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{{Breadcrumb
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|Sonic Rush Adventure|:Category:Sonic Rush Adventure levels|l2=Levels|{{PAGENAME}}}}
 
{{LevelBob
 
{{LevelBob
| levelscreen=SRA Pirates Hideout.jpg
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| levelscreen=SonicRushAdventure DS PiratesIsland.png
| screenwidth=256px
 
 
| levelno=Seventh
 
| levelno=Seventh
 
| game=Sonic Rush Adventure
 
| game=Sonic Rush Adventure
 
| acts=3 (including boss stage)
 
| acts=3 (including boss stage)
| playedas=[[Sonic]], [[Blaze]]
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| playedas=[[Sonic the Hedgehog|Sonic]], [[Blaze the Cat|Blaze]]
 
| underwater=Yes
 
| underwater=Yes
| boss=Captain Whisker and Johnny (Boss)
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| boss=Captain Whisker and Johnny (boss){{!}}Captain Whisker and Johnny
 
| theme1=urban
 
| theme1=urban
 
| theme2=ancient ruins
 
| theme2=ancient ruins
| map=Sonic Rush Adventure ocean map
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| name_jp=パイレーツアイランド ''Pairētsu Airando''
| osv=[[Sonic Rush Adventure Original Soundtrack]]
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| prev=Sky Babylon
| music=<flashmp3>Sonic Rush Adventure OST/10-09 Pirates Island (Act1and2 Mix).mp3</flashmp3>
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| next=Big Swell
 
}}
 
}}
[[File:SRAPiratesIslandPuzzle.PNG|thumb|right|256px|An ancient underwater puzzle lock for the doors beneath [[Pirates' Island]]. Solved by rotating with the [[DS stylus]].]]
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'''Pirates' Island''' is the seventh stage of ''[[Sonic Rush Adventure]]''. As with other stages in the game, {{PAGENAME}} consists of two standard Acts followed by a dedicated boss Act. Black [[Material]] can be found here.
  
'''Pirates' Island''' is the seventh stage of [[Sonic Rush Adventure]]. 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.
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==Story==
 
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[[File:SRAPiratesIslandPuzzle.PNG|thumb|right|256px|An ancient underwater puzzle lock for the doors beneath [[Pirates' Island]]. Solved by rotating with the DS stylus.]]
== Story ==
+
After finding all three stone markers, keys which can open the door blocking access to the pirates' hideout in some ancient ruins, [[Sonic the Hedgehog|Sonic]], [[Blaze the Cat|Blaze]], and [[Miles "Tails" Prower|Tails]] decide to travel to the ruin's underwater entrance via the [[Watercraft|Deep Typhoon]]. [[Marine the Raccoon|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 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 [[Watercraft|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.
 
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 (Boss)|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.  
+
Sonic or Blaze defeats the tag-team of [[Captain Whisker and Johnny (boss)|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 [[Ghost Titan|giant battle robot]]. Although reunited, the protagonists' safety cannot be guaranteed until they deal with the towering metal menace before them.
 
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 [[Ghost Titan|giant battle robot]]. Although reunited, the protagonists' safety cannot be guaranteed until they deal with the towering metal menace before them.
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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.
 
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.
  
== Level-Exclusive Gimmicks ==
+
==Overview==
 
+
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 you approach these siege weapons, Sonic or Blaze 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 you, don't worry; your character will break through without a noticeable decrease in speed. You can perform tricks once you're in the air.
 
  
*'''High-pressure water cannons''' - When you arrive at the ends of these, Sonic or Blaze will alternatively orient these cannons upwards at an angle and horizontally straight ahead. Press {{A}} 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). Be quick to travel along it, for the stream will soon cease. Also be sure not to release the stream into spikes.
+
===Level-exclusive gimmicks===
 +
*'''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 Action]]s can be performed once in the air.
  
*'''Big anchors''' - Anchors will both assist you and hinder you. If you're caught underneath them when they fall, you'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 character approaches.
+
*'''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 {{A}} 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.
  
*'''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.
+
*'''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.
  
*'''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. Control the dolphin using the d-pad; {{up}} and {{down}} will make the dolphin surface and dive, respectively, while {{left}} and {{right}} will cause the dolphin to swim slower and faster. Aim to navigate your dolphin through blue hoops. They'll accumulate stars which will refill your Tension Gauge. When you make it through a gold hoop (or miss it), your dolphin will release the character above the water's surface. You are free to do mid-air tricks at this time. If you want to get off your dolphin for whatever reason, press {{A}} or {{B}}.
+
*'''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 [[spring]]s.
  
*'''Timed gates''' - If you manage to pass beneath these gates before the timer reaches a certain amount (indicated by the numbers above the gate), you'll be able to pass through and usually will be rewarded with a goodie. If you've lallygagged, an impenetrable column of water will flow from under the gate, making it necessary to find an alternative (and speed-sapping) route.
+
*'''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; {{up}} and {{down}} will make the dolphin surface and dive respectively, while {{left}} and {{right}} 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 {{A}} or {{B}}.
  
== Enemies ==
+
*'''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.
  
*'''Red Hovering Robot''' - Rather bulky red pirate robots which hover over a small horizontal area and carry spiked bombs. They aren't hesitant to release their load, so spend minimal time beneath them.
+
==Enemies==
 +
{| style="width:auto;"
 +
|style="text-align:center;"|{{SpriteImage|SonicRushAdventure DS Sprite KaizokuHoverBomb.png}}
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|'''[[Kaizoku Hover Bomb]]''' — Bulky red pirate robots that carry and drop spiked bombs.
 +
|-
 +
|style="text-align:center;"|{{SpriteImage|SonicRushAdventure DS Sprite UnknownPIEnemy.png}}
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|'''[[Kaizoku Hover Gunner]]''' — Green robots similar to the above that are armed with guns to shoot the player with.
 +
|}
  
*'''Green Hovering Robot''' - Almost identical to their red cousins, but have green plating and are armed with guns in lieu of bombs. They'll shoot you with a projectile if you get too close.
+
==References==
 +
<references/>
  
 
{{SRAOmni}}
 
{{SRAOmni}}
[[Category:Sonic Rush Adventure Levels]]
 

Latest revision as of 13:59, 18 December 2021

Sonic Retro emblem.svg Sonic Rush Adventure
»
Levels
»
Pirates' Island
SonicRushAdventure DS PiratesIsland.png
Pirates' Island
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:
  • JP: パイレーツアイランド Pairētsu Airando
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.

Story

An ancient underwater puzzle lock for the doors beneath Pirates' Island. Solved by rotating with the DS stylus.

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.

Overview

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.

Level-exclusive gimmicks

  • 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 A 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; Up and Down will make the dolphin surface and dive respectively, while Left and Right 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 A or B.
  • 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.

Enemies

SonicRushAdventure DS Sprite KaizokuHoverBomb.png
Kaizoku Hover Bomb — Bulky red pirate robots that carry and drop spiked bombs.
SonicRushAdventure DS Sprite UnknownPIEnemy.png
Kaizoku Hover Gunner — Green robots similar to the above that are armed with guns to shoot the player with.

References


Sonic Rush Adventure
SRA title.png

Main page
Comparisons
Maps


Manuals
Promotional material
Magazine articles
Reception


Development
Hidden content
Bugs