Stage guide: all 12 stages

Exact obstacle positions, ring targets and the moves each stage asks for — written for the browser campaign on this website, not the complete mobile game.

Version 1.3.2

Campaign at a glance

StageNameDistanceRing target
1First Steps720 m45
2Sky Bridges1,024 m130
3Magnet Meadows560 m75
4Totem Gates304 m27
5Coastal Arrival332 m30
6Harbour Run360 m33
7Ocean Sprint388 m36
8Eggman EncounterBoss battleNo ring target
9Coastal Switchback444 m42
10Rapid Rapids472 m45
11Final Ascent500 m48
12Eggman ShowdownBoss battleNo ring target
Green Hill

Stage 1 — First Steps

Environment
Green Hill
Distance
720 m
Ring target
45
Unlocks
Sky Bridges

What’s new

The opening stage teaches each control in a separate section before asking you to combine them. The first ring trail gives you time to settle into the centre lane.

Route advice

  • Move left before the obstacle gate at 100 m.
  • At 200 m, low barriers cover all three lanes — jump.
  • At 340 m, the full-width challenge requires a roll.
  • Take the right lane through the gate at 470 m, watch for the low barrier in that lane at 550 m, then return to the centre before the gate at 650 m.
Useful approachFollow the movement prompts on your first attempt. Once the route feels familiar, replay for the ring target and a clean three-shield finish.
Common mistakeChanging lanes at 200 m instead of jumping — the barriers cover every lane.
Sonic approaching the first obstacle gate in Green Hill with a change-lanes prompt.
Gameplay screenshot · v1.3.2 Follow the left-hand ring trail as First Steps introduces lane changes.
Route diagram: First Steps — 720 mLCR0 m100 m200 m300 m400 m500 m600 m700 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
100 m—BlockBlockLeft
200 mJumpJumpJump
340 mRollRollRoll
470 mBlockBlock—Right
550 m——JumpLeft / Centre
650 mBlock—BlockCentre

No ordinary obstacles after 650 m; finish at 720 m.

Controls Dash & Ring Magnet
Green Hill

Stage 2 — Sky Bridges

Environment
Green Hill with elevated wooden bridges
Distance
1,024 m
Ring target
130
Unlocks
Magnet Meadows and Ring Magnet

What’s new

The first choice between safety and rings. Two bridge sections run from about 160–384 m and 640–864 m. The left lane has denser ring trails and four missing sections; the centre and right lanes avoid them.

Route advice

  • Move right before the gates at 110 and 570 m.
  • Left-lane gaps: 208–212, 304–308, 688–692 and 800–804 m. Yellow strips mark the take-off areas.
  • Watch for the centre-lane roll obstacle at 470 m.
  • Prepare for a centre-lane jump near 950 m.
Useful approachComplete a safe run first to unlock Ring Magnet, then return for the 130-ring target.
Common mistakeUsing Dash to cross a gap. Falling into a gap ends the run immediately, even with shields left.
A missing section of the left bridge lane and its yellow jump marker in Sky Bridges.
Gameplay screenshot · v1.3.2 The first left-lane gap is visible ahead, with a yellow strip marking the take-off area.
Route diagram: Sky Bridges — 1,024 mBRIDGEBRIDGELCR0 m256 m512 m768 m1,024 m
BridgeGapBlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
110 mBlockBlock—Right
470 m—Roll—Left / Right
570 mBlockBlock—Right
950 m—Jump—Left / Right

No ordinary obstacles after 950 m; finish at 1,024 m.

Controls Dash & Ring Magnet
Green Hill

Stage 3 — Magnet Meadows

Environment
Green Hill
Distance
560 m
Ring target
75
Unlocks
Totem Gates

What’s new

The first stage built around Ring Magnet. Extra three-lane ring rows run from 48 to 536 m.

Route advice

  • The pattern repeats every 105 m: a gate leaves only the left lane open (56, 161, 266, 371, 476 m), then a centre jump (91, 196, 301, 406, 511 m), then a right-lane roll (126, 231, 336, 441 m).
  • The left lane is clear at every obstacle row.
  • After 511 m there are no ordinary obstacles; the final ring trail is in the centre lane from 542 to 556 m.
Useful approachWait until rings are visible across neighbouring lanes before activating Magnet, and keep your eyes on the next hazard while it collects.
Common mistakeActivating Magnet at the start — it lasts eight seconds, once per attempt, and the dense rows haven’t begun yet.
Sonic using Ring Magnet beside three lanes of rings in Magnet Meadows.
Gameplay screenshot · v1.3.2 Ring Magnet is active, with its cyan effect and remaining duration shown on screen (Practice mode).
Route diagram: Magnet Meadows — 560 mLCR0 m100 m200 m300 m400 m500 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 m—BlockBlockLeft
91 m—Jump—Left / Right
126 m——RollLeft / Centre
161 m—BlockBlockLeft
196 m—Jump—Left / Right
231 m——RollLeft / Centre
266 m—BlockBlockLeft
301 m—Jump—Left / Right
336 m——RollLeft / Centre
371 m—BlockBlockLeft
406 m—Jump—Left / Right
441 m——RollLeft / Centre
476 m—BlockBlockLeft
511 m—Jump—Left / Right

No ordinary obstacles after 511 m; finish at 560 m.

Controls Dash & Ring Magnet
Green Hill

Stage 4 — Totem Gates

Environment
Green Hill
Distance
304 m
Ring target
27
Unlocks
Coastal Arrival

What’s new

A shorter course combining the basic obstacle types. The gates are fixed arrangements, not moving doors.

Route advice

  • Gates at 56, 158 and 260 m leave only the centre lane open.
  • Right-lane jump obstacles at 90 and 192 m; left-lane roll obstacles at 124 and 226 m.
  • The centre lane is clear at every obstacle row.
Useful approachTreat this as a clean-run challenge: its length makes it a good place to practise finishing with all three shields.
Common mistakeFollowing every ring trail straight into a jump or roll obstacle without deciding first.
Route diagram: Totem Gates — 304 mLCR0 m100 m200 m300 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 mBlock—BlockCentre
90 m——JumpLeft / Centre
124 mRoll——Centre / Right
158 mBlock—BlockCentre
192 m——JumpLeft / Centre
226 mRoll——Centre / Right
260 mBlock—BlockCentre

No ordinary obstacles after 260 m; finish at 304 m.

Controls Dash & Ring Magnet
Coast

Stage 5 — Coastal Arrival

Environment
Coastal tracks and docks
Distance
332 m
Ring target
30
Unlocks
Harbour Run

What’s new

The second environment: sea, boats and dock structures, with coastal obstacle models replacing the Green Hill versions. The movement rules stay the same.

Route advice

  • Gates at 56, 155 and 254 m leave only the right lane open.
  • Left-lane jump obstacles at 89, 188 and 287 m; centre-lane roll obstacles at 122 and 221 m.
  • The final ring trail (314–328 m) is in the left lane.
Useful approachIdentify what each new-looking obstacle requires before chasing rings: low obstacles still need a jump, overhead ones a roll.
Common mistakeAssuming a new obstacle model means a new control.
Sonic collecting rings on a coastal track beside boats and dock structures.
Gameplay screenshot · v1.3.2 Coastal Arrival introduces dock scenery, boats and a new set of obstacle models.
Route diagram: Coastal Arrival — 332 mLCR0 m100 m200 m300 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 mBlockBlock—Right
89 mJump——Centre / Right
122 m—Roll—Left / Right
155 mBlockBlock—Right
188 mJump——Centre / Right
221 m—Roll—Left / Right
254 mBlockBlock—Right
287 mJump——Centre / Right

No ordinary obstacles after 287 m; finish at 332 m.

Controls Dash & Ring Magnet
Coast

Stage 6 — Harbour Run

Environment
Coastal tracks
Distance
360 m
Ring target
33
Unlocks
Ocean Sprint

What’s new

A faster starting pace, with obstacle groups spaced slightly closer than in Coastal Arrival.

Route advice

  • Gates at 56, 152 and 248 m leave only the left lane open.
  • Centre-lane jump obstacles at 88, 184 and 280 m; right-lane roll obstacles at 120, 216 and 312 m.
  • The left lane is clear at every obstacle row. The final ring trail (342–356 m) is in the right lane.
Useful approachLook past the current ring row to the next obstacle — an early lane decision is easier than a last-second correction.
Common mistakeCorrecting at the last moment instead of choosing a lane early.
Route diagram: Harbour Run — 360 mLCR0 m100 m200 m300 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 m—BlockBlockLeft
88 m—Jump—Left / Right
120 m——RollLeft / Centre
152 m—BlockBlockLeft
184 m—Jump—Left / Right
216 m——RollLeft / Centre
248 m—BlockBlockLeft
280 m—Jump—Left / Right
312 m——RollLeft / Centre

No ordinary obstacles after 312 m; finish at 360 m.

Controls Dash & Ring Magnet
Coast

Stage 7 — Ocean Sprint

Environment
Coastal tracks
Distance
388 m
Ring target
36
Unlocks
Eggman Encounter

What’s new

More restrictive combinations: some jump and roll groups include a blocker in another lane, removing easy escapes.

Route advice

  • Gates at 56, 149, 242 and 335 m leave only the centre open.
  • At 87, 180 and 273 m: centre blocked, right-lane jump — the left lane is clear.
  • At 118, 211 and 304 m: left-lane roll, right blocked — the centre is clear.
Useful approachCheck the whole width of the track before changing lanes: moving away from one obstacle isn’t enough if the destination lane has another.
Common mistakeDodging into a lane that holds a separate blocker.
Route diagram: Ocean Sprint — 388 mLCR0 m100 m200 m300 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 mBlock—BlockCentre
87 m—BlockJumpLeft
118 mRoll—BlockCentre
149 mBlock—BlockCentre
180 m—BlockJumpLeft
211 mRoll—BlockCentre
242 mBlock—BlockCentre
273 m—BlockJumpLeft
304 mRoll—BlockCentre
335 mBlock—BlockCentre

No ordinary obstacles after 335 m; finish at 388 m.

Controls Dash & Ring Magnet
Coast

Stage 8 — Eggman Encounter

Environment
Coastal boss encounter
Objective
Three successful attacks
Unlocks
Coastal Switchback

What’s new

The obstacle course is replaced by a repeating battle sequence. There is no distance finish — the stage ends when Eggman is defeated.

Route advice

  • Dodge a volley of five rockets. Each lane warning lasts one second before a 1.4-second flight — move out of the marked lane.
  • Rocket lanes before the first hit: centre, left, right, centre, right. After hit one: left, right, centre, right, left. After hit two: right, centre, right, left, centre.
  • After the volley you launch upward. Press Space or tap STRIKE when the button shows STRIKE NOW.
  • A successful hit removes one of three hit points. An early, late or missed attack costs a shield and doesn’t advance the count.
Useful approachSeparate the two jobs: read lane warnings during the rocket phase, then watch the sights — not the button — during targeting.
Common mistakePressing the attack button repeatedly instead of waiting for STRIKE NOW.
Sonic in the left lane while the centre-lane rocket warning is highlighted red.
Gameplay screenshot · v1.3.2 The centre lane is marked as dangerous during the rocket warning.
Sonic airborne during the Eggman targeting phase with the STRIKE NOW button illuminated.
Gameplay screenshot · v1.3.2 The green STRIKE NOW prompt signals the successful attack window.
Controls Dash & Ring Magnet
Coast

Stage 9 — Coastal Switchback

Environment
Coastal tracks
Distance
444 m
Ring target
42
Unlocks
Rapid Rapids

What’s new

Regular running returns at a higher starting speed. It is still a three-lane course without branching roads.

Route advice

  • Gates at 56, 143, 230, 317 and 404 m leave only the left lane open.
  • At 85, 172, 259 and 346 m: left blocked, centre jump — the right lane is clear.
  • At 114, 201, 288 and 375 m: centre blocked, right-lane roll — the left lane is clear.
Useful approachReset your expectations after the boss: collect rings for Dash again and watch for the safe lane switching sides.
Common mistakeStaying in the opening safe lane — at 85 m the left lane is blocked.
Route diagram: Coastal Switchback — 444 mLCR0 m100 m200 m300 m400 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 m—BlockBlockLeft
85 mBlockJump—Right
114 m—BlockRollLeft
143 m—BlockBlockLeft
172 mBlockJump—Right
201 m—BlockRollLeft
230 m—BlockBlockLeft
259 mBlockJump—Right
288 m—BlockRollLeft
317 m—BlockBlockLeft
346 mBlockJump—Right
375 m—BlockRollLeft
404 m—BlockBlockLeft

No ordinary obstacles after 404 m; finish at 444 m.

Controls Dash & Ring Magnet
Coast

Stage 10 — Rapid Rapids

Environment
Coastal tracks
Distance
472 m
Ring target
45
Unlocks
Final Ascent

What’s new

A faster pace and tighter spacing between obstacle groups. There is no water-current mechanic.

Route advice

  • Gates every 84 m from 56 m (56, 140, 224, 308, 392 m) leave only the centre open.
  • At 84, 168, 252, 336 and 420 m: centre blocked, right-lane jump — the left lane is clear.
  • At 112, 196, 280 and 364 m: left-lane roll, right blocked — the centre is clear.
Useful approachIf your priority is three shields, choose the clear alternative lane; if you follow the ring trail, prepare to jump or roll.
Common mistakeTreating the ring trail as an obstacle-free route.
Route diagram: Rapid Rapids — 472 mLCR0 m100 m200 m300 m400 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 mBlock—BlockCentre
84 m—BlockJumpLeft
112 mRoll—BlockCentre
140 mBlock—BlockCentre
168 m—BlockJumpLeft
196 mRoll—BlockCentre
224 mBlock—BlockCentre
252 m—BlockJumpLeft
280 mRoll—BlockCentre
308 mBlock—BlockCentre
336 m—BlockJumpLeft
364 mRoll—BlockCentre
392 mBlock—BlockCentre
420 m—BlockJumpLeft

No ordinary obstacles after 420 m; finish at 472 m.

Controls Dash & Ring Magnet
Coast

Stage 11 — Final Ascent

Environment
Coastal tracks
Distance
500 m
Ring target
48
Unlocks
Eggman Showdown

What’s new

The fastest regular stage at the start of a run and the longest of the later coastal courses. There is no vertical-climbing system.

Route advice

  • Gates at 56, 137, 218, 299, 380 and 461 m leave only the right lane open.
  • At 83, 164, 245, 326 and 407 m: left-lane jump, right blocked — the centre is clear.
  • At 110, 191, 272, 353 and 434 m: left blocked, centre roll — the right lane is clear.
Useful approachMake deliberate moves and look several obstacles ahead. Save Dash for a stretch you can read, and use Magnet to collect without extra lane changes.
Common mistakeSpending Dash where you can’t see the route ahead.
Route diagram: Final Ascent — 500 mLCR0 m100 m200 m300 m400 m500 m
BlockJumpRoll
Route diagram Drawn from the v1.3.2 course data. Distances are obstacle positions, not input cues.
Full obstacle table
DistanceLeftCentreRightClear lanes
56 mBlockBlock—Right
83 mJump—BlockCentre
110 mBlockRoll—Right
137 mBlockBlock—Right
164 mJump—BlockCentre
191 mBlockRoll—Right
218 mBlockBlock—Right
245 mJump—BlockCentre
272 mBlockRoll—Right
299 mBlockBlock—Right
326 mJump—BlockCentre
353 mBlockRoll—Right
380 mBlockBlock—Right
407 mJump—BlockCentre
434 mBlockRoll—Right
461 mBlockBlock—Right

No ordinary obstacles after 461 m; finish at 500 m.

Controls Dash & Ring Magnet
Coast

Stage 12 — Eggman Showdown

Environment
Coastal boss encounter
Objective
Three successful attacks
Unlocks
Campaign completion

What’s new

Eggman returns with a harder rocket phase: six rockets per volley instead of five, launched slightly closer together and travelling slightly faster. It is not a separate multi-phase boss system.

Route advice

  • Survive the volley, launch upward and strike when the sights align.
  • The attack timing window is the same as in stage 8.
  • Three successful hits still win the battle.
Useful approachKeep the rhythm you learned in stage 8, and expect the extra rocket before each launch.
Common mistakeRelaxing after the fifth rocket — there is a sixth.
Sonic airborne during the Eggman targeting phase with the STRIKE NOW button illuminated.
Gameplay screenshot · v1.3.2 The green STRIKE NOW prompt signals the successful attack window.
Controls Dash & Ring Magnet
SONIC DASH / COASTAL CAMPAIGN