Space Colony ARK (Shadow Generations)
From Sonic Retro
Sonic X Shadow Generations |
Levels |
Space Colony ARK |
Space Colony ARK |
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First stage, Shadow Generations |
Number of Acts: 2 |
Level themes: outer space, space station, urban |
Non-English names:
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Rail Canyon → |
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Space Colony ARK is the first stage of Shadow Generations, which is part of Sonic X Shadow Generations. This stage is based on the various levels set aboard the Space Colony ARK in Sonic Adventure 2 and Shadow the Hedgehog.
Contents
Overview
Aesthetically, the level is a mixture of many levels throughout Sonic Adventure 2 and Shadow the Hedgehog. The external areas are inspired by Final Rush, Final Chase, Cosmic Fall, Space Gadget and The ARK where meteors, metallic platforms, tunnel structures and multi-colored rails float in outer space; artillery is reinforced, however, as the ARK now features missile launchers of many sizes to restrain potential threats. The interior areas of this level are clearly inspired by Crazy Gadget, Lost Impact and The Doom, featuring a military yet sci-fi inspired design with many computer panels scattered and traps like lasers and, infamously returning, the Artificial Chaos.
Act 1
Like its predecessors, Final Rush and Final Chase, the Act 1 of Space Colony ARK begins with Shadow grinding down a rail. Right away, players are presented with two options: to fall down a hallway path or to continue along a set of rails, both leading to a platform where Gun Hunters are waiting to attack.
Shortly after, Shadow faces another choice: a small group of floating meteors, which the camera zooms out to show, or a green patterned gravity wall. The gravity wall functions similarly to those found in Crazy Gadget, allowing Shadow to walk downwards, upwards, or sideways. If players choose the path with the meteors, Shadow will grind down the rails toward another section featuring gravity walls. Here, multiple pathways can be taken, all leading to a floating tunnel. In the tunnel, Shadow must once again, choose, between the upper path, which involves grinding over the tunnel, or the bottom path, where Shadow grinds inside the tunnel. Both options lead to the next segment of the level, a series of large hallways composed of Gun Hunters to strike down and defense missiles fired at Shadow either in a straight line or upwards, using Chaos Control is recommended as it uncovers more paths by using the frozen missiles as platforms, ultimately leading to gigantic missile that serves as the first Quick-time event in the game.
After destroying the massive missile, Shadow infiltrates the ARK by skydiving through a laser maze. Upon reaching the ground, a gate opens to reveal several Artificial Chaos enemies and a hallway filled with shortcuts, ramps, and laser walls. Shadow must use his Homing Attack to defeat the Artificial Chaos and cross the first laser wall in his path. He can perform another Homing Attack to hit a Gun Beetle, which allows him to take the upper path. Both paths lead to a larger open area where Shadow has multiple options to proceed. He can grind on the rails toward the exit, enter a tunnel, or platform his way over a bottomless pit. Eventually, when Shadow reaches the tunnel at the end of this segment, the Doom's Eye appears and presents the final segment of the level.
The final segment is an abstract reconstruction of Radical Highway, which includes a remix featuring elements such as bending buildings and skyscrapers. The sky is a striking mix of purple and crimson as Shadow skydives onto a road and continues. Shadow is eventually stopped to execute a Homing Attack against several Gun Beetles before grinding down a rail. From the rail, he can either continue or choose another road to boost through.
Near the end of the level, after grinding the rail, Black Doom manipulates reality around Shadow, causing him to slide down a bending building while navigating through electric field obstacles. This is followed by Shadow arriving at a heliport, where he battles shadowy versions of Gun Hunters and confronts Doom Eye before returning to the ARK, marking the true end of the level.
Act 2
Enemies
Artificial Chaos — Synthetic life-forms developed by Professor Gerald that resemble the God of Destruction. They come in Normal, Float and Guard types and attack using their stretchy tentacles. | |
Gun Hunter — Humanoid robots that fire energy balls. | |
Mono Beetle — A threatless hovering robot, good only as Homing Attack fodder. | |
Gun Beetle — A hovering robot that can fire energy balls. |
Challenge Acts
Act 1
Name | Screenshot | In-game description | Overview | Reward | Rank requirements |
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Artificial Chaos Counter | Artificial Chaos are in the Ark! Reach the goal within the time limit and defeat a set number of Artificial Chaos! |
S xx:xx.xx | |||
One Ring Challenge Lv1 | Just 1 Ring on the Stage! Watch out for damage and reach the goal! |
S xx:xx.xx | |||
Artificial Chaos Counter (HARD) | Artificial Chaos are in the Ark! Reach the goal within the time limit and defeat a set number of Artificial Chaos! |
S xx:xx.xx |
Act 2
Name | Screenshot | In-game description | Overview | Reward | Rank requirements |
---|---|---|---|---|---|
Crush with Doom Blast! | Destroy a set amount of Beetles and reach the goal! Use Doom Blast for a big haul! |
S xx:xx.xx | |||
Chaos Control Master Lv1 | Use the power of Chaos Control to reach the goal in time! |
S xx:xx.xx | |||
Crush with Doom Blast! (HARD) | Destroy a set amount of Beetles and reach the goal! Use Doom Blast for a big haul! |
S xx:xx.xx |
Collection Key locations
The following are the locations of the Collection Keys in each Act.
Act 1
Main Act
- Key #1:
- Key #2:
- Key #3:
Challenge 1
- Key #1:
- Key #2:
- Key #3:
Challenge 2
- Key #1:
- Key #2:
- Key #3:
Act 2
Main Act
- Key #1:
- Key #2:
- Key #3:
Challenge 1
- Key #1:
- Key #2:
- Key #3:
Challenge 2
- Key #1:
- Key #2:
- Key #3:
References
Sonic Generations / Sonic X Shadow Generations | |
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Main page (X Shadow) Manuals (X Shadow) Development (X Shadow) |
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