SONICRUSH-SONICRUSH-SONICRUSH-SONICRUSH-SONICRUSH-SONICRUSH-SONICRUSH-SONICRUSH Sonic Rush Boss Battle FAQ Version 1.00 Table of Contents I: Before you Start A: Introduction B: How to read this FAQ C: Version history D: Technical junk E: Basic boss tips II: The FAQ A: Sonic 1: Sonic's moves 2: Leaf Storm - Egg Snake 3: Water Palace - Negg Nessie 4: Mirage Road - Negg Scarab 5: Night Carnival - Negg Crane 6: Huge Crisis - Negg Snake 7: Altitude Limit - Negg Tengu 8: Dead Line - Blaze! 9: Unknown - Negg Terminator B: Blaze 1: Blaze's moves 2: Night Carnival - Egg Crane 3: Leaf Storm - Egg Snake 4: Mirage Road - Egg Scarab 5: Water Palace - Egg Nessie 6: Altitude Limit - Egg Tengu 7: Huge Crisis - Egg Snake II 8: Dead Line - Sonic! 9: Unknown - Egg Terminator C: Finale 1: Super Sonic's, Super Blaze's Moves 2: Exception - Egg Last Resort, Negg Last Resort D: Outroduction --- Section I: Before you start... --- Section I, Subsection A: Introduction (Music 3: "The Ordinary World" - World Map) Hi there. SonicLover here. Yeah, I'm the guy who reviewed Trace Memory, converted a Gimmick Mountain title card into a Genocide City title card, and used letters rather than numbers in WCMOs. That's a lot, eh? Now I'm moving on to walkthroughs. I've submitted several to GameFAQs, and now here's mine for Sonic Vegemite. This FAQ is to tell you about the area bosses and how to beat them. Of course, if you need to be told that, your IQ probably leaves something to be desired. I do admit that Snow Sonic already wrote an FAQ on this very subject, but if something works once... Besides, I was told to write an FAQ for this game, and for various reasons*, this was the only feasible option. *If you're wondering what those reasons were, the levels themselves were too complicated, the last Special Stage is nigh impossible, and writing a Game Script isn't possible without deleting all my game data and starting from scratch. Plus, things like an "enemy list" are too tedious for my taste. --- Section I, Subsection B: How to read this FAQ (Music 2: "What You Need is Remix" - Main Menu) Each boss is divided up into three sections. Attacks: A list of the attacks the boss uses and how to avoid them. Strategy: How to damage the boss and what the battle is basically like. Sonic Says/Blaze's Blurb: What the characters themselves might have to say about the boss after battling it. You may have noticed the (Music #) heading right below each section title. If you have the sound test feature unlocked, feel free to listen to the music from the game as you read. If you're resourceful, you might even figure out which music is what without bothering to listen to it just by reading the headings! (Music numbers marked with an * are not unlocked until you've beaten the entire story.) --- Section I, Subsection C: Version history (Music 47: "A New Day" - Special Stage) Version 1.00 (December 17, 2005): First draft of FAQ. Version 1.01 (December 20, 2005): Added and corrected some bits. Version 1.02 (December 20, 2005, later in the day): Adjusted the FAQ for submission to a site other than GameFAQs. I'm not easily defeated, I'll have you know. --- Section I, Subsection D: Technical junk (Music 33: "Theme of Comical Event" - Event music 3) My e-mail address is "hwhiii @ earthlink . net". If you wish to contact me, please mention something about Sonic Rush in the subject line so I'll know it's not junk mail. I will also prepare a thread on the Sonic Rush message board devoted wholly to discussing this FAQ. That's the kind of person I am. Sonic Rush, Sonic the Hedgehog, Blaze the Cat, and all related aspects are copyright Sega and Sonic Team. I am no owner of any of these. The reason for the curious formatting of this FAQ is that it was formerly written for GameFAQs.com, but was rejected because someone had already written one. That bites, eh? Is that all? Good, it is. No, wait, one more thing. Sonic Vegemite is the only site with the right to post this FAQ. If you see it on another site, notify me with the details immediately and I will send the culprit a nasty e-mail. --- Section I, Subsection E: Basic boss tips (Music 19: "Metal Scratchin'" - Boss battle) If it's flashing, it's generally a good idea to hit it. If hitting it doesn't work, hit it with something else. Try to learn the attack styles of the bosses. Every attack can be evaded if you know how. Don't pick up all the Rings when you start. Grab one or two, so you can go back and pick up the others if you get hit. If you're gunning for an S rank, which means you'll need every Ring, don't pick up the last ring(s) until the boss has just one hit left (two, if you can't pick the rings up when it's got one). Unless otherwise noted, each boss has 8 HP, which you can see on the lower screen. To the right of it, your guide character (Tails for Sonic, Cream for Blaze) will cheer you on, and react when you damage your opponent, or vice versa. --- Section II: The FAQ Finally, the good part. Keep scrolling. --- XXX XXX X X X XXX XXXXX X X XXXX X X XXXX XXXX XXX XXXX X X X X X XX X X X X X X X X X X X X X X X X X XX X X X X X X X X XXXXX XX XXXXX XX X X X XXX XX XXXXX X X X X XX X X X X X X X X X X X X X X X X X XXX XXX X X X XXX X X X XXXX X X XXXX XXXX XXX XXXX X X (Dammit! "Hedgehog" won't fit on one line!) XXX X X --- X X X X Section II, Subsection A: Sonic the Hedgehog XXX (Music 45: "Blaze Appear" - Blaze nabs the second Sol Emerald) XXX "Foot loose and fancy free, his only gripe is with evildoers. He's X sometimes quick to anger, but will always lend a helping hand when X XXX somebody's in trouble. There's no stopping the world's fastest X X supersonic hedgehog!" XXX That's how the manual describes the guy. I question the "he's sometimes quick to anger" part. ---Section II, Subsection A, Subsubsection 1: Sonic's moves (Music 31: "Theme of Sonic's Event" - Event music 1) Walk/run (+LEFT or +RIGHT): ...Yeah. Look up (+UP): This is absolutely useless during boss battles, but if you do it while facing to the left, it looks like Sonic is looking over at the boss. Crouch (+DOWN): This is actually not too useful for evading attacks, but it IS useful in a different way during the final boss. Spin Jump (A or B): Sonic jumps into the air, whirling into a ball. This is his primary attack, and a pretty cool one to boot. Jump Dash (jump, R): Sonic bursts forward quickly. No good as an attack, but particularly useful for the final boss. I'll give you the details there. Roll (run, +DOWN): Whee! Bowl over enemies in your path while running! It's not THAT useful, though, and practically useless during boss battles. Spin Dash (crouch, A or B): Sonic spins in place, then zooms off. Problem is, it's hard finding a place where this is usable. There are other things Sonic can do, but these are the only things he can do during boss battles. --- Section II, Subsection A, Subsubsection 2: Leaf Storm (Music 5: "Right There, Ride On" - Leaf Storm, Sonic) Is it some sort of law that most Sonic games have to start with a basic Green Hill-type level? Whatever. BOSS: Egg Snake Attacks: Forward Slam: The Snake slams its head on the floor you're standing on, hoping to make a hedgehog pancake out of you. Wait one second after it rears back, then run for it. Death Slam: This is identical to the Forward Slam, but Eggman says "Get ready to be schooled," and the thing rears back a bit further. Don't get hit, or you're dead. Rolling Swipe: The Snake detaches its head on the floor, and the head then rolls at you in an attempt to push you off the platform. Jump early, 'cause if you're off, you're out! It may do this a number of times in a row, depending on how much damage the Snake has taken. Strategy: Simple, really. Wait for it to use its Forward Slam, then jump on the dome atop its head before it recovers. Eight hits does it. Sonic Says: "Man, that battle was easy. I wonder why the doc always uses his weakest inventions against me first. Sounds kinda stupid to me. Now who was that female who stole that colored thing from under my nose...?" --- Section II, Subsection A, Subsubsection 3: Water Palace (Music 7: "Back 2 Back" - Water Palace, Sonic) This is the only level with any water in it whatsoever. This kinda makes the manual's mention of "some Acts contain underwater areas" a moot point, eh? BOSS: Negg Nessie Attacks: Swift Bite: The Nessie slams its head on the floor, sort of like the Snake did. You dodge it the same way, too. Belly Flop: The Nessie jumps out of the water and tries to bellyflop you. Try to run under it as it goes up. Dry Bite: The Nessie drains the pool, then extends its jaws to try to bite you. Just get as far away from them as you can. Strategy: When it uses its Swift Bite, knock its flashing dome with a Spin Jump. Additionally, when it uses its Dry Bite, whack its jaws as they retract. Don't worry; even though you're in the water, you'll never drown. Sonic Says: "It was awfully wet during that battle. I was actually more concerned that the color would wash out of my fur than I was that that beast would kill me. That's because there was actually a chance of the former happening." --- Section II, Subsection A, Subsubsection 4: Mirage Road (Music 9: "Ethno Circus" - Mirage Road, Sonic) Some name. There were no mirages in the level at all! BOSS: Negg Scarab Attacks: Dead Rush: The Scarab tries to run you over with its ball. Just keep your distance. Ball Shooter: The Scarab flings its ball at you. Jump over it. Bombs Away: The Scarab flies up and throws balls at you. Run back and forth to dodge them. You'll be safe if you stay directly in front of the Scarab. Strategy: Watch the ball it rolls. The spikes on it occasionally retract. When it uses its Ball Shooter, wait until the spikes are gone, then whack it with a Spin Jump. When its health is depleted a little, it may jump over it; just whack the ball again. Just remember to hit its balls, so to speak. Sonic Says: "Now how did that thing carry all of those balls inside its head? I swear, nothing either Doc does makes any sense anymore." --- Section II, Subsection A, Subsubsection 5: Night Carnival (Music 11: "Ska Cha Cha" - Night Carnival, Sonic) The mayor of Night Carnival currently has a copyright infringement lawsuit pending from the mayor of Carnival Night (Sonic 3). BOSS: Negg Crane Attacks: Electric Zap: The Crane's counterweight tries to dun you with a series of electrical bolts. Stay down and make minor adjustments. Electric Slam: The Crane's counterweight slams the ground, creating a pair of shockwaves. They'll disappear when they hit each other, so just jump over one. Counter Swing: The Crane's counterweight swings low in an attempt to knock your head off. Duck. Strategy: Wait until the counterweight loses its electrical shield, then Spin Jump it and knock the cockpit. You can also Spin Jump on top of one of those small green enemies to get enough air to hit the cockpit without knocking it down. Sonic Says: "This contraption was an actual challenge. I mean, the doc had the sense to install an electric shield over his only weak point. You think he's getting smarter? ...Nah." --- Section II, Subsection A, Subsubsection 6: Huge Crisis (Music 13: "Jeh Jeh Rocket" - Huge Crisis, Sonic) Huge Crisis? Heck of a name for a battleship, if you ask me. BOSS: Negg Snake Attacks: Triple Slam: The Snake slams the ground three times in a row. Get out of the way! Death Slam: Same as the Egg Snake's Death Slam. Remember, if it hits, you're dead. So don't get hit! Missile Maneuver: The Snake detaches his head on a turret in the foreground, which then shoots missiles. Run back and forth, and don't get hit. Strategy: Same as the Egg Snake. Wait until it's done with its Triple Slam or its Death Slam, then clobber its dome. Sonic Says: "Oh, for Tikal's sake! I guess Eggman Nega really is Eggman's double if he came up with this one. Still, those enhancements nearly got me killed." --- Section II, Subsection A, Subsubsection 7: Altitude Limit (Music 15: "Get Edgy" - Altitude Limit, Sonic) Did you know that the Sonic Rush official website mistakenly listed this stage's music as the music for Mirage Road? You'd think... BOSS: Negg Tengu (so sue me, he looks like TenguMan from the MegaMan games) Attacks: Head Rush: The Tengu rushes you and slams the platform, then pecks whatever's in front of it. Jump right before it slams, or you'll be a sitting duck. Jumping Slam: The Tengu lands, then jumps high into the air in an attempt to stomp you. Wait, then run! Laser Blast: The Tengu's primary attack, in which it fires a series of laser blasts at you. Try to jump between them. Wind Shock: The Tengu lands and tries to blow you off the platform with its rotors. Mash the A and B buttons to prevent yourself from becoming the next Discovery space shuttle incident. Strategy: Simple but difficult. Knock its brains out right after you've dodged a Head Rush or Jumping Slam. The former is easier. Just remember to hit the TOP of his cockpit. Sonic Says: "That contraption reminds me of that time Tails, Knuckles, and I were in the beach area. Right after Ocean Palace, Eggman came at us with something called the Egg Hawk. We had to kill the rotors to slow it down, then attack the Hawk itself. I remember it because Tails' voice was a little hoarse that day." --- Section III, Subsection A, Subsubsection 8: Dead Line (Music 17: "What U Need" - Dead Line, Sonic) I honestly doubt that this Zone is really what I need, as the lyrics suggest. BOSS: Blaze the Cat Attacks: Axel Jump: Blaze jumps and spins. If you jump into her while she's doing this, neither of you will be harmed. Burst Dash: Blaze charges up, then zooms forward while spinning. It looks like you can harm her while she's charging, but you'll just bounce off. Homing Burst: Blaze hovers in the air for a few seconds, then blasts into you. She's not vulnerable when hovering. Firestorm: Blaze summons a series of fire pillars. Each one shows up for two "permutations". Try to control their location. Strategy: Hit Blaze when she's standing, for example right after a Homing Burst. When she's down to 1 HP, the two of you will converse, then rush at each other. Mash A and B until she's out, and watch the slope of the arena; if she appears to be higher up than you are, you're winning. Sonic Says: "I caught Blaze using a few attacks that even I can't do, like that move where she hovers, then zooms at me. What's her secret?" --- Section II, Subsection A, Subsubsection 9: Unknown (Music 23: "Bomber Barbara" - Final Boss) Well, they couldn't call it XXX, so... BOSS: Negg Terminator Attacks: Single Hand Slam: The Terminator slams its hands on the ground, one after the other, repeatedly. It causes shockwaves, too, so jump over them. If you knock a hand with a Spin Jump while it's down and flashing, the Terminator will automatically do its Side Slam attack. Double Hand Slam: The Terminator rears back and slams both its hands on the ground. If you're under them, I hope you've written your last will and testament. Count to two, then make a run for it. If you knock its hands with a Spin Jump while they're down and flashing, the Terminator will automatically do its Side Slam attack. Side Slam: The Terminator goes to the right side of the arena and hits it repeatedly, causing shockwaves at two speeds. Jump over all of them. Laser Sweep: The Terminator folds its arms and goes over the arena with a red laser. The laser is harmless, but the flames that follow are anything but harmless. Electric Slide: The Terminator slams its hands together and creates a small round device that spans the ground with two lightning bolts. Try to stay between them at all costs. If you get hit, the bolts automatically return to you. Electric Storm: The Terminator slams its hands together and creates more of those round devices that fire electricity in ^ patterns. Dodge every one! Strategy: When the Terminator uses its Side Slam attack, clock its hand once all the shockwaves have passed you, then use the Jump Dash to get on its hand quickly and run up it. Run up to the skinny part of the Terminator's hand and crouch there, and stay there until the Terminator waves its hand around. Once it's done, run up to the cockpit and hit it with a Spin Jump. Sometimes, you'll see small devices rolling at you as you ascend the arm. Spin Jumps make short work of them. Once the Terminator is down to 1 HP, it'll rush the platform three times. The third time, jump repeatedly and you should hit its cockpit and finish the battle right there. Sonic Says: "Oh man, that was hard. Still, you have to wonder. Those contraptions by both Eggmans can be harmed in only one spot, and it's always the cockpit. Why don't they just use Plexiglas to cover the cockpit or something? It's only common sense." --- XXX X XX XXXXX XXXX XXXXX X X XXXX XXX XX XXXXX X X X X X X X X X X X X X X X X XXX X XXXX X XX X XXXXX XX X XXXX X X X X X X X X X X X X X X X X X XXX XXXX X X XXXXX XXXX X X X XXXX XXX X X X (Y'know, that's as high a degree of ASCII art as I can muster.) --- Section II, Subsection B: Blaze the Cat (Music 46: "Kick the Eggman" - Blaze recovers a Sol Emerald) "As guardian of the Sol Emeralds, she's currently hot on the trail of Dr. Eggman who's made off with them. Blaze is normally calm and level-headed, but may be concealing her real feelings. Devoted to her position, she sometimes gets bogged down by her own strict discipline, which may explain why she seems a little withdrawn." That's how the manual describes her. Some of this stuff you don't find out in the game, though, until the end. Someone needs to fire their manual writers. --- Section III, Subsection B, Subsubsection 1: Blaze's moves (Music 32: "Theme of Blaze's Event" - Event music 2) Walk/run (+LEFT or +RIGHT): ...Yeah. Hey, have you noticed that Blaze's feet don't move as quickly as Sonic's do when she runs? Look up (+UP): This is absolutely useless during boss battles, but if you do it while facing to the left, it looks like Blaze is looking over at the boss. Crouch (+DOWN): This is actually not too useful for evading attacks, but it IS useful in a different way during the final boss. Axel Jump (A or B): Blaze jumps into the air, spinning in a tornado of fire. This is her primary attack, and a pretty cool one to boot. Burst Hover (jump, R): Blaze hovers in the air for a moment. Useful for evading two fast shockwaves in a row during the final boss. Spin (run, +DOWN): Whee! Bowl over enemies in your path while running! It's not THAT useful, though, and practically useless during boss battles. Burst Dash (crouch, A or B): Blaze charges, then zooms off spinning. Problem is, it's hard finding a place where this is usable. There are other things Blaze can do, but these are the only things she can do during boss battles. --- Section II, Subsection B, Subsubsection 2: Night Carnival (Music 12: "Ska Cha Cha Blaze Version" - Night Carnival, Blaze) The only place in the world with neon lights you can only stand on when they're lit up. Apparently light is some kind of solid substance here. BOSS: Egg Crane Attacks: Electric Zap: The Crane's counterweight tries to dun you with a series of electrical bolts. Stay down and make minor adjustments. Electric Slam: The Crane's counterweight slams the ground, creating a pair of shockwaves. They'll disappear when they hit each other, so just jump over one. Counter Swing: The Crane's counterweight swings low in an attempt to knock your head off. Duck. Strategy: Wait until the counterweight loses its electrical shield, then Axel Jump it and knock the cockpit. You can also Axel Jump on top of one of those small purple enemies to get enough air to hit the cockpit without knocking it down. Blaze's Blurb: "This Dr. Eggman guy sure knows how to do things well. But why did he send those purple things in? They only made the fight easier." --- Section II, Subsection B, Subsubsection 3: Leaf Storm (Music 6: "Right Here, Ride On Blaze Version" - Leaf Storm, Blaze) Leaf Storm really doesn't have any interesting gimmicks, but somehow someone got the idea that it'd make a good way to follow Night Carnival. BOSS: Egg Snake Attacks: Forward Slam: The Snake slams its head on the floor you're standing on, hoping to make a cat pancake out of you. Wait one second after it rears back, then run for it. Death Slam: This is identical to the Forward Slam, but Eggman says "Get ready to be schooled," and the thing rears back a bit further. Don't get hit, or you're dead. Rolling Swipe: The Snake detaches its head on the floor, and the head then rolls at you in an attempt to push you off the platform. Jump early, 'cause if you're off, you're out! It may do this a number of times in a row, depending on how much damage the Snake has taken. Strategy: Simple, really. Wait for it to use its Forward Slam, then jump on the dome atop its head before it recovers. Eight hits does it. Blaze's Blurb: "That was too easy. After that monstrosity I faced at the carnival, you'd think it'd be followed up with something harder to beat. Now who was that blue character who was about to grab the Emerald when I got it...?" --- Section II, Subsection B, Subsubsection 4: Mirage Road (Music 10: "Ethno Circus Blaze Version" - Mirage Road, Blaze) (insert "walk like an Egyptian" joke here) BOSS: Egg Scarab Attacks: Dead Rush: The Scarab tries to run you over with its ball. Just keep your distance. Ball Shooter: The Scarab flings its ball at you. Jump over it. Bombs Away: The Scarab flies up and throws balls at you. Run back and forth to dodge them. You'll be safe if you stay directly in front of the Scarab. Strategy: Watch the ball it rolls. The spikes on it occasionally retract. When it uses its Ball Shooter, wait until the spikes are gone, then whack it with an Axel Jump. When its health is depleted a little, it may jump over it; just whack the ball again. Just remember to hit its balls, so to speak. Blaze's Blurb: "I was here around the same time the hedgehog was. Why didn't I see him? Well, it doesn't matter. Getting the Sol Emeralds is my duty and my duty alone." --- Section II, Subsection B, Subsubsection 5: Water Palace (Music 8: "Back 2 Back Blaze Version" - Water Palace, Blaze) Would someone please tell me what that "back-to-back" junk has to do with the level? BOSS: Egg Nessie Attacks: Swift Bite: The Nessie slams its head on the floor, sort of like the Snake did. You dodge it the same way, too. Belly Flop: The Nessie jumps out of the water and tries to bellyflop you. Try to run under it as it goes up. Dry Bite: The Nessie drains the pool, then extends its jaws to try to bite you. Just get as far away from them as you can. Strategy: When it uses its Swift Bite, knock its flashing dome with an Axel Jump. Additionally, when it uses its Dry Bite, whack its jaws as they retract. Don't worry; even though you're in the water, you'll never drown. Blaze's Blurb: "I didn't think about this before, but even though I was underwater for most of the battle, my fire abilities weren't hampered at all. Water is supposed to douse fire... maybe my powers are invulnerable to water, and I just don't know it?" --- Section II, Subsection B, Subsubsection 6: Altitude Limit (Music 16: "Get Edgy Blaze Version" - Altitude Limit, Blaze) Rocket platforms, parachutes, hang gliders... Altitude Limit is the level of difficult controls. BOSS: Egg Tengu Attacks: Head Rush: The Tengu rushes you and slams the platform, then pecks whatever's in front of it. Jump right before it slams, or you'll be a sitting duck. Jumping Slam: The Tengu lands, then jumps high into the air in an attempt to stomp you. Wait, then run! Laser Blast: The Tengu's primary attack, in which it fires a series of laser blasts at you. Try to jump between them. Wind Shock: The Tengu lands and tries to blow you off the platform with its rotors. Mash the A and B buttons to prevent yourself from becoming the next Discovery space shuttle incident. Strategy: Simple but difficult. Knock its brains out right after you've dodged a Head Rush or Jumping Slam. The former is easier. Just remember to hit the TOP of his cockpit. Blaze's Blurb: "The way that thing flew made me think about flight in this world. The rabbit, Cream, flies by flapping her ears. That two-tailed fox that was with Sonic flies by twirling his two tails like a rotor. Perhaps having two of something large has a connection to flight in this world...?" --- Section II, Subsection B, Subsubsection 7: Huge Crisis (Music 14: "Jeh Jeh Rocket Blaze Version" - Huge Crisis, Blaze) I can't have been the only one who was reminded of Sonic Advance 3's Ocean Base by this level. The similarities are so blatantly obvious. BOSS: Egg Snake II Attacks: Triple Slam: The Snake slams the ground three times in a row. Get out of the way! Death Slam: Same as the Egg Snake's Death Slam. Remember, if it hits, you're dead. So don't get hit! Missile Maneuver: The Snake detaches his head on a turret in the foreground, which then shoots missiles. Run back and forth, and don't get hit. Strategy: Same as the Egg Snake. Wait until it's done with its Triple Slam or its Death Slam, then clobber its dome. Blaze's Blurb: "You've gotta be kidding me! I clobbered the previous version of this contraption back in the jungle, and then he goes and builds another one just like it, with the same weakness and a few upgrades... is the doctor always this stupid?" --- Section II, Subsection B, Subsubsection 8: Dead Line (Music 18: "What U Need Blaze Version" - Dead Line, Blaze) Dead Line? Stupid pun, if you ask me. BOSS: Sonic the Hedgehog Attacks: Spin Jump: Sonic jumps and spins. If you jump into him while he's doing this, neither of you will be harmed. Spin Dash: Sonic charges up, then zooms forward while spinning. If you attack him during this attack, you'll just bounce off. Homing Attack: Sonic hovers in the air for a few seconds, then blasts into you. He's not vulnerable when hovering. Tornado: Sonic creates a series of tornadoes. They last for a moment and pull you toward them, but he doesn't create as many as Blaze did pillars of fire. Strategy: Hit Sonic when he's standing, for example right after a Homing Attack. When he's down to 1 HP, the two of you will converse, then rush at each other. Mash A and B until he's out, and watch the slope of the arena; if he appears to be higher up than you are, you're winning. Blaze's Blurb: "I caught Sonic using a few attacks that even I can't do, like that move where he hovers, then zooms at me. What's his secret?" --- Section II, Subsection B, Subsubsection 9: Unknown (Music 21: "Vela-Nova" - Sonic VS Blaze) I couldn't use the final boss music because I used it for Sonic's side. BOSS: Egg Terminator Attacks: Single Hand Slam: The Terminator slams its hands on the ground, one after the other, repeatedly. It causes shockwaves, too, so jump over them. If you knock a hand with an Axel Jump while it's down and flashing, the Terminator will automatically do its Side Slam attack. Double Hand Slam: The Terminator rears back and slams both its hands on the ground. If you're under them, I hope you've written your last will and testament. Count to two, then make a run for it. If you knock its hands with an Axel Jump while they're down and flashing, the Terminator will automatically do its Side Slam attack. Side Slam: The Terminator goes to the right side of the arena and hits it repeatedly, causing shockwaves at two speeds. Jump over all of them. The Burst Hover is very useful for dodging two fast shockwaves in a row. Laser Sweep: The Terminator folds its arms and goes over the arena with a red laser. The laser is harmless, but the flames that follow are anything but harmless. Electric Slide: The Terminator slams its hands together and creates a small round device that spans the ground with two lightning bolts. Try to stay between them at all costs. If you get hit, the bolts automatically return to you. Electric Storm: The Terminator slams its hands together and creates more of those round devices that fire electricity in ^ patterns. Dodge every one! Strategy: When the Terminator uses its Side Slam attack, clock its hand once all the shockwaves have passed you, then get on its hand quickly and run up it. Run up to the skinny part of the Terminator's hand and crouch there, and stay there until the Terminator waves its hand around. Once it's done, run up to the cockpit and hit it with an Axel Jump. Sometimes, you'll see small devices rolling at you as you ascend the arm. Axel Jumps make short work of them. Once the Terminator is down to 1 HP, it'll rush the platform three times. The third time, jump repeatedly and you should hit its cockpit and finish the battle right there. Blaze's Blurb: "That ransom note told me to come to Point W. It didn't say where Point W was, so how did I know to come here? That's not any of your business. Now get that mic out of my face!" --- \\\ \\\ \\ \ \ \\\ \ \ \ \ \ \ \ \ \ \X//\ / \ \ /X \/X/X //// // X / \ \/ X\ \/\ / \ \\X// \X\ \////\ X \XX / / / / / / / /// //// / / //// //// (Overtyping Sonic with Blaze didn't look as cool as I'd hoped. Maybe I'm just using the wrong font.) --- Section II, Subsection C: Finale (Music 111: "Anxiety" - Event Music 6*) Okay. You've beaten the game with both Sonic and Blaze, and you've also gotten all seven Chaos Emeralds with Sonic. Now what do you do? Well, go back to "Gameplay". There's a little something extra there, if I may use the term in such a way. The two Eggmans have launched their final plan. After taunting Blaze for a bit, they tell her about the Sol and Chaos Emeralds, which Sonic and Blaze use (not respectively) to go super-powered and finish off the doctors once and for all! --- Section II, Subsection C, Subsubsection 1: Super Sonic's, Super Blaze's moves (Music 112: "A Flicker of Hope" - Event Music 7*) Now here's the thing. Sonic and Blaze are invincible, but attacks stun them. You constantly lose Rings, so be sure to gather them on the fly. And don't run out of Rings under any circumstances. Now, on to the moves. Move (+DIRECTION): This time around, you can move in whatever direction you wish, as long as you don't hit something. Blast (A or B for Sonic, B for Blaze): A quick jerk to one side. Useful for breaking asteroids, but won't damage the Last Resorts themselves. You'll have to find another way. Fire Burst (A, Blaze only): Blaze will charge up for a moment, then unleash an attack worthy of a lawsuit from DBZ. You can move while charging, but not very quickly. --- Section II, Subsection C, Subsubsection 2: Exception (Music 115: "Wrapped in Black" - Exception*) I actually see the reasoning behind that title. "Nothing can stop the two Eggmans, with the exception of..." I also caught the reasoning behind "True Area 53" and "Nonagression", but now's not the time for that. BOSS: Egg Last Resort and Negg Last Resort Attacks (Egg): Plus Laser: The Last Resort shoots two plus-shaped things that shoot lasers at intervals. They're invulnerable when they're first shot out, and fly about as the whirligig swims. How often they fire depends on how far into the battle you are. Blob Shoot: The Last Resort shoots out a series of blobby things that travel straight to the left, then make a 90-degree turn when level with Sonic. Dodeca Missile: The Last Resort flies into the background and shoots a series of missiles. Keep moving; if one hits you, you'll lose Rings. Beam Saber: The Last Resort tries to hit you with a beam sword. You'll be unharmed if you blast against it, but either way it doesn't do any damage now that Sonic is super. Attacks (Negg): Claw Swipe: The Last Resort will swipe its claws at you. Stay back! Gimmie a Hand: The Last Resort will try to snag you with its hand. Move out of the way and don't get grabbed. Tear in Space: Not used until Blaze's second turn. The Last Resort flies into the background- head for the top or bottom of the screen now!- and creates a tear in the space-time continuum. If you get caught in it, you'll have no access to Rings until it disappears, and you'll lose a few more when it does. Try to mash B and hold + away from it. Strategy: You'll start out as Sonic and fly through a field of asteroids. Blast into one to break it. Break the red ones to free Rings. Lasers will fire at you the whole time. Don't get hit by one, or you'll be stunned. When you reach the Egg Last Resort, wait for it to use Plus Laser or Blob Shoot, then blast the projectile in question at such an angle that it knocks the Last Resort's cockpit, just like in Sonic Advance 2. After three hits, the Egg will swap out for the Negg, and you'll fly through another asteroid field as Blaze. Note that you're on the bottom screen now. When you reach the Negg Last Resort, hit it with a few Kameha... I mean... Fire Bursts. Aim for the flashing cockpit. Three hits later, the Nega will swap out for the Egg again, and you'll go back to Sonic. This time, no asteroid field, just battling. Same strategy applies as before. Hit it twice, and it's Blaze and Nega's turn again. Note the different music. Again, there's no asteroid field, and the same strategy applies. Two more hits, and Sonic and Eggman get a third round. Again, same strategy. Four hits there will finish the battle once and for all! Three hits, three hits, two hits, two hits, four hits. That's fourteen hits altogether. Math is one of my better subjects. Sonic Says: "I felt rather sad about parting with Blaze after that one. That asteroid field we flew through before confronting the doctors, though... that reminded me of that time Eggman stole the Master Emerald from Angel Island, and I had to go Super and chase after him to retrieve it. This was just like that..." Blaze's Blurb: "You know, right before Sonic and I parted, he said 'This is from me'. Apparently he gave me something, but I never got it. What was he talking about?" --- Section D: Outroduction (Music 27: "Medley Rush #1" - Credits V1) Well, that's it. That's my Boss FAQ for Sonic Rush. I thank you for your interest in this FAQ, and I hope it serves you well. Oh, one more thing. If Blaze's quote about the Egg Tengu made you think of Rouge in more than one way... you're not the only one!