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Sand Oasis
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A desert strewn with ruins--


— Sand Oasis

Sand Oasis (サンドオアシス Sando Oashisu?) is the second World in Sonic and the Secret Rings. It is the desert domain of King Shahryar.

Story[]

Sonic and Shahra have to find King Shahryar before Erazor Djinn finds the king. After completing the Go to the Goal stage, Sonic and Shahra find the king inside a jar. Sonic, mistaking the king for Dr. Eggman, questions him if he's here because of King Shahryar. Shahra thens tells Sonic about the king not knowing who Eggman is. Suddenly, a pterosaur commanded by Erazor swoops down and kidnaps the king.

If the player goes further into Sand Oasis, Sonic and Shahra will find Ali Baba. After that, Sonic and Shahra will find the zone's boss, the Sand Scorpion. Upon defeating the boss, the yellow World Rings will appear. Sonic takes it and Shahra tells Sonic that whoever gathers up all seven World Rings will be offered as a sacrifice to open a gateway between worlds.

Missions[]

Mission 1: Go for the Goal[]

  • Find King Shahryar!

First, the player will run through the palace, down into the sand. Then, there is a rotational path, with Pearls. Pass the watery area with rings ahead, then turn and proceed down the path with hoops of Pearls. From there, there are Dash Panels and pillars that start rising up and will block Sonic's path. At the end of this path is a big platform. Cross it and get past the incoming area with pillars and enemies. After passing through the incoming passage and down a narrow, twisting path, the player must cross a series of platforms on the water. From there, Sonic will arrive on a path with iron balls and Red Ma Djinns. At this path's end, Sonic will do a U-turn along a wall and head into a palace with fire traps. Once out of the place, there will be a water area with flying giant spears, followed by a desert stretch before Sonic runs up on a wall. Wall Shuffle along the wall while avoiding spears and spikes. From there, Sonic will end up on a path that leads across some platforms and through a city to the goal.

Fire Soul locations[]

  • (Note: Splash Jump is required for this Fire Soul.) Following the three Jump Panels along the submerged architecture, a trail of Rings will lead to a button located on the ground guarded by an iron ball that slowly rises when Sonic approaches it. Hitting the button will cause two pillars to rise. The player must use Splash Jump on the first pillar in order to reach the Spring on the second pillar, which will launch Sonic into the first Fire Soul.
  • Near the end of the corridor filled with burners, a circle consisting of pearls is suspended in mid-air with the second Fire Soul in the middle. The player must use a Charge Jump--and a Jump Dash, depending on how far they are from the Fire Soul--in order to reach it.
  • Towards the end of the level, where the two drawbridges are located, hop onto the rail in the middle (between the drawbridges) that will lead to a Spring, launching Sonic high in the air to grab the third Fire Soul.

Mission 2: Diehard Challenge[]

  • Don't Get Defeated!

For this mission, the player must reach the goal without being defeated. This mission starts on the path in Mission 1 that leads up to where Sonic does a U-turn on the wall, and ends after the palace with the fire traps. The paths for this mission have been made much more hazardous however, with extra Red Ma Djinns, iron balls and giant spears spread across them, and lesser Rings along them.

Fire Soul locations[]

  • At the beginning of the level, defeat the Red Ma Djinn which will open up a container revealing a Spring; hitting the Spring will allow Sonic to reach the first Fire Soul.
  • In the second part of the corridor, in-between the burners and the iron balls moving in a circle, the second Fire Soul is found on the left side of the path.
  • The third Fire Soul is found in the middle of the incline near the goal where iron balls begin tumbling towards Sonic.

Mission 3: Head to Head[]

  • Beat Uhu to the Goal!

For this mission, the player must beat Uhu the Wind Genie in a race to the goal. This mission starts from the beginning of Mission 1, and ends after the section with the falling pillars.

Mission 4: No Pearls[]

  • Don't Get Any Pearls!

For this mission, the player must reach the goal without collecting any Pearls. This mission starts on the path in Mission 1 that leads up to where Sonic does a U-turn on the wall, and ends just before the Wall Shuffle section. The paths for this mission have more Pearls along them to make the course harder.

Mission 5: Special Challenge[]

  • Don't Break the Jar!

For this mission, the player must reach the goal without breaking any jars along the path. This mission starts inside the palace with the fire traps in Mission 1, from where the player goes down the paths in the opposite direction, and ends at the passage after the narrow, twisting path. The paths for this mission have extra jars along them to make navigation harder and more enemies to skip across with the Homing Attack to compensate for the altered flow of the level.

Fire Soul locations[]

  • At the end of the hallway before the incline, the first Fire Soul is located above the left jar. Perform a Charge Jump--and a Jump Dash, depending on the distance--to reach it.
  • On the first piece of submerged architecture with the two Blue Ma Djinn ahead, the second Fire Soul is located at the end of the path. The player can either perform a Stomp to grab it, move backwards after touching it, perform a sliding Charge Jump while grabbing it to continue on, or run off the edge while grabbing it.
  • Near the end of the level, the third Fire Soul is hidden inside a row of containers guarded by two Blue Ma Djinn and one Red Ma Djinn. Defeating all of the Djinn will remove three rows of containers depending on which one Sonic defeats; the Blue Ma Djinn in the middle will reveal the Fire Soul. Sonic must also be careful not to break the jars the Djinn are floating above, and avoid getting hit by the Red Ma Djinn's fire while using the Homing Attack, or else Sonic will fall straight down and may break a pot.

Mission 6: Diehard Challenge[]

  • Don't Get Defeated!

For this mission, the player must reach the goal without being defeated. This mission starts on the path in Mission 1 that leads up to where Sonic does a U-turn on the wall, from where the player goes down the paths in the opposite direction, and ends right after the section with the rising pillars. The paths for this mission have been made much more hazardous however, with extra enemies, iron balls and spikes spread across them. Also, different gimmicks and level features, like enemies to skip across with the Homing Attack, have been added to compensate for the altered flow of the level.

Fire Soul locations[]

  • At the beginning of the level, a set of jars can be seen. Behind it is an iron ball in the sand and a standalone jar. Break the standalone jar to grab the first Fire Soul.
  • After Homing Attacking a series of Djinn, Sonic will be suspended over a rail, where the second Fire Soul can be seen in front of an iron ball. The player can either hold Button1 to get off the rail and slowly approach the Fire Soul or continue grinding to grab the Fire Soul and tilt the Wii Remote left at the right time to avoid getting hit.
  • Near the end of the level, there are a set of spikes on the ground with the third Fire Soul behind the third last set of spikes on the left. The player can either do a Short Jump towards it while running, Stomp to grab it, or walk backwards to reach it.

Mission 7: Beat the Clock[]

  • Finish Within 120 seconds!

For this mission, the player must reach the goal within 120 seconds. This mission starts inside the palace with the fire traps in Mission 1, from where the player goes down the paths in the opposite direction, and ends just before the section with the rising pillars. The paths for this missions have extra obstacles spread across them, like big plaforms, extra enemies, additional jars and iron balls, for the purpose of slowing down Sonic. Also, different gimmicks and level features, like enemies to skip across with the Homing Attack, have been added to compensate for the altered flow of the level.

Mission 8: Perfect Challenge[]

  • Don't Take Damage!

For this mission, the player must reach the goal without taking damage. This mission starts inside the palace with the fire traps in Mission 1, from where the player goes down the paths in the opposite direction, and ends just before the narrow, twisting path. The paths for this mission have been made much more hazardous however, with extra enemies, iron balls, fire traps, plaforms with enemies on top, and spikes spread across them. As such, one must prioritize caution over reckless running. Also, different gimmicks and level features, like enemies to skip across with the Homing Attack, have been added to compensate for the altered flow of the level.

Mission 9: Special Challenge[]

  • Break 5 Jars!

For this mission, the player must break five jars. This missions leads through a long hallway with Rings and Pearls along it, but also spikes and iron balls. While going down this path, jars will appear for the player to break. The further down the path the player goes however, the more frequently will obstacles appear. Upon breaking five jars, the mission will be completed.

Mission 10: Collect Rings[]

  • Collect 99 Rings!

For this mission, the player must collect ninety-nine Rings. This mission leads through a long hallway, like in Mission 9. Along the path are several Rings to collect, but also spikes and iron balls which make it harder to keep the Rings. There are also Switches on the path which can make strings of Rings appear. Upon collecting ninety-nine Rings, the mission will be completed.

Mission 11: Rampage![]

  • Defeat 20 Enemies!

For this mission, the player must defeat twenty enemies. This mission leads through a long hallway, like in Mission 9. Scattered along the path are standard enemies and obstacles like spikes and iron balls. Upon defeating twenty enemies, the mission will be completed.

Mission 12: Chain of Rings[]

  • Get a 60 Ring Combo!

For this mission, the player must collect sixty Rings in swift succession. This mission leads through a long hallway, like in Mission 9. Scattered along the path are obstacles like spikes and iron balls which make it harder to keep the Rings. The player must collect Rings quickly to build up the required sixty-chain combo; take more than a few seconds to get the next Ring, and the chain will reset. The time the player has left before the chain resets is shown by a gauge. Upon getting a sixty-chain combo, the mission will be completed.

Mission 13: Defeat the boss[]

  • Battle! Sand Scorpion!
Main article: Sand Scorpion

For this mission, the player must defeat the Sand Scorpion, a monstrous djinn. During this battle, it will attack with poison missiles and its eyes. Whenever it stretches its limbs out, use them to reach and attack its weak point. Do this three times to complete this mission.

Big's Cameo[]

  • On the strip of land where pillars are rising out of the ground, use the brake to stop on the spot for a few seconds before you jump over the second falling pillar. You’ll see Big waving at you behind some shrubbery at Mission 1.
  • When the four pillars start to fall, brake for a few seconds in front of the first one on the right (It has a genie on it.). You’ll see Big swimming around with a Frog.

Music[]

Name Artist(s) Length Music track
"Let the Speed Mend It" Fumie Kumatani 3:42

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