Sonic lorebook
Lorebookfrom Chub- 5 forks on Chub · private forks can't be archived· Chub · lorebooks/Pk_Pony/sonic-lorebook-b1e2c3a1ebca
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When GreenShyGuy hasn't updated their Sonic lorebook, so you decide to just do it yourself (pt 2)
To those who care; this will be including content from ALL original/classic era games that are canon and in their canonical order that being; Sonic 1, CD, 2, 3/3&K, technically Sonic R (as it's the last game before the full "canon" jump into 3D via Adventure, since 3D blast looks to be non-canon,) Adventures 1, Sonic Advanced 2 (Cream/Vanilla's debut), Sonic Adventure 2, Sonic Heroes, Shadow 05 (which canonically takes place shortly after Heroes), Sonic Battle, Sonic Advance 3 (which canonically continues off of Battle,) Sonic Rush, (technically) Sonic '06 (but it got in-universe retconned), Rush Adventures, Rivals (only 1, I am NOT getting into 2,) Riders, Unleashed, Colours (DS, not the Wii or Ultimate, since people generally agree that the DS version is the better of the 3) Generations, Lost World, Forces (which includes IDW topics,) and MAYBE Frontiers. It just depends on how I feel
Also a sidenote, you may notice that as I started I took time to actually describe the zones out, but stop doing that once we get into the 3D games. This is partially because the 3D games do some weird shit like bring up locations that are never shown/brought up again, or are simply just lacking enough of a known location (like we don't know a SINGLE thing about what the human continent/continents) look like, all we know are just vague locations. This isn't helped by the fact that eventually, the games just started using rehashed/reused assets. Like, sure, we TOTALLY needed so many God damn green hill remakes like Spiral Hill, or just outright boring or nonsensical zones that realistically don't fit in with the aesthetic of Mobius.
Anyways, this will be finished eventually just like the Splatoon lorebook. Which, funnily enough the only thing holding back that (and the MLP one for that matter,) is that I just split myself up far too much between these lorebooks. Or the wiki just doesn't help much
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221 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1World information
Keys: Planet Earth, Planet Mobius, Earth, Mobius
Enabled · After character · Order 10 · 100%
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The planet's name is Mobius; this is the name that Mobians call it but Humans often prefer the title of Earth. This planet is vaguely similar to real-world Earth but is about 2x larger in size with 7 large country sized islands, with a main continent on the Western side of the plant The 7 islands each are split up into various areas referred to as "Zones", theses "Zones" are essentially their own states or cities that operate independent from each other as each zone is vastly different from each other in appearance, aesthetic, setting, and in how it was created or who lives in it. Some of the technology in certain zones are almost futuristic in function, while others are ruins or just simple cities or villages.
- #2[Reality] Special Zone
Keys: home of the chaos emeralds, Special Zone, Home of the emeralds
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The Special Zone is an alternative realm to Mobius that exists outside of time and space itself. This realm is where the chaos emeralds return to after they're used, and the name of this realm is fitting, for the special zone is a dream-like space that's psychedelic in appearance and doesn't follow the normal rules of psychics or reality. It doesn't have any formal landmasses or continents, it is instead a psychedelic void where countless floating islands lay, these islands have no forms of life outside of fish and other ocean fauna that swim around aimlessly with no understandable goal or plan. When the chaos emeralds return to the special zone, they are surrounded in maze of random gems and portals leading back to Mobius, the only way to get the chaos emerald in each 'maze' would be to reach the centre and break the barrier protecting each emerald. Staying in this realm for too long can induce seizures, or even result in the traveller being lost in the endless dream-like realm. The only way to ENTER the special zone however changes every so often, meaning it's almost impossible for anyone to reliably enter it. At one point; one could enter it through a ring of sparkles, other times there were once warp rings that led to it, in recent times it has required the use of chaos control (from Shadow) to actually enter it.
- #3[Items] Chaos Emeralds
Keys: Chaos emeralds, chaos emerald
Enabled · After character · Order 10 · 100%
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Seven ancient emeralds and secret stones tied to the Master Emerald that possess and contain all of the world's chaos energy, hatred, negativity, but also the world's hope, and peace. Those who hold them can use them to cause miracles and other feats, such as warping space and time or powering machines. Those who combine all seven Chaos Emeralds can control unimaginable power and become nigh invincible. Even when not used for power, the Chaos Emeralds' monetary value and beauty make them prime targets of treasure hunters. These gems are inherently radioactive however, their radiation being chaos. So they must be kept within cold temperatures or held with proper shielding (gloves are usually enough) to protect one from the negative effects. Those negative effects being the possibility of being exposed to the harsh negative chaos radiation and all of the world's negativity which could have unforeseen side-effects. Great care must be taken to not break these emeralds however, the emeralds are the hardest known materials yes. But if one emerald is broken, it will unleash unspeakable chaos and horrors across the area it's located on, breaking all seven will result in the known end of the world, or maybe even the wider universe.
- #4[Action] Super Form
Keys: Chaos spear, super state, Super form, super, Chaos abilities, Chaos Control, Chaos energy, going super, Chaos powers
Enabled · After character · Order 10 · 100%
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When a living entity (or in the case of Emeral and Metal Sonic alone) gathers all 7 chaos emeralds, and has them on their person by allowing the energies of the chaos emeralds to course through their body and soul, they will enter a state of nigh-invulnerability and invincibility, while also having their natural abilities drastically boosted. In this super state, they can even gain newer abilities such as flight, use of chaos abilities (i.e. chaos control, chaos spear,) or even other abilities like laser eyes, increased strength, speed, endurance, and stamina. This form however is VERY costly, since it requires a lot of energy (ring energy) to sustain the form, and it cannot be sustained for long, meaning eventually someone in their super state will inevitably have to exit it. Chaos Control is an event where someone in possession of multiple chaos emeralds taps into their power to manipulate the fabric of reality and the flow of time itself to accomplish a goal or desire. What one can do with Chaos Control is wide and nigh endless, ranging from bringing back people from the dead, teleporting large numbers of people, altering reality and how it may look to others, altering gravity or physics, changing the laws of reality, stop time (to a degree) in a localized area, or even travel through time itself or opening portals in time allowing for passage through timelines. Each and every one of these abilities however requires a VERY large amount of chaos energy, meaning only one use of Chaos Control is enough to use up all of their remaining energy, and thus forcing the user out of their super form.
- #5[Action] Super Form (Fleetway)
Keys: negative chaos, red spiral eyes, flawed super form, flawed super state, negative chaos energy
Enabled · After character · Order 10 · 100%
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Much like how one can use the positive chaos energy of the emeralds to enter a super state, one can do the same with the negative energies that the chaos emeralds contain. There is one single reason as to why this isn't done however, it is because upon tapping into the negative energies of the chaos emeralds, the wielder's body will be overwhelmed by all of Mobius' negativity and enter a super state that is entirely separate from the wielder's own moral compass, going off of whatever negative traits the wielder has. The sentient super form will also be incredibly feral in how it acts, and uncaring towards the friends of the wielder, even to the point where it will be willing to kill them if they get in the wielder's way. This super form has all of the same abilities as the standard super form, with the biggest difference being that the abilities of this state are all far more volatile and lethal to biological life due to the unfortunate fact that it is within every living thing's base nature to be cruel, evil, to hate, to lie, and other negative aspects of sentience and free will. It is worth noting that because of such a fact, a flawed super state lasts FAR longer than a normal one and there is no real time limit, as it doesn't require ring energy to sustain. As long as the wielder is around any source of chaos energy, the chaos emeralds, or even a large enough number of rings, or negativity they will continue to exist. It is only when the super form uses up all of its energy and is actively starved of energy, that the wielder will finally break free. It is worth noting that a flawed super form can also use chaos control multiple times in quick succession without break, meaning it is objectively the more powerful of the two, but the lack of control is its biggest downside. A trait shared by anyone who is unfortunate enough to enter this form, is that their eyes are replaced by hypnotic red spirals, along with jolts and arcs of reddish yellow energy around their body. Because this super form variant is entirely sentient and aware, and is not the same as the wielder of the emeralds, it means that if a wielder who has used this form before gets introduced to chaos energy in the future, the entity will return, and the cycle will continue.
- #6[Items] Super Emeralds
Keys: charged emerald, charged chaos emeralds, Super chaos emeralds, Super emeralds, super-powered emeralds
Enabled · After character · Order 10 · 100%
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Atop the alter of Angel Island where the Master Emerald sits in Knuckles' protection, around the master emerald itself are 7 distinct pillars, at the top of each pillar is a spot for each chaos emerald. In the event all seven chaos emeralds are placed into those pillars (or are just encircling the master emerald itself,) the chaos emeralds will sync with the master emerald, becoming highly empowered and growing in size that matches the Master Emerald itself. Its in this instance that the emeralds are now referred to as the "Super Emeralds", as their powers over time and space itself are boosted tenfold, and they begin to pull on the emotions of the entire universe and other alternative realms (namely the special zone,) this empowering status means with even one, anyone who can get a super emerald can go super without needing the other seven. But because of the power these emeralds contain, if any emerald is taken away from the circle, the process will immediately be broken and the emeralds will go back to normal and be sent back to the special zone. As such, only once has the super emeralds ever been formed and used; that being by Sonic, Tails, and Knuckles during the Angel Island incident. All of the chaos energy (positive/negative), along with all of the world's negativity, hatred, and other energies are drastically boosted in power, along with the chaos abilities that are granted.
- #7[Action] Hyper Form (standard)
Keys: Hyper Knuckles, Hyper Sonic, Hyper state, Hyper form, Hyper Tails
Enabled · After character · Order 10 · 100%
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A form beyond anything the normal chaos emeralds can grant, going Hyper is when someone (someHOW) manages to achieve all 7 super chaos emeralds along with the master emerald, and tap into all 8 sources of unimaginable power, filling themselves with the entire universe's (and Special Zone's) positivity, hope, positive chaos energy, freedom, and the other positive energies, which will then grant the bearer a level of invulnerability and invincibility higher than even the normal super state. Upon acquiring this form, the bearer's fur or hair will be changed to a stark white, and they will proceed to leave behind rainbow after-images with each movement, as sparks and crackles of their energy flare about. In this state, not only will the bearer's body have a magnetism that attracts rings (and thus collects more energy to sustain the form,) but because of the positive energies fuelling this form? It also means the rings will also have a greater boosted good karma effect on the user that lasts longer than normal. Not only are the physical and other special abilities the bearer has greatly boosted far beyond what the normal emeralds can do, it also grants them many other abilities such as instantaneous teleportation, complete control over the laws of physics and reality itself, and a control over time that NEARLY rivals that of the time stones, their chaos abilities will also be buffed by 10 fold. But at the same time, no matter how much energy the bearer has left, if it uses Chaos Control even ONCE while in this form, the effect will be so strong that it will immediately knock the bearer out of their Hyper form, and render them unconscious for a while as their body will have to readjust to losing what was essentially them being God. As of now, only Sonic, Knuckles, and Tails have ever went Hyper, but that's because they were the only ones to have ever experienced the super chaos emeralds.
- #8[Action] Hyper Form (Fleetway/headcanon)
Keys: negative hyper form, red spiral eyes, negative hyper state, flawed hyper form, flawed hyper state
Enabled · After character · Order 10 · 100%
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It is of no surprise that if one can use the positive energy of the super emeralds to go Hyper, that the same can also be said if the negative energies are tapped into. Because the standard super form of negative chaos energy is already bad enough, considering the super chaos emeralds and master emerald when in sync contain the entire universe's negativity, negative chaos energy, hatred, and even those very same energies from the Special Zone, it is of no surprise to learn that a Hyper form fueled by these energies is even more dangerous than what the normal positive hyper form can do. Following the same ideology of a flawed super state, if a bearer were to unintentionally (or even intentionally) tap into the negative energies, the energy will take over their body, replacing their eyes with hypnotic red spirals and grant them a higher lever of invincibility and invulnerability than a normal super form, while also boosting their physical and special abilities, granting them instantaneous teleportation. The biggest risk factor however, is that much like the flawed super state, someone in a flawed hyper state will have far more abilities (i.e. laser eyes, charging up energy allowing the user to release it in an explosive wave capable of knocking out the electricity of the entire planet, even surpassing most forms of time manipulation done onto the user, and many other abilities.) Fortunately, the same limit on chaos control in a hyper form still stands, a negative hyper form can only do Chaos Control once, but upon the bearer finally regaining control over their body and falling out of the state, because the rings this form attracts are immediately made into bad karma energy, the bearer's body will be rendered in a comatose state, as their body has to heal and readjust to the crushing weight of their gathered bad karma, even if the bearer wasn't capable of controlling their actions.
- #9[Item] Rings
Keys: good karma, ring energy, bad karma, Ring, karma energy, warp ring
Enabled · After character · Order 10 · 100%
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Rings are a naturally occurring phenomenon of the world that nobody truly understands. All that is truly known, is that rings—as their name implies, are golden rings that are found in almost every known place in the world ranging from the Mobian islands, even to the human mainland continent. These rings are found floating in place just a few inches, or even many meters off of the ground or in the water or sky, there is no rhyme or reason as to why these rings appear in the places they do. What is understood about them however is that despite being golden in colour, they are not actual gold—something that's quickly learned, since these rings are in fact magnetic, which gold is not. These rings contain an energy that is comparable to that of the chaos emeralds, in that these rings contain all of the karma energy of the universe, and by karma energy? It's an energy that reacts differently to whomever collects them. Those who collect the rings and have done good, will be protected from most forms of damage, when hit, someone with good karma holding these rings will experience a slight sting as all the rings they connected are ejected from their body and they're granted brief invincibility to any further damage for a few seconds, but they have the ability to try and pick up rings knocked out of them before the rings destabilise. Someone who has BAD karma and collects these rings, will have the same benefit, but they will not be able to collect dropped rings if hit. The energy they store if they collect enough of these rings can in fact be harnessed and used for other things. It is this system of good and bad karma that makes ring energy so similar to that of the negative/positive divide of chaos emeralds, and is why if someone who's tapped into a flawed super state even ONCE collects enough rings, the bad and good karma will collide and become chaos, thus creating the spark sending the user back into the flawed super form. There's also the Warp Ring. A far more magical phenomenon where a large door-sized ring will slowly grow into existence in any random area, and it is through these rings that anyone who goes through them will be teleported elsewhere while the ring closes behind them. Once upon a time, they would only form when someone has collected 50 or more coins. Now, since all 7 chaos emeralds have been found and used, these rings can only be formed by someone using only a single chaos emerald.
- #10[Item] Life/Shield boxes
Keys: shield box, electric shield, coin box, invincibility monitor, Life box, bubble shield, speed box, coin monitor, normal shield, shield monitor, fire shield, invincibility box, speed monitor
Enabled · After character · Order 10 · 100%
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Throughout the world, as a result of Chaos Emerald usage/special zone entrance in the distant past, many of these "monitors" have begun to appear in certain parts of the world, all of which are sourced directly from the Special Zone itself, with each box having a different effect on whomever breaks the box depending on what the screen shows. Each box is the same, being a mostly grey easily breakable box computer monitor with a black screen, these screens having 8 different icons, with each icon having different meanings.
If the box has an icon of the closest person's face? When that person breaks it, they are granted a (literal) second life, where if they are killed they are brought back moments before they died, this being the rarest of the 9 icons. Breaking multiple boxes will stack up the preserved lives. If the box has an icon of a light blue semi-translucent sphere? Breaking it will grant the breaker a shield, which is a small sphere of energy that surrounds the monitor breaker and will protect them from exactly ONE hit, while also reflecting any energy-based blasts. If the box has an icon of a fiery red semi-translucent sphere, breaking it will grant them a fire shield, which like the standard shield box, will cloak them in a sphere of fire protecting them from all forms of fire-based attacks and granting them immunity to heat while also warming them, but also allowing them to charge forward like a literal fireball. These shields will be put out if the wearer enters water however. If the box has an icon of a lightning bolt, breaking it will grant you a thunder shield, which is a sphere of sparkling electricity that surrounds the box breaker and will protect them from all physical projectiles (i.e. bullets, rocks etc.) but also any energy or electricity based attacks. Due to this shield having a VERY strong electromagnetic field around it, it also allows them to jump one extra time when in the air, which will fire off sparks of electricity. It is without saying, that the electric shield can also magnetically attract rings, but the bearer may also be pulled by objects of greater magnetic pull. If the box has an icon of a bubble, it will surround them in a bubble shield, which is what the name implies. It is an actual bouncy bubble that surrounds the bearer, allowing them to safely bounce around like a ball, or even remain underwater indefinitely, since the shield provides the bearer the oxygen needed to live. If the box has a ring on it, breaking it will grant the person who broke it exactly 10 rings. A box that has the picture of running shoes on it, once broken will grant the person who broke it increased speed for 30 seconds, making them so fast they even leave after-images. A box with white sparkles on it, grants the breaker momentary invincibility from all forms of damage for 30 seconds. This is noticeable by the white sparkles that will circle them.
- #11[Race] Mobini
Keys: Wocky, Mobini, Rocky, Flicky, Ricky, Picky, Becky, Micky, Locky, Pecky, Tocky, Mobinians, Pocky, Cucky
Enabled · After character · Order 10 · 100%
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Mobini are the ancestorial (yet still existing) variety of creatures to the "modern" (modern being used loosely, seeing as Mobians have been around for well over 100,000 years,) Mobians. Mobini are relatively intelligent, yet non-anthropomorphic animals that are somewhat similar in appearance to normal animals. These creatures are often targeted by Eggman to use them as (perfectly healthy) energy sources for his Badniks, holding them within most of his mass-produced Badnik models, despite being within the robots however, the Mobini aren't put through any genuine pain or discomfort. Each Mobini also has a distinctively different name for their species, those being; Becky—Tiny brown bears that are far less dangerous than the much larger grizzly or kodiak bear. Cucky—The tiny chicken-adjacent birds of the Mobini species. Flicky—The most common and diverse species of Mobini, being various differently coloured birds, with the most common being blue. They come in pink, red, white, orange, and other vibrant colours. Locky—The tiny eagles of the Mobini species, this is diverse since there are Mobini equivalents of every member belonging to the Eagle family Micky—The mice of the Mobini group. Pecky—Tiny (2 foot tall) penguins with yellow feathers atop its head Picky—Teacup pigs Pocky—Rabbits Ricky—Squirrels/Chipmunks. Notably, Ricky the Squirrel also happens to be a famous Mobian who shares a name with the Mobini. Rocky—Small white seals that live in surprisingly vast terrains, not just cold arctic areas. Wocky—A tiny (2 foot) monkey group, often made up of other members of the primate family Tocky—Orange turtles that have black shells. they're comparable to the famous "Torkoal" from the human game of Pokémon.
- #12[Race] Mobians
Keys: Mobians, Mobian
Enabled · After character · Order 10 · 100%
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Mobians are the dominant species of the planet, out-scaling humanity in numbers AND in power both physically and politically. Mobians come in various different forms all of which are anthropomorphic animals of varying species, types, and forms, with physical capabilities in which make them far superior to humans, such as the ability of flight, denser muscle mass (despite Mobians being smaller than humans,) and their endurance. Mobians can appear as mammals, birds, reptiles, amphibians, and in very rare instances both fish and cephalopods. The Average grown Mobian only ever gets to around 4 feet, rarely 5 feet. Only specific Mobians can ever grow being beyond that at match humans in height, but they're a rarity to find. In terms of physiology, most Mobians have hands and feet that are larger in proportion to their body, along with their arms and legs being a bit more slender, it's also worth noting that Mobians (those who are mammalian) don't have normal feet but instead have plantigrade 4-toed paws for feet, some of them have human-like feet but their toes are replaced with cloven hooves, Mobians who are avian in nature have talons, Amphibious Mobians have webbed feet, meanwhile reptilian Mobians are the only ones with human-like feet.
- #13[Society] Mobian gloves
Keys: wearing gloves, gloved hands, without gloves, no gloves, gloves, Mobian gloves
Enabled · After character · Order 10 · 100%
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A tradition that has existed for as long as Mobians themselves, involving the use of wearing gloves to protect the sensitive and somewhat susceptible to injury paw pads on their fingers and palms, even for non-mammalian Mobians. They wear these gloves since youth, since the pads are most sensitive, but even upon adulthood, Mobians continue to wear their gloves. The reason for it now being due to it being a matter of societal rules. Among Mobians, the removal of one's own gloves and exposing their hands (or paw pads if they're a mammalian Mobian) is seen as the ultimate sign of intimate trust. Something done generally between lovers, close friends, and those they trust entirely. Because of this, a Mobian will almost never remove their gloves unless entirely alone, even when they live among humans who don't know the societal importance of the gloves. Removal of their gloves (willingly) in public, is often seen as the Mobian equivalent of public indecency and a worrying lack of shame. There are however, SOME Mobians who just simply don't follow this ideology. This is mostly done by Mobians who aren't part of the main islands of Mobian society, or have never lived among Mobians to learn about this societal importance.
- #14[Race] Humans
Keys: humanity, human-kind, Human, humans, human kind
Enabled · After character · Order 10 · 100%
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Humans are the other dominant species of the planet, but there is a huge asterisk to 'dominant species', because while they are taller than most Mobians at around 5-7 feet. In their population numbers, Mobians outnumber human. 5 Mobians to only 1 human. Humans often remain on the mainland continents, and very few humans interact with Mobians, the only exceptions being the human government and G.U.N.
- #15[Location] South Island
Keys: South Island
Enabled · After character · Order 10 · 100%
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An island that is known to be a treasure trove of gems and ancient ruins, that supposedly shifts along the water due to some very loose connection to the Chaos Emeralds, as its name implies it is located within the southern hemisphere of Mobius, and is in the Southwestern portion of the planet. It has quite a few zones and areas to it, and it is also the home of Sonic the Hedgehog, Tails the Fox, Amy Rose, and Shadow the Hedgehog.
- #16[Character] Sonic the Hedgehog
Keys: Sonic, Sonic the Hedgehog, fastest thing alive, Ogilvie Maurice, Ogilvie Maurice Hedgehog, Maurice, Ogilvie
Enabled · After character · Order 10 · 100%
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Ogilvie Maurice Hedgehog; or as he MUCH rather prefers to go by—Sonic the Hedgehog, is a blue hedgehog Mobian and is known almost world-wide (assuming you don't live under a ROCK,) for being a hero due to his involvement in stopping almost all of Dr. Robotnik's plans and schemes, even going to the point of fighting Gods, travelling through time, and even other dimensions all to stop Eggman. Once starting his adventures at the tender age of 14, Sonic is now a 28-year-old hedgehog at 3'8'' tall, and covered in mostly azure blue fur, meanwhile on his head are quills that grow out and extend, eventually clumping together to form 6 main 'spines' on the back of his head with two smaller ones on the back of his shoulders, along with his short tapered tail. However his arms (and hands,) along with a circular patch on his stomach, and his muzzle are clear of fur exposing his tan skin, his eyes a vibrant green as he wears white gloves, and his famous shoes which have a thick horizontal white stripe that goes by the top-middle, with a golden buckle. He's as free as the wind, and as such even after all these years Sonic still has yet to settle down in any singular location. He doesn't even have a home, or a job, but he's always welcomed by most who see him. Although he can be a tad impatient, he's not all that bad, he cares more for everyone's collective freedom than any genuine moral dilemma. Every time he's stopped Eggman? It's because Eggman was threatening his and everyone's freedom, Sonic usually never worries himself with the morality or the implications of just what Eggman is doing. If it threatens to enslave, take away someone's rights, imprisons someone wrongly, or worse; threatens the whole world? It's expected that Sonic will ALWAYS try his best to get to the bottom of it.
- #17[Event] South Island incident/Eggman's Debut
Keys: Eggman's debut, South Island Incident, Robotnik's first plan, Sonic's first adventure, Robotnik's debut, Sonic's debut, Eggman's first plan
Enabled · After character · Order 10 · 100%
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14 years ago, back when Sonic the Hedgehog was still only 14 years old, and Eggman was in his late 30s, was when the two would first meet. Eggman (who only went by Robotnik at the time) had only recently learned of the Chaos Emeralds, and had gone to South Island to try and collect them to fulfill his goal in creating Eggman land, a robotic amusement park solely for his own ego, it was around that time that Sonic would begin to notice many Flickies and other wild life disappearing and being replaced by Badniks, and upon Sonic breaking one that tried to attack him, it was then that Sonic realized that the animals were being used to power Badniks. With this in mind, he began trying to find the one responsible for them, which lead to Sonic and Eggman's first encounter in Green Hill Zone, where he would see Eggman in his Egg Carrier. For 5 other times, the two would cross paths, and each time Sonic would best whatever mech or creation Eggman pulled out, eventually ending in Scrap Brain Zone, but before Sonic could catch him; Eggman in a surprising upset was fully capable of outrunning Sonic and escaping him, leaving behind a young Sonic who had also managed to take the chaos emeralds from him, only for the chaos emeralds to disappear when Sonic returned to his home in Green Hill Zone, along with all the Flickies he had freed.
- #18[Zone] Green Hill
Keys: Green Hill Zone, Green Hill
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Green Hill, also known as Green Hill Zone, is a natural paradise located on South Island. It is a giant field blessed with greenery and beautiful blue lakes. Topographically, it varies from having a plateau-like terrain, with short mountains; to being a mountainous area with massive mountains, sloping cliffs, giant peaks, and tight paths high up in the sky supported by natural pillars. Either way, the location is filled with large waterfall vistas, palm trees, and tropical flora of various types. Perhaps most distinctively, the soil is checkered brown, and most of the local plant life appears to have unfamiliar geometric appearances to it, when compared to plant life elsewhere. Green Hill also has a series of dark, brown caves underneath it, which have small lakes and ponds of water in them. There are artificial structures made of wood as well, such as bridges, fences, totem poles, and scaffolding-like buildings. Perhaps what makes Green Hill unique is its "crazy" terrain. Though it has been noted that it has gently-sloping hills, the whole area is filled to the brim with impressive set pieces such as loops, corkscrews, floating platforms, tunnels, among others; which can be attributed to the "twisty, bouncy beauty of nature".
- #19[Zone] Marble
Keys: Marble Zone
Enabled · After character · Order 10 · 100%
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Marble Zone is an ancient ruin of unknown origin nestled in a mountain landscape on South Island. The ground here features grassy areas that grows on top of the local architecture that encompasses most of the ground, which is mostly made of purple bricks. On the surface, the Zone is filled with various blue stone pillars, and Greco-Roman architecture in the form of columns, arches and walls that are mostly coloured green but have all been weathered by the passage of time. There are also tall, fern-like trees, medium-sized mountains. Further into the background are also tall purple mountains with a deep blue overhead that features wispy cyan clouds, there's even an unnerving abundance of surface level and underground lava pits, and rushing lava lakes of unknown source. Underground, this Zone is home to a towering underground dungeon made of purple stone bricks. The dungeon is flooded with lava and includes crushing pillars, spike-tipped chandeliers, lattice windows, torches, pillars, and mosaics. Nobody truly knows the history of Marble Zone, as there are no known records explaining why it exists, who built it, and how the lava got there in the first place. It is theorized that there is a hidden tunnel deep with in Marble Zone that connects it to Labyrinth Zone, but this theory has yet to be proven due to nobody ever surviving the trip to this supposed connection.
- #20[Zone] Spring Yard
Keys: Spring Yard, Spring Yard Zone
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Spring Yard Zone is an amusement park located inside an urban city on South Island, being in the central area of the island. In the background, one can spot trees and shrubs. A bit further into the background, one can see the silhouettes of city buildings: Finally, out in the far horizon are purple mountains. The sky above the mountains are similarly a dark purple and the clouds are wispy and light yellow. Spring Yard Zone is mainly made of orange-maroon metal connected by green wire fencing. The Zone is also decorated with blue pillars with pink tops and green bases, and rows of sparkling lights in various colors. There are also many visible neon signs. These signs form luminous words, such as "COPE", "CPU", "ON" and "UP", or just be basic lines.
- #21[Zone] Labyrinth
Keys: Labyrinth Zone, forgotten Labyrinths
Enabled · After character · Order 10 · 100%
Entry settings
The Labyrinth Zone is a flooded ruin underground in South Island that's made mostly of yellow bricks. One can also spot some tinted mosaic in the background when they truly enter the labyrinth. The Zone is also decorated with green, pink and blue crystals that are sprouting from the floors and ceilings, as well as thin pillars and vines that are hanging from the ceilings. Most of the ruins have also been flooded with clean and clear green-tinted water, but there are spinning spike balls, and even certain parts of the floor which have spikes that jut out. Much like Marble Zone; nobody truly knows WHEN Labyrinth Zone was made, who made it, why it was made, or what its purpose is. There are theories that since it is underground like Marble Zone, there is a deep spot hidden deep within the two zones that connects the two, but this theory has gone mostly unproven due to there having been nobody who has survived the journey TO this supposed "connection".
- #22[Zone] Star Light
Keys: Starlight Zone, Star Light zone, Star Light
Enabled · After character · Order 10 · 100%
Entry settings
Star Light Zone is a large construction site of a new settlement on the northern cost of South Island. For some reason, it's in an almost perpetual night, with very few hours of sunlight, so the highways are littered with street lamps, green girders, red traffic cones, pots with bushes. and flashing red lights. Yellow and black construction barriers surround various areas, and towards the bottom of the Zone are multiple brick flats that are yet to be finished. Otherwise, most of the Zone's roads and structures appear to to be made of a greenish-grey steel. In addition, in the background, one can see green and silver scaffolding and brick buildings, and in the far horizon, one can spot the stars in the black sky and the lights of the metropolis.
- #23[Zone] Scrap Brain
Keys: Scrap Brain Zone, Scrap Brain
Enabled · After character · Order 10 · 100%
Entry settings
Scrap Brain Zone was a short-lived artificial zone created by Dr. Ivo 'Eggman' Robotnik 14 years ago during the South Island Incident, and was his base of operations while he tried to find the chaos emeralds for his plans. In the short time it had existed, it was a heavily and highly polluted industrial complex made up of grey steel, and metal over somewhat submerged ruins that he had destroyed to build his base over. Dozens of various industrial buildings with blinking red, green, and yellow lights are visible in the distance, with thick gray belching leaking from their chimneys and into the smoggy brown sky that dominates the sky. It was (thankfully) destroyed shortly after a 14-year-old Sonic had arrived and destroyed the place, namely due to Eggman trying to flood it in hopes it'd drown Sonic. It has since been reclaimed by nature, but there are still some parts of the surrounding water that are still very much polluted and unsafe to go towards.
- #24[Zone] Heart City
Keys: Amy Rose's home, Heart-City Zone, Heart City Zone, Heart-City, Ms. Rose's hose, Amy Rose's house, Ms. Rose's home, Amy's house, Amy's home, Heart City
Enabled · After character · Order 10 · 100%
Entry settings
A quaint suburban town hat's often in a perpetual state of peace, for reasons unknown in this particular zone; the sky is almost always tints or shades of pink and red with certain heart-shaped clouds. During the days the sky is a light blue with pink tints, and as the sun lowers, the sky goes into a more red and purplish hue with brilliant stars that dot the night sky. The community is tight-knit, and like all other Zones on South Island, it's mostly Mobians who live here. It shares South Island's west coast with Sunset Heights, and it is also where Amy Rose currently lives. Amy Rose's house is a 1-floor home with soft pinkish-red brick walls and a black roof and it is located on a slant, it has a quaint little garden in front of it that's filled mostly with roses. She is the unofficial "mayor" of this zone due to just how well-liked she is by the general public.
- #25[Character] Amelia Daisy Rose
Keys: Amy Rose, Amelia Rose, Amelia Daisy Rose
Enabled · After character · Order 10 · 100%
Entry settings
One of Sonic's closest friends; Amelia Daisy Rose, known by all as "Amy Rose" is a female Hedgehog Mobian, with a height of 3'8'' and being 24 years old, making her 4 years younger than Sonic himself. She had met him 14 years ago, when she was only 10 and back then? She admittedly had a MAJOR crush on him, something that has since waned off in recent years, simply devolving to their relationship being more like that of a sister and brother. She's covered in mostly short soft pink fur, except for her muzzle hands/arms, and a heart-shaped patch on her chest which are bare revealing her peach skin. With her vibrant green eyes, on the back of her head Amy grows quills, that are long and have clumped together in 5 main quills that curl and stop just above her shoulders, with these quills mimicking a cutesy bob-cut style, and meanwhile a few tufts of quills poke out from her forehead like fringes. She wears white gloves that have VERY heavy and dense wrings around her wrists, a red sleeveless and backless red dress that has white trim along the hem of the dress which cuts off above her knees, tall red boots that have white lines going down the center, with grey rubber soles and white cuffs with chunky heels, and a red hairband. She's grown up a lot from being the highly naive young girl who believed in tarot cards and destiny, now being a mature woman more than capable of leading, as she was once the leader of the Restoration shortly before handing off the role of leader towards Jewel. She's still energetic and in touch with her femininity, but she has learned when she has to be serious and cut the energy.
- #26[Zone] Sunset Heights
Keys: Sunset Heights, Sunset Heights Zone
Enabled · After character · Order 10 · 100%
Entry settings
A metropolitan coast-city, where much like the other 7 islands is inhabited by Mobians. This city is particularly located on South Island's Western coast, sharing it with Heart City Zone. This zone in particular is well known for its coast-side culture given that it's lining the beaches on South Island's western coast, the buildings here in Sunset Heights being densely built much like the cities in San Diego of the Human's land. There are a few small islands off of Sunset Heights' coast, these smaller micro-islands have houses on them, these houses are all part of Sunset Heights's jurisdiction, and by proxy a part of South Island's jurisdiction.
- #27[Location] Little Planet
Keys: Little Planet
Enabled · After character · Order 10 · 100%
Entry settings
Little Planet is a temporal anomaly, for it exists outside of the normal flow of time itself between countless separate realities, dimensions, universes, and even timelines. Little Planet is a small "planet" (it's the size of a small country) that for one random week out of the year, will allow itself to re-enter the flow of time on Mobius, before it then disappears after the week. But in re-entering the flow of time, it appears in a random part of the world floating up high in the sky. There is evidence of a past civilization via the MANY zones that exist on the planet, but it's unclear whether or not it was Mobians, humans, or some other species that had created some of the things that can be found on this island. The only remaining lifeforms on this planet come in the form of normal animals and Flickies, the electricity in some of the settlements on this island still run as well despite there being nobody around to sustain them, which leads to the theories that the planet itself is self-sustaining its electrical output, or is in a temporal stasis field that keeps all of its facilities in a state BEFORE it ever shuts down or stops working.
- #28[Items] Time Stones
Keys: time stones, gems of time, temporal stones, miracle gems, miracle stones, Time stone, stones of time
Enabled · After character · Order 10 · 100%
Entry settings
The time stones (also referred to as the miracle stones, due to the rumor of a "miracle" happening when all seven are collected,) are 7 hexagonal cut gem stones, the seven gems come in the following colours: red, orange, yellow, green, blue, cyan, and pink-purple. The time stones are normally located on Little Planet, and as such just like the planet these stones all function outside of the normal flow of time itself, and are what caused the planet to exit the flow of time to begin with. With only one stone, someone could alter the events of the past, or even rewind time itself on a large scale in a localized area, such as rewinding Little Planet back a few days to prolong the time it spends in Mobius, or even rewinding their own body back to a younger or healthier state. When in the possession of multiple time stones, the wielder can travel through the endless web of time itself, even visiting other timelines or even altering their own timeline. Unfortunately, unbeknown to all who know of these stones, in the event that someone is in close proximity to these stones for a long enough period of time, the wielder will no longer follow the flow of time, all proof of the wielder's existence outside of memories of the wielder will be erased as well, as the wielder will be scattered throughout the entire web of time itself, even breaching into other dimensions and timelines. These stones have temporal capabilities that surpasses even the normal chaos emeralds or the super emeralds.
- #29[Illness] Time Division
Keys: scattered across time and space, scattered throughout time, Time division, time division sickness, time sickness
Enabled · After character · Order 10 · 100%
Entry settings
In the event an entity is scattered throughout the flow and web of time itself, their mind is no longer bound to one body in a single time period, instance or location, they are mentally aware of EVERYTHING that's happening, will happen, and has happened. Those who are suffering with this will only ever be granted a physical body in the event a group of 2 or more time stones are present in a timeline. If there are 2 stones in one timeline and the others are elsewhere, the victim of the sickness will be granted a body in that specific timeline and that instance of them will become the "main" them. Upon the time stones grouping up elsewhere, the victim will cease to exist in the timeline they were just in (and those who saw them would forget them) as they reform again in the new timeline where the time stones have gathered. There is, unfortunately no genuine cure for this sickness since all who have had it are forgotten and have ceased to exist every time the enter and leave a timeline. If by some miracle someone with this sickness is able to stay in one singular timeline long enough, and have someone who is scientifically gifted enough? There is a chance the victim may finally become whole again, if the scientist knows how to accomplish it, otherwise this is an "illness" that has a 100% rate of eventually destroying the victim mentally, for the victim will never forget their many existences, and will eventually become scattered to the point where they are no longer a true living entity.
- #30[Event] Time Stone Incident/Meeting Amy, Metal Sonic
Keys: Time Stone incident, Little Planet Incident, meeting Amy, how Sonic met Amy, Metal Sonic's debut, Eggman's second plan, Robotnik's second plan
Enabled · After character · Order 10 · 100%
Entry settings
Only a few weeks after the South Island Incident, when Sonic had discovered that Little Planet had returned, he had been solely interested in exploring it for the sake of adventure, after all he had only JUST succeeded in saving South Island! But upon achieving access, he had quickly learned that Eggman had somehow returned and was already trying something new; trying to use the time stones to change history to where he succeeded before Sonic. Just as Sonic's adventure had started however, he met someone; Amy Rose who was (at the time) 12, making her 2 years younger than him. Amy had been on Little Planet because her Tarot Cards told her she would meet her love there, and it wasn't helped by the fact that Amy had found Sonic INCREDIBLY attractive and awesome. It was through their meeting however, that Sonic would meet Metal Sonic—a metal copy created by Dr. Eggman to match Sonic's speed, it would be Metal Sonic who kidnapped Amy, leaving Sonic alone as he would have to travel to the distant pasts and distant (bad) futures and destroy many of the holograms that Eggman had spread throughout time to try and stop his plans, eventually leading to Sonic and Metal Sonic leading in one last race in Stardust Speedway, before Sonic would then go on and defeat Eggman for the second time and also saving Amy before the planet disappeared. It was on this adventure, the then-8-year-old Tails would see Sonic and Amy as they left, from his home on West Side Island.
- #31[Zone] Palmtree Panic
Keys: Palmtree Panic Zone, Palm Tree Panic, Bad Future, Palmtree Panic, Palm Tree Panic Zone
Enabled · After character · Order 10 · 100%
Entry settings
One of the 6 main Zones of Little Planet, and is the size of a city. Palmtree Panic is a grassy mountainous region reminiscent of Green Hill or Emerald Hill in its layout and general inclusion of the very same wacky seemingly nonsensical natural structures such as loops, spirals, and floating platforms. But that is where the similarities end, for the soil is an orange hue with a triangular checkered pattern, and the trees are mostly just palm trees. Palmtree Panic is a subtropical region, with fitting weather and climate so as expected the weather is often pretty nice, even IF some of its vegetation looks to be more belonging to prehistoric era! But that's merely part of the charm, because of Sonic's actions during the Little Planet incident, he has guaranteed (and seen) the good future that awaits Palmtree Panic in the future. Because of how time works however, with it being non-linear, it means that there exists a timeline where Sonic had failed to succeed in this endeavor and Eggman succeeded. What does the Palmtree Panic of this bad future/timeline look like? The sky is a dead greyish purple, the plants dying, and the dirt a toxic purple as the plants and animal life are all ruined by pollution and Eggman's exploitation.
- #32[Zone] Collision Chaos
Keys: Collision Chaos Zone, Collision Chaos, Bad Future
Enabled · After character · Order 10 · 100%
Entry settings
Collision Chaos is one of the 6 zones of Little Planet, and is one of the more... Unique, terrains of the temporal planet, for it is naturally a pink mostly mechanical "forest" filled with strange white-blue machines of unknown origin and purpose, meanwhile distant trees with dot-like reddish orange autumn "leaves" dot the distant sight lines, and many springs, bouncy spheres, and other very bouncy objects are scattered throughout, which can lead to anyone travelling through this area to get pretty lost or twisted in their path. Notably, there also happens to be a pink lake in Collision Chaos Zone, what it's a lake OF on the other hand isn't quite clear, for it seems like water but the oddly sweet smell implies otherwise. It was here, that Amy was kidnapped by Metal Sonic years ago during the Little Planet incident, but because of Sonic's attempts, he managed to assure that Collision Chaos got its good future. Like other things of this world however, time isn't linear, so there does exist a distant timeline where Sonic had failed to succeed in saving Collision Chaos from its bad future, with Collision Chaos Zone's bad future being incredibly bleak with all the pink gone, the distant trees gone, the floor now being a muted metallic grey with zig-zag patterns in it, none of the mechanical plants have survived in this dark future, and in their place are several pipes and factories, meanwhile the one pink sweet lakes are now teeming with some sort of toxic waste-like material.
- #33[Zone] Tidal Tempest
Keys: Tidal Tempest Zone, Tidal Tempest
Enabled · After character · Order 10 · 100%
Entry settings
One of Little Planet's 6 natural zones, Tidal Tempest as its name may imply, is a zone with an overabundant amount of water, for it is in fact an underground zone deep within the earth of Little Planet, being inside of an ancient temple system of a civilization or society that has either long since died out, or perhaps abandoned the surrounding area in the distant past. Since it's underground, it means the "walls" of the zone are actually the stone cavern walls, which also means that this zone is also somewhat connected to some of the volcanoes located on Little Planet. The water, despite being mostly still, happens to be crystal clear with a light green-ish blue tint to it, meanwhile there are countless pipes that go through the temple itself, pumping water either in or out of this zone, although some of the pipes are present to provide some water flow. With Sonic's actions during the Little Planet incident, he guaranteed that Tidal Tempest would receive a good future, but like the other zones, with time being non-linear, there does exist a timeline where Sonic failed and Tidal Tempest was victim to Robotnik's influences. This bad future of Tidal Tempest is over-industrialized, non-functional, and highly corroded water plant, the many stone pillars of the now gone civilization being changed to have the face of Dr. Robotnik etched onto them, meanwhile the yellow pipes were replaced with brown pipes that pump out pinkish-reddish water similar in appearance to Mega-mack making the water unsafe for any biological life to come into contact with it.
- #34[Zone] Quartz Quadrant
Keys: Quartz Quadrant, bad future, Quartz Quadrant Zone
Enabled · After character · Order 10 · 100%
Entry settings
One of the 6 natural zones of Little Planet, Quarts Quadrant, much like Tidal Tempest is a zone that also has a lot of its terrain underground, for Quartz Quadrant in its entirety is actually a crystal mining site that was used by the ancient civilization of Little Planet that used to mine and dig up many of the gems, ores, and other important minerals found in this cave. While part of it is above land, a good majority of Quartz Quadrant is just caves under ground, with the caves being full of many different types of crystals that were never mined, and were instead left behind. In modern times, it's a mostly peaceful, admittedly very drafty cavern with crystalline ground being mostly green with wooden additions like handrails and little additions put in place to prevent anyone from falling off the ledges and deeper into the mines. It's quite unclear just how far deep the mines go, but it is clear that falling down into it is a guaranteed death sentence. In the distance in these caves, are purple crystalline mountains along with blue crystals that jut out of the walls or ceilings of the cavern, emitting a soft glow, as such the gems make carrying a lantern or torch unnecessary with their ambient light, meanwhile around the entrances and exits of this mine, there are lagoons with drifting sea-green vegetation. These lagoons have a very high salinity value, as such drinking ANY fo the water is very ill advised. Since Sonic managed to succeed in thwarting Robotnik's plans, he guaranteed that his Quartz Quadrant would go on to have a very successful future, but there also exists a bad future where he had failed. The bad future of this supposed timeline is when Quartz Quadrant becomes over-mechanized and effectively mined of all the quartz that had been left behind in the cave, with Robotnik's influence in this failed future having increased, so did his need for research and materials, as such the mines were cleared out of all their natural resources. The lagoons have also been replaced by various rivers, streams, and pools of lava that lead out to reveal that the surrounding nature outside of the mines were polluted, even the waters.
- #35[Zone] Wacky Workbench
Keys: bad future, Wacky Workbench, Wacky Workbench Zone
Enabled · After character · Order 10 · 100%
Entry settings
Wacky Workbench is one of the 6 natural zones found atop of Little Planet, and out of them all? Wacky Workbench happens to be the most eerie out of the mostly empty zones, this is because it is the ONLY large-scale factory on the entire planet, with absolutely no forms of plant-life or matter, unlike Collision Chaos which at least has some mechanical plant-life. Wacky Workbench is filled with purple walkways with an innumerable amount of wacky, indescribable, or abstract mechanisms lining the walls, or present even in the standard path for there are rising and lowering platforms, police siren lights on the grounds, atom-like structures and machinery that are constantly unleashing large amounts of voltage periodically. There are also countless exhaust vents, that expel an INCREDIBLY cold gas, revealing that the entire factory functions solely off of gas/wind-powered electricity, as it takes in the wind, CO2, N, or Hydrogen of the surrounding area, and as the gasses power the motors? They're chilled to sub-zero temperatures, and then exhausted in a white gas that is capable of freezing any forms of biological life that it touches. With Sonic's actions, he was able to guarantee that Wacky Workbench would go on to flourish into a very successful toy factory in its distant future, but with time being non-linear and constantly branching off into many other timelines, there does exist a timeline where he failed, in this 'bad future', Wacky Workbench will have become incredibly neglected and run-down. With many of the mechanisms while still active, are even far more dangerous than they used to be, with many of its support beams also having been destroyed.
- #36[Zo[ne] Stardust Speedway
Keys: Stardust Speedway Zone, Stardust Speedway
Enabled · After character · Order 10 · 100%
Entry settings
Stardust Speedway Zone is the last of the 6 NATURAL zones fount atop of Little Planet. Stardust Speedway despite being its own zone, is also mostly just a highway atop of a beautiful city beneath the dark night sky. Because of the temporal anomaly surrounding Little Planet, those who enter Stardust Speedway will all agree that this zone in particular is always in a perpetual night time, with the sky filled with a vast array of stars and other spatial events like shooting stars or meteors. The highways are made up of various platforms and roads that all have some form of brass instrument inspiration which only further adds to the oddity of this planet, since in the distant past it actually used to have a more Greco-Roman styled architecture, with green, along with various pillars, acropolis, pantheons, and surrounding towns. But where those towns have went, it's unclear of just where they went, or what happened to the inhabitants that once lived on the planet. It is also here where Sonic and Metal Sonic faced off for the first time 14 years ago during the Little Planet incident. Since Sonic succeeded, he was able to guarantee Stardust Speedway a better future, but for all the other zones, it's unfortunate but there does exist a bad future where he failed, with this bad future being a Stardust Speedway that's become a dystopian city with heavy pollution underneath a dreary red-clouded sky blocking out the stars that gave this zone its name.
- #37[Zone] Metallic Madness
Keys: bad future, Metallic Madness Zone, Metallic Madness
Enabled · After character · Order 10 · 100%
Entry settings
An artificial zone on Little Planet created by Dr. Ivo 'Eggman' Robotnik during the Little Island incident, where he used the time stones to go into the distant past and begin building his lab. This entire zone is just one large factory atop of the planet, and is a mostly green-tinted metallic factory filled to the brim with various gizmos, gadgets, and even death traps that were put in place all for the sake of killing Sonic during their second ever crossing of paths. When Sonic was able to defeat Eggman and foil his plans, even when Sonic was able to go back in time and destroy Eggman's generators and holograms in the past, Metallic Madness remained in existence, the only true difference however being that Metallic Madness is now a much more bio-friendly botanic laboratory with all of the green replaced sleek clean blue metal, with mechanical plants and flora similar to the mechanical plant-life found in Collision Chaos. There does exist a timeline where Sonic failed however, but in this 'bad future' it seems as if even though Eggman had succeeded partially, Metallic Madness would still go on to become corroded and break down with time, the electronics breaking down to degrees that would make the doctor wretch in disgust if he were to ever see such work go to waste.
- #38[Location] Westside Island
Keys: Westside Island, West Side Island, West Island
Enabled · After character · Order 10 · 100%
Entry settings
One of the many islands located in the southwestern portion of Mobius alongside South Island, Westside Island is not only the birthplace of Tails the Fox, it was also where the 7th chaos emerald was found again after 300 years of only 6 emeralds being found. As its title will lead one to belief, this island is to the west of South island. Described as beautiful, the island has a rather mountainous terrain with fields of green hills and grass spread all over it. Its fauna is mainly made out of normal feral animals, though its flora is not out of the ordinary, with its populations being made up mostly of Mobians, there have been a few humans who have come to live here. Though West Side Island is dominated by natural areas, artificial territories can be found here as well. Noticeably, one location houses the remnants of an ancient civilization. There are also many giant metropolises that are sparingly found on the island, and after Dr. Eggman's invasion of West Side Island (followed by his defeat), massive industrial sites have been stationed there as well, such as chemical factories and oil refineries, which the citizens of West Side Island have used to their advantage to boost their own economy, while also making sure these industrial complexes are all eco-friendly.
- #39[Character] Tails 'Miles' Prower
Keys: Miles 'Tails' Prower, Miles per hour, Sonic's sidekick, Miles Prower, Tails, Sonic's best buddy, Miles Tails Prower
Enabled · After character · Order 10 · 100%
Entry settings
Real name being Miles Prower (pun on the term "Miles per hour.") He's known by Tails as everyone else, a nickname that he received due to a genetic mutation that granted him two tails upon birth. He's been adventuring with Sonic for well over 10 years (14 to be exact!) Ever since they had met in Westside Island, and Tails has only grown as a person since. Being at 4'2'' making him taller than his own supposed 'big brother', and now being 21 years old, he's covered mostly in amber coloured fur, meanwhile his muzzle and a patch on his chest is which, along with the tips of his two tails and the insides of his two ears. Like most Mobians, his only clothes include white gloves with cuffs and black arm bands on them, along with blue shoes that have white tips. Once a die-hard fan and believer in Sonic as his shadow; while still having his bond with Sonic, Tails is no longer the cry-baby who couldn't do anything on his own; now a real brave go-getter with a knack for technology. In fact he's got the IQ to rival Eggman's IQ of 300, but while Eggman's interested more in robots and the like Tails is much more in-tune with engineering and creating gadgets meant for use by either him and his friends or for use by the Resistance. He's grown into his own fox since his younger days, and tends to be a lot calmer than Sonic- not needing to be constantly on the move
- #40[Event] Sonic meeting Tails
Keys: how Sonic met Tails, how Tails and Sonic met, how Sonic and tails met, how Tails met Sonic, Sonic and Tails
Enabled · After character · Order 10 · 100%
Entry settings
14 years ago, only a month after the South Island Incident and Little Planet Incident, Sonic would be working on his—yes—HIS plane; the Tornado on Westside Island, but he would hear the sound of mean children's laughter in the distance catching his attention and causing him to go check it out. In doing so, he'd find a young 7-year-old Tails being bullied by a few other young foxes as well namely for the fact that Tails had well... Two tails. But he didn't go by Tails at this point in his life, he only went by Miles. Not wanting to stand by and watch this bullying happen, Sonic would get involved and send the bullies running off, it was this act of kindness that earned Sonic the admiration of Tails who wanted to follow him around, seeing as the two of them were quite similar in that they didn't have parents. At first, Sonic was hesitant since he didn't want to just drag an innocent kid along with him for dangerous adventures, but it was only when Sonic learned of Tails' ability to fly with his tails and also Tails' high smarts (since Tails had been able to quickly help him fix the Tornado,) that Sonic no longer felt hesitant and was entirely on-board with letting Tails tag along now that Sonic knew the young fox could keep up. Sonic even taught Tails how to spindash.
- #41[Event] Westside Island Incident
Keys: discovery of the 7th emerald, Eggman's third plot, finding of the 7th emerald, Robotnik's third plan, Eggman's 3rd plan, Eggman's 3rd plot, Westside Island incident, Robotnik's 3rd plot, Robotnik's third plot, deployment, Eggman's third plan, deployment of the Death Egg, Robotnik's 3rd plan
Enabled · After character · Order 10 · 100%
Entry settings
A month after both the Little Planet Incident and the South Island Incident alongside Sonic and Tails meeting for the first time, the two newfound friends had been spending time with each other when the two were blindsided by Badniks that were trying to kidnap Tails. It was through this, that Sonic immediately knew what was going on—Robotnik (now known as Eggman)—was back. So with Tails by his side, the now dynamic duo would begin their journey through Westside Island, as they'd cross paths with Eggman first in Emerald Hill, and one last time in the Death Egg, in Space. It was also this adventure, that both Sonic and Tails would get the chance to go Super for the first time, since it was also in this endeavor of Eggman's, that he had found the 7th chaos emerald which had been missing for the last 300 years. Nearing the end of their adventure, when Sonic and Tails (with Tails flying the Tornado and Sonic standing on the plane's wing,) were closing in on Eggman's Death Egg, a laser would shoot the plane JUST as Sonic managed to jump onto the plane, forcing Tails to have to force-land the plane, nearly risking his death, while Sonic continued into the Death Egg, even being forced to face off Mecha Sonic (an admittedly not as advanced robotic clone of Sonic, that wasn't as good as Metal Sonic,) before finally confronting Eggman in his Death Egg Robot. Upon succeeding in defeating him, while in his Super State, Sonic manages to fly back down from Space to Emerald Hill, meeting back up with Tails and all the Flickies and creatures they were able to free, as the chaos emeralds were finally able to return to the Special Zone.
- #42[Zone] Emerald Hill
Keys: Tails' home, Tails' workshop, Miles' home, Emerald Hill Zone, Emerald Hill, Tails' shop
Enabled · After character · Order 10 · 100%
Entry settings
Emerald Hill is one of the few remaining NATURAL zones of Westside Island, and is also highly comparable to the Green Hill Zone of South Island in both name and appearance. For it's described as a beautiful green tropical area with lush green meadows, rich waterfalls, clean lakes or rivers, with sprawling flora and fauna in the form of their palm trees, or the very unique animals that live here that aren't found elsewhere in the world. The soil is orange-brown and has squareish patches and a checkered pattern on some points, a bit similar to how the grass of Green Hill Zone is checkered. Alongside Emerald Hill's famous palm trees, there's also, shrubs, flowers and lime green grass that fills the area, leaving behind absolutely no space untouched by the lush vibrant emerald green plant life, notably there's also many loop-de-loops, corkscrews and caves with blinking green lights built into the walls, similar to the structures that can be found in Green Hill Zone, and since Emerald Hill is on the coast, it means the crystal blue sparkling ocean waters can be seen via passerby. Emerald Hill Zone is also where Tails himself has hunkered down, building himself a house just a few miles away from the forest he grew up in before meeting Sonic. Admittedly, Tails' house is a BIT... Self-pleasing, in a sense, for its a round single-floor house that's in the shape of Tails' head with the front door having white extensions resembling his muzzle and two fox ear-shaped antenna on the roof, meanwhile next to his house is his garage, which is where the Tornado and his large garage is located.
- #43[Zone] Chemical Plant
Keys: Eggman's chemical plant, Chemical Plant, Robotnik's chemical plant, Chemical Plant Zone
Enabled · After character · Order 10 · 100%
Entry settings
One of the artificial zones created by outside sources on Westside Island, it was created all by Eggman himself during the Westside island incident 14 years back, and it's astonishingly different in appearance to Emerald Hill Zone. The sky's (somehow) in a perpetual state of night, as this zone is a heavily industrialized metropolitan city which MASSIVE chemical factories scattered throughout the zone creating Mega-mack. Filled to the brim with towering grey buildings with teeming lights, grey metal platforms and walk paths with even a few loop-de-loops, tunnels, and various open chemical pools or pipe entrances. There's a lot of black and yellow striped warning signs scattered throughout the zone as well, for being a chemical plant, some have also confirmed that it's oddly amusement park-like in its appearance, a remnant of Eggman's whole "Making an amusement part" schtick. Unfortunately, because of the presence of all these chemicals, mega-mack, smock, and other forms of toxic waste even after Eggman's defeat and Mobians all taking over the factories to make their own, there really is no way to truly clean it all up. Though many Mobians HAVE done incredibly well with containing the waste, making sure absolutely none of it leaves Chemical Plant, as such this zone makes up about 34% of Westside Island's economy and monetary production.
- #44[Zone] Aquatic Ruin
Keys: Aquatic Ruins Zone, Aquatic Ruin Zone, Aquatic Ruins
Enabled · After character · Order 10 · 100%
Entry settings
Located in one of the many dense and lush rainforests that can be found on Westside Island, Aquatic Ruins as its name may imply? Is a large ruin, filled with various structures that vaguely resemble the pillars and other ruined architecture from Roman history and style. The floor is mostly covered in grass, but there are some patches of missing grass that reveal that there is no actual dirt beneath the grass, just that the grass has overgrown the once pristine brick-laid paths and walls that were once fully visible. These patches of missing grass, and underwater portions of this zone, reveals that the bricks are varying shades of peach, teal, and light blue, in a random pattern of brick laying. There's a lot of water pits, streams, and even deep lakes scattered throughout the ruins, these bodies of water weren't always there as there is some signs of ruined homes and houses left underneath the water in the zone's deep lakes, but like many of the... Confusing, architecture which implies that SOMEONE at one point used to live here, this zone is quite pretty.
- #45[Zone] Casino Night
Keys: Casino Zone, Casino Night Zone, Casino Night
Enabled · After character · Order 10 · 100%
Entry settings
One of Robotnik's artificial zones that he had somehow managed to create on Westside Island during the Westside Island incident. Much like Chemical Plant Zone, Casino Night is a sprawling metropolitan city, the biggest difference however is that while Chemical Plant is polluted and dirty, Casino Night? It is a gambler's wet dream come to life; a large city covered in neon lights and (somehow) plunged into eternal night, making visits to this city of sin quite visually appealing due to the aesthetic of a neon night city life. Much of Casino Night Zone's floor and landmass is made up of a golden metallic material that is highly detailed with glowing lights, red carpets, palm trees that are all neatened up. Even after Eggman's defeat in the Westside Island incident, the Mobians of Westside Island maintained Casino Night's condition, and to this day it is also a LARGE part of the island's own economy and a major tourist spot, mainly for many of the large pinball machines and slot machines that allow Mobians capable of doing a spin-dash to roll in and use their own bodies in the activation and use of these large machines, which has the chance of earning them a lot of coins. Since gambling is looked down upon however, the rings of this zone are often chock-full of bad karma energy.
- #46[Zone] Hill Top
Keys: Hill Top zone, Hill top
Enabled · After character · Order 10 · 100%
Entry settings
One of Westside Island's natural zones, Hill Top Zone isn't actually a hill, nor is it at the top of a hill. It is a mountain range filled with seesaws and gondolas, with distant plateaus/canyons and cyan-toned mountains with mountain tops covered in lush vibrant green life. The trees and plants of this zone are quite tough, the trees being evergreens, and many of the flowers and plants found here are the same that can be found in Emerald Hill. The dirt and stones of this area of are light cyan in tone.
- #47[Zone] Mystic Cave
Keys: Mystic Cave, Mystic Cave Zone
Enabled · After character · Order 10 · 100%
Entry settings
Mystic Cave Zone is an underground zone located on Westside Island, being a cave that expands over many miles, even reaching out into the underground of other zones on the islands, but many of these exits or entrances have since caved in or been blocked off. Originally being a very busy mine in the distant past, Mystic Cave zone is now the remnants of the mining work that took place. Where did many of the large gems go? Who were the ones mining here? Well... Nobody really knows, all that is known however, is that Mystic Cave is a very fun place for explorers and those who want to see the sights, as the zone is a dark cave, lit up by hanging lanterns from a ceiling made up of sharp jagged purple gem clusters that were left behind, along with gem encrusted floors, abandoned mine shaft systems, and even branching tunnels or sudden pit-falls that leads to either water or spike traps that were left behind by the old workers of this abandoned mine. There are also many doors or switches that have since been covered up by vines, and what little plant-life exists underground. There also happen to be many wooden walk-ways, bridges, ladders, and other implements meant for Mobian or human exploration that were installed about 100 years back when the zone had been rediscovered.
- #48[Zone] Oil Ocean
Keys: Oil Ocean, Oil Ocean Zone
Enabled · After character · Order 10 · 100%
Entry settings
Once a pristine coastal resort on Westside Island, after the events of the Westside Island Incident 14 years ago, followed by Eggman's actions, this zone was forever changed into being a highly polluted, ecological dead-zone. The ocean near this side of Westside Island being so damn polluted, that the zone's name is quite literal, the oil pollution here is so bad that for about 10 miles from the zone's coast out into the wide sea, the "water" near this zone is 90% oil, and 10% water, it is THAT bad. It was a petrochemical factory and production plant that Eggman had built over the resort that he had destroyed, as this zone also happens to be atop of the world's largest source of various kinds of oil, which Eggman had been farming for his machines. It's filled with large industrial buildings, lakes, ponds, and rivers of oil that were pulled up from underground, with silos scattered throughout the zone. Even with Eggman gone, the attempts at cleaning up the pollution is just a worthless effort at this point, all the Mobians who live here can do now is to try and reduce the damages caused by relocating what little plant life is left here to other zones of the island. They can't even use the oil here for energy, because these oils are rich in carbon, and there's just so Chaos-damned much of it, even the slightest of sparks would be enough to send this entire place up into a large explosion and rain down burning oil over the rest of the island. It's because of this, all fire box monitors found here, any technology, any matches—basically ANYTHING that can start a fire; is strictly forbidden and illegal to have in this zone. It's not even a good tourist spot, because staying in this zone for prolonged periods of time causes headaches and nausea to those who have to deal with the harsh stench of oil that permeates through the air.
- #49[Zone] Metropolis
Keys: Metropolis Zone
Enabled · After character · Order 10 · 100%
Entry settings
A steampunk citadel powered entirely by steam, gears, and wind power. This zone on Westside Island was the result of Eggman creating a temporary base for himself during the Westside Island incident as to help him build his Death Egg and use the ludicrously large amount of oil from Oil Ocean zone to fuel his Death Egg. This huge technological city has many buildings built in the distance; towering sky scrapers with apartment complex towers and many large steampunk-esque machines that utilizes steam, wind, smoke, and gears to create the power that keeps this place up and running. Unlike Oil Ocean Zone, this is possibly one of the cleanest (artificial) places in the world, since it's taking in carbon, and using carbon from the atmosphere to create liquid carbon which is what's used to keep everything cool. After Eggman's defeat 14 years back, Metropolis Zone has since been used as a sort of "replacement" for the old resort that once laid where Oil Ocean now stands, with its clean metallic steampunk-y aesthetic being a very big thing for many Mobians, it's even where a lot of humans often come to visit.
- #50[Zone] Wing Fortress/Death Egg
Keys: Death Egg, Wing Fortress Zone, Eggman's death egg
Enabled · After character · Order 10 · 100%
Entry settings
One of the two creations of Dr. Eggman during the Westside Island incident, also referred to as the "Flying Battery", which he would go on to recreate during the Angel Island incident; the Wing Fortress/Flying Battery is a large flying warship entirely of Robotnik's own creation and craft. Being outfitted with state of the art (as in, it was state of the art 14 years ago) lasers and missiles used to shoot down anything that got too close to it, meanwhile on the inside it's filled to the brim with Badniks and death traps that only Eggman knows the full layout of, in case anyone were to try and sneak onto the ship without him being aware of it. The Death Egg on the other hand? It was considered to be Eggman's magnum opus at the time, an entirely space-born war station mixed in with a planet-busting laser along with the technology to harness the power of ALL seven chaos emeralds. Not to be confused for his Death Egg Robot (which was a mech,) the Death Egg is a large moon-sized space base that is mostly a grey sphere in shape, but with Eggman's face styled onto it, making the large base look like it's wearing glasses and also having a pointy nose with Eggman's ICONIC moustache. It was already destroyed once during the Westside Island Incident after Sonic had infiltrated the ship after barely managing to escape the Flying Battery, but when Eggman tried to rebuild it again during the Angel Island incident, unfortunately for Eggman it would be destroyed for a SECOND time when Sonic, Tails, and Knuckles (who had realized Eggman had tricked him) got involved to mess up his plans.
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