Actions

Sonic Adventure 2 objects

From Sonic Retro

Revision as of 20:37, 11 December 2009 by 0r4ng3 (talk | contribs) (fixing links)

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. 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.

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.

  • 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. They are part of the ring counter per level.´
  • Hitting a Point Marker within a specific range of rings collected will award rings. They are not part of the ring counter per level.

Since 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.

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 - High-Speed
  • +90 rings collected - Green Barrier, at some point switches to Magnetic 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.

  • 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’re always three of these containers per stage, with the exception of Green Hill).

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 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 and award an extra life if every hidden one is collected.

Items

Chaos Drives

GUN robots will drop a Chaos Drive when destroyed. Their function is for Chao raising.

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.

  • High-Speed shoes - Temporary speed boost.
  • Invincibility - Temporary invincibility.
  • Ring box - 5, 10 or 20 rings.
  • Shield - a green spherical barrier that will protects the character from damage one time only.
  • 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.
  • Extra-life - Adds an extra life to the total number of lives. The item is the drawing of the character's head.
  • Health - Restores the health bar of the walkers (Tails and Dr. Eggman stages only).
  • Bomb - Destroys all onscreen enemies.


Hunting Stage objects

These are always a set of three objects that either Knuckles or Rouge need to find to complete their levels.

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.

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 enlongated 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 (Mission Street) 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

  • 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.
  • Hourglass - Flipping the hourglass will open locked doors in Pyramid Cave and Death Chamber.
  • Gravity switch - Pulling the leverl will reverse the gravity in Crazy Gadget.
  • Time switch - Hitting it will temporarly 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 animal part of the counter, which will come out if the character whistles.
  • 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.
  • 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.