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_Hero_Levels_ Dark_Levels_ Bosses_ Extras_ Credits
   

Moving on, we're going to tackle the stages that are on the Dark side of the force. Not only will we be able to check out stages that Eggman had no involvement in, but we're also going to be seeing just how well our dear old Doctor fares on his -own- turf without his Walker. Let's check it out!

And, a quick reminder of the Eggman Emblems:
Stage is Beatable
Stage is Unbeatable
Stage is Beatable with special requirements

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

Eggman in Weapons Bed. Time to crack some metal skulls!

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?

What a peaceful stroll. Who says only -Sonic- can do this?! Muahaha!


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.























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