Thank you for purchasing Sonic Adventure 2. Please note that this software is designed only for use
with the Dreamcast console. Be sure to read this instruction manual thoroughly before you start playing.
C O N T E N T S
PROLOGUE . . . . . . . . . . . . . 2
BASIC CONTROLS . . . . . . . . 4
CHARACTERS . . . . . . . . . . . 6
STARTING THE GAME . . . . 13
GAME MODES . . . . . . . . . 14
•STORY . . . . . . . . . . . . . . . 14
•STAGE SELECT . . . . . . . . . 20
•ACTION . . . . . . . . . . . . . . 20
Sonic Adventure 2 is a memory card (sold separately)
compatible game. The following number of blocks are
required:
Note: The mini-game can only be played using the Visual Memory Unit (VMU).
Never turn OFF the Dreamcast power, remove the memory card or disconnect the controller while
the game data is being saved or loaded.
•KART RACE . . . . . . . . . . . 22
•BOSS . . . . . . . . . . . . . . . . 23
•CHAO RACE . . . . . . . . . . . 23
EXTRA . . . . . . . . . . . . . . . 24
OPTIONS . . . . . . . . . . . . . . 25
ABOUT “CHAO” . . . . . . . . . 26
VMU MINI GAME . . . . . . . 29
HOME PAGE . . . . . . . . . . . 31
MAIN FILE18CHAO DATA52MINI-GAME
128
BLOCKS USED
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PROLOGUE
It was just another ordinary day . . .until Sonic, hero of justice, is accosted by
a secret military force code-named G.U.N.
Escaping the confines of a high-security
2
helicopter, Sonic leaps down into the city
streets in an effort to flee from his captors.
Suddenly, a mysterious black hedgehog
appears in front of him, grasping a Chaos
Emerald in his hands. Meanwhile, across
the globe, unexplained incidents occur
following the declaration of world conquest by Eggman himself.
Once aware of the connection
between Shadow and Dr.
Eggman, Sonic begins his quest
to stop their evil plan, helped
along the way by his old
friends: Tails and Knuckles.
While searching for a top secret
weapon known only as
“Shadow,” the evil genius, Dr.
Eggman, penetrates the security
of a high-level military base.
Deep inside the compound, Dr.
Eggman discovers that the
weapon is actually a black hedge-
hog claiming himself as the “ulti-
mate life form,” a creature known
Shadow invites Dr. Eggman to Space Colony ARK and
reveals the Eclipse Cannon—an enormous weapon
capable of destroying the world, more than enough to
entice the evil genius to help out Shadow in his quest
to conquer the world.
Just as they begin to revel in their plan for destruction, the villains are startled by a menacing bat named Rouge who offers
her help as well.
Thus, the plot to conquer the world begins . . .
as “Shadow.”
3
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BASIC CONTROLS
Sonic Adventure 2 is a one or two player game. Connect the Dreamcast Controller to be used
to Control Port A (one player) or Control Ports A and B (two players). You may, however, save
or load game data from Control Port C or D.
Y BUTTON
X BUTTON
B BUTTON
A BUTTON
4
ANALOG
THUMB PAD
D-PAD
START BUTTON
TRIGGER R TRIGGER L
Never touch the Analog Thumb Pad or the Triggers L/R while turning the Dreamcast Power
ON. Doing so may disrupt the controller initialization procedure and result in malfunction.
DURING THE GAMEMENU CONTROLS
ANALOG THUMB PAD
D-PAD—Move cursor (Select Menu Item)
START BUTTON
BUTTONJumpEnter selection
A
BUTTONSActionCancel (return to previous screen)
B/X
BUTTONSwitch Action Window—
Y
TRIGGERS L/
✻ For character-specific controls, please see Character Introductions on p.6.
✻ To soft reset the Dreamcast and return to the title screen during game play, simultaneously
press and hold the A, B, X, Y and Start Buttons.
R
Move a characterMove cursor (Select Menu Item)
Pause the game (bring up a Pause Menu)
Rotate Camera—
—
ACTION BUTTON
The B Button (also X Button) is called an Action
Button. Its function changes automatically
according to the situation around the player,
and will be displayed in the Action Window at
the top right. For example, you can call small
animals hiding in the Action Stages by
whistling, or squeeze through narrow gaps by
somersaulting.
Also, when you have more than one choice of
actions you can take for specific situation,
press Y to cycle through the choices.
JUMP PACK™
Sonic Adventure 2 is compatible for use with the Jump Pack (sold
separately). Insert the Jump Pack into Expansion Socket 2 of the
Dreamcast Controller.
5
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CHARACTERS
SONIC THE HEDGEHOG
The fastest hedgehog on earth has a little
competition. Mistaken for an escapee,
Sonic is being chased by a secret military
organization. He’ll have to catch up with
the mysterious black hedgehog in order
to thwart Dr. Eggman’s latest plan to
conquer the world.
6
SONIC
ACTIONS COMMON TO SONIC AND SHADOW
Light Dash (B near the ring)
Stand next to rings and an action window will be
displayed. Press (B) to run at high speed toward
the rings. You must obtain a specific power-up
item in order to be able to perform this action.
SHADOW
ACTIONS COMMON TO SONIC AND SHADOW
Somersault (B)
You can break wooden
containers or squeeze
through very low or narrow gaps.
Homing Attack (A while
airborne)
You can attack the enemy
nearby. You can even
attack series of enemies
continuously.
Spin Dash (Hold B then
release)
You can build up your
momentum and start rolling
at supersonic speed.
Grinding (Jump onto the rail)
You can jump on the rail
and grind. While grinding,
you can jump (A) or crouch
to accelerate (B). Use $^
to balance yourself.
The black hedgehog that resembles
Sonic. Shadow is the ultimate life form
created by Professor Gerald. Shadow
has a special ability called “Chaos
Control,” which allows him to warp
time and space using Chaos Emeralds.
After telling Dr. Eggman about the exis-
tence of the Eclipse Cannon, Shadow
encourages Dr. Eggman to join up and help
conquer the world.
SHADOW THE HEDGEHOG
7
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MILES “TAILS” PROWER
This fox boy with two tails can create
mechanical inventions that rival those
made by Dr. Eggman. This time, Tails
pilots his latest walker, "Cyclone." He
will support Sonic completely with his
mechanical abilities.
ACTIONS COMMON TO TAILS AND DR. EGGMAN
Lock-on missile (Release B)
While the targets are
locked on, release to fire
missiles. Destroy multiple
enemies for even more
points.
Hovering (Hold A)
You can hover yourself to
land slowly or jump to the
distant ground. You must
obtain a specific level up
item in order to be able to
perform this.
8
TAILS
ACTIONS COMMON TO TAILS AND DR. EGGMAN
Volkan Cannon (B)
You can destroy wooden
containers.
Propeller Punch (Tails)
/Punch (Dr.Eggman) (B near the enemy)
You can use this weapon only when an
enemy is in front of you. Utilize this in 2P
versus play to blow your opponent away!
Lock-on (Hold B)
Hold B to display a sight
laser. Then use the Analog
Thumb Pad to lock onto
the enemy. You can even
lock onto multiple enemies.
DR. EGGMAN
Also known as Dr. Robotnik,
Dr. Eggman is a self-proclaimed
genius. He is an evil scientist
with an IQ of 300. A renowned
authority on robotics, Eggman
joins forces with Shadow and
Rouge in a plot to conquer the
world. Once he has collected all
the Chaos Emeralds, he plans to
take care of his lifelong rival, Sonic,
once and for all.
DR. EGGMAN
9
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KNUCKLES THE ECHIDNA
The guardian of the Master Emerald,
Knuckles takes his residence on the floating
Angel Island. He is known as a treasure
hunter, but is a skilled martial artist as
well. Ever since the Master Emerald was
shattered, Knuckles has made it his
mission to collect each and every shattered piece.
10
KNUCKLES
ACTIONS COMMON TO KNUCKLES AND ROUGE
Swim (B to dive, A to go
up)
You can swim underwater.
Don’t forget to come up to
the surface, as you cannot
breathe underwater.
ROUGE
Dig (Jump, then B)
You can dig the ground to
uncover hidden items.
While sticking to a wall, you
can dig the wall by simply
pressing (B). You must
obtain a specific power-up
item in order to be able to
perform this action.
ACTIONS COMMON TO KNUCKLES AND ROUGE
Punch (Knuckles)/Kick (Rouge)
(B)
You can break a wooden
box or defeat the enemy in
front of you.
Glide (Hold A while airborne)
You can glide yourself to
land slowly or to travel to
the ground in the distance.
Climb Wall
While gliding, bump into
the wall to stick onto it. In
this position, use the
Analog Thumb Pad to
move around.
As a hunter who devotes her life to
the pursuit of jewels, Rouge is deter-
mined to make herself rich. She is
passionate about her work, and once
she’s set her sights on a new treasure,
she stops at nothing until she gets it.
In order to collect the many pieces of
the Master Emerald, she offers to help
Shadow and Dr. Eggman—but her true
identity remains a mystery to them both.
ROUGE THE BAT
11
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