![]() Knuckles is weak from the shock, but now the two are going to have to work together in order to get the Master Emerald back, save Angel Island and destroy the Death Egg once and for all! Knuckles jumps into the teleporter and Sonic follows, which leads them up to the floating ruins of the Sky Sanctuary Zone. Follow him into the next room where there's another teleporter device awaiting. There's a barrier on the left that you can't break, but Knuckles will get up and do it for you with one punch. ![]() ![]() Knuckles is still laid out, but quickly comes to. At that moment, the floor beneath them inconveniently gives way and both characters fall down a long, vertical shaft to some steps at the very bottom. Sonic goes after him, but then stops and turns to Knuckles, who's laying unconscious on the floor. Finally gaining a victory, Robotnik flies away. These connect with Knuckles and give him a nasty bolt of electricity, which knocks him off the emerald and down to the floor below. Realising he has a nagging problem here, Eggman stops and pulls out two snaking electrical wires. Willing to risk his life for the Master Emerald, Knuckles grabs onto it in an emotional display. Over on the far right side of the room, you have complete control over Sonic again and can hit Eggman yourself as much as you please, but it'll do no good. He desperately tries to stop the doctor by launching from the altar and hitting him, as Sonic follows on the floor below. In the Egg-mobile (with a large robotic grabbing attachment underneath, holding the Master Emerald), Robotnik begins to exit stage right, but not if Knuckles can do anything about it. ![]() It may make more sense to you later on in the game. Oh and Take a look at that mural painting in the background when you get a chance. The glide can be tricky because you can hurt him during this attack, by landing a hit just about anywhere on him, but you also need to watch out for his fists, as they'll hurt you too if you jump into them. Knuckles' main attacks include a spin dash of his own (which does hurt you) across the ground or a jump and glide attack across the air, and he usually goes into one of these just after you hit him, or between long pauses of nothingness. Instead, go for the standard jumping spin attack and aim for his head, whenever he's just standing there, punching air. Avoid using it, as the only effect it has is to knock him backwards a little way, which isn't really that helpful. One advantage the spiny marsupial has up his sleeve is the ability to block Sonic's most prized attack, the spin dash. All you have to do is hit him on the head at every opportunity, of which there are plenty. Knux will stand there with his fists up, occasionally punching air. Then again, most are, but of course this is the very first of its kind. Unfortunately, that turns out to be a bit of an anti-climax, as this character fight is a pretty darn easy one. There are smaller purple pillars in one brief narrow passageway, both in front of and behind Sonic. Walls in the internal segments are more blue-ish and perhaps best described as a kind of grid pattern, but with large lumps and bumps all along it. Thick shiny purple pillars hold the whole place up and underneath the pathways and steps are sometimes various ancient symbols and detailed patterns of yellow, purple and green. The pathways are still turquoise colour but now lined in long streams, and the main ground is separated into long vertical blocks made up of tapestry-like turquoise squares, getting lighter as they go towards the centre of each chunk. This is dropped as soon as you enter the palace though, and replaced with purely Echidna architecture of the most holy and decorative nature. The surrounding ground picks up from where Lava Reef Act 2 left off, with the entrances encrusted in purple crystals (though different from before) with the same segmented turquoise pathway, blue rock internal background and thick white pipe along the ceiling.
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