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Sand Oasis

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Sonic and the Secret Rings
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Sand Oasis is the second World in Sonic and the Secret Rings. It is the desert domain of King Shahryar.

History

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 (Arabian Nights counterpart of Tails). 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

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.

Mission 2: Diehard Challenge

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.

Mission 3: Head to Head

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

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

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.

Mission 6: Diehard Challenge

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.

Mission 7: Beat the Clock

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

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

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

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!

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

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

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 Length Artist Music Track
Let the Speed Mend It 3:42 Fumie Kumatani
Let the Speed Mend it



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