At the end of HydroCity, we see a cutscene where Knuckles runs straight into Shadow. This is the first SSS have heard of Knuckles and Shade, so they try to quiz him on it with little success; Knuckles is too scared to be able to talk about anything other than Scourge having smashed the Master Emerald, him running off to Great Turquoise Zone and Knuckles wanting SSS to have a word with him, which they happily oblige to do. Sunset Park Zone plays.
When they reach Great Turquoise Zone, with an angry Shadow waiting to teach Scourge a lesson his way, they actually find Scourge shaking. Coldness, Sonic assumes. How wrong could he get. Scourge hadn't smashed the Emerald, oh no. He was sneaking up on it to nick it at the same time Team Eggman attacked it, causing him to get blamed for it being smashed. Sonic calms down Scourge and brings him back to Green Hill Zone.
The cutscene showing SSSS walking from Great Turquoise Zone down to Green Hill Zone is omitted. We catch the end of it before they find Team Babylon waiting for them, blaming them for their parts being missing. Racecourse Resort Island plays; after the race ends, all eight characters are still racing. It takes the distraction of Storm the Albatross by Wave the Swallow to bring them down. They storm off back to Scrap Brain Zone.
For a while, they relax. Perhaps a while short enough that it competes with the very definition of the word; Manic and Sonia come running down complaining of a racket coming from Gigalopolis. With nothing better to do and having not fully chilled down from their Babylonian antics, decide to take a look - except they have no idea how to get there. What we next see is SSSS and M&S on the Mystic Ruins North/Gigalopolis border, with M&S explaining that it went 'down there'. Action stages Gigalopolis and Sleeping Egg Zone are played.
After Sleeping Egg, Mecha Green Hill Zone doesn't begin immediately. There is a small cutscene where Sonic and Scourge enter an argument; Sonic used to spend many hours in this base assisting Dr. Kintobor, and so to him the base's state is unacceptable. Scourge, on the other hand, finds the zone absolutely fantastic and so the two of them lock horns with each other for a bit until Shadow spots something that may be of interest: footprints. Footprints leading all the way from here downwards, in the general direction that SSSS were actually travelling. From here, Mecha Green Hill Zone acts one and two and Electric Egg Zone are played. It's at the end of this that their first taste of the damage committed is made evident; they reach the end of the underground zone, and encounter a load of copper piping. They decide to spin dash their way down there; not the wisest of moves, as it causes them to get all dizzy from banging all around the edges of the tubing. Action stage Crystal Egg Zone plays; it's a shorter version than usual, but you play it with a twist; you cannot walk in a completely straight line from disorientation. At the end of it, the disorientation disappears and Scrambled Egg Zone is played in its entirety.
Once at the end of it, they encounter a less-than-content Team Rose, who from their Eggmaniac antics and interruption by Team Dark and Team Badnik are bare ratty. After not one of the easiest conversations ever engaged in by anyone, they walk out; the cutscene skips to the Mystic Ruins North/Underground border, where without assistance they don't have much hope of being able to walk straight to them. So they leave it up to you; action stage Underground Zone is played. Once it's over, they fulfill their promise to Team Underground.
On their way out, they spot something very odd; something very loud coming from near Emerald Hill Zone. They look up, and Sonic groans - the Egg Carrier, and big and as menacing as ever. SSSS looked at each other in a circular motion. After some desperate looks and some baffled questioning, they decide that the best thing to do is to find a high point. Gimmick Mountain Zone was best for this job. So they ran. Fortunately, the Egg Carrier was passing that way, so actually, it was just a simple case of jumping on. Like monkeys - SSS were incredibly grateful that Scourge is very strong - they swung on. Flying Battery Zone begins.
Their relief to be away from the engines was short-lived. They came face-to-face with Chaos Emerl 6. A boss fight against them ensues. After he is disposed of, the engine starts to lose altitude. Tails sees SSSS and offers a ride; when they get back to where it was parked, Chaos Emerl had already got there first, and had nicked the Emerald from it. The result? Perfect Chaos Emerl. What little the Carrier had left in it (by this point the engine room was in such a state where the flames were powering the engine, such that it didn't have any surplus energy left to expand, so it was dangerous but stable) was promptly zeroed. The result? The Carrier began to spin out, causing it to land in the volcano.
The final scene sees SSSS walking, as dazed as after going for a ride down the copper tubing chute, walk slowly away from the wreckage and talk for some time as if they're drunk. After a while, they sober up and bid each other a temporary goodbye; they then go to their respective locations.
The storyline begins with naughty Dr. Eggman crashing his Egg-O-Matic into the side of Gimmick Mountain Zone, causing a hole to be blown into the side of it. After a long while, Eggman Nega, Metal Sonic 3.0 and Chaos Emerl find him, fish him out of there and bolt, leaving the four of them heavily exposed. As this scene is done 'in Rose-eye view', what you see is the scene fading to white, and a scene fading into the whiteness, zeroing it. Here, they discuss what's going to be done about it; firstly, they decide to see Tails to see what he can do about the damage. Action stage Mystic Ruins North is played.
They then arrive at Underground Zone. When they get there, to their surprise, they see only Tails and Cosmo; after an extended mother's meeting about where the other two are, they come straight down - leaving the Underground unattended.
When they arrive back at Gimmick Mountain Zone, they are in for a shock; Team Dark and Team Badnik are busy fighting. Blaze manages to turf the two teams out, and eventually Team Rose show Tails and Cosmo the damage. While they examine, and fix, the damage done to the mountain by Dr. Eggman, they decide to explore how Team Dark and Team Badnik were able to trespass the mountain. Action stages Scrambled Egg Zone and Crystal Egg Zone are played.
Once there, Blaze blows her top. She is not very happy about effectively her premises being built into, particularly using such ugly materials. Before she has a chance to detonate, Tails and Cosmo finds them and informs them that the damage has been fixed, acting as a verbal chill pill. The cutscene skips into where Tails and Cosmo say goodbye to Team Rose, and then they discuss their next move. In the middle of discussion, Team Sonic shows up and the two teams shoot the shit for a while, with the exception of Sonic and Amy, who have a usual uncomfortable conversation where Amy tries to flirt and Sonic takes ever further steps away from Amy. After a while, Team Sonic bugger off and Team Rose decides to visit Station Square because Vanilla wants to visit Mach, jealous that Amy gets to see her 'boyfriend' and she doesn't. Action stages Marble Garden Zone, and Mystic Ruins South and Metropolis are played. Before they can get into the apartment where Team Archaic are located, they hear something come up behind them; it is them running away. Here, a race ensues between Team Rose and Team Archaic; the course is essentially an on-foot version of Radical City similar in vein to, well, the original Radical City course.
At the end, they lose track of Team Archaic. Vanilla is rather upset by this and so Cream suggests that they visit the Chao garden. The Chao garden is in Metropolis and so no additional stages need to be played. At this point, the Chao garden is unlocked; all characters of all teams that have at that point been unlocked, are available to play with in the Chao garden and are unlocked immediately after each team has been 'started'.
After an extended mothers' meeting - Cheese with his pals, and Team Rose with Team Rose, everything goes dark. In a sequence similar to Amy Rose's first scene in Sonic Adventure, suddenly the Sun is cut off. Eggman doesn't come out and boast about it (well that's a first!) or anything, but instantaneously the Egg Carrier strikes fear into the hearts of the team. They decide that the best thing to do is to visit Team Underground and ask if they can use the Tornado. They promptly decide against it; on their way out, they see some figures climbing Gimmick Mountain Zone and monkeying off it, so they decide to visit it to see what's going on. Action stage Spring Yard Zone is played.
Arriving at Gimmick Mountain, they see that there are minor sneaker prints going up the side of the mountain. Not particularly large prints, but prints worthy of a bollocking nonetheless. Either way, the original intent was to visit the Underground Zone and so that is the next destination. At this point, no stage is played because Mystic Ruins North and Gimmick Mountain Zone are adjacent (just!) and the area with which Tails would fire up the Tornado is in Mystic Ruins North.
When they get there, however, they are in for a big disappointment. Not only has the Tornado been fired, but it appears to have been only recently as the 'launchpad' for the Tornado is still wide open. Vulnerable. Susceptible to attacks. Blaze absolutely explodes to the extent that Vanilla has to cover poor old Cream's ears, in a scene similar to one in Charlie and the Chocolate Factory where Charlie's mother covers Charlie's ears so that Grandpa Joe can go off on a verbal assault. As Blaze runs out of breath, she is interrupted by the arrival of Team Underground, who promptly discuss what's going on. Perhaps to Blaze's satisfaction, we learn that the Tornado is now in bits where the Egg Carrier detonated. After a while, the two teams split up and this storyline ends with Team Rose discussing matters amongst themselves and going off to sleep.
Team Underground is having a lazy sort of day. Tails and Cosmo are simply laying down, and instead of practicing, Manic and Sonia are busy talking about it, writing music near the Underground/Mystic Ruins North north border (procrastinating, in other words). Suddenly, they stop. A loud noise, coming from outside. They take a look, only to find that some people are lurking and have just entered Gigalopolis. They decide that the two of them cannot be bothered to go down and have a look themselves, so they decide to visit Sonic to get them to deal with it. Action stage Mystic Ruins North begins.
Meanwhile, Tails and Cosmo are doing their own thing, when suddenly Team Rose arrives, asking them if they could have a look at some damage at Gimmick Mountain Zone. They happily oblige and action stage Marble Garden Zone plays.
In the meantime, Manic and Sonia have returned. When they realise that Tails and Cosmo have gone, they hit the roof. This shouldn't have occurred. Their verbal assault continues for some time until Tails and Cosmo return, after which they give one hell of a bollocking to Tails and Cosmo and tell them that they are going to Metropolis to practice with Team Chaotix and that if they want to come, they need to say so now. They oblige; just before they arrive, Team Big arrives and Team Underground also sends them down there as well. While they're doing that, action stage Mystic Ruins Underground plays. At the end, they run into Fiona Fox; much to the chagrin of Cosmo, they stay and chat for a bit as they have not seen each other in years. After that, they play Mystic Ruins South.
When they reach Metropolis, Manic and Sonia get straight into practice. Whilst they're up to that, Tails and Cosmo notice that there is some damage to the exterior, which they set about fixing. After a while - at the end of a song - Tails and Cosmo come bursting into the booth, yelling that everything's gone dark. When they all look out there, it'sn't dark any more, but they can visibly see the Egg Carrier. Team Chaotix decide to stay in case they get any more instructions from their anonymous source, but Team Underground decide not to; they decide to run the Tornado up. They go back through Mystic Ruins South as an adventure field and pick up a power-up each; Tails picks up a Rhythm Badge, Cosmo picks up a Magic Magnolia and Manic and Sonia both pick up a pair of Light Speed Shoes.
Mystic Ruins Underground is played in the form of a cutscene, in which we quite audibly hear Fiona Fox giving Team Chaotix their next mission. The scene then cuts to Mystic Ruins North, where Tails gets out the Tornado in a scene similar to the opening of Sky Chase Act I. Action stage Sky Chase Zone is played, and once on the ship, action stage Sky Deck Zone is played.
The next place we see them is on the deck of the Egg Carrier itself. The next thing we see, however, is Chaos Emerl 6. As this is the first time any of them have seen Chaos Emerl in this carnation, groans are generated by the entire team. It is then fought.
Straight afterwards, the team try to get back on to the Tornado to try to get back to the Underground. That isn't going to happen; when they get there, Chaos Emerl had 'noshed' the Chaos Emerald inside the Tornado and it wasn't going to go anywhere. Literally, we see the Egg Carrier exploding and TCMS flying off the Egg Carrier. In a stroke of luck, we see them landing in Mystic Ruins North; we then see them go back into Underground Zone, we then see them shooting the shit with Team Rose, them going, Team Underground talking amongst themselves for a bit and then going to sleep and the cutscene ending.
Knuckles is sleeping on the path of the Master Emerald whilst with Shade, when suddenly the Emerald is busted, Chaos released, the Egg Carrier behind them, accelerating away and Scourge running away from Angel Island; an incensed Knuckles bolts out of Angel Island; we next see him in Mystic Ruins South. Note that between these two destinations is the encounter of Knuckles and SSS colliding with each other; we don't actually see that in this storyline, theirs only. The cut-scene restarts with Knuckles having ran so far he has ran out of breath; while Shade has plenty of energy left, Knuckles is exhausted. Shade plays the zone Mystic Ruins (the entire of) on her own. After this, Shade hits Mystic Ruins North and bumps into Mighty and Ray. A mother's meeting ensues up until the point in which Knuckles appears. Realizing that the four of them possess a shared aim, they decide to team up. Their next destination is Green Hill Zone; at the end of this, they encounter Team Babylon. They don't fight - yet - as it is not Team Knuckles they are in a bad mood with, but reminder of who started this prompts Knuckles to return to Great Turquoise Zone in the hope of finding Scourge; the search only yields more Emerald shards.
Whilst there, Knuckles realizes something. Some of the pieces have, by freak nature, remained in Angel Island and some have flown into Sandopolis. And he realizes that some have been spewed into Reactive Factory Zone. At this point, the team splits into two (perhaps obviously, Knuckles and Shade/Mighty and Ray), with the former attending to Angel Island and Sandopolis and the latter dealing with Reactive Factory.
|Mighty/Ray||Reactive Factory Zone|
After this, the game zooms into a cut-scene where Knuckles and Shade are 'seeing' into the Master Emerald, like Knuckles does on his own in Sonic Adventure. From here, we are taken from Angel Island to Station Square, remaining as Knuckles and Shade, and we hear an extended mother's meeting until Mighty and Ray arrive. They then try to make their own way back to Angel Island, picking up the penultimate set of Emerald shards as they go (zone Oil Ocean is played; this involves an extended action stage through Oil Ocean and then a treasure-hunting stage in Aquatic Mine. This is in the same style as Big's Hot Shelter in Sonic Adventure). This is impossible, however; since their last attendance at Casinopolis (which they passed now and before) a whacking great commotion has ensued. Chaos Emerl 4 and Team Eggman have appeared out of nowhere and are causing commotion left, right and center. However, the Egg Carrier, with Team Eggman causing commotion here, has been
parked left unattended in Aquatic Ruin Zone, so the team simply sneak on board (there is an empty compartment in an isolated part of the Carrier) and wait for Team Eggman to re-attend.
Next, while Team Eggman are busy circumnavigating the place, Team Knuckles are to complete Sky Deck Zone, the final set of Emerald shards, but with a twist; you must NOT be detected by man or beast else they will scream and you will be booted out of the zone. Once done, you will land up in the engine room of the Carrier. It is here Chaos Emerl 6, by this point a flat-sized monster damageable only by detonating the engines of the Carrier in front of him, is fought. Once done, even though the Carrier descends quite rapidly in a northbound direction, this causes no hassle for any of the team (as Echidnas, they all hold the ability to drift). They land on Angel Island, deposit their shards and celebrate a joyous moment. However, this moment is interrupted by the Egg Carrier - or at least its carcass - landing head first into the head of the volcano.
The storyline kickstarts with Big fishing on the Mystic Ruins North/HydroCity border when Froggy escapes. As furious as the docile beast can be, he gives chase, and the fishing stage HydroCity begins. After being caught, Froggy escapes again and runs towards Sunset Park Zone. An action stage of that zone begins, and then we see a cutscene where we see Froggy fast asleep on top of Honey; Big's thudding wakes Honey up, and seeing Froggy on top of her, she screams. After an extended conversation - quite obviously involving an apology - the two cats become friends. Their chatter does not remain uninterrupted, however, as Tikal arrives complaining that the Master Emerald has been broken again. An appropriate mother's meeting ensues until Marine the Raccoon, as acerbic as ever, comes bickering of a raucous racket (the Emerald being smashed). After a while, the sun descends, so the four of them actually decide to sleep on the problem.
Not an easy task for a certain acerbic someone. Marine, in no small part owing to how irascible she is over the explosion of the Master Emerald, can't sleep, and once all other parties are awake the next morning, she complains about a racket seemingly happening down under. Honey dismisses this as paranoia and decides a spot of retail therapy is in order; however, when the four of them reach Mystic Ruins North - to get the train to Mystic Ruins South, which is adjacent to Metropolis and thus Station Square - they find that the train isn't in operation, so they are forced to walk. Zones Marble Garden Zone, Casinopolis and Aquatic Ruins are played consecutively and then split up; Big does his own thing (fishing in Aquatic Ruins, possibly Oil Ocean Zone) while HMT perform their retail therapy. Here, fishing/treasure hunting enmesh stage Aquatic Ruins plays; basically, it is an enormous maze, and you need to find the scattered underwater locations to then fish and grab the items concerned. (Whatever order the locations are revealed, the final powerup will always be the last to be revealed.)
At the end of this stage, HMT arrive back with a newspaper marked "Trains fail for second time in a row, cause under investigation". Team Big decide to investigate. The team go to Mystic Ruins North, and find that some holes have been bored into the walls of the station at the back. They are contemplating whether or not to enter, when suddenly Egg Pawn boosts out of the tunnel and straight into Big, causing him to fall straight over. After a discourse on what the fuss is about and why the quadrumvirate should tackle the issue, Team Big decide to interrogate the cavern. They follow the path about three quarters of the way out, whereupon the cavern's end is lit right up. At closer inspection, they see Team Covert running through a staircase damaged badly by (what appears to be) an explosion. There are powerups around which are collected by HMT and then the team follow them up. When they hit the top, however, there is no sign of Team Covert; what they find is a severely damaged surface of Sunset Park Zone. They decide to head backwards, and quickly pilot the train back to Mystic Ruins South in the form of a mini-game. Upon arrival, they are greeted with a hero's welcome and congratulations of all currently at Metropolis. After an extended appraisal, the team head back to Sunset Park Zone via train to Mystic Ruins North and then on foot the rest of the journey; once at the end of Mystic Ruins, a version of HydroCity begins played with a slightly lower tide than usual. Once at the end, they meet Egg Pawn again, with a final request; find out what the cause is for the additional racket in Underground. HydroCity is played again, but as an adventure field, and with previously available unavailable areas available, making certain powerups now obtainable. At the end of this, they find footsteps, and once they hit the underground Team Underground bolt forward and complain that a group of individuals have been causing massive amounts of disruption. Still bound by their agreement to Egg Pawn, and with the well-mannered Tikal again overriding Marine, the team decide to investigate. Action stages Mystic Ruins, Gigalopolis, Sleeping Egg Zone, Mecha Green Hill Zone and Electric Egg Zone play.
Immediately afterwards we zoom into a cutscene in which Team Big are walking down the tunnel formed by the linking of Electric Egg Zone and Crystal Egg Zone. On their way to Crystal Egg Zone, they see that what looks like a freshly dug cavern has been made into the side of the tunnel. Honey decides to look down there, but for Big to lead just in case of an emergency. This proves to be the team's downfall; Big's heavy footing alerts the inhabitants of Labyrinth Zone, Team Covert (again!) of their presence. But instead of bolting, like before, Covert, the team's leader, decides enough is enough and begins arguing. A boss fight against the team ensues, after which the team run as quickly as they can away from the underground. Action stage Spring Yard Zone plays, which will take the team to Mystic Ruins South and to Mystic Ruins North via train, whereupon they explain to Team Underground the situation. Their final movement is to go through the adventure field HydroCity and back down into Sunset Park Underground and explain the situation to Egg Pawn.
Team Covert are busy assembling new ideas, having just finished a night's work. They have just been booted out of Scrap Brain Zone by Team Babylon. Covert is deep in thought when suddenly an ever acerbic Ashura blurts out her discontent for the Labyrinth and complains that she wants to be somewhere else. Covert tells her to go to sleep while he ponders the idea.
The next night, Covert does not wake up the rest of the team. Instead, he sneaks out. Action stages Spring Yard Zone and Mystic Ruins play, after which he arrives in Mystic Ruins North underground. We see him going right into the underground of the station, whereupon he steers the train right the way into Sunset Park underground. His departure is easier than his entry, though. Egg Pawn, the inhabitant of Sunset Park underground, has been awakened by the racket caused by the train. Very angry over this, it decides not to let Covert out and a boss fight commences between Covert and Egg Pawn.
Realising the time, Covert bolts out of the underground. He bolts out of the emergency exit (created at the time of the erection of the station) and we next see him back in the Labyrinth, the next morning, waking up the rest of the team. (They don't even realise that they've skipped a day.) As a team, they make their way down to Sunset Park underground - this does of course necessitate the team completing Spring Yard Zone, Mystic Ruins, and because the train from Mystic Ruins North to Sunset Park Zone is at Sunset Park Zone, a cutscene shows an extended discussion amongst the team discussing the new hideout. An ever ungrateful Ashura is not too thankful, but fortunately for the sake of Covert's temper both Wechnia and Nazo rate the new plot very highly, preventing an premature explosion. Once at the end, Covert orders the other three to go to sleep and then promptly does so himself.
The next morning, Covert wakes the other three up. He orders them out of the cave for a few minutes while he 'does some stuff'. He picks up a grenade, removes the pin, and times the throw just at the right point such that the explosion happens while the grenade is right at the top of the cave; obviously, at the same time of throwing, Covert also bolts. The result is that a vast majority of the ceiling descends and attacks the floor; while it does so, Covert re-encounters the other three and explains what he has done. True to form, Ashura has no end of complaint about it - too much noise, can't be bothered to sweep up the floor to resolve this issue, too bright in here, etc - but fortunately, Wechnia and Nazo listen to Covert's reasoning before they vent the views and, in the absolute loosest sense of the word, 'authorise' it. From there, Covert builds a ladder up to the ceiling - it now contains a hole, which the team can now get into. The team decide that this is enough for tonight.
We next see Team Covert the next day. But not being woken up by Covert's preternatural, oh no. By being waken up by impending noise. Because the entire team are used to near-silence underground, they are very sensitive to noise underground. As a result, a small amount of noise underground wakes up all of them. Covert overhears something hitting the floor. (He doesn't know that this is Egg Pawn colliding into Big, knocking him over.) He decides to go back to sleep, only to be woken up again. This time, it is by Team Big's approaching. In spite of this potentially being very dangerous considering that if it is light when the team arrive at the surface the team are going to be discovered, Covert decides to wake up the other three and has them shift back to the Labyrinth. On their way out, Covert throws a non-damaging bomb down to the bottom of the staircase, which flashes, thinking that the intruders will be affected. How wrong he is. Team Big are three quarters of the way through the tunnel when the bomb explodes and therefore it only draws attention to the fact that the team have been there.
When the team hits the ground level of Sunset Park Zone, they discover that the time is the nocturnal blue hour and therefore damage limitation has been achieved. In this 'hour', action stages Sunset Park Zone, HydroCity, Marble Garden Zone, Spring Yard Zone and Labyrinth Zone play. Note that at the end of Labyrinth Zone, there is nothing to signify the end of the zone and the team run straight into it, giving the illusion of a cutscene mid-zone when in actual fact the cutscene signifies the end of the zone. At the end of the cutscene, the team head back to sleep. Not for long, though. Covert gets booted out of bed at his usual hour, much to the theoretical besiegement of his calmness. During the short period of time that Covert had, he decided to make his way into the underground path to explore. Stages Underground Zone, Mystic Ruins North, Gigalopolis, Sleeping Egg Zone, Mecha Green Hill Zone and Electric Egg Zone play; similar in vein to Labyrinth, a cutscene designates the end of Electric Egg Zone in which the team bore a hole from about half way down the tunnel (between Electric Egg Zone and Crystal Egg Zone) and end up back into the Labyrinth. They then proceed to lament their lack of significant discovery and go back to sleep.
They do not complete their day's sleep, however. Halfway through the day, the team hear footsteps - Covert first. (These are the footsteps of Big.) They decide to remain in place instead of bolting (being on their home turf). When Team Big arrive, Covert and Marine start bickering, eventually waking up the rest of the team; it is this final movement which causes filth to hit the fan. A boss fight ensues against the team. After beating Team Big, the team run away out of embarrassment to tell on Team Underground. The team's final movement is to go back to sleep.
This storyline is kickstarted by Rouge's being informed of a Chaos Emerald in the center of Robotnik Winter Castle. She ends up getting so far and then, by picking up the Chaos Emerald, sets off the alarm and causes the premises to enter lockdown like in Security Hall in Sonic Adventure 2; only this time, it is Fang who rescues her, who waltzes her straight into Icecap as he is on his way to see Bark. An extended mothers' meeting ensues in which we learn that Club "Rouge"'s clientele is experiencing a quantitative surge.
After some time, where we learn a bit more about Fang and Bark 17 years on. We learn quite a bit here. After a length of time, roughly half that of the above, Bark mentions that he needed to see Bean about some experiments he had been conducting; the team make their way to Tidal Plant Zone. Once there, we see only Bean's design before Nic barges in, announcing supersidence in her home, Jungle. This causes Team Dark to make their way over to Jungle; here, some actual zones are cleared.
- Icecap - tutorial
- Marble Garden Zone
- Gimmick Mountain Zone - here, Team Rose is fought.
- Aqua Lake Zone
- Troll Bridge Zone (here, Guidashir Jahandambelis is fought)
Upon arrival, Nic comes bursting out of the Jungle. It takes this to defeat Guidashir as he has much more stamina here than in any other storyline, causing Nic to have to burst out and bring them into the Jungle. Once there, we see the aforementioned supersidence and Nic is sent to Meta Junglira Zone. At this point, an alternating fork begins; Rouge and Fang intend to perform some volatile therapy, but Bark and Bean want to know what is going on. As a result, every other stage uses Rouge and Fang on their way to Casinopolis and those which don't feature Bark and Bean sorting out Team Badnik.
|Bark/Bean||Troll Bridge Zone|
|Rouge/Fang||Spring Yard Zone|
|Bark/Bean||Aqua Planet Zone|
|Rouge/Fang||Marble Garden Zone (part two)|
|Bark/Bean||Electric Egg Zone|
|Here, a lengthy cutscene involving Bark and Bean searching the zone and eventually coming across the underground tunnel. We see the two of them enter the tunnel as the cutscene enters.|
|Rouge/Fang||Casinopolis (boss fight versus Chaos Emerl 4).|
|Bark/Bean||Lengthy cutscene in which they exit the tunnel, demonstrate awe over seeing nobody, and play Crystal Egg Zone|
|Rouge/Fang||A discussion, in Club "Rouge", regarding how to buffer the number of people whose custom have been lost. They are interrupted by an incensed Nic, very angry about why so little had been done about her supersidence, who promptly informs them that she and Bark and Bean were shooting the shit whilst she was in Jungle and they were underground and that they, if they had their calculations correct, were coming out in Gimmick Mountain Zone. They promptly bolt.|
|Bark/Bean||Scrambled Egg Zone|
Next, they meet in Gimmick Mountain Zone. A battle against Team Badnik begins, and at the end, they bolt. Team Dark disappear, also, but not before being bollocked by Blaze and being told to discommunicate themselves. Outside, an ever annoying Nic informs them of what she thinks is an archaic launchpad; we actually skip to Launch Base in see what is going on without doing Marble Garden Zone again. When we get there, we discover what Nic was seeing; Launch Base Zone itself was used as, literally, the launch base for the Egg Carrier. Bark, being by far the most constructively apt amongst the five, says that they need to purchase some parts, because as the Egg Carrier took off it destroyed the entire foundations of the base. The team take off to Metropolis; zones Aquatic Ruins, Hill Top Zone and Mystic Ruins South are played. Once at Metropolis, Team Dark buy the parts off the dealer and then try to leave. However, Team Babylon - still irate about THEIR parts being nicked - accuse Team Dark of theft and a boss fight ensues. Afterwards, Team Dark bolt and we see them next back in Launch Base, with a quadplane, ready to enter the sky. A Sky Chase Zone tribute plays. After this, they land on the Egg Carrier and immediately find an obnoxious Chaos Emerl 6. Here, the final boss battle begins and after his defeat, the Egg Carrier descends and Team Dark land in Great Turquoise Zone. A lengthy mothers' meeting takes place until the Egg Carrier lands in Lava Reef Zone, upon which the team belt up and walk to their respective premises.
The final part of this storyline is a cutscene where Fang boots Nic out of Meta Junglira Zone and shows her the restored Jungle, where the ground has been leveled (i.e. chunks of earth excised, with the copper tubing remaining in place) and the habitat made inhabitable once again.
The Babylon Five woke up one morning to discover that the parts Wave was intending to work with had been stolen. Jet, having previously been the recipient of a loss at Sonic's hands, points the finger of aspersion towards Sonic and JWSH make their way over to Green Hill Zone. Note: this is done automatically, and the cutscene literally goes from Scrap Brain to Green Hill Zone. Upon arrival, Team Sonic have arrived back from their venture in Great Turquoise Zone and are chased by JWSH, only for Hurricane to look elsewhere, lose concentration and quite literally fall off his board. Furious, JWSH take a trip home, only for them to run into Team Covert and another race ensues - in this instance, running away from Labyrinth Zone where they are. They decide that the only sensible solution is to return to Metropolis; they perform their usual route through Spring Yard Zone, Marble Garden Zone, through the Mystic Ruins train station into Station Square and then into Metropolis. Or rather, try to. There has been a terrorist attack on the city and the result is that the train from the Mystic Ruins to Station Square has been derailed and is stuck in Station Square; the result is that JWSH have to make their way through Marble Garden Zone (named Act Two by the game), through Casinopolis (much to the chagrin of the team, without playing any of its games) into Hill Top Zone, take a leisurely stroll through the scary sidewalks of Mystic Ruins South and a filthy venture through Oil Ocean Zone. Only then can they access Metropolis; however, having re-purchased the items, Team Dark shows up, with the original package clearly visible. Another race, this time around "Radical City", ensues. With the parts obtained, an impressed shop-owner allows JWSH to use his back door outwards into Spring Yard Zone (this is also marked as Act Two). Through a different part of the labyrinth (Act Two), and through what appears to be a Star Light Zone considerably worse off than its original condition and into Scrap Brain Zone. But no, no peace just yet, as they discover Tempest and Team Eggman shooting quite savage shit and a race ensues. With Team Eggman disposed of, the team return to Scrap Brain Zone. Tempest reports the discovery of a secret cavern on the Star Light/Scrap Brain/Reactive Factory border; while Wave makes the planned amendments, JSH investigates. It turns out that the cavern leads to an archaic transporter used by Eggman ≈20 years ago to access his old Sky Base Zone; in an attempt to return to Wave, Wave arrives and forks over the Gear. With the Gear in hand, the transporter is activated and JWSH are sent on their way on to the Egg Carrier. Upon arrival, JWSH locate further extensions which allow items to be levitated via the Gear, and this is used to dispose of Team Eggman, causing the Egg Carrier to descend very quickly.
Metal Sonic, having just been booted out of bed by the racket made by Team Rose, jolts up. With a headache like nails being hammered into him, he barges forward. In his haste, action stages Mecha Green Hill Zone and Aqua Planet Zone are blitzed.
Upon arrival, we zoom into Scratch, Grounder and Coconuts; we see them wake up and lament the noise (unbeknownst to them, coming from Scrap Brain Zone). After an extended mothers' meeting, they see Metal Sonic and we learn that all four are very angry about Eggman dropping them like lead balloons. After some time, Metal Sonic remembers that there is some stuff in Gigalopolis; he promptly goes. Action stage Aqua Planet Zone, begins; after this, we zoom back into Scratch, Grounder and Coconuts. Another cutscene kickstarts in which we learn that Eggman, in his wisdom, abandoned computer systems; upon use, we learn that there is another way out without treading water - Crystal Egg Zone. Scratch and Grounder send Coconuts out to investigate.
|Coconuts||Aqua Planet Zone|
|Metal Sonic||Green Hill Zone|
|Coconuts||Troll Bridge Zone (stage)|
|Coconuts||Aqua Lake Zone (followed by a long cutscene where we see Eggman in the entrance of Gimmick Mountain Zone and retreats).|
|Metal Sonic||Mecha Green Hill (here, he sneaks into the underground of Green Hill Zone and obtains "Longarm" for Grounder, "Gloves" for Scratch and "Levitator" for Coconuts.|
Here, Metal Sonic and Coconuts join each other. After establishing one another's justification for their presence, they return and they obtain their powerups. Immediately, they get to work; Coconuts levitates the earth while Metal Sonic pushes through the pipes. Once all has been fed, they travel through; we skip straight the way through. From here, zones Crystal Egg, Scrambled Egg and short zone Gimmick Mountain are played and then Team Rose and Team Dark bosses are played.
After this, the team escape. After much complaints about the savaging sunlight, They make their way to Launch Base Zone - action stages Marble Garden Zone, Casinopolis and Aquatic Ruin Zone are played. Here, the cutscenes slip together in an odd way; we see Team Eggman's Egg Carrier jet upwards in a similar style to its ascension in Sonic Adventure. Here, we meet Megatox; like the team, he is very angry about the amount of noise produced. Thinking it was Team Badnik who were responsible for the noise and a boss battle begins; this is followed by a pact where they make friends (they all dislike being booted out of bed). Megatox and Team Badnik make itself a deal; Team Badnik blows up the border between Launch Base and Chemical Plant Zone, and Megatox leaks into Launch Base and catches Team Eggman off-guard.
After fulfilling their part of the deal, their one objective is to scram; They decide to take a detour into Tidal Plant Zone. Upon arrival, they see Bean's handiwork and decide to play it; seeing no point, they decide to fly it home, to Electric Egg Zone.
The final part of the storyline shows Megatox meeting Team Eggman. We see a single boss fight, then Megatox rehibernating and then we segue back into Team Badnik. Here, we see the four of them go back into hibernation.
|Eggman Nega is busy pottering around Launch Base Zone. He contemplates, "What can I use to meet Sonic's match, or better, eclipse it?" Suddenly, a thought hits him. "An enmesh! I'll merge Chaos and Emerl together to make Chaos Emerl!" He immediately bolts over to Metal Sonic 3.0 and enters the following enquiries:
The team immediately make their way to Angel Island; here, we see the cutscene at the beginning of Team Knuckles' storyline. After the scene fades out at the regular place, we see Team Eggman making their way up to Gigalopolis. Action stages HydroCity, Underground and Mystic Ruins North are played.
Once there, a cutscene occurs in which Eggman Nega criticizes Eggman for allowing one of his bases to adorn itself as such a state. The team itself participate in Green Hill Zone up until the point at which the team hit Gimmick Mountain Zone.
|Eggman is flying around in the Eggomatic. He is contemplating what can meet Sonic's match, when suddenly, after all these years, it starts misbehaving. After performing involuntary aerobatics for a while, it collides straight into the 'face' of Gimmick Mountain Zone, awakening and intimidating its inhabitants.|
Once Eggman Nega and Metal Sonic 3.0 arrive, they are in for a shock, seeing Eggman lodged in the entrance. They prompt work him out and bolt away from the scene, leaving Team Rose incensed. From here, the pattern of action stages and then treasure hunt takes the place of playable zones throughout this storyline. The first one, Aqua Lake Zone is done immediately.
|Marble Garden Zone||HydroCity||Sunset Park Zone||Great Turquoise Zone||Team Sonic|
|Angel Island||Hidden Palace Zone||Lava Reef Zone||Sandopolis||After these zones, a massive action field induces - the entire area is temporarily free to roam. Here, power-ups for Eggman Nega, Eggman, Metal Sonic 3.0 and Chaos Emerl are customary for the player (in the center of Hidden Palace itself lie two boosters for Eggman and Eggman Nega and at the top of Lava Reef mountain are laser blasters for Metal Sonic 3.0 and Chaos Emerl. After this, we see Team Eggman stage an attack on Casinopolis. This is a tricky boss because it is against halves of Team Knuckles and Team Dark (Knuckles, Shade, Rouge and Fang).|
|Hill Top Zone||Mystic Ruins South||Spring Yard Zone||Labyrinth||Scrap Brain Zone (argument with Tempest culminating in a boss fight against Team Babylon)|
|Star Light Zone (timed treasure hunt)||Jungle Zone||Troll Bridge Zone (boss)||Mecha Green Hill Zone||Sleeping Egg Zone|
At the end of Sleeping Egg, an extended cutscene engages. Literally, it starts, skips to Launch Base and then departs. We see the Egg Carrier rising, similar to Sonic Adventure's elevation in Mystic Ruins. After this, we see an extended cutscene. Eggman, Eggman Nega and Metal Sonic 3.0 shoot the shit for some time, in which we learn that the Egg Carrier has had a number of undesirable passageways built in that shouldn't be there; while Hot Shelter and Sky Deck are accounted for, but Sky Base, Wing Fortress and Flying Battery shouldn't be there. After this, Chaos Emerl is left to roam free; his job is to isolate those five zones and ensure nobody can access the interior by any entrance other than Hot Shelter or Sky Deck. Literally, zones Flying Battery Zone, Wing Fortress Zone and Sky Base Zone are played in order. (Note that this layout is deliberately presented in a similar way to archaic Sonic games; three acts and a boss at the end of Sky Base.) This boss consists of several different teams combating Chaos Emerl adjacently.
At the end of this, the other three members of Team Eggman walk into the control room and initiate "operation Robotropolis", in which the team transform the map areas into Robotropolis. Little do they know, however, that a miffed Chaos Emerl is exploring the exterior of the base again. Foolish Team Underground left a seventh, final Chaos Emerald in the Tornado and Chaos Emerl transforms instantly into Perfect Chaos Emerl. At the end of the cutscene, the game switches out into a scene of Chaos Emerl seemingly leaking into the underneath of the Egg Carrier and consequently detonating it in the process. The storyline actually stops here, on a cliffhanger.
Sonic Heroes 2 has many unlockables in it, including all the storylines other than Team Sonic.
|Team Sonic||Team Sonic is available by default without unlocking it|
|Team Rose||When Tails and Cosmo meet them in Underground Zone|
|Team Underground||Once Manic and Sonia meet Team Sonic in Green Hill|
|Team Knuckles||Unlocked when Knuckles runs into Shadow in HydroCity|
|Team Archaic||When Team Rose chases the team around Radical City|
|Team Big||When Team Underground meets them in Underground|
|Team Chaotix||When Team Archaic arrive at Metropolis to play|
|Team Covert||When Team Big fight Team Covert in Labyrinth Zone|
|Team Dark||After Team Babylon run into Team Dark in Metropolis|
|Team Babylon||When Team Sonic race against them in Resort Island|
|Team Badnik||When Team Rose shoos them out of Gimmick Mountain|
|Team Eggman||Almost immediately after loading Team Rose's storyline|
Sonic Heroes 2 has a Chao garden of its own. The Sonic Adventure gardens in Station Square, Mystic Ruins and the Egg Carrier are recycled and the Sonic Adventure 2 all-in-one lobby is located in Metropolis. The Metropolis branch is visited by Team Rose in their storyline and very briefly in Team Chaotix' storyline. To unlock the Chao garden, the player needs to access it in either storyline.
Sonic Heroes 2 makes use of a sound test performed 'in-house' by the characters; Sonic of Team Sonic and Manic and Sonia of Team Underground group together, while Team Archaic and Team Chaotix play in its entirety. It is unlocked in three sets; by unlocking Team Underground, Team Archaic and Team Chaotix, and some tracks require a combination of the three.
|Sonic||Vocals, electric guitar|
|Charmy||Vocals, bass drums|
|Saffron||Vocals and vocal percussion|
List of playing teamsEdit
- Sonic, Sonia and Manic - Sonic rock
- Espio, Charmy, Vector and Saffron - psychedelic jazz
- Sonic & Vector/Mina, Mach, Max and Sharps - hard rock
- ↑ This instrument was played in the Sonic the Hedgehog Band and Sonic Underground.
- ↑ 2.0 2.1 2.2 This instrument was played in Sonic Underground.
- ↑ 3.0 3.1 Contrary to popular perception, Vector is not the only singer in Sonic Heroes 2; they all sing, but because of the sound effects and each others' vocals, they all get cut off. For more information, see Chaotix Recital#Trivia.
- ↑ 4.0 4.1 4.2 This instrument came from Sonic Heroes.
- ↑ This instrument is played in the Sonic the Hedgehoog Band.
- ↑ This is Saffron's first appearance in any Sonic series game and so she plays her own 'instrument'.
- ↑ This instrument is played in Mina Mongoose's band, the Forget Me Knots.
- ↑ 8.0 8.1 8.2 This instrument was played in the Sonic the Hedgehog Band and Mina Mongoose's band, the Forget Me Knots.