Sonic Adventure 2/Levels
The following is a general overview of information pertaining to level data in all versions of Sonic Adventure 2.
Level Information
The base component of almost all levels in the game can be referred to as a LandTable, which is a collection of visible models and invisible collision pieces with varying properties. Each level is referred to internally by their given IDs, with some levels loading multiple LandTables at once to achieve specific effects. Final Rush uses this to implement a flashing/pulsating effect for the brighter portions of the level, for example.
Level IDs and SET Files
Level IDs are mostly consistent across game versions, with the exception of boss level IDs. As Sonic Adventure 2 Battle adds more multiplayer levels to the list, all boss level IDs are shifted around due to the new multiplayer levels occupying their IDs.
| DC ID | SA2B ID | Level Name | SET Filename(s) | Notes |
|---|---|---|---|---|
| 0 | 0 | Basic Test | SET0000(_S, _U) | SA2B Only. This is one of three test levels and the only one that can be fully accessed and played via hacking |
| 1 | 1 | Knuckles Test | SET0001(_S, _U) | Not in any released version of Sonic Adventure 2. Camera and texture data exist for this level, but there is no LandTable information for it |
| 2 | 2 | Sonic Test | Files not found | Not in any released version of Sonic Adventure 2. Texture data exists for this level, but there is no LandTable information for it |
| 3 | 3 | Green Forest | SET0003(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 4 | 4 | White Jungle | SET0004(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 5 | 5 | Pumpkin Hill | SET0005(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 6 | 6 | Sky Rail | SET0006(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 7 | 7 | Aquatic Mine | SET0007(_S, _U, _HD_S, _HD_U) | |
| 8 | 8 | Security Hall | SET0008(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 9 | 9 | Prison Lane | SET0009(_S, _U, _HD_S) | |
| 10 | 10 | Metal Harbor | SET0010(_S, _U, _2P_U, _HD_S, _HD_U) | |
| 11 | 11 | Iron Gate | SET0011(_S, _U, _2P_S, _HD_S, _HD_U) | |
| 12 | 12 | Weapons Bed | SET0012(_S, _U, _HD_S, _HD_U) | |
| 13 | 13 | City Escape | SET0013(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 14 | 14 | Radical Highway | SET0014(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 15 | 15 | Weapons Bed 2P | SET0015(_S, _U) | |
| 16 | 16 | Wild Canyon | SET0016(_S, _U, _HD_S, _HD_U) | |
| 17 | 17 | Mission Street | SET0017(_S, _U, _HD_S) | |
| 18 | 18 | Dry Lagoon | SET0018(_S, _U, _HD_S, _HD_U) | |
| 19 | 19 | Sonic vs. Shadow 1 | SET0019(_S, _U) | |
| 20 | 20 | Tails vs. Eggman 1 | SET0020(_S, _U) | |
| 21 | 21 | Sand Ocean | SET0021(_S, _U, _HD_S, _HD_U) | |
| 22 | 22 | Crazy Gadget | SET0022(_S, _U, _HD_S) | |
| 23 | 23 | Hidden Base | SET0023(_S, _U, _HD_S, _HD_U) | |
| 24 | 24 | Eternal Engine | SET0024(_S, _U, _HD_S) | |
| 25 | 25 | Death Chamber | SET0025(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 26 | 26 | Egg Quarters | SET0026(_S, _U, _2P_S, _2P_U, _HD_S) | |
| 27 | 27 | Lost Colony | SET0027(_S, _U, _HD_S) | |
| 28 | 28 | Pyramid Cave | SET0028(_S, _U, _HD_S, _HD_U) | |
| 29 | 29 | Tails vs. Eggman 2 | SET0029(_S, _U) | |
| 30 | 30 | Final Rush | SET0030(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 31 | 31 | Green Hill | SET0031(_S, _U) | |
| 32 | 32 | Meteor Herd | SET0032(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 33 | 33 | Knuckles vs. Rouge | SET0033(_S, _U) | |
| 34 | 34 | Cannon's Core (Sonic) | SET0034(_S, _U, _HD_S) | |
| 35 | 35 | Cannon's Core (Eggman) | SET0035(_S, _U, _HD_S) | |
| 36 | 36 | Cannon's Core (Tails) | SET0036(_S, _U, _HD_S) | |
| 37 | 37 | Cannon's Core (Rouge) | SET0037(_S, _U, _HD_S) | |
| 38 | 38 | Cannon's Core (Knuckles) | SET0038(_S, _U, _HD_S) | |
| 39 | 39 | Mission Street 2P | SET0039(_S, _U) | |
| 40 | 40 | Final Chase | SET0040(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 41 | 41 | Wild Canyon 2P | SET0041(_2P_S, _2P_U) | |
| 42 | 42 | Sonic vs. Shadow 2 | SET0042(_S, _U) | |
| 43 | 43 | Cosmic Wall | SET0043(_S, _U, _HD_S, _HD_U) | |
| 44 | 44 | Mad Space | SET0044(_S, _U, _2P_S, _2P_U, _HD_S, _HD_U) | |
| 45 | 45 | Sand Ocean 2P | SET0045(_S, _U) | |
| N/A | 46 | Dry Lagoon 2P | SET0046(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 47 | Pyramid Race | SET0047(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 48 | Hidden Base 2P | SET0048(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 49 | Pool Quest | SET0049(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 50 | Planet Quest | SET0050(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 51 | Deck Race | SET0051(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 52 | Downtown Race | SET0052(_S, _U) | SA2B Only |
| N/A | 53 | Cosmic Wall 2P | SET0053(_S, _U) | SA2B Only |
| N/A | 54 | Grind Race | SET0054(_S, _U) | SA2B Only |
| N/A | 55 | Lost Colony 2 | SET0055(_S, _U) | SA2B Only |
| N/A | 56 | Eternal Engine 2P | SET0056(_S, _U) | SA2B Only |
| N/A | 57 | Metal Harbor 2P | SET0057(_2P_S, _2P_U) | SA2B Only |
| N/A | 58 | Iron Gate 2P | SET0058(_S, _U, _2P_S, _2P_U) | SA2B Only |
| N/A | 59 | Death Chamber 2P | SET0059(_S, _U) | SA2B Only |
| 50 | 60 | F-6t BIG FOOT | SET_B_BIGFOOT(_S, _U) | |
| 51 | 61 | B-3x HOT SHOT | SET_B_HOTSHOT(_S, _U) | |
| 52 | 62 | R-1/A FLYING DOG | SET_B_FDOG(_S, _U) | |
| 53 | 63 | King Boom Boo | SET_B_BIGBOGY(_S, _U) | |
| 54 | 64 | Egg Golem (Sonic) | SET_B_GOLEM(_S, _U) | |
| 55 | 65 | Biolizard | SET_B_LAST1(_S, _U) | |
| 56 | 66 | FinalHazard | N/A | |
| 57 | 67 | Egg Golem (Eggman) | SET_B_GOLEM_E(_S, _U) | |
| 70 | 70 | Route 101/280 | SETCARTTAILS(_HD), SETCARTROUGE(_HD) | SETCARTTAILS is used for Route 101, and SETCARTROUGE is used for Route 280 |
| 71 | 71 | Kart Racing | SETCARTBASE, SETCARTMINI(1, 2, 3) | The numerations for SETCARTMINI correspond to the three Kart Racing levels; 1 is Beginner, 2 is Standard, and 3 is Expert |
| 90 | 90 | Chao World |
LandTable Files
When the Tools Hub extracts LandTable data, it places the files within the level's folder. All LandTables were given internal names, which is what was used for the new extraction process. The following is a list of all LandTable names present within the game, along with their contents. SA2B LandTables always use the updated "Ginja" model format unless otherwise specified.
| Name | Description | Notes | SA Tools Split Folder |
|---|---|---|---|
| objLandTable0000 | Basic Test | SA2B Only, LandTable uses the Chunk model format | stg00_basictest |
| objLandTable0003 | Green Forest | stg03_Jungle | |
| objLandTable0004 | White Jungle | stg04_FogJungle | |
| objLandTable0005 | Pumpkin Hill | stg05_pumpkin | |
| objLandTable0006 | Sky Rail | stg06_mountain | |
| objLandTable0007 | Aquatic Mine | stg07_coalmine | |
| objLandTable0008 | Security Hall | stg08_securityhall | |
| objLandTable0009 | Prison Lane | stg09_tailsprison | |
| objLandTable0010 | Metal Harbor | stg10_metalharbor | |
| objLandTable0011 | Iron Gate | stg11_prison | |
| objLandTable0012 | Weapons Bed | stg12_weaponsbed | |
| objLandTable0013 | City Escape | stg13_cityescape | |
| objLandTable0014 | Radical Highway | stg14_highway | |
| objLandTable0015 | Weapons Bed 2P | stg15_weaponsbed2p | |
| objLandTable0016 | Wild Canyon | stg16_WildCanyon | |
| objLandTable0017 | Mission Street | stg17_Mission | |
| objLandTable0018 | Dry Lagoon | stg18_DryLagoon | |
| objLandTable0019 | Sonic vs. Shadow 1 | stg19_sonicvsshadow | |
| objLandTable0020 | Tails vs. Eggman 1 | stg20_ewvstw | |
| objLandTable0021 | Sand Ocean | stg21_SandOcean | |
| objLandTable0022 | Crazy Gadget | stg22_CrazyGadget | |
| objLandTable0022_uv | Crazy Gadget Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0022_x | Crazy Gadget Glowing X Marks | SA2B Only, LandTable uses the Chunk model format | |
| objLandTable0023 | Hidden Base | stg23_HiddenBase | |
| objLandTable0024 | Eternal Engine | stg24_EternalEnginE | |
| objLandTable0024_Poison | Eternal Engine Acid Segments | LandTable uses the Chunk model format | |
| objLandTable0024_uv | Eternal Engine Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0025 | Death Chamber | stg25_DeathChamber | |
| objLandTable0026 | Egg Quarters | stg26_EggQuarter | |
| objLandTable0027 | Lost Colony | stg27_LostColony | |
| objLandTable0027_light | Lost Colony Wall Light Segments | LandTable uses the Chunk model format | |
| objLandTable0027_poison | Lost Colony Acid Segments | LandTable uses the Chunk model format | |
| objLandTable0027_uv | Lost Colony Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0028 | Pyramid Cave | stg28_PyramidCave | |
| objLandTable0029 | Tails vs. Eggman 2 | 2012 port uses this landtable for Eternal Engine 2P as well | stg29_ewvstw2 |
| objLandTable0030 | Final Rush | stg30_FinalRush | |
| objLandTable0030_uv | Final Rush Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0031 | Green Hill | stg31_GreenHill | |
| objLandTable0031_ani | Green Hill Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0031_uv | Green Hill Waterfalls | ||
| objLandTable0032 | Meteor Herd | stg32_MeteorHerd | |
| objLandTable0032_ma | Meteor Herd Tower Animated Shield | LandTable uses the Chunk model format | |
| objLandTable0032_tani | Meteor Herd Magma | LandTable uses the Chunk model format | |
| objLandTable0032_uv | Meteor Herd Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0033 | Knuckles vs. Rouge | stg33_knucklesvsrouge | |
| objLandTable0033_uv | Knuckles vs. Rouge Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0034 | Cannon's Core (Sonic) | stg34_CannonsCoreSonic | |
| objLandTable0035 | Cannon's Core (Eggman) | stg35_CannonsCoreEggman | |
| objLandTable0036 | Cannon's Core (Tails) | stg36_CannonsCoreTails | |
| objLandTable0037 | Cannon's Core (Rouge) | stg37_CannonsCoreRouge | |
| objLandTable0038 | Cannon's Core (Knuckles) | stg38_CannonsCoreKnuckles | |
| objLandTable0039 | Mission Street 2P | LandTable uses the Chunk model format | stg39_MissionStreet2P |
| objLandTable0040 | Final Chase | stg40_FinalChase | |
| objLandTable0040_uv | Final Chase Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0041 | Wild Canyon 2P | stg41_WildCanyon2P | |
| objLandTable0042 | Sonic Vs Shadow 2 | stg42_sonicvsshadow2 | |
| objLandTable0043 | Cosmic Wall | stg43_CosmicWall | |
| objLandTable0043_uv | Cosmic Wall Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0044 | Mad Space | stg44_Madspace | |
| objLandTable0044_uv | Mad Space Animated Texture Segments | LandTable uses the Chunk model format | |
| objLandTable0045 | Sand Ocean 2P | stg45_SandOcean2P | |
| objLandTable0046 | Dry Lagoon 2P | SA2B Only | stg46_DryLagoon2P |
| objLandTable0047 | Pyramid Race | SA2B Only | stg47_PyramidRace |
| objLandTable0048 | Hidden Base 2P | SA2B Only | stg48_HiddenBase2P |
| objLandTable0049 | Pool Quest | SA2B Only | stg49_AquaticMine2P |
| objLandTable0050 | Planet Quest | SA2B Only | stg50_MadSpace2P |
| objLandTable0051 | Deck Race | SA2B Only | stg51_DeckRace |
| objLandTable0052 | Downtown Race | SA2B Only | stg52_CityEscape2P |
| objLandTable0053 | Cosmic Wall 2P | SA2B Only | stg53_CosmicWall2P |
| objLandTable0054 | Grind Race | SA2B Only | stg54_PyramidCave2P |
| objLandTable0055 | Lost Colony 2P | SA2B Only | stg55_LostColony2P |
| objLandTable0056 | Eternal Engine 2P | SA2B Only, LandTable is shared with Tails vs. Eggman 2 in the 2012 version | stg56_EternalEngine2P |
| objLandTable0057 | Metal Harbor 2P | SA2B Only | stg57_metalharbor2p |
| objLandTable0058 | Iron Gate 2P | SA2B Only | stg58_irongate_2p |
| objLandTable0059 | Death Chamber 2P | SA2B Only | stg59_DeathChamber2P |
| objLandTableBossBigBogy | King Boom Boo | BossBigBogy | |
| objLandTableBossBigFoot | F-6t BIG FOOT | BossGuardRobo\BigFoot | |
| objLandTableBossFlyingDog | R-1/A FLYING DOG | BossGuardRobo\FlyingDog | |
| objLandTableBossGolem | Egg Golem (Sonic) | BossGolem | |
| objLandTableBossGolemE | Egg Golem (Eggman) | BossGolemE | |
| objLandTableBossGuard0 | B-3x HOT SHOT | BossGuardRobo\BossHotShot | |
| objLandTableBossLast1 | Biolizard | BossLast1 | |
| objLandTableLobby000 | Chao World Lobby (Nothing unlocked) | Chao\stg_lobby | |
| objLandTableLobby00k | Chao World Lobby (Kindergarten unlocked) | ||
| objLandTableLobby0dk | Chao World Lobby (Dark Garden and Kindergarten unlocked) | ||
| objLandTableLobbyh0k | Chao World Lobby (Hero Garden and Kindergarten unlocked) | ||
| objLandTableLobbyhdk | Chao World Lobby (Everything unlocked) | ||
| objLandTableLobby | Chao World Lobby (Everything unlocked) | Unused. This was a prototype with opaque stairs and no space background. LandTable uses the Chunk model format | |
| objLandTableDark | Dark Garden | Chao\stg_dark | |
| objLandTableHero | Hero Garden | Chao\stg_hero | |
| objLandTableNeut | Neutral Chao Garden | Chao\stg_neut | |
| objLandTableStadium | Chao Stadium | SA2B Only | Chao\stg_stadium |
| objLandTableEntrance | Chao Race Entrance | Chao\stg_entrance | |
| objLandTableRace | Chao Race | Chao\stg_race | |
| objLandTableRaceDark | Dark Chao Race | ||
| objLandTableRaceHero | Hero Chao Race | ||
| objLandTableChaoKarate | Chao Karate | SA2B Only | Chao\stg_karate |
| objLandTableKinderBl | Chao Kindergarten Black Market | SA2B Only | Chao\stg_kinder\Black Market |
| objLandTableKinderCl | Chao Kindergarten Classroom | LandTable uses the Chunk model format | Chao\stg_kinder\Classroom |
| objLandTableKinderCo | Chao Kindergarten Commons | Chao\stg_kinder\Commons | |
| objLandTableKinderFo | Chao Kindergarten Fortuneteller's Room | SA2B Only | Chao\stg_kinder\Fortune Teller |
| objLandTableKinderHe | Chao Kindergarten Health Center | Chao\stg_kinder\Doctor's Office | |
| objLandTableKinderHo | Chao Kindergarten Exterior | Chao\stg_kinder\Exterior | |
| objLandTableKinderPr | Chao Kindergarten Principal's Office | Chao\stg_kinder\Principal's Office | |
| objLandTableKinderLi | Chao Kindergarten Library | Unused, LandTable uses the Chunk model format | Chao\stg_kinder\Library |
| objLandTableKinderPl | Chao Kindergarten Playground | Unused, LandTable uses the Chunk model format | Chao\stg_kinder\Playground |
| General Information | File Formats • Levels • Texture Files • Light and Fog Data • Game Builds |
|---|---|
| Character Information | Model Data • Animation Files • Actions • Animation Lists |
| Sound Information | Voice List • Music Files • Sound Effects |
| Other | Cutscenes |