpet, and Shadow outbid everyone
else with three Rings, so he gets the carpet! He only needs four
The Party Games you play in each area are randomly selected more to win!
by Omochao; it is just the scoring after you play a Party Game
that is different. The Party Games are selected from every
possible type, and the environments give you a different way to Of course, Sonic still has five Rings, so he could outbid
win the overall competition. How is each area different? Check anyone for a carpet later in the game. Remember this.
out the information to come!
294
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Shadow and Sonic
now play Party Games Area #4: Pirate’s Coast
until one of them has
two wins. Look! It’s Ahoy there, and
Shadow! Then Silver welcome to the Pirate’s
and Knuckles did the Coast! In this game,
same, and Silver won. whoever reaches the
goal first is the winner!
Shadow and Silver The player who wins
moved up to the top each Party Game gets
windows. Now Sonic the most points, and
and Knuckles battled the fourth place gets the least.
to see who would take
third and fourth places, After each game, these
while Shadow and points are awarded
Silver battled for first. automatically, and the
In the end, Silver won! winner of each game
moves the farthest. In
this example, Shadow
Area #3: Genie’s Lair won, and moved 10
spaces forward. Second
Look! It’s the Genie’s place gets to move six, third gets to move four, and fourth gets
Lair. The Genie has a to move two.
vast hoard of hidden
treasure in the chests in
front of you. When you
The total distance to the goal is 62 spaces. This means you
finish a Party Game, the
must win seven games in a row to win the fastest. As you
winner can open one or
progress, ready yourself for docking periodically and also
more treasure chests.
Springs and traps that can help or impede your progress
You can open as many as you like, but watch out! Some have
respectively. This can help you lose or win a race!
been booby-trapped by evil Genies.
295
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Sonic wins the Party
Game! He heads
Survival Game: The last player remaining wins.
north, and opens a
Point Game: The player with the most points wins.
chest. Shucks! There’s
Race Game: The player who finishes first wins.
a diamond inside.
Record Game: You can continuously improve a score,
Remember where this
which the game records.
is for later, as some-
times Omochao changes
the treasure type before it’s found, and always changes it when
it has been found! The player with the most treasure wins once
all the chests are opened!
The Party Games
The following information shows every single Party Game that
Area #6: World Library you can play! This includes quick tactics if necessary, the type
of game it is, and whether it is available from the start or if you
need to collect Fire Souls to unlock it.
The last part of the map
is the World Library,
and it’s awesome! There
are eight volumes to Type: Point Game,
choose from: Record Game
Details: Roll the ball
and try to crush the
All Party Games Select any available Party Game and Kri Ma Djinn! Point
play it! at the screen with the
Survival Games Select any available Survival Party Wii Remote and hold
Game and play it! 3 to roll the steel ball.
Remember you don’t have full control, so roll in the general
Point Games Select any available Point Party Game
direction of the enemies, and try to block rivals who already
and play it!
have a great score.
Race Games Select any available Race Party Game
and play it! = 0 (Available from start)
Record Games Select any available Record Party Game
and play it!
Rankings Check the Rankings for various scores
(use f or h to change pages) Type: Point Game
Character Records Check the Scores for all the Characters Details: Swing the Wii
Final X Adventure One-player only: See how many Party Remote to swing the
Games you can win in a row. bat, and hit a home run!
You have three tries, so
try for three home runs.
Use this area to practice all the types of Party Games, or Remember there are
select a favorite Party Game to play over and over with slow, medium, and fast
your friends. balls. Swing at the right time, or you’ll miss or not have enough
power. Shout at your rivals to put them off!
Final X Adventure: = 126
= 0 (Available from start)
296
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Type: Point Game, Type: Point Game
Record Game Details: Tilt the parasol
Details: Spin the lever and collect the medals!
to take down the Kri Ma Swoop in for the more
Djinn! The trick here valuable medals (the
is that you can spin in greenish-gold ones), and
two different direc- block your rivals from
tions. There are top and getting them too. Force
bottom cogs, and one falls quickly if you spin the wheel in the opponents into the clouds. Clouds stop you for a few seconds
opposite direction when they are standing still, trying not to fall while you wrestle free with rapid Wii Remote flicking!
down. Remember this, and spin the cogs quickly when you have
enemies clustered on them. = 0 (Available from start)
Type: Survival
Type: Race Game, Details: Spin the steel
Record Game ball and try to hit your
Details: Move the lever opponent! It takes only
up and down to go! three hits to knock down
Rapidly move the Wii a tower, so release 3
Remote to go faster. when the ball is spinning
Duck when you pass at the foe’s tower, not
under a metal beam, and past it! Also, try secretly teaming up with a rival to knock down
stand up when you pass through the green medals. This helps a bigger rival before facing each other! Sneaky!
your overall ranking and speed.
= 0 (Available from start)
= 0 (Available from start)
297
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Type: Point Game Type: Race Game,
Details: Form a bubble Record Game
and use it to catch the Details: Paddle with the
butterfly! Form the oars and head for the
bubble slowly with 3, goal! Instead of rapidly
as fast attempts burst. rowing all the time,
Very slow bubbles are execute your rowing
bigger, but take longer. in bursts, then make a
Predict where the butterflies will be, not where they are when turn, then more rowing, then another turn. Keep this up over
you make the bubble. Stay away from the other players. both laps. Don’t tire yourself out on the first lap; leave some
strength for the finish!
= 0 (Available from start)
= 18
298
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Type: Point Game, Type: Race Game,
Record Game Record Game
Details: Tilt the mirror Details: Control
and shine light on the Omochao and steer
Kri Ma Djinn! The trick your player to the goal!
here is to keep the Kri This is a hilarious game.
Ma Djinn lit up for a Ignore everyone else and
second so it disappears; concentrate on steering
if you just glance it, the beast hides. Look for movement and your own blindfolded character. Clap more rather than less, and
spooked Djinns that rivals have found; then shine on them as try to cut corners, taking inside bends, but without falling into
they move and steal the point! the water!
299
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Type: Race Game Type: Point Game
Details: Turn the dial Details: Use the axe
to open the safe! This is to chop the firewood!
another memory game, This requires you to get
and it helps tremen- into a rhythm. Chop
dously if you repeat the the wood as soon as
five element names in the Omochao places it
the order you see them. on the stump, and hit
Say “cloud, moon, wind, rain, star!” under your breath. Then the larger sticks three times to chop them. As long as you don’t
move the safe dial and line up the red points. Confirming the swing early and hit the Omochao, you can rack up the points
password takes too long. with lightning fast chopping!
300
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Type: Race Game, Type: Point Game
Record Game Details: Jab the enemy
Details: Flap your with the sword! This
hardest to avoid the is all about timing.
thunderclouds! The first Simply block any enemy
player to the ground attacks, and wait until
wins this game, so the enemy is about
don’t flap in the sky and to lunge, or has just
slowly descend! Instead, stay around two-thirds of the way up lunged, and counter the attack with a thrust. Make sure the
so you miss the thunderclouds that slow you down. enemy’s shield is out of the way, too, and keep your aim straight
at him!
= 12
= 48
= 24 = 60
301
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Type: Race Game, Type: Point Game
Record Game Details: Play as directed!
Details: Fly off on the Hold the Wii Remote
wind! The plan is to as a bow, as if you were
make small swoops playing the violin, and
down, followed by flick it left and right
minor pitches upward, in time with the tune.
without the “danger” Listen carefully to the
warning going off, as this can make you lose a lot of altitude. tune; it helps if you go last, so always pick player four!
Try keeping your speed around 45–55 using the altimeter and
speed meter on the right to guide you, and don’t hit any rock
= 0 (Available from start)
formations!
= 78
Type: Survival
Details: Choose the
right key to open the
Type: Point Game, door! This is more of
Record Game a game of chance than
Details: Spin and get anything else, as nine of
as many gold medals the locks (each opened
as you can! Try to steer using the same key)
through and grab every open the treasure room, and three open a cage full of Golems!
medal. Grab every large
medal and as many small
= 54
ones as possible. Use inertia to pitch up and down, and look at
the incoming medals so you can prepare to spin.
= 96
Type: Point Game,
Record Game
Details: Fire at the pot
before your opponents!
Type: Point Game
This is more of a quick-
Details: Try to get a hole draw than a marksman
in one! The backswing is competition. Press
important here, as the 4 and keep your Wii
harder you hit the ball, Remote pointing down; the game knows if you’re cheating!
the farther it travels. Focus on the target and fire!
Practice the backswing,
then strike. Hold the = 0 (Available from start)
Wii Remote like a golf club, and make a sharp flick for the best
results. Remember to account for the hill!
302
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Type: Point Game Type: Point Game,
Details: Pull back Record Game
in without dropping Details: Move the net to
your catch! This means catch the Kri Ma Djinn!
pushing the Wii Remote Keep your net around
forward, and slowly the middle of the area,
bringing it back with a so you’re close to any
minimum of wobbling incoming Djinns. Also
and jostling. Just keep slow and steady. The Djinn will awaken if look for the shadow, and follow it back. When the shadow gets
you, ahem, “accidentally” shove your rivals while they try this large, make sure the net is under it, and look for the next Djinn
out, but that’s cheating! at the same time.
303
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Special Book
Page #013
2003—Sonic Heroes
Page #001 Unlock Condition: Get 9 Silver Medals.
1991—Sonic the Hedgehog
Page #014
Unlock Condition: Get 45 Silver Medals.
2004—Sonic Advance 3
Page #002 Unlock Condition: Get 6 Silver Medals.
1992—Sonic the Hedgehog 2
Page #015
Unlock Condition: Get 42 Silver Medals.
2005–2006—Shadow The Hedgehog, Sonic Rush, and
Page #003 Sonic Riders
1993—Sonic CD Unlock Condition: Get 3 Silver Medals.
Unlock Condition: Get 39 Silver Medals.
Page #004
1994—Sonic the Hedgehog 3 and Sonic & Knuckles
Unlock Condition: Get 36 Silver Medals. Page #016
Teaser Image 1
Page #005 Unlock Condition: Lost Prologue Mission 19: Complete with
1995—Chaotix Gold Medal.
Unlock Condition: Get 33 Silver Medals.
Page #017
Page #006 Teaser Image 2
1996—Sonic 3D Blast Unlock Condition: Lost Prologue Mission 17: Complete with
Unlock Condition: Get 30 Silver Medals. Gold Medal.
Page #007 Page #018
1997—Sonic R Teaser Image—Japanese
Unlock Condition: Get 27 Silver Medals. Unlock Condition: Lost Prologue Mission 18: Complete with
Gold Medal.
Page #008
1998—Sonic Adventure Page #019
Unlock Condition: Get 24 Silver Medals. Trade Show Pamphlet
Unlock Condition: Lost Prologue Mission 13: Complete with
Page #009
Gold Medal.
1999—Sonic Adventure International
Unlock Condition: Get 21 Silver Medals. Page #020
Teaser Image Final Version
Page #010
Unlock Condition: Get 98 Silver Medals.
2000—Sonic Shuffle
Unlock Condition: Get 18 Silver Medals. Page #021
Main Visual
Page #011
Unlock Condition: Get 90 Silver Medals.
2001—Sonic Adventure 2 and Sonic Advance
Unlock Condition: Get 15 Silver Medals. Page #022
Title Logo—English Version
Page #012
Unlock Condition: Get 82 Silver Medals.
2002—Sonic Advance 2
Unlock Condition: Get 12 Silver Medals.
306
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Page #023 Page #034
Title Logo—Japanese Version Shahra—Expressions 1
Unlock Condition: Get 74 Silver Medals. Unlock Condition: Lost Prologue Mission 08: Complete with
Gold Medal.
Page #024
Title Logo—German Version Page #035
Unlock Condition: Get 66 Silver Medals. Shahra—Expressions 2
Unlock Condition: Dinosaur Jungle Mission 08: Complete
Page #025 with a Gold Medal.
Title Logo—Italian Version
Unlock Condition: Get 58 Silver Medals. Page #036
Shahra—Production CG Model
Page #026 Unlock Condition: Dinosaur Jungle Mission 12: Complete
Title Logo—Spanish Version with a Gold Medal.
Unlock Condition: Get 48 Silver Medals.
Page #037
Page #027 Shahra—Concept Image 2
Teaser Promo Image Unlock Condition: Night Palace Mission 08: Complete with a
Unlock Condition: Lost Prologue Mission 20: Complete with Gold Medal.
Gold Medal.
Page #038
Page #028 Erazor—Concept Image 1
Title Logo—Initial 1 Unlock Condition: Dinosaur Jungle Mission 04: Complete
Unlock Condition: Lost Prologue Mission 14: Complete with with a Gold Medal.
Gold Medal.
Page #039
Page #029 Erazor—Concept Colors 1
Title Logo—Initial 2 Unlock Condition: Lost Prologue Mission 09: Complete with
Unlock Condition: Lost Prologue Mission 15: Complete with Gold Medal.
Gold Medal.
Page #040
Page #030 Erazor—Concept Colors 2
Title Logo—Initial 3 Unlock Condition: Lost Prologue Mission 10: Complete with
Unlock Condition: Lost Prologue Mission 16: Complete with Gold Medal.
Gold Medal.
Page #041
Erazor—3 Faces
Unlock Condition: Lost Prologue Mission 11: Complete with
Gold Medal.
307
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Page #045 Page #055
Erazor—Concept Image 2 World Ring
Unlock Condition: Night Palace Mission 11: Complete with a Unlock condition: Lost Prologue Mission 12: Complete with a
Gold Medal. Gold Medal.
Page #056
World Ring Concept
Unlock condition: Pirate Storm Mission 08: Complete with a
Gold Medal.
Page #046
Ali-Baba Page #057
Unlock condition: Sand Oasis Mission 11: Complete with a Night Palace Exterior Concept
Gold Medal. Unlock condition: Levitated Ruin Mission 09: Complete with
a Gold Medal.
Page #047
Sinbad Page #058
Unlock condition: Levitated Ruin Mission 11: Complete with World Ring Door
a Gold Medal. Unlock condition: Pirate Storm Mission 11: Complete with a
Gold Medal.
Page #048
King Shahryar Page #059
Unlock condition: Sand Oasis Mission 06: Complete with a Throne Room Image
Gold Medal. Unlock condition: Levitated Ruin Mission 10: Complete with
a Gold Medal.
Page #049
King Solomon Page #060
Unlock condition: Skeleton Dome Mission 11: Complete with The Book of The Arabian Nights
a Gold Medal. Unlock condition: Pirate Storm Mission 09: Complete with a
Gold Medal.
Page #050
King Solomon Concept
Unlock condition: Night Palace Mission 12: Complete with a
Gold Medal.
Page #061
Page #051 Lost Prologue
Erazor’s Lamp Unlock condition: Lost Prologue Mission 02: Complete with a
Unlock condition: Pirate Storm Mission 07: Complete with a Gold Medal.
Gold Medal.
Page #062
Page #052 Sand Oasis
Erazor’s Lamp Concept Unlock condition: Sand Oasis Mission 02: Complete with a
Unlock condition: Pirate Storm Mission 10: Complete with a Gold Medal.
Gold Medal.
Page #063
Page #053 Sand Oasis
Shahra’s Ring Unlock condition: Sand Oasis Mission 03: Complete with a
Unlock condition: Evil Foundry Mission 11: Complete with a Gold Medal.
Gold Medal.
Page #064
Page #054 Dinosaur Jungle
Shahra’s Ring Concept Unlock condition: Dinosaur Jungle Mission 02: Complete
Unlock condition: Pirate Storm Mission 04: Complete with a with a Gold Medal.
Gold Medal.
Page #065
Dinosaur Jungle
Unlock condition: Dinosaur Jungle Mission 03: Complete
with a Gold Medal.
308
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Page #066
Dinosaur Jungle
Unlock condition: Dinosaur Jungle Mission 05: Complete
with a Gold Medal.
Page #085
Night Palace
Unlock condition: Night Palace Mission 02: Complete with a
Gold Medal.
309
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Page #086 Page #098
Night Palace Genie 3
Unlock condition: Night Palace Mission 05: Complete with a Unlock condition: Lost Prologue Mission 03: Complete with a
Gold Medal. Gold Medal.
Page #103
Genie 8
Page #091 Unlock condition: Pirate Storm Mission 06: Complete with a
Sand Scorpion Gold Medal.
Unlock condition: Dinosaur Jungle Mission 11: Complete.
Page #104
Page #092 Genie 9
Ifrit Golem Unlock condition: Skeleton Dome Mission 10: Complete with
Unlock condition: Skeleton Dome Mission 11: Complete. a Gold Medal.
310
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Page #109 Page #123
Grateful Ali-Baba Escaping the Factory
Unlock condition: Sand Oasis Mission 05: Complete. Unlock condition: Evil Foundry Mission 13: Complete.
Page #135
Development Team Intro
Page #121 Unlock condition: Get 105 Silver Medals.
Water World Ring
Unlock condition: Pirate Storm Mission 05: Complete.
Page #122
Rematch with the Ifrit
Unlock condition: Evil Foundry Mission 02: Complete.
311
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Page #146
Golem Djinn Memo
Unlock condition: Levitated Ruin Mission 12: Complete with
a Gold Medal.
Page #136 Page #147
Opening—Animatic Ifrit Golem Memo
Unlock condition: Sand Oasis Mission 04: Complete with a Unlock condition: Pirate Storm Mission 12: Complete with a
Gold Medal. Gold Medal.
Page #137 Page #148
Opening—In Production 1 Levitated Ruin Memo 1
Unlock condition: Sand Oasis Mission 08: Complete with a Unlock condition: Skeleton Dome Mission 04: Complete with
Gold Medal. a Gold Medal.
Page #138 Page #149
Opening—In Production 2 Levitated Ruin Memo 2
Unlock condition: Sand Oasis Mission 12: Complete with a Unlock condition: Skeleton Dome Mission 08: Complete with
Gold Medal. a Gold Medal.
Page #139 Page #150
Ending—Animatic Skeleton Dome Memo
Unlock condition: Night Palace Mission 03: Complete with a Unlock condition: Skeleton Dome Mission 12: Complete with
Gold Medal. a Gold Medal.
Page #140
Ending—In Production 1
Unlock condition: Night Palace Mission 04: Complete with a
Page #151
Gold Medal.
BGM—Sandstorm
Page #141 Unlock condition: Lost Prologue Mission 04: Complete with a
Ending—In Production 2 Gold Medal.
Unlock condition: Lost Prologue Mission 10: Complete with a
Page #152
Gold Medal.
BGM—Seven Rings in Hand
Page #142 Unlock condition: Night Palace Mission 14: Complete with a
Opening—Finished Version Gold Medal.
Unlock condition: Lost Prologue Mission 01: Complete with a
Page #153
Gold Medal.
BGM—The Lost Prologue
Page #143 Unlock condition: Lost Prologue Mission 01: Complete with a
Ending—Finished Version Gold Medal.
Unlock condition: Night Palace Mission 14: Complete with a
Page #154
Gold Medal.
BGM—Let the Speed to Mend It
Page #144 Unlock condition: Sand Oasis Mission 01: Complete with a
Object Memo Gold Medal.
Unlock condition: Levitated Ruin Mission 04: Complete with
Page #155
a Gold Medal.
BGM—The Wicked Wild
Page #145 Unlock condition: Dinosaur Jungle Mission 01: Complete
Dinosaur Jungle Memo with a Gold Medal.
Unlock condition: Levitated Ruin Mission 08: Complete with
Page #156
a Gold Medal.
BGM—The Palace That Was Found
Unlock condition: Evil Foundry Mission 01: Complete with a
Gold Medal.
312
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Page #157 Page #169
BGM—High and Broken BGM—Seven Rings in Hand Guitar Solo
Unlock condition: Levitated Ruin Mission 01: Complete with Unlock condition: Get 78 Silver Medals.
a Gold Medal.
Page #170
Page #158 BGM—Shimmer of Hot Air
BGM—No Way Through Unlock condition: Get 86 Silver Medals.
Unlock condition: Pirate Storm Mission 01: Complete with a
Gold Medal. Page #171
BGM—Misgiving
Page #159 Unlock condition: Get 94 Silver Medals.
BGM—The White of Sky
Unlock condition: Skeleton Dome Mission 01: Complete with Page #172
a Gold Medal. BGM—Worth a Chance Piano Solo
Unlock condition: Get 103 Silver Medals.
Page #160
BGM—Unawakening Float Page #173
Unlock condition: Night Palace Mission 01: Complete with a BGM—Worth a Chance Acoustic Guitar Solo
Gold Medal. Unlock condition: Night Palace Mission 13: Complete.
Page #179
BGM—Party Dress
Page #166 Unlock condition: Dinosaur Jungle Mission 10: Complete
BGM—The Legendary Blue Hedgehog with a Gold Medal.
Unlock condition: Get 53 Silver Medals.
Page #180
Page #167 BGM—Advertise
BGM—Judgment Unlock condition: Dinosaur Jungle Mission 11: Complete
Unlock condition: Get 63 Silver Medals. with a Gold Medal.
Page #168
BGM—King of Kings
Unlock condition: Get 70 Silver Medals.
313
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Page #193
Wind Master
Unlock condition: Earned by completing 20 Missions only
Page #181
using more than 5 wind-type Skills after second lap. Alf Layla
Hero
wa-layla needs to be defeated.
Unlock condition: Earned by defeating Erazor Djinn!
Page #182 Page #194
True Hero Dark Master
Unlock condition: Earned by defeating Alf Layla wa-Layla! Unlock condition: Earned by completing 20 Missions only
using more than 5 dark-type Skills after second lap. Alf Layla
Page #183
wa-layla needs to be defeated.
World Traveler
Unlock condition: Earned by traveling a total of 500 km Page #195
(310.7 miles)! Rebellion
Page #184 Unlock condition: Earned by defeating Erazor Djinn at Level
Grind Performer 25 or below!
Unlock condition: Earned by grinding a distance of 30 km
(18.64 miles)!
Page #185
Page #196
Ring Getter
Super Player
Unlock condition: Earned by obtaining a total of
Unlock condition: Earned by reaching Level 99!
10,000 Rings!
Page #186 Page #197
Genie Buster Skill Collector
Unlock condition: Earned by defeating the Genies a total of Unlock condition: Earned by obtaining all Skills!
1,000 times!
Page #198
Page #187 Soul Collector
Extreme Speeder Unlock condition: Earned by obtaining all Fire Souls!
Unlock condition: Earned by using Speed Break a total of
50 times! Page #199
The Ultimate
Page #188
Unlock condition: Earned by obtaining all Gold Medals!
Time Controller
Unlock condition: Earned by using Time Break for a total of Page #200
300 seconds! Bookworm
Page #189 Unlock condition: Earned by reaching a play time of 24:00!
Chain Striker
Unlock condition: Earned by obtaining 200 Ring chains! Page #201
Star
Page #190 Unlock condition: Earned by playing Party Games a total of
Skill Saver 200 times!
Unlock condition: Earned by clearing 20 Missions using
under 100 Skill Points! Page #202
Page #191 Celebrity
Skill Quinti Unlock condition: Earned by playing attractions a total of
Unlock condition: Earned by clearing 20 Missions while 35 times!
equipping four Skills or fewer!
Page #203
Page #192 Dealer
Flame Master Unlock condition: Earned by winning World Bazaar a total of
Unlock condition: Earned by completing 20 Missions only seven times!
using more than 5 fire-type Skills after second lap. Alf Layla
wa-layla needs to be defeated.
314
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Page #204
Trier
Unlock condition: Earned by winning Tournament Palace a
total of seven times!
Page #205
Pirate
Unlock condition: Earned by winning at Pirate’s Coast a total
of seven times!
Page #206
Thief
Unlock condition: Earned by winning at Genie’s Lair a total of
seven times!
Page #207
Explorer
Unlock condition: Earned by winning Treasure Hunt a total of
seven times!
Page #208
Champion
Unlock condition: Earned by getting #1 in Party Games a
total of 120 times!
Page #209
Sonic Freak
Unlock condition: Earned by using Sonic in Party Game mode
a total of 30 times!
Page #210
Record Buster
Unlock condition: Earned by setting every Party Game
record!
315
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.