Sonic Heroes: Team Sonic Part 4: Grand Metropolis
After two regular levels and a boss level in Sonic Heroes, you move on into a new "Zone", per se.
The second "Zone" is futuristic city, starting with Grand Metropolis. The main gimmick of this level and its "Act 2" is there blue energy paths than move you forward like conveyor belts. You can use these to move your team a bit faster than usual.
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Much like how Fly-type characters can control Electricity and how Power-type characters can control Fire, Speed-type characters can control Wind.
Speed-type characters mainly show this through all of them having some kind of Tornado attack, but the force of Rocket Accel can also count as a Wind move. Lastly, the Homing Attack can have Wind properties when the Speed-type is raised to Level 3.
Wind attacks can be used to remove an Egg Pawn's shield (regardless of what type of shield it is), flip over Turtlebots, and trigger poles that make the team twirl around them until Speed-type is launched from the pole's tip. You'll be utilizing some poles in order to get through this level and the next one.
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Lance-wielding Egg Pawns have a hitbox with that weapon even if they're pointing upward. So you have to watch out for that if you're going to attack with a Homing Attack.
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