
We had wandered through the golden hills and valleys of the Mother Lode all afternoon, exploring towns and historical sites.

The cannon can shoot multiple frozen bullets that bounce around on the floor and spread out. In the last part, Robotnik uses an ice cannon. When Robotnik's machine blows flames, Sonic must hit the flashing shoulder-pad again.

The second part uses flamethrowers the same fire that the Doctor weaponized for use in Volcano Valley Zone. Sonic must get near one to lure Robotnik into dropping it, then hit the flashing siren on the arm's shoulder to damage it. It consists of three parts the first part has the arms of the robot designed as spiked maces. The third Act is the boss inside the Robotnik statue itself. Sonic drops down from the ceiling and prepares to fight Robotnik. Even though they are separate paths, these two floor panels will be activated at the same time). There are two sets of these he will pass through to signify the end of the Act (the second set is actually two separate floor panels on different paths. This is merely to prevent Sonic from returning back to the previous area(s). However, this is not a pitfall trap of any kind. Near the end, a square shaped floor will open up once Sonic passes through it. An Extra life monitor is hidden near the "stomach" portion of the tower. The only new trap appears to be a wall laser that periodically shoots lightning (its light at the top may hint at its activation). This Act does not have any Flickies to rescue, so Sonic simply has to make his way to the top of Robotnik's Tower while avoiding numerous traps and enemies from the previous Act.

A secret, breakable wall can be found which contains a hidden room that houses a few Rings and an Extra life monitor. Gimmicks include levers to change the direction of conveyor belts, and elevators to transport Sonic to different portions of the base (one of which is a one-way direction). This time, the Flickies will be stationed inside glass containers scattered all around the stage. Sonic has to rescue five Flickies total to proceed towards the goal. In terms of gameplay, it is essentially a palette swap of Gene Gadget Zone but with different Badniks and a few new features. Robotnik has deployed an army of robots to stop Sonic in his tracks, and there are only a few Rings to be found in the Zone. In the second Act, there are no Flickies to free, and all the player must do is reach the end of the Zone. The Flickies that need to be rescued include two blue Flickies, one purple Flicky, one red Flicky and one green Flicky. Panic Puppet Zone has a different Act structure to the preceding Zones the first Act has Sonic rescuing Flickies that have not been turned into Badniks yet, and are simply held captive in containers instead of Badniks (Robotnik had no time to turn them into Badniks). At the very center of the Zone lies a gigantic, Robotnik-shaped tower, reminiscent of the one constructed in Stardust Speedway's Bad Future in Sonic the Hedgehog CD.Īfter defeating Robotnik at the Gene Gadget Zone, Sonic chases the doctor to the Panic Puppet Zone. This Zone is the core of the Doctor's operation on Flicky Island a massive military/industrial complex bristling with conveyor belts, turrets, and trapdoors.
