Stage 1 - Iron Gate
Ah, the
stage that started it all with the best playability we've ever recieved of our
doctor. Unfortunately, as much as you'd like to check out the entirety of this
place, it's impossible to do so. With a few quick reflexes and a handful of
luck, I've managed to make it past the first closing door before it had a
chance to lock down. After that, though, there's no progression. Total suck.
Status:
Beatable
Surprisingly
enough, despite the obstacles you run into, the stage is beatable. All you have
to do is just use Moonjump to escape through the starting point that Eggman
normally drops down from. There's no barrier at the very top, so you can just
hover over it, and find yourself outside the boundaries of the entire stage.
It's pretty neat to check out the layout from the outside, but it's not like it
really makes for too much fun. Just follow the structures of the GUN base that
float in the abyss till you reach the final room. If you get too close to the
final steel lockdown doors, it will enact the mini-cutscene of them all closing
at once. But don't lose your head; you're still able to keep Eggman floating on
the spot with that wonderful moonjump, so put it to good use here.
Stage 2 - Dry Lagoon
Once
again, you find yourself in a not-so-roomy stage of utmost splendor. Eggman can
run around a little bit, blow up enemies, and even take a dip in the oasis.
However, he can't really explore all that much. Such progress is impeded by the
freeze glitch that one would recieve if they tried to travel using means of the
turtle. Make sure you hold that moonjump, or you'll fall and lose a life, as
Eggman starts below the ground. Interestingly enough, if you -do- die, his
starting point changes to being on top of the captured turtle. Weird.
Rating:
Beatable
Just like
Knuckles' stages, for Rouge, the goal ring will be somewhere nearby. Just seek
it out and touch it to win. Easy 10000 points. Not enough for an A, but what
the hell; I bet you've always wanted to beat a stage in less than a few
seconds. I have.
Stage 3 - Sand Ocean
The next
Eggman stage promises a much more entertaining time than the first one. This
time, there's nothing that can obstruct you from progressing with ease, and
with the right timed jumps, you won't even have to use the moonjump command
unless it's truly necessary. (My tip to you is to use that to get to the top of
the first pillar. The moment you land on top of it, face Eggman towards the
camera -immediately-, and wait for said camera to pan up. The pace it pans up
at, combined with the moon and night sky in the background, makes for an
excellent movie-esque shot of the doctor.) Just like Hidden Base, the quicksand
here does not affect Eggman, and you can pretty much fall into the abyss
forever. Make sure you use the moonjump at the very start of the stage because,
just like Hidden Base, Eggman starts underneath the main starting point.
Status:
Beatable
With
minimal obstacles to moonjump over, and the freedom to treat this like a
one-of-a-kind Eggman platformer stage, there's nothing that can stop you from
reaching the goal ring at all. Just go at it, and have a blast!
Stage 4 - Radical Highway
Just like
Sonic, Shadow gets all of the cool technical stuff that you would expect to see
in a speed stage, so this one is another reccommendation for Eggman. The
starting point is... well, Eggman's beneath all of the suspensions of the
bridge, so it'll take some moonjumping work to find a place to set him down.
That shouldn't be too much work. Once you land him, it starts to get fun. There
are a few key things to keep in mind, and one of these things would be the
return of those damned bars. There are a couple of spots that spring you right
to one if you aren't careful, and that'll freeze the game. So, my advice to you is to make sure you know where you're going before
you go there. There is also a spot or two in which you can't proceed without
finding a way to moonjump past it, so if you get stuck, don't fret! You'll
continue no problem.
Status:
Beatable
There is
a part where you reach the large double-loop corkscrew near the end of the
stage. You are more than welcome to try it and watch the Big Egg pull off some
fancy tricks, but unfortunately, he can't actually finish running it. At some
point, his legs start running the wrong way, and he becomes stuck and unable to
move. You'll have to moonjump, which will put you back at the -beginning- of
the corkscrew. My advice to you is to just moonjump around the entire thing
before you even reach it, because trying to reach the end from the inside of
the corkscrew will be difficult. The camera tends to stay within the corkscrew,
and thus you have to wait till the exact moment to drop Eggman down while
watching from a distance. Oh, and you'd have to evade another bar like this.
So, just moonjump around the entire thing, and you'll be good to go for the
gold.
Stage 5 - Egg Quarters
On this
stage, you'll start below the ground like you did in Dry Lagoon, so be sure
you're at the ready with that moonjump. Once you're above the surface, have fun!
There's plenty of space to run around here, and there's barely anything
obstructing further progress like there was in Death Chamber. Furthermore,
unlike Rouge, Eggman is actually fully capable of outrunning his own Scarab
patrol robots. Before they even get a chance to fire at him, he's long gone!
That's our speedy Eggman.
Status:
Beatable
You don't
even have to pull off fancy moonjumping in this area of Eggman's pyramid base
like you did for Knuckles' stage. Just find the red chamber of the Quarters,
and you see your goal ring.
Stage 6 - Lost Colony
This one
is a doozy of a stage. Let me just put it this way. The only way to even
progress effectively is the moonjump. There are many locations that'll have you
stuck without your dynamite-exploding Walker, so it's not reccommended you get
too cozy with exploring.
Status:
Beatable
Beating
this stage as Walker-less Eggman is a real chore. Just
like it was with Final Rush, trying to navigate my way with the moonjump
started to hurt. There are times when I got lost, even, or accidentally dropped
somewhere I shouldn't have, and ended up causing myself to backtrack and try
again. This stage is beatable, but it's a real chore, so this probably wouldn't
be too fun for you folks. Though, it is pretty cool seeing the outside of the
stage where we shouldn't actually be. Eyah~, this stage is -massive-...
Stage 7 -Weapons Bed

This one's
fun. The moment you start, you can just totally -wreck- the idle army of GUN
soldiers with punching and kicking action! Yeah! Blow 'em up! Show 'em who's
boss! As for the rest of the stage, progression isn't impeded at all. Just run
like the wind! Watch out for those GUN robots that tend to follow you, though.
Unless you're running, they'll catch up and deal some damage. So be careful!
Status:
Beatable
Just make
your way to the goal ring, and don't fall in the water. There's nothing keeping
you from finishing this stage. Moonjumping isn't required as much as it has been
in past stages, so have some fun and bust some mech-heads, huh?

Stage 8 - Security Hall
Hoo boy,
this stage is an odd one. You start -right under- the laser grid at the very
top of the stage. So you have to take care you don't moonjump right -into-
them. Find a safe spot off to the side to deposite Eggman at. This stage is
about as fun as the other Hunter stages. However, one interesting thing you
could do is listen to Eggman radio himself about the Chaos Emeralds. It's
pretty entertaining.
Status:
Beatable
Just find
Rouge's starting point, and touch that there ring. Time to move on.
Stage 9 - White Jungle
You'll be
starting in an odd position here. You'll actually be standing on top of an
invisible barrier. Just march off towards the right and jump off of it. You'll
find the actual level below you somewhere. Now, before you folks start having
-too- much fun, allow me to remind you the dangers of the vines and the
catapult vines in this stage. There's a -lot- of them, and quite a few can be
accidentally sprung up to if you're not careful. At the end of those large
curves, just moonjump from it, away from the spring, and them move upwards
towards the right. You'll find a way to continue there. As before, just have
fun running the loops, watching the Big Egg catch some airtime.
Status:
Beatable
It gets a
little too risky to just run forward headstrong, as there is an overwhelming
amount of catapult vines. But, with some fancy footwork, and the useful
moonjump command, you'll find your way to the goal ring, no sweat.
Stage 10 - Route 280
Just like
Tails' stage, this one freezes before it even finishes loading. Don't even
attempt it.
Status:
Unbeatable
Is it
cold in here, or is it just me? Brrr..!
Stage 11 - Sky Rail
The
moment you start this stage, you're in the air with the rail system that Shadow
uses from the start. To be perfectly honest, this stage isn't all that fun.
Seeing as Eggman falls right through rails, you'll find yourself moonjumping
the entire way, since 90% of the stage is -rails-.
Status:
Beatable
Just keep
moonjumping to the goal ring, though I have to confess, this one will really
try your patience. There's barely any ground to walk on, much less run.
Stage 12 - Mad Space
#12: Mad
Space
This
one's a little tricky at the beginning. Your starting point is so below the
normal point, that you're actually -underneath- the programming that would fry
you like an asteroid entering the atmosphere. The way to get around this is to
simply moonjump all the way to the glowing outer ring that surrounds the entire
stage. Not only is this a boundary for the stage, but it also cuts off the
programming that kills you from going outside. Just keep low (Don't worry, as
you're below the field of death, nothing else can kill you here), and then
hover up the moment you're outside the field. Feel free to explore all you
like. It's a massive stage.
Status:
Unbeatable
Unbeatable?
How could this be?! I thought I said all Hunter stages were beatable! Well, I
did. Turns out, I was wrong. Me and Chris worked hard, and we can't find the
dang goal ring -anywhere-. It actually isn't at Rouge's normal starting point
like one would expect. So, if you enter this stage as Eggman, there's no
completing this one. Ever. Wow. However, if -you- manage to find it, though,
let us know! We'd like to know where this stupid thing is.
Stage 13 - Cosmic Wall
Ah. The
last of Eggman's great stages. This one is really lengthy, and you'll be moonjumping
quite a lot. My advice to you would be to collect as many rings as you can, and
then find those checkpoint posts. You'll be able to run a lot more in this
stage than you have in Sky Rail, or Lost Colony, but there's actually nothing
too fancy to do here. An interesting point, though. As much as you'd think the
Rail Lifts later on in the stage would freeze the game, it actually doesn't! It
treats Eggman himself as the Walker, and it moves him along no problem
at all. Although, it does cause him to remain stiff as a tree, so don't expect
to moonjump out of it to explore deep space.
Status:
Special Circumstances
Technically,
I could proclaim this as just plain 'beatable', but the thing about Cosmic Wall
is that if you don't do something right... you'll never reach the end. Here's
what you have to do. Remember what I said earlier about rings? They are your
-friends-. Get enough, and you can get a shield. This way, it takes three tires
to kill Eggman instead of the standard two. Why is this important? If you
recall about Cosmic Wall, there comes a point when the second Rail Lift takes
you through a massive tunnel, in which a large and intimidating-looking drill
bears down on Eggman. Unfortunately, since Eggman is not equipped with his Walker now, that drill -can- hurt, and
eventually, kill him. It only can score two hits, however. So, with the power
of that shield, you can escape the dreaded machine unscathed, although
penniless. Whew! It really is a lot of trouble, considering those experiment robots
will always find a way to take away your chances for success, so steer clear of
those for sure.
Stage 14 - Final Chase
This
stage is almost just as tedious as Final Rush. There's very little for Eggman
to really run on, and you'll find yourself moonjumping around the area a whole
lot. There's nothing of real interest to note about this stage. It's just a
bunch of platforms and rails. Ho hum.
Rating:
Beatable
Nothing
obstructs you in this stage. You can get all the way to the finish with no trouble.
So there
you have it. Hero and Dark stages in their entirety. We're still not done yet,
as we have but a few more other tidbits to take you through. So come along!
Let's continue this journal of Eggmandom.