From Sonic Retro
|Thirteenth hero level, Sonic Adventure 2|
|Level theme: outer space|
|Secondary level theme: Death Egg|
|Mission 1: Destroy the colony's power generator!|
| Mission 2: Collect 100 rings!
| Mission 3: Find the lost Chao!
|Mission 4: Reach the goal within 5 minutes!|
| Mission 5: Clear Hard Mode!
|← Death Chamber | Meteor Herd →|
Eternal Engine is the thirteenth stage in the Hero storyline of Sonic Adventure 2 and the fifth and last stage playable with Tails. It's the heroes' first venture inside ARK, a setting they won't leave for the remainder of the story, and Tails’ mission is to navigate through it and find the colony’s power generator and destroy it. Even though he’s successful, the remaining ARK stages don't appear to show any signs of it, with fully functioning lights and machinery.
Eternal Engine is space themed.
The primary gimmick in this level is that of dynamite hatches. Whereas in other stages, dynamite is used to perform useful demolitions, shooting dynamite in this stage results in the creation of a vacuum field that attempts to suck Tails out into space from close range and succumbing to the field results in loss of life. The dynamite packs are also attached to platforms, which destroyed make the navigation much more difficult.
Tails first starts by being dropped down a long shaft to a small locked room. Destroying the enemies will open the door and reveal hallways and small rooms that lead to a vertical shaft that can be ascended by using upreels. At the top there’s a larger hallway that oversees space and after this, there’s the first Point Marker.
Past this there’s another identical hallway with dynamites packs attached to doors, and beyond there are two doors. The one on the right is locked, and the switch to open it is located behind some wooden containers located after the one on front. Past the locked door there’s a outside Ark section. To the beginning and left, there’s a small platform that has a Mystic Melody. Activating will make some platforms appear, that lead to a vertical elevator. It leads up to a level above of the Ark, with a hallway and a second outside section that leads to a small room protected by lasers. Back at the first outside section in the main path, there’s another hallway that oversees the outside and the second outside section mirroring the path above. Dropping down will reveal a rocket that will destroy the wall of cages leading to another hallway similar to the one before and a room with a trap. The switch to deactivate is under the gas tank beyond it, some springs will take Tails to the top of the trap where a set of uprails are. At the top there’s the second Point Marker.
Beyond there’s another hallway surveying the outside with some Artificial Chaos and then past this there’s a room with a radioactive pit. Some of the platforms here will sink below some lasers, but it’s possible to stand between them. At the end there’s the third Point Marker.
Past this there are two doors, the one on front will not open even if the enemies are destroyed but the one on the right will, revealing an outside section like a maze of some sorts. At the end of the lower level there’s the switch that opens the door that was locked before, but it contains nothing of importance. Climbing up the platform maze will eventually lead to another hallway and the fourth Point Marker.
Past this there’s another outside section. There's a bridge that leads to the north, with a switch that opens the door below, where the Bazooka upgrade is. If the dynamite packs are blown up and the bridge disappears, there's another way to access the room, which is by dropping to the arena below and activate the switch there and then riding up through springs and elevators. It's also worth mentioning that there's a room in the middle of the south wall with some item boxes. Beyond the wall of steel containers below and to the north there’s a hallway and the fifth Point Marker.
From this point forward, there’s yet another outside section, this time with an upwards draft of some sort, and where Tails needs to navigate through the void filled with enemies to the door in the distance. Past this there’s a vertical shaft leading downwards, filled with enemies and lasers crossing. At the bottom there’s a small platform which will secure the Cyclone into place and Tails must hit the vital points to render it's defenses useless. After doing so, the hatch will open, and the goal will be visible above some stairs.
|Beetle series: Mono Beetle, Gun Beetle, Bomb Beetle, Bomb Wing, Gold Beetle|
Hornet series: Hornet-6, Laser Hornet (Hard Mode)
Artificial Chaos: Artificial Chaos P-1, Artificial Chaos Guard, Artificial Chaos Float
- The level specific animal (third Chao container) is a Dragon.
After using the Bazooka to clear out the wall of metal boxes, you'll run down a hallway. Big is on the outside of the ARK, in the third left window, looking to the inside and waving.
- First Point Marker: Amongst the wooden containers in the room with the switch.
- Second Point Marker: Amongst the steel containers to the right in the radioactive pit room.
- Third Point Marker: Beyond the locked door, whose switch is in the outside platform maze area.
The Gold Beetle can be found after the fifth Point Marker, at the beginning of the updraft section.
Differences between Dreamcast and GameCube versions
- After the third checkpoint, there will be a long, narrow, multi-level pathway in which many of the floors are booby trapped with dynamite packs. In the GameCube version, many of these dynamite packs were removed to make the crossing a bit safer.
|Sonic Adventure 2|