Stages and Story
Level Design Notes
Sonic & Knuckles levels are intended to pick up right from where Sonic 3's left off, and there is little difference in their brilliance, as they're both designed with the same ethos. The huge (perhaps even bigger) stages are rife with non-linear paths that branch out into sub-routes and secret areas, all of which could never legitimately be covered in one sitting. As with Sonic 3, two acts of one zone don't just stay the same but evolve in every aspect, be it the beautifully crafted scenery, the excellent background music, the structural features and the inventive objects and enemies you encounter. Though the majority of the levels are available to both, the two characters frequently indulge in their own exclusive routes on numerous occasions, thanks to their specific abilities, such as Sonic's higher jump or Knuckles' ability to more easily knock down barricades. As a rule, the challenges and bosses that Knuckles faces are just that little bit tougher.
Technically there are seven levels to explore, though unlike most titles in the series, their lengths and contents can vary dramatically as the latter half of the game begins to introduce more story-focused scenes into the levels than ever before. Like all of those in Sonic 3, the first four are divided into two large acts, each with a boss at the end of them. The first act boss will usually be a large robotic henchman of Eggman's, while Sonic will battle Doctor Eggman himself at the end of the second act. Knuckles meanwhile usually tackles an Eggrobo badnik, taking Eggman's place. The fifth and sixth zones however feature only one act apiece, in which the rule book is thrown out entirely. Hidden Palace Zone for Sonic is used purely as a scene in which the plot of the game takes a dramatic turn, and for Knuckles it's bizarrely no more than a very short walk indeed. The single act of Sky Sanctuary Zone throws a series of boss battles at Sonic amidst a vertically progressing level, whereas for Knuckles this acts only as the stage for his final battle. Only Sonic has access to the last, full two act level in which he boards the Death Egg once again. If he collects all seven Chaos Emeralds along the way, there is also one last, epic boss battle to encounter that can only be played as Super Sonic, thus kick starting an extremely common trend in later Sonic titles. So although Knuckles' levels are a tad harder, his overall game is cut short by quite a bit.
If you thought there was too much water in Sonic 3 (present in five out of the six levels), you'll be pleased to know that S&K balances this out by having absolutely none whatsoever. There are, however, a few more death drops littered around the place. Also, because these games are supposed to be joined at the hip, the difficulty level is brought up a notch or two, in order for it to gradually rise throughout the whole range of thirteen levels, when playing Sonic 3 & Knuckles.
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Mushroom Hill Zone
After the events of Sonic 3, Sonic falls back down to Angel Island, finding himself in the hidden underworld of the island's deepest woodland forest. Massive wild mushrooms and colourful plants grow plentifully and there are long, twisting tree-vine pathways to speed across and occasional strong winds to endure. Different areas of Act 2 are magically themed on different seasons of the year in this classic stage.
Flying Battery Zone
What's this? A flying fortress level so early in the game? Casting a dark shadow over Angel Island, Flying Battery is Robotnik's mighty prison and battleship, and though it has one or two nasty external areas, it mostly takes place inside, where it's actually more of a large, mechanical arena zone. There are an absolute tonne of different traps to overcome and features to use, including the typical end-of-level prison capsules, famously located all over this level and containing various items other than just trapped animals. A mix of speedy, puzzle-based and platform-hopping areas to navigate your way through.
Sandopolis Zone
Flying Battery has taken our heroes to a dry, isolated desert region of the island, home to ancient Egyptian buildings and artifacts. Act 1 takes you through the sunset labyrinth of crumbling structures, where sand slides, crushing blocks and quicksand are the order of the day. Act 2 is based solely inside a huge pyramid - keep it well lit to prevent the ghosts from appearing, and doors only open when you press against timed switches, closing slowly while you make your way towards them. One of the most puzzle-based levels ever, with all kinds of traps and tricky features. A long and difficult zone for any player.
Lava Reef Zone
Sonic drops down into the molten caves, deep inside the volcano that the Death Egg crashed into, and you can see it looming over you at the top of the stage. Act 1 is quite a fun, lively network of rocky tunnels and pits of bubbling lava. The calmer Act 2 brings with it one of the most significant mid-level changes ever, as the molten rock cools and forms glowing icy crystals, sitting alongside the lava lakes in miraculous harmony. There's a completely different style and atmosphere in these more deadly ice caverns, loaded with traps as Sonic and Knuckles move ever closer, albeit in mostly separate routes, to the Master Emerald.
Hidden Palace Zone
With only one brief act, Hidden palace is hardly a stage at all, but more of a scene to the story, and a very important one. It's an ancient, decorated palace in the same icy cave region as Lava Reef Act 2, and contains the shrine to the Master Emerald. As Sonic, you'll meet Knuckles once again but this time there are no tricks and traps, it's a pure one on one brawl, hedgehog vs echidna. The two are distracted by activity over by the shrine and in a classic scene, Knuckles makes a shocking discovery that finally sets apart the good from the bad, and brings him to his senses at last. But is it too late..?
Sky Sanctuary Zone
It doesn't take Eggman very long to throw the Master Emerald into the Death Egg and launch it once again. Sonic and Knuckles' best strategy is to intercept it on the way up, so they come here, to Sky Sanctuary. This is a collection of crumbling ruins, once a grand Echidna metropolis, that now hovers precariously in pieces high above the island, thanks to the Master Emerald's power. The ruins are beginning to collapse without it though, plus Eggman has an ace up his sleeve, sending an old, but revamped nemesis to hinder our hero throughout the level. Knuckles doesn't have a stage to play here, instead, this is the battleground for his final boss of the game.
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#1. Comment posted by Oobo on Thursday, 21st April 2011, 11:04pm (BST)
A rather short game so far...
#2. Comment posted by Xxaqz on Wednesday, 11th May 2011, 3:34pm (BST)
It maybe short, yes, but remember this is part 2!!
#3. Comment posted by Green Knuckles on Tuesday, 20th September 2011, 7:03pm (BST)
This game also contained patches for the Sonic 3 zones to make them more Knuckles friendly (especially Launch Base Zone), and some of the zones here are fudgin' huge - such as Lava Reef and Mushroom Hill.
#4. Comment posted by Amy Rose on Tuesday, 1st November 2011, 4:20pm (GMT)
Why isn't the info about of Sky Sanctuary, Death Egg and Doomsday stages?
#5. Comment posted by hypermario13 on Tuesday, 29th November 2011, 3:14pm (GMT)
Because they arent uploaded yet,stupid
#6. Comment posted by hypermario13 on Tuesday, 29th November 2011, 3:14pm (GMT)
Because they arent uploaded yet,stupid
#7. Comment posted by Anonymous on Sunday, 19th February 2012, 10:58am (GMT)
thank you
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