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Difference between revisions of "Sonic Adventure 2 objects"

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==Rings==
 
==Rings==
  
Like in the majority of Sonic games, [[Ring|rings]] appear scattered across every level and boss arenas, with the exact same survival function as previous titles. They appear clumped together inside item boxes and collecting sets of hundreds will award an extra life, as usual as well. For shooting levels (Tails and Eggman), survival is a consequence of a health bar, which each ring collected will recover some lost health.
+
Like in the majority of Sonic games, [[Ring|rings]] appear scattered across every level and boss arenas, with the exact same survival function as previous titles. In contrast to previous games, there's no score tally at the end of the level for Ring Bonus; rather, each ring collected scores 10 points immediately (with the exception of rings recovered after a hit and rings rug up from the ground, which award no points). They appear clumped together inside item boxes and collecting sets of hundreds will award an extra life, as usual. For shooting levels (Tails and Eggman), survival is a consequence of a health bar, and each ring collected will recover some lost health. One ring recovers 1/70 the span of the health bar, or 1/80 for Eggman after collecting the Protection Armor.
  
Every level has a specific number of rings, which is shared by every mission except Hard Mode. Collecting all rings within the level will award an A-Rank to that mission, regardless of the time or score. The Gamecube version usually has different numbers from the Dreamcast version.
+
Every level has a prespecified ring total for missions 1 and 4, and another for mission 5 (the total is meant to correspond to the number of rings in the level, and usually does, but can be off in either direction in some levels). Collecting enough rings in the level to match or exceed this total will award an A-Rank to that mission, regardless of the score. When rings are awarded at checkpoints, dug up from the ground, or thrown by enemies who would otherwise throw bombs, the required total goes up by the same amount, in order to prevent scalping several hundred rings from the ground in a hunting stage for an easy A.
  
*The shiny rings from ''[[Sonic Adventure]]'' are present as well, always appearing as a result from a [[Sonic Adventure 2 objects#switch|switch]] or a Mystic Melody ruin, but they do not disappear with time. They are part of the ring counter per level
+
*The shiny rings from ''[[Sonic Adventure]]'' are present as well, always appearing as a result from a [[Sonic Adventure 2 objects#switch|switch]] or a Mystic Melody ruin, but they do not disappear with time.´
  
*Hitting a [[Sonic Adventure 2 objects#Point Marker|Point Marker]] within a specific range of rings collected will award rings. They are not part of the ring counter per level.
+
*Hitting a [[Sonic Adventure 2 objects#Point Marker|Point Marker]] within a specific range of rings collected will award rings.
  
Since [[Sonic Adventure 2 objects#Big the Cat|Big the Cat]] is not present in Gamecube version, sometimes a ring will be in its corresponding place. Even though it’s not obtainable in some cases, the ring is part of the ring count per level.
+
Since [[Sonic Adventure 2 objects#Big the Cat|Big the Cat]] is not present in levels in the Gamecube version, sometimes a ring will be in its corresponding place. Even though it’s not obtainable in some cases, the ring is factored into the required A-rank total in every case where it appears.
  
 
==Point Marker==
 
==Point Marker==
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*40-59 rings collected - 10 ring bonus
 
*40-59 rings collected - 10 ring bonus
 
*60-79 rings collected - 20 ring bonus
 
*60-79 rings collected - 20 ring bonus
*80-89 rings collected - High-Speed
+
*80-89 rings collected - Speed Shoes
*+90 rings collected - Green Barrier, at some point switches to Magnetic Barrier
+
*90 or more rings collected - Green Barrier, or Magnetic Barrier if you already have a Barrier
  
 
==Containers==
 
==Containers==
  
These are cubic boxes, of various materials and functions, that appear scattered across every level and some boss arenas. Some might be in blocking paths, others hiding item boxes or animals.
+
These are cubic boxes, of various materials and functions, that appear scattered across every level and some boss arenas. Some might be in blocking paths, others hiding item boxes or animals. Destroying any container awards 20 points, except in [[Crazy Gadget]] where they score nothing because the containers in that level are an entirely different object (because of their reaction to gravity switches) and they were never given a point value as such.
  
 
*Wooden container – Made of brown wood, they’re the most basic and common container. It can be smashed easily with no upgrades.
 
*Wooden container – Made of brown wood, they’re the most basic and common container. It can be smashed easily with no upgrades.
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===Chao containers===
 
===Chao containers===
  
The [[Chao container|Chao Containers]] are of a light blue colour and there’re always three of these containers per stage, with the exception of [[Green Hill]]).
+
The [[Chao container|Chao Containers]] are of a light blue colour and there are always three of these containers per stage, except [[Green Hill]] which only has one. Destroying one awards 20 points, even in Crazy Gadget, and will release a Chao Key. If the player already has a Chao Key, the next Chao container will release one copy of every non-rare small animal available in the stage instead, and the container after that will release one copy of the stage's designated rare small animal (Unicorn, Dragon, Phoenix, Half-Fish, Skeleton Dog, or Bat). If the player finishes a stage in possession of a Chao Key, then they will go to Chao World before returning to the story or the level select screen, and unlock the ability to enter Chao World from the level select menu with the character they used, if they haven't already done so.
  
 
==Characters==
 
==Characters==
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===Big the Cat===
 
===Big the Cat===
  
[[Big the Cat]] has cameos in every single level on the Dreamcast version, doing an activity of some sort (fishing and jumping are the most common). He appears once per level (except [[White Jungle]] where he appears twice and [[Cannon's Core]], appearing once for every character) and usually at an unreachable place, but there are some who can be reachable. Sometimes, he switches places in Hard Mode.
+
[[Big the Cat]] has cameos in every single level on the Dreamcast version, doing an activity of some sort (fishing and jumping are the most common). He appears once per level (except [[White Jungle]] where he appears twice; [[Route 101]], [[Route 280]], and [[Green Hill]], with no appearances; and [[Cannon's Core]], appearing once for every character) and usually at an unreachable place, but there are some who can be reachable. Sometimes, he switches places in Hard Mode.
 
These cameos were removed from the Gamecube version and sometimes, a ring will be in his place instead. Even so, Big can be seen in some cutscenes by pressing some buttons.
 
These cameos were removed from the Gamecube version and sometimes, a ring will be in his place instead. Even so, Big can be seen in some cutscenes by pressing some buttons.
  
 
===Small animals===
 
===Small animals===
  
There's a total of 21 [[Sonic Adventure 2 animals#Sonic Adventure 2|small animals]] that can be found inside [[Sonic Adventure 2 enemies#Badniks|Badniks]], inside the [[Sonic Adventure 2 objects#Chao containers|Chao containers]] and a given number of hidden animals per stage (Running: 20, Shooting: 15 and Hunting: 10). Their function is for Chao raising and award an extra life if every hidden one is collected.
+
There's a total of 21 [[Sonic Adventure 2 animals#Sonic Adventure 2|small animals]] that can be found inside [[Sonic Adventure 2 enemies#Badniks|Badniks]], inside the [[Sonic Adventure 2 objects#Chao containers|Chao containers]] and a given number of hidden animals per stage (Running: 20, Shooting: 15 and Hunting: 10). Their function is for Chao raising. Collecting small animals awards no points, but collecting any small animal other than one released from a Badnik or Chao container will add to a running tally for the stage, and if this puts the stage's tally up to a designated maximum value (20 when playing as Sonic or Shadow, 15 as Tails or Eggman, and 10 as Knuckles or Rouge), you receive an extra life.
  
 
==Items==
 
==Items==
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===Chaos Drives===
 
===Chaos Drives===
  
[[Sonic Adventure 2 enemies#GUN robots|GUN robots]] will drop a [[Chaos Drives|Chaos Drive]] when destroyed. Their function is for Chao raising.
+
[[Sonic Adventure 2 enemies#GUN robots|GUN robots]] will drop a [[Chaos Drives|Chaos Drive]] when destroyed. Their function is for Chao raising. Additionally, collecting a Chaos drive awards 10 points, and in the case of Tails and Eggman, recovers the same amount of health as a ring does.
  
 
===Item boxes===
 
===Item boxes===
  
Like in the majority of Sonic games, [[Monitor|item boxes]] appear scattered across every level and boss arenas, for holding items. The same spherical and transparent containers from ''[[Sonic Adventure]]'' are used, albeit they’re slightly redesigned. The number of items and their bonus is the same, though there’s no random ring box and there’s a new first-aid kit one. Dying will respawn every item, except the extra-life, which will appear as a blank container.
+
Like in the majority of Sonic games, [[Monitor|item boxes]] appear scattered across every level and boss arenas, for holding items. The same spherical and transparent containers from ''[[Sonic Adventure]]'' are used, albeit they’re slightly redesigned. The number of items and their bonus is the same, though there’s no random ring box and there’s a new first-aid kit one. Dying will respawn every item, except the extra-life, which will appear as a blank container. By contrast, restarting from the pause menu will respawn everything including extra lives. Note that the point values aren't awarded for items dug up from the ground.
  
*[[Speed Shoes|High-Speed shoes]] - Temporary speed boost.
+
*[[Speed Shoes|High-Speed shoes]] - Increases speed for 15 seconds. (200 points)
*[[Invincibility]] - Temporary invincibility.
+
*[[Invincibility]] - 15 seconds of invincibility. (200 points)
*Ring box - 5, 10 or 20 rings.
+
*Ring box - 5, 10 or 20 rings. (10 points times the number of rings)
*[[Shield]] - a green spherical barrier that will protects the character from damage one time only.
+
*[[Shield]] - a green spherical barrier that will protects the character from damage one time only. (200 points)
*[[Magnetic shield]] - a blue spherical barrier that will protects the character from damage one time only and attract nearby rings for an unlimited range (very obvious seen in [[City Escape]]'s final section.
+
*[[Magnetic shield]] - a blue spherical barrier that will protects the character from damage one time only and attract nearby rings. (200 points)
*Extra-life - Adds an extra life to the total number of lives. The item is the drawing of the character's head.
+
*Extra-life - Adds an extra life to the total number of lives. The item is the drawing of the character's head. (200 points)
*Health - Restores the health bar of the walkers (Tails and Dr. Eggman stages only).
+
*Blank container - Takes the place of any collected extra life after dying. Has no effect, but can still be the target of a homing attack or lock-on. (0 points)
*Bomb - Destroys all onscreen enemies.
+
*Health - Fully restores the health bar of the walkers (Tails and Dr. Eggman stages only). (200 points)
 +
*Bomb - Destroys all onscreen enemies. (200 points)
  
  
 
==Hunting Stage objects==
 
==Hunting Stage objects==
  
These are always a set of three objects that either [[Knuckles]] or [[Rouge]] need to find to complete their levels.
+
These are always a set of three objects that either [[Knuckles]] or [[Rouge]] need to find to complete their levels. Collecting any of these objects awards 500 points, and possibly bonus points on top of that depending on how quickly it was collected after the previous item, and how many hint monitors were used.
  
 
*[[Chaos Emeralds]] - These are only present in one stage, [[Security Hall]]. The first is the red, the second the purple and the third is light blue.
 
*[[Chaos Emeralds]] - These are only present in one stage, [[Security Hall]]. The first is the red, the second the purple and the third is light blue.
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*[[Master Emerald]] shards - By far, the most common objects for the Hunting Stages. These are pieces of the [[Master Emerald]] that [[Knuckles]] shattered at the beginning of the game.
 
*[[Master Emerald]] shards - By far, the most common objects for the Hunting Stages. These are pieces of the [[Master Emerald]] that [[Knuckles]] shattered at the beginning of the game.
  
There's also radar monitors, which are televisior like objects that will give hints as to where the hunting objects are (only three per location). In [[Mad Space]], the hints are reversed.
+
There's also radar monitors, which are television-like objects that will give hints as to where the hunting objects are (only three per location). In [[Mad Space]], the hints are reversed (either by reversing the order of letters or reversing the meaning).
  
 
==Level progression==
 
==Level progression==
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*Dash pannel - Hitting it will give an instant speed boost.
 
*Dash pannel - Hitting it will give an instant speed boost.
 
*Jump plate - large dash panels with an angle, which will launch the character over large gaps.
 
*Jump plate - large dash panels with an angle, which will launch the character over large gaps.
*Springs - standard ones with variable range and enlongated ones that have a short range.
+
*Springs - standard ones with variable range and elongated ones that have a short range.
 
*Upreel / Downreel - Holding onto them will permit vertical movement.  
 
*Upreel / Downreel - Holding onto them will permit vertical movement.  
  
*Dynamite - Packs that will explode if locked on (Tails and Dr. Eggman only). This might help progression ([[Mission Street]]) or difficult it ([[Eternal Engine]]).
+
*Dynamite - Packs that will explode if locked on (Tails and Dr. Eggman only). This might help progression ([[Hidden Base]]) or difficult it ([[Eternal Engine]]).
 
*Missile - Standing on the green button will fire a missile. Sometimes, the missile needs to be armed by hitting a switch nearby.
 
*Missile - Standing on the green button will fire a missile. Sometimes, the missile needs to be armed by hitting a switch nearby.
 
*Rocket - Inherited from ''[[Sonic Adventure]]'', riding it will access different parts of the level that would be unreachable otherwise (shortcuts as well).
 
*Rocket - Inherited from ''[[Sonic Adventure]]'', riding it will access different parts of the level that would be unreachable otherwise (shortcuts as well).
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===Switches===
 
===Switches===
  
*Balloon - Found in many levels, will make trails of rings or missiles appear most of the time, but it has other uses, like switching the trains in [[Pumpkin Mountain]] and the water levels in [[Aquatic Mine]].
+
*Switch Ball - Found in many levels, will make trails of rings or missiles appear most of the time, but it has other uses, like switching the trains in [[Pumpkin Mountain]] and the water levels in [[Aquatic Mine]].
*Hourglass - Flipping the hourglass will open locked doors in [[Pyramid Cave]] and [[Death Chamber]].
+
*Hourglass - Flipping the hourglass will open locked doors in [[Pyramid Cave]] and [[Death Chamber]] for a short time.
*Gravity switch - Pulling the leverl will reverse the gravity in [[Crazy Gadget]].
+
*Gravity switch - Pulling the lever will change the gravity in [[Crazy Gadget]].
*Time switch - Hitting it will temporarly stop time in [[Cannon's Core]].
+
*Time switch - Hitting it will temporarily stop time in [[Cannon's Core]].
 
*Mystic Melody ruin - Somewhat inherited from ''[[Sonic Adventure]]'', since they are themed as the Knuckles' tribe. There's always at least one per stage and they can be activated with the [[Mystic Melody]] upgrade, which will make platforms, warp holes, rings and even springs appear. They're mostly used for Mission 3 (find the Lost Chao).
 
*Mystic Melody ruin - Somewhat inherited from ''[[Sonic Adventure]]'', since they are themed as the Knuckles' tribe. There's always at least one per stage and they can be activated with the [[Mystic Melody]] upgrade, which will make platforms, warp holes, rings and even springs appear. They're mostly used for Mission 3 (find the Lost Chao).
  
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**Mini Games: 10 (Chao Race), 3 (Kart Race), 3 (Boss)
 
**Mini Games: 10 (Chao Race), 3 (Kart Race), 3 (Boss)
  
*Pipe - These are scattered across the stages, always containing one animal part of the counter, which will come out if the character whistles.
+
*Pipe - These are scattered across the stages, always containing one small animal that counts toward of the counter. It will be released if the character whistles. Some stages contain other scenery that serves the same function as a pipe but looks different.
*Random object - Level specific items scattered across the stages and that the characters can pick up. They can be thrown at enemies to destroy them and some may contain animals part of the counter.
+
*Stage projectile - Level-specific items scattered across the stages that the characters can pick up. They can be thrown at enemies to destroy them, and some may release small animals when picked up for the first time.
 
*[[Goal Ring|Goal]] - Signals the end of the level for running and shooting levels. Hunting levels will be over as the third piece of whatever they're looking for is collected and there is no Goal.
 
*[[Goal Ring|Goal]] - Signals the end of the level for running and shooting levels. Hunting levels will be over as the third piece of whatever they're looking for is collected and there is no Goal.
 +
*Back Ring - Replaces the Goal Ring in missions 2 and 3 of Sonic, Shadow, Tails, and Eggman stages, as those stages can't be completed simply by reaching the end. The Back Ring will send the character back to the start of the level with all rings, enemies, and other objects respawned, and with their score, time, and ring counters intact. As Knuckles and Rouge have no Goal Ring, a Back Ring will appear at the level's starting point in mission 2 (except in [[Mad Space]]) if the character ever takes damage, so as to prevent a scenario where the mission can't be completed because Knuckles or Rouge doesn't have rings and there aren't 100 remaining to collect in the stage. An additional Back Ring, this one functioning even in Mad Space, can be created at the location of the stage's lost Chao if the character takes damage while that location is within draw distance. There is no Back Ring in mission 3 of Knuckles or Rouge stages.

Revision as of 22:29, 11 December 2009

Rings

Like in the majority of Sonic games, rings appear scattered across every level and boss arenas, with the exact same survival function as previous titles. In contrast to previous games, there's no score tally at the end of the level for Ring Bonus; rather, each ring collected scores 10 points immediately (with the exception of rings recovered after a hit and rings rug up from the ground, which award no points). They appear clumped together inside item boxes and collecting sets of hundreds will award an extra life, as usual. For shooting levels (Tails and Eggman), survival is a consequence of a health bar, and each ring collected will recover some lost health. One ring recovers 1/70 the span of the health bar, or 1/80 for Eggman after collecting the Protection Armor.

Every level has a prespecified ring total for missions 1 and 4, and another for mission 5 (the total is meant to correspond to the number of rings in the level, and usually does, but can be off in either direction in some levels). Collecting enough rings in the level to match or exceed this total will award an A-Rank to that mission, regardless of the score. When rings are awarded at checkpoints, dug up from the ground, or thrown by enemies who would otherwise throw bombs, the required total goes up by the same amount, in order to prevent scalping several hundred rings from the ground in a hunting stage for an easy A.

  • The shiny rings from Sonic Adventure are present as well, always appearing as a result from a switch or a Mystic Melody ruin, but they do not disappear with time.´
  • Hitting a Point Marker within a specific range of rings collected will award rings.

Since Big the Cat is not present in levels in the Gamecube version, sometimes a ring will be in its corresponding place. Even though it’s not obtainable in some cases, the ring is factored into the required A-rank total in every case where it appears.

Point Marker

Like in the majority of Sonic games, Point Markers appear scattered across every level, with the exact same function but this time with added bonus per number of rings collected. Hunting levels do not have checkpoints but finding one of the items the character is looking for will serve as a save state, but will not award any bonus.

  • 20-39 rings collected - 5 rings bonus
  • 40-59 rings collected - 10 ring bonus
  • 60-79 rings collected - 20 ring bonus
  • 80-89 rings collected - Speed Shoes
  • 90 or more rings collected - Green Barrier, or Magnetic Barrier if you already have a Barrier

Containers

These are cubic boxes, of various materials and functions, that appear scattered across every level and some boss arenas. Some might be in blocking paths, others hiding item boxes or animals. Destroying any container awards 20 points, except in Crazy Gadget where they score nothing because the containers in that level are an entirely different object (because of their reaction to gravity switches) and they were never given a point value as such.

  • Wooden container – Made of brown wood, they’re the most basic and common container. It can be smashed easily with no upgrades.
  • Steel container – Made of grey steel. It can be smashed after a specific power-up per character.
  • Indestructible container – Made of some kind of black material. It cannot be destroyed.
  • Cage – Cubic shaped and made of bars. It can be destroyed by missiles or placed Kiki bombs.

Chao containers

The Chao Containers are of a light blue colour and there are always three of these containers per stage, except Green Hill which only has one. Destroying one awards 20 points, even in Crazy Gadget, and will release a Chao Key. If the player already has a Chao Key, the next Chao container will release one copy of every non-rare small animal available in the stage instead, and the container after that will release one copy of the stage's designated rare small animal (Unicorn, Dragon, Phoenix, Half-Fish, Skeleton Dog, or Bat). If the player finishes a stage in possession of a Chao Key, then they will go to Chao World before returning to the story or the level select screen, and unlock the ability to enter Chao World from the level select menu with the character they used, if they haven't already done so.

Characters

Omochao

Omochao will act as a guide throughout the game and can be found at various locations inside each stage. Touching it will make them follow the character around, giving an advice of some sort. As a character fails a boss fight, one will usually appear with some advice as well. Any speed or hunting type characters can hold them, but Omochaos don't like it and will whine about it immediately. A character can throw Omochaos at enemies to destroy them, just like any item. The Omochao will whine about it but it will not be destroyed (though it can be out of it for a couple of seconds).

Big the Cat

Big the Cat has cameos in every single level on the Dreamcast version, doing an activity of some sort (fishing and jumping are the most common). He appears once per level (except White Jungle where he appears twice; Route 101, Route 280, and Green Hill, with no appearances; and Cannon's Core, appearing once for every character) and usually at an unreachable place, but there are some who can be reachable. Sometimes, he switches places in Hard Mode. These cameos were removed from the Gamecube version and sometimes, a ring will be in his place instead. Even so, Big can be seen in some cutscenes by pressing some buttons.

Small animals

There's a total of 21 small animals that can be found inside Badniks, inside the Chao containers and a given number of hidden animals per stage (Running: 20, Shooting: 15 and Hunting: 10). Their function is for Chao raising. Collecting small animals awards no points, but collecting any small animal other than one released from a Badnik or Chao container will add to a running tally for the stage, and if this puts the stage's tally up to a designated maximum value (20 when playing as Sonic or Shadow, 15 as Tails or Eggman, and 10 as Knuckles or Rouge), you receive an extra life.

Items

Chaos Drives

GUN robots will drop a Chaos Drive when destroyed. Their function is for Chao raising. Additionally, collecting a Chaos drive awards 10 points, and in the case of Tails and Eggman, recovers the same amount of health as a ring does.

Item boxes

Like in the majority of Sonic games, item boxes appear scattered across every level and boss arenas, for holding items. The same spherical and transparent containers from Sonic Adventure are used, albeit they’re slightly redesigned. The number of items and their bonus is the same, though there’s no random ring box and there’s a new first-aid kit one. Dying will respawn every item, except the extra-life, which will appear as a blank container. By contrast, restarting from the pause menu will respawn everything including extra lives. Note that the point values aren't awarded for items dug up from the ground.

  • High-Speed shoes - Increases speed for 15 seconds. (200 points)
  • Invincibility - 15 seconds of invincibility. (200 points)
  • Ring box - 5, 10 or 20 rings. (10 points times the number of rings)
  • Shield - a green spherical barrier that will protects the character from damage one time only. (200 points)
  • Magnetic shield - a blue spherical barrier that will protects the character from damage one time only and attract nearby rings. (200 points)
  • Extra-life - Adds an extra life to the total number of lives. The item is the drawing of the character's head. (200 points)
  • Blank container - Takes the place of any collected extra life after dying. Has no effect, but can still be the target of a homing attack or lock-on. (0 points)
  • Health - Fully restores the health bar of the walkers (Tails and Dr. Eggman stages only). (200 points)
  • Bomb - Destroys all onscreen enemies. (200 points)


Hunting Stage objects

These are always a set of three objects that either Knuckles or Rouge need to find to complete their levels. Collecting any of these objects awards 500 points, and possibly bonus points on top of that depending on how quickly it was collected after the previous item, and how many hint monitors were used.

There's also radar monitors, which are television-like objects that will give hints as to where the hunting objects are (only three per location). In Mad Space, the hints are reversed (either by reversing the order of letters or reversing the meaning).

Level progression

  • Dash pannel - Hitting it will give an instant speed boost.
  • Jump plate - large dash panels with an angle, which will launch the character over large gaps.
  • Springs - standard ones with variable range and elongated ones that have a short range.
  • Upreel / Downreel - Holding onto them will permit vertical movement.
  • Dynamite - Packs that will explode if locked on (Tails and Dr. Eggman only). This might help progression (Hidden Base) or difficult it (Eternal Engine).
  • Missile - Standing on the green button will fire a missile. Sometimes, the missile needs to be armed by hitting a switch nearby.
  • Rocket - Inherited from Sonic Adventure, riding it will access different parts of the level that would be unreachable otherwise (shortcuts as well).
  • Weight - Large, flat weights that fall when a character nears it which may serve as a trap or a way to reach higher platforms. Some have a switch that will disarm it nearby.

Switches

  • Switch Ball - Found in many levels, will make trails of rings or missiles appear most of the time, but it has other uses, like switching the trains in Pumpkin Mountain and the water levels in Aquatic Mine.
  • Hourglass - Flipping the hourglass will open locked doors in Pyramid Cave and Death Chamber for a short time.
  • Gravity switch - Pulling the lever will change the gravity in Crazy Gadget.
  • Time switch - Hitting it will temporarily stop time in Cannon's Core.
  • Mystic Melody ruin - Somewhat inherited from Sonic Adventure, since they are themed as the Knuckles' tribe. There's always at least one per stage and they can be activated with the Mystic Melody upgrade, which will make platforms, warp holes, rings and even springs appear. They're mostly used for Mission 3 (find the Lost Chao).

Other

  • Emblems - These are inherited from Sonic Adventure. There are 180 emblems to collect, which will unlock Green Hill. They can also be used to access rare eggs in the Chao Black Market.
    • Hero: 80 (1 per mission), 3 (1 per A-Rank character), 1 (ending)
    • Hero: 70 (1 per mission), 3 (1 per A-Rank character), 1 (ending)
    • Last: 5 (1 per Cannon's Core mission), 1 (ending)
    • Mini Games: 10 (Chao Race), 3 (Kart Race), 3 (Boss)
  • Pipe - These are scattered across the stages, always containing one small animal that counts toward of the counter. It will be released if the character whistles. Some stages contain other scenery that serves the same function as a pipe but looks different.
  • Stage projectile - Level-specific items scattered across the stages that the characters can pick up. They can be thrown at enemies to destroy them, and some may release small animals when picked up for the first time.
  • Goal - Signals the end of the level for running and shooting levels. Hunting levels will be over as the third piece of whatever they're looking for is collected and there is no Goal.
  • Back Ring - Replaces the Goal Ring in missions 2 and 3 of Sonic, Shadow, Tails, and Eggman stages, as those stages can't be completed simply by reaching the end. The Back Ring will send the character back to the start of the level with all rings, enemies, and other objects respawned, and with their score, time, and ring counters intact. As Knuckles and Rouge have no Goal Ring, a Back Ring will appear at the level's starting point in mission 2 (except in Mad Space) if the character ever takes damage, so as to prevent a scenario where the mission can't be completed because Knuckles or Rouge doesn't have rings and there aren't 100 remaining to collect in the stage. An additional Back Ring, this one functioning even in Mad Space, can be created at the location of the stage's lost Chao if the character takes damage while that location is within draw distance. There is no Back Ring in mission 3 of Knuckles or Rouge stages.