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Part 30
Sonic Advance 3

Part 30

Navigate Part 30 of Sonic Advance 3! Learn how to break barriers, use moving platforms, and master mine cart rides to find Chao #7 and Chao #8.

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Navigate Part 30 of Sonic Advance 3! Learn how to break barriers, use moving platforms, and master mine cart rides to find Chao #7 and Chao #8.

Walkthrough
  1. 1
    Beyond the machine, you'll find a hole covered by a barrier. Jump on it to break it.
  2. 2
    As you fall, keep to the right side. You'll land in water near a moving block on the right wall. Land on this block to survive.
  3. 3
    Jump into the gap in the wall to the right. Continue right. You can grab the bubbles, but hitting the spring below them will send you up a wall.
  4. 4
    Run on the ceiling to the left to reach fresh air.
  5. 5
    Hit the spring, which will likely send you onto a curve going left. At the bottom of the curve is a 5 Ring item box. At the top is Chao #7.
  6. 6
    From Chao #7, hit the spring to its left and land on the red machine against the right wall to ascend through a wooden bridge.
  7. 7
    Get the penguin and head right. You'll go down, hit a spring, then find another. Use this spring to reach the red machine on the right wall.
  8. 8
    Hit the speed booster there, which will launch you into a spring, then a checkpoint.
  9. 9
    Fall to the right and take a mine cart ride. At the end, use the spring to reach the speed booster to the right.
  10. 10
    You'll go up a wall, then onto the ceiling, landing on a curve. A hermit crab is above you. (A ? Ring Item box is to its left).
  11. 11
    Instead of going towards the hermit crab, jump from the bottom of the curve and hug the right wall. There's a false bottom; you'll fall a long way into water.
  12. 12
    You'll land on a platform that falls if you stay on it too long. Quickly move to the moving platform to the right. (Knuckles' swimming ability is useful here).
  13. 13
    To the right of this platform is a 10 Ring item box.
  14. 14
    Now, you'll encounter spikes on the wall and need to use Tag Action High Jump. Be mindful of drowning underwater.
  15. 15
    Tag Action High Jump up the hole in the ceiling. Go slightly left first to land on top of the spikes without getting hurt. Alternatively, with Knuckles/Tails, go high enough straight up to float on the water's surface.
  16. 16
    Chao #8: From the start, head right until you see platforms above and a 5 Ring Item box.
  17. 17
    Get onto the higher platform (it's too high to jump to normally). Use flying or Tag Action. If your team can't, go right, hit a spring, go back left, hit a boost hoop, etc., to reach the highest part and go right.
  18. 18
    You'll reach a pole in the wall; use it to bounce higher.
  19. 19
    Grind the rail to the right, then continue right. Jump over spikes and kill the penguin.
  20. 20
    Go through two loop-de-loops, down a wall, then up. Hit a speed booster that sends you into a freezing machine, which then spits you out to the right.
  21. 21
    Jump down to the right of where you land. Hit the spring on the left wall.
  22. 22
    You'll run across water and stop at a wall. Jump on the floating platform above to ascend. (The water contains badniks).
  23. 23
    Go right, being careful of the hermit crab. Hit the speed booster, which will send you underwater. Run up a wall out of the water and onto the ceiling.
  24. 24
    You'll hit spikes and fall onto a platform below. Go left towards the rings, avoiding the snowman throwing snowballs.
  25. 25
    Jump left, get the snowman, then jump on the spring and head right. Use the pole if needed, watching out for the penguin.
  26. 26
    From the penguin, move right. You'll hit a wall; jumping up at this spot triggers a freezing machine that sends you near a checkpoint.
  27. 27
    To the right of the checkpoint is a large hole. Carefully approach the edge; you'll barely see the top of another ledge higher to the right.
  28. 28
    This jump is tricky and risky due to a spike trap at the ledge's edge. A running start from the checkpoint is recommended. Falling down this hole requires a powerful action to return.
  29. 29
    Go right and you'll be stopped by spikes at the edge of a hole. On the right wall, a red machine will spring you up. Ensure you jump on this machine; a running start is recommended.
  30. 30
    Push down as far as possible on the machine. Instead of going right towards the snowman, aim very high left into a gap in the wall where three rings are located.

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