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Post by Sunflora Azumarill on Mar 12, 2011 11:17:59 GMT -5
DAGODNEY"A mining town built into the side of a mountain within expansive wildlands. A mix of both native peoples and settler descendants make up the population and also various kinds of minerals are found within the mountains." Music Notes: An original day-based Australian/Didgeridoo-based track plays throughout the hub during the day. An original night-based Australian/Didgeridoo-based track plays throughout the hub during the night. We've now made it to Dagodney, which happens to be a heavily Australian-based location, although it also shares a lot of New Zealand elements as well. The town itself is along the side of a large rocky mountain with part of it in the mountain itself (this town happens to be based off of Coober Pedry, an actual location in Australia that is mostly underground). Surrounding the hub happens to be an endless field resembling the Outback. Anyway, the hub itself is only about as big as Flaricia's hub, so there's not too many people to talk to here. There are a few floating TV's to indicate various parts of the hub. If you come here straight from Kiyosara when you're first able to come here, it will still be daytime. Also starting from when you first come here, you'll be able to purchase Materia at the Upgrade Shop. It's a good idea to do so since the road ahead is just going to get tougher. If you need some money to pay for the Materia, you can always leave to go back to other hubs and stages. Now to get to what you can find in this hub. Upgrade Shop: If you take the left entrance into the mountain, you'll find the Upgrade Shop towards the left wall shortly after entering. Here's a list of what you'll now be able to buy at any Upgrade Shop: Upgrade ShopGreen Chaos Drive: 200p; increases user's jump height/distance slightly (this includes Liza's R button superjump). When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Red Chaos Drive: 200p; increases user's speed slightly. When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Purple Chaos Drive: 200p; increases user's attack power slightly. When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Blue Chaos Drive: 200p; increases user's total HP slightly. When all 16 are bought, user's total HP is doubled (up to 16 can be bought). Yellow Chaos Drive: 200p; increases user's defense slightly. When all 16 are bought, total boost is by 1.5x normal value (up to 16 can be bought). Summon Materia: 200p; increases user's total HP slightly. When all 16 are bought, total boost is by 3x normal value (up to 16 can be bought). Magic Materia: 200p; increases user's jump/height distance slightly (includes Liza's R button superjump). When all 16 are bought, total boost is by 2.25x normal value (up to 16 can be bought). Independent Materia: 200p; increases user's speed slightly. When all 16 are bought, total boost is by 2.25x normal value (up to 16 can be bought).
Support Materia: 200p; increases user's attack slightly. When all 16 are bought, total boost is by 2.25x normal value (up to 16 can be bought). Command Materia: 200p; increases user's defense slightly. When all 16 are bought, total boost is by 2.25x normal value (up to 16 can be bought). Red Program: 1500p; increases the amount of damage you do to enemies while homing attacking by 10%. Orange Program: 1500p; increases the amount of damage you do to enemies with combinations by 10%. Yellow Program: 1500p; increases the amount of damage you do to enemies with slide attacks by 10%. Green Program: 1500p; increases the amount of damage you do to enemies while in Mach Speed Mode by 10%. Teal Program: 1500p; reduces damage and speed loss done to you from any ranged attacks by 10%. Blue Program: 1500p; increases the amount of damage you do to enemies while hydroplaning (skating along water) by 10%. Indigo Program: 1500p; reduces damage and speed loss done to you while in Mach Speed Mode by 10%. Violet Program: 1500p; increases the amount of damage you do to enemies with basic punches by 10%. Rainbow Program: 9000p; enables one use of temporary invincibility per stage. All eight other Programs must be purchased to purchase this. In addition to this, any character-exclusive items belonging to any character you've unlocked so far are also available.In order to purchase Materia from an Upgrade Shop, you need to have purchased all 16 Chaos Drives of the same color of that Materia (ex: you need to have all 16 Yellow Chaos Drives to purchase any Command Materia).How the Rainbow Program works is that once purchased, whenever you enter a stage, you'll be able to active the invincibility by pressing X. The visual effect for this invincibility is like that of the Rainbow Star from Super Mario Galaxy. This invincibility lasts only 15 seconds and can't be stopped once activated. If used, you won't be able to use it again until you enter another stage. You also can't use this invincibility in any mission (hub or stage) or any boss stage (hub or End of Episode). However, you're free to use it against a midboss that appears in a typical stage since you're technically in such a stage.Hub Missions: Here's a list of the missions for the Dagodney Hub: Paris's Exhibition: Once you've cleared the Paris's Exhibition mission in Mazuri, you'll find Paris and her Lopunny on the southeastern edge of the hub. Paris happens to be wearing an "Aussie-Girl" outfit, complete with hat, and Lopunny is wearing a Sandslash-style outfit. Paris says that her next line of Pokémon and human fashion is the Sandslash Scavenger, which consists of a light-colored Sandslash-like outfit. If you're playing as a female character whose listed age is anywhere between 14 and 28, then you'll be able to partake in a mission where you and your Pokémon wear the Sandslash Scavenger. This mission puts you in the Crystal Mine stage where you must collect all 20 rainbow crystals found in the stage for this mission. Once you've cleared this mission, Paris considers the Sandslash Scavenger a success and departs for the next part of her World Exhibition tour. BOSS BATTLE: VolknerWhen fighting Volkner, the Vs. Character boss theme from Sonic the Hedgehog '06 plays. When Volkner is defeated, the Town Mission Clear music theme from Sonic the Hedgehog '06 plays. BOSS BATTLE: ElectraWhen fighting Electra, the Vs. Character boss theme from Sonic the Hedgehog '06 plays. When Electra is defeated, the Town Mission Clear music theme from Sonic the Hedgehog '06 plays.
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Post by Sunflora Azumarill on Mar 12, 2011 11:36:09 GMT -5
Crystal MineDescription: "A giant crystal mining complex deep within Dagodney's mountains. Eggman's robots have been spotted here harvesting the gigantic crystals for their own purposes." Objectives: -Shoot through the mines -Ride the minecart rails -Escape the Rocket Drillcraft -Board Eggman's train -Evade Eggman's train -Reach the quartz paradise Voice Notes: Prof. Oak uses his voice from the anime. Dr. Eggman's robots use generic voices, if any voices at all. Background Music: The Crystal Cave stage theme from Sonic and the Black Knight plays throughout the first part of the stage. A remix of the Sunset Park Act 3 theme from Sonic Triple Trouble (found here) plays during the train section. If you were expecting a trek through the Outback upon reaching Dagodney, think again! As it turns out, we're making our way through the extensive mine tunnels that Dagodney is known for. While it's Dr. Eggman's robots that we're mainly fighting here, you'll quickly notice that various Team Rocket robots are also here (their reach in this game is in fact every Episode.) You'll start the stage in a large chamber with a smaller version of the train tracks seen in Neon Metropolis leading into a tunnel. If you head backwards from the beginning, you'll find a short tunnel on your left with a Secret Item. Anyway, shoot down the main tunnel as you pass giant crystal packs jutting out of the walls and Eggman robots that for an interesting change are brand new and haven't been in any previous Sonic games. These humanoid robots look a bit like those from Sonic '06 and are called Egg Soldiers. Avoid their laser fire and boost through or around them. After the twisting tunnel, you'll enter a large cavern along a large mining bridge. Here, robots resembling a kind of ball-like robot from the Star Wars series roll onto the scene. These are called Egg Shooters and uncurl like those aforementioned Star Wars droids to fire energy blasts at you from both of their arms. Highest tier versions of these enemies have spherical shields that make them invulnerable to attacks much like Hover Turrets. Anyway, upon reaching a gap in the bridge, you'll need to homing attack flying robots similar to the Egg Spinners in Sonic Adventure DX, except with two floating rings around them instead of blades. These are called Egg Rings and fire lasers from both of their rings or small energy clusters from their mouths. Some of these also use their rings to create cylindrical shields of any height to block you, especially since the rings can expand. When you reach the other side of the bridge, you'll come to a wall with a path of magnetic crystal going along it. These magnetic paths work like those in the Goron Mines in Legend of Zelda: Twilight Princess and the magnetic paths from past Pokémon Peace Squad games. Head along the path until you reach the entrance to another tunnel and make your way through. Here, there are more Egg Soldiers and also force fields set up by Eggman (these have his face on them) that you need to quickstep, jump, or run under. Halfway through the tunnel, you'll be greeted by with a familiar Team Rocket surprise, Hover Turrets. Get by these and a few Egg Shooters until you reach another giant cavern where you'll shift to 2D view upon going onto a metallic bridge. Here, station-shaped Eggman robots called Egg Launchers fire high-powered missiles in all directions, usually upward. If attacked, the missile creates a gigantic explosion that will very likely damage you, and if a missile is fired upward, a giant crystal spike will fall down. If hit by one, a quarter of your total health is gone! After homing attacking your way along a string of Egg Rings, there is a scanner-equipped Hover Turret that will teleport in several high-tier Ariados Webs. After getting past here, you'll reach a system of platforms going along a maze of large rails similar to those in Speed Highway ( Sonic Adventure DX). Some of these rails are composed of blue or red energy with switches and floating arrow sings that make one color vanish and another appear. You only need to attack up to two switches to reach the end of the platform system. When you land on a giant piece of drilling equipment, get rid of the Egg Soldiers to open the Eggman Cage and bounce up to a sloping path with several Glires and a Drapion Tank at the end. Hit the spring to land in a minecart that hovers above the tracks and activates upon you getting in. You'll go along the rails and will bash through Egg Soldiers, Shooters, Ariados Webs, and Lairon Rovers (TR version). You can use the jump button to jump the minecart, which you need to do to cross a few gaps. After entering another tunnel, you'll go back to normal view and will notice a second track. L & R allow you to slide the minecart onto another track, which you need to do to get by some more force fields and laser fences as well as some Egg Rings and Tracking Bombs. When you enter a much wider tunnel with two more tracks, the screen shifts to facing you as you notice crystal walls on both sides of the tunnel you came out of. Here, large steel tanks bearing the Team Rocket symbol burst out of the walls. These are called Rocket Minetanks and have train-like treads that allow them to travel along the tracks. They fire explosive blasts from their turrets and also have a strip under the turrets where three lasers are fired. The tanks can also flip their treads to move onto other tracks. Keep switching tracks here to dodge their attacks until you reach a smaller tunnel where upon entering, you'll pass through green lasers that set off bombs that bury the robotic tanks in a crystal avalanche. After going back to normal view, you'll find a rail block and disband the minecart. Head through the tunnel and take down more Egg Soldiers and jump over some Egg Launchers until you get to another cavern where you'll notice Ground Turrets along the metal platform. Make your way along more platforms, bridges, and mining equipment while dodging Egg Shooters. When you reach another magnetic path, make your way along it and past Ariados Webs along the path. Upon reaching a long bridge where two sets of tracks begin, watch out for electrified minecarts that come towards you and some more Egg Launchers (some also discharge minecarts) that make more giant crystals fall down. At the end of the path is a jump ramp that will set you onto the adjacent wall, which you'll run across while dodging Glunders and large crystal spikes jutting out of the wall. Upon reaching a spinning turntable platform, defeat the Egg Shooters to open the Eggman Cage and use the rocket that's inside to boost to the exit to the cavern. You'll have your first encounter with the strongest standard Eggman robot in the game, a Neo Egg Hammer, which is about twice as big as the ones from Sonic Heroes, carries a massive hammer with the top composed of blue light energy, and creates expanding shockwaves by slamming the ground. If you try simply pass by it, it will just hold you back, meaning you have to defeat it to continue. After taking it down, you'll find another minecart that you need to board to make the force field drop and go down the tunnel. There are more rogue minecarts to avoid as well as several Ariados Webs and a Hover Turret. Eventually, you'll enter another large cavern and go along an enormous piece of mining equipment. Watch out for crystal blocks and rouge minecarts shot out of ports along the device. Eventually, you'll jump out of the minecart upon reaching a port with a laser grid. Back on foot, get past several Egg Soldiers and also a few Toxicroak Fighters (TR version) until you reach the entrance to inside the mining drill. Make your way through a few corridors with conveyor belts carrying crystal blocks, laser fences, and force fields while you take down some Egg Shooters and Egg Rings. Once outside, go along more conveyor belts until you reach a switch that teleports in fan-propelled platforms to reach another part of the drill. Along the conveyor belt here happens to be Ground Turrets, so get past them until you find another way into the machine. Dispatch the Drapion Tank to drop the laser grid and head through into the drill once more. Shortly after getting inside, you'll enter a shaft where you need to destroy five Snapsparkers (TR version) to open a Rocket Cage with a spring and bounce up the shaft. After exiting the machine, you'll get by some Hover Turrets, hit some springs, and bounce onto a metallic bridge with a few Egg Soldiers to get past. You'll reach a flat version of the platform system from earlier, except a bit trickier, especially since there's some Egg Rings attacking you along the way. After the platforms, you'll reach giant long crystal spikes sticking out of the wall and will have to homing attack more Egg Rings in between them. Over some of the crystals happen to be Cymuls, so be careful not to homing attack them in the process. You'll then come to a series of mining machines with conveyor belts on them. Crystal blocks are shot out of ports of the back ends of the machines, so be careful. Upon reaching an entrance to another tunnel, you'll hit Dash Panels and go into 2D view as you race through the tunnel. Get through some Egg Shooters and a few Gyro Blades until you enter another giant cavern. Watch out for the Roturret upon entering here and land on a long metal platform with tracks going along them. There's a Rocket Minetank here that will open fire on you, so jump onto it and keep going until you reach a higher bridge. Here, you can jump under the bridge and find a few Egg Rings you can homing attack for another Secret Item. Upon reaching solid ground, you'll find drilling towers that burrow into the ground at regular intervals. Run under them when the drills are up and up the slope, being weary of Glires along the way, until you reach a yellow cart you can enter. Jump in and ride the series of tracks and platforms, bashing Egg Soldiers and Lairon Rovers along the way, but you need to jump out before another Rocket Minetank opens fire on the cart, destroying it. After the tank, you'll hit a loop that will shoot you down a metal wall that ends with a spring that bounces you onto a train-like drill machine stopped on the tracks. Get past the two Hover Turrets here and watch out as near the back of the machine are two ports that fire missiles like the ones fired by Egg Launchers, which means some more crystal spikes (always look at the shadows). You'll notice the backdrop wall moving inward here and there's a magnetic path along it. You'll go along the path past some Ariados Webs and will have to hit a switch to drop a force field on the path. After the magnetic path ends, you'll reach some more drilling towers, including one right on a ledge. Get through some more Egg Shooters and watch out for a moving Rocket Minetank until you reach the entrance to a tunnel and view returns to normal. Shortly after entering this tunnel, you'll enter a wider one where the screen shifts to facing your chosen character as you go into Mach Speed Mode and we see something burst out of the ground. It happens to be a large hovering craft with the Team Rocket symbol on it, some sort of ring array on the front, giant drills on the sides, and a large strip panel below the ring array. This is called a Rocket Drillcraft, which attacks by launching its drills at you, which can also come together in hopes of grinding you up, fires a sweeping laser from the strip at the bottom, and the array emits a ring of harmonic pulse lasers that the craft uses to burrow through any kind of substance. You also have the threat of a few spiked bombs and a few gaps (you'll be alerted to these). At one point, you'll hit a Jump Ramp to go over a giant gap, but the Rocket Drillcraft just cruises over it. When you get to the end of the tunnel, you'll go in between two packs of spiked bombs, which the Rocket Drillcraft will head right into. After view returns to normal, you'll reach a Jump Ramp that will boost you off a ledge and onto the back of a large hovertrain. This train happens to belong to Eggman and is transporting crystals and some sort of liquid crystal substance. There are ten cars to this train and none are easy, which elements being reminiscent of the high speed trains in Hot Shelter ( Sonic Adventure DX) and Bullet Station ( Sonic Heroes). Start by heading forward and taking down some Egg Soldiers until you reach some force fields you need to jump. Hit a spring to land on top of the next car and take out some Egg Shooters while jumping over pools of liquid crystal. Halfway along the car, you'll find a force field panel that you can bash through to enter the car and find the stage's Full Restore. This is also an alternate path through the train with a couple Toxicroak Fighters (even on Eggman's train). Either way, when you reach the third car, you need to get past a large gap with large sweeping lasers moving inward. If you took the upper path, hit a switch to make some floating platforms teleport in to get to the other side. If you took the lower, homing attack three Egg Rings instead. Here, there are some Egg Launchers that will fire missiles at you, so get past them and jump the two laser fences until you enter the next train car. Here, there's a grid of green energy panels that damage you if touched and a red one that moves along the grid. Go along that panel to the other side and take out three Egg Soldiers to open the Eggman Cage that holds a switch that opens the force field grid in your way. On the other end is a force field floor with some metal squares along it. If you touch the force field, it'll retract and you'll fall to your death. Make sure you watch out for the scanner Hover Turret (which teleports in two Drapion Tanks) at the end of the car and head through the doors to go onto the next. Here, you need to go over large rises while dodging some Egg Rings in the process. In between the first and second rises is a glass container of spike-like crystals, so homing attack the two Egg Rings over it. On the other side of the third rise is a liquid crystal pool with a platform floating over it. Next up happens to be giant beam rails connecting the back half of the train to the front and five grind rails over them. Each rail electrifies at regular intervals, so keep switching rails during your ride until you reach a spring to bounce you onto the next car. Here, a second train will come into view with Egg Launchers along its back cars. On your train, jump both force fields and cross another green panel system. Also, starting at this point, a laser cannon array at the front of the train opens fire on you, so be careful of large laser beams when along the upper cars. Jump down onto the next car as several cars on the other train open up to have Egg Soldiers fly out and attack you. When you come to two walls with a spinning platform in the middle, time your jump onto the platform and make it to the other side where two Forretress Bombers bombard you. After them is another sweeping laser gap with some grates over it. Climb the grates using the flappable gates on them and homing attack the Egg Ring at the end (it has a shield) to reach the next train car. Here, there are some crystal spikes to jump over and some force field floors. If you land on one, you'll fall into the car and will have to go to the back, defeat four Egg Shooters to open an Eggman Cage holding a spring and bounce back out onto the top of the train and try again. The tops of the cars on the other train open up to reveal large cannons that launch giant metallic bombs onto your train. Defeat some Egg Soldiers to drop the laser grid at the end of the car and drop down onto the next. Upon landing here, a field of electronic mines will teleport in. You can also go into the front of the previous car to find a switch that opens up a wall in the final train. Along the car you're on, you'll come to another laser gap where you need to swing along Mothical Drones to reach the other side. There, a Neo Egg Hammer will attack. Defeat it to continue to a spring that bounces you up onto the front car. If you hit the switch from earlier, you can enter the car to find a room with a lot of healing and two X Health. On the car itself, dodge both the lasers and Egg Rings that the cannons fire at you and get to the cannon itself and attack it (it resembles the Sunset Park boss from Sonic Triple Trouble). Once it's destroyed, you'll be flung over the front of the train and will land on the tracks, going into Mach Speed Mode as the screen shifts to facing your chosen character. On the Eggman-like face on the front of the train is a large high-powered energy cannon that will lock on to you before firing large energy blasts. If that wasn't enough, the second train also joins in. If both trains synch up, they'll fire a wide energy beam that's very hard to dodge. You'll be alerted to switches along the tracks that set off large bombs that damage the trains. Once both trains have taken enough damage, they'll slow down and you'll go to normal view as the Goal Gate appears at the end of the tracks in front of a quartz tunnel. You'll pass through it and end a long and tough stage once and for all.
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Post by Sunflora Azumarill on Mar 12, 2011 11:47:24 GMT -5
Quartz Quadrant Description: "A shimmering quartz paradise hidden away from the world. Eggman's robots have found it and plan on stealing the quartz." Objectives: -Speed through the quartz paths -Shut down the Egg Barrier -Endure Eggman's mechanized trap -Find path to Eggman's tower
Voice Notes: Prof. Oak uses his voice from the anime. Dr. Eggman's robots use generic voices, if any voices at all. Background Music: A remix of the Present theme (Japan/Europe version) for Quartz Quadrant from Sonic CD plays throughout. When taking on Eggman's conveyor trap, a remix of the boss music (Japan/Europe version) from Sonic CD plays.
This stage is a 3D recreation of Quartz Quadrant from Sonic CD on the Sega CD, much like Green Hill was in Sonic Adventure 2 Battle. All three acts are played back-to-back. With the power of the Wii, this stage has also been made to look very vibrant. Another thing you'll quickly notice is that this stage is based on the Present version of Quartz Quadrant. There is no timetravel of any kind here, so you'll be going through this variation of the stage all the way. Upon starting the stage, you'll notice a spring behind you that you can use to boost through the first part of the stage quickly. Either way, the lower path sends you down a slope to where a few Egg Soldiers are waiting for you before reaching a wavy conveyor belt where you need to watch out for crystal blocks dropped by Mothical Drones. When you get to a trench where two Egg Shooters are waiting for you, the moving platform has a conveyor belt on it, so be careful using it. When you reach a short bridge, you can jump down the deep shaft to find a Secret Item and a rocket that shoots you back up top. After the bridge is another new Eggman robot called an Egg Snail, which is pretty big and fires blobs of electric slime at you that can paralyze and also produce and fire spikes from its shell (which it also can use to make itself immune to attacks). Also watch out for some falling quartz blocks near the robot. After a gap is the entrance to a zig-zag tube that puts you on the lower level where three Snapsparkers (TR version) attack. You can use a spring here to bounce over some Egg Soldiers and find another wavy conveyor belt. There are a few Egg Snails along here as you each an outside area with waterfalls and tree-like quartz. Here, the screen shifts to a 2D view as you can take some moving platforms (two of which have conveyor belts on them). An Ariados Web sits near a spring leading up, so watch out before going onto the upper area. After getting past four pairs of spheres moving in a circle, you'll land on another conveyor belt with two Egg Launchers on the flat areas. You'll then reach a flat conveyor belt with another Eggman robot called an Egg Sphere, which can't be hurt by attacks when closed up due to the shield it creates when doing do, and fires energy spheres and beams when it opens. Get past both here as well as a quartz block and three Ariados Webs After getting by another Egg Snail, use a spring to go up the wall, boost down the slope, and hit a spring that sends you under two Hover Turrets and onto an upper ledge. Upon going back inside, the view returns to normal and you'll need to watch out for four Glunders on a conveyor belt as you hit a spring that sends you to a crumbling bridge. If you drop down here, watch out for three Egg Snails and head forward through a trio of Toxicroak Fighters and down a conveyor belt with two Egg Launchers that can cause quartz blocks to fall down. Where the Act would normally end is a Neo Egg Hammer you must defeat to continue onward. Shortly after reaching the second act portion of the stage is a flat conveyor belt right before a small hole you can drop down or go forward to grab an X Attack as you go onto another conveyor belt, this time with some higher-tier Egg Shooters. The lower path has two Snapsparkers and a Hover Turret to watch out for and both paths lead to a wavy conveyor belt with some more Egg Snails to avoid. You can hit a spring at the end to bounce up to an X Defend. After getting the item, go down the slope to a spring at the end and bounce past several Egg Rings onto a platform, then homing attack a Mothical Drone to reach a ledge with a conveyor belt before reaching a tube that puts you onto a ledge with a switch that teleports in a few platforms for a short time. These are used to reach a high-up Secret Item. A spring below will send you to a tube that shoots you out to an outside area where the view goes to 2D. Here, you can take several paths, two of the first of which have wavy conveyor belts. The lower path has two Egg Launchers to get past before you hit a zig-zag tube that puts you onto the lowest path. Watch out for both an Egg Snail and an Ariados Web afterward. After passing an arrow switch that reverses the direction of the conveyor belts is a new robot called an Egg Scorpion, which fires a sweeping laser from turret on its tail. Get past all three of them and reach another conveyor belt that has an Egg Snail and a few Egg Soldiers to get past. On some of the upper paths is another new robot called an Egg Scanner, which emits several 3D holo-scanners, and if you get caught by one, several things can happen, such as various Eggman robots, laser fields, spiked bombs, and even giving other robots shields, can happen. Once you get back inside, the view returns to normal as you run under two quartz blocks and also flip another arrow switch. Watch out for two Ariados Webs before reaching some spikes that you need to jump over, followed by an Egg Scorpion, before reaching a spring that bounces you up a wall and over some spikes before sending you into a hole with an X Defend and another spring up to another conveyor belt with an arrow switch that you'll flip. Next up, you can drop down past several Cymuls (don't hug the walls due to Glices along them) and hit a pair of springs on a platform that you can use to bounce to a conveyor belt and take a path that has some gaps, more conveyor belts, and a few Egg Rings before dropping down to the lowest path where Egg Soldiers are waiting. After getting past a conveyor belt with an Egg Scanner that teleports in Egg Snails and Egg Scorpions is a spring that sends you up to a higher ledge where the paths meet. Where this Act would end is another Neo Egg Hammer you need to take down, but making things harder is the fact that it keeps teleporting in Egg Shooters until it's destroyed. The instant you make it to the start of the Act 3 part of the stage, you'll get a quick cutscene of just before where you fought Eggman in the original. Here, a barrier like those seen earlier in the game, except silver-color with crystal lasers and gold spires and bearing the Eggman symbol teleports in. Yep, it happens to be an Egg Barrier, and you need to find three Egg Emblems to deactivate it. You'll need to search the whole area to find it. Among the enemies here are Egg Soldiers, Egg Shooters, Egg Snails, two Egg Launchers, two Egg Scanners, and one last new robot called an Egg Serpent, which is similar to the Caterkillers from past Sonic games and attacks by firing electric spheres and generating lightning. One of the Emblems is locked in an Eggman Cage that requires you to destroy an Egg Serpent in another part of the area. Once you've gotten all three Emblems, go up to the barrier and it should self-destruct. Upon going into the area where you fought Eggman in the original, a computerized voice activates a setup similar to what the fight in the original was. While running along the conveyor belt so you don't hit the spike wall behind you, you need to watch out for the bombs dropped on you from above. The area where Eggman sat, however, now fires lasers and Vulcan chainguns to make things more harrowing. Once the mechanism blows up, you can head towards the Goal Gate as you come to the exit to the area, where a giant tower built by Eggman sits in the far distance. Head through the gate to finish this stage.
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Post by Sunflora Azumarill on Mar 12, 2011 12:09:08 GMT -5
Egg Tower Description: "A massive tower built by Dr. Eggman found beyond a shining mountain of quartz. The interior of the tower is so perplex you could get yourself lost forever if not careful." Objectives: -Navigate the first hypercube maze -Destroy the Egg Dispenser -Navigate the second hypercube maze -Retrieve the Earth Plate -Reach the top of the tower -Escape the tower
Voice Notes: Prof. Oak uses his voice from the anime. Dr. Eggman's robots use generic voices, if any voices at all. Dr. Eggman uses his voice from Sonic-series games starting with Shadow the Hedgehog.
Background Music: The Temporal Tower theme from Pokémon Mystery Dungeon 2 plays throughout the stage. When fighting a group of enemies, the night battle theme from Sonic Unleashed plays. When fighting a Neo Egg Hammer, the night midboss music from Sonic Unleashed plays. When fighting the Egg Dispenser, a remix of the midboss theme from Sonic & Knuckles plays.
Welcome to the Egg Tower, Eggman's base of operations in Dagodney. This happens to be the trickiest stage yet and has more Eggman-esque traps and gadgets that you can name! The environment here is similar to a cutting-edge Final Egg (from Sonic Adventure DX). You'll start out in a large hall with a number of Egg Soldiers to get past before you get to a grid of lasers being generated by floating diamond probes. Simply attack these to stop some of the lasers for a limited time. Next up happens to be two slopes, one going up and one going down, but a force field blocks the upper path, so take the lower path to a room with a glass floor over a pool of weird energy. Here, you'll enter a brawl of Egg Shooters and Egg Snails. Once they're gone, the force field will disappear and you'll be able to head upward. At the top are two Egg Shooters followed by a ravine where you'll have to swing across poles to reach the other side. The problem is that these poles shoot out or in towards the right at regular intervals, and if you fall down, you'll have to destroy several Egg Snails to open an Eggman Cage holding a spring back up to the start of the area. Once you get to the other side, you'll find a gap with more energy at the bottom and two floating platforms moving back and forward. There are also two Hover Turrets (yes, Team Rocket's robots are even inside Eggman's tower) to watch out for. Once you get to the other side, you'll have to defeat a few Egg Soldiers to activate a large elevator platform that will send you up several floors. Upon stopping, a brawl with Egg Soldiers, Egg Shooters, and Egg Scorpions will commence. After they're gone, go forward past several Ariados Webs until you reach a gap where you need to swing across Mothical Drones to get to the other side. Making things more difficult are Egg Rings that shoot at you. If you fall here, there are some large square platforms over the energy you can land on. A platform at the end of the ravine that you can only reach by dropping down has a Secret Item. Once on the other side, head through the doors to enter a maze of trenches of energy and force field walls. The walls change position at regular intervals to make traversing the maze harder as will several Egg Serpents. After getting through the maze, you'll enter a hall with several lasers being generated by probes and several high-tier Egg Shooters (which have shields). Once you get to the other side, you'll enter a large room with a brawl of Egg Soldiers and Serpents. After they're gone, a Neo Egg Hammer will teleport into the room and you'll have to fight it (battling a Neo Egg Hammer in this stage is a bit different than in the previous stages). After the fight, keep going past several Egg Launchers until you reach a gap of energy where you'll have to swing across the moving poles again. After getting past this, you'll head through doors into a giant shaft that is the heart of the tower. Far below you is a pool of a different kind of energy with an unusual feature. Whenever you increase in height in the shaft, the energy rises up an equal height, but never goes back down. The key here as indicated by a floating TV is to jump as little as possible so that the energy doesn't catch up with you. Start by just walking onto the moving platform here when it reaches the bridge you're on and take it to the other side. When faced with some Egg Soldiers, don't homing attack them (since that requires jumping) and use regular or Pokémon attacks instead. When you reach a platform moving up and down, simply walk onto it and take it up to a bridge with Glunders moving around it. After reaching the end of this path is a string of Mothical Drones you need to homing attack, but set up in a rising pattern, allowing you to homing attack the floating chemical factories without losing height at any time. When you come to a large platform, a brawl of Egg Shooters and Egg Snails will commence. Remember not to jump here as to keep the energy below from rising too high. After the brawl, you'll come to a bridge where large hammers like those seen in the Xbox360 version of Sonic Unleashed swing back and forth. Get by them and you'll come to a spring that sends you up onto a grate that you need to climb across. Along the way are several Egg Rings and two Roturrets you need to be careful of. There are gates along the fence you can use to flip up to the top side, but do so wisely as even moving up this way makes the energy below rise. Once you get to a bridge leading to doors out of the shaft, an Egg Scanner will teleport in laser probes if it catches you (it's better to attack the probes if you have to instead of jumping over them). Once you exit the tower, you won't have to worry about the rising energy for now. You'll enter a hall with steps that go downward. You'll enter a room with countless Egg Spheres rolling along the floor. Higher-tier ones (which several of these are) can also self-destruct, so get to a floating platform moving up and down quick and take it up to a higher level where a brawl of Egg Soldiers and two Egg Serpents commences. After they're gone, you'll be able to head through a set of doors and enter a hall with sets of laser probes too tall for you to jump over, so attack some of them and jump through. There are two Hover Turrets and also a couple Egg Scorpions to get past. When you head through the doors here, you'll enter a cube-shaped room that is the start of something seen in Techno Gadget in PPS: Space Shield Crisis, a hypercube maze, where square-shaped doors on each surface lead to identical rooms that loop endlessly and only one of three possible paths can lead you out. Your Aura Radar will kick in to indicate which of the doors is the correct one out. In several of the rooms can be various robotic foes (Team Rocket and Eggman), hazards, and even a couple brawls. After taking the correct path through ten rooms, you'll reach a set of doors leading out of the maze and into another hall. Here, watch out for four Egg Launchers that fire missiles and deploy rolling Egg Shooters. Once you head through another set of doors, you'll come into a giant hall where the view shifts to 2D as an energy pool makes up the floor far below. Make your way across a rail platform system like those seen in Crystal Mine, but consisting of smaller rails and platforms. Watch out for several Roturrets along the way and you'll eventually come to a bridge with several Egg Soldiers on it. When you reach a wall of laser probes, attack the bottom ones to make a path and you'll come to where you need to grab onto Mothical Drones and swing over and under spiked bombs. Don't hang onto these for too long, since they drop chemical blocks at regular intervals. After reaching the other side, you'll make your way across several inclined bridges and past several Egg Shooters until you reach a set of doors leading into a large shaft where energy will start to quickly rise. Climb up the floating platforms and homing attack any Egg Rings along the way until you reach doors that take you out of the shaft and into a hall where the view returns to normal. Get past several Egg Soldiers and two Drapion Tanks while being careful not to fall through the holes and into the energy below. When you reach a set of doors, head through to enter a large room where a Neo Egg Hammer along with some shielded Egg Shooters awaits. During the fight, an Egg Serpent will teleport into the room and if destroyed, another one will teleport in as long as the Neo Egg Hammer still stands. Once you've taken down the giant, the floor will explode and you'll fall onto a large bridge over an energy pool. Make your way across the bridge and grab a Super Potion if necessary as you head to a set of doors. You'll enter a hall with several Egg Shooters and three Egg Serpents. When you get to a turn in the hall, remember to jump onto the large floating platform in the middle as to not fall into the energy below. On this platform, a brawl of Egg Soldiers and four Egg Launchers will commence. Halfway through the fight, an Egg Scanner will teleport in and if it catches you, it'll bring back any of the enemies in the brawl already destroyed. After the fight is over, keep going down the hall and take out any Snapsparkers (TR version) and Egg Scorpions along the way. When you reach the end of the hall, you'll enter a large shaft with a giant elevator platform like those seen in the Power Plant in Sonic Heroes and the Electrochemical Reactor in PPS: Space Shield Crisis. While going up the elevator, watch out for floating energy spheres that home in on you when you get close and some Tracking Bombs until the platform stops moving upward. Here, a brawl of Egg Shooters, Egg Snails, and two Egg Scorpions will begin. Once this brawl is done, the platform goes up again, but this time you also have to watch out for Egg Rings as well. Once you reach the top, get by any Egg Soldiers and head through a set of doors to enter a hall with an energy ravine in the middle. You need to swing across poles again, but while these ones are stationary, there are blue electric sparks slowly moving on them back and forth. If a spark hits you, you'll suffer damage and fall off the pole. Make your way across the poles quick until you reach the other side where Egg Launchers wait. Get past them and head through the doors to enter the main shaft again. This time, the energy is not as far down as it was before, meaning you have to conserve your jumping even more. Go along the bridge until you reach a spring that bounces you to another bridge, but try to grab the edge as you go up as to keep the energy as far below as possible. Get past some Hover Turrets as you reach a platform that moves back and forth. Take it across, but watch out for the energy spheres near the sides of the platform's path. When you reach a stationary platform with a spring on it, you'll bounce up into a Barrel Cannon and will have to navigate a series of them to advance. Unless that's the only way to another, don't take any routes that travel downward and make sure you don't launch yourself upward when it's not necessary. You'll eventually reach a series of bridges and platforms with several enemies on them, be it Egg Soldiers, Egg Shooters, Egg Snails, some Egg Launchers, and some Egg Serpents. When you come to a series of poles, try your best to not jump upward when on them. When you reach the other side, you'll engage in a brawl of Egg Shooters and Egg Scorpions. When all other enemies are gone, a Neo Egg Hammer will drop down. This one is red-colored while previous ones were blue-colored, meaning it's more powerful. This will take some time, and you may need to use the two Super Potions on the sidelines to heal yourself during or after the battle. Just remember not to jump during the battle since the energy below will still rise if you do so. After the battle, a string of moving platforms will teleport in and you can make your way to a bridge with three Egg Shooters guarding a spring locked inside an Eggman Cage. Take the spring up to some more moving platforms where Egg Rings will attack you. After reaching a short series of bridges, get past any Toxicroak Fighters (TR version) as well as a Forretress Bomber until you reach doors that lead out of the shaft. Upon entering the next hall, you'll watch a cutscene of an Egg Barrier teleporting on a ledge inside another room. Head down the hall and take out any Egg Shooters, since one of them holds the first Egg Emblem inside it. You'll come to a large room with energy below and a rail system like the one from earlier in the stage. While making your way across the rails, watch out for energy spheres as you grab the second Emblem in the process. On one side of the maze is a pulley that will take you up to a balcony where an Egg Serpent guards the doors leading out. Defeat it to open the doors and head up a stairway to another room with several Egg Spheres rolling along the floor. This time, you have to find a switch that will activate a platform that moves up and down. When you reach a balcony, you should notice a string of shield-equipped Mothical Drones behind you. Homing attack across them to reach a ledge with the stage's Full Restore on it. The doors here lead into a hall with more laser probes and also typical laser fences that you need to get past. Watch out for some Egg Shooters here and head through the doors to enter another force field maze where you can see the Egg Barrier on the opposite side. The final Egg Emblem you need is also in this maze in addition to an endless supply of Egg Rings. Once you have gotten the last Emblem, get to the Egg Barrier and it should explode, allowing you to head through the doors beyond it where you'll go up a stairway that leads to a giant room with glass panels in the floor with energy below. Upon entering here, you'll watch what looks like a gigantic cylindrical mech teleport into the room. On top of it is a giant glass dome and the craft itself has arms and legs. This is called the Egg Dispenser and is a midboss for the stage. It attacks by opening the dome to fire what look like large spheres onto the ground. These open up into Egg Soldiers and Shooters that will attack you. You'll discover that the mech is impervious to damage from any normal attack other than Explosion. To damage it look for a sphere with a star on it that is also thrown out of the Egg Dispenser. Attack it to send out a wave that paralyzes all enemies in the room, pick up an Egg Soldier or Shooter and throw it into the Egg Dispenser when its dome is open. Other attacks the Egg Dispenser will use on you will be launching energy spheres in addition to robots, shooting lasers from each finger on both arms, and when half of its health is gone, it'll also retract its legs and start to hover, and if it gets under you, a large force field will generate and paralyze you in addition to constant damage. It's also at this point that the Egg Dispenser also doles Egg Snails and Spheres as well. Keep up your tactics until the Egg Dispenser careens out of control and blows up. After the battle, you'll be able to head through another set of doors that lead into a short hall with several Hover Turrets and laser probes to watch out for. You'll enter a giant vertical room where the view shifts to 2D. There's energy below that slowly rises and a series of floating platforms and a rail system are the key to reaching the top. You'll also have to swing across some Mothical Drones and homing attack Egg Rings as you make the climb. There is also an Eggman Cage holding a Secret Item in here, but to open it, look for a switch somewhere in the room to activate. When you reach the top, you'll step on Dash Panels that shoot you through a door and into a hall where the view returns to normal. In here, you need to once again swing over an energy pool using poles with blue sparks on them, then homing attack an Egg Ring on the other side. You'll come into another large shaft with an elevator platform that starts up. This time, you'll contend with Egg Shooters and Hover Turrets on the ride up in addition to energy spheres. At one point during your ride, you'll enter a brawl of Egg Soldiers, Egg Snails, Egg Serpents, and an Egg Scanner that equips everyone with shields if you get caught by it. After the brawl, you'll also notice more Egg Serpents and a few Glunders drop onto the platform. Upon reaching the top, you'll have to destroy eight Roturrets to open doors leading into another hypercube maze. This one is a bit more difficult than the first, but you should remember what to do. Once you get out of the maze, you'll head up a stairway into a room with more Egg Spheres and a switch to a platform locked in an Eggman Cage. To open the cage, you need to destroy a gold-colored Egg Sphere amidst the group. Take the platform up to a balcony where a brawl of three Egg Scanners commences. If caught by one, either Egg Soldiers, Egg Shooters, or Egg Scorpions teleport in, and all must be destroyed to end the fight. Head through the doors afterward to enter another stairway that leads back into the main shaft. Upon entering here, you have no choice but to jump along platforms, so keep your jumps as low as possible. Upon reaching a series of bridges, you'll need to attack laser probes to get by them without jumping and watch out for Egg Spheres as well. You'll come to a vertical maze of grates with Ariados Webs climbing around them. There are one or two points where you need to head down during your climb. Once you reach the top of the maze, you'll need to swing across poles with blue sparks while watching out for energy spheres along the way. Once you reach solid ground, take out the Egg Launcher to uncover a switch underneath that teleports in a number of platforms moving up and down and take them up to an area with rises and falls. Try to find the path with the fewest such and get by any Egg Soldiers and other enemies here until you find a platform that will take you up to an upper area. Note that there is a Hyper Potion in a dead-end, but it's more of a trap as when you go into the room, the door will slam shut and the only way to get out is to drop through a square hole, landing on a lower area and losing major distance between you and the energy. Once you've taken the platform up, you'll reach a series of long bridges with Egg Shooters that you need to get by as you head to another platform that will take you up to a flat rail system. Here, Egg Rings, Cymuls, and Tracking Bombs prove to be dangerous. At the end is a small area with a rocket to take you up to a multi-leveled area. You first enter a brawl with Egg Soldiers, Shooters, and a Scanner that brings in bombs if caught by it. Defeat all enemies to open the large door to the area itself. Here, it's best to go onto one of the highest tiers and make your way to the end from there, even though if the energy is still far below, you can go onto the lower tiers for various items. Get past any Egg Rings, Shooters, Snails, and energy spheres here until you reach what looks like a large Eggman symbol panel. You'll engage in a brawl of Egg Shooters and Egg Serpents here, but once you have taken them out, you can step onto the panel and it'll rise upward to a long bridge that leads to out of the shaft. Watch out for Egg Rings and energy spheres along the way. Once you've entered a hall, get through any laser probes and two Forretress Bombers to reach the entrance to a large octagonal room. In the middle of the room is the Earth Plate, floating within a powerful cylindrical force field. There are five other doors here, one of which is locked and the other four lead to rooms where you must endure a one-phase brawl to unlock an Eggman Cage holding one of the switches to the force field. Once all four are pressed, head back into the main chamber to find the force field gone, but a red-color Neo Egg Hammer is in place of the Earth Plate. Looks like you'll have to fight it, and since you went through four brawls earlier, you might need some health, so grab one of two Super Potions before or during the fight. After the Neo Egg Hammer falls, you'll notice the Earth Plate inside it and will be able to grab it. The locked door will now open and you can head into an upward sloping hall where Egg Shooters and Egg Spheres roll downward. At the top of the hall, you'll enter a maze where you need to find three switches to open the door leading out. The third is locked in an Eggman Cage where a four-phase brawl of Egg Soldiers, Egg Shooters, Egg Rings, Egg Scorpions, and Egg Serpents will commence. Once you've exited the maze, you'll enter a shaft where a large elevator platform will take you up several levels. You'll enter a wide hall where many laser probes block your way and you must also get past Egg Soldiers and Shooters. In fact, you must destroy each enemy in here to drop the force field where you can see the Goal Gate. Pass through to end yet another long and hazardous stage.
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Post by Sunflora Azumarill on Mar 12, 2011 12:23:55 GMT -5
Note: During this cutscene, the boss, and the cutscenes after, it's always daytime, regardless of the time of day when you cleared Egg Tower.
Cutscene: We watch as an alarm and flashing red light bathe the Egg Tower and a computerized voice brings up that the Earth Plate has just been compromised. Having found a large octagonal door of some sort, the chosen character has all of his or her Pokémon attack it, causing it to slide open. However, a different alarm starts to blare as the chosen character and his or her Pokémon start levitating and then are sucked through a tunnel that shoots them right out of the tower and flying through the air. While it looks like the chosen character will suffer a long fall to his or her death, suddenly, we watch as the Highwind flies into view and the chosen character happens to land on one of the weapon decks.
Cutscene: We see the chosen character get up, noticing that his or her Pokémon also made it and returns them. He or she sees Cid, Cloud, Tifa, and Tails come out to check up on him or her. The chosen character says that he or she is all right and that they should get back to the town to return the Earth Plate. Tails decides to bring up that they had found out that Holoska was frozen solid and that Sonic and Looker had gone there in hopes that anyone there are still alive. It turns out, they made it just in time and are having a number of Charizard from the Charicific Valley thaw them out. Looker already has his suspicions on who had caused it since the Aero Plate was taken from the shrine there.
Cutscene: We go to inside the Egg Tower's command center as Eggman sees the Highwind on a large hologram screen and an indication that the Earth Plate is with the chosen character is displayed. Eggman is furious at what has just happened and decides that he's going to swat that ship out of the sky if he has to. Pressing some keys on the large, sprawling control panel, we hear a computerized voice about Egg Juggernaut mode being activated. From back outside, we watch as a transformation starts to occur with the tower as the front of it opens up and extends, massive arms burst out of the sides, and a gigantic cylinder appears underneath the tower. Finally, the structure on top of the tower explodes to reveal what look like huge goggle-like eyes. As the chosen character and anyone else on the Highwind are watching what is happening, the Egg Tower starts to move in their direction. Cid quickly mans the controls for the Highwind and starts to make a hasty retreat. Tails tells the chosen character to get up to the Tornado and man its weapons, bringing up that it's linked to the Highwind's weapons as well. Back inside the Egg Tower's command center, Eggman says they won't get away and to increase speed. As the Egg Tower starts to gain speed, the chosen character is ready to take it on.
BOSS STAGE: Egg Juggernaut When fighting Eggman, the Eggman boss theme from Sonic Unleashed plays. When Eggman is defeated, the Clear Fanfare 2 music from Sonic Unleashed plays.
Now this is a unique battle, as the Egg Juggernaut is coming our way! You're in the thingypit of the Tornado and have access to the Highwind's weapons. Movement in this battle is similar to when you fought the Lapras Turret in Episode 1. The Highwind comes with 500 HP, and you'll need it. When it comes to the Egg Juggernaut, it will start off by firing huge energy balls from the cannons on the end of its arms, which are composed of large octagonal blocks held together by green electric streams, which allow for the arms to reach far distances. Your target is the eyes at the top of the tower, which can only be hurt by the Highwind's missiles. Watch out, since if you damage the eyes enough, they'll fire a large wide laser at you that you'll need to dodge. At regular intervals, you'll go to a 2D view as you can see the right arm extend outward and target you with a giant ring beam. Once you've taken out half of the Egg Juggernaut's health, you'll watch a short cutscene of the cylinder that allows the Egg Juggernaut to move exploding, followed by the lower sides of it doing so, revealing massive legs that start up right away and allow the Egg Juggernaut to now run. The laser now targets you periodically and the energy balls and ring beams are more relentless and can occur during either phase (including both attacks at the same time). Plus, the Egg Juggernaut will fire arrays of streaming missiles upward that form a cylindrical shield around it. The missiles rain down upon you, so use the Vulcan guns to shoot as many of them as you can, then watch out as the shield goes outward, where you'll have to move up quickly to avoid it. Also note that during the battle, you can shoot Repair Boxes that you come by to refill health. Once you shoot the Egg Juggernaut's eyes enough, everything will come crashing down.
Cutscene: We watch as the Egg Juggernaut continues to pursue the Highwind as it nears a giant rock similar to Ayers Rock. Cid fires his Highwind-caliber barrage of missiles at the Egg Juggernaut's feet, causing the tower to fall and crash onto the rock. Eggman, however, is still not finished and decides to charge up the tower's most powerful weapon, the Mega Beam Cannon. As the cannon starts charging up, we see what looks like the Dark Raven turn visible up in the sky. From inside the thingypit of the jet, we see Tyson (the TR one) activate an EMP cannon on the bottom of the jet. The cannon charges up and fires an EMP blast at the Egg Juggernaut, disrupting the charging on the Mega Beam Cannon and shutting down most of the tower itself. From inside the command center, we see Eggman looking at the hologram screen as a computerized voice warns of a fusion cannon that's aimed at the tower and is charging up. Realizing what's going to happen, Eggman knows to evacuate and presses a key on the control panel that makes a cylindrical tube rise down from the ceiling and sucks the doctor up it. We see him end up in a similar command center, where he presses a few keys on the control panel and we zoom out to see a flying fortress inside a massive chamber at the very top of the tower. The large fortress starts up its engines and starts to rise upward as we go back inside to see Eggman saying that the squad's going too far.
Cutscene: We go to back outside as the Highwind sees the Dark Raven. Cid decides to fire some missiles at it when Tyson quickly fires lasers at the airship, saying that he'll kill two birds with one stone. We watch as the fusion cannon fires a blast about in between the Highwind and the Egg Juggernaut. We see the top of the tower open to reveal Eggman's flying fortress flying out of it and away from the area. Seeing Eggman flying away, Cid decides that they need to do the same and activates the Highwind's rockets and flees the area at the same time as the Dark Raven right as the blast explodes and sweeps through the area, decimating the Egg Juggernaut.
Cutscene: We go the Highwind as it has fled the enormous explosion given off by the blast from the fusion cannon. Cid brings up that they've lost Eggman's trail. We go to see the Dark Raven hot on their trail and firing lasers at the Highwind, rocking the ship. We see Tyson in the thingypit as a video screen of inside of the Highwind shows the chosen character with the Earth Plate and says that they won't get away as he decides to switch back to the EMP cannon and charges another blast in hopes that it will down the Highwind. Getting a reading about the EMP cannon charging up, Cid decides to attack the Dark Raven with all they got. We watch as the Highwind makes a U-turn and faces the Dark Raven before firing a large barrage of missiles at the jet. The Dark Raven manages to evade all of them and positions itself to fire the EMP cannon when Tails aims the Tornado's laser at the cannon and fires, scoring a direct hit and damaging the cannon. From back inside the Dark Raven, we see am view of Tornado on the video screen on the window as it indicates there is a Chaos Emerald inside the nosecone. As Tyson decides to switch back to the fusion cannon, Giovanni comes up on the screen and tells Tyson to leave them as he already has someone waiting for them back in the town. Tyson obeys the command and flies off, the Dark Raven turning invisible in the process.
Cutscene: We go back to the Highwind as everyone notices the Dark Raven flying off. Cid wonders why the attack has just been broken off, but the chosen character sees something unusual about the landscape of Dagodney, and we go out to see a large portion of the outback-esque environment coated in what looks like some sort of liquid metal. Everyone else notices it as well and are shocked to also see the stuff slowly expanding across the landscape.
Cutscene: We go to Giovanni's secret location as ONNA materializes, then brings up that she has good news for him from Prof. Sebastian. We see the hologram screen come up to show Sebastian as he explains that they have found the Chemical Plate are will have it brought to him within the hour. The screen then changes to show Prof. Nanba as he explains that a second attack on Mazuri was successful and not only did they get the Shadow Plate back, but they also captured Prof. Carolina and asks Giovanni what he wants to do with her. Giovanni explains to have Prof. Carolina brought to him personally. At this point, the hologram screen closes as Giovanni tells ONNA that they are to execute the next phases of their plan and asks if Petrel, Ariana, and Archer are ready. ONNA vanishes and the cylindrical hologram surrounds Giovanni, displaying ONNA on a human-size screen and three more screens depict the three Rocket Generals at what looks like the sites of lakes. Petrel says that he's at Lake Acuity, Ariana says that she's at Lake Verity, and Archer says that he's at Lake Valor. Petrel brings up that the Rocket Hyperbombs they have built out of the Veilstone meteors were able to open up space holes in each of the lakes as well as evaporating all the water in them, allowing them to obtain "the three". Ariana brings up that they got the Power Launchers and containment capsules for each of "the three", and Archer brings up that laser barriers have been put around each lake, preventing anyone from reaching them, anti-air cannons are put in place to shoot down anyone that tries to come in from above, and that they've also launched jamming signals that are currently disrupting Sinnoh's radio waves and keeping their actions at the lakes unnoticed, as well as preventing any and all electronic or mechanical devices not belonging to Team Rocket from being used. Giovanni says that once they've got Uxie, Mespirit, and Azelf, they'll be able to make the Red Chain. Prof. Sebastian comes up on another screen to explain that they are ready to use the Veilstone meteors to construct the Red Chain. Giovanni tells the four that's all for now and the hologram turns off. ONNA rematerializes and tells him that the satellites have picked up the location of the next Plate, which is in Andelaja. Giovanni tells ONNA that he'll have Team Cipher go and get the Plate, bringing up that their former leader, Greevil, had disappeared some time ago, some say even dead, and that Nascour had come back and became their new leader. He commands ONNA to contact Tyson and tell him to prepare for the next phase of their plan. As ONNA disappears, Giovanni looks toward the massive chamber that's housing the Plates they've gathered and explains that once the Red Chain is complete, he'll then be able to command the ultimate Pokémon… Arceus.
Cutscene: We go to Eggmanland (from Sonic Unleashed), which while having been abandoned by Eggman himself, is being occupied by Team Rocket forces that have come to obtain the Chemical Plate, which was discovered to be hidden beneath the robotic metropolis. Deep inside the city, we see a colossal hole has been made and several Team Rocket cranes and other machinery surround the hole. A couple Robo Rhydon robots repel any Eggman robots, most of which are from Sonic Unleashed, from going near the hole. We then go to the hole itself, which goes down countless levels, as we see a large rope pull something up it. It turns out to be pulling a cubic containment chamber containing Prof. Sebastian holding the Chemical Plate. Upon coming out of the hole, the chamber opens up show Sebastian on a hover transport that comes out of the chamber and drifts down to the ground. He shows everyone the Chemical Plate and brings up that once they get any that the Squad has, they'll be closer to their greatest plan ever.
Cutscene: We head back to Dagodney's hub, where a horrific sight can be seen. The entire place is coated in that liquid silver-like stuff from earlier! Even all of the buildings are covered in it and there appear to be human-sized prisms all over the place. The silvery substance also extends out into the Outback. Cid sees a large clearing form in the substance and asks if someone should go down there, Cloud says that the chosen character should do so, especially once he sees someone in armor similar to the substance come into the clearing. The chosen character agrees and jumps out of the Highwind once it is low enough and lands in the clearing. The person in the armor comes towards the chosen character, and we can see that it's Carl, a Team Rocket Admin, and there's a pack resembling the substance on his back and he also is holding a large gun also resembling that substance. He asks the chosen character if he or she likes what he did with the place. The chosen character only asks in disgust what exactly has he done. Carl explains that he just wants the Earth Plate and he and his nanobots will leave Dagodney. It's at this point we realize that the substance covering Dagodney are nanobots under the control of Carl. He goes on to explain that his nanites will crush the townsfolk if the chosen character refuses to reply (indicating that those prisms are the hub's residents). Tails can hear this conversation and is shocked to find out Team Rocket has done extremes in nanotechnology, seeing that perhaps most of Dagodney is covered in them. Carl tells the chosen character that unless he or she wants to see his nanobots bring down all of Dagodney to surrender the Earth Plate. The chosen character refuses to do so and instead decides to battle Carl.
BOSS BATTLE: Carl When fighting Carl, the Vs. Character boss theme from Sonic the Hedgehog '06 plays. When Carl is defeated, the Town Mission Clear music theme from Sonic the Hedgehog '06 plays.
Just what is going on here? It turns out that Carl relies on his nanomachines to fight you. The arena happens to be a large clearing in the nanobots, which you can't leave due to the arena boundaries being the edge of the clearing. Carl attacks in three ways; he activates his weapon, which goes to nano-machine gun mode and fires a stream of nanobot-formed bullets at you; he activates his weapon to go to nano-rocket launcher mode, which fires nanobot-formed rockets that home in on you; and he may also launch a nanite capsule at you, which if it hits, injects nanobots right into your body! If this happens, you'll lose one health a second, as if you have been Poisoned. Even worse, for each time you're hit by a nanite capsule, the amount of health you lose a second increases. If this happens, Tails will throw you what looks like a Heal Unit, but is glowing. It happens to be something Prof. Oak made called a Shock Unit (how he got it here is beyond my knowledge), which is a Heal Unit also containing a powerful electric charge. If you attack it, the explosion zaps you, killing any nanites in you, and refills your health by an amount equal to a Potion. In order to damage Carl, you need to attack his armor, which breaks easily, but nanobots will restore it in seconds, so attack quickly. You can also attack his weapon to damage it, but nanobots will also restore that. When half of Carl's health is gone, the clearing will break up into three circles that slowly move around. If you end up going into the nanites, you'll lose health constantly and your Speed and Jump are halved, so try your best to keep out of it. Keep up your attacks on Carl and eventually, he'll end up with a nano-defeat.
Cutscene: Refusing to go down, Carl gives the command for his nanobots to perform "Dagodney Sweeper Operation", but just as the order is to happen, a blue blur arcs right behind Carl, damaging the pack on his back. Carl sees that the nanocomputer has been damaged and he thus can't give the command. He decides that he'll tell Giovanni about what just happened but for now the good guys can celebrate their victory. We watch as tiny explosions envelop all the nanobots and expand outward, quickly taking out all such in Dagodney. We can see that the people in the hub are unharmed and are relived to no longer be encased in nanobots. Carl activates a jet rocket at the bottom of his pack and takes to the air.
Cutscene: We go to inside the Alpha Gate as the chosen character has an idea on where the Earth Plate goes. Going up to the Groudon statue in front of the doors where you can enter the hub's stages, suddenly, the Groudon statue glows a bright orange-red color and so does the Earth Plate. The Groudon statue sinks into the ground and the chosen character is in the area where the Earth Plate is supposed to be placed. The chosen character takes the Earth Plate up to the pedestal and places the Plate onto it. Once the Earth Plate is back, the chosen character goes to the Groudon statue and takes it back up to the surface, sealing the path leading into the chamber.
Cutscene: Back inside Dagodney's hub, we see Sonic and Looker standing with Tails, Cloud, and Cid. Looker walks up to the chosen character to show something he found back in Holoska, a small diamond-shaped tag with the Team Rocket symbol on it, indicating that is was them that attacked the place. Sonic says that he's going to find where Eggman had gone in hopes of stopping him for good and that for the chosen character to watch him or herself. Tails decides to go with Sonic, telling the chosen character that he's noticed that Team Rocket's nanotechnology could be the most advanced that he's seen and that he's going to research it a bit. Sonic and Tails head back into the Highwind and go onto the top deck and get into the Tornado. As they fly off, Looker tells the chosen character some bad news that he got from Prof. Oak. As it turns, out Prof. Carolina has been kidnapped and it's safe to assume that it was Team Rocket's doing. He also brings up that thanks to Prof. Pickle, they know the location of the next Plate to be Andelaja and that they should head there as soon as possible. Looker finishes off with saying he'll look into just where Prof. Carolina has been taken to as he continues his investigation. Cid brings up that the Highwind will be ready to take them all to Andelaja.
Once you've regained control of the chosen character, you'll be near where the ladder to the Highwind is. You can talk to anyone that's in the hub, but none of them say much other than they're glad you saved Dagodney. Also note that starting now, you can't call Prof. Carolina from a videophone due to her having been kidnapped. It is a good idea stock up on whatever items that you need for the road ahead. When you're ready to go, simply board the Highwind, where anyone found there other than Sonic and Tails is. Anyway, when you're ready, go to Cid, talk to him, and select "I'm all ready!" to go to the World Map.
At the World Map, you'll be pointed in the direction of a new location, Andelaja. Since you're pointed there already, simply select Andelaja to head there.
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