SONIC X SHADOW GENERATIONS · Guides
SONIC X SHADOW GENERATIONS 100% guide
Published by Chubuggles
A chronological Xbox route through both campaigns, every challenge, collectible, S rank, and no-damage final boss.
- Published
- ·Coverage: every achievementCoverage 100%
Helpful·Sign in to mark this Helpful
ETA
Estimated time, as the guide’s author estimates: 25-30 hours
Difficulty
6/10, as the guide’s author rates it
Your Progress
40 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Completion Plan
This guide covers the shared Xbox One and Xbox Series X|S achievement list: 40 achievements worth 1,000 Gamerscore.
As of 2026-10-05, all achievements can be earned solo. Ranking Attack is an optional online leaderboard mode and is not required for any achievement. There are no co-op or multiplayer requirements.
- CURRENTLY CONFIRMED UNOBTAINABLE: None identified as of 2026-10-05.
- CURRENTLY CONFIRMED DISCONTINUED: None identified as of 2026-10-05.
- No achievement is treated as a true missable in this route. Cleared Acts and Challenge Acts can be replayed, and both campaigns allow cleanup after their stories.
- The practical minimum is one story clear of Sonic Generations and one story clear of Shadow Generations, followed by replay and collectible cleanup. There is no New Game+ or alternate-ending run required.
- There is no general difficulty achievement. Sonic's optional Hard Mode boss and rival fights are unnecessary. Shadow's postgame Hard Challenge Acts are required for full completion, but S ranks on Challenge Acts are not.
- The Sonic the Hedgehog 3 Movie Pack is optional DLC and adds no Xbox achievements. Its Tokyo content is not required for the 1,000G completion.
- Both final bosses have no-damage achievements. Treat your first story clear of each as a free attempt: play carefully, and if you get hit, simply finish the fight and replay it later.
This route clears Sonic Generations first and Shadow Generations second simply to keep the two campaigns organized. You can reverse them without affecting the achievement route.
For Sonic, resist doing heavy collectible cleanup on the first visit to each stage. Grab anything convenient, but keep moving until the story is finished. The efficient cleanup is then all Challenge Acts, one combined Red Star Ring and Chao sweep, Skills, and finally any missing S ranks.
For Shadow, take every Collection Key as you play each Act and normal Challenge Act, using the Collection Keys checklist at the end of this guide. Pick up visible Machine Parts and Gerald's Journal pages as you naturally pass them, and ring every Bonus Bell after a first-time Challenge Act clear. Do not attempt to fully clear White Space early. New Doom Powers repeatedly expand what you can reach, and the postgame Doom Zone adds content required for full completion.
Gerald's Journal has 15 page sets. Each set is carried by a flying capsule held up by three balloons; pop all three balloons to drop the set. Capsules begin appearing once White Space expands past Space Colony ARK and Doom Spear is available. Only one capsule is out at a time, at a random location. The last two sets only appear while the Doom Zone is active, which happens late in the story and again whenever you switch it on postgame.
▶Sonic Generations — Genesis Era
▶Green Hill, Chemical Plant, and Sky Sanctuary
Start by clearing both Acts of each of the three opening stages. Each restored gate is permanent, so there is no reason to replay an Act for missed collectibles yet. Pick up obvious Red Star Rings and Chao when they are directly on your route, but prioritize opening the first boss cycle.
▶GREEN HILL Restored!
Clear Green Hill Act 1 and Act 2. The achievement unlocks when the GREEN HILL Stage Gate is restored after both Acts have been cleared.
▶CHEMICAL PLANT Restored!
Clear Chemical Plant Act 1 and Act 2. The achievement unlocks when the CHEMICAL PLANT Stage Gate is restored.
▶SKY SANCTUARY Restored!
Clear Sky Sanctuary Act 1 and Act 2. The achievement unlocks when the SKY SANCTUARY Stage Gate is restored.
▶First Challenge Keys, Metal Sonic, and Death Egg Robot
After restoring all three stages, Challenge Gates become your progression requirement. Clear one convenient Challenge Act associated with each restored stage to collect the three Boss Gate Keys needed for the era.
Whenever you clear a Challenge Act for the first time, a Bonus Bell appears above its gate. Ring it and catch the musical note before leaving. These notes unlock Art and Music for Sonic's collection, so collecting them immediately prevents a tedious bell audit later. An unrung bell is bright gold and turns bronze once its note is caught. Classic and Modern Sonic each have their own gates and bells. If a note flies away, it circles back, so wait and cut it off on its return.
Fight Metal Sonic when his Rival Battle is available, then open the Boss Gate and defeat Death Egg Robot. Normal difficulty is sufficient.
▶Scrap Metal
Scrap Metal10G
Defeat Metal Sonic in the Rival Battle. The achievement unlocks when the fight is won. Metal Sonic also awards one of the Chaos Emeralds needed for the finale.
▶Sunny Side Up
Defeat Death Egg Robot. The achievement unlocks at the end of the boss fight, and the next section of White Space opens afterward.
▶Sonic Generations — Dreamcast Era
▶Speed Highway, City Escape, and Seaside Hill
Move into the newly opened area and clear both Acts of all three stages. Continue taking easy Red Star Rings and Chao when convenient, but do not turn a first clear into a collectible hunt.
▶SPEED HIGHWAY Restored!
Clear Speed Highway Act 1 and Act 2. The achievement unlocks when the SPEED HIGHWAY Stage Gate is restored.
▶CITY ESCAPE Restored!
Clear City Escape Act 1 and Act 2. The achievement unlocks when the CITY ESCAPE Stage Gate is restored.
▶SEASIDE HILL Restored!
Clear Seaside Hill Act 1 and Act 2. The achievement unlocks when the SEASIDE HILL Stage Gate is restored.
▶Second Challenge Keys, Shadow, and Perfect Chaos
Clear one Challenge Act for each of the three Dreamcast-era stages to obtain the next three Boss Gate Keys. Ring each new Bonus Bell and catch its note before moving on.
Then defeat Shadow in the Rival Battle and Perfect Chaos at the Boss Gate.
▶Shadow Boxing
Defeat Shadow in the Rival Battle. The achievement unlocks when the battle ends, and another Chaos Emerald is awarded.
▶Perfect Punisher
Defeat Perfect Chaos. The achievement unlocks when the boss is beaten and the final group of normal stages opens.
▶Sonic Generations — Modern Era
▶Crisis City, Rooftop Run, and Planet Wisp
Clear both Acts of the final three stages. Restoring all nine stages also supplies the story-granted Chaos Emerald that complements the Emeralds earned from rivals and bosses.
▶CRISIS CITY Restored!
Clear Crisis City Act 1 and Act 2. The achievement unlocks when the CRISIS CITY Stage Gate is restored.
▶ROOFTOP RUN Restored!
Clear Rooftop Run Act 1 and Act 2. The achievement unlocks when the ROOFTOP RUN Stage Gate is restored.
▶PLANET WISP Restored!
Clear Planet Wisp Act 1 and Act 2. The achievement unlocks when the PLANET WISP Stage Gate is restored.
▶Third Challenge Keys, Silver, and Egg Dragoon
Clear one Challenge Act for each Modern-era stage to obtain the final three Boss Gate Keys. Keep ringing every first-time Bonus Bell and catching the note.
Defeat Silver in the Rival Battle, then defeat Egg Dragoon. By the end of this sequence you will have all seven Chaos Emeralds and can enter the Sonic finale.
▶Silver Got Served
Defeat Silver in the Rival Battle. The achievement unlocks when the fight is won.
▶Boom Boom Dragoon
Defeat Egg Dragoon. The achievement unlocks when the boss is beaten.
▶Treasure Hunter
Collect all seven Chaos Emeralds. Three come from the Rival Battles, three come from the three story bosses, and one is granted through restoring the main stages. Following the route above, the achievement unlocks once the final required Emerald has been obtained before the Time Eater battle.
▶Sonic Generations — Finale and Cleanup
▶Time Eater
With all seven Chaos Emeralds collected, enter the final battle against Time Eater. Treat this first clear as a free attempt at Can't Touch This: play carefully, and if you get hit, simply finish the fight. This clears Sonic Generations, unlocks the final story rewards, and puts the entire Sonic side into its best cleanup state.
▶Sonic Generations: All Stages Cleared!
Defeat Time Eater and finish Sonic Generations. The achievement unlocks when the Sonic campaign is cleared.
▶Can't Touch This
Clear the Time Eater fight without taking any damage. This is about avoiding actual boss damage for the entire final stage, not merely finishing with Rings remaining.
If your first clear was not damageless, do this on a dedicated replay. Hits from Time Eater's attacks count, and its homing shots are the most common way runs fail. Falling debris has been reported not to count as damage. Stay conservative, prioritize Rings and clean approaches over risky shortcuts, switch perspectives when an incoming attack is easier to avoid from the other Sonic's route, and restart immediately if you are visibly struck or knocked back by an attack. Hard Mode is not required.
The achievement unlocks only after the no-damage clear is completed. If a clean clear does not unlock it, repeat the damageless clear.
▶All 90 Sonic Challenge Acts
Now clear the full Challenge Act set. Each of the nine Sonic stages has ten Challenge Acts split between its two Acts, for 90 total.
Work in stage order from Green Hill through Planet Wisp so the gate map itself becomes your checklist. Rank does not matter. After every first-time clear, ring the Bonus Bell and catch its note before moving on. If a note gets away, ring the bell again and retry it rather than leaving an uncertain collectible behind.
▶Sonic Generations: Mission Accomplished!
Clear all 90 Sonic Challenge Acts. S ranks are not required. The achievement unlocks when the final uncleared Challenge Act is completed.
▶Red Star Rings and Chao Sweep
After the story and all Challenge Acts, make one deliberate collectible pass through the 18 normal Acts in this order: Green Hill, Chemical Plant, Sky Sanctuary, Speed Highway, City Escape, Seaside Hill, Crisis City, Rooftop Run, and Planet Wisp.
Each Act contains five Red Star Rings and three hidden Chao. That means the full Sonic campaign contains 90 Red Star Rings and 54 Chao. Collect both types together on the same replays instead of making separate sweeps.
The Stage Gate displays your Red Star Ring count for each cleared Act, so check it first. Inside an Act, a small tracker briefly shows which of the five ring positions you have just collected, so you can tell which numbered ring is still missing. If an Act is still short, talk to the character standing next to that Stage Gate for a hint about the missing ring. For Chao, use the Chao Rescue section of the Collection Room to see which ones are missing and read the available hints.
▶Red Ring Collector
Collect all five Red Star Rings in each of the 18 normal Acts, for 90 total. The achievement unlocks when the last missing Red Star Ring is collected and the Act registers it.
▶Rescue Professional
Rescue all three Chao in each of the 18 normal Acts, for 54 total. The achievement unlocks when the final missing Chao is rescued.
▶Sonic Generations: (Hedge)Hogging It All Up!
Get every Sonic Generations collectible. Your story clear supplies the story-based Movies and Character entries. The remaining Art and Music come primarily from Red Star Rings and the Bonus Bell notes produced by Challenge Act clears, while the remaster's Chao are also part of the collection route.
At this point you should have completed the story, collected all 90 Red Star Rings, rescued all 54 Chao, cleared all 90 Challenge Acts, and caught the notes from every gold Bonus Bell you created.
If the achievement has not unlocked, inspect the Challenge Gates first, for both Classic and Modern Sonic. A bell that is still gold indicates a note reward you have not collected. Re-ring that bell and catch the note, then recheck the Collection Room for any remaining blank entry. If every Collection Room entry is already filled, a final bell that produces no note is harmless: there is simply nothing left for it to award.
▶Skills and S Ranks
Do Skills before the final S-rank sweep. Skills are unlocked from normal progression, Challenge Acts, collecting all five Red Star Rings in individual Acts, and the campaign finale. With the story, challenges, and rings already finished, every Skill source is now available.
▶Mad Skillz
Mad Skillz10G
Obtain all 37 Sonic Generations Skills. The set breaks down as follows:
- Shop Skills available from the start, including the remaster's new Drop Dash for Classic Sonic.
- Seven Skills that appear in the shop after clearing specific Challenge Acts.
- Eighteen Skills granted directly for finding all five Red Star Rings in each of the 18 Acts.
- Time Break and Super Sonic, which become available after the story.
Visit Omochao's Skill Shop and buy every remaining Skill after completing the story, all Challenge Acts, and all Red Star Rings. Do not spend points on extra lives, which are not Skills. Some Skills are granted directly while others become available for purchase, so the achievement is based on owning the complete set rather than merely emptying the shop early.
The achievement unlocks when the last missing Skill is obtained.
▶Big Bang
Big Bang85G
Earn Rank S in all 18 normal Sonic Generations Acts: Act 1 and Act 2 for each of the nine stages. Bosses, Rival Battles, and Challenge Acts do not need S ranks for this achievement.
Use your completed Skill inventory to make the cleanup easier. Learn the fast route through one Act at a time, avoid deaths and major stops, and restart early when a run goes badly rather than dragging a weak attempt to the goal. Once both Acts of all nine stages show S, the achievement unlocks.
▶Shadow Generations — Space Colony ARK and Rail Canyon
▶Opening Stages and Early White Space
▶Collectibles · 36 36 collectibles
Space Colony ARK Act 1: Shadow's History key — Before the second Star Post, take the bounce pad, Homing Attack the asteroids onto the grind rail, and jump at the very end of the rail onto the tunnel roof.
Space Colony ARK Act 1: Music key — In the skydive with missiles from both sides, use Chaos Control when the missiles line up to form a path, then cross through the Dash Ring into the key.
Space Colony ARK Act 1: Art key — In the station interior with the laser walls, Homing Attack past the lasers and stay on the upper path; the line of flying enemies leads to rails and a final spring that launches you into the key.
Space Colony ARK Act 2: Music key — After the first Star Post, Chaos Control the missiles into platforms, spring up, and follow the grind rail to the handle that pulls you up to the key.
Space Colony ARK Act 2: Art key — On top of the first capped spinning drum in the gravity-pole section after a Star Post; reach it from the next drum and avoid the Dash Ring.
Space Colony ARK Act 2: Shadow's History key — Shortly after, in the next drum section: boost up the first drum, Homing Attack the flying robots onto a rail, then jump to the second rail holding the key.
Space Colony ARK Act 1 Challenge (Artificial Chaos Counter): Art key 1 — Right at the start: Homing Attack the Artificial Chaos up to the higher platform, then boost through the Dash Ring into the key.
Space Colony ARK Act 1 Challenge (Artificial Chaos Counter): Music key — In the laser room, Homing Attack past the laser wall, stay on the uppermost path, and the boost ring funnels you into the key.
Space Colony ARK Act 1 Challenge (Artificial Chaos Counter): Art key 2 — In the skydiving section, drift left and fall through the key.
Space Colony ARK Act 1 Challenge (One Ring Challenge Lv1): Music key — At the start, cross the falling platforms and jump to the slightly higher platform, avoiding the spikes.
Space Colony ARK Act 1 Challenge (One Ring Challenge Lv1): Art key 1 — In the missile hallway, use the Chaos Control at its start and ride the frozen missiles up to the raised platform with the key.
Space Colony ARK Act 1 Challenge (One Ring Challenge Lv1): Art key 2 — In the grind-rail section near the end, take the leftmost rail; the key hovers near the end of the rail.
Space Colony ARK Act 2 Challenge (Crush With Doom Blast!): Music key — Doom Blast the first enemy diagonally upward to reach the platform with the grind rail; the key is on the rail.
Space Colony ARK Act 2 Challenge (Crush With Doom Blast!): Art key 1 — Doom Blast an enemy diagonally upward and do not move after teleporting; you fall through the key.
Space Colony ARK Act 2 Challenge (Crush With Doom Blast!): Art key 2 — Launch the same enemy in a straight line instead, landing above the previous key's spot, and fall through this one. If you cannot get all three in one run, finish and replay.
Space Colony ARK Act 2 Challenge (Chaos Control Master Lv1): Music key — At the start, use Chaos Control, cross the falling platforms, spring up, and jump left to the top of the tower.
Space Colony ARK Act 2 Challenge (Chaos Control Master Lv1): Art key 1 — In the bouncing-pole section, the key is at the top on the left side; reach it from the stable ground to the right.
Space Colony ARK Act 2 Challenge (Chaos Control Master Lv1): Art key 2 — After the missile run, the key is on the final platform under the Dash Ring; use Chaos Control when prompted, grab it, then take the Dash Ring.
Rail Canyon Act 1: Shadow's History key — In the opening rail section, stay on the rightmost rail to its end. Restart if you miss it.
Rail Canyon Act 1: Art key — Before the Radical Highway segment, take the middle of the three rails by the Star Post, grab the Chaos Control item, then use the dash rings and jump onto the tunnel roof. Reachable without Doom Wing.
Rail Canyon Act 1: Music key — Near the goal, after the chase, land on the roof of the hangar by boosting off the middle rail in the train yard.
Rail Canyon Act 2: Music key — About 30 seconds in, take the highest route and hit the switch that creates a rail, then boost up into the key.
Rail Canyon Act 2: Art key — On top of the destructible scaffolding during the cart chase: use Chaos Control from the capsule, climb, and the dash ring launches you into the key.
Rail Canyon Act 2: Shadow's History key — Near the end of the train chase, use Chaos Control when prompted to stop the train, jump to the highest scaffolding, and grind to the key.
Rail Canyon Act 1 Challenge (Aim and Fire with Chaos Spear!): Music key — On the main path before the giant fans, on the floor.
Rail Canyon Act 1 Challenge (Aim and Fire with Chaos Spear!): Art key 1 — Ride the fans up, take the boost ring on top of the structure, and keep going straight at the split.
Rail Canyon Act 1 Challenge (Aim and Fire with Chaos Spear!): Art key 2 — After the zipline, take the middle of three rails, jump the gap, and catch the upward middle rail into the key.
Rail Canyon Act 1 Challenge (Ring Collector Lv1): Music key — Near the start, jump off the end of the grind rail into the boost ring onto the tunnel roof, bounce across the enemies, Chaos Spear the purple enemy, and reach the key on the falling platforms.
Rail Canyon Act 1 Challenge (Ring Collector Lv1): Art key 1 — Before the Goal Ring, take the rightmost of the three dash rings.
Rail Canyon Act 1 Challenge (Ring Collector Lv1): Art key 2 — On a second run, skip the roof shortcut and go through the tunnel; the key is on the rightmost rail of the winding three-rail section.
Rail Canyon Act 2 Challenge (Chaos Control Master Lv2): Music key — On the first collapsing scaffolding, grab the Chaos Control capsule, freeze it, and climb to the top; the key is on the left.
Rail Canyon Act 2 Challenge (Chaos Control Master Lv2): Art key 1 — On the next scaffolding stack, freeze the enemy with Chaos Control and climb to the top.
Rail Canyon Act 2 Challenge (Chaos Control Master Lv2): Art key 2 — Where spiked balls hang over the rails, use Chaos Control and take the leftmost dash rings to the key.
Rail Canyon Act 2 Challenge (Dash Ring Rush! Lv1): Music key — At the early corner, take the right set of dash rings to the upper path.
Rail Canyon Act 2 Challenge (Dash Ring Rush! Lv1): Art key 1 — Where there are two layers of rails with switches, the key is on the left side of the top rail.
Rail Canyon Act 2 Challenge (Dash Ring Rush! Lv1): Art key 2 — In the breakable-platform section with three cannons, take the rightmost dash rings and time the cannons to reach the key.
Start Shadow Generations and clear both Acts of Space Colony ARK, then both Acts of Rail Canyon as they become available. Shadow's White Space expands as the story grants new Doom Powers, so treat early exploration as opportunistic rather than exhaustive.
Every normal Act and every normal Challenge Act holds three Collection Keys: in the five main stages, each Act has one Shadow's History key, one Music key, and one Art key, while Challenge Acts and Radical Highway's Acts have one Music key and two Art keys. Each Collection Key opens a Collection Box of its colour in White Space. Take the keys as you play, following the Collection Keys checklist at the end of this guide, which lists them in route order. Safest route: finish the Act after collecting keys. If you die before reaching the next Star Post, recheck the key before continuing. On replays, keys you already own appear translucent, and the Stage Gate shows which keys each cleared Act has given you. A few Challenge Act keys sit on different routes, so a second run may be needed.
Pick up visible Machine Parts when they are convenient.
After normal Challenge Acts appear, clear every currently available normal Challenge Act before advancing. Shadow's progression uses pairs of Challenge Acts to award Boss Gate Keys, and all of these normal challenges are needed for the completion anyway. Ring every Bonus Bell after a first-time clear and catch its note.
After Rail Canyon is cleared, Orbot and Cubot wait by their rocket outside the Rail Canyon Stage Gate. From then on they are part of the White Space cleanup loop. Hand over Machine Parts whenever you pass; deliveries can be made in batches, and you get Art rewards at 20, 40, and 60 parts. Do not stop for a full part hunt yet: some parts need later Doom Powers, and one only appears after Biolizard.
The White Space characters are worth a quick chat whenever you pass them, because each conversation unlocks a Character Bio for Shadow's collection: Omega, Big, Maria, Gerald, Orbot, and Cubot. Rouge can also be talked to.
▶SPACE COLONY ARK Restored!
Clear Space Colony ARK Act 1 and Act 2. The achievement unlocks when the SPACE COLONY ARK Stage Gate is restored.
▶RAIL CANYON Restored!
Clear Rail Canyon Act 1 and Act 2. The achievement unlocks when the RAIL CANYON Stage Gate is restored.
▶Biolizard
Finish the normal Challenge Acts needed to obtain the available Boss Gate Keys, then enter the Biolizard battle. Defeating the boss advances the story and opens additional White Space routes.
Do not spend time trying to force complete collection coverage before this fight. Later Doom Powers will make both traversal and collectible cleanup more practical.
▶Vanquished Biolizard
Defeat Biolizard. The achievement unlocks when the boss battle is cleared.
▶Shadow Generations — Kingdom Valley and Sunset Heights
▶Second Stage Pair
▶Collectibles · 36 36 collectibles
Kingdom Valley Act 1: Music key — At the tightropes, stomp the top rope to bounce higher into a hidden boost ring, ride the Wind Rails into the cave, and the ramp at the cave's end launches you into the key.
Kingdom Valley Act 1: Art key — In the first Doom Surf lake, take the ramp on the right about halfway along up to the floating platforms and Wind Rail. Falling off the waterfall loses it for that run.
Kingdom Valley Act 1: Shadow's History key — On the bridge surrounded by rising water near the goal, go right immediately, activate the Wind Rail, and jump off before the turn into the dash ring and key.
Kingdom Valley Act 2: Music key — At the start, stomp the vertical ring trail and stay high, then ride the Wind Rail to the key.
Kingdom Valley Act 2: Shadow's History key — Inside the castle, use Chaos Control on the moving pillars over the chasm and hop to the upper path; the key is straight ahead.
Kingdom Valley Act 2: Art key — Back outside, keep to the top route past the climbing walls; across the collapsing platforms, the key is on the upper right ledge.
Kingdom Valley Act 1 Challenge (Crush With Surf Spin!): Music key — Seconds after the start, weave between the wall and spike balls to the right side of the tunnel and pass through the rightmost dash ring.
Kingdom Valley Act 1 Challenge (Crush With Surf Spin!): Art key 1 — In the valley with stone pillars, hug the right wall and spin through the crates; the obstacle course sends you up to the key.
Kingdom Valley Act 1 Challenge (Crush With Surf Spin!): Art key 2 — Near the goal area, take the left route under the arch and hit the middle dash ring. All three keys can be taken in one run; if you miss one, retry.
Kingdom Valley Act 1 Challenge (Ring Collector Lv2): Music key — Jump off the first Wind Rail onto the nearby tower; the key is in the middle.
Kingdom Valley Act 1 Challenge (Ring Collector Lv2): Art key 1 — In the skydive after the eagle, drift right and fall through the key.
Kingdom Valley Act 1 Challenge (Ring Collector Lv2): Art key 2 — On the floating platform with the eagle, use Chaos Control and take the glowing warp path into the key.
Kingdom Valley Act 2 Challenge (Beware of Pillars That Pop Up!): Music key — After the opening pillars, cross the sinking staircase of pillars quickly to the ledge with the key.
Kingdom Valley Act 2 Challenge (Beware of Pillars That Pop Up!): Art key 1 — Where spike walls close in from both sides, climb to the top and go left onto the left wall.
Kingdom Valley Act 2 Challenge (Beware of Pillars That Pop Up!): Art key 2 — In the final section chased by a spike wall, jump just before the end to grab the key, then stomp through the crates to escape.
Kingdom Valley Act 2 Challenge (Destroy the Egg Gunners!): Art key 1 — Doom Blast the first Black Arms soldier diagonally upward to the top route and bounce up to the key.
Kingdom Valley Act 2 Challenge (Destroy the Egg Gunners!): Art key 2 — Further on, near a Wind Rail: stomp the vertical ring trail before it, or ride it down and run back at the end. Sources describe the approach differently; the key is on this stretch.
Kingdom Valley Act 2 Challenge (Destroy the Egg Gunners!): Music key — A large dash pad near the end launches you straight through it.
Sunset Heights Act 1: Shadow's History key — After the first roofed section, two cannon robots face each other; do not destroy the left one. Chaos Control its cannonballs and Homing Attack up them to the raised platform.
Sunset Heights Act 1: Music key — On the road where boulders are thrown, use the Chaos Control capsule to freeze a boulder, Homing Attack onto the upper road, and the key is after the speed ramp.
Sunset Heights Act 1: Art key — In the sewer, take the lower-right route, stun a Black Arms enemy with Doom Spear, and Doom Blast it into the wall to open a hidden section.
Sunset Heights Act 2: Music key — Above the river after Death Egg Robot destroys the platforms, chain Homing Attacks through the line of flying enemies to the upper path.
Sunset Heights Act 2: Shadow's History key — In the sewers after the winding rails, always take the lowest grind rail, then stomp the crates into the water beside the key.
Sunset Heights Act 2: Art key — In the final stretch, freeze Death Egg Robot's punching arm with Chaos Control, climb it to the upper right path, and grind the rail holding the key.
Sunset Heights Act 1 Challenge (Beware of Spinning Spikes!): Art key 1 — After the elevator, reach the dash ring in the floating-platform hallway before the blocks close, then grind the tunnel rail to the key.
Sunset Heights Act 1 Challenge (Beware of Spinning Spikes!): Art key 2 — Right after, Chaos Spear the spring, follow the boost rings, and Chaos Spear another spring into the key.
Sunset Heights Act 1 Challenge (Beware of Spinning Spikes!): Music key — Near the end, on the slow moving platform, jump into the boost ring above the spike-ball wall and Homing Attack up to the raised section.
Sunset Heights Act 1 Challenge (One Ring Challenge Lv2): Music key — About 15 seconds in, in plain sight above the spike balls on the main path.
Sunset Heights Act 1 Challenge (One Ring Challenge Lv2): Art key 1 — In the spinning-spike section, land on the platform holding the key and hop back.
Sunset Heights Act 1 Challenge (One Ring Challenge Lv2): Art key 2 — In the open area, ride the moving platform between the spike balls and jump up to the key.
Sunset Heights Act 2 Challenge (Death Egg Robot Panic!): Music key — A few seconds in, press the switch on the right and drop down the hole onto the platform with the key.
Sunset Heights Act 2 Challenge (Death Egg Robot Panic!): Art key 1 — Hit all three switches on the lower platform to clear the path; the key is on the top-left platform.
Sunset Heights Act 2 Challenge (Death Egg Robot Panic!): Art key 2 — At the very end, while fleeing Death Egg Robot, the spring launches you through rings that carry you into the key before the Goal Ring.
Sunset Heights Act 2 Challenge (Dash Ring Rush! Lv2): Music key — About 7 seconds in, after the ground rings, take the upper trail of boost rings.
Sunset Heights Act 2 Challenge (Dash Ring Rush! Lv2): Art key 1 — Over the big pit, take the rightmost dash ring.
Sunset Heights Act 2 Challenge (Dash Ring Rush! Lv2): Art key 2 — In mid-air, bounce up between the rings and hit the upper of the two stacked rings using an air boost or a saved double jump.
Continue into the newly accessible White Space and clear both Acts of Kingdom Valley and Sunset Heights.
Keep taking obvious Machine Parts, Collection Keys, and Gerald's Journal capsules as they appear. For journal capsules, use the safe-ground tip from the Completion Plan. Take all three Collection Keys in each Act and normal Challenge Act from the checklist as you go.
As the next normal Challenge Acts become available, clear all of them and catch every Bonus Bell note. This steadily advances the story while also removing most of the Challenge Act work required for the final completion.
▶KINGDOM VALLEY Restored!
Clear Kingdom Valley Act 1 and Act 2. The achievement unlocks when the KINGDOM VALLEY Stage Gate is restored.
▶SUNSET HEIGHTS Restored!
Clear Sunset Heights Act 1 and Act 2. The achievement unlocks when the SUNSET HEIGHTS Stage Gate is restored.
▶Metal Overlord
Use the Boss Gate Keys earned from the available normal Challenge Acts to open the next boss route, then defeat Metal Overlord. More of White Space becomes traversable afterward.
▶Vanquished Metal Overlord
Defeat Metal Overlord. The achievement unlocks at the end of the fight.
▶Shadow Generations — Chaos Island and Radical Highway
▶Chaos Island and the Last Normal Challenge Set
▶Collectibles · 18 18 collectibles
Chaos Island Act 1: Music key — Near the start, before the first Star Post: use Doom Morph through the Morph Ball on the right, keep right across the platforms, and swing the Morph Balls to the spring and key.
Chaos Island Act 1: Shadow's History key — At the end of the goop ravine, swing on the Morph Ball and release directly underneath it to zip straight up through the key.
Chaos Island Act 1: Art key — In the stone temple, stay on the lower grind rail, Doom Spear the two red switches at its start, then Homing Attack the lowering hook to reach the key.
Chaos Island Act 2: Music key — Right after the start, hit the Doom Morph orb to stay on the top path, then follow the goop along the ceiling into the key.
Chaos Island Act 2: Shadow's History key — Mid-level, in an isolated corner past the line of crates: Doom Morph up the wall, jump to the left wall, and swim down over the spikes.
Chaos Island Act 2: Art key — In the crate-funnel section, from the rail with a loop take the spring, Homing Attack the Morph Ball onto the ceiling, and go right; the key is past the grate.
Chaos Island Act 1 Challenge (Cross Over With Doom Morph!): Art key 1 — Bounce up the boost rings to the new section and swim a little further in Doom Morph; the key is above the moving spikes.
Chaos Island Act 1 Challenge (Cross Over With Doom Morph!): Music key — Swing across the Morph Balls and release directly under the last one before the wall to zip up into the key.
Chaos Island Act 1 Challenge (Cross Over With Doom Morph!): Art key 2 — After the spring, the first Morph Ball activates Doom Morph; swing under the second and zip up through it.
Chaos Island Act 1 Challenge (Chaos Control Master Lv3): Music key — In the falling-block section, use Chaos Control and jump to the left block.
Chaos Island Act 1 Challenge (Chaos Control Master Lv3): Art key 1 — After the item that recharges Chaos Control, among the three lines of floating platforms and spike balls, take the leftmost platform.
Chaos Island Act 1 Challenge (Chaos Control Master Lv3): Art key 2 — In the three-rail section, take the leftmost rail; the key is right behind the spike balls.
Chaos Island Act 2 Challenge (Gondola Master): Music key — Ride the gondola up, hop to the platforms on the left to take the key, and return to the gondola.
Chaos Island Act 2 Challenge (Gondola Master): Art key 1 — Steer the gondola down under the spinning spikes with short hops to the key.
Chaos Island Act 2 Challenge (Gondola Master): Art key 2 — In the next gondola section, race up the left platforms, re-catch the gondola, and repeat to the top.
Chaos Island Act 2 Challenge (Destroy the Cyclones!): Music key — Scale the wall to the right, hop to the opposite wall, go down and left along the ceiling in Doom Morph, and boost through the cyclones to the key.
Chaos Island Act 2 Challenge (Destroy the Cyclones!): Art key 1 — After leaving Doom Morph, spear the diagonal line of cyclones, Homing Attack from the top one to the far-left one, and jump to the platform behind it.
Chaos Island Act 2 Challenge (Destroy the Cyclones!): Art key 2 — Shortly after on the main path, jump to the key and stomp down; disable the cyclones below with spears or Chaos Control first.
Clear Chaos Island Act 1 and Act 2, then finish its normal Challenge Acts and collect the associated Bonus Bell notes. Take the three Collection Keys in each; most need Doom Morph, which the stage provides. At this point you will have worked through the normal challenge progression for every stage that uses Challenge Gates.
Continue collecting convenient hub items, but still leave awkward White Space routes for postgame. The full set of Doom Powers is more valuable than forcing early cleanup.
▶CHAOS ISLAND Restored!
Clear Chaos Island Act 1 and Act 2. The achievement unlocks when the CHAOS ISLAND Stage Gate is restored.
▶Vanquished Mephiles
Use the required Boss Gate Keys and defeat Mephiles. The achievement unlocks when the boss is beaten. Continue the story afterward rather than starting full cleanup, because the finale and postgame state still open important content.
▶Radical Highway and the Finale
▶Collectibles · 6 6 collectibles
Radical Highway Act 1: Music key — At the very start, drop through the small opening in the highway grate, follow the side route to the springs, and hit the blue part of the swing pole.
Radical Highway Act 1: Art key 1 — While sliding down the skyscrapers, after the second Star Post, take the Rainbow Rings on the right to the higher platform and grind the rail to its end.
Radical Highway Act 1: Art key 2 — In the flying section before the climb up a skyscraper, the key floats in the middle of a ring of Rings. Needs Doom Wing.
Radical Highway Act 2: Art key 1 — After the first mini-boss, take the lower route on the rotating road pieces; at the second spinning piece, wait for it to flip; the key is on its underside.
Radical Highway Act 2: Music key — In the autorunning circular tunnel, take the left tunnel and keep to the bottom right of the corner, jumping early over the gap. If missed, restart the Act.
Radical Highway Act 2: Art key 2 — Near the end, on the rotating road section, get on the rightmost piece and fly straight ahead with Doom Wing over the gap to the road holding the key.
Radical Highway is the final normal stage and does not use the same normal Challenge Act set as the five earlier stages. Clear Act 1 and Act 2, then proceed into the final Black Doom sequence when the story directs you there. Each Act holds one Music key and two Art keys; the last key in each Act needs Doom Wing flight. If you cannot reach them on the first clear, replay the Act later with Doom Wing switched on at the Act select.
Obtaining Doom Wing, the final Doom Power, switches White Space into the Doom Zone automatically and reveals the Hard Challenge Acts. You can leave them for postgame. Treat your first clear of the final boss as a free attempt at Untouchable: play carefully, and if you get hit, simply finish the fight. Beating Neo Devil Doom returns White Space to normal; from then on you can switch the Doom Zone back on at any time by interacting with the miniature Black Moon in the center of White Space. The Doom Zone is required for the Hard Challenge Acts and the most efficient final White Space sweep.
▶RADICAL HIGHWAY Act 2 Cleared!
Clear Radical Highway Act 2. The achievement unlocks when that Act is completed.
▶Shadow Generations: All Stages Cleared!
Complete the Shadow Generations story by defeating the final boss sequence. The achievement unlocks when the campaign is cleared.
▶Untouchable
Untouchable40G
Clear the entire final battle without taking damage. Devil Doom and Neo Devil Doom are one fight, so treat both portions as one no-damage requirement. There is no Hard version of this boss.
If your first clear was not damageless, replay the final boss through the pause-menu level select or its gate after the story. During the early sections, prioritize safe positioning over speed. In the Doom Morph wall section, climb toward the robots and chain Homing Attacks through them to stay high. In the Neo Devil Doom sequence, line up with the Rings and stay off the tunnel walls, which damage you on contact. For the tail sweep, start high, drop when his eye turns red, then rise again for the second sweep. For the tentacle spin, send the tentacles back at him and dodge right, left, then right. A hit can count even when a particular interaction does not obviously cost Rings, so if you are struck, grabbed, knocked back, or visibly damaged, restart the attempt rather than gambling on the run.
The achievement unlocks only after the full final boss stage is cleared with no damage. If a clean run does not unlock it, repeat the damageless clear.
▶Shadow Generations — Doom Zone and 100% Cleanup
▶Ten Postgame Hard Challenge Acts
After the ending, switch the Doom Zone back on by interacting with the miniature Black Moon in the center of White Space. This reveals the remaining Hard Challenge Acts. Shadow has five main stages with Challenge Acts. Each of their two Acts has two normal Challenge Acts used during the story and one Hard Challenge Act, so each stage has four normal and two Hard, giving 30 Challenge Acts total across the five stages. Radical Highway has no Challenge Acts. Hard Challenge Acts award no Boss Gate Keys and no Collection Keys.
The ten Hard Challenge Acts can be launched from the Challenge List if you do not want to travel between gates. You only need to clear them. S ranks provide no achievement benefit.
These Hard Challenge Acts are required for the Challenge completion achievement, but they do not need a separate Collection Key or Bonus Bell note sweep. Keep your collectible cleanup focused on the normal Acts, normal Challenge Acts, and White Space itself.
▶Shadow Generations: Mission Accomplished!
Clear all Shadow Generations Challenge Acts, including the ten postgame Hard Challenge Acts in the Doom Zone. Rank does not matter. The achievement unlocks when the last required Challenge Act is cleared.
▶Twelve Main-Act S Ranks
With the story finished and all Doom Powers available, clean up S ranks on the 12 normal Acts: two Acts each for Space Colony ARK, Rail Canyon, Kingdom Valley, Sunset Heights, Chaos Island, and Radical Highway.
Bosses and Challenge Acts are not part of this achievement. Postgame, each Act can be played with Doom Wing on or off, and each version has its own S-rank thresholds. One S per Act in either version is enough, so use whichever is easier for you. Chaos Control is disabled in both Radical Highway Acts, which makes them the strictest pair. There is no Perfect Bonus, and dying does not forfeit an S.
▶Ultimate Life Form
Earn Rank S in all 12 normal Shadow Acts. Focus on fast, clean clears and learn the strongest route through each Act rather than trying to S-rank the Challenge Acts. The achievement unlocks when every normal Act shows an S rank.
▶Collection Keys and 96 Collection Boxes
Start with the keys. The White Space HUD shows how many Music, Art, and Shadow's History keys you hold, and each cleared Act's Stage Gate shows which of its keys you have. For any Act or normal Challenge Act that is short, find the missing key in the Collection Keys checklist and replay it. Radical Highway's last key in each Act needs Doom Wing. The postgame Hard Challenge Acts contain no Collection Keys.
There are 96 Collection Keys and 96 Collection Boxes: 10 green boxes for Shadow's History, 32 yellow boxes for Music, and 54 blue boxes for Art. Each key opens one box of its colour. Keys cannot be lost and no box is permanently missable.
Do not rely on the White Space map to find boxes. A box only appears on the map after you have been near it, and boxes you have found but cannot open yet are marked in red. The pause screen shows how many boxes remain. Every box holds one named Collection Room entry, and the Collection Boxes checklist names each box by its contents, so an empty Collection Room slot points to exactly one box.
Sweep White Space now, with every Doom Power and the story finished, in the three loops below. They follow one continuous route: the center, west, and north first, then the east and south, then Chaos Island, the underground, the high rooftops, and finally the two boxes that only exist while the Doom Zone is switched on.
▶Collection Boxes: Center, West, and North
▶Collectibles · 39 39 collectibles
Music: Black Comet — Outer rim between the northern island and Kingdom Valley: on a gold-trimmed block on top of the boundary wall, just east of the northern island.
Music: STAGE 14: FINAL FORTRESS — Central water just southeast of the northern island: at the end of a curved white walkway in the water. Doom Surf across.
Artwork 37 — Central water between the northern island and Kingdom Valley: on a round white platform by a curved walkway, east of the long north-south causeway. Doom Surf.
Artwork 18 — Central water east of the causeway: on a narrow pier beside a white pillar on the east-west walkway, near a Doom Surf ramp.
Artwork 41 — East of the central round plaza: on a white tiled platform with gold floor trim, against a wall.
Artwork 46 — South of the central plaza, toward the dark castle: in an arched alcove at the foot of a white wall at the water's edge. Doom Surf or Doom Wing.
Music: Black Bull — At the northwest corner of the dark castle on the southeast rim: on a round white ledge at its foot.
Music: WHITE ACROPOLIS ~SNOWY PEAK~ — Central-south water: on a small white sand islet with broken wooden posts and a crate, beside a small goop patch. Doom Surf.
Music: Mr. Unsmiley For Sky Rail — On the main north-south causeway just north of the central round plaza, against the causeway's side wall.
Artwork 14 — Just north of the central plaza: on a white bridge with balustrades and gold Rings.
Music: The Last Way — A short run from the Artwork 14 bridge near the central plaza, on a round raised white platform among the walkways.
Artwork 49 — Northwest water, northeast of the Space Colony ARK island: on an octagonal gold-rimmed platform at the edge of the northwest goop. Doom Surf.
Artwork 58 — Just southwest of the northern island beside the northwest goop: on a raised square terrace with lamp posts.
Artwork 57 — On the long white bridge running east from the Space Colony ARK island toward the center.
Artwork 30 — At the east tip of the goop strip south of the ARK bridge: on a balustraded white platform beside a purple pillar. Doom Surf there and Doom Morph in the goop.
Music: Digital Circuit — Southwest water northeast of the Chaos Island cliff: at the base of a white pillar on a white tiled platform at the water's edge. Doom Surf.
History: SA2 Part 1 — Space Colony ARK island: on the metal floor right beside the central Stage Gate pit.
History: SA2 Part 2 — Space Colony ARK island, west side: on a metal walkway with yellow and black hazard rails.
Artwork 10 — Space Colony ARK island, northwest edge: on a platform with cyan neon rails beside the goop.
Music: Vengeance Is Mine For Radical Highway — Space Colony ARK island, north side: against the large metal ARK wall.
Artwork 9 — Space Colony ARK island, southwest side: against the metal ARK wall.
Artwork 50 — North face of the Chaos Island cliff, just south of Space Colony ARK: on a white ledge under the rock overhang, hidden behind wooden crates. Break the crates.
Music: Rhythm and Balance For White Jungle — Southeast of the Space Colony ARK island: on a balustraded square platform in the water near the goop strip and two Challenge Gates.
Music: Space Gadget — Just north of the Space Colony ARK island: in an arched alcove at the edge of the northwest goop.
Music: Lava Shelter — Northwest goop zone, west rim: on a balustraded white terrace at the outer wall. Doom Morph.
Artwork 48 — Northwest goop zone, middle: inside the lattice-walled white building standing in the goop. Doom Morph.
Music: Lost Impact — Northeast end of the northwest goop, just west of the northern island: on a white ledge between two white pillars.
Music: Glyphic Canyon — Northern island (Rail Canyon area), southwest edge: on the plaza with lantern pedestals.
Artwork 32 — Northern island: at the foot of a dark column with a gold base beside the colonnaded building.
History: Shadow the Hedgehog Part 2 — Northern island: a few steps from Artwork 32, inside a narrow dark brick corridor reached through a gap in the colonnade wall.
Artwork 36 — Northern island: against the gold-tiled colonnade wall of the main building.
History: Shadow the Hedgehog Part 1 — Northern island, east side: on the circular ring floor.
Artwork 12 — Biolizard citadel: one of two boxes in a hidden grey stone room high on the citadel. Doom Blast a Black Arms enemy up the building, then drop into the room.
Artwork 35 — Biolizard citadel: the second box in the same hidden stone room as Artwork 12.
Music: The Supernatural For Final Chase — Foot of the Biolizard citadel, northwest: on the ground against the gold-tiled wall right below the hidden room. Leave the room through its window and drop down.
Artwork 33 — Northern island, west side: on top of a red-trimmed metal rooftop overlooking the water.
Artwork 11 — Northern island: inside the red-pillared piston press on the ring west of the Stage Gate.
Artwork 13 — Biolizard citadel, upper ledge by the boss gate: one of two boxes. Fly up the citadel with Doom Wing, then Doom Blast a Black Arms enemy to get higher.
Music: Event: Sonic vs Shadow — Biolizard citadel, upper ledge: the second box beside Artwork 13.
Start from the central round plaza and work through the water and causeway around it, then the Space Colony ARK island and its bridge, the northwest goop zone, and the northern island with the Biolizard citadel. Doom Surf carries you across the water platforms, and Doom Morph gets you through the northwest goop. On the citadel, two boxes sit in a hidden stone room reached by Doom Blasting a Black Arms enemy up the building, and two more sit on the upper ledge by the boss gate, reached with Doom Wing and another Doom Blast launch. Break wooden crates; one box under the Chaos Island overhang is hidden behind them.
▶Collection Boxes: Kingdom Valley, the Dark Castle, and Sunset Heights
▶Collectibles · 36 36 collectibles
History: Sonic Heroes Part 1 — Kingdom Valley island, inner ring: on the grass beside a rocky outcrop next to the Stage Gate.
History: Sonic Heroes Part 2 — Kingdom Valley island, north side of the outer ring: against a castle wall on the cobblestones.
Artwork 55 — Kingdom Valley island, southeast edge: on the cobblestone walkway against the carved stone wall.
Artwork 34 — North shore of the Kingdom Valley island: on a stone block at the water's edge. Doom Surf to reach.
Music: Final Haunt — Kingdom Valley island, northwest: on top of the outer castle wall between stone pillars.
Artwork 15 — Kingdom Valley island, northeast: on the castle-wall walkway beside the moat and grass courtyard.
Artwork 54 — Kingdom Valley east rim: one of two boxes on top of a castle tower's battlements. Climb the tower or use Doom Wing.
Music: Lethal Highway — Kingdom Valley east rim: the second box on the same battlements as Artwork 54.
Artwork 42 — Kingdom Valley east edge: one of two boxes on a raised cyan-tiled platform high above the courtyard. Doom Wing.
Artwork 17 — Kingdom Valley east edge: the second box on the same high platform as Artwork 42.
Artwork 31 — Water off the Kingdom Valley island's southeast edge, toward the dark castle: on a balustraded cyan-tiled platform. Doom Surf.
Music: BINGO HIGHWAY — Kingdom Valley island, center: in the stone courtyard in front of the large iron portcullis, beside a red spring.
Music: For True Story Sonic vs Shadow — Kingdom Valley island, northeast: on a cyan-tiled platform beside a round stone tower, reached along the castle-wall walkway.
Music: Supporting Me For Biolizard — Above the Kingdom Valley area: one of two boxes on a floating platform under a dark gothic building. Doom Wing.
Artwork 43 — Above the Kingdom Valley area: the second box on the same floating platform. Doom Wing.
Artwork 16 — Kingdom Valley island, west side of the outer ring: on a balustraded cyan-tiled platform near a Doom Surf loop.
Artwork 44 — Dark castle on the southeast rim: on a balustraded ledge against the dark brick wall. Climb the wall.
Music: The Doom — Inside the dark castle, west corner: on a raised gold-trimmed pedestal in a dark brick room.
Music: Central City — Inside the dark castle: in the bright hall with white lattice windows, a short walk on from The Doom's room.
Artwork 26 — Inside the dark castle's northwest tower: on a small ledge high in the tower shaft. Climb the pole and wall-run up.
Artwork 21 — Inside the dark castle: against the wall in another white lattice-windowed hall.
Music: Cryptic Castle — Dark castle, southwest side: in a grey stone room reached through a goop patch on the wall. Doom Morph.
Artwork 29 — West side of the dark castle by the water: on a pedestal under a white lattice gazebo.
Artwork 20 — Between the dark castle's west side and the Sunset Heights edge: on a high balustraded white rooftop. Doom Wing.
Artwork 62 — Sunset Heights island: on the red-brick plaza by a black iron railing and street lamp.
History: Sonic the Hedgehog Part 2 — Sunset Heights island, just northeast of the Stage Gate: in front of an arched teal-trimmed shop front.
Music: Iron Jungle — Sunset Heights island: beside a black iron railing on a street with wooden debris.
Artwork 39 — Sunset Heights island: against a white building wall with gold panels, under a window, near the green-and-brown checkered block.
History: Sonic the Hedgehog Part 1 — Sunset Heights island: on the cobblestones at the foot of the green-and-brown checkered pillar.
Artwork 38 — Sunset Heights island, west side: on a small balcony with gold railings in a doorway recess high on a white building. Climb or use Doom Wing.
Artwork 59 — Tall white gold-spired tower on the south rim behind Sunset Heights: on its upper ledge. Doom Wing.
Artwork 19 — Sunset Heights island, south of the Stage Gate: on a balustraded rooftop terrace in front of an arched window.
Artwork 24 — Sunset Heights island, southeast of the Stage Gate: one of two boxes in a lattice-roofed rooftop room. Climb the lattice structure.
Music: Cosmic Fall — Sunset Heights rooftop room: the second box beside Artwork 24.
Music: Westopolis — Sunset Heights island, south side: inside a lattice-roofed balcony hall.
Artwork 60 — Sunset Heights island: on a balcony with gold floor trim high on a white building. Approach from above.
Next, sweep the Kingdom Valley island and the water around it, including tower battlements and a floating platform above the island that need climbing or Doom Wing. Then cross to the dark gothic castle on the southeast rim: several boxes are inside its halls and tower shaft, and one room is behind a goop patch on its wall. Finish on the Sunset Heights island, where many boxes are on balconies and rooftops, plus one on the tall white tower on the south rim behind it.
▶Collection Boxes: Chaos Island, Underground, and Rooftops
▶Collectibles · 21 21 collectibles
Artwork 45 — Goop strip between the Chaos Island cliff and Sunset Heights: inside a lattice cage. Doom Morph.
Artwork 23 — Goop just east of the Chaos Island cliff: on a balustraded white platform. Doom Morph.
Artwork 52 — South end of the goop strip near the Chaos Island cliff: inside a lattice cage. Doom Morph.
Music: Sky Troops — Underground ruins (enter through the cave at the base of the Chaos Island cliff): in a sandstone pillared corridor just past the first goop pool. Doom Morph.
Artwork 28 — Underground ruins: one of two boxes in an upper sandstone room reached by Doom Morphing up the goop walls.
Artwork 40 — Underground ruins: the second box beside Artwork 28.
Music: Death Ruins — Underground ruins: at the edge of an octagonal-floored hall lit by wall lamps; cross the goop pit beside it with Doom Morph.
History: Sonic Forces Part 1 — Top of the Chaos Island cliff: beside the lava stream at the Stage Gate. Climb the cliff by Doom Morphing up the goop on its wall.
Artwork 22 — Top of the Chaos Island cliff: among the ruined grey stone blocks and glyph pillars.
History: Sonic Forces Part 2 — Top of the Chaos Island cliff, west edge: among the ruined glyph blocks.
Artwork 56 — Sky above Chaos Island: at the top of a chain of floating platforms. Take the spring pad on the cliff top, then Homing Attack the Black Arms targets upward.
Artwork 51 — Top of the Chaos Island cliff, north part: on a glowing blue-tiled ramp.
Artwork 47 — Sky above Chaos Island, northeast: on top of a tall floating Black Arms pillar block; climb the floating pillars from the cliff top.
Music: Prison Island — Sky above Chaos Island, northwest: on top of a large floating dark rock block, reached by grinding a rail and grey walkways up from the cliff top. Doom Wing helps.
Artwork 25 — Sky above the west side of the Chaos Island cliff: on a floating dark platform past tall floating pillars and a big ring.
Music: WHITE ACROPOLIS ~THE BASE~ — Top of the Biolizard citadel: on a balustraded terrace with gold floor trim between two spires. Doom Wing.
Artwork 53 — Roof of the dark castle on the southeast rim: on the octagon-rimmed roof beside the large boss-gate orb. Doom Wing.
Artwork 27 — Roof of the dark castle: on another slate and gold-trimmed roof platform, a short flight from Artwork 53. Doom Wing.
Artwork 61 — Roof of the dark castle, east part: in a gothic-arched rooftop room. Doom Wing.
Music: Boss: Blue Falcon — Doom Zone only, on the red Radical Highway road into the sky: on a metal platform beside the diagonal goop wall. Switch the Doom Zone on and use Doom Wing.
Music: Mad Matrix — Doom Zone only: on top of the red suspension-bridge tower of the same sky road, above the ARK bridge. Doom Wing.
Finish in the southwest. Take the three boxes in the goop strip between the Chaos Island cliff and Sunset Heights, then enter the underground ruins through the cave at the base of the Chaos Island cliff and Doom Morph through the goop for its four boxes. Climb the Chaos Island cliff by Doom Morphing up the goop on its wall, collect the boxes on the cliff top, and climb the floating platforms above it for the sky boxes. Then fly with Doom Wing to the top of the Biolizard citadel and the dark castle's roofs for four rooftop boxes. Last, switch on the Doom Zone at the miniature Black Moon in the center of White Space. A red highway climbs into the sky only in this state, holding the final two boxes: one beside a diagonal goop wall and one on top of the red bridge tower above the ARK bridge.
▶All Collection Boxes Collected!
Open all 96 Collection Boxes in White Space. The achievement unlocks when the final unopened Collection Box is opened, not when you merely collect its key.
If your count is short, open the Collection Room, note which Music, Art, or Shadow's History entries are empty, and find those boxes by name in the checklist. If you do not have a key of that box's colour, find the Act or Challenge Act in the Collection Keys checklist that you have not fully cleared.
▶Machine Parts: Stage Areas
▶Collectibles · 41 41 collectibles
Space Colony ARK: Overhang — Under a platform overhang at the back left of the Space Colony ARK Stage Gate entrance.
Space Colony ARK: Crate — Inside a breakable wooden crate behind the Space Colony ARK Stage Gate entrance. Break every wooden crate you see.
Rail Canyon: Rim Crates — In one of three crates against a wall near the outer rim.
Rail Canyon: Ramp — Under the ramp to the left of the Rail Canyon Stage Gate.
Rail Canyon: Platform Gap — Hidden between two building platform sections.
Rail Canyon: Stair Pillar — On top of a metal pillar beside the stairs up to the platforming section.
Rail Canyon: Rim Wall — On the outer rim, behind a larger wall.
Rail Canyon: Entry Pillar — On top of a pillar beside the entry path to Rail Canyon.
Rail Canyon: Castle Base — Next to the base of the Biolizard castle.
Biolizard Castle: Entry Stairs — Up the castle's entry stairs.
Biolizard Castle: Lift Platforms — Floating above the moving platforms that rise up the castle.
Biolizard Castle: Doom Blast Stairs — Beside the stairs near the spot where you get Doom Blast.
Biolizard Castle: Behind Castle — Hidden behind the castle.
Biolizard Castle: Front Pillar — On top of a decorative pillar in front of the castle. Only appears after you defeat Biolizard.
Biolizard Castle: Secret Platform — On a hidden platform above the boss entrance. Use Doom Blast to launch a Black Arms alien up toward the top, aiming the last hit high, then follow it up. Two Collection Boxes are here too.
Kingdom Valley: Hawk Statue — In front of the hawk statue.
Kingdom Valley: Bridge — On a flat bridge beside a building.
Kingdom Valley: Pole — Behind a pole behind the Kingdom Valley Stage Gate.
Kingdom Valley: Small Castle Top — On a small castle top on the outer edge. Take the Chaos Control route on the back of the island to the large castle top, then look down.
Kingdom Valley: Rail Platforms — In the platforming section reached by rail, visible from the small castle top.
Kingdom Valley: Wind Building — Inside the building full of wind machines. Follow the wind machine behind the Challenge Gates to find the entrance.
Kingdom Valley: Spring Pillars — On a platform whose pillars carry shootable springs. Do not follow the springs.
Sunset Heights: Loop Wall — Behind a wall beside the main walkway from the loop.
Sunset Heights: Rubble Stairs — On stairs in the building rubble.
Sunset Heights: Barrels — On top of rubble near some barrels.
Sunset Heights: Broken Buildings — On the broken rubble buildings.
Sunset Heights: Outer Wall — Behind a building by the outer wall, behind the Sunset Heights Stage Gate.
Sunset Heights: Tall Roof — On the very top of a building. Launch the Black Arms alien on the small floating platform behind the Stage Gate toward it with Doom Blast.
Sunset Heights: Challenge Path Roof — On top of a building visible from the path to the Challenge Gates.
Sunset Heights: Spring Buttons — Among the small buildings with spring buttons near the Challenge Gate platform.
Sunset Heights: Spring Roof — On the building you reach by pressing all three spring buttons and riding the springs.
Metal Overlord Castle: Entry Door — Right outside the castle entry door.
Metal Overlord Castle: First Room — In the first room, behind a pillar on the right.
Metal Overlord Castle: Second Floor — On the second floor, reached with a rail and a Black Arms alien launch. Turn around on arrival.
Metal Overlord Castle: Top Rim — On the top floor's outer rim, before the exit rail.
Chaos Island: Stone Structures — Behind the stone structures beside the Chaos Island Stage Gate.
Chaos Island: Toppled Pillar — On a toppled pillar beneath the floating Challenge Gate platform.
Chaos Island: Doom Wing Pillar — On top of a pillar near the spot where you get Doom Wing.
Mephiles Underground: Ceiling Tunnel — On the ceiling of the Doom Morph goop tunnel at the entrance to the Mephiles boss area below Chaos Island. Ride the goop route with Doom Morph. The most commonly missed part.
Mephiles Underground: Side Room — In a small side room off the landing after the ceiling-goop section.
Mephiles Underground: Long Hallway — Down the long hallway facing the Mephiles boss gate.
There are 80 Machine Parts in White Space, and the game has no map icons, detector, or per-area counter for them, so use the Machine Parts checklist in the Collectibles section at the end of this guide. Do this sweep now, with every Doom Power including Doom Wing. Parts glow, but they only render when you are fairly close, so move slowly and avoid flying high over the water ruins with Doom Wing. Parts are reported to glow brighter in the Doom Zone, and a few may only spawn there, so do at least one full pass with the Doom Zone switched on.
This first half covers the 41 parts around the Stage Gates and boss castles:
- Space Colony ARK area: 2. One is inside a breakable wooden crate behind the Stage Gate entrance.
- Rail Canyon area: 7, including one in a crate on the outer rim and one at the base of the Biolizard castle.
- Biolizard castle area: 6. The front pillar part only appears after Biolizard is defeated. The hidden platform above the boss entrance needs a Doom Blast launch of a Black Arms alien.
- Kingdom Valley area: 7. The small castle top needs the Chaos Control route on the back of the island. One part is inside the wind-machine building behind the Challenge Gates.
- Sunset Heights area: 9. One rooftop needs a Doom Blast alien launch, and one needs all three spring buttons.
- Metal Overlord castle area: 4, including the first room and the second floor reached with a rail and an alien launch.
- Chaos Island area: 3.
- Mephiles underground area: 3. The ceiling of the goop tunnel at the entrance holds the most commonly missed part; ride it with Doom Morph.
▶Machine Parts: Water and Goop Zones
▶Collectibles · 39 39 collectibles
Central Water: ARK Path Arch — Under an arch beside the main path from the Space Colony ARK area to the middle.
Central Water: Robot Platform — Under the robot-topped platform on that same main path.
Central Water: Middle Bridge — Beside the bridge on the middle platform.
Central Water: Middle Wall — Behind a wall on the middle platform.
Central Water: Rail Canyon Approach Wall — Behind the wall leading into the Rail Canyon area.
Central Water: Rail Canyon Wall — On a wall near the Rail Canyon area.
Central Water: Rail Canyon Huge Arch — On the huge arch heading toward Rail Canyon.
Central Water: ARK Huge Arch — On top of the huge arch near Space Colony ARK.
Central Water: Thin Pillars — Between a row of thin pillars.
Central Water: Tilted Arch — On the tilted arch near the small tunnel building.
Central Water: Rail Canyon Open Water — Out in the water near Rail Canyon.
Central Water: Rail Canyon Round Platform — On a small round platform in the water near Rail Canyon.
Central Water: Middle Platform Wall — On a wall of the middle platform.
Central Water: Rail Canyon Broken Arch — On a broken arch near Rail Canyon.
Central Water: Tunnel Top — On top of the small tunnel.
Central Water: Tunnel Inside — Inside the small tunnel.
Central Water: Rotated Wall — On a thin rotated wall, next to the railed wall in the water near Rail Canyon.
Central Water: Rail Wall — On the railed wall in the water near Rail Canyon.
Central Water: Walled Pool — In water almost completely enclosed by a huge wall.
Central Water: Spiral Rail — On the floating platform at the top of the spiral rail rising from the water near Kingdom Valley.
Central Water: Sunset Heights Mid Water — Out in the middle of the water near Sunset Heights.
Central Water: Ramp Broken Platform — On a broken platform near the huge ramp.
Central Water: Loop Platform — On the large round platform facing the loop.
Central Water: Loop Building — In the building above the large round platform, reached with its spring.
Central Water: Under Ramp — Under the huge ramp near Sunset Heights.
Central Water: Doom Surf Platform — On a water platform facing the pillar where you get Doom Surf.
Central Water: Kingdom Valley Arch — On an arch near Kingdom Valley.
Central Water: Goop Pool Arch — On an arch facing the small goop waterfall pool.
Central Water: Diamond Pillars — On the very top platform held up by diamond-shaped pillars. Needs Doom Wing.
Goop Zone: Morph Wall — On a wall in the goop where you get Doom Morph.
Goop Zone: Tower Goop — Sitting in the goop near the Doom Morph upgrade tower.
Goop Zone: Tutorial Ramp — Behind the ramp used in the Doom Morph tutorial.
Goop Zone: Broken Pillar — On a broken pillar in the goop.
Goop Zone: Goop Building — On top of a goop-covered building in the upgrade section. Climb it with Doom Morph.
Goop Zone: Facing Tower — On the second floor of the tower facing the Doom Morph tower.
Goop Zone: Floating Rail — On a floating rail in the area where you first get Doom Morph.
Goop Zone: Goop Pillar Platform — On the platform near the center of the map with a goop-covered pillar.
Goop Zone: Waterfall Corner — In the corner of the small goop area with only a waterfall.
Goop Zone: Underground Wall — Beside the outer wall in the goop section where the path goes underground.
The other 39 parts are in the open hub between the stages:
- Central water area: 29, spread across arches, pillar tops, wall holes, small platforms, and open water between the Space Colony ARK, Rail Canyon, Kingdom Valley, and Sunset Heights areas. The top of the diamond-shaped pillars needs Doom Wing.
- Doom Morph goop zone: 10, around the tower where you get Doom Morph and along the goop paths.
Collecting the final part is not the achievement trigger. Return to Orbot and Cubot by their rocket outside the Rail Canyon Stage Gate and deliver everything you hold. Delivering 20, 40, and 60 parts awards Art, and the full 80 awards the song Virtual Reality [Supporting Me Remix], which Shadow's collection achievement needs. Do not leave parts sitting in your inventory.
Use Shadow's manual Save after a large collection sweep before quitting the game.
▶Rocket has been completed...?
Deliver all 80 Machine Parts to Orbot and Cubot. The achievement unlocks when the complete set has been handed in. Collecting 80 without completing the delivery is not enough. If you are stuck one or two short, check the Mephiles goop-tunnel ceiling, the Metal Overlord first room and second floor, the hidden platform above the Biolizard boss entrance, wooden crates near Space Colony ARK, and pillar tops and wall holes in the water area.
▶Final White Space Sweep
Shadow's last achievement counts everything in Shadow's Collection Room: Art, Music, Shadow's History, Character Bios, and Gerald's Journal. The DLC Poster tab belongs to the Sonic the Hedgehog 3 Movie Pack and is not needed. Before treating the collection as complete, work through this list in the fully unlocked postgame world:
- Finish the story and keep the Doom Zone available.
- Collect all 15 Gerald's Journal page sets from the balloon capsules. The last two sets only appear while the Doom Zone is active, so finish the journal with the Doom Zone switched on. Pop capsules only over solid ground well inside the map.
- Open all 96 Collection Boxes.
- Catch every Bonus Bell note from the 20 normal Challenge Acts. Hard Challenge Acts have no bells.
- Deliver all 80 Machine Parts to Orbot and Cubot.
- Complete all 10 normal White Space hub challenges.
- With the Doom Zone switched on, complete all 10 Doom Zone hub challenges.
- Safest route: talk to every White Space character at least once: Omega, Big, Maria, Gerald, Orbot, Cubot, and Rouge. Conversations unlock Character Bios, and a missed bio is the most commonly reported cause of a collection stuck one item short. Characters move around as the story progresses, so look around each Stage Gate area.
The 20 hub challenges are separate from the stage Challenge Acts. Any clear counts; the gold or rainbow rank is cosmetic.
- Normal ring challenges, 8: collect 100 Rings in 30 seconds. Variants are plain, breaking targets with Doom Spear while grinding, Doom Surf, avoiding Egg Springs, breaking targets with Doom Spear, avoiding iron balls, Doom Morph while avoiding water, and Doom Morph. The Doom Morph one awards the song Enemy Territory [Westopolis Remix].
- Normal clock challenges, 2: collect 5 clocks before time runs out.
- Doom Zone ring challenges, 8: collect 200 Rings in 45 seconds, with the same eight variants.
- Doom Zone clock challenges, 2: collect 8 clocks. The second awards the song Eggman's Facility [Rhythm and Balance Remix].
Incomplete hub challenges show as triangle markers on the White Space map and turn black once cleared. Check the map in both the normal and Doom Zone states, because a normal challenge is easy to miss after finishing the Doom Zone ones.
▶Shadow Generations: (Hedge)Hogging It All Up
Get every Shadow Generations collectible. Following this route, the achievement unlocks when the final missing Collection Room entry is registered.
If it does not unlock, open the Collection Room and look for empty slots. An empty slot's category and number tell you what is missing: Character Bios point to a character you have not talked to, empty Music, Art, and Shadow's History slots name the exact box to find in the Collection Boxes checklist, and the song and Art rewards listed above point to a hub challenge or the Machine Part delivery. Then check, in this order:
- Talk to every White Space character again, including Omega and Gerald.
- Check the map for an unfinished normal or Doom Zone hub challenge.
- Look for a still-gold Bonus Bell above a normal Challenge Gate.
- Switch on the Doom Zone and check the two Collection Boxes on the Radical Highway skyway.
- Confirm all 80 Machine Parts were delivered and all 15 journal sets were collected.
Do not repeat the ten Hard Challenge Acts for collectibles; they award none.
▶Final Audit
▶If Something Has Not Unlocked
At 40/40, the completion should contain exactly these finished buckets: both stories cleared, both final bosses cleared without damage, all 18 Sonic normal Acts S-ranked, all 12 Shadow normal Acts S-ranked, all 90 Sonic Challenge Acts cleared, all 30 Shadow Challenge Acts cleared, Sonic's 90 Red Star Rings and 54 Chao collected, all 37 Sonic Skills owned, Sonic's Bonus Bell notes collected, Shadow's 96 Collection Keys collected and 96 Collection Boxes opened, all 80 Machine Parts delivered, all 15 Gerald's Journal sets collected, Shadow's normal Challenge Gate notes collected, all 20 White Space hub challenges completed, and every White Space character spoken to.
If one achievement remains, troubleshoot the in-game category that directly owns it rather than replaying the entire game. Gold Bonus Bells indicate unclaimed note rewards, Stage Gates expose missing stage collectibles, Shadow's Challenge List exposes uncleared Challenge Acts, and the Collection Room's empty slots narrow the remaining collectible work.
▶Collectibles
Reference
▶Machine Parts: Stage Areas
41 in the game
Shadow Generations has 80 Machine Parts in White Space, split here into two lists: this one covers the 41 around the Stage Gates and boss castles, and the next covers the 39 in the open water and goop zones. Deliver them to Orbot and Cubot by their rocket outside the Rail Canyon Stage Gate; delivering all 80 unlocks Rocket has been completed...? and awards a song needed for Shadow Generations: (Hedge)Hogging It All Up. The game has no tracker for parts, so use this checklist. Nothing is missable.
Space Colony ARK: Overhang — Under a platform overhang at the back left of the Space Colony ARK Stage Gate entrance.
Space Colony ARK: Crate — Inside a breakable wooden crate behind the Space Colony ARK Stage Gate entrance. Break every wooden crate you see.
Rail Canyon: Rim Crates — In one of three crates against a wall near the outer rim.
Rail Canyon: Ramp — Under the ramp to the left of the Rail Canyon Stage Gate.
Rail Canyon: Platform Gap — Hidden between two building platform sections.
Rail Canyon: Stair Pillar — On top of a metal pillar beside the stairs up to the platforming section.
Rail Canyon: Rim Wall — On the outer rim, behind a larger wall.
Rail Canyon: Entry Pillar — On top of a pillar beside the entry path to Rail Canyon.
Rail Canyon: Castle Base — Next to the base of the Biolizard castle.
Biolizard Castle: Entry Stairs — Up the castle's entry stairs.
Biolizard Castle: Lift Platforms — Floating above the moving platforms that rise up the castle.
Biolizard Castle: Doom Blast Stairs — Beside the stairs near the spot where you get Doom Blast.
Biolizard Castle: Behind Castle — Hidden behind the castle.
Biolizard Castle: Front Pillar — On top of a decorative pillar in front of the castle. Only appears after you defeat Biolizard.
Biolizard Castle: Secret Platform — On a hidden platform above the boss entrance. Use Doom Blast to launch a Black Arms alien up toward the top, aiming the last hit high, then follow it up. Two Collection Boxes are here too.
Kingdom Valley: Hawk Statue — In front of the hawk statue.
Kingdom Valley: Bridge — On a flat bridge beside a building.
Kingdom Valley: Pole — Behind a pole behind the Kingdom Valley Stage Gate.
Kingdom Valley: Small Castle Top — On a small castle top on the outer edge. Take the Chaos Control route on the back of the island to the large castle top, then look down.
Kingdom Valley: Rail Platforms — In the platforming section reached by rail, visible from the small castle top.
Kingdom Valley: Wind Building — Inside the building full of wind machines. Follow the wind machine behind the Challenge Gates to find the entrance.
Kingdom Valley: Spring Pillars — On a platform whose pillars carry shootable springs. Do not follow the springs.
Sunset Heights: Loop Wall — Behind a wall beside the main walkway from the loop.
Sunset Heights: Rubble Stairs — On stairs in the building rubble.
Sunset Heights: Barrels — On top of rubble near some barrels.
Sunset Heights: Broken Buildings — On the broken rubble buildings.
Sunset Heights: Outer Wall — Behind a building by the outer wall, behind the Sunset Heights Stage Gate.
Sunset Heights: Tall Roof — On the very top of a building. Launch the Black Arms alien on the small floating platform behind the Stage Gate toward it with Doom Blast.
Sunset Heights: Challenge Path Roof — On top of a building visible from the path to the Challenge Gates.
Sunset Heights: Spring Buttons — Among the small buildings with spring buttons near the Challenge Gate platform.
Sunset Heights: Spring Roof — On the building you reach by pressing all three spring buttons and riding the springs.
Metal Overlord Castle: Entry Door — Right outside the castle entry door.
Metal Overlord Castle: First Room — In the first room, behind a pillar on the right.
Metal Overlord Castle: Second Floor — On the second floor, reached with a rail and a Black Arms alien launch. Turn around on arrival.
Metal Overlord Castle: Top Rim — On the top floor's outer rim, before the exit rail.
Chaos Island: Stone Structures — Behind the stone structures beside the Chaos Island Stage Gate.
Chaos Island: Toppled Pillar — On a toppled pillar beneath the floating Challenge Gate platform.
Chaos Island: Doom Wing Pillar — On top of a pillar near the spot where you get Doom Wing.
Mephiles Underground: Ceiling Tunnel — On the ceiling of the Doom Morph goop tunnel at the entrance to the Mephiles boss area below Chaos Island. Ride the goop route with Doom Morph. The most commonly missed part.
Mephiles Underground: Side Room — In a small side room off the landing after the ceiling-goop section.
Mephiles Underground: Long Hallway — Down the long hallway facing the Mephiles boss gate.
▶Machine Parts: Water and Goop Zones
39 in the game
The remaining 39 Machine Parts, in the central water area and the Doom Morph goop zone. See the Stage Areas list above for delivery and reward details.
Central Water: ARK Path Arch — Under an arch beside the main path from the Space Colony ARK area to the middle.
Central Water: Robot Platform — Under the robot-topped platform on that same main path.
Central Water: Middle Bridge — Beside the bridge on the middle platform.
Central Water: Middle Wall — Behind a wall on the middle platform.
Central Water: Rail Canyon Approach Wall — Behind the wall leading into the Rail Canyon area.
Central Water: Rail Canyon Wall — On a wall near the Rail Canyon area.
Central Water: Rail Canyon Huge Arch — On the huge arch heading toward Rail Canyon.
Central Water: ARK Huge Arch — On top of the huge arch near Space Colony ARK.
Central Water: Thin Pillars — Between a row of thin pillars.
Central Water: Tilted Arch — On the tilted arch near the small tunnel building.
Central Water: Rail Canyon Open Water — Out in the water near Rail Canyon.
Central Water: Rail Canyon Round Platform — On a small round platform in the water near Rail Canyon.
Central Water: Middle Platform Wall — On a wall of the middle platform.
Central Water: Rail Canyon Broken Arch — On a broken arch near Rail Canyon.
Central Water: Tunnel Top — On top of the small tunnel.
Central Water: Tunnel Inside — Inside the small tunnel.
Central Water: Rotated Wall — On a thin rotated wall, next to the railed wall in the water near Rail Canyon.
Central Water: Rail Wall — On the railed wall in the water near Rail Canyon.
Central Water: Walled Pool — In water almost completely enclosed by a huge wall.
Central Water: Spiral Rail — On the floating platform at the top of the spiral rail rising from the water near Kingdom Valley.
Central Water: Sunset Heights Mid Water — Out in the middle of the water near Sunset Heights.
Central Water: Ramp Broken Platform — On a broken platform near the huge ramp.
Central Water: Loop Platform — On the large round platform facing the loop.
Central Water: Loop Building — In the building above the large round platform, reached with its spring.
Central Water: Under Ramp — Under the huge ramp near Sunset Heights.
Central Water: Doom Surf Platform — On a water platform facing the pillar where you get Doom Surf.
Central Water: Kingdom Valley Arch — On an arch near Kingdom Valley.
Central Water: Goop Pool Arch — On an arch facing the small goop waterfall pool.
Central Water: Diamond Pillars — On the very top platform held up by diamond-shaped pillars. Needs Doom Wing.
Goop Zone: Morph Wall — On a wall in the goop where you get Doom Morph.
Goop Zone: Tower Goop — Sitting in the goop near the Doom Morph upgrade tower.
Goop Zone: Tutorial Ramp — Behind the ramp used in the Doom Morph tutorial.
Goop Zone: Broken Pillar — On a broken pillar in the goop.
Goop Zone: Goop Building — On top of a goop-covered building in the upgrade section. Climb it with Doom Morph.
Goop Zone: Facing Tower — On the second floor of the tower facing the Doom Morph tower.
Goop Zone: Floating Rail — On a floating rail in the area where you first get Doom Morph.
Goop Zone: Goop Pillar Platform — On the platform near the center of the map with a goop-covered pillar.
Goop Zone: Waterfall Corner — In the corner of the small goop area with only a waterfall.
Goop Zone: Underground Wall — Beside the outer wall in the goop section where the path goes underground.
▶Collection Keys: Space Colony ARK and Rail Canyon
36 in the game
Shadow Generations has 96 Collection Keys: three in each of the 12 normal Acts and 20 normal Challenge Acts. In the five main stages, each Act holds one Shadow's History (green) key, one Music (yellow) key, and one Art (blue) key; every normal Challenge Act and both Radical Highway Acts hold one Music key and two Art keys. Hard Challenge Acts have none. Keys are listed in route order within each Act; finish the Act after collecting them. Each key opens one Collection Box of its colour, counting toward All Collection Boxes Collected! and Shadow Generations: (Hedge)Hogging It All Up. Nothing is missable; replay the Act if you miss one.
Space Colony ARK Act 1: Shadow's History key — Before the second Star Post, take the bounce pad, Homing Attack the asteroids onto the grind rail, and jump at the very end of the rail onto the tunnel roof.
Space Colony ARK Act 1: Music key — In the skydive with missiles from both sides, use Chaos Control when the missiles line up to form a path, then cross through the Dash Ring into the key.
Space Colony ARK Act 1: Art key — In the station interior with the laser walls, Homing Attack past the lasers and stay on the upper path; the line of flying enemies leads to rails and a final spring that launches you into the key.
Space Colony ARK Act 2: Music key — After the first Star Post, Chaos Control the missiles into platforms, spring up, and follow the grind rail to the handle that pulls you up to the key.
Space Colony ARK Act 2: Art key — On top of the first capped spinning drum in the gravity-pole section after a Star Post; reach it from the next drum and avoid the Dash Ring.
Space Colony ARK Act 2: Shadow's History key — Shortly after, in the next drum section: boost up the first drum, Homing Attack the flying robots onto a rail, then jump to the second rail holding the key.
Space Colony ARK Act 1 Challenge (Artificial Chaos Counter): Art key 1 — Right at the start: Homing Attack the Artificial Chaos up to the higher platform, then boost through the Dash Ring into the key.
Space Colony ARK Act 1 Challenge (Artificial Chaos Counter): Music key — In the laser room, Homing Attack past the laser wall, stay on the uppermost path, and the boost ring funnels you into the key.
Space Colony ARK Act 1 Challenge (Artificial Chaos Counter): Art key 2 — In the skydiving section, drift left and fall through the key.
Space Colony ARK Act 1 Challenge (One Ring Challenge Lv1): Music key — At the start, cross the falling platforms and jump to the slightly higher platform, avoiding the spikes.
Space Colony ARK Act 1 Challenge (One Ring Challenge Lv1): Art key 1 — In the missile hallway, use the Chaos Control at its start and ride the frozen missiles up to the raised platform with the key.
Space Colony ARK Act 1 Challenge (One Ring Challenge Lv1): Art key 2 — In the grind-rail section near the end, take the leftmost rail; the key hovers near the end of the rail.
Space Colony ARK Act 2 Challenge (Crush With Doom Blast!): Music key — Doom Blast the first enemy diagonally upward to reach the platform with the grind rail; the key is on the rail.
Space Colony ARK Act 2 Challenge (Crush With Doom Blast!): Art key 1 — Doom Blast an enemy diagonally upward and do not move after teleporting; you fall through the key.
Space Colony ARK Act 2 Challenge (Crush With Doom Blast!): Art key 2 — Launch the same enemy in a straight line instead, landing above the previous key's spot, and fall through this one. If you cannot get all three in one run, finish and replay.
Space Colony ARK Act 2 Challenge (Chaos Control Master Lv1): Music key — At the start, use Chaos Control, cross the falling platforms, spring up, and jump left to the top of the tower.
Space Colony ARK Act 2 Challenge (Chaos Control Master Lv1): Art key 1 — In the bouncing-pole section, the key is at the top on the left side; reach it from the stable ground to the right.
Space Colony ARK Act 2 Challenge (Chaos Control Master Lv1): Art key 2 — After the missile run, the key is on the final platform under the Dash Ring; use Chaos Control when prompted, grab it, then take the Dash Ring.
Rail Canyon Act 1: Shadow's History key — In the opening rail section, stay on the rightmost rail to its end. Restart if you miss it.
Rail Canyon Act 1: Art key — Before the Radical Highway segment, take the middle of the three rails by the Star Post, grab the Chaos Control item, then use the dash rings and jump onto the tunnel roof. Reachable without Doom Wing.
Rail Canyon Act 1: Music key — Near the goal, after the chase, land on the roof of the hangar by boosting off the middle rail in the train yard.
Rail Canyon Act 2: Music key — About 30 seconds in, take the highest route and hit the switch that creates a rail, then boost up into the key.
Rail Canyon Act 2: Art key — On top of the destructible scaffolding during the cart chase: use Chaos Control from the capsule, climb, and the dash ring launches you into the key.
Rail Canyon Act 2: Shadow's History key — Near the end of the train chase, use Chaos Control when prompted to stop the train, jump to the highest scaffolding, and grind to the key.
Rail Canyon Act 1 Challenge (Aim and Fire with Chaos Spear!): Music key — On the main path before the giant fans, on the floor.
Rail Canyon Act 1 Challenge (Aim and Fire with Chaos Spear!): Art key 1 — Ride the fans up, take the boost ring on top of the structure, and keep going straight at the split.
Rail Canyon Act 1 Challenge (Aim and Fire with Chaos Spear!): Art key 2 — After the zipline, take the middle of three rails, jump the gap, and catch the upward middle rail into the key.
Rail Canyon Act 1 Challenge (Ring Collector Lv1): Music key — Near the start, jump off the end of the grind rail into the boost ring onto the tunnel roof, bounce across the enemies, Chaos Spear the purple enemy, and reach the key on the falling platforms.
Rail Canyon Act 1 Challenge (Ring Collector Lv1): Art key 1 — Before the Goal Ring, take the rightmost of the three dash rings.
Rail Canyon Act 1 Challenge (Ring Collector Lv1): Art key 2 — On a second run, skip the roof shortcut and go through the tunnel; the key is on the rightmost rail of the winding three-rail section.
Rail Canyon Act 2 Challenge (Chaos Control Master Lv2): Music key — On the first collapsing scaffolding, grab the Chaos Control capsule, freeze it, and climb to the top; the key is on the left.
Rail Canyon Act 2 Challenge (Chaos Control Master Lv2): Art key 1 — On the next scaffolding stack, freeze the enemy with Chaos Control and climb to the top.
Rail Canyon Act 2 Challenge (Chaos Control Master Lv2): Art key 2 — Where spiked balls hang over the rails, use Chaos Control and take the leftmost dash rings to the key.
Rail Canyon Act 2 Challenge (Dash Ring Rush! Lv1): Music key — At the early corner, take the right set of dash rings to the upper path.
Rail Canyon Act 2 Challenge (Dash Ring Rush! Lv1): Art key 1 — Where there are two layers of rails with switches, the key is on the left side of the top rail.
Rail Canyon Act 2 Challenge (Dash Ring Rush! Lv1): Art key 2 — In the breakable-platform section with three cannons, take the rightmost dash rings and time the cannons to reach the key.
▶Collection Keys: Kingdom Valley and Sunset Heights
36 in the game
The 36 keys in Kingdom Valley and Sunset Heights. See the Space Colony ARK and Rail Canyon list for how keys work.
Kingdom Valley Act 1: Music key — At the tightropes, stomp the top rope to bounce higher into a hidden boost ring, ride the Wind Rails into the cave, and the ramp at the cave's end launches you into the key.
Kingdom Valley Act 1: Art key — In the first Doom Surf lake, take the ramp on the right about halfway along up to the floating platforms and Wind Rail. Falling off the waterfall loses it for that run.
Kingdom Valley Act 1: Shadow's History key — On the bridge surrounded by rising water near the goal, go right immediately, activate the Wind Rail, and jump off before the turn into the dash ring and key.
Kingdom Valley Act 2: Music key — At the start, stomp the vertical ring trail and stay high, then ride the Wind Rail to the key.
Kingdom Valley Act 2: Shadow's History key — Inside the castle, use Chaos Control on the moving pillars over the chasm and hop to the upper path; the key is straight ahead.
Kingdom Valley Act 2: Art key — Back outside, keep to the top route past the climbing walls; across the collapsing platforms, the key is on the upper right ledge.
Kingdom Valley Act 1 Challenge (Crush With Surf Spin!): Music key — Seconds after the start, weave between the wall and spike balls to the right side of the tunnel and pass through the rightmost dash ring.
Kingdom Valley Act 1 Challenge (Crush With Surf Spin!): Art key 1 — In the valley with stone pillars, hug the right wall and spin through the crates; the obstacle course sends you up to the key.
Kingdom Valley Act 1 Challenge (Crush With Surf Spin!): Art key 2 — Near the goal area, take the left route under the arch and hit the middle dash ring. All three keys can be taken in one run; if you miss one, retry.
Kingdom Valley Act 1 Challenge (Ring Collector Lv2): Music key — Jump off the first Wind Rail onto the nearby tower; the key is in the middle.
Kingdom Valley Act 1 Challenge (Ring Collector Lv2): Art key 1 — In the skydive after the eagle, drift right and fall through the key.
Kingdom Valley Act 1 Challenge (Ring Collector Lv2): Art key 2 — On the floating platform with the eagle, use Chaos Control and take the glowing warp path into the key.
Kingdom Valley Act 2 Challenge (Beware of Pillars That Pop Up!): Music key — After the opening pillars, cross the sinking staircase of pillars quickly to the ledge with the key.
Kingdom Valley Act 2 Challenge (Beware of Pillars That Pop Up!): Art key 1 — Where spike walls close in from both sides, climb to the top and go left onto the left wall.
Kingdom Valley Act 2 Challenge (Beware of Pillars That Pop Up!): Art key 2 — In the final section chased by a spike wall, jump just before the end to grab the key, then stomp through the crates to escape.
Kingdom Valley Act 2 Challenge (Destroy the Egg Gunners!): Art key 1 — Doom Blast the first Black Arms soldier diagonally upward to the top route and bounce up to the key.
Kingdom Valley Act 2 Challenge (Destroy the Egg Gunners!): Art key 2 — Further on, near a Wind Rail: stomp the vertical ring trail before it, or ride it down and run back at the end. Sources describe the approach differently; the key is on this stretch.
Kingdom Valley Act 2 Challenge (Destroy the Egg Gunners!): Music key — A large dash pad near the end launches you straight through it.
Sunset Heights Act 1: Shadow's History key — After the first roofed section, two cannon robots face each other; do not destroy the left one. Chaos Control its cannonballs and Homing Attack up them to the raised platform.
Sunset Heights Act 1: Music key — On the road where boulders are thrown, use the Chaos Control capsule to freeze a boulder, Homing Attack onto the upper road, and the key is after the speed ramp.
Sunset Heights Act 1: Art key — In the sewer, take the lower-right route, stun a Black Arms enemy with Doom Spear, and Doom Blast it into the wall to open a hidden section.
Sunset Heights Act 2: Music key — Above the river after Death Egg Robot destroys the platforms, chain Homing Attacks through the line of flying enemies to the upper path.
Sunset Heights Act 2: Shadow's History key — In the sewers after the winding rails, always take the lowest grind rail, then stomp the crates into the water beside the key.
Sunset Heights Act 2: Art key — In the final stretch, freeze Death Egg Robot's punching arm with Chaos Control, climb it to the upper right path, and grind the rail holding the key.
Sunset Heights Act 1 Challenge (Beware of Spinning Spikes!): Art key 1 — After the elevator, reach the dash ring in the floating-platform hallway before the blocks close, then grind the tunnel rail to the key.
Sunset Heights Act 1 Challenge (Beware of Spinning Spikes!): Art key 2 — Right after, Chaos Spear the spring, follow the boost rings, and Chaos Spear another spring into the key.
Sunset Heights Act 1 Challenge (Beware of Spinning Spikes!): Music key — Near the end, on the slow moving platform, jump into the boost ring above the spike-ball wall and Homing Attack up to the raised section.
Sunset Heights Act 1 Challenge (One Ring Challenge Lv2): Music key — About 15 seconds in, in plain sight above the spike balls on the main path.
Sunset Heights Act 1 Challenge (One Ring Challenge Lv2): Art key 1 — In the spinning-spike section, land on the platform holding the key and hop back.
Sunset Heights Act 1 Challenge (One Ring Challenge Lv2): Art key 2 — In the open area, ride the moving platform between the spike balls and jump up to the key.
Sunset Heights Act 2 Challenge (Death Egg Robot Panic!): Music key — A few seconds in, press the switch on the right and drop down the hole onto the platform with the key.
Sunset Heights Act 2 Challenge (Death Egg Robot Panic!): Art key 1 — Hit all three switches on the lower platform to clear the path; the key is on the top-left platform.
Sunset Heights Act 2 Challenge (Death Egg Robot Panic!): Art key 2 — At the very end, while fleeing Death Egg Robot, the spring launches you through rings that carry you into the key before the Goal Ring.
Sunset Heights Act 2 Challenge (Dash Ring Rush! Lv2): Music key — About 7 seconds in, after the ground rings, take the upper trail of boost rings.
Sunset Heights Act 2 Challenge (Dash Ring Rush! Lv2): Art key 1 — Over the big pit, take the rightmost dash ring.
Sunset Heights Act 2 Challenge (Dash Ring Rush! Lv2): Art key 2 — In mid-air, bounce up between the rings and hit the upper of the two stacked rings using an air boost or a saved double jump.
▶Collection Keys: Chaos Island and Radical Highway
24 in the game
The 24 keys in Chaos Island and Radical Highway. Radical Highway has no Challenge Acts, and the last key in each of its Acts needs Doom Wing. See the Space Colony ARK and Rail Canyon list for how keys work.
Chaos Island Act 1: Music key — Near the start, before the first Star Post: use Doom Morph through the Morph Ball on the right, keep right across the platforms, and swing the Morph Balls to the spring and key.
Chaos Island Act 1: Shadow's History key — At the end of the goop ravine, swing on the Morph Ball and release directly underneath it to zip straight up through the key.
Chaos Island Act 1: Art key — In the stone temple, stay on the lower grind rail, Doom Spear the two red switches at its start, then Homing Attack the lowering hook to reach the key.
Chaos Island Act 2: Music key — Right after the start, hit the Doom Morph orb to stay on the top path, then follow the goop along the ceiling into the key.
Chaos Island Act 2: Shadow's History key — Mid-level, in an isolated corner past the line of crates: Doom Morph up the wall, jump to the left wall, and swim down over the spikes.
Chaos Island Act 2: Art key — In the crate-funnel section, from the rail with a loop take the spring, Homing Attack the Morph Ball onto the ceiling, and go right; the key is past the grate.
Chaos Island Act 1 Challenge (Cross Over With Doom Morph!): Art key 1 — Bounce up the boost rings to the new section and swim a little further in Doom Morph; the key is above the moving spikes.
Chaos Island Act 1 Challenge (Cross Over With Doom Morph!): Music key — Swing across the Morph Balls and release directly under the last one before the wall to zip up into the key.
Chaos Island Act 1 Challenge (Cross Over With Doom Morph!): Art key 2 — After the spring, the first Morph Ball activates Doom Morph; swing under the second and zip up through it.
Chaos Island Act 1 Challenge (Chaos Control Master Lv3): Music key — In the falling-block section, use Chaos Control and jump to the left block.
Chaos Island Act 1 Challenge (Chaos Control Master Lv3): Art key 1 — After the item that recharges Chaos Control, among the three lines of floating platforms and spike balls, take the leftmost platform.
Chaos Island Act 1 Challenge (Chaos Control Master Lv3): Art key 2 — In the three-rail section, take the leftmost rail; the key is right behind the spike balls.
Chaos Island Act 2 Challenge (Gondola Master): Music key — Ride the gondola up, hop to the platforms on the left to take the key, and return to the gondola.
Chaos Island Act 2 Challenge (Gondola Master): Art key 1 — Steer the gondola down under the spinning spikes with short hops to the key.
Chaos Island Act 2 Challenge (Gondola Master): Art key 2 — In the next gondola section, race up the left platforms, re-catch the gondola, and repeat to the top.
Chaos Island Act 2 Challenge (Destroy the Cyclones!): Music key — Scale the wall to the right, hop to the opposite wall, go down and left along the ceiling in Doom Morph, and boost through the cyclones to the key.
Chaos Island Act 2 Challenge (Destroy the Cyclones!): Art key 1 — After leaving Doom Morph, spear the diagonal line of cyclones, Homing Attack from the top one to the far-left one, and jump to the platform behind it.
Chaos Island Act 2 Challenge (Destroy the Cyclones!): Art key 2 — Shortly after on the main path, jump to the key and stomp down; disable the cyclones below with spears or Chaos Control first.
Radical Highway Act 1: Music key — At the very start, drop through the small opening in the highway grate, follow the side route to the springs, and hit the blue part of the swing pole.
Radical Highway Act 1: Art key 1 — While sliding down the skyscrapers, after the second Star Post, take the Rainbow Rings on the right to the higher platform and grind the rail to its end.
Radical Highway Act 1: Art key 2 — In the flying section before the climb up a skyscraper, the key floats in the middle of a ring of Rings. Needs Doom Wing.
Radical Highway Act 2: Art key 1 — After the first mini-boss, take the lower route on the rotating road pieces; at the second spinning piece, wait for it to flip; the key is on its underside.
Radical Highway Act 2: Music key — In the autorunning circular tunnel, take the left tunnel and keep to the bottom right of the corner, jumping early over the gap. If missed, restart the Act.
Radical Highway Act 2: Art key 2 — Near the end, on the rotating road section, get on the rightmost piece and fly straight ahead with Doom Wing over the gap to the road holding the key.
▶Collection Boxes: Center, West, and North
39 in the game
Shadow Generations has 96 Collection Boxes in White Space: 10 green (Shadow's History), 32 yellow (Music), and 54 blue (Art). Each box needs a Collection Key of its colour and holds the Collection Room entry it is named after here. All 96 are needed for All Collection Boxes Collected! and count toward Shadow Generations: (Hedge)Hogging It All Up. The map does not show a box until you have been near it, so use this checklist. The three lists follow one continuous route in order. Nothing is missable.
Music: Black Comet — Outer rim between the northern island and Kingdom Valley: on a gold-trimmed block on top of the boundary wall, just east of the northern island.
Music: STAGE 14: FINAL FORTRESS — Central water just southeast of the northern island: at the end of a curved white walkway in the water. Doom Surf across.
Artwork 37 — Central water between the northern island and Kingdom Valley: on a round white platform by a curved walkway, east of the long north-south causeway. Doom Surf.
Artwork 18 — Central water east of the causeway: on a narrow pier beside a white pillar on the east-west walkway, near a Doom Surf ramp.
Artwork 41 — East of the central round plaza: on a white tiled platform with gold floor trim, against a wall.
Artwork 46 — South of the central plaza, toward the dark castle: in an arched alcove at the foot of a white wall at the water's edge. Doom Surf or Doom Wing.
Music: Black Bull — At the northwest corner of the dark castle on the southeast rim: on a round white ledge at its foot.
Music: WHITE ACROPOLIS ~SNOWY PEAK~ — Central-south water: on a small white sand islet with broken wooden posts and a crate, beside a small goop patch. Doom Surf.
Music: Mr. Unsmiley For Sky Rail — On the main north-south causeway just north of the central round plaza, against the causeway's side wall.
Artwork 14 — Just north of the central plaza: on a white bridge with balustrades and gold Rings.
Music: The Last Way — A short run from the Artwork 14 bridge near the central plaza, on a round raised white platform among the walkways.
Artwork 49 — Northwest water, northeast of the Space Colony ARK island: on an octagonal gold-rimmed platform at the edge of the northwest goop. Doom Surf.
Artwork 58 — Just southwest of the northern island beside the northwest goop: on a raised square terrace with lamp posts.
Artwork 57 — On the long white bridge running east from the Space Colony ARK island toward the center.
Artwork 30 — At the east tip of the goop strip south of the ARK bridge: on a balustraded white platform beside a purple pillar. Doom Surf there and Doom Morph in the goop.
Music: Digital Circuit — Southwest water northeast of the Chaos Island cliff: at the base of a white pillar on a white tiled platform at the water's edge. Doom Surf.
History: SA2 Part 1 — Space Colony ARK island: on the metal floor right beside the central Stage Gate pit.
History: SA2 Part 2 — Space Colony ARK island, west side: on a metal walkway with yellow and black hazard rails.
Artwork 10 — Space Colony ARK island, northwest edge: on a platform with cyan neon rails beside the goop.
Music: Vengeance Is Mine For Radical Highway — Space Colony ARK island, north side: against the large metal ARK wall.
Artwork 9 — Space Colony ARK island, southwest side: against the metal ARK wall.
Artwork 50 — North face of the Chaos Island cliff, just south of Space Colony ARK: on a white ledge under the rock overhang, hidden behind wooden crates. Break the crates.
Music: Rhythm and Balance For White Jungle — Southeast of the Space Colony ARK island: on a balustraded square platform in the water near the goop strip and two Challenge Gates.
Music: Space Gadget — Just north of the Space Colony ARK island: in an arched alcove at the edge of the northwest goop.
Music: Lava Shelter — Northwest goop zone, west rim: on a balustraded white terrace at the outer wall. Doom Morph.
Artwork 48 — Northwest goop zone, middle: inside the lattice-walled white building standing in the goop. Doom Morph.
Music: Lost Impact — Northeast end of the northwest goop, just west of the northern island: on a white ledge between two white pillars.
Music: Glyphic Canyon — Northern island (Rail Canyon area), southwest edge: on the plaza with lantern pedestals.
Artwork 32 — Northern island: at the foot of a dark column with a gold base beside the colonnaded building.
History: Shadow the Hedgehog Part 2 — Northern island: a few steps from Artwork 32, inside a narrow dark brick corridor reached through a gap in the colonnade wall.
Artwork 36 — Northern island: against the gold-tiled colonnade wall of the main building.
History: Shadow the Hedgehog Part 1 — Northern island, east side: on the circular ring floor.
Artwork 12 — Biolizard citadel: one of two boxes in a hidden grey stone room high on the citadel. Doom Blast a Black Arms enemy up the building, then drop into the room.
Artwork 35 — Biolizard citadel: the second box in the same hidden stone room as Artwork 12.
Music: The Supernatural For Final Chase — Foot of the Biolizard citadel, northwest: on the ground against the gold-tiled wall right below the hidden room. Leave the room through its window and drop down.
Artwork 33 — Northern island, west side: on top of a red-trimmed metal rooftop overlooking the water.
Artwork 11 — Northern island: inside the red-pillared piston press on the ring west of the Stage Gate.
Artwork 13 — Biolizard citadel, upper ledge by the boss gate: one of two boxes. Fly up the citadel with Doom Wing, then Doom Blast a Black Arms enemy to get higher.
Music: Event: Sonic vs Shadow — Biolizard citadel, upper ledge: the second box beside Artwork 13.
▶Collection Boxes: Kingdom Valley, the Dark Castle, and Sunset Heights
36 in the game
The second loop of the box route. See the Center, West, and North list for how boxes work.
History: Sonic Heroes Part 1 — Kingdom Valley island, inner ring: on the grass beside a rocky outcrop next to the Stage Gate.
History: Sonic Heroes Part 2 — Kingdom Valley island, north side of the outer ring: against a castle wall on the cobblestones.
Artwork 55 — Kingdom Valley island, southeast edge: on the cobblestone walkway against the carved stone wall.
Artwork 34 — North shore of the Kingdom Valley island: on a stone block at the water's edge. Doom Surf to reach.
Music: Final Haunt — Kingdom Valley island, northwest: on top of the outer castle wall between stone pillars.
Artwork 15 — Kingdom Valley island, northeast: on the castle-wall walkway beside the moat and grass courtyard.
Artwork 54 — Kingdom Valley east rim: one of two boxes on top of a castle tower's battlements. Climb the tower or use Doom Wing.
Music: Lethal Highway — Kingdom Valley east rim: the second box on the same battlements as Artwork 54.
Artwork 42 — Kingdom Valley east edge: one of two boxes on a raised cyan-tiled platform high above the courtyard. Doom Wing.
Artwork 17 — Kingdom Valley east edge: the second box on the same high platform as Artwork 42.
Artwork 31 — Water off the Kingdom Valley island's southeast edge, toward the dark castle: on a balustraded cyan-tiled platform. Doom Surf.
Music: BINGO HIGHWAY — Kingdom Valley island, center: in the stone courtyard in front of the large iron portcullis, beside a red spring.
Music: For True Story Sonic vs Shadow — Kingdom Valley island, northeast: on a cyan-tiled platform beside a round stone tower, reached along the castle-wall walkway.
Music: Supporting Me For Biolizard — Above the Kingdom Valley area: one of two boxes on a floating platform under a dark gothic building. Doom Wing.
Artwork 43 — Above the Kingdom Valley area: the second box on the same floating platform. Doom Wing.
Artwork 16 — Kingdom Valley island, west side of the outer ring: on a balustraded cyan-tiled platform near a Doom Surf loop.
Artwork 44 — Dark castle on the southeast rim: on a balustraded ledge against the dark brick wall. Climb the wall.
Music: The Doom — Inside the dark castle, west corner: on a raised gold-trimmed pedestal in a dark brick room.
Music: Central City — Inside the dark castle: in the bright hall with white lattice windows, a short walk on from The Doom's room.
Artwork 26 — Inside the dark castle's northwest tower: on a small ledge high in the tower shaft. Climb the pole and wall-run up.
Artwork 21 — Inside the dark castle: against the wall in another white lattice-windowed hall.
Music: Cryptic Castle — Dark castle, southwest side: in a grey stone room reached through a goop patch on the wall. Doom Morph.
Artwork 29 — West side of the dark castle by the water: on a pedestal under a white lattice gazebo.
Artwork 20 — Between the dark castle's west side and the Sunset Heights edge: on a high balustraded white rooftop. Doom Wing.
Artwork 62 — Sunset Heights island: on the red-brick plaza by a black iron railing and street lamp.
History: Sonic the Hedgehog Part 2 — Sunset Heights island, just northeast of the Stage Gate: in front of an arched teal-trimmed shop front.
Music: Iron Jungle — Sunset Heights island: beside a black iron railing on a street with wooden debris.
Artwork 39 — Sunset Heights island: against a white building wall with gold panels, under a window, near the green-and-brown checkered block.
History: Sonic the Hedgehog Part 1 — Sunset Heights island: on the cobblestones at the foot of the green-and-brown checkered pillar.
Artwork 38 — Sunset Heights island, west side: on a small balcony with gold railings in a doorway recess high on a white building. Climb or use Doom Wing.
Artwork 59 — Tall white gold-spired tower on the south rim behind Sunset Heights: on its upper ledge. Doom Wing.
Artwork 19 — Sunset Heights island, south of the Stage Gate: on a balustraded rooftop terrace in front of an arched window.
Artwork 24 — Sunset Heights island, southeast of the Stage Gate: one of two boxes in a lattice-roofed rooftop room. Climb the lattice structure.
Music: Cosmic Fall — Sunset Heights rooftop room: the second box beside Artwork 24.
Music: Westopolis — Sunset Heights island, south side: inside a lattice-roofed balcony hall.
Artwork 60 — Sunset Heights island: on a balcony with gold floor trim high on a white building. Approach from above.
▶Collection Boxes: Chaos Island, Underground, and Rooftops
21 in the game
The final loop, ending with the two boxes that only exist while the Doom Zone is switched on. See the Center, West, and North list for how boxes work.
Artwork 45 — Goop strip between the Chaos Island cliff and Sunset Heights: inside a lattice cage. Doom Morph.
Artwork 23 — Goop just east of the Chaos Island cliff: on a balustraded white platform. Doom Morph.
Artwork 52 — South end of the goop strip near the Chaos Island cliff: inside a lattice cage. Doom Morph.
Music: Sky Troops — Underground ruins (enter through the cave at the base of the Chaos Island cliff): in a sandstone pillared corridor just past the first goop pool. Doom Morph.
Artwork 28 — Underground ruins: one of two boxes in an upper sandstone room reached by Doom Morphing up the goop walls.
Artwork 40 — Underground ruins: the second box beside Artwork 28.
Music: Death Ruins — Underground ruins: at the edge of an octagonal-floored hall lit by wall lamps; cross the goop pit beside it with Doom Morph.
History: Sonic Forces Part 1 — Top of the Chaos Island cliff: beside the lava stream at the Stage Gate. Climb the cliff by Doom Morphing up the goop on its wall.
Artwork 22 — Top of the Chaos Island cliff: among the ruined grey stone blocks and glyph pillars.
History: Sonic Forces Part 2 — Top of the Chaos Island cliff, west edge: among the ruined glyph blocks.
Artwork 56 — Sky above Chaos Island: at the top of a chain of floating platforms. Take the spring pad on the cliff top, then Homing Attack the Black Arms targets upward.
Artwork 51 — Top of the Chaos Island cliff, north part: on a glowing blue-tiled ramp.
Artwork 47 — Sky above Chaos Island, northeast: on top of a tall floating Black Arms pillar block; climb the floating pillars from the cliff top.
Music: Prison Island — Sky above Chaos Island, northwest: on top of a large floating dark rock block, reached by grinding a rail and grey walkways up from the cliff top. Doom Wing helps.
Artwork 25 — Sky above the west side of the Chaos Island cliff: on a floating dark platform past tall floating pillars and a big ring.
Music: WHITE ACROPOLIS ~THE BASE~ — Top of the Biolizard citadel: on a balustraded terrace with gold floor trim between two spires. Doom Wing.
Artwork 53 — Roof of the dark castle on the southeast rim: on the octagon-rimmed roof beside the large boss-gate orb. Doom Wing.
Artwork 27 — Roof of the dark castle: on another slate and gold-trimmed roof platform, a short flight from Artwork 53. Doom Wing.
Artwork 61 — Roof of the dark castle, east part: in a gothic-arched rooftop room. Doom Wing.
Music: Boss: Blue Falcon — Doom Zone only, on the red Radical Highway road into the sky: on a metal platform beside the diagonal goop wall. Switch the Doom Zone on and use Doom Wing.
Music: Mad Matrix — Doom Zone only: on top of the red suspension-bridge tower of the same sky road, above the ARK bridge. Doom Wing.