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SONIC PICO PARK Player Guide
CAMPAIGN WALKTHROUGH: PART 1

SONIC PICO PARK Worlds 1–8 Walkthrough & Progress Tracker

Follow the early-to-mid campaign from World 1 HELLO, SONIC PICO PARK through World 8 GO! GO!. Check off cleared Worlds below—your progress saves locally in your browser.

Eight Sonic PICO PARK teammates lowering an overhead crane onto synchronized switch blocks.
Part 1 Coverage
Worlds 1–8 (32 Stages)
World 1 Clear Rate
79.9% Global
Mid-Game Wall
World 7–8 (~41%)
Checkpoints
Instant Room Reset

Worlds 1–4: Teaching Spin Dash, Shields & Cranes

The opening 16 stages form an approachable cooperative onboarding ramp, moving smoothly from 79.9% clear rate in World 1 to 70.2% in World 4.

  • World 1 — HELLO, SONIC PICO PARK (4 Stages): Introduces key-to-door rules, teammate vertical ladders, and Spin Dash block clearing. Avoid charging full speed near ledges so allies do not get bumped.
  • World 2 — SONIC PARK (4 Stages): Adds scattered Rings, Red Springs, and Dash Panels. Grab one Ring per player early rather than letting the fastest runner sweep all of them.
  • World 3 — GO TOGETHER (4 Stages): Focuses on split-team pressure plates and disappearing bridges. Call 'jump' aloud on Discord or tap up-down twice before synchronized leaps.
  • World 4 — CARRY PARK (4 Stages): Combines aerial carry sections (where Tails, Cream, Rouge, or Charmy shine) with overhead crane button puzzles where every dangling teammate adds weight.

Campaign Clear Checklist (15 Worlds)

Completed: 0 / 15
Clear World Stages Global Clear % Signature Mechanic Squad Strategy
1. HELLO, SONIC PICO PARK 4 79.9% Movement, human stacking, Spin Dash cracked walls Practice short Spin Dash taps so teammates stacked near edges do not fly into pits.
2. SONIC PARK 4 77.3% Ring 1-hit shields, vertical/angled Springs, Dash Panels Share rings evenly—one player hoarding multiple rings wastes protection if others touch lasers.
3. GO TOGETHER 4 74.4% Simultaneous pressure plates & timed gates Call out 3-2-1 countdowns before crossing split-switch bridges.
4. CARRY PARK 4 70.2% Overhead Crane claw & Flight ferry carrying puzzles Every connected player drops the crane slightly—coordinate jumps together on the button row.
5. SONIC PARK 2 4 62.8% Loop-de-loops, underwater physics & drowning air bubbles Never rush past air bubble spawners; one drowned teammate resets the entire room.
6. GO! 4 55.9% High-tempo chase gates, fast hazards & momentum timing Keep lanes staggered vertically so fast spring launches do not collide teammates mid-air.
7. LARGE PARK 4 49.9% Swap Doors into Big, Omega & Vector; breakable barriers Break heavy walls first, then route smaller allies around narrow ducts where Large forms cannot pass.
8. GO! GO! 4 41.0% Multi-stage trap doors, irreversible switches & ring relays Leave one designated anchor player behind switch gates until the key holder returns.
9. THINKING PARK 4 36.4% Lateral logic switches, numbered blocks & Chaotix tethers Pause 15 seconds to trace every block trigger before moving all 2–8 players at once.
10. GO! GO! GO! 4 32.3% Precision dash-spring chains & strict reaction windows Community difficulty wall—use Knuckles glide or Tails flight to recover stray jumps cleanly.
11. RULE PARK 4 26.6% Rotating rule modifiers & mirrored/tethered constraints Test the room's active rule in the first 3 seconds before committing to a full party run.
12. ENEMY PARK 4 24.8% Metal Sonic chase race & Dr. Eggman Egg Wrecker boss Keep all players moving forward during Metal Sonic's fiery passes and share rings during Eggman's wrecking-ball swings.
13. MINI GAME 4 24.1% Co-op Casino Night pinball, slots & Sonic arcade challenges Split flipper duties left/right clearly instead of double-flipping randomly.
14. HERO PARK 4 22.8% Special stages featuring Shadow Chaos Control & Super Sonic Time Shadow's Emerald freeze to carry the slowest jumper across multi-laser corridors.
15. LAST PARK 4 21.0% Metal Sonic Rematch, Death Egg Robot finale & final endurance Assign two ring scouts to maintain shields and watch Death Egg Robot's laser/arm telegraph before jumping.

Worlds 5–8: Underwater Tension & Large Swap Doors

Global completion dips from 62.8% in World 5 down to 41.0% in World 8 as drowning timers, fast springs, and asymmetrical character sizes enter the mix.

  • World 5 — SONIC PARK 2 (4 Stages): Introduces high-speed loop ramps alongside flooded chambers with air-bubble spawners. Assign an order for bubble refills so slower players never drown behind the pack.
  • World 6 — GO! (4 Stages): Auto-scrolling and tight reaction gates punish hesitation. Space players out by two character lengths so one bumped jump doesn't domino the squad.
  • World 7 — LARGE PARK (4 Stages): Premieres Character Swap Doors turning players into Big, Vector, or E-123 Omega. Smash heavy barriers cleanly, then check ceiling heights before converting back.
  • World 8 — GO! GO! (4 Stages): Combines one-way trap switches and Ring relays. Keep one dependable jumper parked at the exit lever until the key carrier clears the lower pit.
Ready for the Real Difficulty Spike?

Worlds 9–15 introduce lateral logic locks in THINKING PARK, the notorious World 10 reaction gauntlet, Metal Sonic, and Death Egg Robot. Jump to the Worlds 9–15 & Boss Guide.

Frequently Asked Questions

Do you have to unlock Worlds sequentially?
Yes. Worlds open progressively from World 1 to World 15 along the main campaign map, though replaying any cleared World with a fresh lobby opens instantly for friends.
How long does Worlds 1–8 take for a 4-player group?
Most four-player groups clear Worlds 1–8 in roughly 90 to 120 minutes, spending most of their retries inside Carry Park cranes and Large Park door puzzles.

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