Quick Links
- Act 1
- Act 2
- Act 1 Challenge 1 (Crush with Surf Spin!)
- Act 1 Challenge 2 (Ring Collector Lv2)
- Act 2 Challenge 1 (Beware of Pillars That Pop Up!)
- Act 2 Challenge 2 (Destroy the Egg Gunners!)
As a seasoned Sonic Rush Adventure player with countless hours under my belt, I can confidently guide you through these challenges like a pro raccoon navigating through the lush Green Hill Zone!
Kingdom Valley boasts being one of its largest play areas, and locating all the hidden treasures within can be quite an arduous endeavor. From the expansive bodies of water you must traverse to the gusty wind tracks that lead in various directions, navigating this level can sometimes feel perplexing.
Fortunately, should you encounter difficulties with either act or any of the four tasks, and if you’re having trouble locating one of the collection keys, this guide is designed to assist you. Here, I will detail each key within this level and provide clear instructions on reaching them.
Act 1
In this location, you’ll find yourself in need of searching far and wide, as well as delving into hidden corners, to locate the keys. There’s one that’s situated on a compulsory main route, while the other two are quite elusive and will require some investigative work to obtain.
Key | Location |
---|---|
Music Key | This first one is right near the start yet somehow a complete doozy. Take the upper route at the start by stomping onto the ropes, and after getting airlifted by an eagle, take the wind rail and jump off to the orb to your right to activate another wind rail. Take that rail, and if you did it right, you should be sent into a cave that takes you to the key. |
Art Key | When you’re first sent onto Doom Surf, the first few sections of water are linear, but then open right the way up into a massive choose-your-own-adventure style area. Go to the ramps on the right of this huge area, then trickjump on the ramps to be taken to a higher pathway with a wind rail, which will grant you the key. If you fall out the waterfall before getting the key, you’ve missed your chance. |
Memory Key | Despite these other two difficult and exploratory keys near the beginning, this last key is out on the main path right near the goal ring, in the rising water area reminiscent of the mach-speed section in the original 06. To get this, just hit the orb on the right, grind the rail, and jump off before the turn to hit a dash ring. |
Act 2
In the second part, the investigative aspect persists but now focuses on 2D environments. Additionally, it introduces towering pillars that generate tension and require swift responses for several levels. These stages become more demanding with complex key execution tasks, and locating them can be challenging initially.
Key | Location |
---|---|
Music Key | Right at the start, you might have noticed a trail of rings leading upward behind a wind rail, and that’s not for no reason. Stomp on that ring trail, and it’ll lead you to the top path, and as long as you stay up there and don’t miss the wind rail, you’ll have this key in the bag. |
Memory Key | This one is quite tricky. Once you’ve gotten indoors, you’ll be tempted to use Chaos Control to stop the blocks from crushing you, but you can preserve it by weaving through the blocks fast enough. If you do this, you’ll get to a section with falling blocks leading to two paths, and using Chaos Control here will let you get on the top route and get your key. |
Art Key | While navigating the walls outside the castle, make sure you take the top route at all times. If you stay up for long enough, you’ll eventually be flung onto a set of falling platforms, which require some careful jumping under pressure. Your reward for not falling off is your final key. |
Act 1 Challenge 1 (Crush with Surf Spin!)
As a fan, I find that these intriguing challenges are not just opened with ordinary keys; instead, they engage me in an extraordinary way. Compared to regular levels, these challenges are more straightforward, yet the initial challenge pushes me to delve deeper into exploration and anticipate swift responses.
Key | Location |
---|---|
Music Key | This first key can be found just a few seconds into the level, but is still a bit of a challenge. You need to break the boxes, then quickly weave between the wall and spike balls to make it to the right side of the tunnel for your prize. Don’t forget to actually hit the dash ring for the key, I’ve definitely never messed that up before. |
Art Key #1 | Keeping with the theme of collectibles being on the right, once you’ve gotten to the valley with a ton of stone pillars on either side, hug the right wall and spin into the boxes. From there, navigate the little obstacle course to be sent up to the key. |
Art Key #2 | Unfortunately unable to be collected on the same run as the previous key, the final one makes you take the left-most route and go under an arch just before the goal ring area. You can achieve this either by taking the middle route at the fork then jumping off the rail, or taking the left route and hitting the dash rings to be sent into the tunnel. Once you’re in, just stay left and make sure to hit the middle dash ring. |
Act 1 Challenge 2 (Ring Collector Lv2)
Key | Location |
---|---|
Music Key | This first key is quite simple. After jumping off the first wind rail, get on the second rail just for a moment, before jumping off onto a nearby pillar. The key should be right there. |
Art Key #1 | Right after grabbing the previous key, you’ll be taking an Eagle to your next destination, but be sure to jump off it when you’re close enough to a second eagle, so you can get sent into a free-falling segment with the key plainly visible. |
Art Key #2 | No matter which route you take, you’ll always end up at a floating platform with an Eagle and a glowy Chaos Control light-speed dash path. Preserve your Chaos Control or kick a Black Arms creature into an orb for a free capsule, then take the path on that floating platform for a free key. |
Act 2 Challenge 1 (Beware of Pillars That Pop Up!)
Key | Location |
---|---|
Music Key | For the first key, weave through all the pillars at the start as usual, then be as quick as possible once you get to the set of several falling pillars. You can use a boost jump to save yourself if you’re lacking a bit of height, and if you do it right, the key is yours. Or just take the lower route and use the poles to get up and grab the key for no effort whatsoever, that works too. |
Art Key #1 | For this next one, after you avoid being crushed by the parallel set of spike walls, just go to the left for your key. |
Art Key #2 | This last one actually requires good timing. While you’re being chased by the massive spike wall, be sure to jump right before the end for the key, and if you miss it, you either have to die or restart. |
Act 2 Challenge 2 (Destroy the Egg Gunners!)
Key | Location |
---|---|
Art Key #1 | This first key is found right after you find your first Black Arms soldier. Use Doom Blast to kick him to the top route, then bounce on up to your key. |
Art Key #2 | Hey, remember the first key in Act 2? Do that exact same thing and stomp the vertical ring trail right before a wind rail, and you get a free key. |
Music Key | After those last few the game says “hey, have another freebie, on the house” and forces you to get this one when you go on the big dash pad. |
Read More
- SOL PREDICTION. SOL cryptocurrency
- LUNC PREDICTION. LUNC cryptocurrency
- ENA PREDICTION. ENA cryptocurrency
- BTC PREDICTION. BTC cryptocurrency
- USD ZAR PREDICTION
- SHIB PREDICTION. SHIB cryptocurrency
- USD PHP PREDICTION
- Red Dead Redemption: Undead Nightmare – Where To Find Sasquatch
- Top gainers and losers
- USD COP PREDICTION
2024-11-04 16:09