Sonic HQ | Gaming Info | Game List | Sonic Advance 2 - Gameboy Advance
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After this grueling task, you'll reach the end of the line... and waiting there, Eggman's new toy. A metal monster 4 times as large as Sonic and friends appears on the right in this stationary battle. Avoid (or destroy) his claw-like hands when they launch from his arms, and hop unto any of three rising columns. Jump or use the spin dash attack to ram the thing's head, the only weak spot. 8 strikes will take him down for good. Afterwards, you'll plummet back to earth and receive an ending. Congrats! But it's not quite over yet. One more zone awaits those skilled enough to see every regular character's ending and collect all of Sonic's Chaos Emeralds. |
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Dr. Eggman's machine has a pretty decent defense. Bashing into it does nothing, and he constantly fills the screen with projectiles, stunning Super Sonic. Super Sonic only has a limited amount of time to stop Eggman before he runs out of rings. Grabbing the rings that occasionally fly in your path will help keep you in the game. Things to watch out for are its tail, which will fire an ice beam in your direction. If it hits you, you'll be frozen and easy pickin's as Eggman sucks you into his machine, robbing you of precious rings. In order to damage the machine, you'll have to deflect the missiles it fires by dashing into 'em with either the A or B button. After about 7-8 hits, he'll change tactics and begin ramming you with his mech. Avoid it and continue to toss missiles at the main body. After 12 total strikes, he'll go down for good. Really. Enjoy the sweet ending and credits! |
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![]() ![]() The Special Stages are back, and a whole lot tougher to get into. In any given act, you'll find Special Rings (Sp Rings) strewn about the stage. Collect all seven without losing a life and finish the act to gain entry. The stages themselves aren't all that different from Sonic CD's: Free-roaming, mode-7 fests, although not quite as colorful. With rings littering the stages, it's your job to collect a set amount within the time limit. Do so, and you win yourself a Chaos Emerald. But trying desperately to stop you is an old "friend" of Amy's from Sonic Adventure, Zero! ![]() ![]() Zero will make a direct beeline to you immediately after the stage begins. A little arrow pointer will help you keep track of his whereabouts: it'll point towards him in any direction, and changes color due to Zero's proximity. Green tells you he's far off, yellow means he's closing in, and red signifies he's almost upon you! Fortunately, you can bat him away with a well-timed jump. Other things to watch out for are bounce pads (for grabbing elusive rings) and dash pads. Also, you'll find red objects among the rings. These count as 5 rings toward your total. In order to make the quota, you'll have to employ the 'ring multiple' factor. After collecting a few rings in a row with no more than a second in-between them, you'll see a multiplier (x2) appear above your character's head. Any rings collected while this is activated will be multiplied by whatever number appears (in this case, you'll gain two rings for every one you pick up). Keep collecting rings in succession to raise the multiplier... it's possible to take it up as far as x9 (one ring=nine!). With this knowledge, it shouldn't be long before you complete your quota. However, the stage won't end until time runs out. In the meantime... watch out for Zero. ![]() In order to unlock some of the hidden modes and secrets in Sonic Advance 2, you'll need to collect seven emeralds for EACH character. That's 28 emeralds total. (Need help finding those elusive rings? Try this tasty little FAQ, brought to you by yours truly.) |
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