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_Hero_Levels_ Dark_Levels_ Bosses_ Extras_ Credits
   

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 requirements

Stage 1 - City Escape

Eggman in City Escape. He's no jaywalker! Eggman no jitsu, KICK!

This stage is pretty fun with Eggman, and it was the first one that I played when I first tried out the code. When you begin, you actually start off behind an invisible barrier, so you'll have to use your moonjump to get past it. Once you get over it (and notice the humorously frozen-in-time snowboard in the sky), you're free to go! You get to dash down the slopes of the city at breakneck speeds, an introduction to just what the Doctor can do. He can even run into cars and send them barreling down the streets into others. Forget PUNCHING these things; Just mow them down! You can kick any enemies that show up, run on walls, the works! You'll have to use Omochao as a battering ram at some point, but that should be the only difficulty. All in all, you can pretty much play through this stage as you would if you were Sonic. Just be wary of those bars I mentioned.

Status:  Special Circumstances

This stage has no problem letting you fly through it, but once you reach the metal grate prior to running from the big GUN truck, the grate that Sonic's meant to slide under will obstruct your path as Dr. Eggman. No amount of Moonjump can override this. The invisible barrier covers the entire area. However, there is a way to get past it, as Chris has witnessed the ability in a video. Unfortunately, we don't possess the knowledge to do it ourselves. So, for now, just exit, and let's move on.

Down he goes. When he's not a criminal, he is... Spideregg! He rescues people by jogging down the walls of skyscrapers. Not a very helpful tool.
Bwoing. For the love of shell, this is -eggzactly- what I was trying to avoid.

Stage 2 - Wild Canyon

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.

 Status: Beatable

 Obviously, with the goal ring so close to Eggman in the vicinity, there's no problem in beating this stage at all. No worries here.


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
Prison Lane isn't all too great, but it's still pretty interesting to map out the construct of the level from outside its walls.

Status:  Beatable

 Once you find the one room that doesn't appear to go anywhere else, that's your ticket to the goal ring. Just drop right in, and finish the stage. If you drop in the hallway outside, you won't be getting out of it, I can tell you that much.


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.

 Status:  Beatable

Thanks to Chris, we know just how to finish this one. Okay, so the missle flight plan is too low-class for the Doctor. What better way to do it than to comfortingly hover up for a slow, but much more quiet, ride? Once you reach the area with the rocket, don't bother shooting out to the missle, lest you start the time limit that puts your life on the Egg Timer, so to speak. No, what you do, is you immediately jump up into the air, and, with the aid of the Moonjump, continue your ascent. When the screen suddenly turns black, don't worry! You've only escaped the boundaries of the texture for the sky. Because you're not riding the missle, the game can't program in the background from the ascent. The music also stays the same because of this. This takes a good long while, but if you move around enough, you'll find the long duct from which Sonic would normally board through. For the most fun, just be patient a liiiittle bit longer, and enter the duct from the very beginning. Trust me when I say that playing as Eggman from -this- point got real fun.


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. 

Status: 
Beatable

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.)

Status:  Beatable

 Just head down to where Knuckles would usually start, and you'll find the goal ring.


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!

Status:  Beatable

Nothing obstructs you from the goal ring. Just play on through, and take it down!


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.

 Status:  Beatable

 Once again, the goal ring hovers on top of Knuckles' actual starting point. Head there to win.


Stage 9 - Route 101

This stage isn't playable at all, as the game freezes at the loading screen.

Status:  Unbeatable

The freezing... The -freezing-...


Stage 10 - Hidden Base

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.

Status:  Beatable

Moonjumping is a requirement for a large portion of the level, but it is beatable if you don't trap yourself somewhere. Have fun.


Stage 11 - Pyramid Cave

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.

Status:  Beatable

Just go through the stage as normal, and it'll all be just fine. Knock yourself out!


Stage 12 - Death Chamber

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. 

Status: 
Special Circumstances 

With some fine tuning of AR code, or some really tricky moonjumping, you could probably find your way to the goal ring, which, of course, would be where Knuckles would normally start off. It's nearly not even worth the attempt to try this, but if you like a challenge, then be my guest, folks.


Stage 13 - Eternal Engine

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.

Status:  Unbeatable

Eggman could run and die all he wanted, but there'd be no open sesame for -that- door. He's -stuck-, for good. Time to exit and move on.


Stage 14 - Crazy Gadget

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:  Unbeatable

Once you reach the first high-speed tube in Crazy Gagdet, you will be unable to progress. It's impossible to break the glass that's in Eggman's way, and no amount of punching, kicking, or throwing of objects will tear it down. There's no way to moonjump outside the boundaries either, as invisible barriers block you off from all angles. I think, personally, that if Eggman was able to get in the tube anyway, the game might freeze. So, this stage is best left untouched anyway.


Stage 15 - Meteor Herd


This stage is -massive-. Eggman's starting point is in the center of the huge structure where Knuckles would later be fighting Rouge. You definitely have the space to roam around and do what you like here. But since there's nothing like a loop or a wall to run on, it doesn't really stay fit to entertain. 

Status:  Beatable 

Just head for Knuckles' main starting point, and your goal ring shall be there.


Stage 16 - Final Rush

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...

Status:  Beatable

The way to beat this stage is simple. Use the aforementioned technique you used to get around that first chute, but don't go too far! Remember the part where Sonic was running at breakneck speeds to get away from the falling pieces of machinery? Well, now it's -Eggman's- turn to play Speedy Gonzalez. He runs so fast, that his stomach continually inches towards the camera because it can't keep up with him. I think it's definitely worth waiting for through all the moonjumping.


... 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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