Sonic Rush Adventure/Stages & Zones: Difference between revisions
From StrategyWiki, the video game walkthrough and strategy guide wiki
Sonic Rush Adventure/Stages & Zones (edit)
Revision as of 03:23, 27 December 2008
, 27 December 2008→Pirates' Island
Dukeruckley (talk | contribs) m (some spelling (not sure of what others are supposed to be... *droped and *tempors) |
|||
Line 93: | Line 93: | ||
* There are also small fountains that work like springs and you can get trick points by them. | * There are also small fountains that work like springs and you can get trick points by them. | ||
*The boss is your one character against both Captain Whisker and Johnny. On his own, Whisker can shoot rocket arms, cause tempors<!--tremors?--> by jumping, and flaming breath. Johnny mostly rockets toward the player's location. Halfway though, Whisker will start to hurl Johnny toward you for a bigger blow. Also, blades will begin to appear from the floor. | *The boss is your one character against both Captain Whisker and Johnny. On his own, Whisker can shoot rocket arms, cause tempors<!--tremors?--> by jumping, and flaming breath. Johnny mostly rockets toward the player's location. Halfway though, Whisker will start to hurl Johnny toward you for a bigger blow. Also, blades will begin to appear from the floor. | ||
*After winning, you automatically go to Deep Core, which is the final stage without the seven | *After winning, you automatically go to Deep Core, which is the final stage without the seven Chaos & Sol Emeralds. |