Maincfg Category
IntroToPlay = 128
NumDemos = 0
CustomVersion = CDR V1.6
SPStage_Start = D0
SMPStage_Start = 60
TutorialMap = 0
Gamedata = SL_CDR.dat

Clear All

Level D0
Levelname = Shoal Coast
Music = SHOAL
Keywords = SCZ
TypeOfLevel = Singleplayer,Co-op
NextLevel = D1
SkyNum = 600
SkyboxScale = 64
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level D1
Levelname = Sunrise Uplands
Act = 1
Music = SRISE1
Keywords = SUZ1
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = D2
SkyNum = 81
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level D2
Levelname = Sunrise Uplands
Act = 2
Music = SRISE2
Keywords = SUZ2
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = D3
SkyNum = 81
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level D3
Levelname = Sunrise Uplands
Act = 3
Music = EGGMN
Keywords = SUZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = D4
SkyNum = 81
RecordAttack = true
LevelSelect = 1
BonusType = Boss
StartRings = 10
WarningTitle = true
SaveGame = true

Level D4
Levelname = Shrewd Blizzard
Act = 1
Music = SHREW1
Keywords = SBZ1
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = D5
Weather = 2
SkyNum = 30
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level D5
Levelname = Shrewd Blizzard
Act = 2
Music = SHREW2
Keywords = SBZ2
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = D6
Weather = 2
SkyNum = 82
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level D6
Levelname = Shrewd Blizzard
Act = 3
Bonustype = Boss
Music = EGGMN
Keywords = SBZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = D7
SkyNum = 82
RecordAttack = true
LevelSelect = 1
Weather = 2
StartRings = 10
WarningTitle = true
SaveGame = true

Level D7
Levelname = Nightlight Gully
Act = 1
Music = NIGHT1
Keywords = NGZ1
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = D8
SkyNum = 83
RecordAttack = true
LevelSelect = 1
SaveGame = true
SkyboxScale = 64

Level D8
Levelname = Nightlight Gully
Act = 2
Music = NIGHT2
Keywords = NGZ2
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = D9
SkyNum = 83
RecordAttack = true
LevelSelect = 1
SaveGame = true
SkyboxScale = 64

Level D9
Levelname = Nightlight Gully
Act = 3
Music = EGGMN
Keywords = NGZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = DA
SkyNum = 83
RecordAttack = true
LevelSelect = 1
SaveGame = true
BonusType = Boss
StartRings = 10
WarningTitle = true
SkyboxScale = 64

Level DA
Levelname = Terrace Mountain
Act = 1
Music = TERNC1
Keywords = TMZ1
Weather = 3
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = DB
SkyNum = 12
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DB
Levelname = Terrace Mountain
Act = 2
Music = TERNC2
Keywords = TMZ2
Weather = 3
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = DC
SkyNum = 12
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DC
Levelname = Terrace Mountain
Act = 3
Music = BADNK
Keywords = TMZ3
Weather = 3
TypeOfLevel = Singleplayer,Co-op
NextLevel = DD
SkyNum = 12
RecordAttack = true
LevelSelect = 1
BonusType = Boss
StartRings = 10
WarningTitle = true
SaveGame = true

Level DD
Levelname = Molten Tunnels
Act = 1
Music = MOLTN1
Keywords = MTZ1
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = DE
SkyNum = 7
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DE
Levelname = Molten Tunnels
Act = 2
Music = MOLTN2
Keywords = MTZ2
TypeOfLevel = Singleplayer,Co-op
NextLevel = DF
SkyNum = 7
RecordAttack = true
LevelSelect = 1

Level DF
Levelname = Molten Tunnels
Act = 3
Music = EGGMN
Keywords = MTZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = DG
SkyNum = 7
RecordAttack = true
LevelSelect = 1
BonusType = Boss
StartRings = 10
WarningTitle = true
SaveGame = true

Level DG
Levelname = Amaranthine Outpost
Act = 1
Music = AMAR1
Keywords = AMOZ1
TypeOfLevel = Singleplayer,Co-op
NextLevel = DH
SkyNum = 301
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DH
Levelname = Amaranthine Outpost
Act = 2
Music = AMAR2
Keywords = AMOZ2
TypeOfLevel = Singleplayer,Co-op
NextLevel = DI
SkyNum = 301
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DI
Levelname = Amaranthine Outpost
Act = 3
Music = BADNK
Keywords = AMOZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = DJ
SkyNum = 301
RecordAttack = true
LevelSelect = 1
BonusType = Boss
StartRings = 10
WarningTitle = true
SaveGame = true

Level DJ
Levelname = Dry Gulch
Act = 1
Music = GULCH1
Keywords = DGZ1
TypeOfLevel = Singleplayer,Co-op
NextLevel = DK
SkyNum = 88
SkyboxScale = 0
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DK
Levelname = Dry Gulch
Act = 2
Music = GULCH2
Keywords = DGZ2
TypeOfLevel = Singleplayer,Co-op
NextLevel = DL
SkyNum = 88
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DL
Levelname = Dry Gulch
Act = 3
Music = EGGMN
Keywords = DGZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = DM
SkyNum = 88
RecordAttack = true
LevelSelect = 1
BonusType = Boss
StartRings = 10
WarningTitle = true
SaveGame = true

Level DM
Levelname = Desolated City
Act = 1
Music = DESOL1
Keywords = DCZ1
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = DN
SkyNum = 159
SkyboxScaleX = 0
SkyboxScaleY = 0
SkyboxScaleZ = 64
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DN
Levelname = Desolated City
Act = 2
Music = DESOL2
Keywords = DCZ2
TypeOfLevel = Singleplayer,Co-op,Competition,Race
NextLevel = DO
SkyNum = 159
SkyboxScaleX = 0
SkyboxScaleY = 0
SkyboxScaleZ = 64
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DO
Levelname = Desolated City
Act = 3
Bonustype = Boss
Music = METAL
Keywords = DCZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = DP
SkyNum = 11
Weather = 1
RecordAttack = true
LevelSelect = 1
StartRings = 10
WarningTitle = true
SaveGame = true

Level DP
Levelname = Cyberdime Core
Act = 1
Music = CYBER1
Keywords = CCZ1
TypeOfLevel = Singleplayer,Co-op
NextLevel = DQ
SkyNum = 84
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DQ
Levelname = Cyberdime Core
Act = 2
Music = CYBER2
Keywords = CCZ2
TypeOfLevel = Singleplayer,Co-op
NextLevel = DR
SkyNum = 85
RecordAttack = true
LevelSelect = 1
SaveGame = true

Level DR
Levelname = Cyberdime Core
Act = 3
Bonustype = Boss
Music = CYBER3
Keywords = CCZ3
TypeOfLevel = Singleplayer,Co-op
NextLevel = 1102
SkyNum = 85
RecordAttack = true
LevelSelect = 1
StartRings = 10
SaveGame = true
WarningTitle = true

Level DS
Levelname = Frozen Valley
Music = FROZE
Keywords = FVZ
TypeOfLevel = Singleplayer,Co-op
NextLevel = Title
Unlockable = 4
SkyNum = 9
NoVisitNeeded = true
RecordAttack = true
LevelSelect = 1
Weather = 2
Subtitle = The first map i ever made
SelectHeading = Legacy CDR Stages

Level DT
Levelname = Terrace Trees
Subtitle = Legacy Stage
Music = TREES1
Keywords = TTZ
TypeOfLevel = Singleplayer,Co-op
NextLevel = Title
Unlockable = 5
SkyNum = 40
NoVisitNeeded = true
RecordAttack = true
LevelSelect = 1
SelectHeading = Legacy CDR Stages

Level DU
Levelname = Dark Woods
Music = WOODS
Keywords = DWZ
TypeOfLevel = Singleplayer,Co-op
Unlockable = 6
NextLevel = Title
SkyNum = 20
NoVisitNeeded = true
Weather = 1
RecordAttack = true
LevelSelect = 1
SelectHeading = Legacy CDR Stages

Level DV
Levelname = Timeless Wastes
Music = WASTE1
Keywords = TWZ
TypeOfLevel = Singleplayer,Co-op
NextLevel = Title
Unlockable = 7
NoVisitNeeded = true
SkyNum = 86
RecordAttack = true
LevelSelect = 1
SelectHeading = Legacy CDR Stages

Level DW
Levelname = Digital Memories
Music = MEMOR
Keywords = DMZ
TypeOfLevel = Singleplayer,Co-op
NextLevel = Title
Unlockable = 8
NoVisitNeeded = true
SkyNum = 87
RecordAttack = true
BonusType = Boss
SelectHeading = Boss Rush
LevelSelect = 1
WarningTitle = true

Level DX
Levelname = Sky Islands
Music = SKIZ
TypeOfLevel = Singleplayer,Co-op
NextLevel = DD
Unlockable = 11
SkyNum = 92
RecordAttack = true
LevelSelect = 1
SelectHeading = Bonus Levels
SkyboxScaleX = 0
SkyboxScaleY = 0
SkyboxScaleZ = 64

Level DY
Levelname = Bridge Hill
Music = BRHIL
TypeOfLevel = Singleplayer,Co-op
NextLevel = D3
Unlockable = 12
SkyNum = 100
RecordAttack = true
LevelSelect = 1
SelectHeading = Bonus Levels
SkyboxScaleX = 0
SkyboxScaleY = 0
SkyboxScaleZ = 64

Level 99
Levelname = 
Music =
TypeOfLevel = Singleplayer
NextLevel = 99
SkyNum = 84
LevelSelect = 99

#Special Stages! Replaces the main 7 NIGHTS levels

Level 50
LevelName = Upbeat Dawn
Subtitle = ^3Special Stage 1
RecordAttack = false
Music = CSPEC1
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 90
SpecialStageSpheres = 150
NextLevel = 51
SkyNum = 81

Level 51
LevelName = Blustery Edge
Subtitle = ^9Special Stage 2
RecordAttack = false
Music = CSPEC1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 52
SpecialStageTime = 120
SpecialStageSpheres = 190
SkyNum = 30
Weather = 2

Level 52
LevelName = Soggy Mauve
Subtitle = ^4Special Stage 3
RecordAttack = false
Music = CSPEC1
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 130
SpecialStageSpheres = 210
NextLevel = 53
SkyNum = 83

Level 53
LevelName = Spider's Cave
Subtitle = ^8Special Stage 4
RecordAttack = false
Music = CSPEC2
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 140
SpecialStageSpheres = 220
NextLevel = 54
SkyNum = 12

Level 54
LevelName = Pomegranate Facility
Subtitle = ^7Special Stage 5
RecordAttack = false
Music = CSPEC2
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 160
SpecialStageSpheres = 250
NextLevel = 55
SkyNum = 301

Level 55
LevelName = Parched Decrepitude
Subtitle = ^5Special Stage 6
RecordAttack = false
Music = CSPEC2
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 180
SpecialStageSpheres = 280
NextLevel = 56
SkyNum = 88

Level 56
LevelName = Artifical Retroscape
Subtitle = ^6Special Stage 7
RecordAttack = false
Music = CSPEC3
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 250
SpecialStageSpheres = 400
NextLevel = 56
SkyNum = 87

#Multiplayer version for massively increased sphere requirements

Level 60
LevelName = Upbeat Dawn
Subtitle = ^3Special Stage 1 (MP Version)
RecordAttack = false
Music = CSPEC1
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 110
SpecialStageSpheres = 300
NextLevel = 61
SkyNum = 81

Level 61
LevelName = Blustery Edge
Subtitle = ^9Special Stage 2 (MP Version)
RecordAttack = false
Music = CSPEC1
TypeOfLevel = Singleplayer,Co-op
NextLevel = 62
SpecialStageTime = 140
SpecialStageSpheres = 350
SkyNum = 30
Weather = 2

Level 62
LevelName = Soggy Mauve
Subtitle = ^4Special Stage 3 (MP Version)
RecordAttack = false
Music = CSPEC1
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 160
SpecialStageSpheres = 390
NextLevel = 63
SkyNum = 83

Level 63
LevelName = Spider's Cave
Subtitle = ^8Special Stage 4 (MP Version)
RecordAttack = false
Music = CSPEC2
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 170
SpecialStageSpheres = 425
NextLevel = 64
SkyNum = 12

Level 64
LevelName = Pomegranate Facility
Subtitle = ^7Special Stage 5 (MP Version)
RecordAttack = false
Music = CSPEC2
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 180
SpecialStageSpheres = 450
NextLevel = 65
SkyNum = 301

Level 65
LevelName = Parched Decrepitude
Subtitle = ^5Special Stage 6 (MP Version)
RecordAttack = false
Music = CSPEC2
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 200
SpecialStageSpheres = 510
NextLevel = 66
SkyNum = 88

Level 66
LevelName = Artifical Retroscape
Subtitle = ^6Special Stage 7 (MP Version)
RecordAttack = false
Music = CSPEC3
TypeOfLevel = Singleplayer,Co-op
SpecialStageTime = 300
SpecialStageSpheres = 1000
NextLevel = 66
SkyNum = 87

ExtraEmblem 1
Name = Game Complete
Objective = Complete 1P Mode
ConditionSet = 3
Sprite = U
Color = SKINCOLOR_BLUE

ExtraEmblem 2
Name = All Emeralds
Objective = Complete 1P Mode with all Emeralds
ConditionSet = 33
Sprite = H
Color = SKINCOLOR_GREY

ExtraEmblem 3
Name = Perfect Bonus
Objective = Score a Perfect Bonus
ConditionSet = 103
Sprite = F
Color = SKINCOLOR_RUST

Unlockable 1
Name = Record Attack
Objective = Complete Shoal Coast Zone
Height = 0
ConditionSet = 1
Type = RecordAttack

Unlockable 2
Name = Play as Fang
Objective = Complete Arid Canyon Zone
Height = 0
ConditionSet = -1
Type = None
NoChecklist = true

Unlockable 3
Name = Play as Metal Sonic
Objective = Complete the game
Height = 0
ConditionSet = -1
Type = None
NoChecklist = true

Unlockable 4
Name = Frozen Valley Zone
Objective = Obtain 10 Emblems
ConditionSet = 4
Type = Warp
Var = 236

Unlockable 5
Name = Terrace Trees Zone
Objective = Obtain 25 Emblems
ConditionSet = 5
Type = Warp
Var = 237

Unlockable 6
Name = Dark Woods Zone
Objective = Obtain 40 Emblems
ConditionSet = 6
Type = Warp
Var = 238

Unlockable 7
Name = Timeless Wastes Zone
Objective = Obtain 55 Emblems
ConditionSet = 7
Type = Warp
Var = 239

Unlockable 8
Name = Digital Memories Zone
Objective = Obtain 70 Emblems
ConditionSet = 8
Type = Warp
Var = 240

Unlockable 9
Name = Emblem Hints
Height = 0
ConditionSet = -1
Type = EmblemHints
Height = 40

Unlockable 10
Name = Emblem Radar
Objective = Get 30 Emblems
Height = 0
ConditionSet = 10
Type = ItemFinder

Unlockable 11
Name = Sky Islands
Objective = Find the secret exit & beat the level.
Height = 0
ConditionSet = 11
Type = Warp
Var = 241

Unlockable 12
Name = Bridge Hill
Objective = Find the secret exit in Sunrise Uplands.
Height = 0
ConditionSet = 12
Type = Warp
Var = 242

Unlockable 28
Name = Pandora's Box
Objective = Obtain all 197 Emblems
Height = 0
ConditionSet = 28
Type = Pandora
NoChecklist = true

Unlockable 23
Name = Play as Amy
Objective = Complete Frozen Hillside Zone
Height = 0
ConditionSet = -1
Type = None
NoChecklist = true

#Record Attack
ConditionSet 1
Condition1 = MapBeaten D0

#Game Clear
ConditionSet 3
Condition1 = GameClear 1

#Frozen Valley
ConditionSet 4
Condition1 = TotalEmblems 10

#Terrance Trees
ConditionSet 5
Condition1 = TotalEmblems 25

#Dark Woods
ConditionSet 6
Condition1 = TotalEmblems 40

#Timeless Wastes
ConditionSet 7
Condition1 = TotalEmblems 55

#Digital Memories
ConditionSet 8
Condition1 = TotalEmblems 70

#Sky Islands
ConditionSet 11
Condition1 = MapBeaten DX

#Bridge Hill
ConditionSet 12
Condition1 = MapBeaten DY

# Find 30 Emblems
ConditionSet 10
Condition1 = TotalEmblems 30

#Game Clear with all Emeralds
ConditionSet 33
Condition1 = AllEmeralds 1

# Collect all 197 Emblems
ConditionSet 28
Condition1 = TotalEmblems 197

# Perfect Bonus
ConditionSet 103
Condition1 = MapPerfect D0
Condition2 = MapPerfect D1
Condition3 = MapPerfect D2
Condition4 = MapPerfect D4
Condition5 = MapPerfect D5
Condition6 = MapPerfect D7
Condition7 = MapPerfect D8
Condition8 = MapPerfect DA
Condition9 = MapPerfect DB
Condition10 = MapPerfect DD
Condition11 = MapPerfect DG
Condition12 = MapPerfect DH
Condition13 = MapPerfect DH
Condition14 = MapPerfect DJ
Condition15 = MapPerfect DK
Condition16 = MapPerfect DM
Condition17 = MapPerfect DN
Condition18 = MapPerfect DP
Condition19 = MapPerfect DQ
Condition20 = MapPerfect DS
Condition21 = MapPerfect DT
Condition22 = MapPerfect DU
Condition23 = MapPerfect DV
Condition24 = MapPerfect DX
Condition25 = MapPerfect DY

#Shoal Coast Zone

Emblem 1
Hint = Before you set off on your journey, have a look in that old familiar capsule you once dropped out of.
Type = Global
Tag = 500
MapNum = 208
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 2
Hint = An Emerald Token is in sight. But wait! \\Don't leave just yet.
Type = Global
Tag = 501
MapNum = 208
Sprite = B
Color = SKINCOLOR_NEON

Emblem 3
Hint = This one like's being in the water where it's dark.\\Time to take a quick dip!
Type = Global
Tag = 502
MapNum = 208
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 4
Hint = Poor thing is rather shy and like's to hide within the rocks.
Type = Global
Tag = 503
MapNum = 208
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 5
Hint = You can see it, but how do you get to it?\\Maybe those boxes might help.
Type = Global
Tag = 504
MapNum = 208
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 6
Type = Time
Var = 75*TICRATE
MapNum = 208
Sprite = T
Color = SKINCOLOR_GREY

Emblem 7
Type = Rings
Var = 230
MapNum = 208
Sprite = R
Color = SKINCOLOR_GOLD

#Sunrise Uplands Zone 1

Emblem 8
Hint = Right at the start where you can see it.\\Maybe a secret entrance is nearby.
Type = Global
Tag = 505
MapNum = 209
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 9
Hint = At the crossroads, instead of taking any of the paths why not go up the middle?
Type = Global
Tag = 506
MapNum = 209
Sprite = B
Color = SKINCOLOR_NEON

Emblem 10
Hint = The source of one of these rivers has to contain something...
Type = Global
Tag = 507
MapNum = 209
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 11
Hint = Decided to stop for a bit to admire the very lovely scenery.
Type = Global
Tag = 508
MapNum = 209
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 12
Hint = The goal is in sight.\\But before you leave look around first.
Type = Global
Tag = 509
MapNum = 209
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 13
Type = Time
Var = 110*TICRATE
MapNum = 209
Sprite = T
Color = SKINCOLOR_GREY

Emblem 14
Type = Rings
Var = 310
MapNum = 209
Sprite = R
Color = SKINCOLOR_GOLD

#Sunrise Uplands Zone 2

Emblem 15
Hint = Up high in a crevice where light pokes through, maybe it's only possible to fly to it?
Type = Global
Tag = 510
MapNum = 210
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 16
Hint = Not too far from the first emblem, tucked away in a lonesome cave.
Type = Global
Tag = 511
MapNum = 210
Sprite = B
Color = SKINCOLOR_NEON

Emblem 17
Hint = This one is quite high up, you'll have to jump or climb to get it.
Type = Global
Tag = 512
MapNum = 210
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 18
Hint = It's a classic trope.\\There's always something behind a waterfall.
Type = Global
Tag = 513
MapNum = 210
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 19
Hint = Before you cross the bridge take a look underneath it.
Type = Global
Tag = 514
MapNum = 210
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 20
Type = Time
Var = 130*TICRATE
MapNum = 210
Sprite = T
Color = SKINCOLOR_GREY

Emblem 21
Type = Rings
Var = 450
MapNum = 210
Sprite = R
Color = SKINCOLOR_GOLD

#Sunrise Uplands Zone 3

Emblem 22
Type = Time
Var = 30*TICRATE
MapNum = 211
Sprite = T
Color = SKINCOLOR_GREY

Emblem 23
Type = Score
Var = 10000
MapNum = 211
Sprite = S
Color = SKINCOLOR_BROWN

#Shrewd Blizzard Zone 1

Emblem 24
Hint = Those pillars at the broken bridge seem a little suspicious.\\Check around them.
Type = Global
Tag = 515
MapNum = 212
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 25
Hint = The water may be freezing cold, but it doesn't hurt to take a quick swim.
Type = Global
Tag = 516
MapNum = 212
Sprite = B
Color = SKINCOLOR_NEON

Emblem 26
Hint = Make sure you check before you make the leap of faith!
Type = Global
Tag = 517
MapNum = 212
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 27
Hint = Somebody actually lives here?\\Their pond is frozen over.\\Maybe you should help with that.
Type = Global
Tag = 518
MapNum = 212
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 28
Hint = A hidden off alcove.\\Why are the trees a different colour here?
Type = Global
Tag = 519
MapNum = 212
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 29
Type = Time
Var = 115*TICRATE
MapNum = 212
Sprite = T
Color = SKINCOLOR_GREY

Emblem 30
Type = Rings
Var = 210
MapNum = 212
Sprite = R
Color = SKINCOLOR_GOLD

#Shrewd Blizzard Zone 2

Emblem 31
Hint = Really likes the feeling of snow so it partly buried itself in it.
Type = Global
Tag = 520
MapNum = 213
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 32
Hint = Tucked away in one of those n-ice cold pillars.
Type = Global
Tag = 521
MapNum = 213
Sprite = B
Color = SKINCOLOR_NEON

Emblem 33
Hint = Really likes to cuddle with one particular tree for some reason.
Type = Global
Tag = 522
MapNum = 213
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 34
Hint = At the last checkpoint where the trees slightly conceal the entrance to this one.
Type = Global
Tag = 523
MapNum = 213
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 35
Hint = Perhaps someone with a hammer or knows how to pogo jump can make it up to here.
Type = Global
Tag = 524
MapNum = 213
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 36
Type = Time
Var = 130*TICRATE
MapNum = 213
Sprite = T
Color = SKINCOLOR_GREY

Emblem 37
Type = Rings
Var = 290
MapNum = 213
Sprite = R
Color = SKINCOLOR_GOLD

#Shrewd Blizzard Zone 3

Emblem 38
Type = Time
Var = 20*TICRATE
MapNum = 214
Sprite = T
Color = SKINCOLOR_GREY

Emblem 39
Type = Score
Var = 10000
MapNum = 214
Sprite = S
Color = SKINCOLOR_BROWN

#Nightlight Gully Zone 1

Emblem 40
Hint = Something about that curved ledge looks a bit odd.
Type = Global
Tag = 525
MapNum = 215
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 41
Hint = Considers itself a bit of a archeologist, but there isn't much to these ruins.
Type = Global
Tag = 526
MapNum = 215
Sprite = B
Color = SKINCOLOR_NEON

Emblem 42
Hint = Overlooking the entire area but also hiding away at the same time.
Type = Global
Tag = 527
MapNum = 215
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 43
Hint = This one is really good friends with seaweed.
Type = Global
Tag = 528
MapNum = 215
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 44
Hint = Metal Sonic's jets can finally get a warm-up here.\\Wait, what was that you whizzed by?
Type = Global
Tag = 529
MapNum = 215
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 45
Type = Time
Var = 95*TICRATE
MapNum = 215
Sprite = T
Color = SKINCOLOR_GREY

Emblem 46
Type = Rings
Var = 200
MapNum = 215
Sprite = R
Color = SKINCOLOR_GOLD

#Nightlight Gully Zone 2

Emblem 47
Hint = Will you be daring enough to take what they have been guarding their whole lives?
Type = Global
Tag = 529
MapNum = 216
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 48
Hint = As neat as these old ruins are, this one finds gargoyles way cooler to look at.
Type = Global
Tag = 530
MapNum = 216
Sprite = B
Color = SKINCOLOR_NEON

Emblem 49
Hint = In a wall where the water and a second yellow spring would normally meet.
Type = Global
Tag = 531
MapNum = 216
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 50
Hint = The whole cave is flooded!\\But there seems to be something in one of those rocks.
Type = Global
Tag = 532
MapNum = 216
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 51
Hint = Much like their friend from the last level,\\they too also really like mingling\\with the seaweed.
Type = Global
Tag = 533
MapNum = 216
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 52
Type = Time
Var = 109*TICRATE
MapNum = 216
Sprite = T
Color = SKINCOLOR_GREY

Emblem 53
Type = Rings
Var = 245
MapNum = 216
Sprite = R
Color = SKINCOLOR_GOLD

#Nightlight Gully Zone 3

Emblem 54
Type = Time
Var = 45*TICRATE
MapNum = 217
Sprite = T
Color = SKINCOLOR_GREY

Emblem 55
Type = Score
Var = 10000
MapNum = 217
Sprite = S
Color = SKINCOLOR_BROWN

#Terrace Mountain Zone 1

Emblem 56
Hint = You should take a look at where all that water is going down to.
Type = Global
Tag = 534
MapNum = 218
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 57
Hint = Within in the tunnel with a couple of twists & turns you'll find your prize.
Type = Global
Tag = 535
MapNum = 218
Sprite = B
Color = SKINCOLOR_NEON

Emblem 58
Hint = Before you go riding the stream, perhaps you should take a look around first.
Type = Global
Tag = 536
MapNum = 218
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 59
Hint = While jumping across those tree branches, try embracing the darkness.
Type = Global
Tag = 537
MapNum = 218
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 60
Hint = Some of those rocky pillars look like they are hollowed out.\\One of them might contain something.
Type = Global
Tag = 538
MapNum = 218
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 61
Type = Time
Var = 100*TICRATE
MapNum = 218
Sprite = T
Color = SKINCOLOR_GREY

Emblem 62
Type = Rings
Var = 245
MapNum = 218
Sprite = R
Color = SKINCOLOR_GOLD

#Terrace Mountain Zone 2

Emblem 63
Hint = Have you ever tried circling around those big trees?
Type = Global
Tag = 539
MapNum = 219
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 64
Hint = Carefully searching around those trees will yield something rewarding.
Type = Global
Tag = 540
MapNum = 219
Sprite = B
Color = SKINCOLOR_NEON

Emblem 65
Hint = Was there something in that plant just now?
Type = Global
Tag = 541
MapNum = 219
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 66
Hint = You're gonna have to go inside the gigantic tree and climb your way up to this one.
Type = Global
Tag = 542
MapNum = 219
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 67
Hint = You can probably see it but how is Knuckles able to reach it?\\Perhaps those grey rocks can help.
Type = Global
Tag = 543
MapNum = 219
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 68
Type = Time
Var = 140*TICRATE
MapNum = 219
Sprite = T
Color = SKINCOLOR_GREY

Emblem 69
Type = Rings
Var = 190
MapNum = 219
Sprite = R
Color = SKINCOLOR_GOLD

#Terrace Mountain Zone 3

Emblem 70
Type = Time
Var = 70*TICRATE
MapNum = 220
Sprite = T
Color = SKINCOLOR_GREY

Emblem 71
Type = Score
Var = 10000
MapNum = 220
Sprite = S
Color = SKINCOLOR_BROWN

#Molten Tunnels Zone 1

Emblem 72
Hint = It watches over everything that goes on outside.
Type = Global
Tag = 544
MapNum = 221
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 73
Hint = This one likes to hide inside high up rocks while also basking in the heat.
Type = Global
Tag = 545
MapNum = 221
Sprite = B
Color = SKINCOLOR_NEON

Emblem 74
Hint = These rock box things are a little odd. Maybe something in hiding in one of them.
Type = Global
Tag = 546
MapNum = 221
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 75
Hint = Up in the lavafalls guarded by yet another lavafall.
Type = Global
Tag = 547
MapNum = 221
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 76
Hint = Why does this part of the cave look different from the rest of it?\\Have a look around before you leave.
Type = Global
Tag = 548
MapNum = 221
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 77
Type = Time
Var = 125*TICRATE
MapNum = 221
Sprite = T
Color = SKINCOLOR_GREY

Emblem 78
Type = Rings
Var = 215
MapNum = 221
Sprite = R
Color = SKINCOLOR_GOLD

#Molten Tunnels Zone 2

Emblem 79
Hint = Jump down to a small trail of Ring boxes to find it hanging out with the only Force Shield here.
Type = Global
Tag = 615
MapNum = 222
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 80
Hint = Loves to play it risky and explore the insides of lavafalls.
Type = Global
Tag = 616
MapNum = 222
Sprite = B
Color = SKINCOLOR_NEON

Emblem 81
Hint = Found itself a nice cool spot in one of the very few ice like tunnels.
Type = Global
Tag = 617
MapNum = 222
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 82
Hint = Hidden in a cave of blue there exists some hot springs. Well, it wouldn't hurt to take a quick dip.
Type = Global
Tag = 618
MapNum = 222
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 83
Hint = A deep lava explorer occasionally surfacing for some air.
Type = Global
Tag = 619
MapNum = 222
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 84
Type = Time
Var = 120*TICRATE
MapNum = 222
Sprite = T
Color = SKINCOLOR_GREY

Emblem 85
Type = Rings
Var = 120
MapNum = 222
Sprite = R
Color = SKINCOLOR_GOLD

#Molten Tunnels Zone 3

Emblem 86
Type = Time
Var = 110*TICRATE
MapNum = 223
Sprite = T
Color = SKINCOLOR_GREY

Emblem 87
Type = Score
Var = 10000
MapNum = 223
Sprite = S
Color = SKINCOLOR_BROWN

#Amaranthine Outpost Zone 1

Emblem 88
Hint = If you can't fly, a lone mobile yellow spring can help you reach it.
Type = Global
Tag = 549
MapNum = 224
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 89
Hint = Behind a locked door.\\Somewhere later in the level must have the means to open it.
Type = Global
Tag = 550
MapNum = 224
Sprite = B
Color = SKINCOLOR_NEON

Emblem 90
Hint = Overseeing all the operations on the giant polluted lake.
Type = Global
Tag = 551
MapNum = 224
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 91
Hint = You will need some protection to go diving down to get this one.
Type = Global
Tag = 552
MapNum = 224
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 92
Hint = An error has occurred.\\Eh, who cares. Smash it!
Type = Global
Tag = 553
MapNum = 224
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 93
Type = Time
Var = 110*TICRATE
MapNum = 224
Sprite = T
Color = SKINCOLOR_GREY

Emblem 94
Type = Rings
Var = 220
MapNum = 224
Sprite = R
Color = SKINCOLOR_GOLD

#Amaranthine Outpost Zone 2

Emblem 95
Hint = Hey wait a moment!\\You forgot something at the end of the previous level!
Type = Global
Tag = 553
MapNum = 225
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 96
Hint = Outside in plain sight.\\But it looks like you'll have to burst a pipe to get to it.
Type = Global
Tag = 554
MapNum = 225
Sprite = B
Color = SKINCOLOR_NEON

Emblem 97
Hint = The robots around here are getting sloppy. There's another delivery with holes in it!
Type = Global
Tag = 555
MapNum = 225
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 98
Hint = The lakes around here are terribly toxic to the touch. But i wonder if one of them is hiding any secrets.
Type = Global
Tag = 556
MapNum = 225
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 99
Hint = A large metal structure towers over the area.\\If you climb aaalll the way up something might be there.
Type = Global
Tag = 557
MapNum = 225
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 100
Type = Time
Var = 135*TICRATE
MapNum = 225
Sprite = T
Color = SKINCOLOR_GREY

Emblem 101
Type = Rings
Var = 150
MapNum = 225
Sprite = R
Color = SKINCOLOR_GOLD

#Amaranthine Outpost Zone 3

Emblem 102
Type = Time
Var = 90*TICRATE
MapNum = 226
Sprite = T
Color = SKINCOLOR_GREY

Emblem 103
Type = Score
Var = 10000
MapNum = 226
Sprite = S
Color = SKINCOLOR_BROWN

#Dry Gulch Zone 1

Emblem 104
Hint = Asking one of the figures for help you can break the wall to get to it.\\Knuckles doesn't care though.
Type = Global
Tag = 558
MapNum = 227
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 105
Hint = Hidden within the temple.\\The sands will have the answer you seek.
Type = Global
Tag = 559
MapNum = 227
Sprite = B
Color = SKINCOLOR_NEON

Emblem 106
Hint = Take a quick detour off the cactus filled canyon to find this one sitting on a ledge.
Type = Global
Tag = 560
MapNum = 227
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 107
Hint = There is a hidden cave entrance right before the big ramp.\\Have a look back before you leave it.
Type = Global
Tag = 561
MapNum = 227
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 108
Hint = Shining ontop of the pyramid.\\Backtrack to find a cave had opened the way to reach it.
Type = Global
Tag = 562
MapNum = 227
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 109
Type = Time
Var = 165*TICRATE
MapNum = 227
Sprite = T
Color = SKINCOLOR_GREY

Emblem 110
Type = Rings
Var = 180
MapNum = 227
Sprite = R
Color = SKINCOLOR_GOLD

#Dry Gulch Zone 2

Emblem 111
Hint = A simple looking switch puzzle.\\But which of the statues can you move?
Type = Global
Tag = 563
MapNum = 228
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 112
Hint = An illusory wall is normally difficult to notice. Perhaps a statue will indicate it is there.
Type = Global
Tag = 564
MapNum = 228
Sprite = B
Color = SKINCOLOR_NEON

Emblem 113
Hint = Trying it's best to blend in with the sand.\\Doesn't do a very good job though.
Type = Global
Tag = 565
MapNum = 228
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 114
Hint = It feels you're forgetting something, did you check around pillars thoroughly enough?
Type = Global
Tag = 566
MapNum = 228
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 115
Hint = Behind the door at the start of the level, but how do you open it?\\There has be a switch to it somewhere.
Type = Global
Tag = 567
MapNum = 228
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 116
Type = Time
Var = 170*TICRATE
MapNum = 228
Sprite = T
Color = SKINCOLOR_GREY

Emblem 117
Type = Rings
Var = 200
MapNum = 228
Sprite = R
Color = SKINCOLOR_GOLD

#Dry Gulch Zone 3

Emblem 118
Type = Time
Var = 95*TICRATE
MapNum = 229
Sprite = T
Color = SKINCOLOR_GREY

Emblem 119
Type = Score
Var = 10000
MapNum = 229
Sprite = S
Color = SKINCOLOR_BROWN

#Desolated City Zone 1

Emblem 120
Hint = Hey you can kinda see where you started from up here.
Type = Global
Tag = 568
MapNum = 230
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 121
Hint = Prefers to stay hidden away on the more out of the way buildings.
Type = Global
Tag = 569
MapNum = 230
Sprite = B
Color = SKINCOLOR_NEON

Emblem 122
Hint = The factory has polluted this river beyond repair. But it still chooses this spot as it's favourite.
Type = Global
Tag = 570
MapNum = 230
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 123
Hint = As gross as the sewage is, you might find something valuable in it.
Type = Global
Tag = 571
MapNum = 230
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 124
Hint = There is so much destruction around here, as it has taken refuge admist all the rubble.
Type = Global
Tag = 572
MapNum = 230
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 125
Type = Time
Var = 145*TICRATE
MapNum = 230
Sprite = T
Color = SKINCOLOR_GREY

Emblem 126
Type = Rings
Var = 250
MapNum = 230
Sprite = R
Color = SKINCOLOR_GOLD

#Desolated City Zone 2

Emblem 127
Hint = Grab it before it sets sail to a faraway land.
Type = Global
Tag = 573
MapNum = 231
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 128
Hint = High up gazing off into the sunset.
Type = Global
Tag = 574
MapNum = 231
Sprite = B
Color = SKINCOLOR_NEON

Emblem 129
Hint = Crash landed hard enough to make a tiny crater in the middle of the city.
Type = Global
Tag = 575
MapNum = 231
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 130
Hint = Within the ruined subway station, the darkness will guide you towards it.
Type = Global
Tag = 576
MapNum = 231
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 131
Hint = Before you proceed to fight the robot, try to do a little parkour on those rooftops.
Type = Global
Tag = 577
MapNum = 231
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 132
Type = Time
Var = 120*TICRATE
MapNum = 231
Sprite = T
Color = SKINCOLOR_GREY

Emblem 133
Type = Rings
Var = 270
MapNum = 231
Sprite = R
Color = SKINCOLOR_GOLD

#Desolated City Zone 3

Emblem 134
Type = Time
Var = 120*TICRATE
MapNum = 232
Sprite = T
Color = SKINCOLOR_GREY

Emblem 135
Type = Score
Var = 10000
MapNum = 232
Sprite = S
Color = SKINCOLOR_BROWN

#CyberDime Core Zone 1

Emblem 136
Hint = If you know where the token was before, you'll know where to look.
Type = Global
Tag = 578
MapNum = 233
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 137
Hint = Make sure you check every crevice and crack to find this one.
Type = Global
Tag = 579
MapNum = 233
Sprite = B
Color = SKINCOLOR_NEON

Emblem 138
Hint = An odd slighty out of place spring will bring you to it's secret spot.
Type = Global
Tag = 580
MapNum = 233
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 139
Hint = Behind a used to be door.\\Will you climb to the top for it at the end of this familar place?
Type = Global
Tag = 581
MapNum = 233
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 140
Hint = Wow that is alot of explosives.\\But where the sneaky one be hiding that planted them all?
Type = Global
Tag = 582
MapNum = 233
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 141
Type = Time
Var = 270*TICRATE
MapNum = 233
Sprite = T
Color = SKINCOLOR_GREY

Emblem 142
Type = Rings
Var = 200
MapNum = 233
Sprite = R
Color = SKINCOLOR_GOLD

#CyberDime Core Zone 2

Emblem 143
Hint = The grand finale has begun.\\Take a look around as\\there's no coming back.
Type = Global
Tag = 583
MapNum = 234
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 144
Hint = Taken refuge in a not-so\\hidden grotto filled with\\toxic pollution.
Type = Global
Tag = 584
MapNum = 234
Sprite = B
Color = SKINCOLOR_NEON

Emblem 145
Hint = The corruption around here\\looks pretty bad. Go search\\around it for a surprise.
Type = Global
Tag = 585
MapNum = 234
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 146
Hint = Bring a hammer or a pair of\\strong fists to\\open the passageway. 
Type = Global
Tag = 586
MapNum = 234
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 147
Hint = That monitor looks tempting.\\But be quick! it only lasts for so long.
Type = Global
Tag = 587
MapNum = 234
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 148
Hint = If you paid attention\\Amy's been taking detours \\sometimes...wonder why?
Type = Skin
Tag = 588
MapNum = 234
Sprite = Z
Color = SKINCOLOR_PINK
Var = 3

Emblem 149
Type = Time
Var = 420*TICRATE
MapNum = 234
Sprite = T
Color = SKINCOLOR_GREY

Emblem 150
Type = Rings
Var = 345
MapNum = 234
Sprite = R
Color = SKINCOLOR_GOLD

#CyberDime Core Zone 3

Emblem 151
Type = Score
Var = 10000
MapNum = 235
Sprite = S
Color = SKINCOLOR_BROWN

Emblem 152
Type = Time
Var = 135*TICRATE
MapNum = 235
Sprite = T
Color = SKINCOLOR_GREY

#Frozen Valley Zone

Emblem 153
Hint = High up at the start.
Type = Global
Tag = 589
MapNum = 236
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 154
Hint = Wedged between a ton of goodies.
Type = Global
Tag = 590
MapNum = 236
Sprite = B
Color = SKINCOLOR_NEON

Emblem 155
Hint = On a ledge.
Type = Global
Tag = 591
MapNum = 236
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 156
Hint = In the water.
Type = Global
Tag = 592
MapNum = 236
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 157
Hint = The goalpost greets you with a gift.
Type = Global
Tag = 593
MapNum = 236
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 158
Type = Rings
Var = 170
MapNum = 236
Sprite = R
Color = SKINCOLOR_GOLD

Emblem 159
Type = Time
Var = 15*TICRATE
MapNum = 236
Sprite = T
Color = SKINCOLOR_GREY

#Terrace Trees Zone

Emblem 160
Hint = The thick tall grass is enough to conceal this one.
Type = Global
Tag = 594
MapNum = 237
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 161
Hint = A nature enjoyer who loves to bask in the leaves.
Type = Global
Tag = 595
MapNum = 237
Sprite = B
Color = SKINCOLOR_NEON

Emblem 162
Hint = Best friends with a rock and a wind shield.
Type = Global
Tag = 596
MapNum = 237
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 163
Hint = While climbing your way up the tree branches, have you\\tried looking back?
Type = Global
Tag = 597
MapNum = 237
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 164
Hint = Hidden away deep below in a secluded part of the forest.
Type = Global
Tag = 598
MapNum = 237
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 165
Type = Rings
Var = 335
MapNum = 237
Sprite = R
Color = SKINCOLOR_GOLD

Emblem 166
Type = Time
Var = 190*TICRATE
MapNum = 237
Sprite = T
Color = SKINCOLOR_GREY

#Dark Woods Zone

Emblem 167
Hint = High up on a platform in the trees.\\Have a look around for it.
Type = Global
Tag = 599
MapNum = 238
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 168
Hint = The joyous smily face has something it would like to give you.
Type = Global
Tag = 600
MapNum = 238
Sprite = B
Color = SKINCOLOR_NEON

Emblem 169
Hint = They always say a waterfall has secrets.\\Why not follow the stream instead?
Type = Global
Tag = 601
MapNum = 238
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 170
Hint = The brambles are very dangerous.\\But if you risk jumping into them the reward will be worth it.
Type = Global
Tag = 602
MapNum = 238
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 171
Hint = A criminal locked up in a cage,\\but what's that behind it?
Type = Global
Tag = 603
MapNum = 238
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 172
Type = Rings
Var = 220
MapNum = 238
Sprite = R
Color = SKINCOLOR_GOLD

Emblem 173
Type = Time
Var = 200*TICRATE
MapNum = 238
Sprite = T
Color = SKINCOLOR_GREY

#Timeless Wastes Zone

Emblem 174
Hint = Forgotten.\\Inside a cave along with it's token buddy.
Type = Global
Tag = 604
MapNum = 239
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 175
Hint = Envious.\\Watching you pass by it from above.
Type = Global
Tag = 605
MapNum = 239
Sprite = B
Color = SKINCOLOR_NEON

Emblem 176
Hint = Regret.\\Mourning the loss of it's former master.
Type = Global
Tag = 606
MapNum = 239
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 177
Hint = Tormented.\\Overlooking what used to be a gorgeous view.
Type = Global
Tag = 607
MapNum = 239
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 178
Hint = Abandoned.\\In the deepest parts of the time-frozen forest.
Type = Global
Tag = 608
MapNum = 239
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 179
Type = Rings
Var = 370
MapNum = 239
Sprite = R
Color = SKINCOLOR_GOLD

Emblem 180
Type = Time
Var = 250*TICRATE
MapNum = 239
Sprite = T
Color = SKINCOLOR_GREY

#Digital Memories Zone

Emblem 181
Hint = All you have to do to get this one is beat the entire gauntlet.
Type = Global
Tag = 609
MapNum = 240
Sprite = I
Color = SKINCOLOR_RUBY

Emblem 182
Type = Time
Var = 600*TICRATE
MapNum = 240
Sprite = T
Color = SKINCOLOR_GREY

# Sky Islands Zone

Emblem 183
Hint = A path of hiding clouds leads to it.\\Why not have a look around the back for this one?
Type = Global
Tag = 612
MapNum = 241
Sprite = E
Color = SKINCOLOR_PINK

Emblem 184
Hint = This one is quite high up.\\Not even Knuckles can reach this one.\\Maybe someone with a hammer can reach it?
Type = Global
Tag = 613
MapNum = 241
Sprite = C
Color = SKINCOLOR_ORANGE

Emblem 185
Hint = \\At the the end of the stage.\\Take a brief dip into one of the only source's of water these islands have.
Type = Global
Tag = 614
MapNum = 241
Sprite = A
Color = SKINCOLOR_WHITE

Emblem 186
Type = Time
Var = 180*TICRATE
MapNum = 241
Sprite = T
Color = SKINCOLOR_GREY

Emblem 187
Type = Rings
Var = 430
MapNum = 241
Sprite = R
Color = SKINCOLOR_GOLD

# Bridge Hill Zone

Emblem 188
Hint = Hey Amy's here! And it looks like she left you something at her new house.
Type = Global
Tag = 615
MapNum = 242
Sprite = A
Color = SKINCOLOR_BLUE

Emblem 189
Hint = You're gonna want to be quick to nab this one under the collapsing bridge.
Type = Global
Tag = 616
MapNum = 242
Sprite = B
Color = SKINCOLOR_NEON

Emblem 190
Hint = Would be enjoying the view on higher ground but it seems to have fallen into a hole.
Type = Global
Tag = 617
MapNum = 242
Sprite = C
Color = SKINCOLOR_FOREST

Emblem 191
Hint = A suspiciously obvious crack in this one pothole...Perhaps you'll need Amy's help to get this one.
Type = Global
Tag = 618
MapNum = 242
Sprite = D
Color = SKINCOLOR_SUNSET

Emblem 192
Hint = Look it's Amy again. Seems like she left you another gift.\\But where did she put it? up high maybe?
Type = Global
Tag = 619
MapNum = 242
Sprite = E
Color = SKINCOLOR_CARBON

Emblem 193
Type = Rings
Var = 250
MapNum = 242
Sprite = R
Color = SKINCOLOR_GOLD

Emblem 194
Type = Time
Var = 150*TICRATE
MapNum = 242
Sprite = T
Color = SKINCOLOR_GREY