Labyrinth-Sonic the Hedgehog
Labyrinth Zone
The original "water level" is indeed a tough one, set in the ruins of an underground cavern, mostly submerged in water. Sonic will have to navigate the narrow tunnels and keep an eye on his ever-depleting supply of air while under. There are various puzzles to solve and sticky situations to work your way out of.

Game: Sonic the Hedgehog

Stage Number: 4

Level Division: 3 Acts

Boss: End of Act 3

Difficulty Rating: 4

Music: ..contributed by guest writer Flint
Almost as if the composer had sensed what sort of feelings the seemingly endless water pits and constant fear of drowning would cause among the players, the Labyrinth Zone theme tune carries what you could call a twisted sense of humour in itself. The level dreaded the most by players has a happy-go-lucky, jingly-jangly tune looping in the background - either to serve as a way to calm down the mood or simply taking the piss. Whatever the reason, it's still a wonderfully fun tune. Most of the time it's pretty calm, but in the chorus it speeds up, still retaining the very distinctive jangly motif. Same music for all 3 acts.

Typical Length:

Act 1: 1 minute, 30 seconds - 3 minutes (Depending on route)
Act 2: 2 minutes - 2 minutes, 30 seconds
Act 3: 3 - 5 minutes (Depending on route)

Available Items:

Rings Checkpoints 10 Ring Item Box Shield Item Box Invincibility Item Box Speed-Up Item Box Extra Life Item Box
Act 1 70 1 4 1 0 0 0
Act 2 57 1 6 1 2 0 0
Act 3 28 2 11 3 2 0 1

Labyrinth Zone Downloads:

Level Maps: Act 1 map (.png, 881kb)
Act 2 map (.png, 764kb)
Act 3 map (.png, 3.82mb)
Music: Labyrinth Zone (.mp3, 2.19mb)
Art: Official badnik art (.jpg, 87kb)
Top Tips
- This is one of the toughest water levels around, with many long, submerged sections. There's loads of traps down there, so take your time, but also grab every air bubble you see. They're distributed sufficiently to keep you going, so whenever you come to a bubble cluster, wait for the large bubble and grab it before you progress any further. Try not to let the countdown start at all, because that'll only make things more stressful.
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#1. Comment posted by Chris on Friday, 11th July 2008, 11:28pm (UTC)
Labarinth Zone was ment to be the 2nd zone, but the Sonic Team didn't want a sudden spike in difficulty, so they changed it ti the 4th level.
#2. Comment posted by yasin on Sunday, 28th June 2009, 11:39am (UTC)
labyrinth zone use to look emptyand looked like the zone it self
#3. Comment posted by yasin on Thursday, 2nd July 2009, 7:39pm (UTC)
labyrinth zone use to have no water and a diffrent backrouned
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Appearance
This enclosed, water-filled cavern level is constructed entirely of yellow/orange stone blocks, including a mixture of carved squares and naturally-shaped rocks, in varied sizes. This goes for both the detailed and varied ground Sonic stands on and the background, which is little more than a series of huge, duller coloured square stones. Carved on some of the stones are various ancient symbols, seemingly depicting weird faces, and nearby accessories include thin vines that hang from the ceiling, coloured crystals and poles reaching up from the ground. Water is plentiful of course, and it's dropped down from the mouths of stone gargoyle heads into pools that consume large chunks of the rocky terrain. That aside, there really isn't a whole hell of a lot else to see in this zone. It's basically an old, underground passageway left by an ancient civilisation, now half-flooded. Nonetheless, it has an adequately lively atmosphere, thanks in part to its catchy music, and yellowish and brown colours.
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Structure
Labyrinth's layout is essentially a mass of solid rock occupying the whole maps, with a network of winding passages and rooms cut into it to make up the pathways. Needless to say, this makes for a highly enclosed structure, typical of this level type, and everything has a ceiling above it. Some corridors are very cramped while others are a bit bigger, and you can also get much larger rooms every now and then, which are often above the water and contain a collection of objects that form a small puzzle to complete. The surfaces to walk on are notoriously rocky and uneven, full of bumps and steps in the path, and directions take you left and right through the winding tunnels, using these steps to guide you up steep vertical passages aswell. The ground is mostly connected though, so there are fewer platforms to jump around on. There's no one set direction throughout the acts, so like the Marble Zone, this level more resembles a maze, plentiful in puzzles to solve, and is definitely not a smooth, speedy one. Most of the paths are straightforward, offering one route with very little deviations, even for hidden power-ups. Your best bet to find these are in the larger rooms, where things can be hidden away more easily. There's a big shortcut in Act 1 that is extremely well hidden (see point #1), and Act 3 contains a much shorter alternate route which takes you straight to the last checkpoint. Other than that, there is little else to explore beyond the main path. A fairly long and enduring level.
The main feature of Labyrinth Zone though is its supply of water, which occupies most of the level maps, so you'll probably be spending the majority of your time in it, navigating through long, submerged tunnels. This is the first time Sonic ever encounters it, and realises that rather than being able to swim gracefully, he simply sinks like a stone. Therefore, ploughing your way through will probably be your toughest challenge in this zone, so be aware of what you're getting yourself into. When Sonic lands in water, he'll sink to the bottom and you can walk along the pathways and platforms down there, but all of your actions will be much slower, and Sonic becomes a bit harder to control. You also have to watch out for your air supply while under, because you have only 20 seconds before you begin to run out, and unless Sonic can get some air, or evolves gills in that short space of time, a final 10 second countdown will begin, as will the scary music. Well, I always found it pretty scary at least. After the final 10 seconds, Sonic drowns and you'll head back to the last checkpoint with one less life. To prevent this, look out for bubble clusters that sit on the ground. They regularly produce big air bubbles, which will top you up with another 30 seconds worth of air when you touch them (and produce the single greatest sound effect ever, by the way). Or just get out of the water, if you're near the surface. In some areas, the water level will automatically rise and fall as you make your way along, usually when heading up the steps of a vertical passage, and the current can also force you along twisting horizontal tunnels too. To get through the long water sections as safely as possible, you need to look for, and grab every air bubble you see, while you're progressing.
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Obstacles and Features
Dangerous obstacles you'll need to be on the lookout for include 360 degree swinging spikeballs on long chains, which are particularly nasty on vertical passages. When you're heading up the steps here, try and stand within the radius of the chains, which are harmless, then wait for the spikeball to pass above you before you continue upwards. Long, sharp white spears slide in and out against the walls, ceiling and floor, so pass by them with care, and side-facing statues of gargoyle heads shoot out small projectiles from their mouths. Be very careful of reverse-falling platforms underwater, because these things lie on the ground or make up part of a suspended path, waiting for you to step on them. At this point, they will move straight up in an attempt to crush you into the ceiling, and they're not always that easy to spot, either.
In large open rooms above water, you'll often find a series of small brown platforms connected to a circuit of chains, moving along in one direction thanks to some turning wheels. Stand on one of the platforms and let it take you around to the next area, but when being lead upwards, it's a good idea to look up because the platforms can sometimes be brought right up to the ceiling, and you'll be crushed if you're on it at the time (see points # 2 and 4). There are blocks that float on the top of the water, and if you stand on one, you'll be able to go up/down with the water level as it rises and falls. Don't stand on these in narrow, horizontal passages though, as they too will crush you into the ceiling. When underwater, there are some loose patterned blocks in thin pathways, which will drop down when you place your weight on them, though rather than drop you into a hazard, these actually lead to areas below.
Representing a certain puzzle aspect to the level's objects, press on buttons to open up immoveable blocks and doors in the path etc, which are sometimes positioned at a certain distance away, and watch out for long pits of spikes like in Green Hill, and singular ones that hang from the ceiling. As explained above, wait for the small bubble clusters to produce a large air bubble, which Sonic can suck up to keep him going underwater. Inbetween, they also produce smaller, useless bubbles too, so ignore these and just look out for the huge ones.
Three zone-exclusive robots here. You can see the noses of Burrowbots peaking out in the ground before they leap out, when you get too close. They then trundle around a bit, and are often found in groups, for a more dangerous attack. Jaws are fish badniks that patrol the larger sections of the underwater caverns, simply swimming back and forth slowly over a set area. Unidus make up a common badnik design, that Eggman still uses today. They're a single sphere with eyes, and four spike balls swinging around them, which this model fires at you as soon as it sees you. Being underwater only, these can be tricky to dodge, so try and use the following trick: Once it's seen you and fired its first spikeball, move away from the badnik, so it goes outside of the boundaries of the screen. When you return, most of its spikeballs should have magically disappeared into thin air, and once it's lost all of them it becomes a sitting duck, although still harmful to touch.
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Act 1View the complete map of this act, in .PNG format.
Labyrinth Zone Act 1 Map (PNG format, 881kb, 3456 x 811, Last updated 10 February 2009)
The only checkpoint in Act 1, just before you're introduced to the ever difficult-to-avoid protruding spears.
These floating blocks become crushing hazards in a tight corridor with the water rising.
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Point #1
After making your way through the first bit of course, you'll fall into this submerged room, from which there are two possible routes you can take. To go the regular route, you need to press the button on this ledge on the right to open up the doorway below it, where the current will carry you along. Watch out for the platforms lurking on the ground next to it, because they'll lift up toward the spikes above as soon as you step on them, so get off immediately. It can be tricky to reach the button from the ground, but try and jump from the steps and you should find it do-able eventually. There are air bubbles to keep you going down there, though you may find they tend to get in the way a bit while you're jumping.
What Sonic Team doesn't want you to know though is that the other button in this room, on the left, will do two things. Firstly, it'll open the other doorway to the left, which leads into a room with a ring item box, but also, much more significantly, it is the key to unlocking Labyrinth Zone's massive shortcut in Act 1. One of the most well hidden shortcuts of the series, and infact, I've only just recently discovered how to get to it. If you want to take this shortcut, it's best to fall into this room on the left side, as you need to be able to get back up out of it, which can be tricky. From the central platform just above the room, jump down to the left and take out the Jaws badnik, and land as far left as you can go, so that you hit the button. Then, step off onto the platform that's just underneath it, which will rise upwards. As it rises, you need to jump off back to that central platform before you get squashed up against the spikes. If you spend too much time down there before heading back up, you may also need to watch out for the air bubbles emerging to your right, which can be produced at such a rate that you can easily suck one up without intending to. This will briefly stop you, and could cause you to get squished. If you mess up and get stuck down there, with the platform already having taken off, you'll have missed your chance and will have to settle for the normal route. Tough luck.
With that done successfully though, climb back up to the top, using the rocks on the left and you'll find that on the surface of the water, the switch you pressed has created a small little rectangular platform, a one-off object, which, when you land on it, will carry you across the water to the right. As you travel, there's a wide load of spikes across the floor far below you, so where you're being taken is impossible to get to by any other honest means. You'll arrive at a ledge on the far right side, and you should jump off immediately because the platform will fall when it reaches its destination. From there, you can take a short trip right across the top of the stage and find the exit at the end, whereas the regular route will wind up and down and back and forth below, and will roughly take you about a minute longer.
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#1. Comment posted by qbj on Wednesday, 16th December 2009, 9:38pm (UTC)
This is fascinating! I would never have found it myself. It's not much practical use though, since if you take this route it seems to be impossible to get enough rings to get the bonus level.
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Point #2
Coming up to half way through Act 1, BEWARE when you encounter this first chain of platforms that move around a circuit in this large room above water. You'll come in from the left, but if you immediately stand on one of the platforms there, it'll take you up and crush you between it and the spikes on the ceiling. What you want to do is walk right off, and then hop up the downwardly moving platforms on the other side of the room. At the top, there's a button you can press that will open up the path in the water, below. Beware of a similar section in Act 2 aswell, described in Point #4.
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Act 2View the complete map of this act, in .PNG format.
Labyrinth Zone Act 2 Map (PNG format, 764kb, 2304 x 1024, Last updated 10 February 2009)
Plenty more submerged passageway goodness in Act 2.
If you've got numbers following you, you're running out of air! Look for the big bubbles. And also, to best deal with these Unidus badniks, move away from them so that they're no longer on-screen, and then return to find that they will have magically lost some of those annoying spikeballs.
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Point #3
About a minute or so into Act 2, you'll spring up into this large open room above water, with lots of small platforms dotted around the space. The exit is on the top right hand ledge above a spitting gargoyle head, but there's a door there that will remain closed until you find and press a hidden button. This button is actually located behind a 10-ring item box, positioned on a central platform in the area.
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#1. Comment posted by fishypoo on Monday, 15th June 2009, 2:23pm (UTC)
Just after this giant cavern you come to a place where you have to press a button which opens a horizontal sliding door. There is a glitch here that allows you to skip the rest of the level.
To utilise it, you have to get to the other side of the button without triggering it, then gently jump back, so that you land on the first block of the sliding door after pressing the button. Sonic will disappear into the wall. Press and hold left just after he vanishes and you should appear at or near the goal post.
Sometimes you can pass the post without triggering it. You will have to cross it the wrong way in order to finish the level.
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Point #4
Just before the end of Act 2, you'll find its one and only set of platforms that move around on a chain system, as in Act 1. Like the first instance there (as mentioned in point #2), you'll need to be very careful on this one too, because the same crushing hazard exists, and you need to know about it beforehand in order to avoid it successfully. After tackling a Unidus badnik, you'll hop on the platform system underwater, which takes you up toward the surface, in an anti-clockwise direction. There's a set of downward spikes beneath a platform in the top right hand corner of the circuit. The small platform you're standing on will crush you into these if you stay on it. Fortunately, there's another chain of platforms overlapping the top right hand corner, this time leading clockwise, and you can step off onto one of these platforms just before you reach those nasty spikes, which will take you left and upwards, bypassing them safely.
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Act 3View the complete map of this act, in .PNG format.
Labyrinth Zone Act 3 Map (PNG format, 3.82mb, 4289 x 1024, Last updated 10 February 2009)
Difficulty on the main route. Read point #6 and take the easier route.
More difficulty on the main route. Do yourself a favour and take the easier route in point #6.
Yet more difficulty on the main route. Haven't you read Point #6 yet?
Main route, still. Hit that button to reverse the direction of the platform circuit to anti-clockwise, to proceed.
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Point #5
Act 3 gets larger and more difficult, in a big way. Right at the start, you'll find yourself forever falling down this water chute, which will go on and on, repeating for eternity unless you can successfully leap off it at the right time, to a ledge on the left hand side. There are actually two ledges, but the higher of the two contains only a blue shield, and no exit. The lower ledge contains a button, that will open up the wall opposite it. To get on it, wait until you're thrown to the right side of the water chute, and just after you see the first ledge on the left, hold the right directional button and press jump simultaneously. If done correctly, you'll land on the lower one, where you can hit the button and then jump right, over the water. Try and go through the small waterfall that's emerged, careful not to actually land in the water, because then you'll have to start over. It's tough, but you get the hang of it eventually. This section loops repeatedly, so when you reach the bottom of the water chute, you're seamlessly dropped off back at the top without even realising it. So if you mess up, you'll be able to try again and again until you get it right.
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Point #6
Other than the Act 1 shortcut, the only real piece of alternative routing going on in this level is here, in Act 3. Avoiding most of the really hard stuff, you can actually take a hidden shortcut that takes you right to the last checkpoint, through a low passage along the bottom of the act. Land on that loose block in the path, and you'll fall down to the beginning of this hidden route, which will kick off with a segment where the water current will force Sonic down a tunnel, and he'll latch onto poles. To release him, press a jump button, but not before moving down a bit, to avoid flying straight into a set of spikes to your right. Alternatively, you can carry on along the original right path, and you'll be taken along the far longer, more challenging route, winding in all directions. Your choice.
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Point #7
Having followed the quicker route, you'll arrive in this large, completely submerged room, immediately after the current throws you from pole to pole. The exit is up on the right ledge, but once again, it's blocked by a closed door. The button to open it is high up on a small platform, just below the ceiling of the large room. You need to use a powerful red spring on a lower, central platform to get up there, but it requires reasonable accuracy to get right, due to the small size of the button's platform. Approach the spring from the right, not the left, and there are bubble clusters at the bottom, if you need them.
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Point #8
Both routes meet at this point, next to the final checkpoint. You'll find three floating blocks sitting on the floor, and the water level will begin to rise as soon as you approach the area, taking the blocks up with it. You need to get up there too, so the block you want to be standing on is the far right one. The left and middle ones will eventually collide with ceiling spikes further up, so whatever you do, make sure you don't stay on either of those. If you miss or fall off the block, the water level will drop them back down to the floor for you, so you can get back on. Step off the right block as soon as you arrive at the steps on the right wall, and climb those upwards. The water level will continue to rise, chasing you up there, and the right block will actually collide with a flat bit of ceiling, so make sure you don't stay on it. This steep vertical passage will carry on up for a long way, with the water following you up. There are no rings, but there is a shield to the left, just before your encounter with the boss...
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Boss
Boss
This boss is unlike most others in the 16-bit series, in that you don't actually have to hit Eggman at all. He'll just move upwards, and you simply need to follow him up the rocky, vertical path, filled with spitting gargoyle statues and the poking spears, plus the added obstacle of a constantly rising water level that follows you closely, and will probably overtake you, sooner or later. At that point, you need to survive the slow water mechanics while you continue to dodge the obstacles. It's not that hard, as long as you're both quick and careful. Don't worry if Eggman goes off-screen at any time, the only thing that's hurrying you along is the water, and the fact that there are no air bubbles to keep you alive, so get to the surface ASAP. At the top of the path, Eggman will be waiting for you, but instead of putting up even the smallest of fights, he'll just flee. Beam him one if you like, but it won't matter.
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#1. Comment posted by Evan on Thursday, 16th April 2009, 5:57am (UTC)
If you hit eggy the typical eight times, you will end up making his machine start coughing up smoke like it would if you beat anyone of the other bosses. However, this doesn't affect the "boss" at all. It's only for show.
#2. Comment posted by yasin on Wednesday, 1st July 2009, 12:35am (UTC)
labyrinth zone used to have no water and a diiffrint backround
#3. Comment posted by Dan on Monday, 3rd August 2009, 2:51pm (UTC)
I didn't know you don't have to hit him. This is the furthest I have gotten, because I try to hit him and hit an obstacle instead. I might be able to beat this part now, thx!
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Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc.
View/add general notes for Labyrinth Zone (3)
#1. Comment posted by Chris on Friday, 11th July 2008, 11:28pm (UTC)
Labarinth Zone was ment to be the 2nd zone, but the Sonic Team didn't want a sudden spike in difficulty, so they changed it ti the 4th level.
#2. Comment posted by yasin on Sunday, 28th June 2009, 11:39am (UTC)
labyrinth zone use to look emptyand looked like the zone it self
#3. Comment posted by yasin on Thursday, 2nd July 2009, 7:39pm (UTC)
labyrinth zone use to have no water and a diffrent backrouned
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Last Updated
Content for this page last edited:
13th April 2009

Files last uploaded for this page:
1st January 2009

Recent Notes
Point #1
Posted by qbj on 16th December 2009

Boss
Posted by Dan on 3rd August 2009

General Notes
Posted by yasin on 2nd July 2009

Boss
Posted by yasin on 1st July 2009

General Notes
Posted by yasin on 28th June 2009

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