Sonic Advance 3 - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Sonic Advance 3 - Strategy Guide (Page 03).
Act 2 Ring: Just head right from Act 1 making sure not to fall in the little hole between the acts unless you want to play the minigame. Act 3 Ring: Head right from Act 2, you will just fall down a bunch of little cliffs, just keep going right and you will get there. Boss: Right from Act 3 hit the red switch that activates the springs, these will send you up and into a chain and handle, jump up from there to the left and there is the final boss. Shortcut: Tag Action High Jump a little ways right of the Act 2 Ring heading left, this is the area of the Map Chao and the Final Boss is just right of that. ~*~*~*~*~*~*~*~*~*~*~*~ 7.c.2. Zone 2: Sunset Hill ~*~*~*~*~*~*~*~*~*~*~*~ Act 1 Ring: Just head right from the Factory Ring. Act 2 Ring: Heading right from Act 1 hit the spring, then land on the platform with the flowers on it. Jump over the gap heading right and you will come to the blue and yellow trampoline spring. Use it to head up and then head left, Keep going left and you will find Act 2. Shortcut, can use this also as an easier way to get to Act 3 and boss too, Tag Action High Jump Required. Tag Action High Jump through the hole in the ceiling just left of the Factory Ring, go to the right and land on the blue switch, but to get to Act 2 you want to instead Tag Action High Jump Again and land right, you should come to an area with a minigame to the left, go right for a while to get to Act 2. Act 3 Ring: From Act 2 head left and you will come to a hole with a minigame on the other side. Jump down the hole and you will land on a blue switch. It is best to walk off the edge to the right to land on the platform that appears, falling down this hole takes you back to the Factory Ring, Head right from there and you will find a blue and yellow trampoline spring, you have to jump off of it really hard, if you don't you will end back by the Act 2 Ring again. When you get up there head right and you will find Act 3. Easier way shortcut: From Act 2 go left and you will see a place before you get to the hole with the minigame by it that has a brown pole, right here you want to use Tag Action High Jump to get to Act 3, much easier than the trampoline Spring. Another shortcut: If you like the trampoline spring, then you can just Tag Action High Jump from the Factory ring and head right this time to get to the spring. Boss: From Act 3 head right and push the red switch and quickly head left. You will activate a spring to the far left that sends you up to a narrow platform, jump down to the left and you will land on a small platform with two gaps on both sides and to the left you will see the boss. Shortcut: Tag Action High jump a little more left of that brown pole where the tag action shortcut to Act 3, try to go straight up because that little platform gets in the way. ~*~*~*~*~*~*~*~*~*~*~*~ 7.c.3. Zone 3: Ocean Base ~*~*~*~*~*~*~*~*~*~*~*~ Act 1 Ring: Going right from the Factory Ring you will encounter a waterfall, you want to jump through it and head right and up, head right from the other side to find the act ring. Act 2 Ring: Just right of Act 1 you will find a blue switch that activates a platform that leads to a cannon, or just Tag Action High Jump, fly, whatever to the cannon, the cannon shoots you up next to a minigame, head left and then fall down a little, you will come to another waterfall, jump through this heading left and you will find the Act 2 ring. Shortcut: Tag Action High Jump or Fly just barely right of the Act 1 ring and head left to where you see the Omochao and go right to find the same waterfall. Act 3 Ring: Going left from Act 2 you will encounter a machine you jump on to take you higher, go higher and head right, left is the minigame, then jump through the waterfall you encounter heading right. Go right and you will find the act ring. Boss: Go left from the Act 3 ring and at the edge of the waterfall start climbing up and at near the top of the waterfall start heading left, you can use the red switch and spring but not necessary. From there you might want to spin-dash up the curve heading left, you will find a cannon. The cannon will send you into a spring, you will then find yourself heading right, launched off a ramp and into the boss. Little Shortcut: Instead of spin-dashing up the curve and into the cannon, use Tag Action High Jump when you get up the curve and head right, you will find a spring and hit that to find the boss, Tails' Flight barely makes it. ~*~*~*~*~*~*~*~*~*~*~*~ 7.c.4. Zone 4: Toy Kingdom ~*~*~*~*~*~*~*~*~*~*~*~ Act 1 Ring: Going right you will come to a pendulum, jump on the left one, when it gets highest up jump off to the left and head left, you will come to the act ring. Act 2 Ring: Going left from Act 1 you will come to a rocket, take the rocket up and head right, you will find the act 2 Ring. Little and tricky shortcut: Tag Action High Jump through the gap barely right of the Factory Ring to get to the rocket. Act 3 Ring: Spin-dash or run up the wall to the right of Act 2, head right and you will come to a hole with an Omochao by it, drop down and head right to find the act ring. Shortcut: Tag Action off the pendulums at the beginning of the Act and head right to where you see the blue switch. Head right from there and you will find the act ring eventually. Boss: Just a little left of the Act 3 ring is a blue switch that makes two platforms appear, hit it and take the platform going left and right. When farthest left jump up to the spring you see to the left, this takes you all the way up to a rocket, there is a series of three rockets that takes you to the boss. Shortcut: Use Tag Action High Jump to get to the rockets just a little left of that area where the Omochao is by the hole you go down where Act 3 is. ~*~*~*~*~*~*~*~*~*~*~*~ 7.c.5. Zone 5: Twinkle Snow ~*~*~*~*~*~*~*~*~*~*~*~ Act 1 Ring: Just head right from the Factory Ring. Act 2 Ring: From the Act 1 Ring first go right, then a series of ledges leads you down and left, you will be by an Omochao and you will see a platform moving up and down to the left, jump on that one than the other two to span the huge gap and you will find act 2. Act 3: Go left from there and you will find a couple of moving blocks, get on those to head to the left and up and you will find act 3. Boss: Go left from act 3 and fall down till you reach the very bottom, hit the spring that is pointing to the right and you will land on a machine you push down to send you up and when you use it the boss is to the right. ~*~*~*~*~*~*~*~*~*~*~*~ 7.c.6. Zone 6: Cyber Track ~*~*~*~*~*~*~*~*~*~*~*~ Act 1 Ring: Head right from the Factory Ring, gravity will reverse, then reverse again, and there is the act. Act 2 Ring: Go right from Act 1, hit the spring, gravity reverses, then jump to the right, fall through, head right, gravity reverses, a little more right and there is act 2. Act 3 Ring: Stand on the platform just right of the Act 2 ring until it crumbles. Head left and jump into the machine that spits you out depending on what direction you choose. Choose right and when you are spit out head left, you will come to pendulums, use then to head left and up and there is act 3. Boss: Go left from act 3 and get in the machine. Choose up and there is the boss. ~*~*~*~*~*~*~*~*~*~*~*~ 7.c.7. Zone 7: Chaos Angel ~*~*~*~*~*~*~*~*~*~*~*~ Act 1 Ring: Head right from the factory ring, jump over the gap with the platform in it, there is act 1. Act 2 Ring: Heading right form act 2 jump over both gaps you come to, keep jumping up and right and you will come to a blue switch, press it to make a platform appear, jump on the platform to go up and left and there is act 2. Act 3 Ring: Heading left from act 2 you will come to a machine you run on, run left to head left over the gap, there is act 3. Shortcut from Factory Ring: Tag Action High Jump up the gap barely right of the Factory Ring, you will see a minigame, go right from there and you will have to high jump again and you will be at the edge of a hole with a see-saw on the other side, jump down the hole head left and you will find act 3. Boss: Go left from act 3 and hit the spring, you will see a see-saw to the right, use it to get up higher, head right and you will come to a blue switch, press it and you will see a platform appear, jump on it to go up higher and there is the boss. Shortcut: Follow instructions for Act 3 Ring but jump on the see-saw instead. Final Zone Ring: Go left of the boss and you will find a spring, use it, head left and you will find the giant metal ring that leads to the Final Zone. Shortcut: Same as for Act 3 Ring and Boss. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d. Bosses ~*~*~*~*~*~*~*~*~*~*~*~ Here is a handy-dandy description of all bosses on a zone-by-zone basis, including the final and extra zone! This will also be the section where I spoil the final and extra endings and I really talk about them. The number of hits is for normal mode, on easy mode you have to hit the bosses even less. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.1. Zone 1: Route 99 Boss ~*~*~*~*~*~*~*~*~*~*~*~ This is a two part boss, the first part is the first time you meet Eggman's new robot, he is usually called G-mel based upon Sonic Team's Japanese website for this game. Anyway yes he does resemble Emerl(Gizoid)from Sonic Battle, he is suppose to. Anyway all he does is try to rush at you then he just stops and looks around, it is easy to hit him when he just stops at the edge of the screen, only 4 hits and he is toast. The next part doesn't have an official name yet, but I can bet it is Egghammer III since Egghammer I and II were in the first two Advance games. Anyway the giant hammer is on top of a turn table like thing with G-mel in it and is in the middle of the screen. The hammer smashes one side of the arena first, then always smashes the other side next. When you are on the side the hammer is going to come down then it tries to smash you directly. This is what you do, you want to be on the side the hammer comes down, wait for it to aim at you, then run out of its way toward the end of the screen so that it comes down short. Then you can simply hit it when it is down on the ground like this. Sonic/Tails or Tails/Sonic can easily jump and beat it and you have to beat it with one of those teams the first time anyway since you have not unlocked any new characters the first time through. Flight doesn't work in this situation so with Tails/Sonic just jump on it. If you unlock more characters, other strategies that work well are Tails/Amy, if you are careful you can just fly around and attack it with the Ariel Hammer, and Chao Attack does work on this boss if you want to gold medal it with Cream. Basically there are many different ways you hit this guy and is pretty easy with just about any team. It takes 8 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.2. Zone 2 Act 3: Sunset Hill Miniboss ~*~*~*~*~*~*~*~*~*~*~*~ It is just G-mel again, and this time he can do two things, rush at you like he did in Zone 1, or he will jump into the air and then spin rapidly at you, to avoid this jump up quickly. You will want to defeat this act and miniboss with Sonic as leader because if you do you will unlock Knuckles the Echidna. 4 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.3. Zone 2: Sunset Hill Boss ~*~*~*~*~*~*~*~*~*~*~*~ This boss is basically a wheel, and it rolls around in an oval on the floor and the ceiling, there is also a switch in the middle you can press to make a platform temporarily appear. The most important thing to remember is to hit the glass part of the wheel where Eggman and G-mel is, you will just hurt yourself if you hit other parts of the wheel. Also the wheel goes faster and is on the ceiling more the more you hit it. Anyway hitting it is pretty straight forward, but when on the ceiling you can either jump off the platform, or better yet Tail's flight is very handy because you can hit it with his tails, so I recommend Tails/Sonic first time through. With other characters unlocked, try Tails/Amy or Cream/Knuckles, I don't like other teams with Cream because homing attack works but for some reason I have trouble avoiding the wheel, while with Cream/Knuckles you can just jump toward it and Cheese will probably hit the glass part for you, but I still like Tails/Sonic or Tails/Amy a lot better, of course with Tails/Amy you can attack with tails or hammer. Throwing Knuckles at it with Tag Action is a nice way to do it to. 8 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.4. Zone 3: Ocean Base Boss ~*~*~*~*~*~*~*~*~*~*~*~ This boss is a strange contraption on springy legs, he sometimes is up high going back and forth, but then he comes down hard. The trick is to keep up with him while in the air so when he comes down you are between the two feet which do hurt you if you touch them then jump up and hit him. But when you hit him 4 times occasionally instead of coming down like he normally does the feet will suddenly curve in before he descends, and on top of that when he lands a shockwave comes off on either side. To avoid that when you see the feet curve in quickly spin- dash or if you have Amy Giant Step or Amy Dash toward the edge of the screen, then jump up quickly to avoid the shockwave. Flight does not help at all, nor does gliding or any other tag action, Chao Attack works but turns out not to help much. I suggest just using Sonic/Tails, but I found out that Amy's Giant Steps and Amy Dash works better at avoiding the shockwave than Spin-dash because it is easier to jump after you hit the edge of the screen, but make sure you use Mid-air Hammer Attack to attack the boss. 8 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.5. Zone 4 Act 3: Toy Kingdom Miniboss ~*~*~*~*~*~*~*~*~*~*~*~ This time G-mel has three moves, the same two from the Zone 2 miniboss, plus a new move where he stands still and fires missiles at you, these are pretty easy to avoid by running away and jumping. You will want to defeat this act and miniboss with Sonic as leader because if you do you will unlock Amy Rose, but later on you might want to use Knuckles/Tails to get the Gold Medal. 4 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.6. Zone 4: Toy Kingdom Boss ~*~*~*~*~*~*~*~*~*~*~*~ Egg-in-the-box??? Anyway this boss is even more unpredictable than the Zone 3 boss. Eggman and G-mel are in a jack-in-the-box like contraption in a flat field, but there is a dangerous hole on the left side and right side! Anyway the goal is to push the box into the hole on the right side of the screen, while all of Eggman's attacks seem to try to push you into the left hole. When Eggman is visible, the box creeps slowly to the left, but when you hit him it sends him to the right, but watch out because what happens next is unpredictable, but if you watch closely you can prepare for anything while keeping an eye out for those three solders coming at you sometimes! The best thing that can happen is for G-mel to pop out of a box with some nice confetti, apparently as a nose for the clown head inside, no attack, and Eggman will soon reappear and you can hit him again, but the other two things are a doozy! One attack is G-mel appears in a mace ball and heads straight for you, then slowly retracts back into the box. This thing can be hard to avoid especially in the beginning because the mace comes all the way to the edge of the dangerous hole and if you hit it you will be knocked back probably into that hole. The best way to avoid it is to jump over it toward the box, then jump back to the other side when the mace has retracted a little, but don't wait too long for it to retract too much. Flying can be a little handy in avoiding this attack, and it gets easier to avoid later on because the mace then doesn't reach the hole and you can just carefully stand near the hole till it goes away making sure the little solders don't hit you. The third attack is a rocket attack, G-mel will rocket high up in the air and an arrow will appear over your head, then as soon as that arrow is gone he will try to really nail you. The best way to get past this is to rev up a spin-dash then release as soon as that arrow disappears, but spin-dash toward the box, not the hole! This gets harder later on because the solders pop out more frequently and if they hit you while revving up a spin-dash it will hurt. Knuckles as partner can be good to throw at him if you want, and flight is a little handy for avoiding that mace, and if you unlocked Cream Chao Attack works very well, and when hitting Eggman sideways moves like skid attack and hammers are slightly safer than spin jumping, but good old Sonic/Tails works just fine. There is no set number of hits, you have to hit him until he falls off the edge of the hole. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.7. Zone 5: Twinkle Snow Boss ~*~*~*~*~*~*~*~*~*~*~*~ This one is tricky... the screen is slowly scrolling up, and Eggman is at the bottom of the screen going back and forth, and you have to jump on a bunch of platforms to prevent from falling to the bottom of the screen and dying! Eggman cannot be attacked directly either, not even by Chao Attack. When you jump on a platform it shakes and it falls as soon as you jump off, so you have to jump off when Eggman is under you so the platform hits him and does damage. Slightly complicating things is the fact sometimes the machine flips over and a spiky ball comes at you, it is best to be in the process of jumping to another platform when this happens then just waiting there till it is safe to jump again, Eggman cannot be attacked at this time. Only flying can slightly help with this if you accidentally miss a platform, but in general it is all a matter of timing jumps and it does not matter what team you use, but the team with the best vertical fly time in case you mess up is Tails/Amy. Don't try to glide because you can't gain height, no good, and if you try to climb the wall the spiky ball will get you, you will not be able to get back on the platforms and in general not good. Just practice and remember the platform will not fall until you jump off of it. It takes 8 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.8. Zone 6 Act 3: Cyber Track Miniboss ~*~*~*~*~*~*~*~*~*~*~*~ This time G-mel sometimes just rushes at you, but he also has two other different moves. One is a Chaos Control move where he suddenly teleports from the edge of the arena to the middle and runs toward you, pretty easy to avoid but can be surprising. The second one is a different type of missile attack, he fires missiles at you while spinning across the top of the screen from left to right or right to left, these can easily be avoided by just running around out of the way of the missiles. You will want to defeat this act and miniboss with Sonic as leader because if you do you will unlock Cream the Rabbit, but this act is quite difficult as Sonic so play as Cream later to get the gold medal. 4 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.9. Zone 6: Cyber Track Boss ~*~*~*~*~*~*~*~*~*~*~*~ Another boss that you cannot attack directly. Eggman is in a cannon that moves back and forth under the floor and he shoots blue balls at you, don't stand on the red and gray platforms on both sides of the arena too long because they drop. Anyway the blue balls do hurt you if they hit you, but not if you spin jump or some other attack into them, then they turn orange and if you can make them bounce into Eggman they will do damage, but remember the orange balls will hurt you too if you don't jump or attack them also. One trick is to hit the balls into the wall, then it will bounce at a smaller angle and is more likely to hit Eggman, but it is more likely to hit you too. I greatly recommend staying away from the hammer teams that can't spin-jump to hit the balls, and you can't Chao Attack them either so Cream is no help. Also since you are jumping around a lot pushing the A button I don't like most teams that have a second action in the air, so I like using Sonic, but Knuckles/Sonic and Sonic/Cream have actions that can knock the balls into the wall easier. You can hit the balls while gliding with Knuckles but not recommended. As the fight goes on the balls come at you faster, which can be a good and bad thing, more potential hits to both you and Eggman, you will end up jumping around like a mad man. 8 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.10. Zone 7: Chaos Angel Boss ~*~*~*~*~*~*~*~*~*~*~*~ Actually not that bad of a boss. There is a bridge across the screen and the machine moves along it, Eggman on one side and G-mel on the other. You will see that Eggman is protected by electricity, you have to hit G- mel so you want to be on the side of the bridge he is on, you change sides by just walking into the tube on the sides of the battle area, I guess gravity changes or something because when on the bottom you are upside down. It is easy to hit him, but the danger comes with the spikes at the very top and bottom of the screen, after you hit G-mel it forces Eggman into the spikes, but it shakes the bridge near where they are at and the force can send you into the spikes also if you are near the machine. Also later in the battle he will occasionally shake the bridge trying to make you go into the spikes yourself, and also later on after he is hit four times he will start turning around rapidly and going back and forth on the bridge after you hit him, just jump over the machine when it comes at you. The best way to hit him without being sent into the spikes is to try a long range attack, Chao Attack is very excellent and it does not matter what side of the bridge you are on when you use it. Knuckles as partner is good too because you can throw Knuckles at him, but this only works if G-mel is on the same side of the bridge but on the other side of the arena. If you spin jump him try to get away quickly before being sent into the spikes. Avoid flying, gliding and for goodness sakes no high jump! Also avoid hammers because it is hard to get away from him after hitting him. 8 hits to defeat. ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.11. Final Zone: Altar Emerald Boss and Ending ~*~*~*~*~*~*~*~*~*~*~*~ This is a two part boss. The first part is just G-mel again, he has the same three moves from the Zone 6 miniboss plus a new one, he sometimes spins in place at the top of the screen and shoots out missiles straight in different directions, these missiles are not aimed at you, usually if you just stand right under him the missiles will not hit you. 4 hits to defeat. The second part is much trickier and can range from pretty simple to kind of hard depending on what team you are using, it is also a little unpredictable. The setting is in front of the Master Emerald Altar and the boss is *gasp* a giant robot. This robot has huge hands that it uses to attack you with, and your goal is to hit Eggman, he is barely high enough off the ground to avoid a spin-jump. The ground is actually 4 platforms which becomes important in one of the attacks he dishes out. One attack involves the giant hands moving back and forth at the top of the screen, watch out because two of them will come down hard and push two of the platforms to the bottom of the screen, not only will the hands hurt you but if you fall in the holes that are created you die. You avoid this attack by just standing on one platform while the hands are moving back and forth, then observing where they stop and just walking onto a safe platform. Then the hands slowly come back up, you can take this opportunity to jump on the top of the hands and then jump off and hit Eggman. The second attack he is likely to pull out involves the hands being at the side of the screen hitting around red balls that appear, if you just run into the red balls you are hurt, but you can jump on top of them and then jump on Eggman. The third attack is kind of hard to get away from. The hands first turn around in a circle then they punch directly at you three times, try to jump to avoid them but it is a little hard to avoid, I usually get hit but I am getting better at it! The final attack involves the two hands first moving up and down at the side of the screen, then they suddenly come in and try to grab you, if you are grabbed you will be shaken violently and you will either loose rings or you will die after being slammed down hard, avoid by jumping when the hands come at you. The trick to beating this quickly and easily is to be able to hit Eggman without having to always jump on top of the hands or on the red balls. Good choices include Chao Attack, flying with Tails and hitting Eggman with his Tails, using Sonic/Knuckles and Upper Spin, Amy's Air Tag Action, there are others too. Usually when you defeat this boss you will see the normal ending to this game, but if you have collected all 7 Chaos Emeralds and you have Sonic as the leader then the ending completely changes and you will go on to the Extra Zone. It takes 8 hits to defeat this boss, one little note is the fact there is a little delay between the 8th hit and when the boss blows up, so don't freak out. Final Ending: Eggman tries to get away but the character jumps and hits him sending him crashing and burning into a hole. G-mel looks around then jumps in after him. Then the two characters you were playing as join the others around the Emerald Alter and watch as Chaos Control restores the world back to the shape that it was. The flicky birds fly around while Knuckles just stands there looking at the Master Emerald, Cream and Cheese jump up and down, Tails just stands there waving his arms happy, and Amy makes eyes at Sonic while Sonic looks like he wants to run away. Then Omochao appears with a camera and takes their picture. The real ending??? Or is it??? Nope!!! ~*~*~*~*~*~*~*~*~*~*~*~ 7.d.12. Extra Zone: Nonaggression Boss and Ending ~*~*~*~*~*~*~*~*~*~*~*~ As I said many times before, get all Chaos Emeralds, check out the next section of this guide to find out how to do that, then replay the Final Zone with Sonic as leader to get in the Extra Zone, unlike the last two Sonic Advance games you have to defeat the Final Boss every single time, so here are my suggestions on ease of final boss with each Sonic lead team: Sonic/Cream: Easiest, use Tag Action Chao Attack, make sure Cheese is transformed, skid can be dangerous if you skid into a hole when the hands come down. Sonic/Knuckles: Second easiest, attack Eggman directly with Upper Spin. Sonic/Amy: Use Amy's Air Tag Action to attack Eggman directly Sonic/Tails: Can use Flight Tag Action to attack Eggman directly Anyway this is how the final ending changes, Eggman tries to get away, but G-mel being near the Chaos Emeralds goes crazy, he attacks Sonic and steals the Chaos Emeralds! He uses them to transform into this huge cube thing, then using a huge grappling thing picks up Eggman then smashes Eggman right into Sonic, then it flies away! Sonic looks up wondering what to do and Eggman is just sort of sitting there on his side. Then suddenly the Chaos Emeralds come back and Sonic transforms into Super Sonic. Super Sonic blasts off after G-mel and Eggman follows him. The team for this fight is Super Sonic and Eggman!!! Yep, Eggman is your tag action partner! This outer space zone has its own special moves which I have detailed below, and what Tag Action does which you have to use to defeat this boss: D-pad: You can move around in any direction. A or B button: Rush forward, this can be used to just dash fast, or you can also dash through beams and the arms unharmed, and used to attack G- mel after you have used Tag Action. Tag Action: Charge up Eggman, Super Sonic holds Eggman and his little ship and he starts to glow, the glow turns into a sphere of energy, first blue then turning orange when it reaches max. Then what you do is let go of the R Button in front of the cube and the eye opens, when the eye is open you can directly attack G-mel by pushing the A or B button, the longer Eggman is charged up the longer the eye remains open and the more you can hit him before it closes again. But when you are holding Eggman Super Sonic slows way down and if stuff hits you you will be slowed down even more, especially those darn beams... But it is not as easy as that because G-mel does several things to try to stop you from hitting him with Eggman, plus like all Super Sonic levels he is loosing Rings, he starts with 50 rings but when that ring count reaches 0 you are dead so you want to pick up extra rings during the fight too, here are the various things G-mel does: The first attack he extends one of the grappling hook things and then a beam comes out, if you touch the sliver dots that attach the hook to the cube in any of these attacks you will drop Eggman but you can dash though them if you are not holding Eggman. But the danger comes in the beam, if it hits you and you are not dashing or temporarily flashing because you were hit by something else then it electrifies and temporarily paralyzes Super Sonic, dash through the beam or try to avoid it and charge up Eggman away from the beam to throw at G-mel. Near the end of the battle the beam turns around in all directions, you have to dash through this, don't charge up Eggman. The next kind of attack both grapplers are extended in the center of the screen, then they move along the silver dots and missiles are fired in between the space, the missiles make you loose your hold on Eggman of course. You can try to hit G-mel by charging up and trying to avoid missiles, but it is safer to charge up either above or below this area where it is completely safe then hit G-mel after this attack is over. Another attack involves the grapplers forming a wide beam that slowly moves up and down across the screen, easy to dash though and avoid, just charge up Eggman in the safe area. The last type of attack involves all four grapplers coming out and then the thing spinning so they swing around like a pinwheel, I find it hard to charge up Eggman during this, you have to stay moving around in a circle between two of the grapplers, I like to just dash around picking up rings. Of course the attacks don't always occur in this order, especially toward the end. 12 hits to defeat. Extra Ending: A series of scenes play out, and I do mean series... Sonic wakes up to Tails, Cream and Amy standing over him. Then a hysterical Amy hugs him and Sonic well acts like he doesn't know what to do. Then Tails is talking to him and you see something in the background falling through the air smoking. The next scene is Sonic and the rest with the same smoking thing in the background. Then there is a scene in normal game play where Sonic, Tail, Cream and Amy are standing by the Master Emerald, then Sonic spin-dashes away saying "Here we go!", Knuckles drops in afterwards. The next few scenes are separated by random game play demos and should strike a strong cord if you have played Sonic Battle. The first scene just shows a beach, but then a closer view reveals G-mel lying on the beach. Then Cream and her mom Vanilla discover G-mel. Tails fixes G-mel in his workshop, then the next scene shows a fixed G-mel with a flicky bird on his arm and Cream looks happy. Then the last scene shows a tea party at Cream's house, and Cream is happily hugging G-mel's arm, then the credits roll. At the end of the credits is a cute little scene where Cream is chasing after G-mel but trips and falls, she cries but G-mel comes back and pats her on the head, then they run off together hand and hand, then "Sonic Advance 3 End" appears on the screen. Interesting ending, especially if you played Sonic Battle isn't it? ~*~*~*~*~*~*~*~*~*~*~*~ 8. Guide to the Chao, Special Keys, Special Spring and the Special Stage. ~*~*~*~*~*~*~*~*~*~*~*~ Finding Chao is the first step of the process, and I do mean process of getting into the Special Stages in order to earn Chaos Emeralds so you will eventually be able to see the great Extra Ending this game has! The process briefly looks like this, for each Zone get Chao, then get Keys, then find the Special Spring then try to beat the Special Stage. Since all of these have to be done separately for each Zone, you can go all the way to getting a Chaos Emerald in one Zone while you might not have found Chao in another, I have set up this guide to talk about each Zone separately, first the location of the Chao, then Keys, then Special Spring location, you will have to wait till later for the key section? I will now talk about each stage in this process in more detail. Chao: There are a total of 10 Chao scattered throughout the maps and acts in each Zone, when you find all ten Chao in that zone and you defeat the Final Boss then you get the keys which I will talk about next. In order to get all Chaos Emeralds you will have to find all Chao in the game, 70 in total! Also, some Chao can only be gotten with a certain team, so I will provide information which teams are best to use if it matters. After you get a Chao it will be gone from the act or map and it goes to Chao Playground. To keep track of what Chao you have found in each Zone, go to the Factory and hit the spring and land to your left and go into Chaos Playground. There you will see all Chao you have found in that Zone and if you press Select you can see which ones you have found in each zone. The list for each zone is in order starting from the first chao you can find in Zone 1 and ending with the Chao hidden in the Map area, only Zone 3 lacks a Map Chao. When you finally get the Chaos Emerald in a zone that appears in the middle of the Chao list for that Zone and in the Chao Playground. After you find all 10 Chao in the Zone suddenly Keys will start to appear in the Acts. Special Keys: After finding all Chao, you will see the Special Keys in each Act. They are pretty much in the open and not hard to find, but the trick is the fact you have to grab one and keep it throughout the act without dying, if you die your key is gone. You can only have one key per act, when you pick up one all the others disappear, but you can accumulate keys in the Map areas. If you have all Chao but the keys just won't appear, try going into Sonic Factory then back out again and they should now be there again. Once you have keys time to find the Special Springs in the map areas. Special Springs: There is a Special Spring slightly hidden in each map area, if you have one or more keys you can unlock the spring and try out the Special Stage. Good luck. Special Stage: In the Special Stage you find yourself on the Tornado and you have to earn more rings in order to advance through the special stage, a more through explanation of the Special Stage is in another section. ~*~*~*~*~*~*~*~*~*~*~*~ IMPORTANT NOTE: ~*~*~*~*~*~*~*~*~*~*~*~ In order to make my Chao locations a lot clearer, I decided to make the term Tag Action clearer by calling it Tag Action High Jump, which can be done by Tails or Amy as partner. Cream does have a Tag Action Jump, but is not very high so I do not discuss it, but it can be useful. Also Flight, Gliding, Boost Mode, and Tough Barrier Break are all moves that can be done by either team leaders or by Tag Action depending on what team you happen to have. Also the term Gliding covers Cream and Amy's Floating Fall which they have with particular Team mates. Climbing can be only done by Knuckles/Tails, Knuckles/Cream and Knuckles/Amy. If you are not sure if a particular team can do a particular move or not that is in my Chao location guide, the refer to section 7.f. Important Team Skills Summary to clearly see which moves can be done by what teams or just go with the team I happen to recommend because that team can defiantly get thorough the act with all Chao. ~*~*~*~*~*~*~*~*~*~*~*~ 8.a. Zone 1: Route 99 ~*~*~*~*~*~*~*~*~*~*~*~ As you can imagine, the Chao in this Act are not that hard to find in this cityscape. Also this entire zone seems made especially for the classic duo, Sonic and Tails because this is the best team to use for all three acts to get the Chao! ~*~*~*~*~*~*~*~*~*~*~*~ 8.a.1. Zone 1 Act 1 Chao: ~*~*~*~*~*~*~*~*~*~*~*~ Any team can get the Chao in this act, but of course being the very first act of the game it seems suited for an old fashioned Sonic/Tails pairing! The interesting thing about this act is the fact the Chao seem to be on the lowest and easiest route in the act, there are many fancy things you can do to go a high route, but the Chao are not up there! And if you miss the first one... man you are not paying attention! Chao #1: Hard to miss, when you begin the act, you will soon go up the side of a wall, and at the top will be the Chao, make sure you land on the top and you don't overshoot and fall off the right side. Chao #2: Now you want to jump off the right side. There is a moving platform down there, but you don't want to go on that ledge with the rings and bug you see to your right, instead jump down and hit the spring against the left wall which sends you running right. (If you are interested in a Green Shield, jump up and to the right when you start running down the slope and you will hit a platform that just has the Green Shield on it.) Keep going right and you will be launched by a little curve up in the air, don't go on the moving platform in the air, instead fall down far right and try to hit the rail that starts there and is going left, watch out for a purple badnik in the air, grind. Off the rail you will run left and then be launched by a ramp, keep pushing far left and keep running, you will run up then through a loop-de-loop, then afterwards you will run up another wall and hit a spring on the ceiling that will send you running right, you will end up running on another path, around another loop-de-loop, keep running right and the blue bugs will jump out of your way. You will hit another spring that will send you up and through another loop-de-loop, then you will hit a blue switch, press it and get on the blue and orange platform that appears. Go right, kill the bug, hit the spring, then you will be sent up to the area of the next checkpoint, hit the spring on the right and go past it. You will end up on the ceiling, then be careful because when you fall off the end you will hit a small platform with an Omochao and some spikes, it is very easy to hit the spikes. Omochao tries to trick you! He says to use Tag Action, but don't listen to him! Instead jump down to your right where you see the two springs. The bottom spring sends you running right, then another spring sends you running down a slope left, then you will drop down in an area where you will see a block moving back and forth to your left. When the block is moving to the right and a gap is made jump over it, the Chao is behind it in a small room. (If you are interested in a Ring Magnet Shield, just before dropping down in this area try to jump and go left, or try to use flight or climbing or tag action high jump to get back up there, the shield is on a ledge right above where the Chao is.) Chao #3: From there when you can jump over the block again and head right. You will see another block going up and down, don't get crushed by it and jump on top of it. Go right getting the bug, then you will drop down through a hold. You will land on a moving platform, first jump on the other moving platform you see a little below and to the right, then jump left off of that one and try to hug the left wall on your way down. You should hit a ? Ring Item Box instead of some nasty spikes right beside it! Now jump over the spikes, you will hit a speed booster, keep heading right. You will go down a slope, around a loop- de-loop, then up a wall, and go to the right, watch out for a spike trap at the left edge of the small platform up there. Jump down to the right, hit the spring on the left wall and continue right. You will end up running up a wall and on the ceiling, but spikes will end up stopping you and you will fall down, get the 5 Ring Item box you see and then go left, hit the spring to go higher. You will see a trampoline, use it to bounce up to the right. Hit the spring up there, be VERY careful, you will run into a plane badnik that is hard to avoid. Get the Green Shield you see to your left if you want, then go right and hit that speed booster you see. You will end up running up and then right, then hitting another spring that sends you down over the same curve and going right, then going down, then going left, then hitting another spring that sends you right again, then down, then eventually up again. You will probably land on a higher ledge with a wheel that you spin, but the Chao is right below that, you should see it. ~*~*~*~*~*~*~*~*~*~*~*~ 8.a.2. Zone 1 Act 2 Chao: ~*~*~*~*~*~*~*~*~*~*~*~ Another act any team can do, but I highly suggest getting a team that has Tag Action High Jump, especially Sonic/Tails because the last two Chao are possible to get without Tag Action but annoying. This act has more than one way to get through it and get the Chao though and it is possible with any team. The last Chao at the very end and I will describe its location from the end of the act instead of from the Chao before it. Chao #4: You will eventually run into a room that has curved sides, instead of going right, try to spin up the curve on the left side of the little room and you will hit a spring that will send you up the right curve and in the air, you will hit a handle and chain and it will take you up higher. Just go a little more to the right, you will see a Chao on the other side of a gray barrier, break the barrier and get the Chao.
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