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Difference between revisions of "Pyramid Cave"

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===Appearance===
 
===Appearance===
  
Ostensibly set indoors, it nonetheless showcases bottomless pits of the "black void" variety, and is one of two stages (along with its successor, [[Death Chamber]]) that use the hourglass door gimmick derived from [[Sonic & Knuckles]]' [[Sandopolis Zone]].
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Pyramid Cave is an egyptian indoors ruin themed level, with large murals and hieroglyphs, and since it's [[Eggman]]'s base, statues with their heads replaced by one with his face.
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The major gimmicks of this level are hourglass doors derived from [[Sonic & Knuckles]]' [[Sandopolis Zone]]. There're also hoops that jumped across will award Sonic skill points and the only level featuring objetct-to-place mechanics.
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Other level specific objects include bars that can be swinged, torches and bonfires, chimneys with Eggman's face, boat pendulums and windmills.
  
 
===Walkthrough===
 
===Walkthrough===
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Here and next to the Point Marker there’s a Mystic Melody, which will make some rings appear. Light dashing will lead to an upreel and another platform. From here it’s possible to jump to another platform with a missile and a cage along with a pole that swings Sonic to the third ceiling that will be mentioned below, or to take the rail above and access another set of platforms, where the highest has a switch to the back will activate the rocket on the front which leads to the end of the two loops that will be mentioned below. Back at the Point Marker there’s a succession of three hourglass doors, with rails around the structures in case if Sonic doesn’t make it in time. Above each door there’s a ceiling, which count as an alternative route. Past either way there’s a summersault and a jump plate, two loops and a jump plate. After a small hallway there’s a E1000 and a spring and past this a wall with an E-1000 on top. Beyond there’s a similar setting to the beginning of the stage, with a rail that bypasses a level below with some hourglass platforms also leading there. Past this there’s yet another hourglass door, which can be tricky to pass without using [[spin dash]] and at the end of a small hallway there’s a Mystic Melody, which will make a spring appear. Hitting it will access a level above, with an hourglass, which door is after some poles. There’s two springs at the beginning of the platform with the door, which will launch Sonic to before the poles, allowing him to go back to the path. Back at the Mystic Melody, there’re two loops and a jump plate that will launch Sonic to the Goal platform.
 
Here and next to the Point Marker there’s a Mystic Melody, which will make some rings appear. Light dashing will lead to an upreel and another platform. From here it’s possible to jump to another platform with a missile and a cage along with a pole that swings Sonic to the third ceiling that will be mentioned below, or to take the rail above and access another set of platforms, where the highest has a switch to the back will activate the rocket on the front which leads to the end of the two loops that will be mentioned below. Back at the Point Marker there’s a succession of three hourglass doors, with rails around the structures in case if Sonic doesn’t make it in time. Above each door there’s a ceiling, which count as an alternative route. Past either way there’s a summersault and a jump plate, two loops and a jump plate. After a small hallway there’s a E1000 and a spring and past this a wall with an E-1000 on top. Beyond there’s a similar setting to the beginning of the stage, with a rail that bypasses a level below with some hourglass platforms also leading there. Past this there’s yet another hourglass door, which can be tricky to pass without using [[spin dash]] and at the end of a small hallway there’s a Mystic Melody, which will make a spring appear. Hitting it will access a level above, with an hourglass, which door is after some poles. There’s two springs at the beginning of the platform with the door, which will launch Sonic to before the poles, allowing him to go back to the path. Back at the Mystic Melody, there’re two loops and a jump plate that will launch Sonic to the Goal platform.
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===Hard Mode===
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===Other versions===
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Pyramid Cave shares it's evyptian ruin theme with [[Knuckles]]' [[Death Chamber]], also sharing the major level gimmick, and [[Rouge]]'s [[Egg Quarters]]. It also shares the overal egyptian theme with [[Tails]]' [[Hidden Base]] and [[Eggman]]'s [[Sand Ocean]].
  
 
==[[Sonic Adventure 2 enemies|Enemies]]==
 
==[[Sonic Adventure 2 enemies|Enemies]]==
  
*[[Beetle Series]]: [[Gold Beetle]]
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{|border="1" class="prettytable"
*[[Badnicks]]: [[E-1000]]
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!Type
*[[Ghosts]]: [[Boo]], [[Boom Boo]]
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!Series
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|-
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|[[Sonic Adventure 2 GUN military force|GUN military force]]
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|[[Beetle Series]]: [[Gold Beetle]]
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|-
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|[[Sonic Adventure 2 Badniks|Badniks]]
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|[[E-XXXX series]]: [[E-1000]]
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|-
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|[[Sonic Adventure 2 Ghosts|Ghosts]]
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|[[Boo]], [[Boom Boo]] (Hard Mode)
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|}
  
==Locations==
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==[[Sonic Adventure 2 objects|Locations]]==
  
===[[Sonic Adventure 2 animals|Animals]]===
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===[[Sonic Adventure 2 objects#Animals|Animals]]===
  
 
{|border="1" class="prettytable"
 
{|border="1" class="prettytable"
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*The level specific animal (third Chao container) is a [[Skeleton Dog]].
 
*The level specific animal (third Chao container) is a [[Skeleton Dog]].
  
===[[Big the Cat]]===
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===[[Sonic Adventure 2 objects#Big the Cat|Big the Cat]]===
  
 
Right after the second Point Marker, there's a long rail to grind. It starts going down, then up, then levels out for a while. Big can be seen through the grating to the left side right as it levels out.
 
Right after the second Point Marker, there's a long rail to grind. It starts going down, then up, then levels out for a while. Big can be seen through the grating to the left side right as it levels out.
  
===Chao containers===
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===[[Sonic Adventure 2 objects#Chao containers|Chao containers]]===
  
 
*First Point Marker: By northwest stacked with a wooden container, in the platform with the four hourglass platforms.
 
*First Point Marker: By northwest stacked with a wooden container, in the platform with the four hourglass platforms.
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*Third Point Marker: Past the rail that is accessed through the two ancient ruins.
 
*Third Point Marker: Past the rail that is accessed through the two ancient ruins.
  
===Gold Beetle===
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===[[Sonic Adventure 2 objects#Gold Beetle|Gold Beetle]]===
  
 
The Gold Beetle can be found close to the bottom of the Eggman symbol, on the room with a E-1000 and a three start spring, after the third Point Marker.
 
The Gold Beetle can be found close to the bottom of the Eggman symbol, on the room with a E-1000 and a three start spring, after the third Point Marker.
  
===Lost [[Chao]]===
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===[[Sonic Adventure 2 objects#Lost Chao|Lost Chao]]===
  
 
*Recommended upgrades: [[Mystic Melody]]
 
*Recommended upgrades: [[Mystic Melody]]
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Close to the end of the stage and after the steep incline with the hourglass door at the end, there's a Mystic Melody. Activate it and hit the spring that appears nearby. Go down the tunnel, flip the hourglass and swing the poles to reach the far platform section.
 
Close to the end of the stage and after the steep incline with the hourglass door at the end, there's a Mystic Melody. Activate it and hit the spring that appears nearby. Go down the tunnel, flip the hourglass and swing the poles to reach the far platform section.
  
===[[Sonic Adventure 2 upgrades|Upgrade]]===
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===[[Sonic Adventure 2 objects#Upgrades|Upgrade]]===
  
 
Sonic's [[Bounce Bracelet]] upgrade can be found in this level. It's on the first ledge of the staircase section, after the first Point Marker
 
Sonic's [[Bounce Bracelet]] upgrade can be found in this level. It's on the first ledge of the staircase section, after the first Point Marker

Revision as of 11:16, 28 October 2009

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Pyramid Cave is the eleventh stage in the Hero story of Sonic Adventure 2 and the fourth playable with Sonic. It represents Sonic's role in the heroes' trilogy of consecutive stages at Eggman's secret base.

Plot

Level layout

Appearance

Pyramid Cave is an egyptian indoors ruin themed level, with large murals and hieroglyphs, and since it's Eggman's base, statues with their heads replaced by one with his face.

The major gimmicks of this level are hourglass doors derived from Sonic & Knuckles' Sandopolis Zone. There're also hoops that jumped across will award Sonic skill points and the only level featuring objetct-to-place mechanics.

Other level specific objects include bars that can be swinged, torches and bonfires, chimneys with Eggman's face, boat pendulums and windmills.

Walkthrough

Sonic first starts by being dropped from a shaft above. From here there’s a long tunnel with some hoops and at the end after a jump plate, there’s the first Point Marker.

Beyond there’s the first hourglass door and past it a spring and an upreel, leading to the ceiling above the door. From here there’s a corridor and at the end, there’s a pair of poles that will make Sonic fly past the level below, where some hourglass platforms are, also leading to the same place. Either way there’s another hourglass door, a loop, a jump plate and a stair case section., with lower ledges in either side at the beginning. Close to the top there’s an hourglass door and beyond there’s a switch door, whose blue key is between the locked door and the respective key dais. By grabbing the key and releasing it on top of the dais the door will open, to reveal the second Point Marker.

Here there’s a long tunnel that can by completely bypassed by the rail close to the Point Marker. Ignoring the rail, the tunnel is made of different height levels and traps, like E-1000s, ghosts or rotating spikes, making the way up to a hallway, where the rail also leads to. At the front there’s another switch door, this time the key is at the end of the side hallway to the right. Here there’s another long rail that bypasses half of the corridor, to the top of the house and past an upwards ramp there’s the green key. Doing the way backwards, the camera changes as soon as Sonic grabs the key, and there’s an hourglass door, note that at the end there’s two upreels on each side in case Sonic didn’t take the rail to bypass this zone, and after some jumps up the staircase there’s some dash panels, which will propel Sonic close to the dais. Past the door there’s an hourglass, which opens the door after the long tunnel and past this there’s the third Point Marker. In case of not making it in time, there’s a convenient hole on the ground, which will drop Sonic next to the hourglass for another try.

Here and next to the Point Marker there’s a Mystic Melody, which will make some rings appear. Light dashing will lead to an upreel and another platform. From here it’s possible to jump to another platform with a missile and a cage along with a pole that swings Sonic to the third ceiling that will be mentioned below, or to take the rail above and access another set of platforms, where the highest has a switch to the back will activate the rocket on the front which leads to the end of the two loops that will be mentioned below. Back at the Point Marker there’s a succession of three hourglass doors, with rails around the structures in case if Sonic doesn’t make it in time. Above each door there’s a ceiling, which count as an alternative route. Past either way there’s a summersault and a jump plate, two loops and a jump plate. After a small hallway there’s a E1000 and a spring and past this a wall with an E-1000 on top. Beyond there’s a similar setting to the beginning of the stage, with a rail that bypasses a level below with some hourglass platforms also leading there. Past this there’s yet another hourglass door, which can be tricky to pass without using spin dash and at the end of a small hallway there’s a Mystic Melody, which will make a spring appear. Hitting it will access a level above, with an hourglass, which door is after some poles. There’s two springs at the beginning of the platform with the door, which will launch Sonic to before the poles, allowing him to go back to the path. Back at the Mystic Melody, there’re two loops and a jump plate that will launch Sonic to the Goal platform.

Hard Mode

Other versions

Pyramid Cave shares it's evyptian ruin theme with Knuckles' Death Chamber, also sharing the major level gimmick, and Rouge's Egg Quarters. It also shares the overal egyptian theme with Tails' Hidden Base and Eggman's Sand Ocean.

Enemies

Type Series
GUN military force Beetle Series: Gold Beetle
Badniks E-XXXX series: E-1000
Ghosts Boo, Boom Boo (Hard Mode)

Locations

Animals

Animal Number Location
<iimg>Bat!Bat.png</iimg> 4 First Point Marker: By the first Eggman symbol, in the drop down room with the four hourglass platforms.
First Point Marker: On the left, past the second hourglass door.
Second Point Marker: On the first white left ledge, on the side hallway.
Third Point Marker: On the northwest of the drop down room with the four hourglass doors and thre spinning spikes.
<iimg>Condor!Condor.png</iimg> 3 First Point Marker: On the southeast edge of the platform above the four hourglass platforms.
Third Point Marker: Close to the bonfire, located at the first rooftop.
Third Point Marker: Close to the switch to activate the rocket, past the rail that is accessed through the two acient ruins and the upreel next to the third Chao container.
<iimg>Peacock!Peacock.png</iimg> 4 First Point Marker: On the ceiling past the first upreel, close to the bonfire.
Second Point Marker: On the left wooden container on the platform after the two spinning spikes.
Second Point Marker: On the southeast of the lowest level of the side hallway, on the hourglass section.
Third Point Marker: Close to the bonfire, located at the third rooftop.
<iimg>Ram!Sheep.png</iimg> 2 Second Point Marker: On the southeast edge of the platform with the two spinning spikes.
Second Point Marker: On the southeast of the lowest level of the side hallway, on the hourglass door and upreels section.
<iimg>Skeleton Dog!Skeleton dog.png</iimg> 1 First Point Marker: In a cage, located on the second ledge of the staircase section, to the downwards right.
Random 6 First Point Marker: In a pipe inside a wooden container, located on the second ledge of the staircase section, to the downwards left.
First Point Marker: In a pipe opposite the cage, located on the second ledge of the staircase section, to the downwards right.
First Point Marker: In a pipe located on the third ledge of the staircase section, to the downwards left.
First Point Marker: In a pipe located on the third ledge of the staircase section, to the downwards right.
Second Point Marker: On the right pyramid Sonic can pick up, at the end of the rail.
Third Point Marker: On the right pyramid Sonic can pick up, at the drop down room with the four hourglass doors and three spinning spikes.
Total 20
  • The level specific animal (third Chao container) is a Skeleton Dog.

Big the Cat

Right after the second Point Marker, there's a long rail to grind. It starts going down, then up, then levels out for a while. Big can be seen through the grating to the left side right as it levels out.

Chao containers

  • First Point Marker: By northwest stacked with a wooden container, in the platform with the four hourglass platforms.
  • First Point Marker: On the first ledge of the staircase section, to the downwards right.
  • Third Point Marker: Past the rail that is accessed through the two ancient ruins.

Gold Beetle

The Gold Beetle can be found close to the bottom of the Eggman symbol, on the room with a E-1000 and a three start spring, after the third Point Marker.

Lost Chao

Close to the end of the stage and after the steep incline with the hourglass door at the end, there's a Mystic Melody. Activate it and hit the spring that appears nearby. Go down the tunnel, flip the hourglass and swing the poles to reach the far platform section.

Upgrade

Sonic's Bounce Bracelet upgrade can be found in this level. It's on the first ledge of the staircase section, after the first Point Marker

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