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This page is a full text walkthrough for Sonic 3 and Sonic and Knuckles for Sega Genesis. Included is a complete guide through the one-player mode, with most of the emphasis on the Sonic and Tails portion of the game. The walkthrough consists of detailed descriptions of each level and boss battle, as well as descriptions of power-ups and enemies.
Sonic 3 and Sonic and Knuckles are both 2D platformers for the Sega Genesis. They were originally intended to be one game, but were split into two games in order to meet deadlines. Thanks to the Lock-On technology, they can be played as one game, as they were originally intended to be played.
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The Story
- After defeating Dr. Robotnik's ultimate weapons and escaping from the exploding Death Egg, Sonic and Tails thought they had seen the last of the egg-bellied doctor. Unknown to them, the Death Egg stayed intact and crashed on the Floating Island, a mysterious island kept in the sky by the Chaos Emeralds. Knowing that the power of the Emeralds was the only chance he had of repairing the Death Egg, Robotnik knew he needed to trick the Emerald guardian, Knuckles, into keeping Sonic and Tails at bay. After convincing the gullible Echidna that Sonic was trying to steal them, Robotnik gained a powerful ally. Now the heroes must prevent Robotnik from repairing his doomsday machine while keeping Knuckles off their backs at the same time.
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The Basics:
- The number one rule in this game (or any Sonic game): Always carry at least one ring! If you take a hit and have rings, you will be knocked back and lose all your rings but you will still be alive. Get hit without rings and you'll be one extra Sonic closer to game over!
- Collecting 100 rings will score you an extra life. Having 20 rings when you pass a Starpost will grant you access to the Bonus Stage. Which Bonus Stage you enter depends on the color of the stars that appear when you pass the Starpost.
- Starposts act as checkpoints. If you lose a life, you'll restart the level at the last Starpost you passed. You'll restart with the same time you had when you passed it, but you will unfortunately lose all your rings.
- Defeating badniks is usually worth 100 points, but if you destroy several in succession, your score will multiply up to 1000.
- There are two ways to free your animal friends from Robotnik's clutches: destroying their robotic shells or opening a Prison Egg at the end of every second act.
- You will face a boss at the end of each act. Act 1 bosses are always some sort of powerful robotic enemy, while act 2 bosses are piloted by Robotnik himself (or EggRobo if you're playing as Knuckles). Many bosses are immune to your spin attack and must be fought by other means. Defeating a boss is worth 1000 points.
- At the end of each act, your ring total and time will be calculated into your total score.
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Sonic moves:
- Insta-shield - Pressing A, B, or C twice will produce a spit-second shield around Sonic. This may seem like a useless move, but it is a lifesaver against certain enemies and bosses.
- Fireball spin dash - With a flame shield, press A, B, or C twice to transform into a fireball and charge left or right. This is a devastating attack, but be careful that you don't get carried away or you may charge right into a trap.
- Water shield bounce - With a water shield, press A, B, or C twice to bounce rapidly on the ground. This is an effective way to take out enemies or to reach higher ledges.
- Double jump - With a lightning shield, press A, B, or C twice to double jump in midair and reach new heights.
- Hyper spin dash - As Hyper Sonic, you can blast in any direction by pressing A, B, or C twice. This works like the Fireball spin dash, except it goes up and down as well and destroys all enemies on screen.
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Tails moves:
- Fly/swim - Press A, B, or C to use Tails' propeller-like tails to take flight (or swim when underwater). You can only stay airborne for a few seconds. If you're playing with Sonic and Tails, you can use Tails to airlift Sonic (but you cannot lift him while underwater). Tails' tails can be used to attack badniks or bosses from below.
- Super flickies - As Super Tails, four flickies will follow you around and automatically seek out and destroy enemies.
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Knuckles moves:
- Wall smash – Knuckles smash! Knuckles smash! You will automatically break through walls as Knuckles, including some that Sonic cannot destroy at all.
- Glide – Press ‘’’A, B, or C’’’ twice to glide. You can use this move to bypass large gaps or to attack enemies from the side.
- Wall climb – Glide into a wall and Knuckles will stick to it. Press Up or Down to climb.
- Hyper shock – As Hyper Knuckles, when you stick to a wall, you’ll release a powerful shockwave that destroys all onscreen enemies.
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Power-ups!
- Ring bonus (ring) - Gives you ten extra rings. More rings are always better.
- Power sneakers (Sonic shoe) - Speeds up the music and makes you twice as fast for about 20 seconds.
- Invincibility (stars) - For about 20 seconds, gives you the power to run through badniks and touch hazardous objects without being hurt. However, you can still drown, fall to your death, or get crushed.
- 1-Up (Sonic's face) - These are rare but valuable. Never pass up an opportunity to score and extra Sonic.
- Flame shield (fire) - Protects you from flames, lava, and other hot stuff, as well as one regular hit. As Sonic, you can perform the powerful Fireball spin dash when you have a flame shield. (NOTE: All shields deflect projectile attacks from badniks)
- Water shield (teardrop) - Protects you from one regular hit and gives you an unlimited supply of oxygen; a must-have in Sonic 3's ridiculously abundant underwater areas. As Sonic, you can perform the water shield bounce.
- Lightning shield (lightning bolt) - Arguably the best shield. With a lightning shield, you will attract rings like a magnet, a very useful ability. This shield also protects against electricity-based attacks and one regular hit. As Sonic, tap the jump button twice for a spark-tacular double jump. (NOTE: The lightning and flame shields disappear when you go underwater)
- Robotnik (Robotnik's face) - Never, never, NEVER touch one of these! Crack this open and say good-bye to your shield, rings, or a life!
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HydroCity Zone
- After making it through the first zone, that pest Knuckles will show up again and collapse a bridge, sending our heroes tumbling into the waterworks of the Floating Island. HydroCity is clearly inspired by Labyrinth Zone from Sonic 1, but is faster, larger, and fortunately much easier. Keep in mind that you must consistently breathe air bubbles to avoid drowning in the vast underwater sections of the zone. A water shield is invaluable here.
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Gumball Stage (white stars)
- You'll be falling down a long shaft with yellow bumpers on the sides and a bed of springs at the very bottom. The springs and bumpers disappear when you use them, so stay high as long as you can to avoid falling out of the stage. Turn the crank and collect the various gumballs that fall out:
- "B" - Gives you a certain type of shield, depending on the color.
- "1-Up" - Gives you an extra life.
- "Rep" - Replaces the springs at the bottom one time.
- Ring - Gives you 10 rings.
- Bumper - You can bounce off these.
- Clear ball - Nothing
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Glowing Sphere Stage (red stars)
- This is the toughest, but most rewarding bonus stage. Use magnetic spheres to slingshot your character upwards, away from the steadily rising laser beam that will take you out of the stage. Use bumpers and flippers to assist your ascent and collect rings and gumballs to rack up rings and lives! The gumballs you find are the same as the ones in the Gumball stage, except the "Rep" gumball is absent. Near the top, some of the ring bonuses are worth up to 50 rings!
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Special Zone
- Within every act (up until Lava Reef Zone), you'll find hidden rooms that contain giant rings (actually, they look more like giant Spaghetti-Os). Leap into the rings to access the Special Zone.
- Your goal in the Special Zone is to collect every blue sphere. Once you have them all, you get a Chaos Emerald.
- Avoid red spheres at all costs - they are a one-way ticket out of the Special Zone. If necessary, you may have to jump them. Every blue sphere you collect will transform into a red one.
- To make your life easier, find formations of blue spheres and collect the ones alone the outer edge. The rest of the spheres in the formation will turn into rings.
- Collecting 50 rings in a Special Zone is worth one Continue.
- Bumper spheres are best avoided - they often bounce you back into red spheres. Yellow spheres will catapult you 5 squares forward.
- After you collect all 7 Chaos Emeralds in the Sonic 3 portion of the game, try collecting the 7 Super Emeralds in Sonic and Knuckles.
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Level features:
- Fans - Use these to blow you away from spikes and to float up narrow shafts.
- Conveyor belts - You don't run on these, you grab on and move left or right. Beware of spikes on some of them.
- Hands - Possibly the most bizarre feature in the game, a gloved hand that resembles Sonic's will occasionally grab you, rev you up on a treadmill, and throw you up hills or slides.
- Rapids - Rapids will drag you down long, narrow tunnels. Occasionally you'll grab onto poles, move up or down if you need to in order to avoid being swept into spikes.
- Air pockets - When you see a little bubble cluster on the ground, wait for a large bubble to rise. Unless you have a water shield, these air bubbles are your only way of staying alive underwater.
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Act 2
- At the beginning of this act, you'll be in for a nasty surprise. After being sucked down an invisible drainpipe into a long hallway, spin dash through some blocks and fly up a ramp past a Starpost. You'll trigger an earthquake, causing the wall to the left to begin chasing you. Move quickly here if you want to stay one step ahead of the Grim Reaper. You'll have to drop down some gaps and spin dash up a couple more ramps to avoid being squished. Once you spin through another block-filled hallway, you'll be safe.
- The rest of the act resembles an underground water park, as you will be traveling up and down water slides for much of it. Use the giant hands to speed up twisting water slides and watch out for Jawz while running down long paths. Whenever you have a chance, run off ramps as fast as you can or fly/swim if you're Tails, as it will save time you would otherwise waste using accordion platforms and rotating columns to climb upwards. Be careful not to get squished by the rotating columns in some areas.
- Near the end of the act, Knuckles will make another appearance and collapse yet another bridge (doesn't he have any original tricks?), dropping you into one last set of tunnel rapids. After the rapids, you'll come to a Starpost and the water level will lower...
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Marble Garden Zone
- The ground rumbles and a massive geyser blasts Sonic back to the surface of the Floating Island, this time among ancient ruins set atop steep hills. As you'll soon discover, this zone is chock full of spiky objects and things that can crush you, along with strange machinery that you must learn to use to your advantage.
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Enemies:
- Spiker (faux spikes) - If you come across a set of spikes that don't look very sharp, it's probably one of these guys. You can bounce off their fake facade, but the real danger is the fireballs they shoot from either side.
- Bubbles (blue pufferfish) - Similar to Poindexter, they can only be touched when their spikes are retracted.
- Mantis (praying mantis) - Found only in Act 2, Mantis will simply leap straight up when you approach. The problem is that some of them are completely hidden underground, so if you're running down a long path it's usually best to be in a spin attack, just in case.
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Level features:
- Giant maces - These brutal weapons swing back and forth (or up and down) on a pole. Watch out for them especially when jumping to a ledge.
- Spike crushers - Be careful of these! They often blend into the background and can kill you before you even know it. The only safe way to bypass these is with a spin dash.
- Blue tops - You can use these to fly around the level and reach hidden areas or dig through certain walls and floors. The faster you run, the higher you hover. When you touch the ground on a top, you will zip along at high speed, so enjoy the ride. (NOTE: you cannot be crushed against the ceiling while riding a top)
- Blue wheels - When you find a blue wheel in a corner, spin dashing into it will cause a change in the scenery. Other blue wheels serve as pulleys to tow you up the hillside.
- Arrow faces - When you see a carved face in the wall, dodge the arrows it spits at you and hit the red light on the forehead three times to open up a path.
- Mud - Although Marble Garden is the only Sonic 3 level without an underwater section, two seconds in this will drown you.
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Act 1
- The first act of Marble Garden Zone has no fewer than 8 giant rings. If you play your cards right, you can get all 7 emeralds in this act alone, making the rest of the game a breeze. Use the arrow signposts to find hidden passages that may contain giant rings or power-ups, or to figure out which direction to go in. Some secret rooms require Tails to reach. Keep your eyes peeled for swinging maces and more importantly, deadly spike crushers.
- You'll encounter the Act 1 boss a couple of times in this act. It will dig into the ceiling, opening up a passage for you. You can attack it, but your hits won't count later.
- To cover ground faster, use blue tops whenever you can to bash through walls and floors and to fly or spin over the ground. Use the three-way platforms to cross mud pits and when you see a set of spikes, spin dash into the side of them just in case it's a Spiker in disguise. Eventually you'll come to a Starpost on the shore of a mud pit, and just beyond it is the...
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Act 2
- In this act, you must use pulleys to climb steep hills and the blue tops will become even more prominent, as you will have to use them to cross much of the level. When running down a path, tuck into a spin attack in case there are any Mantises lying in wait for you.
- After you run around a loop, you will then run down a long marble pole. When you're on one of these poles, always jump off to the right, as the left side will usually lead to a much longer, more difficult path.
- Dr. Robotnik will appear twice in this act and use his driller vehicle to cause earthquakes. The first time is at the beginning of the act and isn't much of a threat. However, the second time, you will be forced to move quickly through a long section of the act as the rising and sinking platforms threaten to turn you into a hedgehog pancake! Every second counts in this part of the act, and you won't be safe until you are able to ride a section of land up to a Starpost. From the Starpost, you only have to make it through one more room and past a few more obstacles until you reach the...
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Carnival Night Zone
- The sky over Marble Garden Zone darkens rapidly and Tails will drop Sonic into a colorful carnival. Despite this zone's resemblance to earlier Sonic "funhouse/pinball" levels, it is much longer and much more challenging. Get used to bouncing, ricocheting, and floating around as you navigate through here.
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Level features:
- Balloons - Found all over the zone, they give you a boost upward when your sharp spines burst them open. When found underwater, they contain air bubbles.
- Spinning barrels - Sometimes you can ride them and sometimes they block your way. Be careful not to be crushed by these.
- Antigravity pads - These work like fans, blowing you upward. Be aware that you have little control over where Sonic goes if you run into a bumper or spring or other bouncy object while over a set of these.
- Vacuum tubes - Vertical ones will suck you up to another floor, while horizontal ones will throw you rapidly through tunnels. Once you go through one, there's no backtracking.
- Tires - When you jump on a spinning tire, Sonic sticks to it and spins around and around until he jumps off.
- Mesh towers - If you have enough momentum, you can run up these but if you stop, you'll cling to the sides and be spun around with the tower.
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Enemies:
- Batbot (bat) - When Batbots spot you, they will fly in circles around you, homing in. As long as you keep your eyes open, they shouldn't be a problem.
- Clamer (clam) - These awkwardly-positioned badniks will sprout a cannon and fire spikes at you when you get close. They can only be destroyed by a frontal attack- jump on top of them and you'll bounce off harmlessly.
- Blastoid (grenade/canister thing) - Not to be confused with their cousins in HydroCity Zone, these Blastoids tend to hang out in groups of three down long corridors. When you approach, they will warp from floor to ceiling or vice versa, shooting off electric sparks in the process.
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Act 1
- This zone will introduce many interesting, unusual ways of getting from place to place. Learn to get around using the balloons, barrels, tires, mesh towers, antigravity pads, and vacuum tubes. When you jump into cannons, they will rotate 180 degrees rather rapidly. Launching Sonic at just the right angle can be tricky.
- There are also long platforms that sink when you stand on them and rise back up when you jump off. You must jump continuously in order to raise them high enough to reach where you want to go, and it is very easy for Tails to mess you up here.
- There are many hidden rooms, some of which contain giant rings and others that are packed full of power-ups. Most of them have holes in the floor, so be careful. There are also many places where retractable spikes can crush you if they appear when you're under them, so watch your head.
- If you're playing as Knuckles, you will miss out on most of the carnival action Sonic partakes in. Knuckles follows a lower, much shorter path through both acts and doesn't have to deal with water or a boss in the second act.
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Act 2
- An underwater carnival? What were the game developers thinking? Much of this act takes place underwater. Bust open balloons for air and be especially careful not to get crushed by barrels in certain spots.
- After the second Starpost, Knuckles will show up and hit a switch, deactivating the carnival's power and leaving you in the dark. This doesn't affect your gameplay much; just continue on until you reach the ledge where the power on button is.
- Shortly after you restore power to the carnival, you will come to the most infamous trouble spot in any Sonic game: the Barrel of Doom. Nearly everyone who has played this game has gotten stuck here at one point, but it's actually not that difficult to pass. The barrel blocks off a hole in the floor and doesn't seem to move unless you jump on it, but the trick is to hold Up and Down on the D-pad in order to make the barrel bob up and down until it sinks low enough for you to leap off. Don't go overboard though, or you may be crushed against the ceiling.
- When you reach the point where two diagonal candy poles intersect, leap from the one you're on to the one going the opposite direction. This will save you quite a bit of time, which is essential considering how long this act is. After hitting a Starpost and being sucked through a long hallway by a long line of vacuum tubes, you'll come face to face with Knuckles again. He hits another switch, activating the vertical tube above you and warping you straight up to the...
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IceCap Zone
- After getting shot out of a cannon, Sonic lands deep within the mountains of the Floating Island. Compared to the last two zones, this one is much less complex and slightly easier. Most objects, such as power-ups and switches, are encased in blocks of ice, and you can be too if you don't watch your step.
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Level features:
- Snowblowers - These fire jets of freezing wind from the ceiling. Get hit, and you will be frozen solid and lose your rings or a life once you free yourself.
- Ice columns - Some of these move up and down slowly in an effort to crush you against the floor or ceiling. You'll have plenty of time to move, just don't waste any of it.
- Swings - The chained swings in this level move up depending on your momentum upon boarding them. Usually, there will be a spring to give you some speed.
- Trampolines - You may need to bounce more than once to achieve the desired height. Be sure to keep Tails out of the way, as he can mess you up here.
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Enemies:
- Star Pointer (ice Orbinaut) - Like his cousins from previous Sonic games, Star Pointer will start throwing his ice crystals at you when you approach. Fortunately, they move slowly and disappear upon contact with a shield. Once they're all gone, he's a sitting duck.
- Penguinator (penguin) - They may look cute, but when you approach, they will waddle into a sliding attack. No problem, just spin right through them.
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Enemies:
- Corkey (laser) - Corkeys move back and forth on overhead tracks and occasionally fire laser blasts down at you. Destroy them or watch your head!
- Orbinaut - They don't throw their spikes like Star Pointer, but they're even more dangerous. They appear in awkward places and mimic your movements. The only way to attack them safely is with a well-timed Insta-shield, or with Tails.
- Ribot (frog) - These amphibious badniks sling deadly weights at you in various patterns - up and down, around in a counterclockwise motion, or back and forth along the ground. Dodge the weights and whack them in the head.
- Flybot 767 (seagull) - If you trip a hedgehog alarm, these will show up and begin dive-bombing you. Not much of a threat, though. In Act 2, they will attack you on their own, without being alerted by alarms.
- Snail Blaster (snail) - These enemies are protected by thick armor. The only time they're vulnerable is when they reveal a lethal twin fireball cannon.
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Act 1
- You'll begin the act snowboarding rapidly down a mountain. While Sonic is shredding up the terrain, don't jump at all, lest you miss any rings. Your winter vacation comes to an abrupt end when Sonic slams into an ice cliff, triggering an avalanche. Spin dash through the ice block and begin your trek through the glaciers of the Floating Island.
- When you find yourself sliding endlessly down snow-covered shafts, leap onto blocks of ice to break your fall. Use these blocks to break through ice blocks in order to make your way through the level. If you see large stalactites of ice hanging from the ceiling, jump slightly towards them to cause them to fall down, then use them as stepping stones to get across beds of spikes.
- There is one tricky part of the act where you must carefully navigate between two moving ice columns. Stay on top of the right one and when it drops, duck under the left one and quickly move to the right. Don't get flattened!
- At the end of the act, you'll make your way up a series of swings, the last of which will break free of its chain and land you beyond a one-way ice door. Run right past the Starpost into broad daylight. You'll notice now that it's started to snow...
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Act 2
- IceCap Zone Act 2 is a relatively easy and simple act, especially if you can manage to stay above ground. Most of the act is simply running around loops and over ramps.
- If you find yourself underground, do not jump into the water or it's certain death. Avoid the badniks and Robotnik power-downs and use the trampolines to get back to the surface.
- When you pass the final Starpost, hit the ramp at top speed so you'll fly high up onto a trampoline. The trampoline will launch you into a large stash of rings and even better, a giant ring in the hidden room just beyond. After this, drop past the bridges and get ready for the...
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Launch Base Zone
- Dig through a snowdrift and you'll find yourself at the launch site of Robotnik's repaired Death Egg. If that thing gets off the ground, it will unleash untold devastation, so you must stop it! Get ready to fight the Doc's most powerful line-up of badniks to date as well as some nasty new bosses!
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Level features:
- Spinner elevators - These are found all over the Launch Base Zone and resemble yellow teacups. Hop in for a rapid, dizzying transport up or down.
- Catapults - If you see arrows on the ground, step on them and you will be launched forward.
- Metal barrels - As you run across these, you will spin around and around. Be careful of Orbinauts and laser scanners as you're crossing these.
- Guillotines- These small, purple, toaster-shaped objects may look harmless but they can crush you! You can safely ride them up, if you need to.
- Express elevators - Just another way to get around the level.
- Flamethrowers - Unless you have a flame shield, stay well away from these!
- Red switches - If you find a red box with a glowing substance inside, destroy it to alter the position of a nearby bridge.
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Act 1
- Since this is the final zone in the Sonic 3 section of the game, expect Robotnik to pull out all stops to get you. There are lots of little traps like retractable spikes and spikes that are covered by platforms that drop under your weight. Pick up a lightning or flame shield if you can and don't risk losing it no matter what!
- There are sections of the act where you can cover lots of ground very rapidly. Use the catapults and loop-de-cannons to get around quickly. Also, avoid the insides of buildings when you can - they are usually full of spikes, flamethrowers and Corkey badniks.
- Avoid tripping hedgehog alarms if you don't want unneeded trouble, but keep in mind that Flybots are not very dangerous enemies. In fact, if you stand in an alarm and spin dash in place, you can rack up points rapidly by letting them dive-bomb you and explode on contact.
- After you see Robotnik briefly inside a building, you'll ride up a couple of spinner elevators until you encounter Knuckles. He'll chuck a bomb into the building, causing it to collapse...you'd better get out fast! You'll then see Robotnik deposit a yellow cube in the next room. The cube opens...
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Act 2
- In Act 2, you'll be running around a network of pipes just outside of Robotnik's repaired Death Egg. You'll be forced to travel underwater AGAIN, so keep in mind that there are no air bubbles here.
- Use hooks to move from level to level and to cross large gaps. In some places, you'll have to jump inside pipes and take a spin all over the level. If you're playing as Knuckles, you'll begin the act in the basement of the Launch Base. Knuckles' path crosses Sonics in only one area, then it leads to a completely different boss area.
- Your main threat in this act is badniks and flamethrowers, so just keep your eyes open and continue on. Eventually, you'll find a Starpost and a downward ramp leading to the...
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Mushroom Hill Zone
- As the Death Egg crash-lands in a nearby volcano, Sonic will find himself in the Mushroom Hills, an Alice in Wonderland-esque area filled with odd plants, rapidly-changing seasons, and hostile robotic forest creatures. Nearly every plant you come across is interactive in some way, so don't be afraid to go exploring.
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Level features:
- Speed bars - Swing around these for a boost of speed to help you get through loops or to higher platforms.
- Sticky vines - Occasionally, you'll be running along and find yourself stuck to one of these. This can be troublesome, especially when Butterdroids are near. Free yourself with a Spin Dash.
- Mushrooms - You can bounce off these.
- Springboards - When you see two mushrooms with a counterweight on one of them, leap on the empty mushroom to propel yourself upward. You may have to try this several times to get the desired height.
- Mushroom 'chutes - Some mushrooms can be used for hang-gliding. Float back and forth to collect rings or float into a gust of wind to soar into the sky.
- Pulley lifts - Push down rapidly to ride these upwards. They are tedious and annoying to use, but fortunately, you only really have to use them once in Act 2.
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Enemies:
- Mushmeanie (mushroom on spring) - When you see these little robotic mushrooms hopping around, hit them once to remove the mushroom cap and again to destroy them.
- Madmole (mole) - Madmole will pop out of his hiding place and chuck a mushroom at you. The mushroom isn't harmful, but it can knock you into other hazards. When they appear, quickly take them out before they can throw it at you.
- Dragonfly - These badniks simply fly up and down in a fixed position. Avoid contact with the spiky body and whack them on the head.
- Butterdroid (butterfly) - They look pretty harmless, right? Wrong! Although they are slow, they home in on you, so take them out first!
- Cluckoid (weather vane) - These only appear in Act 2 and are similar to Madmoles. When you approach, they unleash a powerful gust of wind breath at you, which can blow you into spikes or other undesirable objects. Hit them before they get a chance.
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Act 1
- Try to stay on the inside of the airship - when you're outside, there's always a risk of falling to your death. Use the prop-driven platforms to stay safe but don't touch the undersides.
- When you see bombs being launched into the air, dodge them and travel to the far right corner of the area you're in. Wait until enough bombs hit the floor to blow a hole in it, then drop into the hole and move on.
- When the magnetic ceilings are turned on, cross underneath the chained platforms quickly to avoid being crushed. In tall rooms where the magnetic ceilings are higher up, you can ride the platforms up to find a way out of them.
- Keep your eyes peeled for traps and always be on guard when opening a Prison Egg in case it contains badniks. Eventually you'll come to a Starpost and a lone Prison Egg. I wonder what's inside it...
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Act 1
- If you're playing the game locked on to Sonic 3, you'll find a giant ring at the beginning of the act that will reappear even after you quit the game and start it again later. You'll see Knuckles hit a switch closing a door, hit the switch again to reveal the ring room. You can keep returning to this giant ring as many times as you need to in order to get all the emeralds. (NOTE: If you're playing as Knuckles, you'll find your own reappearing giant ring just a couple screens to the right of the beginning of the act)
- This act is pretty easy for the most part. Just be careful of Butterdroids when you aren't in a spin attack and don't let Madmoles knock you into spikes. Avoid using the pulley lifts because they are annoying and time-consuming to use, especially when Tails is with you.
- You'll find mushrooms everywhere. Bounce on them for rings, or just for fun.
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Act 2
- At the beginning of the act, Knuckles will hit a switch blowing you high up into another area. If you're playing as Knuckles, you'll bypass this and take a lower route through the act.
- You'll notice the seasons change as you move from one area to another. Some mushrooms double as parachutes. Be careful of Cluckoids - their attack is similar to Madmole, only worse.
- After you come to a Starpost in the winter section of the act, you'll find a Cluckoid at the top of a ramp. Behind it is a giant ring. Use the pulley lift (the only one in the zone that you have to use) to get all the way through the ceiling, then head to the right up a springboard and past a Starpost. You'll find a radar dish sending out a signal that is apparently responsible for the rapid season changes in this zone - destroy it to begin the...
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Enemies:
- TechnoSqueek (computer mouse) - These zip back and forth rapidly across the floors and ceilings. Keep your eyes open for them and spin attack them anywhere.
- Blaster (tank) - Blaster is a tank/cockroach-like enemy that shoots bullets at an angle. Approach him cautiously and attack after he fires.
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Level features:
- Catapults - One of several carryovers from Wing Fortress Zone, these small L-shaped devices give you a burst of speed. (NOTE: they are also found in the Death Egg Zone)
- Mesh tubes - These are similar to the ones in Metropolis Zone, except now there are vertical ones as well. As you run through them, time your exit well, especially if you're being spun around over a bottomless pit or other hazard.
- Monkey bars - Feel like a kid on a playground again as you swing across the ceilings of the Flying Battery. The last rung usually lowers you down, but be wary of spikes and badniks.
- Poppers - Be careful of the flames that shoot out the sides of these devices, but if you jump on top of them, you will be launched upward.
- Land Mines - Don't waste time crossing over these!
- Magnetic ceilings - When turned on, these will pull chained platforms, badniks, mace balls, and other metal objects upward. Be careful not to get squished when passing these.
- Prison Eggs - Unlike most levels, you will find these throughout the zone rather than at the end only. Some contain rings and animals and are worth opening, but others contain badniks! Still others can be used as springs and a certain one at the end of the first Act...well, you'll see.
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- Quicksand – Two seconds in this yellow muck usually spells curtains for Sonic, but in some parts of the level, sinking below the surface leads to hidden areas.
- Sand slides – Once you’re on one of these, all you can do is enjoy the ride.
- Trapezes – Grab onto one of these and you’ll be able to ricochet between walls or repel down them.
- Moving columns – You’ll find these throughout the level, slowly moving up and down. Don’t get caught between them and the floor or ceiling!
- Sand blocks – Push these over cliffs and they will land on a set of cogs. Hop on and enjoy the ride. This is an easy way to bypass quicksand pits and other hazards.
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Act 2
- Act 2 is generally more fast paced than Act 1. The only real exceptions are when you must ride up or down corkscrew lifts. Be very careful here, it's easy to be smashed into the floor or ceiling
- Despite their resemblance to a certain badnik from Sonic 2, the robotic spiders in this act are friendly. In fact, you'll need to let them carry you to certain places.
- After bypassing many mesh tubes, corkscrew lifts, magnetic ceilings, and long sections of high-speed running, you'll find yourself enclosed in a force field with Robotnik behind a computer. Deja-vu...
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BOSS FIGHT!
Boss – Knuckles- Knuckles is waiting for you, and he’s ready for some good old-fashioned fisticuffs. He uses gliding attacks, spin-dashes, and short-range punches against you in this fight. Overall, he’s a total pushover, but use your Insta-Shield to protect yourself from his fists when attacking him.
- As you fight Knuckles, take note of the mural in the background. What does it mean? Hmmm…
BOSS DEFEATED!
- After giving Knuckles a well-deserved butt kicking, you’ll hear an explosion to the right. Knuckles investigates just in time to catch Robotnik stealing the Master Emerald! Realizing that he’s been duped, Knuckles will try to stop Robotnik, but Robotnik will electrocute him and escape. An injured and exhausted Knuckles will then escort you to a teleporter leading to the Sky Sanctuary Zone. (‘‘NOTE:’’ This zone is nothing but a 20-second pit stop if you’re playing as Knuckles)
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BOSS FIGHT!
- Act 2 Boss - Monkey Smoke
- Robotnik’s new device will attach itself to the girder you’re standing on and swing around like a monkey. When he swings above the girder, he is vulnerable to attack. Be careful not to get cornered by the machine’s spiked grips, and beware of Robotnik’s flamethrower when he swings down out of reach. His pattern of attack varies depending on which character you’re controlling, and is generally more difficult when you’re playing as Knuckles. After 8 hits, Robotnik will once again run for cover.
- BOSS DEFEATED!
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Enemies:
- Skorp (scorpion) - One of the toughest and most accurate enemies in the game. Skorp will crawl back and forth until he sees you, then he will whip his spiked stinger at you. His stinger has a long range and he rarely misses, so it's best to try to sneak up on him from behind
- Sandworm (blue caterpillar) - Anytime you travel over quicksand, watch out for these guys. They leap over the sand in an arch motion but don't have any other attacks. The only vulnerable point is the head. Watch for telltale bubble trails on the surface of the quicksand to identify where they are.
- Corkey (walking block) - Occasionally, some of the rocks you come across will sprout eyes and legs and start walking around. They're harmless, but they can push you into spiky traps. They can only be killed by a spin dash.
- Ghost - These unconventional enemies appear in Act 2 after you are forced to release them from a Prison Egg. At first, they will simply fly back and forth harmlessly at the top of the screen, but as the pyramid darkens, they increase in size and number and will begin dive-bombing you after the pyramid is completely dark. Pull every light switch you come across to scare them away.
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Act 1
- Sandopolis Zone is long and difficult. Hit every Starpost you come across to ensure that you don't lose your progress. Don't mess around with Skorps and be especially careful around moving columns, as it is very easy to get smashed.
- When you come to translucent quicksand falls, you can leap into them and jump up the falls to reach new areas. Ricocheting between walls is fun and a great way to collect rings, but when you find trapezes that repel down walls, it's usually less time-consuming to simply leap down.
- In a couple of areas, you will have to sink beneath the quicksand in order to progress. Be very careful diving into the sand - if you don't see a passage underneath the pit, start jumping out immediately!
- When you reach the end of the act, the ground will rumble as a massive pyramid emerges from underneath the dunes. The door opens...
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BOSS FIGHT!
Act 1 Boss – Sand Mummy- After the Sand Mummy emerges from the pyramid and stands up, he will slowly leap in your direction in an effort to stomp you. If you attack him, you will only knock him down momentarily, so you must find another way to defeat him. At the far left of the screen is a quicksand pit – go to it and get the mummy to chase you. Keep jumping to avoid sinking, and eventually the mummy will stupidly leap in after you and drown in the quicksand.
BOSS DEFEATED!
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Act 2
- Enter the Sand Mummy's pyramid and get ready for the longest, toughest act in the game. The entire act is a race against time. You will have to race slowly closing doors, rising sand dunes, dimming lights, and the 10-minute time limit!
- When you see a black switch, slide it to the right and quickly find the door it opens before it closes on you. In a couple of areas, you will have to jump between sand slides in order to avoid sliding endlessly.
- Near the beginning of the act, you will be forced to release ghosts from a Prison Egg. These are your motivation to keep the pyramid well-lit. If the light dims, more and more ghosts will appear, and they will sprout arms and horns. When the pyramid is completely dark, get ready to defend yourself! The only way to keep them at bay is by pulling every light handle you find. If you're playing as Knuckles, you'll have to deal with them right from the beginning.
- In certain sections, smashing a cork in the ceiling will release sand and cause the corridors to fill up like an hourglass. Ride the dunes up when you have to, but don't let them smash you into the ceiling! If you're playing as Tails or Knuckles, you can avoid these sections altogether.
- After sliding, repelling, climbing, and dashing for a very, very long time, you'll find a black switch just beyond a Starpost. Open the barrier and jump through it before it slides shut. As you fall down a long shaft, you'll notice that the ghosts will suddenly disappear. Uh-oh, that can only mean one thing...
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BOSS FIGHT!
- Act 2 Boss - Robo-Sphinx
- The large, sphinx-like machine will slowly march to the left while occasionally firing laser blasts at you. Using the foreground arm as a stepping stone, hit the green jewel on the sphinx's forehead and it will open up, revealing Dr. Robotnik. Quickly land some hits on him before the sphinx closes up again. If the green jewel begins flashing and making a warbling noise, quickly hit it or run out of the way to avoid the incoming laser blast. Also, keep in mind that if you take too long to defeat the sphinx, you will be crushed against the wall to the far left.
- BOSS DEFEATED!
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Lava Reef Zone
- Walk to the right and Sonic will fall down a long mine shaft into the volcanic caverns beneath Floating Island, where Robotnik's Death Egg has crash-landed. There are plenty of fiery and spiky traps down here. Needless to say, the key to making it through this zone in one piece is the flame shield.
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Music description:
- Act 1 has a very catchy, upbeat, somewhat Caribbean-sounding tune that is slightly reminiscent of HydroCity Zone Act 2. You will likely take your time getting through this act just because the background music is such a pleasure to listen to. Act 2 sounds very different - much more laid-back and peaceful, with only a hint of the tune from Act 1. The Act 2 theme is also used in Hidden Palace Zone.
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Enemies:
- Toxomeister (cycloptic pipe) - These odd enemies produce poison gas clouds that stick to you, inhibit your jumping ability, and make your rings disappear, one by one. When all your rings are depleted, you lose a life! Make the gas disappear by destroying the badnik, or by pushing left and right rapidly on the D-pad.
- Fireworm (fire-shooting caterpillar) - A member of the Caterkiller family, these guys will appear out of the walls and float aimlessly to the left of the screen. Their only vulnerable point is the head.
- Exploding Rock - Similar to the Asteron badniks in Sonic 2's Metropolis Zone. When you approach a rock and a face appears on it, run away! It will flash for a moment then explode, sending rocky shrapnel flying in all directions. If you have a shield, it will deflect the shrapnel.
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BOSS FIGHT!
Act 1 Boss – Handit 2YA- This boss is actually a massive robot, but fortunately you only have to fight its individual body parts. First, a pair of antennae will rise up, one on each side of the screen. Each antenna will shoot 3 fireballs at you. You don’t have to destroy these, but the rest of the battle will be shorter and easier if you do. After the antennae disappear, a large robotic hand will come up and follow you around for a few seconds. Run away from the hand until it stops, then leap up so that when it slaps against the ground, you will land on it and score a couple hits. 6 hits will destroy the hand. Remember how you fought this boss – you’ll need to utilize these tactics later in the game.
BOSS DEFEATED!
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Act 1
- Take the upper route whenever possible in this act, as it is generally easier and more straightforward. Some of the small rocks (the ones that don't explode that is) sink into the lava, while others will launch you high into the air. Keep your eyes open for giant rings - including one that can only be reached by Tails. If you look very closely at the background, you can see the Death Egg in the cavern ceiling.
- About midway through the act, you'll encounter the Twin Driller from Marble Garden Zone again. This time it's equipped with jackhammers instead of drills. Let it drill away the floor, then leap across the chasm it creates for an extra life! (NOTE: As Knuckles, the Twin Driller will be at the beginning of the act)
- Your biggest hazard in this level (besides all the hot stuff) is the spike platters. You will have to ride them up in several areas, but they can come crashing down out of nowhere and crush you. Be very careful anywhere where you can hear their rocket engines.
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Act 2
- The lava cools and Sonic continues to a quite different looking part of the zone - a sort of diamond mine. This act is lined with flamethrowers, spiked platforms, maces, and moving blocks that can crush you if you're not careful.
- If you're playing as Knuckles, leap into the wall near the beginning next to a couple of Robotnik power-downs (don't touch!) and you'll be sucked into an orange pipe to a completely different path than the one Sonic takes. You won't even have to fight a boss at the end of the act!
- When you reach a set of spinning cylinders, grab onto the handholds and let it launch you to the next cylinder when you reach the highest point. Be on the lookout for secret rooms containing power-ups.
- I'll bet you're wondering what that troublemaking echidna has been up to all this time. Well, you're about to find out. Towards the end of the act, you'll be climbing up a staircase when Knuckles appears to foil you once more! He shoves a huge boulder at you, sending you falling straight down to the...
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Level features:
- Spin-dash elevators - Spin-dash left to move down, right to move up. If you have Tails with you, you will be able to make these go much faster.
- Rocket-powered spike platters - You can hear the rocket boosters of these from anywhere in the level. They rise for a bit, then drop to the ground with a bone-crunching thud. Ride them when you need to, but don't be underneath them when they land!
- Maces - These come in all sizes and variations throughout the zone. Some swing around fixed points, some are launched into the air, some roll around on the ground, and some orbit poles. Needless to say, they are best avoided.
- Stalactites - In some corridors, these will fall from the ceiling when you run under them. Dodge them, and use them as stepping stones if you need to.
- Fire! - Throughout this zone, you will find fireball launchers, flamethrowers, lava falls, gun turrets, and lots and lots of LAVA! If you can acquire a flame shield, your life will be MUCH easier - don't do anything to risk losing one if you have it!
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BOSS FIGHT!
- Act 2 Boss - Lava Marine
- After Knuckles turns the tables on you again, you'll land right below the Death Egg's crash site. The Death Egg's eyes will flash, re-activating the volcano, and Robotnik will appear and launch several missiles at you. At this point, the screen will begin force-scrolling to the right as you must leap over the platforms quickly to avoid not only Robotnik's missiles but also falling to your death. At the Starpost (forget about the Bonus Stage), leap across the lava falls via the small platforms. When you get to the far right, you can ride the platforms down. Keep your eyes open for a flame shield on the way down, as it will make the second part of the fight much easier.
- When you reach the bottom of the lava falls, Robotnik will appear in his armored submarine and tilt the lava towards him. You must jump away from him from platform to platform as he launches mines, which will also slide down the lava towards him. Occasionally, Robotnik will flatten the lava again, then appear on the other side of the screen and repeat the process. This whole battle is really just a matter of outlasting Robotnik. Keep jumping away from him and let the mines slide into his windshield until he finally goes down in flames (which takes a whopping 14 hits!).
- BOSS DEFEATED!
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Difficulty:
- 1/10
- As the lava cools again, Sonic finds his way into this strange underground palace. Run to the right, jumping over a few spikes and bouncing up a couple staircases until you reach a teleporter. Once you hit the Starpost, get ready to face of with Knuckles. He's been making your life miserable throughout the game, now it's go time!
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Enemies:
- EggRobo (Robotnik clone) - These troublesome robotic clones of you-know-who float around the ruins and fire laser blasts at you. They're fast, so they are a force to be reckoned with. You will be warned of their presence when you see them fly up from the background. (NOTE: When you play as Knuckles, you'll fight one of these in place of Robotnik during the Act 2 boss battles)
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Level features:
- Clouds - Transparent clouds are non-interactive, but the fluffy white ones will bounce you in the air. Neat!
- Giant turntables - These spin Sonic right round baby right round like a record baby...
- Teleporters - To move up long distances in this zone, you'll occasionally find teleporters to warp you higher into the heavens.
- Mace cups - The spiky side can harm you, but you can jump into the cups to be carried across gaps.
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- After you defeat Robo-Sonic, a teleporter will appear, warping you higher. You must now keep your eyes out for mace cups – use them to cross certain areas but be careful not to touch the deadly undersides. Run across a collapsing walkway and you’ll come to yet another…
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Act 1
- Knuckles will warp up with you from the Hidden Palace and activate a bridge for you, but he'll be too tired to carry on after that. Use springs, platforms, clouds, and any other means you can find to make your way upward and be careful not to fall! The EggRobos are tough cookies, so use caution while dealing with them. Head up and to the left and you'll be faced with a...
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BOSS FIGHT!
- Mini-Boss - Ball and Chain (with Robo-Sonic)
- Get ready to fight the iconic, first-ever Sonic boss from Green Hill Zone all over again! Only this time, it's Robo-Sonic at the wheel instead of Robotnik. You will have two platforms to use to reach Robo-Sonic, so leap from one of them into his cockpit when the ball swings away from you. When it swings back, hide underneath the platform. As usual, 8 hits will spell victory for you.
- BOSS DEFEATED!
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BOSS FIGHT!
- Boss – Robo-Sonic himself
- Once again, you will find yourself in quill-to-quill combat with a mechanized likeness of yourself. Fortunately, Robo-Sonic’s pattern is more predictable than Silver Sonic, and unlike the last time, you (hopefully) have rings. Robo-Sonic will alternate between three spin-dash patterns: flying across the screen, bouncing across the screen, and doing a landing spin-dash across half of the floor. When he lands with his back to you, he will also slide across the screen, so be ready to jump. Hit Robo-Sonic in the chest when he is standing still, and after 8 hits he will short-circuit.
BOSS DEFEATED!
(Knuckles only!)
- If you’re playing as Knuckles, you’ll go straight from Hidden Palace Zone to your final two boss battles in Sky Sanctuary Zone. Robo-Sonic is the final boss, and your first showdown with him is the same as with Sonic (see above for tips on how to defeat him). However, just when you think he’s down for the count…
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BOSS FIGHT!
- Mini-Boss - Egg Reproduction (with Robo-Sonic)
- Oh no, not this boss again! Here, you have to fight the tedious, annoying boss from Metropolis Zone all over again, but once again it's Robo-Sonic driving instead of Robotnik. The Egg-O-Matic is protected by a set of eggs that orbit the cockpit in figure eights. Leap over Robo-Sonic when he hovers back and forth and when he spreads out the eggs' orbit, stand in the corner of the screen to avoid them. When the orbit becomes horizontal, quickly bash Robo-Sonic from below and one of the eggs will hatch into a decoy, which is easily destroyed by one attack. Repeat this process until all the eggs are gone, then dodge Robo-Sonic's laser fire and hit him one more time to send him packing...for now.
- BOSS DEFEATED!
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- After being rewarded with another teleporter, you'll find yourself in the final area of the zone. Keep moving up, using bridges, platters, mace cups, and one more teleporter you'll come across. You'll occasionally see EggRobos chasing animals out of towers, give them a whack to teach them a lesson. After you come to a Starpost, you'll find one more teleporter, which will warp you straight to the zone's last...
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FINAL BOSS!
- Final Boss (Knuckles) - Super Robo-Sonic
- After Robo-Sonic short-circuits from your first battle with him, he will revive himself and spin dash over to the Master Emerald, using it to power himself up into Super Robo-Sonic. He is invincible when in Super form and will dash back and forth across the top of the screen. While he is doing this, stand next to the Master Emerald and charge up a spin dash so you will be able to dodge his attacks. He will either charge down at you or shoot three fireballs at you. When he performs either of these attacks, release your Spin Dash to dodge them. After he loses his powers, you will have about one second to attack him before he jumps back on the Master Emerald. After about 6 hits, he will hover overhead and shoot harmful decoy rings in all directions. Dodge these and land in 2 more hits when he briefly turns blue again...
- FINAL BOSS DEFEATED!
- SONIC AND KNUCKLES COMPLETED!
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Death Egg Zone
- After running up a long, winding staircase, Sonic leaps aboard the Death Egg just as the Sky Sanctuary collapses beneath him into rubble! This is it – you’re about to face Robotnik in his home territory! Get ready for a winding, dangerous journey to your final encounter with the Doc that will defy the laws of gravity!
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Enemies:
- Spikebonker (cone with mace ball) - This enemy resembles an ice cream cone with eyes and a red cap. He spins a mace ball around his body, which he slings at you when you come close. Jump over his spiky weapon and hit him on the head.
- Chainspike (blue mace) - These enemies will zip rapidly overhead and drop a spike attached to a chain on your head (hence their name). They can be defeated with a well-timed Insta-shield attack, but they are best avoided altogether.
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Act 1
- Use the photon bridges, hydraulic swings, magnetic hooks, staircases, and catapults to make your way through the inside of Robotnik's massive space station.
- Although the neon ring teleporters are a blast to use, they are often worth bypassing, as they sometimes cause you to miss power-ups.
- The safest way to get past a conveyer trap is to step on it, then jump back off and wait for it to reach the lower floor before leaping down onto it and moving on. This way, you will avoid the spikes and turrets.
- A little more than halfway through the act, you'll find yourself in a large antigravity room full of springs and bumpers. There is a floating object with six yellow buttons in the middle of the room, and you must bounce into each button in order to escape. Continue on past one more Starpost until you reach the...
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Level features:
- Photon bridges - When these turn on, you can walk across them or use them to reach higher platforms. Don't stay on for too long, though.
- Wall turrets - These are EVERYWHERE in the Death Egg Zone, so keep your eyes peeled. They will fire bullets every few seconds and are usually positioned in the worst places, such as around rising staircases or conveyer traps.
- Gravity-switcher elevators - Take a ride in these rapid transporters to get from place to place, and to switch the gravity around. These also play a key role in defeating the Act 2 boss.
- Neon ring teleporters - Stand on the launch pad and rev up as the neon ring generator counts down to zero. It will then send you on a twisting, turning hypersonic ride through space, dumping you somewhere else in the level.
- Antigravity tunnels - These work like the mesh tubes in Flying Battery Zone. Run through them and try not to get dizzy. In Act 2, running through these is one of the ways to switch the gravity.
- Conveyer traps - These are tedious and best avoided whenever possible. You will ride down a shaft on a conveyer belt as it changes directions randomly in order to force you into the spikes and gun turrets along the walls.
- Electric generators - These are dangerous and can zap you, even if you have a lightning shield! Bypass them safely by grabbing onto a magnetic hook whenever possible.
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BOSS FIGHT!
- Act 1 Boss - Lazer
- Lazer is a large tube with a red eye in the center that is surrounded by 8 metal eggs. The eggs spin around the base of the tube most of the time and occasionally widen their orbit or rise up to protect the eye. When the eggs are spinning around the base, you can attack the eye. Be careful, as each hit will cause an egg to explode. The shrapnel from the eggs is very hard to dodge.
- After 8 hits, the tube explodes, but you're not done yet! Lazer's eye detaches from the tube and sprouts a pair of spiked platforms. And boy, is he pissed. The eye will float around the room, occasionally going berserk and spinning the platforms VERY rapidly while unleashing a blast of laser fury downward. If you can manage to get on a platform, you will be safe from the laser fire. When Lazer is done throwing a temper tantrum, you will be able to safely attack him. 8 more hits and the Eye Guy is finally history.
- BOSS DEFEATED!
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BOSS FIGHT!
- Act 2 Boss - Gravitator
- The Gravitator is a large, spherical, remote controlled machine that floats back and forth. You cannot attack it directly, since it is equipped with a bumper shield that follows your every movement. The Gravitator drops small mines that move back and forth on wheels, and you must use these to cause damage to it. If you use either of the gravity-switcher elevators in the room to teleport to the ceiling or floor, you will reverse gravity and cause the mines to fly up (or down), hopefully striking the Gravitator with the spiked side on the way. A quicker way to defeat this boss is to spin dash into the mines when they are spiked side down, launching them upward (or downward) into the machine.
- BOSS DEFEATED!
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Act 2
- The floor collapses and you’ll find yourself on the outside of the Death Egg. This is the final act of the game! Enjoy the view of Mobius and remember; the fate of all its inhabitants rests in your hands! Can you save your planet from destruction?
- You’ll have to walk upside down through much of this act. There are three ways to reverse gravity: take a spin in an elevator, run through an antigravity tunnel, or hit a switch.
- Near the beginning, you’ll enter an antigravity tunnel and reach a four-way intersection. Go down for a lightning shield, then go to the right – the path to the left is much more difficult.
- It’s a long and hard journey, but if you’ve made it this far, you can make it to the end. After the third Starpost you come to, hop in the elevator just ahead to discover where Robotnik has been lurking. Be careful…he’s waiting for you…
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FINAL BOSS!
- Final Boss (Super/Hyper Sonic) - Missile Commander
- Once you catch up to Robotnik, you'll find him in an armored flying robot that is slightly smaller than the one you just destroyed in the Death Egg Zone. He fires missiles and bullets at you that will knock you unconscious for a couple seconds. The bullets in particular are annoying and hard to dodge. You cannot damage Robotnik's craft directly, so you must lure his guided missiles towards you in such a way that they strike the head of the robot. After Robotnik takes 8 hits, he will go down in flames...
- ...but he has one last trick up his sleeve! Robotnik will then fly off in a getaway mech and you'll be back in the asteroid belt. You're probably low on rings now, so stock up on them, then just start ramming Robotnik and don't worry about the bombs he releases to slow you down. 8 more hits and...
- FINAL BOSS DEFEATED!
- SONIC AND KNUCKLES COMPLETED!
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- Once you destroy the Gravitator, the room will burn up and Robotnik will make a run for his biggest, deadliest machine yet...
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FINAL BOSS!
Final boss (Sonic and Tails) – Goliath Battle Suit- Remember the final boss of Sonic 2? Meet its big brother. The first attack this metal monstrosity uses against you is a pair of hands with 3 fingers each. Sound familiar? This part of the boss fight is very similar to the Lava Reef Act 1 boss, except you must hit and destroy each individual finger this time. The hands will follow you and slap the ground a split second after each crashing footstep Robotnik’s machine takes. To take out the fingers quickly, rev up a spin dash and let it go when the hands slam down. You will score many more hits this way. Each finger takes 3 hits to destroy.
- Once all the fingers have been destroyed, the battle suit will begin chasing you to the right, collapsing the floor as it goes. Don’t fall through! A nose-mounted flamethrower will send jets of fire at you until you attack it. Once you do, Robotnik’s mouth will open, revealing a massive laser cannon. (If you look closely, you’ll see that the cannon is powered by the Master Emerald.) As it charges up, spin attack the Emerald’s encasing as many times as you can and get ready to jump the laser blast afterwards. Repeat this process until you once again score the magic number of 8 hits.
- The battle suit will go down in flames, but you're not quite done yet. As the whole place collapses behind you, Robotnik will try to escape with the Master Emerald. Chase him and attack him 8 more times, being careful not to fall to your death. Once you finally defeat the Doc, the Death Egg will explode and you’ll be off to the Doomsday Zone if you’re playing as Sonic and have all 7 emeralds. If not…
- FINAL BOSS DEFEATED!
- SONIC AND KNUCKLES COMPLETED!
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The Doomsday Zone
This is it! The final encounter with Dr. Robotnik! After the Death Egg has been blown to smithereens, you’ll be chasing Robotnik through an asteroid belt as Super (or Hyper) Sonic. You cannot be hurt in Super or Hyper form, but you MUST keep collecting rings, because if you lose your powers, you’re dead. As you fly through the asteroids, dodge missiles and other objects that can slow you down while stockpiling as many rings as possible.


