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Evil Foundry (イビルファウンドリー Ibiru Faundorī?) is the fourth World in Sonic and the Secret Rings. It is a smoldering, medieval industry complex from an ancient kingdom.
Description[]
It is based on an ancient kingdom according to the legend. However, it is closer to being related to a lava refinery than a palace. It also holds the Ifrit Golem, an evil fire djinn who wishes to burn the world away. The Evil Foundry is the home of the huge robotic djinns that resemble mini-Ifrit Golems. These require Sonic to use a Homing Attack on their heads to defeat them. Other hazards include lots & lots of spikes, spinning blades that block corridors, swinging spiked doors and the extremely well-known hazards: lava pits. Sonic can cross the lava pits by using the Homing Attacking at cranes.
Story[]
When Sonic first encounters the Ifrit, he finds it immune to his attacks. Just as the Ifrit is about to attack him, Sonic uses Shahra's power and performs a Time Break to escape. He later returns after obtaining the Water World Ring, and uses its power to defeat the golem. After defeating the Ifrit Golem, Sonic gets the Red World Ring.
Missions[]
Mission 1: Go for the Goal[]
First, the player will run down a wall leading to a room with a Golem Djinn. There will be a line of Rings, and scattered iron crates to slow the player down. Next, the player will run up stairs and then Wall Shuffle. There are iron balls this time, and they can hurt the player. The player will then reach a room with tanks and Green Ma Djinns. After that, there is a hallway with fast-opening doors (some with spikes). Next, the player will reach a staircase that leads to a Golem Djinn and spinning saw blades. After that is a hallway that leads to a hoop, and then a hallway with drop-offs that lead to hoops. Next is a hallway with Grind Rails, spikes, Blue Ma Djinns, and Green Ma Djinns. The player will then run up a wall with spikes on it. After that is a few hallways with smashers, hoops, and Red Ma Djinns. Next, the player will find a platform with machines that fall when they attack them. Finally, there is an down-spiraling platform with rolling Iron Balls, that leads to the Goal.
Fire Soul locations[]
- Head to the Golem Djinn at the beginning of the level; the first Fire Soul is located above the Golem Djinn surrounded by a series of Pearls. Sonic must climb up the crates and Homing Attack the Golem Djinn's head in order to reach the Fire Soul. (The Golem Djinn walks in an oval, so Sonic must be careful not to strike when it is too far. The position of the Golem Djinn is another factor; for instance, if Sonic strikes from the right side while the Golem Djinn is also on the right side, Sonic won't be in the correct position to grab the Fire Soul. He has to wait for the Golem Djinn to position itself left before striking, and vice versa.)
- Another Golem Djinn can be found following the hallway of saw blades and before the first Air Launcher. Climb onto the neartest set of crates and Homing Attack its head once again, this time, causing a set of crates to fall over up ahead, revealing a Spring. Hit the Spring to grab the second Fire Soul.
- Past the hallway filled with Green Ma Djinn and a tank, a set of Grind Rails can be found, where a third Golem Djinn can be found. Head up to the higher Grind Rail and perform a Charge Jump to Homing Attack the Golem Djinn and make it fall over. The third Fire Soul can be found on the left side of the Golem Djinn's back. It's possible to time a jump and grab the Fire Soul without knocking the Golem Djinn over, but is a bit trickier to pull off.
Rewards[]
- Sand Oasis - Mission 3: Head to Head
- Soul Gauge
Mission 2: Diehard Challenge[]
For this mission, the player must reach the Goal without being defeated. This mission starts in the section right before the first hoop, and ends at the section after the wall with spikes that the player runs up of. However the path is more hazardous, with extra Iron Balls, fire crates, and spinning blades.
Mission 3: Hands Off[]
For this mission, the player must reach the Goal without any Rings. This mission starts at the down-spiraling platform, and ends at the end. To make this mission harder, instead of iron balls, the course is filled with Rings.
Mission 4: Head to Head[]
For this mission, the player must beat Uhu the Wind Genie in a race to the Goal. This mission starts at the section right before the smashers, and ends right after the area with the smashers. This time, the smashers are frozen, and there are obstacles such as boxes.
Mission 5: Beat the Clock[]
For this mission, the player must reach the Goal within 180 seconds. For this mission, the player goes through Mission 1, backwards. There are a few alterations as well, such as Wall Shuffling for a part and more enemies, spikes, obstacles, and shortcuts.
Rewards[]
- Skeleton Dome - Mission 1: Go for the Goal
- Fire Lock-On (Gold Medal)
Mission 6: Stealth Attack[]
For this mission, the player must reach the goal without defeating enemies. For this mission, the player starts at the section in Mission 5, where the player go up the stairs, and ends at the end of Mission 5. This mission has more spinning Green and Blue Ma Djinns added to its course, and the hoop at the final shortcut has spikes.
Mission 7: Hands Off[]
For this mission, the player must reach the goal with zero rings. For this mission, the player starts at the final stretch section of Mission 5, and ends at the end of Mission 5. This time, there are tons of spinning iron balls, and at the end are several lines of Rings.
Mission 8: Perfect Challenge[]
For this mission, the player must reach the Goal without taking damage. This mission starts at the start-out section of Mission 5, where they run up the spiral, and ends at the top of the spiral. This time, it is littered with moving iron balls. In addition, there is also a Golem Djinn.
Mission 9: Rampage![]
For this mission, the player must defeat twenty enemies. For this mission, the player starts at the section in Mission 1 with opening doors. Scattered along the path are standard enemies and obstacles like spikes and iron balls. Upon defeating twenty enemies, the mission will be completed.
Mission 10: Collect Rings[]
For this mission, the player must collect 99 Rings. For this mission, the player starts in the same place they did in Mission 9. Scattered across the path are Rings. Upon collecting 99 Rings, the mission will be completed.
Mission 11: Perfect Challenge[]
For this mission, the player must reach the Goal without taking damage. For this mission, the player starts in the section in Mission 1 where the stairs end, and ends at the end of the Golem Djinn's hallway. This time, the level is littered with obstacles like iron balls and Red Ma Djinns.
Mission 12: Chain of Ring[]
For this mission, the player must collect fifty Rings in swift succession. This mission takes place in the hallway of Mission 9 and 10. To make it harder, most of the doors in the hallway are spiked doors. The player must collect Rings quickly to build up the required fifty-chain combo; take more than a few seconds to get the next Ring, and the chain will reset. The time the player has left before the chain resets is shown by a gauge. Upon getting a fifty-chain combo, the mission will be completed.
Mission 13: Defeat the Boss[]
For this mission, the player must defeat the Ifrit Golem, a fire spirit. In this fight, it will attack with bomb, crates, and lasers. To defeat it, the player must attack its hands. After that, get to its head and attack it three times. Do this three times to complete this mission.
Big's cameo[]
- In Paragraph 2, the Diehard Challenge, as you start the level, do a homing attack into the tank the Golem’s holding, then attack its head, and then attack the magic carpet. Brake for a few seconds after getting onto the pathway, and you'll see Big on a torch lamp on the ceiling.
- When you are able to spot the Golem, jump onto the cylinder and brake for a few seconds. You'll see Big the Cat sitting on the edge of a pit of lava in Paragraph 8.
Trivia[]
- Noticeably, the mission to get into the heart of the foundry and the mission to escape in 3 minutes are exact opposites of each other.
- In the Go for the Goal mission, there is a pair of Red Ma Djinn who only need to be hit once to be defeated, rather than the usual two hits. This is because the player is expected to launch an explosive canister into them, which deals one hit of damage.
Music[]
Name | Artist(s) | Length | Music track |
---|---|---|---|
"The Palace That Was Found" | Kenichi Tokoi | 3:27 |