Sonic Adventure Wiki Guide. Last Edited: 1 Oct am. Was this guide helpful? YES NO. In This Wiki Guide. The blue hedgehog arrives in his first fully three-dimensional adventure in this conversion of the Dreamcast hit. Racing at supersonic speeds, Sonic will have to adapt to Dr. Robotnik's latest dangers. This item is incompatible with Sonic Adventure DX. Please see the instructions page for reasons why this item might not work within Sonic Adventure DX.
Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins.
This item has been added to your Favorites. Created by. Category: Gameplay Basics , Loot , Secrets. Languages: English. Guide Index.
Sonic Emblems. Tails Emblems. Knuckles Emblems. Amy Emblems. E Gamma Emblems. Climb up and hit the first door switch there. Then jump up and hit the water switch. After the last water switch, roll backwards down the snake to reach the last door switch quickly.
As you arrive in the mirror room you need to jump over the mirrors. Guess-jump your way through it. After the first right turn, head straight for a long jump that will short-cut you across to a path that will skip the turning blocks. At the end you need to Light-Speed Dash. In the room with the switches and the blue panels on the wall, jump on either button twice to line up and light up the wall panels on the right.
Run straight up them and onto the lip of the ledge. Walk along to the left and jump up into the opening in the wall. Wait for the camera to adjust and Light-Speed Dash after hitting the button that produces a trail of rings. Final Egg- A Emblem time: 4 minutes, 30 seconds You should have anything under 30 seconds at the second point marker.
You have to use the dash panels in the big rotating rooms to make it out. If you climb the walls too much, jump off and "pop" to get farther. Immediately in the second section, jump off the first place as far as you can go and target the Bladed Spinner to shave off a couple more seconds. The swinging hammers after the third point marker are tough.
Jump under or over, just don't wait too long. You should make the fourth point marker with around on your clock. Immediately after the fourth point marker jump off and to the right so that Sonic is spinning into the circular wall.
When you get low enough press A again to pop safely and quickly onto the circular walkway. Run into the elevator.
Dash through the center to grab the 1-Up and Shield, and have someone use Tails to hit the spring in the upper-right-hand corner to nab another life. In the first Beat room do not roll. Get to the ladder quick and climb up. Next is the fifth point marker.
Use the fans quickly and keep on moving. After five sets of fans is the second Beat room. Jump again to hit the dash panel on the far side of the room. After the sixth point marker is the big drop.
Stay a little off-center towards the right side of the wall. You'll land on a plat- form. Quickly use the fans to enter the third Beat room. Jump towards the right. Spin-Dash through the big room to get to the seventh point marker. Follow the turn and Spin-Dash past the Egg Keeper. Keep Spin- Dashing and take a left-right turn to get to the eighth and final point marker.
You need around 10 seconds left to get the A now. Charge up your Light-Speed Dash in the tunnel before the final room, then run into the room and jump far and over the Egg Keepers.
Jump as far as you can towards the ring line, still holding your Light-Speed Dash charged. Let go of X in mid-air to Light-Speed Dash. If you fail you can always select "Restart" from the pause menu and try again from the last point marker.
Tails' gameplay is very similar to Sonic's, plus the fact that to beat the level you not only have to make it to the end alive, but you also have to make it to the goal ahead of the character you are racing against. Take advantage of the big green and black dash rings which float around Tails' Action Stages.
These are the air-based equivalent of dash panels. Use these to get an unfair lead. Windy Valley- For Tails' A Emblem, jump backwards at the start and fly towards the walkway on the right. Take the dash rings that are near the first loop-de-loop, and you'll hit a spring. At the peak of your "bounce" press and hold A to fly up into the air current. After you have hit the spring there and are hanging in mid-air, press A to fly and move towards the loop-de-loop and dash rings.
Once the long row of dash rings stops, jump over the edge and press A , then press X to descend faster and land on the final piece of land. Casinopolis- For this one there isn't much to say. Just take the straight path in both of the windy rooms. At the end fly above all the garbage water and get the Protection Shields along the way. I'd say the B emblem is harder than the A emblem in this level due to the high speeds in which you are moving.
For the B emblem, at the beginning of the level, the first group of rings is on the left, then three groups on the right, and a group on the left, then two in the center. For the A emblem stay off the walls and take the ramps.
Sky Deck- Right before the second point marker there is a platform to the right. Fly over to it, then fly forwards after the camera change to the next platform with a rocket.
After the rocket ride, jump and fly over to the right, where there is a thin walkway along the wall. Follow this to the right and hit the dash panel. After climbing the ladder jump over the monkey bar set and proceed. It's almost as funny as Microsoft boasting that Windows "doesn't crash"! After you take the lone dash ring towards the large circular building, fly past the building and land on the area with two Cop Speeders. Take the dash ring and proceed.
When you get to the platform with the rocket on it, don't take the rocket. Instead, run forwards and fly past the platform onto the building. Run until you reach the last point marker. Make sure you hit as many of the dash rings as possible. Knuckles' game is totally different because instead of rushing to the end goal, you must find three Emerald Shards to beat his levels.
These can be hidden in obvious places, such as just out in the open, or they may be hidden in enemies, in certain objects, or underground, where you must dig them out. Watch Knuckles' "Emerald-Sense" at the bottom of the screen to track how close you are to a Shard. Amy's game is rather similar to Sonic's, as in you must get to a des- ignated goal. However, there are glaring differences.
One is that the gray machine has been replaced by a big yellow balloon, and second, Amy controls much much MUCH different from Sonic. The only way to get her A Emblems is to get very accustomed to her controls.
Then getting her A Emblems becomes easy. With Big you have to catch Froggy to beat the level. Cast your lure out in front of the target fish, and tap X or A to attract the fish's attention.
Now to reel the sucker in. Let the fish make its initial run. Try to lead it into a wall to stop it. Once your Tension Meter quiets down, tap A slowly and methodically to bring it in.
Whenever the fish starts to run, let it. You don't want to break your line, do ya? Twinkle Park- The only kind of fish here that are A Emblem-worthy are the big, ugly, hulking robotic fish.
You should, as you know, have all four Lure upgrades. The fish has to be at least as big as your torso to be g. IceCap- In IceCap the hammerhead is your best friend. A small hammerhead shark or even a blue shark that looks like Big could hold with one hand are perfect for the B Emblem.
A large-looking hammerhead or a medium-sized blue shark will do fine for the A. Emerald Coast- The marlins, hammerheads, and blue sharks are the easiest here. I don't generally go for the robotic fish other than in Twinkle Park 'cuz they're way harder to catch. A teensy-weensy marlin, hammerhead, or blue shark will be great for the B Emblem.
0コメント