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Difference between revisions of "Sandopolis Zone"

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'''Sandopolis Zone''' is the third zone in ''[[Sonic & Knuckles]]'' (the ninth zone in ''[[Sonic 3 & Knuckles]]'') and separated into two parts, Sandopolis Zone has a nice sandy desert for act 1, leading to a giant, labyrinthine pyramid level for act 2. Act 2 is well known for featuring [[Hyudoro|ghost enemies]]. It is also the first implemented example of the [[Desert cliché]].
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'''Sandopolis Zone''' is the third zone in ''[[Sonic & Knuckles]]'' (the ninth zone in ''[[Sonic 3 & Knuckles]]'') and is separated into two parts; A sandswept, quicksand-filled desert for Act 1, leading to a giant, labyrinthine pyramid for Act 2. Act 2 is well known for featuring [[Hyudoro|ghost enemies]]. It is also the first implemented example of the [[Desert cliché]]. Sandopolis Zone is a fairly long level, taking on a more platform-based, puzzle-oriented style than most levels before it. Puzzle navigation is crucial in Act 1, as Sonic and Knuckles have to move blocks out of their path and bungie-jump down long ravines to progress.
You meet the [[Hyudoro|Hyudoro]] by falling on an animal prison and they then proceed to attack.
 
  
This Zone is one of the longer levels, and is more platform based than speed based, especially in the second act, where  you not only have to figure out the puzzling layout, but also ward off ghosts by pulling the light switches.
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The torches in the background of Act 2 are not just for decoration; they serve as actual illumination for the level and will progressively get dimmer until a light switch is pulled. The light has three stages: Bright, dim and dark.
  
The zone is entered by Sonic or Knuckles falling from the sky into the sand, and is exited by means of a hole in the ground that leads to Lava Reef.
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The player (Unintentionally) meets the [[Hyudoro|Hyudoro]] by falling on an animal prison in Sonic's story and they then attempt to thwart the player's travels the rest of the level. The Hyoduro are likewise affected by the light; as the lights get darker the ghosts get more powerful and aggressive. They are at their most powerful when the lights go out, and at that point can physically hurt Sonic or Knuckles. If Act 2 is being navigated by Knuckles, the Hyoduro have already been freed prior to Knuckles' arrival and will immediately attack him upon the start of the level, as it is dark.
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The zone is entered by Sonic or Knuckles falling from the sky into the sand, and is exited by means of a hole in the ground that leads to [[Lava Reef Zone]].
  
 
==Instruction Manual Description==
 
==Instruction Manual Description==

Revision as of 17:17, 23 April 2009

Sandopolis.png
Sandopolis Zone
Third Zone, Sonic & Knuckles
Number of Acts: 2
Sub-boss: Guardian
Boss: Egg Golem (S&K)
Maximum rings, Act 1: 383 + 210
Maximum rings, Act 2: 284 + 80

Sandopolis Zone is the third zone in Sonic & Knuckles (the ninth zone in Sonic 3 & Knuckles) and is separated into two parts; A sandswept, quicksand-filled desert for Act 1, leading to a giant, labyrinthine pyramid for Act 2. Act 2 is well known for featuring ghost enemies. It is also the first implemented example of the Desert cliché. Sandopolis Zone is a fairly long level, taking on a more platform-based, puzzle-oriented style than most levels before it. Puzzle navigation is crucial in Act 1, as Sonic and Knuckles have to move blocks out of their path and bungie-jump down long ravines to progress.

The torches in the background of Act 2 are not just for decoration; they serve as actual illumination for the level and will progressively get dimmer until a light switch is pulled. The light has three stages: Bright, dim and dark.

The player (Unintentionally) meets the Hyudoro by falling on an animal prison in Sonic's story and they then attempt to thwart the player's travels the rest of the level. The Hyoduro are likewise affected by the light; as the lights get darker the ghosts get more powerful and aggressive. They are at their most powerful when the lights go out, and at that point can physically hurt Sonic or Knuckles. If Act 2 is being navigated by Knuckles, the Hyoduro have already been freed prior to Knuckles' arrival and will immediately attack him upon the start of the level, as it is dark.

The zone is entered by Sonic or Knuckles falling from the sky into the sand, and is exited by means of a hole in the ground that leads to Lava Reef Zone.

Instruction Manual Description

No desert has shiftier sands than this treacherous terrain. Play the sands to your advantage. Time your attack on the Skorp just right!

Sonic Team Commentary (from Sonic Jam Strategy Guide)

Here's the desert stage, something that hadn't appeared in the series until this point, so we were able to make it relatively free of earlier influences. The ghosts appearing in the second half are the first enemies who weren't made by Eggman. When he infiltrated the pyramid, he must have worked very hard to trap them inside that box.

Takashi Iizuka

Enemies

  • Skorp - Scorpion badniks that whip out their stingers.
  • Sandworm - Caterpillar bots that dig in the sand.
  • Hyudoro - Ghost enemies inside the pyramids.
  • Rock'n - Robots Guarded by sand blocks.

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