Thank you for purchasing Sonic Heroes™. Please note that this software is designed
only for use with the PlayStation®2 computer entertainment system. Be sure to read
this instruction manual thoroughly before you start playing Sonic Heroes™. Also note
that this instruction manual cannot be re-issued, therefore please keep it in a safe
place.
1
Set up your PlayStation®2 computer entertainment system according to the instructions
in its Instruction Manual. Make sure the MAIN POWER switch (located on the back of
the console) is turned on. Press the RESET button. When the power indicator lights up,
press the open button and the disc tray will open. Place the SONIC HEROES™ disc on
the disc tray with the label side facing up. Press the open button again and the disc tray
will close. Attach game controllers and other peripherals, as appropriate. Follow on-screen
instructions and refer to this manual for information on using the software.
Sonic Heroes™ is a one to two player game, and compatible with the DUALSHOCK®2
analog controller. When playing a 1P game, connect the controller to controller port 1.
When playing a 2P game, connect the controller for the 2nd player to controller port 2.
DUALSHOCK®2 Analog Controller Configuration
Memory Card (8MB) (for PlayStation®2)
Sonic Heroes™ supports MEMORY CARD slot 1 only. Refer to p.31 in this manual for
details on loading and saving games. Insertion or removal of the memory card (8MB)
(for PlayStation®2) after switching on the console may cause data to be overwritten
or lost. At least 110KB or more of free space is required to save Game Data in this
game.
Using Dolby Surround PRO LOGIC II
In "5.1 channel Dolby Digital" mode, the audio from the PlayStation 2's AV MULTI
OUT may be disabled. When "5.1 channel Dolby Digital" mode is activated, sound
may only come from the unit's DIGITAL OUT (OPTICAL). The PS2's DIGITAL OUT
(OPTICAL) should be connected to the "digital optical in" of a receiver with Dolby
Digital decoding.
This game uses both Dolby Digital and PCM audio. Some receivers will switch
between both audio formats automatically, and others will not. Please refer to your
receiver's instruction manual to determine if it is necessary to activate an "autodetect" feature..
Dolby, Pro Logic, and the double-D symbol are registered trademarks of Dolby Laboratories
✪ Controls are all set in ANALOG mode
(mode indicator: ON) and cannot be
switched to digital using the ANALOG
mode button.
✪ This game supports the vibration func-
tion of DUALSHOCK®2 analog controller. This can be set ON/OFF from
the OPTIONS menu (p.31).
23
This tenacious trio of Sonic, Tails and Knuckles combines exhilarating
high-speed action with medium difficulty playability.
Tails and Knuckles finally catch up with Sonic as he tours around the globe,
and pass him a letter from his arch-nemesis Dr. Eggman threatening another outrageous revenge scheme. This time, the deranged scientist announces
that he has finally completed his ultimate weapon, and in a matter of 3
days, he will be ready to bring the world to its knees!
Unlike Tails, disturbed by the message and unsure what will happen,
Knuckles relaxes confident there's nothing to worry about. Sonic, however,
shows a brief flicker of a smile and takes off again into the distance.
With that familiar grin of confidence, Sonic says he wouldn't miss this party
for the world!
And this is how the three reunite for their greatest adventure to put an end
to Dr. Eggman's wicked ploy.
Age 16
An egotistical dreadlocked Echidna from
the Angel Island, and appointed
guardian of the Master Emerald. Sonic
may be a drifter, but Knuckles' home is
firmly fixed in the mountains. Wild,
tough, stubborn and inflexible, Knuckles
sees himself as Sonic's rival, perhaps
because of his own dreams of a free
lifestyle. He's also known as a treasure
hunter, and possesses martial arts skills.
Age 15
The world's fastest supersonic hedgehog unrivalled in speed returns once more. Always the
drifter, Sonic goes wherever the wind takes
him, and lives life according to his own
rules rather than the standards of those
around him. He's basically easygoing,
but when he gets fired up over an
injustice, his anger explodes with surprising consequences. Always at the
receiving end of this aggression is archenemy Dr. Eggman, whose fiendish ploys
to take over the world are constantly
being foiled by Sonic. Saving the world is
a nice distraction, but Sonic is soon off to
find his next adventure.
Watch out for the patented Light Dash
maneuvre whereby Sonic hurtles along a
path of illuminated Rings, even through
mid-air!
Age 8
Don't let his docile appearance deceive
you. This cute twin-tailed fox is an
absolute mecha-maniac with skills
rivalling those of Dr. Eggman.
Humble about his abilities, he
always does his best to help out
Sonic, who sees him as something
of a cute kid brother.
"Tails" can spin his tails like a rotor
blade enabling him to fly.
54
A villainous team of Shadow, Rouge and Omega. Skill and concentration
is required to endure heavy battle.
Treasure hunter Rouge, who flies all over the world in search of precious jewels, one day hears that Dr. Eggman is accumulating a massive treasure collection. She immediately heads for Dr. Eggman’s headquarters to liberate these
riches, but discovers the base abandoned with all the valuables gone.
However, she comes across a stasis capsule that to her surprise houses the
figure of Shadow. Far from being deceased as everybody thought, he was
indeed very much alive, but unconscious. In order to release Shadow from
the capsule, Rouge switches on the facility's power, unintentionally reactivating the final E-Series robot Omega. Shadow wakes to find his memory
gone, unable to recall why or how he went into stasis.
Omega, on the other hand, was rather upset about Dr. Eggman shutting
him down. Mistaking Shadow for one of Eggman’s robots, he immediately
starts to attack him.
Rouge steps in to break up the fighting, and reminding them both that their
enemy is Eggman, the three shook hands and the team was formed.
“Yeah baby!" announces Rouge. "That makes us a team! Let’s go find
Eggman!”
Time of Creation unknown
The last and most powerful of Dr. Eggman's E-Series robots.
Decommissioned and left imprisoned at the base, Omega was reactivated
by mistake as Rouge released Shadow. From that point,
Omega decided to destroy all of Dr. Eggman's
machinery to take revenge for his
imprisonment, and to prove
once and for all that he is the
strongest.
His wide arms contain all manner of concealed weapons and
machinery making him a
powerful force to be reckoned with.
Time of Creation unknown
Created by the renowned scientist
Professor Gerald at the peak of his
career, this black hedgehog is the dark
incarnation of Sonic, matching him in both
speed and abilities. Shadow never ages,
and can use a technique known as
"Chaos Control" to distort time and space
using the Chaos Emeralds. Since his fall at
Colony Arc (Sonic Adventure 2 Battle) he
was presumed dead, but has since been discovered by Rouge, alive and in suspended
animation at Dr. Eggman's base. He now
suffers from amnesia and has no memory of
events prior to his release.
Age 17
Rouge is a professional treasure hunter,
forever in search of the world's most
precious stones, and part time government spy. Fearless, bewitching, and
overflowing with feminine charm,
Rouge is dedicated to her work, and
never leaves a task empty handed. Her
external appearance suggests a careless
character, but she is actually calculating
and manipulative, basing her actions on
potential gain rather than abstract
morality or manners.
Her powerful wings enable her to fly
with ease.
76
A delightful trio of Amy, Cream and Big. Shorter missions are suitable for
younger players.
Amy, crazily in love with Sonic as always, is concerned that she hasn't had
any contact for over a month. Making little progress on his trail, she is
about to give up hope when she catches sight of Sonic's picture in a newspaper.
In her excitement, Amy runs straight to the publishers to ask where the
picture was taken, and on her arrival, she meets a huge familiar looking cat
called Big and a cute rabbit named Cream. A quick exchange of stories
reveals that Big is looking for his best friend Froggy, and Cream is looking
for her friend Chao's twin Chocola, both of whom had appeared in the picture with Sonic. From this, they decide to continue their search together.
“You can't run forever Sonic! Mark my words we WILL be married!!”
Age 12
An overly cheerful and a slightly
erratic girl that poor Sonic just can't
seem to shake off. Amy uses her
natural initiative and positive atti-
tude to pull the team together, and
her weapon of choice, the Piko
Piko Hammer, helps her to maintain authority. Despite her clearly
defined goal to one day marry
Sonic, he treats her as little more
than an annoyance. In his heart he
probably doesn't dislike her that
much.
Age 18
A huge feline that lives with his best friend Froggy, peacefully in the middle
of the jungle. His hobby is fishing, and he always has his favourite rod
handy. Big is strong, but gentle, and very easygoing as is reflected in his
carefree speech manner. He also does his
best to help his friends. On
this occasion, his best friend
Froggy has gone missing, so
Big sets off to try and rescue him.
Age 6
A cute little rabbit that takes her tiny
Chao "Cheese" with her wherever she
goes, and at just 6 years old, is even
younger than Tails. Brought up like a
princess, she is a little naïve and simple minded at times, often getting
herself wrapped up in other people's
problems. Cream never forgets
her manners, and even offers
a polite curtsey before attacking Dr. Eggman, with extreme prejudice.
By flapping her huge ears, Cream can
sustain flight. She also loves ice-cream
cones.
98
This devious team of crack detectives is made up of Espio, Vector and
Charmy. Each Mission they undertake lands them in unexpected situations, which leads to some very unusual and sometimes dubious adventures.
The Chaotix Detective Agency is always at your service if the price is right.
Lately however, things have been quiet with very little work available.
One lazy day, a mysterious package is delivered to Chaotix, and inside they
find a transceiver which mysteriously promises a handsome payment if
Chaotix will take on a case. Charmy is thrilled by the offer, but Espio
remains sceptical due to the strange nature of the communication. Boss
Vector, with dollar signs in his eyes, wastes no time in gathering his troop
together to take hasty advantage of the opportunity.
“You know our policy! We never turn down work that pays!”
Age 16
Opinionated and self obsessed chameleon
at the Chaotix Detective Agency. He has a
militaristic discipline despite being quiet
and laidback, and thanks to extensive
ninja training, he can face trouble
head-on unconcerned by danger. His
characteristics include a protruding
horn, coiled tail, and a stealth camouflage trick that renders him invisible to
enemy eyes allowing him to pass by
unnoticed.
Age 20
Outlaw detective and head honcho of the Chaotix Detective Agency. He
can always find peaceful solutions to problems, providing an aggressive
method cannot be found. Despite this, he's
the brains behind the detective
operations. He'll do almost any
kind of work providing the payment is right,
but won't get
involved with
anything
dirty. His charitable nature sometimes leads him to
take unpaid work, such as finding
lost toys for crying children.
Vector can effortlessly defeat
enemies by crunching them
between his powerful
jaws, a formidable
weapon with a dazzling smile. His trademark is a set
of headphones.
Age 6
This scatterbrained funny-kid likes nothing more than fooling around, and mak-
ing the remaining Chaotix staff look pro-
fessional. Seen by the others as more of a
cute mascot, he's generally good natured
and light-hearted, but when he gets
angry he often introduces the source of
his anger to his stinging tail.
Charmy is neither clever nor powerful,
but excels in following hunches and
uncovering hidden objects. He is also able
to mysteriously warp between flowers.
His flying helmet is his trademark.
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