Icecap-Sonic the Hedgehog 3
Icecap Zone
Kicking off with a classic snowboarding scene, the original snowy zone is fun and fast-paced, and an all time favourite for many, myself included. Taking place in the central mountains of Angel Island, Icecap Zone delves into internal icy caves and Arctic wastelands. Watch out for freezing blasts of air and never-ending sloped drops, crack item boxes out of frozen shells before opening them, and use swinging platforms and trampolines to get around. It also features probably the most popular background music in Sonic history.

Game: Sonic the Hedgehog 3

Stage Number: 5

Level Division: 2 Acts

Boss: End of Act 1. End of Act 2.

Playable Characters: Sonic & Tails, Sonic, Tails. Knuckles (Sonic 3 & Knuckles only).

Difficulty Rating: 3

Music: Variations of similar music for each act. Though the music for Act 1 only really features two different melodies, each alternating between one and two loops, the beautiful climax for either act is easily one of the most popular and well-recognised ditties in the Sonic catalogue. Talented fans have made literally dozens of remixes of this Sonic tune, I daresay more than any other. Act 2 is a far more calmer mix of the tune to accompany the change in scenery, with a more varied arrangement and a certain polar, and barren theme. But I find the Act 1 version just a bit more potent and entertaining, despite its repetition. They're both awesome though.

Typical Length:

Act 1: 3 - 4 minutes
Act 2: 1 minute, 30 seconds - 3 minutes

Available Items:

Rings Checkpoints 10 Ring Item Box Fire Shield Item Box Water Shield Item Box Lightning Shield Item Box Invincibility Item Box Speed-Up Item Box Extra Life Item Box Eggman Item Box Special Stage Ring
Act 1 172 4 5 0 0 3 1 0 0 0 2
Act 2 479 2 2 0 0 2 1 0 2 2 3

Icecap Zone Downloads:

Level Maps: Act 1 map (.png)
Act 2 map (.png)
Art: Official Penguinator badnik art (.jpg)
Official concept art (.jpg)
Art found in the Japanese instruction manual.
Top Tips
- As Sonic, by far the most useful asset to you in this level is the lightning shield. Make sure you get one and hold onto it for as long as you possibly can, because the double jump ability that it offers will really make things a lot easier for you. Not only can you leap up to high ledges more easily, but it's of great use towards the end of Act 1, in the area with several swinging chain platforms and ledges that you would otherwise need to use a spring and a very well timed jump to get to. It makes both bosses go down a lot more quickly and furthermore, it removes those spiky crystals that surround the star pointer badniks, rendering them almost harmless.
Lightning shield works wonders against Star Pointers!
- Act 2 may seem relatively short, but it's got a lot more to it than Act 1, across many different routes. If you want to explore the full extent of the level's variety, speed is the key. You can cross to different routes by hitting the curved edges of the path with a lot of momentum behind you, preferably while spinning along the ground in a ball. You'll be thrown up high onto the next route above you, since they're all essentially stacked up on top of each other. Generally speaking, the higher route you go on while outside of the caves, the less time you'll spend inside them later on in the act. In fact, on the highest route, you can avoid the caves completely, which is preferable, as they hold a rare expanse of instant death, should you fall in the water.
In Act 2, hit curves with speed to find new routes.
Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc.
View general notes for Icecap Zone (17)
#1. Comment posted by Anonymous on Wednesday, 6th October 2010, 8:38pm (UTC)
Here's an interesting glitch, if you play as sonic and land on an ice block without breaking it and then (using player 2 controller) use tails to break the block and then sonic will be walking in mid-air! This works until he jumps, gets hurt or dies.
#2. Comment posted by Andrew on Friday, 22nd April 2011, 3:29am (UTC)
In the Act 1 boss, it's 8 snowballs, not 7.
#3. Comment posted by Andrew on Friday, 22nd April 2011, 3:31am (UTC)
Me again. It is 7. But seven drop down, 8 circle it.
#4. Comment posted by Bobsled101 on Tuesday, 17th May 2011, 6:54am (UTC)
Actually, Andrew it is five that drop. One load is three, another load in two. just letting you know
#5. Comment posted by dara on Thursday, 9th June 2011, 4:07pm (UTC)
bobsled101 has point there andrew
#6. Comment posted by SPINDASH77 on Tuesday, 30th August 2011, 12:33am (UTC)
Dude! I really wish this Zone was in Sonic Generations!
#7. Comment posted by super sonic on Monday, 5th December 2011, 1:29am (UTC)
if you get frozen in an ice block,have tails jump on you and you will not be hurt!
#8. Comment posted by Anonymous on Sunday, 13th May 2012, 12:12pm (UTC)
Grammar police here. "far calmer" or "far more calm". Not "far more calmer" hehe.
#9. Comment posted by Melfice on Saturday, 2nd June 2012, 4:10pm (UTC)
Also during the first sliding part (Act 1 Part 1 in the guide) Tails may sometimes unexpectedly outslide the screen and die for no appearant reason.
#10. Comment posted by Hunter T. on Monday, 18th June 2012, 2:17am (UTC)
In Sonic 3 alone, an oversight caused the vertical looping of the stage to not be present with Tails, causing him to die. Hitting a star post fixes this after you die.

It is possible to get into Knuckles's section of act 1 using the vertical scroll glitch. However, those spiked balls can hurt Super Sonic!

Some features in Sonic 2's cut Hidden Palace Zone were used here.
#11. Comment posted by Hunter T. on Monday, 18th June 2012, 2:22am (UTC)
Forgot to add: credit to Sonic Retro. Also, I would give this zone a 2/5, not a 3/5.
#12. Comment posted by Anonymous on Sunday, 28th October 2012, 12:04pm (UTC)
If you play icecap 2 as knuckles and you start in the icy carverns, there is a screat entrance into the first special stage (knuckles only).Get the first special stage and after playing it, head to the left instead of right and you will see a death trap below! Glide from point 8 then climb the right wall downwards allowing you into the special stage giant ring below. This can be also used as a shortcut if you want. P.S. Sonic can take this way only by debug.
#13. Comment posted by Anonymous on Sunday, 18th November 2012, 5:01pm (UTC)
I loved this zone as a kid, listening to the music which made me feel like it WAS almost about surviving in a cold environment. Sonic Adventure didn't really do Ice Cap justice. That game's version of Ice Cap was nowhere near as awesome as this version.
#14. Comment posted by Anonymous on Sunday, 18th November 2012, 5:03pm (UTC)
I also always felt like in the geography of Angel Island the Ice Cap was the other side of the mountain you started to climb in Marble Garden with Carnival Night on the summit.
#15. Comment posted by Anonymous on Thursday, 22nd August 2013, 1:51am (UTC)
Shut up grammar police.
#16. Comment posted by Yogwog on Friday, 25th October 2013, 2:34am (UTC)
There are actually 6 ring monitors in act 1, not 5 like it says. There's 1 in a corridor with some icicles, plus 3 from the signpost at Sonic's boss, plus 2 from the signpost at Knuckles' boss. Although, technically the signpost monitors occur in Act 2 in this zone, in terms of which act is loaded into memory at the time, so maybe it would be more correct to say there's only 1 ring monitor in Act 1 (and 7 in Act 2). That would also be more consistent, considering the individual ring totals for the zone appear to be calculated that way.

#17. Comment posted by TheYogWog on Saturday, 29th November 2014, 3:47am (UTC)
Also there is a pair of double rings in Act 1. They're placed along the hallway with alternating crushing pillars on the top route shortly after entering the cavern.
Hide Notes
Appearance
Sonic slides down the snowy slopes of the start of Act 1, surrounded by miles of icy mountains rising through the clouds.
Most of the level takes place locked inside the frozen tunnels of the mountains. The dark blue cave walls feature rows of hanging icicles, huge glistening cylindrical pillars and occasional holes cut out to view larger icicles in the distance.
There's a variety of backgrounds and scenes throughout the level, moving from mountain tops to frozen caves to a huge Arctic sea, so lets start at the top. As Sonic, you'll hit the white slopes with style with the first appearance of the snowboard. Not that you'll have much time to look around, but the scenery here is a mass of misty mountains, all white and light blue, and rocky in appearance. The sky is a dark blue colour, which the rows of rocky mountains gradually fade into as they get further into the distance, and there's a floor of thick white clouds below. You'll then come to the ice caves, where closer walls behind the character are made of diagonal patterns that glow from blue to purple continuously. Get into an open area and you'll see them in their true glory, as huge dark blue icy cylinders expand the entire height, surrounded by endless waves of shorter crystals, the pointed ends of some of them glistening in what little light illuminates them. It's somewhat reminiscent of Superman's Fortress of Solitude, although obscure circular fire-alarm-like things glowing from blue to purple is a feature of it that I never quite worked out. At one point, holes appear in the wall of the cave, where you can see huge rows of large crystals in the lighter distance. When you finally break out of the caves and first reach the icy river at the end of Act 1, it's initially nightfall, but you can see huge blue ice bergs on the horizon, with smaller ones in front, sitting on a freezing cold sea. Closer to you, parts of the ice sheet that covers the water have broken up and are floating seamlessly across the screen. It's lightly snowing too, until you beat the Act 1 boss, and morning suddenly arrives on the scene, beautifully crisp and clear. Strangely this means the whole level goes from day, to night, back to morning again all within the space of a few minutes. Still, let's not hold that against it. Act 2 is then a mixture of this morning landscape and more caves, which appear similar, but a bit more open this time, across a big room filled with icicles.
Act 2 takes you outside into the cold morning air, where you're surrounded by huge ice bergs sitting atop a river, with broken sheets of ice floating by to the left.
The foreground comprises frozen hexagonal shapes, with small holes cut just underneath the snow-covered surfaces. Some pathways are decorated with pillars and abstract formations of diamond shapes and 3D rotating star objects.
The steep mountain slopes in the snowboarding segment are covered in thick heavy snow, complete with rows of thin, spiky trees without leaves, a cold purple colour. There are also much thicker fern trees that are covered in snow too. Following that, the rest of the level relies on largely the same surroundings. The ground is all iced over, creating detailed hexagonal patterns, areas of which are glowing from one colour to another. Your paths are covered in pure white snow and ice, and there are usually large holes in the ground just below it. Diamond crystal objects are a common theme that make up a lot of the numerous props and decoration around the place, both inside and out. They're arranged across some paths, along with rotating 3D star objects, and larger ones are held on poles that line the steep slopes of the caves, all purple, light blue or green in colour. Abstract ice statues with more 3D stars are another common sight, as are corroded pillars that zig-zag between the floor and ceiling, in front of the character. In Act 2, you may also spot glowing hexagons sitting on tall glass structures, and variations of the other crystallised objects. There are also long transparent ice tunnels to run through in the narrow, sloped areas.
#1. Comment posted by Anonymous on Monday, 27th September 2010, 5:54am (UTC)
Ummm... those are octagons bro
#2. Comment posted by Anonymous on Monday, 27th September 2010, 5:54am (UTC)
Ummm... those are octagons bro
#3. Comment posted by Anonymous on Monday, 27th September 2010, 4:04pm (UTC)
Octagons have 8 side. These have 6. Therefore, the prefix 'hex-' is correct. Not that knowing geometry is essential to play this level.
#4. Comment posted by Super Volcano on Friday, 22nd October 2010, 10:45pm (UTC)
I think they made a mistake with the snowboarding, or maybe they thought it just looked better.

Angel Island: Morning -> Hydrocity: Midday (or possibly an entire day) -> Marble Garden: Afternoon -> Night Carnival: Obvious -> Ice Cap 1: Very Early Morning -> Ice Cap 2: Dawn -> Launch Base: Morning -> Mushroom Hill: Midday -> Flying Battery: Afternoon -> Sandopolis 1: Sunset :> Sandopolis 2: Evening -> Lava Reef: Night -> Hidden Palace: Morning -> Sky Sanctuary: Morning. After that it's in space.
#5. Comment posted by Michael on Wednesday, 19th September 2012, 6:37pm (UTC)
Actually, if viewed from the side (as we do) they are octagons. Look at the lower-right pic: he's talking about the shapes on top of the pillars, just below the word "RINGS". Eight edges are visible.

But it's clear from the shading that what we are *actually* seeing is a side view of one of the Archimedean solids, the small rhombicuboctahedron. So now you know.
Hide Notes
Structure
Very steep slopes are commonplace in Act 1. You'll tumble down them on alternating sides, and they frequently loop through the level vertically, so reach the bottom of the map and you'll fall neatly back into the top. At times, this creates never-ending drops that you must find a way out of.
Much of the non-sloped portions of the act are based either in relatively narrow, meandering corridors or larger areas where you must use your platforming skills to negotiate various trials.
I think it's safe to say that no where else will you find two such different acts in a level, with regard to how they're structured. Act 1 is a very enclosed maze of thin corridors and loads of long, steep sloping drops, embedded deep within the caves, with a few slightly larger rooms thrown in for good measure here and there. Unlike similar stages, however, these paths aren't really compressed together to conserve map space, so they'll be taking you on fairly long distances, rather than short, multi-directional routes. One trick Act 1 does have up its sleeve and uses continuously is vertical looping, where you can drop down a pit at the bottom, only to reappear at the top of the map without even realising. This is used several times to create the effects of endless pits, where your character will fall continuously over and over again down long shafts, until you can make it to a platform or complete whatever task you need to do to progress (all detailed below). Aside from these constant drops, however, the passages will usually be taking you right. There are tonnes of slopes, most being exceptionally steep that your character will just slide down, and it's impossible to climb them back up, but between these are largely flat areas and a series of large platforms containing all the hazards to deal with. Act 1 has few multiple routes for Sonic and Tails, except for one small shortcut, though Knuckles manages to find a different, exclusive route on a couple of occasions, thanks to his ability to destroy tough ice blocks, and his Act 1 boss takes place in a different area.
Act 2 has an entirely different structure. The routes outside are long and speedy, with slight slopes and loops all stacked up on top of each other across the map.
The trick to passing from a lower route to a higher one is to hit these sudden upward curves with speed, usually by rolling or spin dashing along the long path before it. You'll fly upwards to regularly find a platform or bridge that you can land on.
Alternatively to go lower, loops sometimes lead straight down into these twisting tunnels (you'll have to knock through barriers into them by spinning in the loop) to delve back into the icy caves below.
Act 2 is a whole other ball game. It's very speedy, more open and rather on the short side, but it has a great choice of routes for Sonic and Tails, many of which are dependant on how fast you're going. To look at the map, it's almost reminiscent of a more complicated Emerald Hill Zone in some ways, and very similar in concept to the half submerged Aquatic Ruin Zone, but with less water. The top half is all based outside, in the Arctic tundra where Sonic and Tails begin the act, and comprised of several long, relatively linear paths all stacked up on top of each other, leading right. They use gradually declining slopes and loops (some in stacked pairs) for you to pick up dramatic speed, and you can alternate from a lower route to a higher one by hitting an upward curve in the path at great speed, sending you hurtling high in the air to a platform or through a bridge. Alternatively, some routes lead downwards into the lower portion of the act that delves back into the dark ice caves below, via twisting tunnels to burrow through. The structure is similar here in its directional linearity, though the increase of traps and tricky bits slows down the pace significantly. A small amount of water sits at the very bottom of this whole area, however there are no real submerged portions, as below the water lurks the only in-level example of death drops in the whole of Sonic 3! Sonic and Tails only see one, significant portion of this in Point #9, however Knuckles begins his Act 2 from an exclusive, linear route of the cave, and only emerges from it towards the end. Meanwhile, the array of routes open to the hedgehog and the fox mostly lead into the caves sooner or later at some point, even if it's just for a short period of time. Only the very highest one doesn't delve into them at all, but remaining on this is easier said than done, as all of these external routes mingle, intertwine and drop through each other at numerous points.
#1. Comment posted by Anonymous on Sunday, 18th November 2012, 5:05pm (UTC)
Act 1's structure is not too different from Metropolis from Sonic 2, in particular the looping sharp slopes.
Hide Notes
Obstacles and Features
Item boxes and switches are encased in blocks of ice. You need to break the ice open to feast on the goodness within.
Icicles act as spikes here. When faced with a long row of them, larger hanging ones will fall into the pit to act as platforms for you.
Wall spikes often come in groups of icicles that fan out.
Stacks of four blocks can be taken down a peg by spin dashing the bottom one to break it..
When the stack is low enough (3 for Sonic/Tails, 2 for Knuckles), you can jump up to the top and use as a platform.
Item boxes, springs and buttons across the level, and sometimes nothing at all, are all usually contained in a little ice block that needs to be broken with a jump before getting to the goods, unless you're Sonic, who can open the item box inside the barrier by using his double jump insta-shield, which is a neat time saving trick. Spikes are a bit different in Icecap as well, and constitute small icicles that are either spread across the ground in long pits, or hanging from the ceiling, some of which are ready to fall on your unsuspecting head on rare occasions. Over the long pits on the floor, some huge icicles can hang from the ceiling amongst the smaller ones, and will drop down into those on the floor, so obviously don't get caught underneath, but when they're lodged in there, their tops can act as stepping stones for you. Also notice the semi-circular groups of sharp icicles that fan out across the walls. They may look curious, but they're not worth investigating. Knuckles must glide around several smaller airborne ones sitting stationary in the middle of one particular large room in Act 1. When faced with a large segmented vertical barrier blocking your way, notice that it may consist of four blocks stacked up on top of each other, and the bottom one can be destroyed with a spin dash. When you do this, the rest will fall down one, and for Sonic or Tails, the top block will come down to a level where you can jump on top, using it as a platform to get to the next ledge. Sometimes you just need to get through to the other side though. Knuckles will need to spin dash the second block as well if you want to get him to the top of the stack. If you take out all three lower blocks, the top one cannot be destroyed, but to bring them all back, leave the area and then return. With a slightly unsurprising presence in this first ever ice level, watch out for the freeze-guns found on ceilings, because if you stand beneath them for too long, their blast of freezing air will conceal your character in their own block of ice. Unless Tails can free you in time by jumping on top of it or spin dashing (don't bet on it), the block will explode after a few seconds, taking your rings or shield with it. Some ledges will break under you weight, but certain pieces of floor that you need to get through won't collapse until you hit the fairly obvious button right next to them.
Ceiling-mounted freeze guns encase you in a block of ice. After a few seconds it breaks and takes your rings with it! As Sonic, only Tails can save you by jumping on it.
Collapsing ledges - you don't really need an explanation of these by this point, do you?
Other ledges collapse only when you press a nearby button (encased in ice), and dropping through them is mandatory to progress.
In Act 1, these swinging platforms take you up to a higher ledge, but you have to do all the work. Enter them with speed to launch them.
Long mean crushing blocks on ceilings and floors.
Some platforms can fall down slopes and crash through barriers while you ride on them.
To get up long, wide shafts, you need to make use of a series of swing-able platforms that sit next to ledges, attached by a green chain on the ceiling just above it. When you see one, run into it with speed, via spring or spin dash, and it'll swing upwards on the chain. If you were fast enough, it'll swing around 180 degrees, taking you up to its highest peak where you can jump off to the next bit, but be quick before it comes back down again. At the end of Act 1, the final one will fly off of its chain, and into an adjacent corridor. There are numerous long crushing blocks around. Some drop and recoil continuously, while others on the ground sit there until you step on them, and then move upwards trying to squish you into the ceiling before returning back down again. Similar ones can act as closing doorways, coming down after you've passed by. As Sonic and Tails, there are some that won't budge until you hop on a large sliding platform that can be dislodged from its perch (see Points 2 and 6 respectively). It'll then tumble down the slopes with you on it and crash straight through these barriers before being destroyed when it comes up against a solid wall. Knuckles meanwhile, may be able to smash through these tough barriers automatically using his naturally swinging fists. However, Knuckles will also find that one or two have been placed to block off Sonic's normal route from him, and even he cannot destroy these.
Spin dash through clumps of snow on the ground, which are otherwise slow to trudge through.
Land from some height on these trampolines to bounce back up. Naturally, the higher you fall onto it, the higher you'll go.
On the water at the bottom of Act 2, these platforms start to sink under your weight, though jumping will float them back up.
The bottom of some loops lead into a winding tunnel. You'll need to smash through the rock in the floor by rolling mid-loop.
In Act 2, run or spin through big mounds of snow that will otherwise slow you down when you walk through them, and you can jump on purple trampolines, attached to walls or small blocks by green chains to bounce your way up higher. If you can't get enough height on the first bounce, fall back down and keep going, but the chains aren't solid so if you miss the purple trampoline, you'll fall right through the chains. Also keep an eye on Tails, because he tends to interfere with your bouncing rhythm and bugger things up for you, although he can also add to your height considerably, when bouncing at the right times. On the water at the very bottom of Act 2, you'll need to hop across platforms that float on the surface. These will slowly drop downward with your weight, and because there ain't much but instant death awaiting you further down, it's best not to hang around on them. Like in Hill Top Zone, when you go through the loop-de-loops, you may need to break through the floor at the bottom to get into a tunnel that usually takes you into the caves below. To make sure you break this floor, hit the down button to start up a spin while zipping through the loop.
Only two badniks to worry about in Icecap. Star Pointers are another variety of Unidus that have four spiky pieces of ice surrounding their spherical being. They move very slowly, but when they see you, their ice pieces start to detatch from their positions and start moving left or right very slowly, leaving the badnik open to attack.. eventually. Use a shield to make the ice dissolve harmlessly upon first touch, or without one, you can use Sonic's insta-shield to get to him quickly, though remember that the detached ice will remain even after you've killed the badnik. Penguinators are cool little bots that waddle around over an area, usually in small groups, and flop down on the ground and slide a little way across it, before getting back up and waddling back and forth some more.
Badniks Star Pointer and Penguinator
No notes have been posted in response to this section.
Hide Notes
You'll want to get this. Right after Point #2, a red spring fires you upwards, but take a left in mid air as opposed to heading right to reach this lightning shield on a left hand ledge. It's handy for disarming Star Pointers, and the double jump it gives Sonic makes the act quite a bit easier - providing you can hold onto it.
The only real shortcut for Sonic and Tails in this otherwise single-routed act is to be found by jumping from the slope to a ledge on the right immediately after Point #5. You'll drop through a couple of collapsing ledges with buttons as opposed to crossing a more perilous pit of spikes by using large falling icicles, so it'll shave off a few seconds.
No notes have been posted in response to this section.
Hide Notes
Special Stage Rings
Special Stage Rings
The first ring is in a hidden tunnel on the right of the first collapsing floor, with button, that you come to. Head into the wall rather than pressing the button.
The first is an easy one. Follow the path from the start and after the checkpoint and stack of four breakable blocks, you'll come to a thin floor that collapses by pressing the nearby button, ducking under the Star Pointer. Instead of breaking through, run into the wall on the right, a big ring awaits.
A trickier one, hidden in the right hand wall during the endless sloping tumble of Point #2.
The second and last Special Stage ring of the act can be found during the long, endless tumble of Point #2. Though it seems endless, it only goes on for so long in the actual map before it just repeats itself, and in this sequence there's only two points where you're thrown from a left hand slope to a right hand wall. One of them is the exit (for which you need to land on the preceding platform) and the other conceals the ring. It may take some practice but you have to leap off from the left hand slope at just the right moment to get in.
#1. Comment posted by Monty Eggman on Tuesday, 21st September 2010, 7:10pm (UTC)
Heh. I knew about the first ring, but not the second one. I'll have to check it out next time.
#2. Comment posted by Sonicfan32 on Saturday, 18th December 2010, 12:07am (UTC)
Second one is easy to find if you know how
Hide Notes
Point #1
As Sonic, you'll slide down the snowy slopes on a snowboard, collecting rings along the way.
Other than an unnecessary jump, you have little control over him as he swerves automatically around snowy mounds and past trees.
All good things come to an end soon though, as Sonic painfully finds out by smashing straight into a solid wall. Knocked off his board, he falls into a cave where a pile of snow is dumped on him.
Knuckles takes the safer route and teleports in, to a small room below. Head through the tunnel to begin the act.
Playing as Sonic, you'll kick the level off with the first ever snowboarding sequence of the series! That's right, Sonic's love of boarding originates right here, although it's not exactly the most interactive of them. In the mountain tops, you'll spin onto a snowboard, throwing it up into the air before landing on it and using it to slide down the steep, snowy slopes. You don't need to do anything here, it's all automatic, though you can make him jump at any time if you wish, but doing so is not really necessary. He will collect the rings as he zooms past trees and swerves out the way of big lumps in the ground. Sonic demonstrates his skills on the snowboard by catching some air off a ledge, only to unexpectedly slam his skull right into the wall soon after, knocking him off his snowboard and throwing him down into the caves. I guess even the pro's screw up sometimes. Of course, you don't lose any rings by that, and at the bottom, a mini avalanche dumps a load of snow on you, which you can then jump out of. Tails skips the snowboarding and just goes straight ahead and throws himself into the wall from above, while Knuckles takes the smart and safe option of appearing in a hidden passage nearby, having teleported from Carnival Night Zone.
#1. Comment posted by Anonymous on Sunday, 8th January 2012, 8:05pm (UTC)
Note: the avalanche acts differently depending whether you're playing Sonic 3 or Sonic 3 and Knuckles. In one, the avalanche is just cosmetic, but in the other, you actually get stuck in it (and I think can walk on it, if I remember right)
#2. Comment posted by Shadow on Wednesday, 10th January 2018, 11:00am (UTC)
As Knuckles, you can actually access the snowboarding area of the map.

At the end of the tunnel with the teleporter, you can jump to the wall on the other side and start climbing all the way up until you hit the ceiling. After that just glide to the left side and you can access the snowboarding area.

I actually managed to get all the way up there where Sonic begins Act 1, but for that you need to try and spindash in some parts. Not too hard though.
Hide Notes
Point #2
Not far into Act 1, you'll come across one of these endless drops. You'll fall from slope to slope continuously, unless you can leap off at a certain point on the righthand side, so that you land on a platform that's resting at the bottom of a wall on the lefthand side. Stay on the block, and it'll slide down the next slope and then crash through a series of otherwise unbreakable (unless you're Knuckles) walls on the left. Don't worry about how far down you go before you do it, because the stage just loops the same section over and over, giving the illusion of a bottomless drop. As soon as you figure out where to jump off, this is a piece of cake, but until then, I remember I found this pretty confusing in my young, naive state of mind all those years ago, even tumbling endlessly for the full ten minute time limit. So I wouldn't blame anyone for scratching their head over this either. Well, anyone who's as unobservant as my ten year old self anyway.
Stuck? There's an endless series of slopes here that you'll continuously slide on until you figure out how to escape..
..This is what you're looking for. Try and jump off at the right moment to land on this platform.
..The platform will be dislodged and fall down the slope with you on it. There's a wall that can't be broken ordinarily but the platform will just crash right through it, and several more walls to allow you to progress.
No notes have been posted in response to this section.
Hide Notes
Point #3
After a short while, Knuckles will break through a wall that Sonic and Tails have no hope of knocking down, to get into a large-ish room exclusive to him (the route Sonic and Tails normally take at this point is actually blocked off for Knux). I've always found this room a bit weird. You come in at the top left and you need to get to the bottom right of the room, but in the space across the middle are four horizontal rows of small spiky icicle circles, each one dangerous to the touch, and they will disappear if you do so. Rings are arranged above them, so the idea is that you glide between the gaps from one wall to the other. Watch out when you latch onto the walls though, because there are also those similar icicle spikes sprouting from certain areas of the walls, and if you come in too high or low, you'll hit one. It's quite tough to do it without getting hit and just falling right to the bottom actually, so if you're in a hurry and don't mind losing rings or your shield, you needn't bother messing around with this bit.
Knuckles can break down walls that Sonic and Tails can't even think about breaking, in the case allowing access to an alternate route.
You'll find a large room dotted with lines of these small spiky icicle spheres. The rings indicate that you must glide across them, latching onto the walls at either end to meander your way down and avoid the spikes..
..Touching one will hurt of course, but it at least provides an opportunity to drop straight down immediately.
#1. Comment posted by Anonymous on Monday, 27th September 2010, 5:58am (UTC)
You can actually get past the first ice wall with a fun glitch! Hold down to scroll the screen all the way downwards, then quickly let go of down and jump. You'll bugger the scrolling, and you can just hold right to eventually appear on the other side of the block!
#2. Comment posted by Anonymous on Monday, 27th September 2010, 5:59am (UTC)
Another fun tidbit! Those ice crystal gizmos will actually damage you in super/hyper sonic form, most likely because you were never meant to access them as sonic.
#3. Comment posted by BSonirachi on Saturday, 27th August 2011, 3:16pm (UTC)
Don't be reckless in this area, because mercy invincibility (your character's flashing state after taking damage) won't protect you from those floating spiky icicles for some reason. It's a bit like Sonic 1's spike bug.
Hide Notes
Point #4
Meanwhile, on Sonic and Tails' route, you'll find a series of tall blocks, some of them being crushers that lift up when you step on them (others completely harmless), and they get progressively shorter as they go along, to create steps that lead downwards. They have small gaps between them, some of which contain spikes on the floor. There's no point in taking this slowly, taking time to jump from one to the other because the ones that lift up to the ceiling may catch you out more easily. It's easy enough to just run straight across them instead, thanks to the way in which they're positioned, so the faster the better really. There are more of these bits later on.
Keep running on this long series of platforms. Some of them rise up to the ceiling when touched, but they're positioned to form downward leading steps, so just keep going.
No notes have been posted in response to this section.
Hide Notes
Point #5
These two look daunting as they move up and down, slightly out of time with each other. You need to get underneath them somehow..
..Stand on the right hand one and look for this gap. Quickly squeeze through and drop to the bottom, and head right as soon as possible, before either comes down and crushes you!
Immediately after Point #4, you'll come to a vertical passageway going down, containing two long crushers that take up all the space. This looks daunting, as you have to get through the gap between them when it opens up, fall down to the floor, and then get the hell out of the way quickly, before one of them comes down on you. As long as you know what you're doing, it's easy though. Just stand on the top of the right one and wait until it drops to the ground. At that point, the left should be raised high enough so that a gap is opened between them, so immediately walk off and drop to the ground, then head right when the righthand crusher moves out of your way. You should have plenty of time before the left one comes down.
No notes have been posted in response to this section.
Hide Notes
Point #6
Next to the checkpoint, there's only one way to progress. Give this block a push toward the right to get it going, then quickly jump on top as it slides down the slope!
Glide cleanly over the sharp icicles and safely underneath the falling stalactites.
Finally, the platform will come crashing through a series of solid walls, otherwise unbreakable to Sonic and Tails.
Not far later, a slope will send you towards a flat area with a platform block sitting on the ground next to a checkpoint, and there's a slope leading down to the right. Like earlier on, you'll need to use this platform to break through the solid walls that block your way through the next passage, further down the slopes. Just get on the left side of the block and push it to the right, down the slope, and then get on it yourself, while it's building momentum. If you mess up, you can ride down the slopes on your own and they'll loop again, eventually bringing you back to this area. When it does break through, the block is destroyed at the end of the passage when it collides head on with a solid wall, and it appears to reveal a spring inside it when it breaks, which sends you up to the next area.
When it finally breaks against a wall, you'll notice it apparently had a spring inside it, which delivers you to the ledge above.
No notes have been posted in response to this section.
Hide Notes
Point #7
Nearing the end of the act now, but as Sonic, this bit can be very annoying if you don't have the lightning shield at your disposal. You have to make your way up a long room by using a series of those platforms that swing on chains if you run into them with enough speed. Charge down the first slope with a roll and use the first swinging platform to get up to a very small ledge directly above. Now, Knuckles and Tails can easily get over to the next platform on the right by using their abilities, but unless you have the double jump move offered by the lightning shield, Sonic will not be able to jump over. You need to touch the yellow spring embedded into the wall on your left, but then very quickly jump off of the short ledge before you're thrown right off of it. This can be tricky, and if you fail, you'll fall down another looping pit and land back at the start again.
In this series of swing-able platforms leading up, there's a couple of difficult jumps as Sonic. With the lightning shield's double jump, if you still have it, this is a sinch..
..Without it, you'll need to hit this spring, then jump very quickly off the little ledge to gain enough momentum to get across.
At the top, the final platform swings right off of its chain and into the air..
..The final platform lands neatly inside a corridor, which takes you outside and into the boss arena.
When at the second swinging platform, ignore it if you're playing as Knuckles and carry on to the right, where you'll find another exclusive hidden route which eventually takes you to his own boss arena. Sonic and Tails can carry on up the next swinging platform, using the spring provided, and then up to the third and fourth. After the fourth, you may again have to use the same spring/quick jump method to get to the ledge on the other side, but if you fall off this time, you'll land in the area just before Knuckles' route, so you won't have to go back to the beginning. When you launch the fifth platform, it'll break off of its chain, mid-swing and throw you into a passage on the right, which will close up behind you. Carry on along here to go outside, into Sonic and Tails' boss arena.
#1. Comment posted by Krometh on Monday, 4th June 2012, 3:28pm (UTC)
Be careful when playing as Sonic and Tails at this part. Sometimes, Tails may hit the springs and ride the chained platforms without you, which may throw you off guard.
#2. Comment posted by Anonymous on Sunday, 18th November 2012, 5:32pm (UTC)
I remember that part when I was a kid, it took me many tries to get that spring to work for me.
#3. Comment posted by Monty Eggman on Wednesday, 21st November 2012, 5:11pm (UTC)
Yes, that part always pissed me off. >.<
#4. Comment posted by items on Friday, 19th May 2017, 8:22am (UTC)
THERE ARE ONE INTERESTING MOMENT ABOUT LEVEL MAPS.

When you play in Act-1, after jumping on platforms (your point #7 on this page) you get in coridors. This coridor is ACT-2! Act-1 map is closing when your go throught passage which will close up behind you. Act-2 map started on this passage and mini-boss is located on Act-2.
There are not looping system and you can not return back with Debuge Mode.
http://savepic.ru/14064093.jpg
Hide Notes
Boss
Act 1 Boss
This fella is protected by seven large snowballs for much of the time, which orbit around it.
When it sweeps the arena, stick to either far side. It may do this once or twice, subsequently ending up on either side of the screen.
Your chance to attack is when it sends the snowballs up in the air, momentarily remaining in a position that you can jump to, before floating higher.
Five of the snowballs begin to fall, first two on the left, then three on the right. Dodge and repeat.
As Sonic and Tails, this boss is fought outside of the caves, at night, While Knuckles tackles it in the lower regions of the ice caves. It's a spherical contraption with three protruding.. things. More importantly though, it can summon eight big harmful snowballs from the ground, which begin circling it, much like the orbs in the Metropolis Zone boss do. It appears just out of reach on the righthand side, where it summons the snowballs and then proceeds to sweep across the arena, dipping downwards in the middle, but it's protected from you by the snowballs, so just stay in one of the far corners at this point. On the first round, the robot will then sweep back to the other side (if you allow it to continue for other rounds, it may only do one sweep) and release the snowballs up into the sky, but staying low enough for a few seconds that you can sneak in a quick couple of hits on him. Then, he'll move back up to the top and five of the snowballs will start falling from the sky, beginning with two on the lefthand side, and then the other three on the right, but they're easily avoided. An easy boss, that's made even easier if you happen to have the lightning shield as Sonic, so you can reach him when he's high up and unprotected. Six hits to defeat.
Knuckles has a similar experience, except his arena is still inside the ice caves, where he remains for the first part of Act 2.
#1. Comment posted by Andrew on Tuesday, 17th May 2011, 6:42am (UTC)
Sonic can reach Knuckles' sub-boss
#2. Comment posted by Anonymous on Wednesday, 28th September 2016, 2:59pm (UTC)
The first image caption for this section still says "seven snowballs".
Hide Notes
If you lost the one that you acquired in Act 1, another lightning shield can be found right off the bat of Act 2 as you head down the slope. A pair of Star Pointers nearby make it immediately useful as it allows you to simply dissolve their sharp ice spikeballs.
From that lightning shield, to get this life you need to carry on along the lowest route until you get to the next curve in the road, which is right after a couple of loops. Hit it nice and fast, and go nice and high.
Uh oh! You've found a pair of the rare Eggman items! Don't let your curiosity get the better of you, as there's nothing good in these things! Careful not to approach them while spinning, as you can easily open their ice casings and then the item boxes themselves, and each one causes you to take damage. A pair of them can therefore cause death if you're particularly unfortunate.
Here's a hidden treat. There's a curve just after the final checkpoint. Hit it with speed and carefully aim toward the trampoline in a gap on the ceiling. This can spring you up to three long columns of rings in the air. There's more to come though, bounce back on the trampoline even higher to find an identical set way up at the top of the room.
#1. Comment posted by Anonymous on Thursday, 22nd March 2012, 12:01am (UTC)
The initial purple trampoline on the Act 2 map (the one that launches Sonic or Tails up to the highest route from the three Penguinators) is only found in S3&K. In Sonic 3 alone, you must hit the first launching ramp along the bottom route at a high enough speed to make it up to the bridge and then backtrack if you want to make it to the highest route. Alternatively, bring Tails!
#2. Comment posted by afolita on Thursday, 5th July 2012, 3:45pm (UTC)
Anonymous is right, and I know of a few more cases of differences in the Sonic 3 layouts that you've failed to note in your maps (for example, a Fire Shield in Marble Garden 2). When you have time to revise the maps, feel free to ask us somewhere about them.
#3. Comment posted by Anonymous on Monday, 9th July 2012, 8:35am (UTC)
This is also one of the places where is possible to break an item box encased in ice without breaking the ice. Simply go fast down the slope and land on it as you come back down and you will bounce back up, shield on and ice in tact. I imagine this is related to the way an item box is triggered (being touched by the pixel area that represents sonic). The frame rate of sonic's motion causes him to only ever be in position to hit the box; he must be to far from the ice at one instant, then through the ice and opening the box in the next.
#4. Comment posted by Eggman items on Monday, 23rd January 2017, 7:02am (UTC)
I like this Eggman items and I open it always
Hide Notes
Special Stage Rings
Special Stage Rings
A Knuckles only ring, hidden in the wall underwater. Stay on the first sinking platform that you come to and step off to the left to find the entrance. A spring to return you is just below the entrance.
The first in Act 2 is a Knuckles only one, for S3&K players. Head off from the start until you go through the second loop, which drops you neatly on a platform that rests on the water. This platform will begin dropping under your weight, however don't get off, stay on it. The ring can be found by jumping into the wall on the left. As explained in Point #8, there's instant death below, apart from a handy spring in the bottom corner of the long expanse, underneath the entrance to the room which allows you to get back up to the surface easily without dying.
At the end of Point #9, stay on the sinking platform and look for a ring room on the right hand wall. Again, there's a spring at the bottom to get you back into play.
Very similar to the last, and all the way on the opposite end of the icy caverns, also underwater. It's found at the end of the long watery death trap of Point #9. Hop carefully across the platforms and at the end is a long, stable ledge holding a pair of Penguinators, before another sinking platform and then a high slope to get you out of the area. Rather than taking the slope, stay on the last platform and this time look for an entrance in the right wall. As before, there's a spring directly below, in the corner, allowing you a safe return.
This ring is hidden in the wall of a tall room filled with long columns of (regular) rings which you can grab by use of a trampoline. The only way to get here is to hit the slope after the final checkpoint with a lot of momentum.
At the final checkpoint, there's a curve in the road just down the slope. You need to hit this curve with speed in order to find the final big ring, and be launched up to a trampoline. You can use this trampoline to find a plethora of rings arranged in columns in a very tall room above you. Alternatively, simply walk through the wall on the right hand ledge above to find the big one. You don't have to go back out afterwards, continue walking through to the other side and drop through a pair of buttons and collapsing floors to head to the boss.
#1. Comment posted by niconoe on Monday, 21st February 2011, 1:44am (UTC)
If you reach the first special stage ring (only for Knuckles) in S3 by using a glitch on Act 1, the giant ring and the yellow bumper both aren't here!
Be careful if you want to do a ring attack with Sonic or Tails in S3!!
Hide Notes
Point #8
Sonic and Tails get a pretty easy ride through most of Act 2, but Knuckles has it a lot tougher, at least to begin with, since almost his whole journey takes place still inside the generally slower, more deadly ice caves. After taking the first spring, you'll find a star pointer badnik and a small icicle that'll fall from the ceiling before you can even grab any rings, so run past these hazards quickly. You should just be able to duck under the badnik. When you take the following swinging platform up, don't slip and fall into the void below, because it's the first of several death drops for everyone's favourite echidna. Afterwards you'll need to hop across a series of platforms on the water, also with death drops below, whilst avoiding the penguinators and at the end, freeze guns. Then you'll need to take another swinging platform up to a trampoline, with death awaiting below, once again. After that you're a bit safer, at least until you reach Point #9, but this first sequence is not what I'd call particularly easy, and may take a few goes for the novice.
The difficulty ramps up for Knuckles come Act 2. First of all you need to duck under this Star Pointer and a falling icicle before even a whiff of a ring comes your way!..
..The following portions have numerous death drops (a real rarity for Sonic 3!), below the water so cross these platforms with care and watch out for the Penguinators.
..The route begins to rejoin Sonic's when passing between a swinging platform and a trampoline, but again, watch out for death below!
#1. Comment posted by Aaron on Sunday, 4th August 2013, 7:36pm (UTC)
I've found it alot easier to just take your time and find the last stable surface before the floating platforms, then take a nice high jump, and glide. If you're Knuckles, that is.
#2. Comment posted by Shadow on Wednesday, 10th January 2018, 2:38pm (UTC)
Actually, Knuckles can reach Sonic´s route right after the 1st Special Stage Ring.

Ignore the first 2 penguins and go to the platform after the third penguin where the freeze guns are. From there jump to the third penguin and just before you hit him pess jump again to start gliding. This will make Knucles bounce towards the left side wall. From there just climb all the way up and you´ll reach a bridge on Sonic´s route.
Hide Notes
Point #9
Go too far into the caves below, and you'll wind up in this notably tricky situation. Traverse the floating platforms on the water, avoiding freeze guns and Penguinators en-route.
Instant death awaits you at the bottom of the water!
If you take the lowest route as Sonic or Tails, you'll eventually go back down into the caves fairly early on, and encounter this long stretch of water with platforms floating on it, also applicable to Knuckles. As with the beginning of Knuckles' route, there's nothing below this water, so if you fall in, you'll die at the bottom of the screen. You need to hop from one platform to the other, keeping in mind that they'll begin to sink under your weight. You also need to be quick because above each of the last three is a freeze gun on the ceiling, and if you get hit by that, you can probably kiss another life goodbye. After a stable platform with a couple of penguinators on it, there's another sinkable platform, and the next ledge is quite high to the right of it (Knuckles will probably need to climb it).
#1. Comment posted by Andrew on Tuesday, 10th May 2011, 6:16am (UTC)
I found this easy the first time. Just keep hopping.
Hide Notes
Boss
Act 2 Boss
Eggman's latest Eggmobile add-on is fixed to put the freeze on his pesky rivals once and for all. He comes down with a small platform with spikes underneath, attached to the bottom of his craft, which then extends downwards via a long pole. He starts moving slowly back and forth across the arena, and you need to hop onto that platform and then leap up from there and sock him one, but there is, of course, a catch. His machine is fitted with three freeze-guns, producing blasts of ice cold wind that causes a character to be concealed within a block of ice, and then take damage when it breaks, as with the rest of the level. There's one gun on either side of the small platform, and another right underneath the Eggmobile, in the exact place that you're aiming to hit. Only one of them produces wind at a time though, and it usually follows the pattern of one side, then middle, then the other side, then middle again, and then the cycle repeats. However, sometimes it goes from one side to middle, and then the same side again, or even two shots from the middle gun in a row, so you can't rely on a dead-set pattern, making this boss hard to predict. The trick is to be very quick, and attack while one of the side guns is spraying, but get your ass out of there before the middle one kicks in. Tails can be useful to break you out of the ice before it hurts you, especially if he's being controlled by a responsible person.
Use the platform at the bottom of the pole to reach Eggman's craft. However, it's never just that simple. Mounted underneath the craft and on either side of the platform are freeze guns that fire one after another in an order that's hard to predict.
It's pretty easy to get encased in a block of ice so try to study the pattern carefully.
When down to six hits, the pole and platform break off. Another freeze gun appears behind Eggman, but if you're facing him, the final two hits should be considerably easier.
The good news is that after six hits, the platform and pole will break off completely and the boss becomes a little easier, as Eggman moves down a bit so that he comes within your jumping range. He's still producing icy winds though, this time continuously from the bottom and rear of the craft, but his front side is completely open to attack, so get your last two hits in while he's coming towards you, to finish him off. Like the Act 1 boss, using Sonic's double jump ability while carrying the lightning shield makes this boss one hell of a lot easier because you can leap right up to him. With Knuckles, the only difference in his battle with the Eggrobo is that he periodically pulls the platform back up along the pole, making it a little harder to land your hits.
Knuckles' boss is just that little bit harder where the pole lifts the platform up toward the craft periodically, which does nothing to aid Knuckles' weak jump.
Spin through a snow filled tunnel from there to make your way to the Launch Base Zone, the crash site of the Death Egg, where it's almost ready for relaunch!..
#1. Comment posted by Anonymous on Sunday, 18th November 2012, 6:01pm (UTC)
This boss goes from really difficult to laughably easy if you have the lightning shield as Sonic. He can just double jump up and peg Robotmik and bypass his pole completely. Knuckles has it worst thanks to his slowness, jumping limits, and the constant pole movement.
#2. Comment posted by SonicTailsKnuckles on Friday, 8th February 2013, 6:32pm (UTC)
This boss is the bane of my childhood. :(
#3. Comment posted by SonicTailsKnuckles on Friday, 8th February 2013, 6:32pm (UTC)
This boss is the bane of my childhood. :(
#4. Comment posted by angelthehedgehog on Thursday, 21st November 2013, 10:25pm (UTC)
@ SonicTailsKnuckles Agreed.
#5. Comment posted by TheMarioCycle on Sunday, 16th November 2014, 6:26am (UTC)
I've never managed to fight this boss without being Super no matter which character I'm using, so it has never been even the slightest bit challenging.
Hide Notes
Miscellaneous Notes
- Exclusively "old-skool'ers" may not be aware that this is not the last we see of Icecap Zone. Sonic Adventure features its own rendition of Angel Island's snow peaks, with a stage also known as "Ice Cap". Not only that, but it also includes its own snowboarding sequence, at the end of the level this time, and it's much longer and more dependant on your control over the board than this original version. A Sonic Team nod to a classic Sonic moment.
#1. Comment posted by Sonic10158 on Tuesday, 5th June 2012, 6:54am (UTC)
I still find it amazing that Angel Island is so big it has a snowy zone AND a desert on one island!
#2. Comment posted by Anonymous on Sunday, 18th November 2012, 6:03pm (UTC)
Alas, the Sonic Adventure version of Ice Cap is nowhere near as fun or interesting as the Sonic 3 version. It was still a fitting tribute to classic Sonic in Sonic Adventure, which was a good game in its own right.
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Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc.
View general notes for Icecap Zone (17)
#1. Comment posted by Anonymous on Wednesday, 6th October 2010, 8:38pm (UTC)
Here's an interesting glitch, if you play as sonic and land on an ice block without breaking it and then (using player 2 controller) use tails to break the block and then sonic will be walking in mid-air! This works until he jumps, gets hurt or dies.
#2. Comment posted by Andrew on Friday, 22nd April 2011, 3:29am (UTC)
In the Act 1 boss, it's 8 snowballs, not 7.
#3. Comment posted by Andrew on Friday, 22nd April 2011, 3:31am (UTC)
Me again. It is 7. But seven drop down, 8 circle it.
#4. Comment posted by Bobsled101 on Tuesday, 17th May 2011, 6:54am (UTC)
Actually, Andrew it is five that drop. One load is three, another load in two. just letting you know
#5. Comment posted by dara on Thursday, 9th June 2011, 4:07pm (UTC)
bobsled101 has point there andrew
#6. Comment posted by SPINDASH77 on Tuesday, 30th August 2011, 12:33am (UTC)
Dude! I really wish this Zone was in Sonic Generations!
#7. Comment posted by super sonic on Monday, 5th December 2011, 1:29am (UTC)
if you get frozen in an ice block,have tails jump on you and you will not be hurt!
#8. Comment posted by Anonymous on Sunday, 13th May 2012, 12:12pm (UTC)
Grammar police here. "far calmer" or "far more calm". Not "far more calmer" hehe.
#9. Comment posted by Melfice on Saturday, 2nd June 2012, 4:10pm (UTC)
Also during the first sliding part (Act 1 Part 1 in the guide) Tails may sometimes unexpectedly outslide the screen and die for no appearant reason.
#10. Comment posted by Hunter T. on Monday, 18th June 2012, 2:17am (UTC)
In Sonic 3 alone, an oversight caused the vertical looping of the stage to not be present with Tails, causing him to die. Hitting a star post fixes this after you die.

It is possible to get into Knuckles's section of act 1 using the vertical scroll glitch. However, those spiked balls can hurt Super Sonic!

Some features in Sonic 2's cut Hidden Palace Zone were used here.
#11. Comment posted by Hunter T. on Monday, 18th June 2012, 2:22am (UTC)
Forgot to add: credit to Sonic Retro. Also, I would give this zone a 2/5, not a 3/5.
#12. Comment posted by Anonymous on Sunday, 28th October 2012, 12:04pm (UTC)
If you play icecap 2 as knuckles and you start in the icy carverns, there is a screat entrance into the first special stage (knuckles only).Get the first special stage and after playing it, head to the left instead of right and you will see a death trap below! Glide from point 8 then climb the right wall downwards allowing you into the special stage giant ring below. This can be also used as a shortcut if you want. P.S. Sonic can take this way only by debug.
#13. Comment posted by Anonymous on Sunday, 18th November 2012, 5:01pm (UTC)
I loved this zone as a kid, listening to the music which made me feel like it WAS almost about surviving in a cold environment. Sonic Adventure didn't really do Ice Cap justice. That game's version of Ice Cap was nowhere near as awesome as this version.
#14. Comment posted by Anonymous on Sunday, 18th November 2012, 5:03pm (UTC)
I also always felt like in the geography of Angel Island the Ice Cap was the other side of the mountain you started to climb in Marble Garden with Carnival Night on the summit.
#15. Comment posted by Anonymous on Thursday, 22nd August 2013, 1:51am (UTC)
Shut up grammar police.
#16. Comment posted by Yogwog on Friday, 25th October 2013, 2:34am (UTC)
There are actually 6 ring monitors in act 1, not 5 like it says. There's 1 in a corridor with some icicles, plus 3 from the signpost at Sonic's boss, plus 2 from the signpost at Knuckles' boss. Although, technically the signpost monitors occur in Act 2 in this zone, in terms of which act is loaded into memory at the time, so maybe it would be more correct to say there's only 1 ring monitor in Act 1 (and 7 in Act 2). That would also be more consistent, considering the individual ring totals for the zone appear to be calculated that way.

#17. Comment posted by TheYogWog on Saturday, 29th November 2014, 3:47am (UTC)
Also there is a pair of double rings in Act 1. They're placed along the hallway with alternating crushing pillars on the top route shortly after entering the cavern.
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Last Updated
Content for this page last edited:
21st September 2010

Files last uploaded for this page:
19th July 2018

Recent Notes
Point #8
Posted by Shadow on 10th January 2018

Point #1
Posted by Shadow on 10th January 2018

Point #7
Posted by items on 19th May 2017

Act 2
Posted by Eggman items on 23rd January 2017

Act 1 Boss
Posted by Anonymous on 28th September 2016

51 notes posted on this page in total