Sonic Mania

Welcome to the walkthrough for Sonic Mania, the first proper 2D Sonic game in over two decades, since Sonic the Hedgehog 4 is widely considered to be terrible. The game's story takes the classic ideas of the original games and adds a bit of fresh innovation to them, and makes several throwbacks to the old days. Although eight of the twelve Acts in the game are inspired from previous titles in the series, the developers have managed to make them seem like completely new stages. The music, also a home run, makes the game that much more of an improvement on the games Classic Sonic (defined as the Sonic in 2D games after Sonic Generations) has been in.

There are 18 trophies for the game, and many of them are fairly easy to obtain. The two that people have the most trouble with involve the Blue Sphere Stages, originally from Sonic the Hedgehog 3 and Sonic & Knuckles, and passing through a late-game Act without being hit once. Even someone with absolutely zero experience in the Sonic series before playing this game can get the full list done with if they're determined enough, so don't worry too much about things being overly difficult.

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The walkthrough has been split into a few pages that separate the trophies based on how one generally gets them. Mania Mode, the game's story mode, is fully detailed on its respective page, whereas extra features (and their respective trophies) and miscellaneous trophies are granted their own page. Videos have been provided for practically everything in the game that you'd ever have to worry about, so if watching what to do works better for you instead of reading instructions, you're in luck.

Unlike most games, there is no platinum trophy for Sonic Mania, but don't let that discourage you from collecting all the trophies.

Note: The Encore DLC does not relate to any trophies and is therefore only recommended for those who really enjoy the game. It adds two more playable characters, an Encore Mode (a shaken-up Mania Mode), and an improved split-screen mode.

The controls for 2D Sonic games are very simple, so you should pick up on the game's mechanics quickly. cn_X, cn_O, and cn_S all have the same function in a level; press any of these buttons to jump. cn_T is generally unused unless you have Debug Mode on (see the Extras page) or you're playing Time Attack. Any of the three characters can perform a Spin Dash, done by holding cn_down/cn_LSd and mashing any of the jump buttons (mashing all three will charge it up faster). Changing your direction to forwards instead of down will launch you very fast, depending on how much you charged your dash. Sonic can also use a new move, the Drop Dash. After jumping in the air, hold a jump button until you hit the ground; this will also give you some momentum, and is most useful in Time Attack. Don't forget about it as you play the story, however, as it's useful in lots of situations. Tails can fly, which is done by repeatedly jumping after being in midair, and Knuckles can glide by holding down a jump button while in midair. These three playstyles make replaying the story and doing Time Attack a lot more interesting, and give the game more replayability.

The Encore DLC adds Mighty the Armadillo and Ray the Flying Squirrel as playable characters, who both have their own unique moves. Ray can fly around similar to the way Mario can in Super Mario World, where you can gain distance by repeatedly moving up and down, and Mighty can perform a slam straight downward. While Mighty's move is a lot more situational, his hard shell acts as a powerful armor that can deflect many attacks.

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One item that hasn't been seen in the series for a long time is a container with a blue ring inside of it. Hitting it gives your rings a sort of shield; when hit, your rings will be condensed into some very large and slower-moving rings that are easier to pick up. This is a much better alternative than having all your rings fly everywhere on the screen.

The only option available to you as you start the game for the very first time will be Mania Mode, which is how you play the game's main story. You can choose which character you want to play as, with the options being Sonic, Tails, Sonic and Tails together, & Knuckles. On your first time through, it'd be a good idea to go with Sonic and Tails; Tails will be controlled by the AI, and although he may at some times fumble around, he can really pitch in during boss fights. Mighty and Ray are also available with the Encore DLC, but your first time through should really be with one of the base game characters.

Many Acts and Zones in the game, like in previous Sonic titles, will be a lot more "open" than others. Despite this, SEGA is still able to create an easily-traversable level from these, so you really shouldn't have too much trouble with any one stage of the game. The only time you might find yourself in a tough spot is the twelfth Zone, but after becoming familiar with it, it'll be just as easy to you as the rest. If you end up losing all your lives when playing the game, you'll start from the beginning of Act 1 of the Zone your game ended in. For example, if you lose your last life in Chemical Plant Zone (Act 2), you'll continue the game from Act 1 of that Zone.

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After the events of Sonic & Knuckles, Angel Island has plummeted into the ocean once again due to a massive energy reading. Sonic and Tails will be riding towards Angel Island on Tails' plane after, only to discover that Eggman's five new mechs, the Hard-Boiled Heavies, have gotten to it first. A giant claw extracts the energy source, the Phantom Ruby, out of the ground, creating a rift in time and space. All of the characters present are then warped to Green Hill Zone, where the first piece of the story takes place. The Hard-Boiled Heavies, altered by the Phantom Ruby, have now gained consciousness alongside massive upgrades to their metallic bodies. As they leave, you'll gain control of Sonic and start your adventure. If you start the story as Knuckles, you'll see him get hit by the Heavies as they fly off with the Ruby, sending him to the underground caverns of Green Hill Zone.

Green Hill Zone

As the first Act of the game, Act 1 of Green Hill Zone will be a very easy and straight-forward level. Just continue moving to the right and make sure you have some rings on you to make sure you don't die. Near the end of the level, you'll see a giant ring hovering in a cave, just past a collapsing floor. Heading over there quickly and jumping inside the ring will give you the opportunity to get a Chaos Emerald, although you'll be able to get them all once you beat the game. More information on how the Special Stages and Chaos Emeralds work is on the Extras page. Whether or not you manage to get this emerald, drop down below and head left to pass through a small tunnel, and keep going to the right once more to reach this Act's boss.

Twin Death Eggs, much smaller than the real thing, will be waiting for you at the end of this Act. The lower one will first swing from side to side as the upper one protects itself with spikes; after a while, they'll switch their vulnerability as the lower Death Egg protects itself. Once they get tired of this, the two of them will become invulnerable together and spin in the center of the stage. The key to beating these two is to jump up and hit them when they're open for attack. Each Death Egg is only capable of taking three hits each, and after the first one is defeated, the remaining one will take up a new strategy. It'll rise up in the air, harden, and then bounce along the ground. Just position yourself in an area where the Death Egg will hop right over you, and then strike after its spikes disappear. Once both machines are defeated, a spinning signpost will drop from above. If you want to get more points, you can continue hitting it for a while, but if you wanted to get a trophy out of the way now, you could try making the signpost hit two specific areas in the ground. Make it hit the ground underneath the two purple flowers to the left, as well as underneath the yellow flower to the right, to make two item containers appear. If you can't figure it out now, don't worry, you can always come back to it later.

If you're familiar with the original Sonic the Hedgehog game, you should have been just as familiar with the first Act of Green Hill Zone here. The second Act, however, uses more new material and is far less influenced by designs from the original Green Hill Zone. Ziplines will be scattered all across the area, and your speed on them depends how fast you are when you grab the handle. If you manage to end up behind a waterfall and find a Fire Shield container, open it and head to the left to burn that spiky wooden bridge you would have crossed to get there. Doing this will get another trophy out of the way for you. Since it's that easy to get this trophy, you don't really need to do it now, so don't make this miscellaneous task your main focus.

The final boss of Green Hill Zone will be none other than one of Eggman's many Death Egg Robots, piloted by Eggman himself. As it chases you to the right, a target will appear over you. If you're too far away, Eggman will launch a little bomb towards that spot, but if you're close enough, one of the robot's metal arms will extend in an attempt to hit you. You can jump on the arms to reach the body of the machine and hit it, or you can hit the body from a high ledge when they appear. This machine will be able to take eight hits before being defeated. Even without the ten-minute time limit, the boss battle will end after a few minutes if you're stalling too long, as the ground will just stop appearing as a punishment for being so slow. This really shouldn't be an issue, though, because you shouldn't be taking that long if you have at least a small idea of what to do.

After defeating Eggman, Sonic and Tails will drop down to where his robot crashed to find him angrily commanding the Hard-Boiled Heavies to attack you. After they run off to find some good positions elsewhere, Eggman will take the Phantom Ruby and use it to send you to another familiar place.

Chemical Plant Zone

The first Act of Chemical Plant Zone will be considerably more open in terms of which directions you can head in, which you'll notice very shortly into the level. There are only two notable hazards to be aware of here: the first is a type of enemy, which looks like a spider; if you're picked up by it, start mashing buttons quickly to release yourself from its grasp, as it'll soon self-destruct after grabbing you. Later into the level, you should come across a pink liquid that floods the area. This substance, known as Mega Mack, lacks any sort of air supply below, so you'll want to rise out of this stuff quickly. Aside from not having any air bubbles at the bottom of where it's being held in, there aren't any other effects that Mega Mack will have on you.

The boss of Act 1 will be a sort of chemical-mixing device; it will use a stomping attack like the first boss of Green Hill Zone did, and will be invulnerable until the blue chemical surrounding it turns into circular balls. Hitting the machine a few times will destroy it, making for an easy fight.

At the start of Act 2, you'll be introduced to two new features of the Zone. Jumping on a syringe with a cyan liquid in it will transform the chemicals below into cyan jelly, propelling you upwards at around the same height a yellow spring would. Green liquid from a syringe will transform cyan jelly into green jelly, and will launch you as high or higher than a red spring usually does. There are also a few more mechanics you haven't come across in Act 1, but these are rather self-explanatory.

After making your way through Act 2, you'll be shot into a small room with Eggman in a pod similar to yours. Some may recognize what's about to go down: a game of Dr. Robotnik's Mean Bean Machine. If you're not familiar with this very old SEGA title, it works fairly similar to Tetris-like games. You have to make combinations of the same color with at least four of the same-colored bean to make a black bean appear on Eggman's board. Black beans require a combo to be created adjacent to them in order to be destroyed, making things more of a hassle. You win the game by making your opponent unable to perform any more moves by filling up his board, so making multiple combos in a single move and other complicated strategies will create many more black beans at once, speeding up your victory.

From now on, descriptions of each Zone will mostly only contain boss battle information unless there's something in the Zone that proves troublesome. There aren't too many of these, so you should be able to get through most (if not all) of the rest of the game easily.

If you've passed at least ten checkpoints by now, you should get the following trophy for doing so. If you haven't gotten it yet, you'll easily get it soon enough as you play the game. At the moment, it's unclear whether or not you have to pass ten checkpoints, like the trophy says, or pass through one at a high enough speed, like the trophy's solution suggests. Either way, getting this trophy should happen naturally and unintentionally, no matter what the prerequisites are.

Studiopolis Zone

This next Zone, entirely new and not from any previous game, will be even more sprawling than the previous one. A general sense of direction will allow you to run through the first Act with ease. Some new gimmicks will be present here to give the Zone it's unique characteristics, and none of them should be too confusing. At the end of this half of Studiopolis Zone, you'll come across the Heavy Gunner, one of the five robots now evolved thanks to the power of the Phantom Ruby. The Gunner will be riding in a chopper off in the distance, and will occasionally fire missiles at you in groups. Red, generally a color to stay away from in video games, will be the color of some missiles that he fires in your direction. Red missiles, as you may have guessed, will inflict damage on you even if you hit them yourself; blue missiles, however, will be launched back at the Heavy Gunner if you hit them. Continue hitting the blue missiles back at the chopper until it's destroyed and the first of the Hard-Boiled Heavies are incapacitated.

After finding your way to the end of Act 2, Eggman will appear once again after starting up a weather machine. This machine has three different scenarios that it will create. Sometimes it'll turn up the heat, where you'll have to hide under Eggman's carrier for cover, or strong winds and thunder will toss you around the stage. In practically every second of this fight, Eggman's carrier is flying just low enough to the floor where you'll be able to hit it from ground level. Hitting him immediately as much as you can when the battle starts will make this one of the fastest fights in the entire game. In fact, I never saw any attack other than the one that creates harsh sunlight due to hitting him constantly during the battle.

After being defeated once more, Eggman will retreat to one of his most notorious creations, the Flying Battery. Sonic & Tails will rush towards it before it ascends too high from the ground.

Flying Battery Zone

The first boss of the flying fortress will be an electromagnetic device that creates enemies out of garbage; to defeat this thing, you'll have to attack the trash enemy and use it to bounce up towards the machine that created it. Another thing you could do, if you come into this fight with a Thunder Shield on you, is just use the shield's double-jump capabilities to reach the machine without having to deal with the smaller enemies it creates. Be quick about this fight, as the walls of the trash pit will slowly come in on you as time progresses.

The second boss will once again be against Eggman, this time in a spider mech. As you and Eggman ascend, rotating poles and spikes will appear on the walls to the left and right. To destroy this spider mech, you'll have to launch yourself into the mech's giant bumper and push it into the spikes on the opposite side of the room. Continuously hitting the bumper through the use of normal attacks will prevent Eggman from getting back up and using an attack of his own, albeit a very easy-to-dodge attack. This fight is very frustrating for many people, especially since it relies on the mechanics of the spinning poles, not to mention the fact that you need to hit Eggman a total of eight times to win the fight. This might be one of the very few times that you learn about the game's natural time limit; after ten minutes in a stage, you'll automatically die. Therefore, if you get to this boss at a fairly late time, you may as well restart the Act if you don't think you can beat it quick enough.

Press Garden Zone

This Zone, part Japanese garden and part propaganda factory, is another of the four new Zones to be included in the game. Progressing through the first Act, the interior of the propaganda factory, should be pretty easy to do, but the music might make you want to stay in this Act a little bit longer. The boss of this Act is another machine named the Shiver Saw. To defeat it, try to lure it into one of the orange and green boxes lying around. If the Shiver Saw hits one of these, the blade it used to do so will break, giving you a chance to strike. Six hits will take this machine down.

At the end of the Zone in its entirety, the Heavy Shinobi will appear in the garden in an attempt to ambush you. To stun him, all you have to do is jump towards him while he himself is jumping; attack him when he's stunned to deal damage until he's defeated. The Shinobi will occasionally use it's blade to attack you, which fortunately only freezes you in the same way you've likely been frozen in Act 2. Mash buttons to escape the ice and continue the fight. Watch out for the little projectiles that he throws as ninja stars, though.

After defeating the Heavy Shinobi, Sonic and Tails will come across Eggman, who has located Metal Sonic inside Little Planet, from Sonic the Hedgehog CD. It appears he's planning to invade the planet, although the convoluted events of Sonic CD make it hard to determine whether he's already done so in the past. This might even be the one time he does it, starting the events of the aforementioned game with Sonic in a different point in time. With all of this confusing time-travel talk aside, Eggman will use the Phantom Ruby to send you to Stardust Speedway, which has now been given the title of being its own Zone.

Stardust Speedway Zone

If this is your first time on Little Planet, You might find that the level design is a lot different compared to the other stages you've been in so far. This stage actually takes place in the past, so the Phantom Ruby must have sent you back in time as well. Tons of plants and orchestral equipment form this place, making for a strange combination. The boss of this Act is an enemy in massive size compared to its regular form. This giant firefly, a Hotaru, will send normal-sized ones to attack you first. The single Hotaru will be invulnerable until it stops moving and is charging up an attack. Hit it then to make a pair of Hotaru appear, which will be charging energy between the two of them. All you have to do here is jump up to one of them to destroy the chain and send the other one fleeing. This will reveal the giant Hotaru that you need to defeat. Dodge its attacks and strike back whenever possible; unlike regular Hotaru, it will be vulnerable to attack all of the time.

After the Hotaru are down for good, Sonic and Tails will use one of the signposts scattered throughout Little Planet to travel to the future; due to having been in the past, this will actually be the present. Now that you're seeing Stardust Speedway for what it should be, you'll notice that plant life has been completely removed as more brass and other musical equipment has taken over the area. After rushing through the stage to reach the end, Metal Sonic will appear and chase you until you get to a large room. Once Metal Sonic takes control of the machinery here, a small opening will periodically release yet another mechanical version of Sonic that only some will be familiar with: Silver Sonic. This mech was a boss of its own in the 8-Bit version of Sonic the Hedgehog 2 on the Game Gear and Master System, but is now a mere one-hit-death enemy. To knock Metal Sonic out of his cockpit, you'll have to use a spin dash on the Silver Sonics that appear while they also perform spin dashes; this will (hopefully) send your shiny clones into Metal Sonic, eventually forcing him out.

After Metal Sonic chases you further through Stardust Speedway Zone, he'll stop and do his signature taunt towards you, then summon a giant spike wall to chase you. In this phase of the fight, you'll finally be able to directly hit Metal Sonic. A throwback to players who have gotten to his fight in Sonic CD, you'll have to maintain your speed and hit Metal Sonic after he's done attacking you. After enough hits, Metal Sonic will be defeated and you'll leave Little Planet to find Eggman in the next Zone.

Hydrocity Zone

Hydrocity Zone, as you would have guessed, is this game's "water level". Unlike most of the other Zones so far, you won't be able to bounce around all that fast here, as one challenge of being underwater is that you need to breathe. Small air pockets are scattered around the underwater areas of the levels, and occasionally create large air bubbles that you can use to restore your breath. After making it all the way through the first Act, you'll actually hijack Eggman's cruiser and use its fan to suck the doctor into the rotating blades. As cruel as that sounds, you'll have to do this only four times to make Eggman's gear break.

For the second boss battle, Eggman will be using a small submarine to propel you to the right in a long repeating tunnel filled with water. In this state, you'll have to avoid spikes sticking out from blocks and touch circular bombs. The bombs won't explode, but will instead be activated. Since Eggman follows your position vertically in this tunnel, you'll have to make sure he stays on the same level the bomb is on so that he gets hit by it. Performing a successful attack is also the only way to create an air bubble down here, so be sure to grab it once it appears so you can stay alive for this fight. After destroying the submarine, you'll end up in a room where Eggman will use a whirlpool machine to stir things up in this partially submerged chamber. Hit him when the spinning chunks of machinery aren't spinning so fast; after this happens, he'll scrape the bottom of the room from both the left and right, so jump up and get some air while also dodging these attacks. Eggman will also use the column in the middle of the room to spin the water around; this won't damage you, but you won't be able to escape from it. The only way this attack is a threat is if you're running short on breath. Once you defeat Eggman here, Sonic and Tails will head to the desert in search of their foes and the Phantom Ruby.

Mirage Saloon Zone

The first Act of this Zone, if you're playing as Sonic, Tails, or both of them, will just be an airplane chase. At one point in the chase, you will land on Eggman's train for a brief moment; getting to the checkpoint is your biggest priority here, because it'd be a big hassle to go through the first part of this Act again. Knuckles' first stage of Mirage Saloon Zone will be completely different, and will act out like a normal level. The first boss will be one of Heavy Magician's pets, a giant Bead Worm from Sonic Chaos. As Sonic or Tails, you'll have to time your jumps to hit the underside of the head of this beast several times as it jumps overhead. If you're playing as Knuckles, the Bead Worm will toss parts of its body at you; dodge these and aim for the head.

The second Act of this Zone should be the same for all three characters. The Heavy Magician will be waiting to test some spells out once you reach it's boss fight. The Magician will transform to three characters from Sonic the Fighters: Fang the Sniper, Bean the Dynamite, and Bark the Polar Bear all make an appearance in that order as it transforms into them. Fang uses a cork popgun to attack, which might be the hardest attack to avoid. Bean tosses bombs, as you probably could have guessed, and Bark will use his strength to shake the stage and make things fall from above. Stop the Heavy Magician's illusions by merely hitting it with an attack, then hit it again to inflict damage. After eight hits, the Magician will escape after having been defeated by someone with a bit more fighting prowess.

Oil Ocean Zone

Oil Ocean's second Act boss has already become notorious for being pretty unfair. Before you get to it, you'll first have to beat the Act 1 boss. A standard repairman robot will be working on the area when you come in to stop whatever he was up to. This fight is super easy; just like Studiopolis Zone (Act 2), you can jump up and hit this mechanic at any time when he's not in the background of the stage. When he turns his wrench as he's hiding in the background, stay in the middle of the stage so you don't get crushed between the valves below and the spikes above.

Then the most annoying boss, an octopus submarine, will really try your patience. You need to land eight hits on Eggman's newest contraption, but this is going to be very hard to pull off, especially since your rings will almost always be impossible to recollect after you get hit once. One tentacle will fire lasers towards you; you can duck over the high ones, but make sure to jump over any of the others. Lasers shot at ground level will cause laser-y ripples to appear on the platforms at that level, so watch out for them when this happens. After this, two tentacles with metal balls will appear as other tentacles drag platforms into the ocean. Attacking the metal balls won't directly count towards the required eight, so hitting them is up to you; it will benefit you in the long run, so you may as well hit them before the cockpit of the submarine shows up. This fight may take you a few tries, so don't expect to get it down on the first try.

Lava Reef Zone

The first Act of Lava Reef Zone is responsible for the "Lava" part of the name; rocky caverns and lava plumes are abundant in this underground cave system, and many exploding rock-like enemies are here as well. The boss here is a giant drilling machine, which you may have seen a smaller version of in the level. It will drop down from above to attack you, but the targeting system is visible even to you, so you can dodge these attacks fairly quickly. Make it dig into the sets of rocks in the ground to make it take damage, also revealing a wooden bridge underneath the rubble. Making it dig there won't make it take damage anymore; crouch and wait for the driller to land above you, then jump to hit it when it jumps. After this, immediately curl into a ball so your head doesn't hit the main piece of the machine.

Now you get to see the reef, which will have considerably less hazards in it than the first Act had. Sonic & Tails will fight the Heavy Rider, who uses a classic Green Hill Zone enemy as a motorcycle. The Rider will zoom around the stage with a mace, and is actually (in my experience) very easy to hit. Hitting the bike enemy will just result in you bouncing back, as if you hit a bumper. The Heavy Rider will also use the ramps in the area to jump around; you might want to play it safe and not attack when this happens, because the two of them will be rushing around at very high speeds. Time your attacks accordingly, and you should have no problem taking the Heavy Rider down.

If you're playing as Knuckles, you'll face the Heavy King, who will be trying to steal the Master Emerald as the Heavy Rider distracts the other two heroes. Unfortunately for him, Knuckles is a natural protector of the Master Emerald. After remembering what happened to him the last time he tried to protect the Master Emerald, he'll get angry at the King and demand he put the giant gem down. Fighting the Heavy King is surprisingly easy. Don't get close to him when he electrifies himself, and stay off the ground when he creates a beam across the floor. His third attack creates a group of balls of electricity around him that act as shield, but he'll also use them as projectiles. Dodge these at all costs and hit him when his cover is gone. Since the Heavy King spends most of his time vulnerable and jumping around the stage, landing eight hits on him shouldn't take too long at all.

Metallic Madness Zone

This stage marks the return of the trio to Little Planet in search of Eggman. Tons of sawblades and other metallic hazards will be in your way through this Zone. Eggman will be at the end of the first Act in a contraption/room just like the Final Zone in Sonic the Hedgehog. Pistons will rumble and then crunch down on the opposing end of the room, and energy balls will slowly descend between the pistons' movements. Eggman will always be in one of these pistons, so hitting him requires fast reflexes and a bit of luck. After hitting Eggman enough times, the pistons will start to move erratically; fortunately the energy machine will have been destroyed before this phase of the battle starts, but you'll have to be even quicker on your feet to dodge the constantly-moving set of pistons. Eggman will now only appear on occasion, so you'll have to act fast when you see him.

The second boss battle is also against Eggman, but this time, he's in a machine similar to some toy machines you'd see in arcades. Since you're just about the same size as them, it should be a fair fight. Jump up and rotate the handle to release a miniature mech that can usually only withstand about three hits; they should be quite familiar to you if you've already played the original games. Amy bots will join the small mini-machines, and will try to hug you before they explode. Performing a spin dash on them will prevent them from hugging you, as well as destroy them. There are a total of eight toys for you to defeat. You can pop one open and fight them one at a time, or you could go crazy and let out as many as you can. After all eight are released, Eggman will fly away until all of the toys are defeated. When he comes back, small pellets (that inflict damage) will rain down from his machine. Dodge them and flip the handle one more time to release Eggman himself, who will escape to his new Zone that he built on Little Planet.

Titanic Monarch Zone

This final Zone generally takes a lot more time to get through when you're doing it for your first time. A new piece of this stage that takes some getting used to are plasma balls, which fling you in a direction depending on your angle and when you decide to jump from it. You can rotate your angle around these plasma balls by moving left or right. At the end of this Act is a dastardly computer boss from Sonic & Knuckles, who is perhaps just as frustrating as it was in it's original game if you don't know what to do. The spheres guarding the main component, its red eye, will eventually drop down to the floor before making the circle expand in an attempt to hit you. Avoid the spheres and hit the eye, which will destroy one sphere per hit. Once all eight orbs are destroyed, the eye will detach from the main computer and fly around the arena. Watch the signs on the elevator to determine which way it's moving, because this determines where the boss will land. If it becomes lodged in the ceiling, simply stand underneath it to avoid its attacks. If it's on the floor, run a safe distance away from it, or try to hit it while it's vulnerable. The way you're supposed to hit this thing is by jumping up to where it'll be just before the elevator takes off again, since you won't be able to jump to it when it's moving. After a few more hits in the second phase of the fight, the computer will be destroyed and the elevator will take you to Act 2.

Act 2 isn't too much of a step up from Act 1 gimmick-wise, but the level has been separated into four different areas that you need to get to the end of. Glowing areas of purple light will teleport you to various parts of the Act, and after having traversed one of the four paths, its door will close in the "hub" area. Finishing all four sections of this level will create a portal to the last standard boss of the game, which is naturally a fight against Eggman. His final machine is tied to the four corners of the room, and he uses them to electrocute you if you touch them. At first, he'll shield himself until he needs to use the machine's power to spark the four tethers. After the electricity wears off, spin dash into him or run up to him and attack. After a standard attack, he'll launch a few missiles towards you before trying to shock you again. The third of three looping attacks will consist of him using hands created by the Phantom Ruby to temporarily transport you to a room where one of the Hard-Boiled Heavies are residing. Just try to stay alive when this happens, as the Heavies cannot be defeated in this battle. It takes four hits to destroy one of the electric arms, and doing so will give yourself a little more breathing room. The lower left arm will break first, so you should hide there and hit him as soon as you can (since the arm won't be in the way anymore). After 16 total hits, the Titanic Monarch Zone will start to self-destruct; run out of there as fast as you can and escape.

If you managed to collect all seven Chaos Emeralds, you'll instead be sent to the true final Zone of the game. Since it's highly unlikely that you were able to on your first time through the game, you're still able to access the final fight of the story by replaying an easy level (generally Green Hill Zone Act 1) with the same save file to collect the rest of the emeralds. Once you have all seven, replay the Titanic Monarch Zone from Act 1 and defeat Eggman again to reach the Egg Reverie Zone. If you don't want to be spoiled, avoid the next section until you've gotten there. More information on the Chaos Emeralds is on the next page in the walkthrough.

Egg Reverie Zone

After Eggman and the Phantom Ruby teleport you to a barren place, he and the newly-upgraded Heavy King, the Phantom King, will be fighting over the Phantom Ruby. Since either of them as the owner is a good outcome, you will use the Chaos Emeralds to transform into Super Sonic, Super Tails, or Super Knuckles, but even this form is still vulnerable to attacks by both Eggman and the Heavy King. Time has been distorted here, if you couldn't tell by the clock, so you won't have to worry about a time limit. Eggman and the King will exchange possession of the Ruby as they fight both you and themselves, and both bosses will require the same amount of hits to be defeated.

As Super Sonic, you'll have to collect rings flying around in space in order to maintain your Super form. If you run out, you'll lose a life. Getting hit now only reduces your rings by a certain amount (since losing all of them would mean instant death) and using a super-fast dash in midair (double-tap a jump button) will also deplete your ring count. Fortunately, Eggman's Egg Reverie machine is very easy to avoid, so you can use the time you have against him to collect rings if you're low. Just run into the Egg Reverie whenever it conveniences you; you'll find that it's very easy to pull off. If you take too long, though, Eggman will use the Phantom Ruby to warp space around him as he dashes around the stage before returning to normal. After hitting Eggman once, the Heavy King will take his place, and will be a lot more volatile with his attacks. If you're familiar with the fight against him as Knuckles, he'll summon several balls of electricity to be used as projectiles. The Phantom Ruby's power makes these hazards a threat to you, so watch out for them and wait for an opening so you can hit the King. You can also hit the balls around him before he throws them at you, but this may or may not be a good idea, since you'd then be at very close range and you'll be very easy to hit. If you have enough rings, you can also use the invincibility frames you have after getting hit to attack the King by bypassing his projectiles and hitting him directly. If you go through with this strategy, just make sure you collect a bunch of rings when Eggman reappears.

After finally landing enough hits on both maniacs, the Chaos Emeralds will react to the Phantom Ruby and suck Sonic (canonically) into a portal along with the Ruby. The Titanic Monarch will explode just as usual, but Knuckles and Tails will now be able to watch Little Planet's chain break as it returns to its orbit around Earth. They don't know where Sonic is, but he's surely off to start another adventure.

As you play Mania Mode and go through secret stages, you'll unlock a variety of different minigames and other modes that anyone can enjoy. Some have trophies tied to them, while others have been included just for fun.

Time Attack

You can try your skills in Time Attack for any stage in the game after you beat that stage in Mania Mode. There aren't any trophies related to Time Attack, but you can use the above links to get an idea of how to score what I believe are fairly good times. Leaderboards are present for all three characters in almost all of the acts, so there's quite a lot of time you can put into this mode. If you try to get good times in Time Attack, this will be good practice for the game, should you decide to play Mania Mode again after beating it once. Time Attack can also be used for many miscellaneous trophies, but not all of them, as boss battles are not included in this mode.

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Finishing a Time Attack run will show you your place on the world rankings. In the base game, there are over 70 different Act-and-character matchups to choose from, so there's a lot here for speedrunning players. The Encore DLC adds another 48 leaderboards through the addition of Mighty and Ray, but also doubles that total through the inclusion of the Encore Mode Acts. As such, the Encore DLC is a good purchase if you're interested in dominating as many leaderboards as possible.

Competition

Competition is a game mode that should be familiar to anyone who had Sonic the Hedgehog 2 growing up, or at least anyone who's tried to obtain all the trophies in it on the PlayStation 3. This mode is a split-screen challenge where you and a friend can see who can get the best time or score on a stage. Sticking true to the game that this feature came from, Competition Mode is not available for online play, but it's a fun thing to do if you have friends over or you have a sibling you want to brag to. Like Time Attack, there aren't any trophies for this mode. The Encore DLC improves on this two-player mode by upgrading it to include four players.

Special Stages & Chaos Emeralds

You have likely run into a massive ring in Green Hill Zone that you can enter, which takes you to a small stage that gives you the chance to obtain one of the seven Chaos Emeralds. Having all seven in your possession will allow you access to the final boss of the game.

Sonic Mania | Special Stages

Collecting all seven Chaos Emeralds can be done in a single playthrough, although it might be a bit challenging to find at least six more giant rings to jump into; if you fail one of these Special Stages, you'll naturally have to find a replacement ring. You can also simply replay Green Hill Zone (Act 1) after you beat the story and jump in the plain-in-sight giant ring over and over to get the rest of the Chaos Emeralds. Obtaining all seven gems will allow you to turn into Super Sonic, Super Tails, or Super Knuckles, respectively, but only after collecting 50 rings in a level. Jump in the air and jump again in midair once you have the required amount of rings to transform. As a Super character, you won't be able to take damage and will move extremely fast, but be careful, as you can still die by falling off into a pit or by being crushed.

In the stage itself, you'll have to collect blue spheres to increase your speed, which you can track in the meter up at the top of the screen. You'll also need rings to keep yourself running, so you may have to go out of your way to get to groups of rings off on the sidelines. Falling off the track will also end your run.

Blue Sphere Stages & Medallions

Sonic Mania | Blue Sphere Stages

Blue Sphere Stages work just like they do in their debut title, Sonic the Hedgehog 3 and Sonic & Knuckles. To get to one, pass a checkpoint while holding 25 rings to make a starry circle appear over it. Jump inside to get to the stage. The Blue Sphere Stages are probably going to be the bulk of your trophy hunting, unless you've gotten some experience with these in the games they originated from.

The goal of each stage is to "collect" the blue spheres scattered around a circular planet. You do this by touching them, which turns them red; touching a red sphere will end the level immediately, so you'll want to avoid doing this at all costs. In any area filled with spheres in at least a 3x3 square, turning the blue spheres on the perimeter red will transform those red spheres and the ones inside into rings that you can pick up. To get a silver medallion on each stage, all you have to do is finish the level, but you get a trophy for acquiring all 32 gold medallions, which will require you to obtain all the rings in the stage before finishing up your blue sphere collection. Your moving speed gets progressively faster as time progresses, so you'll want to get the job done as fast as you can.

You can replay Green Hill Zone (Act 1) over and over again in a new save file to rack up silver medals quickly, or you can just use level select once you beat Mania Mode on a save file. To do this, simply play through the first Act and try to get some medallions using the first two checkpoints, and then quit out once you have a medal. If you don't get a medallion from these two checkpoints, just restart the level; it's not worth your time to get all the way to the end of the Act for the third checkpoint. Once you get a silver medallion on a stage, it will be removed from the rotation of stages available when you jump into another portal; this helps you constantly play stages that you haven't previously gotten a medallion in. Once you have all 32 silver medallions, stages that you get gold medallions in will now be the ones removed from the stage rotation.

The two trophies related to these stages are given to you after collecting all 32 medallions of a certain color. Gold medallions, which are obviously better than silver ones, will still function to give you the Full Medal Jacket trophy.

Blue Sphere Stages (Extras Version)

Once you collect all 32 silver medallions, you'll be able to play some more Blue Spheres levels, if you ever wanted to for whatever reason. You can choose between two different selections of levels, marked as Mania and Original. The Mania levels aren't actually the ones you play for medallions, so you won't be able to use this mode to quickly play the rest of the levels for any gold medallions you're missing. These levels include two new types of spheres, as well. Green spheres require you to pass over them twice before they turn red, and pink spheres teleport you to a different area in the level. Original stages aren't the ones you play to get medallions either, but are fairly similar and don't contain the two new types of spheres.

Mean Bean

This minigame, which you come across at the end of the Chemical Plant Zone, is actually a released game called Dr. Robotnik's Mean Bean Machine. If you're interested in this game, you can also find it in full inside Sonic's Ultimate Genesis Collection or the SEGA Mega Drive Ultimate Collection, both of which are the same. Unfortunately, both versions are now physical-only, so it might be hard to find a copy if you're interested in the game or want to reunite with a childhood classic. This mode can also be done in local co-op.

The game itself is comparable to Tetris, Dr. Mario, and other similar games. Move the little jelly blobs into groups of four to wipe them all off the board and cause at least one black bean to appear on your opponent's board. Black beans can only be eliminated if a group of beans adjacent to it is created, making them a bit of a pain to get rid of. To win a game of Mean Bean, keep making combos to fill your opponent's board until they have no more room to make a move.

There's a trophy related to getting a three-in-a-row combo, which you can do more readily after unlocking the game mode in the Extras menu after obtaining 21 silver medallions. This can be done on any of the available difficulty options, but choosing the easiest would make the most sense. Just make almost-clusters of four on top of each other, and then make your beans collapse into each other to create more groups of the same color until you've made three groups disappear all in the same move. This might take a few tries if you're new to this type of game, but it's certainly not considered a challenging trophy.

Extras & Unlockables

Collecting silver medallions will unlock many extra options and things you can use to make the game a bit interesting, including the Debug Mode that you can use to add items wherever you want around levels. Debug Mode disabled trophies in the original version of the game before a large update, so you should assume that it still does when going for certain achievements. Other extras can be turned on and off for individual save files. Gold medallions are only relevant for the achievement related to collecting all 32 of them, so you'll have unlocked everything once you have all the silver medallions.

Extra UnlockedSilver MedalsDescription
Super Peel-Out01Ability from Sonic CD. Hold cn_LSu/cn_up and hold cn_X/cn_O/cn_S to charge up the dash, which is faster than the standard spin dash attack.
Insta-Shield06Ability from Sonic the Hedgehog 3 & Knuckles. Press cn_X/cn_O/cn_S after jumping in the air to increase your area of attack and deflect incoming projectiles.
& Knuckles Mode11Adds Knuckles as an AI companion to your party in Mania Mode. You can use Knuckles & Knuckles as well, but choosing Sonic & Tails with this mode on quickly replaces Tails with Knuckles. This doesn't feature Dante from the Devil May Cry series, though.
Debug Mode16Allows you to place any item on the map, but is highly likely to disable trophies.
Mean Bean21The minigame from Chemical Plant Zone and the Genesis/Mega Drive game Dr. Robotnik's Mean Bean Machine. You can choose to go against the CPU or to play against a friend in local co-op.
D.A. Garden26A sound test feature. It includes all tracks and jingles in the game by name, so if you're yet to beat the final boss by collecting all seven Chaos Emeralds, you might want to avoid looking through here until then.
Blue Spheres32Lets you play Blue Sphere levels whenever you want. None of the levels in either Mania or Original stage select are the ones used for medallions, so you'll have to clean up the rest of the gold medallions you're missing in the same way you got the silver medallions.

Like many of the other Sonic titles, there are a few trophies in the list that are acquired after going out of your way to do something you'd otherwise not do, or at least not intend on doing throughout normal gameplay. There is one specific trophy per Zone, except the Chemical Plant Zone; this is probably due to the trophy for Mean Bean already in the game. Videos for all of these trophies can be found in the playlist link below so the page remains less cluttered. Most trophies can be done in Time Trial as well as Mania Mode, but exceptions will be noted when applicable.

Sonic Mania | Misc Trophies

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The very first chance you get for earning one of these trophies is after the first boss fight of the game, which takes place at the end of Act 1 in Green Hill Zone. Once you defeat the twin Death Eggs, a spinning signpost will drop down from above. There are two hidden item boxes in the ground here, and to make them pop up, you need to make the signpost drop down on them by hitting it in their direction. The locations of the two item containers here are underneath the two purple flowers to the left, and under the sunflower to the right. Bringing both of these up to ground level will give you the trophy. There are presumably two hidden items at the end of each stage that has a signpost like this, but the first level of the game is naturally the easiest way to get this trophy out of the way. Since you have to fight the Death Eggs, you won't be able to do this in Time Attack, as bosses aren't included in that mode.

Another trophy earned in Green Hill Zone is for burning a wooden bridge, which you can do with a Fire Shield from containers in Act 2. Choose whichever character you please, and hunt down a Fire Shield container, which will be underneath a waterfall and past a spiky wooden bridge. Once you get to it, run to any of the spiky bridges you can find along the Zone (the one you just went across will do just fine). The bridge will burn up below, and you'll get a trophy for disarming the hazard.

Throughout Studiopolis Zone (Act 1), there are some little bug-like enemies that appear to take pictures of you from different angles. These are Shutterbugs, and you'll want them to take ten pictures while you're visiting the area. Although this isn't exactly a difficult trophy, it's suggested that you stand still near a Shutterbug so you can get the most pictures out of it as you can. Stay on your toes, though, because these little photographers will occasionally run straight into you as they move to a new shooting angle.

For this trophy, you should select Act 2 of Flying Battery Zone in Time Attack as Tails; being able to fly will make things easier. At some point in the the level you'll be grabbed by a mechanical spider and dropped into a small pit of garbage. Don't fall through the junk, but instead jump up the ledge to the right and continue in that direction to make it outside again. Around here should be a pair of windows that, if you enter from the one on the right, will send you through each other, granting you this Zone's trophy.

Along the natural course of Press Garden Zone (Act 1), you should get to an inkwell atop a ledge with a Fire Shield to the right of it. Break it open and use the shield to break the crates to the right, leading to a room with more crates. Break all of these with the shield's ability (jump again after having already jumped once), and the trophy will pop. Due to the sprawling nature of almost all of the Zones in the game, it might be helpful for you to get this by watching the video on how to get it if you can't seem to find the room.

To be crowned the King of Speed, you have to complete Act 2 of the Stardust Speedway Zone in under a minute. Since practically every Act of the game is very complicated and branched out, it's very hard to put a decent strategy into words, especially since there are so many strategies people have used that work. This is the kind of thing that you really just need to observe in order to get a good idea of what to do. The time provided here isn't an expert strategy, but is the work of replaying the stage over and over in Time Attack to learn an increasingly faster route.

  • King of Speed

    Get through Stardust Speedway Zone as quickly as possible

    King of Speed
    Offline Mode - These trophies require play in game modes that do not require a connection to any live services, such as Play Station Network.Single Player - These trophies can be obtained by a single player.Time/Date - These trophies require you to play the game or perform actions at certain times, within a time limit, or on specific dates.

Load up Hydrocity Zone (Act 1) in Time Attack, preferably as Tails since he can swim, and just progress through the level as usual. You should naturally come across some boats as you approach the end; try to stay on the boat all the way to the end of their paths to get this next trophy. Falling off is fine, just make sure you ride on each of the boats. This shouldn't be too hard to do.

Start up Act 2 of Mirage Saloon Zone in either Mania Mode or Time Attack, and go through the start of the level. In the first building you enter, you should spot some barstools that will spin you if you stand on them. Just past this is a large barrel a ledge up from where you are; push it to the right to drop down on a spritzer bottle and create a trail of water. Quickly run across it before it disappears to reach a giant ring, and another trophy for finding this particular one.

In the second Act of Oil Ocean Zone, there should be a point where you'll find a Flame Shield hiding underneath a platform, just above a pool of oil. Drop down under the shield and wait until you descend through it as far down as you can, then continue to the right and downward until you get to the "ocean" surface. If you're in the right place, you should be able to swim underneath a purple platform to the right to reach a particularly small submarine. Hop inside for your next trophy. This is one of the trophies that's more easily done after reading what to do and then seeing it for yourself, so don't hesitate to pull up the video for it if you want to make sure you're doing things right.

In Lava Reef Zone (Act 1), you'll occasionally come across relatively small pink dinosaurs with long necks sticking out of the lava they're swimming in; these enemies are called Rexons. Normally, an attack on the head will only destroy the head, allowing you to step on the body as a platform. Dotted through the level are Walkers, mechanical legs that will allow you to traverse lava if you step on the back leg. You should naturally come to a point in the level where you have to use a Walker to move across a pool of lava with a pair of Rexons in it, so you shouldn't have to go out of your way for this Zone's trophies. Just use the Walkers to destroy both the head and body of the Rexon, leaving no trace of its existence.

This trophy, unlike all the others, is actually most easily done with the use of Debug Mode, thanks to information provided by Xboxoholic on a solution from TrueAchievements. You need to defeat the Act 2 boss of Metallic Madness Zone by opening all eight capsules before defeating any of the enemies. This is easiest done with Tails, since he can fly; don't try this with a save file of Sonic & Tails, though, because the Tails AI will ruin things for you. To get to this stage with Tails without starting an entirely new save, you'll need to unlock Debug Mode first, done by collecting 16 silver medallions from Blue Sphere Stages. Turn it on by pressing cn_T over the No Save Mode file, and then set your character to Tails. After doing that, hold cn_S and cn_start to launch the stage select screen, and then choose Metallic Madness (Act 2).

If you haven't used Debug Mode before, it's used by pressing cn_T at any point. You can alternate which item you want to place with cn_X, and change it (if possible) with cn_O. Placing objects is done by pressing cn_S and you can return to your character by pressing cn_T again. For now, just choose any item and use Debug Mode to soar all the way to the checkpoint before the final boss. Switch through items until you get to the ring container, then cycle through the various containers until you get to the extra lives. Scatter these all throughout the small area before the checkpoint, and grab all of them as a backup plan in case you mess up or die when fighting the boss. When you have as many lives as you desired to spawn, enter the fight and purposely die; the game still registers Debug Mode as active and thus trophies are disabled, but dying by being attacked by the little figures will erase this Debug Mode status, allowing the trophies to function again.

Fly over the handle as Tails to release all eight enemies. All of them will have to be present at the same time for the trophy to pop. This will take a lot of tries to get down right, especially since it's easy to lose your rings and there are only six available to you after you die every time. Avoid the Amy robots at all costs, as they'll latch onto you and explode. Once all eight machines are active, focus on the flying carriers (which you might recognize from Sonic the Hedgehog's Marble Zone) and destroy them first, followed by the drill machines. The Amy bots, now that they should be the last enemies standing, can easily be destroyed by charging up a spin dash and running into them one-by-one. After all eight enemies are destroyed, Eggman will descend into the area again, but by this time the trophy should have already popped for you.

The final miscellaneous trophy asks you to complete Act 1 of Titanic Monarch Zone without being hit even once. To attempt this, you should really consider grabbing all seven Chaos Emeralds on the same save file you used to beat the game your first time; just replay Green Hill Zone (Act 1) over and over until you have them all. Once you have them, you can transform into Super Sonic, rendering yourself invincible, with the only exceptions being pits and being crushed. It's very important that you get your timing down for when to transform into Super Sonic (jump again after having jumped once before while holding at least 50 rings), because if your power runs out during the boss fight, you'll have absolutely no rings on you. It's also important to note that the game will not recognize your feats if you manage to avoid damage after you get hit and restart the level; if you get hit, you'll have to return to the file select screen in order for the requirements to register again.

At the start of the level, you'll likely be flung up to a shield. Don't pick this shield up, or any other shields you find in the level, because having one on you will prevent you from transforming into Super Sonic. I suggest transforming when you reach the point in the level when small pig-like enemies (from Sonic the Hedgehog's Scrap Brain Zone) are tossing little bombs towards you. Getting to this point in the level without being hit simply takes practice, which won't take long to do. If you've been determined to pick up as many rings as you can find, you should have over 100 at this point. Once you transform, you'll be able to move much faster and jump much higher, meaning that you can get to the boss at the end quicker. There's only one hazard you should watch out for now: shortly after a checkpoint, a rising and descending floor with spikes on it will move up and down towards a ceiling with spikes on it. This is an area you can be crushed in, so be patient when crossing to make sure you don't die.

If you've been picking up a fair amount of rings, you should reach the boss fight with about 70 rings (I did, at least). Defeating the boss as Super Sonic is going to take very little time, especially since you can now jump up to it during the second half of the battle with your enhanced abilities. This shouldn't take too long, so you should be able to still defeat the boss in time with 30 rings on you. As long as you get through the first half of the fight, you should be okay, as the second half's attacks are easily avoided by just standing underneath it when the elevator goes up. Make sure you keep an eye on the signals, though, because it'd be very frustrating to have it come down on you, forcing you to quit to the file select screen and start over.

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