Actions

Difference between revisions of "Sandopolis Zone"

From Sonic Retro

(Quotes)
(40 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{stub}}
+
{{Breadcrumb
 +
|Sonic & Knuckles|:Category:Sonic & Knuckles levels|l2=Levels|{{PAGENAME}}}}
 
{{LevelBob
 
{{LevelBob
 
| levelscreen=Sandopolis.png
 
| levelscreen=Sandopolis.png
 +
| levelscreen2=SandopolisAct2.png
 +
| levelscreentitle=Act 1
 +
| levelscreen2title=Act 2
 
| levelno=Third
 
| levelno=Third
 
| game=Sonic & Knuckles
 
| game=Sonic & Knuckles
 
| acts=2
 
| acts=2
| boss=Egg Golem (S&K)|Egg Golem
+
| location=[[Angel Island]]
 +
| boss=Egg Golem
 
| subboss=Guardian
 
| subboss=Guardian
| osv=[[Sonic & Knuckles OSV]]
 
| music1=<flashmp3>Sonic and Knuckles OSV/19 - Sandopolis Zone - Act1.mp3</flashmp3>
 
| music2=<flashmp3>Sonic and Knuckles OSV/20 - Sandopolis Zone - Act2.mp3</flashmp3>
 
| map=Sonic 3 & Knuckles Level Maps
 
 
| rings1=383 + 210
 
| rings1=383 + 210
 
| rings2=284 + 80
 
| rings2=284 + 80
 +
| theme1=desert/western
 +
| theme2=spooky/supernatural
 +
| theme2location=Act 2
 +
| icon=SPZicon.png
 +
| name_jp=サンドポリス{{fileref|S&K MD JP SonicJam manual.pdf|page=18}}
 +
| name_de=Sandopolis-Zone{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=38}}
 +
| name_fr=La Zone de Sandopolis{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=38}}
 +
| name_es=Zona de Arenópolis{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
 +
| name_it=Zona di Sabbiopoli{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
 +
| name_se=Sandopolis-zonen{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
 +
| name_nl=De zone van Sandopolis{{fileref|Sonic And Knuckles 16-Bit EU Multi.pdf|page=39}}
 +
| prev=Flying Battery Zone
 +
| next=Lava Reef Zone
 
}}
 
}}
'''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]].
+
'''{{PAGENAME}}''' is the third [[Zone]] of ''[[Sonic & Knuckles]]'' (the ninth Zone of ''[[Sonic the Hedgehog 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. The latter one is well known for featuring [[Hyudoro|ghost enemies]].
  
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.
+
==Overview==
 +
Sandopolis Zone is a fairly long level, taking on a more platform-based, puzzle-oriented style than most levels before it. The Zone is entered by all characters falling from the sky into the sand at the beginning, requiring the player to press a button to jump out of the sand. Puzzle navigation is crucial in Act 1, as the player has to move stone blocks out of their path and onto small wheels to ride on, jumping up and riding along "sandfalls", and grabbing on to hanging rope handles to abseil down long ravines to progress. The Zone is also filled with catapults that launch the player diagonally, as well as networks of diagonal sand slides. Sinking into the quicksand pits throughout the Zone will either lead to lower routes or to death, but they can be escaped by repeatedly jumping.
  
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.
+
At the end of Act 1, a giant pyramid rises from the sand, releasing the [[Guardian]]. Once it is defeated, the player enters the pyramid where Act 2 takes place inside. 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 4 stages: bright, semi-bright, dim and dark. The pyramid is also filled with timed doors operated by heavy black switches that have to be pushed or [[Spin Dash]]ed into, and a section with rising sand halfway through.
  
==Instruction Manual Description==
+
The player (unintentionally) meets the [[Hyudoro]] by falling on a [[Capsule]] in [[Sonic the Hedgehog|Sonic]] and [[Miles "Tails" Prower|Tails]]' story and they then attempt to thwart the player's travels throughout the rest of the Act. The Hyudoro 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 they can physically hurt the player. If Act 2 is being navigated by [[Knuckles the Echidna|Knuckles]], the Hyudoro have already been freed prior to Knuckles' arrival (possibly due to Knuckles' story taking place right after Sonic's, or, out-of-universe, Knuckles' ability to avoid it otherwise) and will immediately attack him upon the start of the level, as it is dark.
{{quote|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)==
+
After Act 2, the Zone is exited by Sonic and/or Tails falling into some kind of hole in the ground, or by Knuckles just walking over it (both ways lead to [[Lava Reef Zone]]).
{{quote|1=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.|2=[[Takashi Iizuka]]}}
+
 
 +
==Quotes==
 +
{{quote|No desert has shiftier sands than this treacherous terrain. Play the sands to your advantage. Time your attack on the Skorp just right!|2=''Sonic & Knuckles'' US manual|ref={{fileref|S&K MD US SonicJam manual.pdf|page=8}}}}
 +
 
 +
{{quote|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 [[Dr. Eggman|Eggman]]. When he infiltrated the pyramid, he must have worked very hard to trap them inside that box.|[[Takashi Iizuka]]|''[[Sonic Jam Official Guide]]''|ref={{fileref|SonicJamOfficialGuide Book JP.pdf|page=85}}}}
  
 
==Enemies==
 
==Enemies==
*[[Skorp]]-Scorpion badnik that whip out their stingers.
+
{| style="width:auto;"
*[[Sandworm]]-Caterpillar bots that swim in the sand.
+
|style="text-align:center;"|{{spriteImage|Skorp.png}}
*[[Hyudoro]]-Ghost enemies inside the pyramids.
+
|'''[[Skorp]]''' — Scorpion [[Badnik]]s that whip out their stingers.
*[[Rock'n]]-Robot Guarded by a sand block.
+
|-
 +
|style="text-align:center;"|{{spriteImage|Sandworm.png}}
 +
|'''[[Sandworm]]''' — [[Caterkiller]]-like bots that dig in the quicksand.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Rockn.png}}
 +
|'''[[Rock'n]]''' — Robots guarded by sand blocks.
 +
|-
 +
|style="text-align:center;"|{{spriteImage|Hyudoro1.png}}
 +
|'''[[Hyudoro]]''' — Ghost enemies inside the pyramids.
 +
|}
 +
 
 +
==In other media==
 +
===''Sonic the Comic''===
 +
[[File:STC47 SandopolisZone.png|thumb|right|200px|Sandopolis Zone as it appears in [[Sonic the Comic 047|''Sonic the Comic'' #47]].]]
 +
In the ''[[Sonic the Comic]]'' series, Sandopolis Zone is first visited by Sonic and Knuckles in [[Sonic the Comic 047|issue #47]] in their attempt to stop the [[Death Egg]] from launching, only to run into [[Captain Plunder]] and his [[Sky Pirates]], who have come to loot the treasure of the Lost Pyramid of Sandopolis. When the pyramid is unearthed, the Guardian is released, and Captain Plunder and his crew sneak into the pyramid while Sonic and Knuckles are distracted by the Guardian. After activiating the lighting system, the pirates smuggle as much of the treasure as they can, only for the lights to go out and the pirates to be chased out of the pyramid by the Hyudoro, abandoning the stolen treasure in the process. Knuckles would then bury the pyramid in sand again.
 +
 
 +
In the ''[[Knuckles Knock-Out Special]]'', the pyramid is unearthed a second time by [[Nack the Weasel]] using his shrinking technology to shrink the sand, and he somehow reprograms a second Guardian to get in Knuckles and the [[Chaotix (characters)|Chaotix]]'s way. The weasel manages to loot the pyramid of its treasure, shrinking it down into a box to carry it more easily, and escape by plane. However, Knuckles uses Nack's shrink ray on the treasure to enlarge it and destroy Nack's plane, preventing him from getting away. Knuckles is then left to pick up the treasure, which had scattered all over the desert.
 +
 
 +
===Archie comics===
 +
In [[Archie Comics]]' ''[[Sonic the Hedgehog (Archie comics)|Sonic the Hedgehog]]'' comic series and its spin-offs, [[Eclipse the Darkling]] and the [[Dark Arms]] make it across Sandopolis Zone with the [[Master Emerald]] in order to reach [[Launch Base Zone]] and escape while being pursued by Knuckles and [[Shadow the Hedgehog|Shadow]]. [[Rouge the Bat|Rouge]] would attempt to slow him down by activating the Guardian.
 +
 
 +
==References==
 +
<references/>
  
{{Sonic3&KLevels}}
+
{{S&KOmni}}
[[Category:Sonic 3 & Knuckles Levels]]
+
[[Category:Sonic and Knuckles levels]]

Revision as of 08:46, 12 August 2020

Sonic Retro emblem.svg Sonic & Knuckles
»
Levels
»
Sandopolis Zone
show;hide
  • Act 1
  • Act 2
Sandopolis.png
SandopolisAct2.png
Sandopolis Zone
Third Zone, Sonic & Knuckles
Number of Acts: 2
Location: Angel Island
Level themes: desert/western, spooky/supernatural
Sub-boss: Guardian
Boss: Egg Golem
Maximum rings, Act 1: 383 + 210
Maximum rings, Act 2: 284 + 80
Non-English names:
Flying Battery Zone | Lava Reef Zone

Sandopolis Zone is the third Zone of Sonic & Knuckles (the ninth Zone of Sonic the Hedgehog 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. The latter one is well known for featuring ghost enemies.

Overview

Sandopolis Zone is a fairly long level, taking on a more platform-based, puzzle-oriented style than most levels before it. The Zone is entered by all characters falling from the sky into the sand at the beginning, requiring the player to press a button to jump out of the sand. Puzzle navigation is crucial in Act 1, as the player has to move stone blocks out of their path and onto small wheels to ride on, jumping up and riding along "sandfalls", and grabbing on to hanging rope handles to abseil down long ravines to progress. The Zone is also filled with catapults that launch the player diagonally, as well as networks of diagonal sand slides. Sinking into the quicksand pits throughout the Zone will either lead to lower routes or to death, but they can be escaped by repeatedly jumping.

At the end of Act 1, a giant pyramid rises from the sand, releasing the Guardian. Once it is defeated, the player enters the pyramid where Act 2 takes place inside. 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 4 stages: bright, semi-bright, dim and dark. The pyramid is also filled with timed doors operated by heavy black switches that have to be pushed or Spin Dashed into, and a section with rising sand halfway through.

The player (unintentionally) meets the Hyudoro by falling on a Capsule in Sonic and Tails' story and they then attempt to thwart the player's travels throughout the rest of the Act. The Hyudoro 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 they can physically hurt the player. If Act 2 is being navigated by Knuckles, the Hyudoro have already been freed prior to Knuckles' arrival (possibly due to Knuckles' story taking place right after Sonic's, or, out-of-universe, Knuckles' ability to avoid it otherwise) and will immediately attack him upon the start of the level, as it is dark.

After Act 2, the Zone is exited by Sonic and/or Tails falling into some kind of hole in the ground, or by Knuckles just walking over it (both ways lead to Lava Reef Zone).

Quotes

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

Sonic & Knuckles US manualMedia:S&K MD US SonicJam manual.pdf[4]

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 IizukaSonic Jam Official Guide[5]

Enemies

Skorp.png
Skorp — Scorpion Badniks that whip out their stingers.
Sandworm.png
SandwormCaterkiller-like bots that dig in the quicksand.
Rockn.png
Rock'n — Robots guarded by sand blocks.
Hyudoro1.png
Hyudoro — Ghost enemies inside the pyramids.

In other media

Sonic the Comic

Sandopolis Zone as it appears in Sonic the Comic #47.

In the Sonic the Comic series, Sandopolis Zone is first visited by Sonic and Knuckles in issue #47 in their attempt to stop the Death Egg from launching, only to run into Captain Plunder and his Sky Pirates, who have come to loot the treasure of the Lost Pyramid of Sandopolis. When the pyramid is unearthed, the Guardian is released, and Captain Plunder and his crew sneak into the pyramid while Sonic and Knuckles are distracted by the Guardian. After activiating the lighting system, the pirates smuggle as much of the treasure as they can, only for the lights to go out and the pirates to be chased out of the pyramid by the Hyudoro, abandoning the stolen treasure in the process. Knuckles would then bury the pyramid in sand again.

In the Knuckles Knock-Out Special, the pyramid is unearthed a second time by Nack the Weasel using his shrinking technology to shrink the sand, and he somehow reprograms a second Guardian to get in Knuckles and the Chaotix's way. The weasel manages to loot the pyramid of its treasure, shrinking it down into a box to carry it more easily, and escape by plane. However, Knuckles uses Nack's shrink ray on the treasure to enlarge it and destroy Nack's plane, preventing him from getting away. Knuckles is then left to pick up the treasure, which had scattered all over the desert.

Archie comics

In Archie Comics' Sonic the Hedgehog comic series and its spin-offs, Eclipse the Darkling and the Dark Arms make it across Sandopolis Zone with the Master Emerald in order to reach Launch Base Zone and escape while being pursued by Knuckles and Shadow. Rouge would attempt to slow him down by activating the Guardian.

References


Sonic & Knuckles
Sonic & Knuckles title.png

Main page (S3&K|KiS2|Blue Sphere)
Comparisons
Maps (S3&K) (KiS2) (Blue Sphere)
Achievements
Credits


Manuals
Promotional material
Magazine articles
Video coverage
Reception
Merchandise


Development
Hidden content (S3&K)
Bugs (S3&K)
Region coding
Hacking guide
Bootlegs