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Right then! Now we're going to talk about the stages that Eggman can run around in, as well as whether or not it can be passed. The Eggman Emblems will be filed accordingly- Stage is Beatable Stage is Unbeatable Stage is Beatable with special requirementsStage 1 - City Escape
Status:
It should
be fair to point out that nearly all of the Treasure Hunting stages are all the
same, in the sense that upon entering it as Dr. Eggman, a goal ring will appear
somewhere nearby. This is due to the game's programming recognizing the fact
that Eggman is, indeed, not a treasure hunter character, and thus it provides
an automatic way to complete the stage. As such, there's not really much to do
here. You can't perform death-defying feats of any sort, really, but if you
felt like it, you could patrol around and bash some heads of the GUN robots
that are within reach.
Stage 3 - Prison Lane Interestingly enough, when starting this stage, Eggman drops beyond the starting point past the first grate. While it'd be possible to destroy the neccessary robots in the enclosed space with Omochao, this just makes it easier for us to move on with the stage. However, there will come a time somewhere along the line in which you have to moonjump outside the bounderies of the stage in order to progress, and unfortunately, you'll find yourself having to do this for the majority of the stage. If you drop Eggman somewhere that's blocked off by gates, and you can't kill the enemies required to open it (aka the Beetles), then you'll be stuck, and will be unable to progress. Because of this, playing around in
Stage 4 - Metal Harbor Here we are, then! Next on our list is the harbor. Now, when you start -this- stage, you need to immediately hit that moonjump, because Eggman's starting point is far below the platforms above, and really close to the open water. I reccommend starting right from the beginning rather than float off towards some other location, because this -immediately- gives you a fresh breath of Eggman speed and do-daring right from the start! You'll find a few loops to run and plenty of springs to bounce off of here. This is definitely a fun technical stage if you like seeing the big guy run upside down and all sorts.
Stage 5 - Green Forest This is
another technical stage, regarding Sonic's use of curves, walls, and loop-de-loops
to get around. This makes for amazing fun, but at the same time, it's -very-
risky to go too fast without paying attention. The vines are everywhere, and if
you hit the spring that shoots you to one of them, you'll hit that freeze. So,
since we're obviously going to try and avoid that, make good use of that
moonjump before it gets too late. So, aside from the dangers of the freeze,
there's nothing else to worry about! Just run around, and have fun! This stage
better brings out the speedy nature of Dr. Eggman. This is probably one of my
favorites. Aside
from the glitchy vines, there is nothing in this stage that prevents you from
succeeding in reaching the goal ring. Go for it! Stage 6 - Pumpkin Hill The
starting point for Eggman here is -odd-. It's right on top of one of the main
mountains in the stage. However, the ordeal is the same. There's nothing much
to do here except beat up bad guys. (I use that term loosely.)
Stage 7 - Mission Street For the
most part, this stage is pretty straightforward. You won't be Moonjumping quite
as much in this stage as you would in plenty of others. You can charge into cars to
topple them over, and sometimes ram them into the GUN robots as you make your way
through the stage. Also a nifty little thing to mention, Eggman can outrun some
of the crumbling highways before they even fall. Really cool, this feat is.
It's like watching an action movie!
Stage 8 - Aquatic Mine This is
pretty interesting, actually. Eggman's starting point is -inside the giant
pillar- that's in the center of the mine. Oh, -and- he's underwater. His jump
actually gains a little bit of height in the water, and his speedy nature is
slowed down -considerably-. Keep in mind, though, he is just as liable to drown
as Knuckles and Rouge would be, so be warned. Don't stay under for too long.
This
stage isn't playable at all, as the game freezes at the loading screen.
The
freezing... The -freezing-...
This
one's a real neat stage. For one, the starting point is underneath the
platform, in the abyss below the quicksand. Just Moonjump to reach the real
starting point. The best part about this stage is that Eggman can't die by
falling. The quicksand can't kill him since he's not in the vehicle that would
react accordingly with the programming. Instead, if you fall, you'll just
plummet for all eternety into the abyss. As for playing through the stage,
there will be a lot of places where the only way out is through moonjump, and I
highly reccommend using it for at least the first part of the stage. The first
hallway you reach will trap you if you let Eggman fall into it, so don't let
off the hovering so soon.
Moonjumping is a requirement for a large portion of the level, but it is beatable if you don't trap yourself somewhere. Have fun.
This
level is -really- fun. It's one of the more straightforward stages for
Eggman. Right from the start, you're running down the curvy hallways, not
slowing down for -anything-. Moonjump won't be required that much at all, and
you'll be running around the technical stuff of this Sonic stage more than
you'll be hovering around. However, there are some of those bars about, so do
your best not to touch those. This is another favorite of mine.
The first
place that you're dropped off -this- time is somewhere between the main
mechanical chamber, and the watery depths down below. If you just let Eggman
go, he'll croak on the spot after hitting something, so don't do that.
Moonjump, and get out of there, because once you're in the water, there's no
going back up for air. There's plenty of room on the outside to run around in,
but you'll more than likely end up trapping yourself somewhere, and thus make
the stage impossible to beat.
You start
off exactly where Tails would, and that's exactly where you'll stay. The only
way to proceed would be to destroy the Beetles guarding the door, and since
Eggman has no means of attacking them (not even a -throwing- item), there's no
progression here. You can run around the room all you like, or make Eggman kill
himself. Whatever floats your boat.
The
starting point for Eggman here is just beyond the first gate. The camera is
slightly distorted for a moment before you actually start moving around, so be
slightly careful when trying to run about. Hitting GUN robots with no rings
will kinda suck. There isn't too much to do in this stage. You can run around
for a while, but that'll change really quick.
Status: Just head
for Knuckles' main starting point, and your goal ring shall be there.
This
stage isn't nearly as fun as all of the previous Sonic stages. You'll find
yourself moonjumping so much that it will actually start hurting your hand.
It's constant, and it doesn't make for very much fun. It's definitely key for
getting past those points where the crates block the chutes that allow you
press onward. Moonjumping waaay above these obstructions to get past the
boundaries is a surefire way to allow you to continue. It's really slowgoing,
overall. However, one must have patience, for the real fun has yet to begin...
... And
with that, this wraps up the guide for all of the Hero stages that now star
Eggman. Now then, let's mosey on to the next page and see just what the Dark
Side has to offer. Come along, then!
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