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After racing up the front steps, racers zip through a short carpeted area before passing through some double doors. The course now curves sharply right. The player can take the safe approach and stick to the wider patch of carpet, or he/she can drift toward the back wall and release a boost in time to knock down a zombie, fly over a wide gap (or along its left side), and then hit a speed pad. Should the player hit the speed pad, he/she will rocket forward and get ready to drift sharply toward the left through an opening, then to release built-up energy to perform a boost down toward a courtyard.
In the courtyard itself, racers have more choices to make: they can zoom straight across a fetid pool of water, or they can veer to either side for some items. Just after that early garden path, racers scale a circular tower. There is a long bit of wooden planking along the outer edge, and the player can drift along it quite easily while the other racers do the same. Wooden crates can slow the player down here but won't actually set him/her spinning, though it is a better idea to keep left (perilously close to the drop-off on that side) until reaching the top and bursting forth across some rooftops.
Upon reaching the roofs, fairly rapid progress can be made until the player crashes downward through a glass ceiling. The glass won't slow racers down, but it can obscure the player's vision briefly. After racers land and start forward, they must be ready to dodge to the side because of the short stone pedestals that pepper this area. Weaving quickly around these obstacles can help to avoid letting the other racers pass.
For Curien Mansion-located tracks, such as Deadly Route, these are the following tracks selectable for the course: