From Sonic Retro
|Sonic Rush Adventure
|Seventh Zone, Sonic Rush Adventure
|Number of Acts: 3 (including boss stage)
|Level themes: urban, ancient ruins
|Played as: Sonic, Blaze
|Boss: Captain Whisker and Johnny
|Underwater areas: Yes
| Non-English names:
|← Sky Babylon | Big Swell →
Pirates' Island is the seventh stage of Sonic Rush Adventure. As with other stages in the game, Pirates' Island consists of two standard Acts followed by a dedicated boss Act. Black Material can be found here.
After finding all three stone markers, keys which can open the door blocking access to the pirates' hideout in some ancient ruins, Sonic, Blaze, and Tails decide to travel to the ruin's underwater entrance via the Deep Typhoon. Marine is eager to accompany the group, as usual, but this time Blaze orders that she stays behind due to her being a nuisance throughout their adventure. After the remaining trio make it to the underwater cave, the three keys are correctly aligned and at last the heroes enter into Pirates' Island.
After traversing the ruined city, the protagonists find Captain Whisker, who is given a rather bellicose introduction. Never one to waste time, Blaze demands that Whisker hand over the Jeweled Scepter. Captain Whisker instead challenges the heroes to combat, along with the newly-arrived Johnny. The boss battle begins.
Sonic or Blaze defeats the tag-team of Captain Whisker and Johnny . Johnny takes an opportunity to vamoose, leaving his quivering commander behind. Blaze reiterates her demand for Whisker to return to the Jeweled Scepter, but Whisker remains oddly reluctant, fearing an unspecified person's wrath if he fails to return with the treasure. Fortunately for Whisker, Mini and Mum return and convey an escape route to the befuddled old sea dog, which is quickly taken advantage of. Sonic and company can't follow him, but Marine (who Tails deduces must have trailed their group) is able to do so and gives the Captain chase.
Unsurprisingly, Marine has become a hostage by the time the group locates her and Captain Whiskers at Big Swell. Tails manages to distract Whiskers just long enough for Sonic and Blaze to recover Marine from the grasp of the Captain's giant battle robot. Although reunited, the protagonists' safety cannot be guaranteed until they deal with the towering metal menace before them.
Within the larger back-story of Sonic Rush Adventure, the continent containing the remains of Sky Babylon fell from the heavens to the ocean's surface, along with the long-lost civilization inhabiting the continent. Abandoning their former home, the civilization built a new one on the sea, which apparently is the city in which the Pirates' Island levels take place. According to Blaze, the same civilization left behind the three stone markers to point towards the heavens, conveying their hope to one day return to the sky.
The pirates under the command of Captain Whisker have set up their hideout here, filling the archeologically-valuable ruins with weaponry of all kinds. Sonic or Blaze must traverse the rooftops and canals of an ancient city, while looking sharp for pirates, their traps, and trick-oriented gimmicks. Be aware that large sections of these levels are designed to punish the player who recklessly speeds about.
- Trebuchets - As Sonic or Blaze approach these siege weapons, they will be launched towards the sky at an angle, usually towards a wall of breakable material. If the rock from the trebuchet fails to leave an opening for the player, their character will break through without a noticeable decrease in speed. Trick Actions can be performed once in the air.
- High-pressure water cannons - When Sonic or Blaze arrive at the ends of these, they'll alternatively orient these cannons upwards at an angle and horizontally straight ahead. Press once the cannon is oriented in the appropriate direction to release a stream of water that can be used as a rail (and destroys any enemies in the way). The stream will soon cease, so the player shouldn't wait too long.
- Big anchors - Anchors will both assist and hinder the player. If they're underneath them when they fall, they'll be crushed and instantly lose one life. However, there are flat platforms on the bottom of anchors which can be used to travel to higher elevations as the anchor retracts. Anchors fall and retract at various speeds, and some only fall as the player's character approaches.
- Fountains - These small rectangular-shaped fountains either remain stationary or move back and forth horizontally at a slow rate, generally near the water's surface. Hop onto them to be launched into the sky on a burst of water. They function in this way exactly like regular springs.
- Dolphins - Dolphins lazily remain in place in the water. As soon as Sonic or Blaze grabs onto their tails, they'll automatically swim forward, carrying the player along with them. The dolphin can be controlled using the D-Pad; and will make the dolphin surface and dive respectively, while and will cause the dolphin to swim slower and faster. The player should aim to navigate the dolphin through blue hoops. They'll accumulate stars which will refill the Tension Gauge. Making it through a gold hoop (or missing it) will make the dolphin release the player's character above the water's surface. They are free to do mid-air Trick Actions at this time. If the player needs to get off the dolphin, they can do so by pressing or .
- Timed gates - If the player passes beneath these gates before the timer reaches a certain amount (indicated by the numbers above the gate), they'll be able to pass through and usually will be rewarded with a shortcut an item. If the player takes too long, an impenetrable column of water will flow from under the gate, making it necessary to find an alternative, longer route.
|Kaizoku Hover Bomb — Bulky red pirate robots that carry and drop spiked bombs.
|Kaizoku Hover Gunner — Green robots similar to the above that are armed with guns to shoot the player with.
|Sonic Rush Adventure