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You can even have time stopped long enough to dispose of the Chaos enemy ahead while it's still in its shell.  Try jumping and locking on to the robots that are about to fall.  Time will restart, so dispose of both robots then run through the door to shoot the next switch.  When time stops here, you can finish this section with whatever the time reads, which should be under 15 seconds.
 
You can even have time stopped long enough to dispose of the Chaos enemy ahead while it's still in its shell.  Try jumping and locking on to the robots that are about to fall.  Time will restart, so dispose of both robots then run through the door to shoot the next switch.  When time stops here, you can finish this section with whatever the time reads, which should be under 15 seconds.
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In the last room, shoot the Hornet to get it out of the way, then shoot the switch to keep the clock stopped.  Jump on one of the (non)moving platforms, then onto the raised blocks, from there to the platform floating in front of the switch, shoot the switch again for good measure, jump onto the rail of this platform, and jump from there to the top.  Now you can fire shots into the door, then after a few shots turn around and shoot the switch to keep the clock stopped.  Repeat until you've shot the door 12 times, destroying it.
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In the last room, shoot the Hornet to get it out of the way, then shoot the switch to keep the clock stopped.  [[SA2 terminology|Hover jump]] to one of the raised blocks at the side, then hover jump from there to the top.  Now you can fire shots into the door, then after a few shots turn around and shoot the switch to keep the clock stopped.  Repeat until you've shot the door 12 times, destroying it.
    
''Eggman''
 
''Eggman''
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Clock-wise, this is easily the longest section of the stage.  Take note of the timer at the start of this stage--it comes in handy later on.  Skip the shielded enemies at the start, and head to the center of the next room to get all four enemies to drop.  Dispose of them quickly to open the door.  Kill the Hornet, then before you get on the platform, hover a bit past and to the right of it, holding B to lock on.  You should pick up at least one lock-on here; release B then hover back to the platform and ride it up.
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Clock-wise, this is easily the longest section of the stage.  Take note of the timer at the start of this stage--it comes in handy later on.  Skip the shielded enemies at the start, and head to the center of the next room to get all four enemies to drop.  Dispose of them quickly to open the door.  Kill the Hornet, then before you get on the platform, hover a bit past and to the right of it, holding B to lock on.  You should pick up at least one lock-on here; release B then hover back to the platform and ride it up. I find that for best results, a full-height [[SA2 terminology|hover jump]] will most often allow you to lock onto the back enemy, and then you can lock onto the near enemy once you land back on the platform.
    
There are two Chaos enemies that need destroying to unlock the next door.  There are a variety of ways to dispose of them: lock on to both then run behind them and shoot once they get out of hiding (slow), let them attack you and shoot them while they're attacking (fast but requires you take a hit), or even get up close to one of them, punch to hit through the shell, and create an explosion that takes out the other one in the process (fast, but very rare).  Get rid of them in some way, then go through the door and jump down.
 
There are two Chaos enemies that need destroying to unlock the next door.  There are a variety of ways to dispose of them: lock on to both then run behind them and shoot once they get out of hiding (slow), let them attack you and shoot them while they're attacking (fast but requires you take a hit), or even get up close to one of them, punch to hit through the shell, and create an explosion that takes out the other one in the process (fast, but very rare).  Get rid of them in some way, then go through the door and jump down.
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Fall through this long shaft without bumping into any enemies, and at the bottom, there are three time stop switches on the wall.  Fall through one of them and have Eggman's machine knock it well out of place, then immediately hover and turn to lock onto another (again, don't release), then continue forward and down.  Release the lockon, defeat the two hiding Chaos enemies, then continue to the next room and try to hit the switch to keep time stopped before it can restart.
 
Fall through this long shaft without bumping into any enemies, and at the bottom, there are three time stop switches on the wall.  Fall through one of them and have Eggman's machine knock it well out of place, then immediately hover and turn to lock onto another (again, don't release), then continue forward and down.  Release the lockon, defeat the two hiding Chaos enemies, then continue to the next room and try to hit the switch to keep time stopped before it can restart.
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The last room can end up taking quite a bit of real time, but no game time.  Make your way to a raised floor on the sideJump, and at the peak of the jump fire a volkan cannon shotYou may see it crash into the wall; this is no good.  You want it to hover just above the higher floor, and hit the door for a hitThrow in a shot at the time stop switch every so often so the clock doesn't start running again, and keep trying shots at the door until you hit 12 of them to advance.
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In the last room, you can hover jump to one of the side ledges, then hover jump to the topUnlike with Tails, you can't lock on backwards at the switch unless you're at the very edgeDo what you can to hit the door with 12 volkan cannon shots without letting time start back upOccasionally you'll have one of the moving blocks in the center be in ideal position and you can just take potshots from there.
    
''Rouge''
 
''Rouge''
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There is one thing to watch out for: as you go down the (nonmoving) slide of orange Kool-Aid, the first downslope takes you through a small opening that takes the form of a snake's mouth.  If you're not going fast enough through this opening, Sonic will just stop right there...and you'll be unable to control him.  He's considered to be underwater, so you have no choice but to wait until drowning and start over from the beginning of segment 5 (or, I guess, you could pause and choose Restart, but that takes you back to the beginning of segment 1, and why would you want to do that?)
 
There is one thing to watch out for: as you go down the (nonmoving) slide of orange Kool-Aid, the first downslope takes you through a small opening that takes the form of a snake's mouth.  If you're not going fast enough through this opening, Sonic will just stop right there...and you'll be unable to control him.  He's considered to be underwater, so you have no choice but to wait until drowning and start over from the beginning of segment 5 (or, I guess, you could pause and choose Restart, but that takes you back to the beginning of segment 1, and why would you want to do that?)
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Best video: [http://youtube.com/watch?v=lxGihKXtsTs 1:15.94 by SadisticMystic]
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Record video: [http://youtube.com/watch?v=lxGihKXtsTs 1:15.94 by SadisticMystic]
    
'''Mission 2'''
 
'''Mission 2'''