Challenge Room

The Challenge Rooms are levels that appear in Sonic Boom: Fire & Ice. They are a series of bonus levels the player can enter through portals in their respective adventure levels. Here, the player must navigate an obstacle course to obtain a Trading Card. Each adventure level in the game has its own Challenge Room.

Overview
The Challenge Rooms and their entrance gates come in five unique designs derived from the adventure levels they appear in: After clearing a Challenge Room, its entrance becomes sealed with an iron gate and a padlock.
 * Kodiak Frontier: Challenge Room entrances in Kodiak Frontier resemble ice totem segments with a walrus face carved on them. These rooms are set inside an ice cave. The roof is held up by pillars and the roads are made of snow-covered ice. Along the paths are curved ice spikes, mushrooms, and purple thorns. In the background is also a wide rift which shows a winter landscape of evergreen trees, mountains and cliffs outside.
 * Seaside Island: Challenge Room entrances on Seaside Island resemble rustic wooden sea huts with straw roofs. These rooms are set in the deepest parts of the jungle. The background is obscured by giant trees with epiphytes and twisting branches, bamboos and tropical bushes, while the paths consist of plant-covered rock roads. Along these paths are more bushes, wooden roads, pots, tikis, and deadly red plants.
 * Paleo Tarpits: Challenge Room entrances in Paleo Tarpits are forgotten stone huts with a giant sabretooth skull on them. These rooms are set a foggy wetland. Here, grass-covered stones outline the paths, which have giant insects, spearheads, bones, spiky bushes and multicolored plants along them. In the background is also a bog with ponds, tall spruces and other tropical bog trees, giant skeletons, and straw-like weed.
 * Cutthroat Cove: Challenge Room entrances in Cutthroat Cove are giant drums decorated in Eggman's likeness. These rooms are set inside a sea cave. The paths here are wooden scaffolds with barrels and wooden spikes along them. The background itself is a flooded cave with pillars, treasure piles, sea flora and fauna, and waterfalls. In the back is also a view of the sea at night and a cliff shaped like a hedgehog skull.
 * Gothic Gardens: Challenge Room entrances in Gothic Gardens resemble small, medieval fortresses. These rooms are set an underground dungeon. The rock paths here have cells carved into them, and along them are torches, spears, skeletons, chains and cages on gallows. In the background are also several pillars carved into towers with shoddy scaffolds, chains and paths winding around and between them.

Gameplay
In terms of gameplay, the Challenge Rooms are like the adventure levels, but harder and shorter;an average Challenge Room can be cleared in about a minute or less. Here, obstacles like spiked cubes (both floating and moving ones), spike traps, pits, and unstable platforms appear much more frequently than in regular levels. There is also great emphasis on platforming. Overall, a Challenge Room is more of an obstacle course and the biggest test of platforming skill in Sonic Boom: Fire & Ice.

In a Challenge Room, the player's only objective is to obtained the Trading Card at the end of it. Once obtained, the player automatically returns to the Challenge Room's entrance in the adventure level. The Challenge Rooms are treated as a part of their adventure levels, meaning the total time and Ring count in the adventure levels pick up from where they left off when entering a Challenge Room and retain the changes that occurred within it when exiting it. If a character is defeated in a Challenge Room however, the player will respawn at the beginning of the room rather than the last Checkpoint.

Description
A Challenge Room can be accessed by pressing at its entrance gates in its adventure level. After clearing a Challenge Room, the player will be unable to reenter it.

Ice Fishing Cave
At the start, swing across the spike pit on the left and go down to the lower area via the incoming shaft. There, cross some spike blocks on the right and go under a moving spike wall. Skip then across some more flipping platforms with spikes below and spiked blocks to reach the Trading Card.

Crystal Grotto
First, get across the pit on the left to reach a Bounce Pad. As the characters are sent up on some water plates, get then a solid footing on them to reach the road on the upper right, and go down the hole there. Once in a corridor, outrun the spike wall approaching from the right and some spiked ceiling blocks before they drop down to reach the drop at the end of the passage. From there, immediately swing to the left to reach the Trading Card.

Whispering Caves
First, climb the water platforms on the left and swing across the pit on the top. Jump then over a pit with spiked blocks and scale a ledge. From there, get past the spiked pillars moving in a piston-like fashion and cross then a few more pits to reach the Trading Card.

Frostbite Chamber
At the start, grind down a series of Rails on the right while jumping over spike blocks, some of which move in when the player gets close. At the end, go down the nearby shaft and grind down the Rails on the left with similar obstacles. At the end, cross some more pits to reach the Trading Card on the left.

Overgrowth
First, go right while avoiding the spiked pillars trying to crush the characters. After passing through a loop, go left and cross several pits, many of which contain spiked blocks. At the end, go down a level and ride a moving platform across a pit which dodging spiked blocks. At the end, get under a spiked wall to reach the Trading Card.

Boom Temple
At the start, skip across the flipping platforms with spikes on the bottom over the pit on the right, and then across some moving platforms before they push the characters against the ceiling. On the upper level, skip across some smaller flipping platforms over the pit on the left, and run then past some pillars before they come crushing down. Upon reaching the next upper level, go left across some pits while outrunning a spiked wall coming from the right to reach the Trading Card.

Jungle Glade
When arriving, grind across the Rail segments on the left and go upward at the end. From there, grind across the next Rail. This time though, spiked blocks appear along it. Go upward at the end to the next section and grind along the next Rail there. Along it, spiked blocks will appear in more tricky formations. At the end of the Rail, the Trading Card can be found.

Tangled Mount
At the start, grind down the Rails on the right and skip between the water platforms while dodging spiked blocks. At the end, climb to the upper level and grind down the Rail there while dodging pits and spiked blocks coming in from left and right. At the end, climb to the next level and grind along the Rail there while avoiding both stationary and enclosing spike blocks. At the end, cross another pit to get to the Trading Card.

Primordial Wilderness
Primordial Wilderness holds several flipping platforms, all with spikes on the bottom. At the start, skip across the flipping patforms on the left and climb upward via similar plaforms. Move then across a bridge of flipping plaforms within a narrow passage. Further ahead, the player must cross a similar platform bridge, then skip across a series of flipping platforms, and then cross another platform bridge to reach the Trading Card.

Sinkhole
At the beginning, swing over the spikes on the left and follow the incoming path to the bottom. Cross then a series of pits with spikes and spiked blocks (the latter of which will close in on the player to skewer them in one instance), and go down through an ice block. Follow the path from here across some more pits to arrive at the Trading Card.

Sunken Gulch
The paths in Sunken Gulch move in zigzag-like patterns with increasingly wider spike fields covering the surfaces. First, ride the series of moving platforms on the right to the bottom. Once there, climb upward again via the path on the right. When at the top, go to the bottom again via the moving platforms on the right. At the bottom, climb to the top again via the road on the right, and cross then a series of pits and spikes to reach the Trading Card.

Chasm Lair
Chasm Lair makes heavy use of the Water Spout gimmick. First, go to the right, across a spike pit and spiked pillars that move up and down, to reach a loop. After being sent to the bottom, go left, past more spike pits and moving pillars with spikes, to a Bounce Pad, and follow the path upward across more pits to reach the Trading Card.

Boneyard Hollow
At the start, cross the pits on the right and pass then some spiked blocks coming in from the background in a narrow passage. Follow the path from there across some more pits to the upper parts of the room. When coming to some spiked pillars moving up and down, get past them and cross the upcoming pit of spikes and spiked blocks. After that, follow the path to arrive at the Trading Card.

Cypress Cavern
At the start, cross first the pits of spikes and spiked blocks on the right, and at the end, climb then to the upper area. Follow then the path on the left through the next loop to a small room, and climb to the upper area from there. From there, get past a pit and some spiked pillars moving up and down to get to a drop. Descend down there, but watch out for spiky footholds, to find the Trading Card on the right.

Buccaneer's Cove
This Challenge Room is all about Enerbeam Swings and spike pits. At the start, swing and skip across an extensive stretch of pits to each a Bounce Pad at the end leading to the upper area. From there, swing and skip across a similar extensive pit area on the left to reach the Trading Card at the end.

Treasurer's Plunder
When arriving, ride the moving platform on the right over a pit while dodging spiked blocks. Cross then two spike pits to arrive at a shaft. Ride there a series of moving platforms to get to the top area, but get off them before they hit the spiked ceilings. Once at the top, go left to reach a bridge of platforms moving up and down between spiked surfaces. Use recesses in the ceiling to cross this bridge and arrive at the Trading Card.

Fortune's Spiral
When first arriving, climb the staircase on the right and get then quickly past a spike pit and some spiked blocks coming in from the background. Bounce then to the upper level, and get across some flipping platforms with spikes on the bottom on the left. Continue across the spike pit from there and get past some more blocks attacking from the background to reach a path leading straight to the Trading Card.

Canopy Keep
At the start, the section on the right will have a spiked ceiling above the path that moves up and down. To get past it, use the recesses in the floor along the path to hide in. After that, ride a series of moving platforms to the top, but get off them before they hit the spiked ceilings. At the top, the path ahead will have another moving ceiling with spikes. While this section has recesses in both the ceiling and the floor for the player to hide in, they require more care to use. After this section, the player will find the Trading Card.

Bizarre Vault
First, start by following the path on the right past some spiked blocks protruding from the background. From there, outrun a spiked wall coming from the left, then cross a pit with spiked blocks and follow the path to the lower area. Down there, cross another pit of spiked blocks and spears, and get then past a series of spiked pillars that move up and down. Finally, upon coming to a wide spike pit, ride across it with some moving platforms to the Trading Card.

Alcove Block
Alcove Block puts great emphasis on approaching walls. At the start, go down the path on the right. Along the way, the player will descend down a number of "step" with spike pits while spiked walls appear from the left. Eventually, the player is sent to the upper area where they have to descend similar types of steps. After that, the player must scale a shaft of water platforms to reach the Trading Card.