Scrap Brain-Sonic the Hedgehog
Scrap Brain Zone
The first central headquaters of Dr. Eggman's empire is one of the toughest Sonic levels in existence. Acts 1 and 2 of this Final Lab are set in and around a giant, grimy industrial factory loaded with traps, while Act 3 is set beneath the base, and more resembles the underground water caverns of the Labyrinth Zone. Unlike the other levels of the game, each act has a different appearance, and structures and obstacles vary too.

Game: Sonic the Hedgehog

Stage Number: 6

Level Division: 3 Acts

Boss: None

Playable Characters: Sonic

Difficulty Rating: 5

Music: ..contributed by guest writer Flint
The final proper level where Sonic is knocking at Robotnik's door gains a fitting tune. The zone's theme is for the most parts an energetic, even aggressive tune, dominated by strong drums and a simple melodic lead. It sets the perfect soundtrack for Sonic's final, desperate navigation between the traps to reach his rival. But then comes in the chorus of the song - a noticably more upbeat, softer and melodic tune enters the air, yet still retaining the drums of the first part. It's an interesting clash of moods. As a trivia note, this song out of all the tunes in Sonic 1 also goes on for the longest before the loop winds back to start. Same music for all 3 acts.

Typical Length:

Act 1: 1 minute, 30 seconds - 2 minutes, 30 seconds
Act 2: 2 - 3 minutes
Act 3: 4 minutes on the main route, around 1 minute on the shortcut

Available Items:

Rings Checkpoints 10 Ring Item Box Shield Item Box Invincibility Item Box Speed-Up Item Box Extra Life Item Box
Act 1 197 2 11 4 0 0 0
Act 2 153 0 10 2 1 0 2
Act 3 108 2 6 0 0 0 1

Scrap Brain Zone Downloads:

Level Maps: Act 1 map (.png)
Act 2 map (.png)
Act 3 map (.png)
Art: Official badnik art (.jpg)
Unofficial level artwork for Zone: 0 (.jpg)
By artist Ricky Earl
Top Tips
- Scrap Brain's difficulty lies in its relentless amounts of traps to contend with, and they can pop up when you least expect it, so ideally you'll want to take most of the level fairly slowly, and not go rushing into anything. Ensure that you know the pattern of each kind of trap and how to deal with it, and then it's just a case of working on your skills, in order to be able to deal with multiple traps at a time.

- Act 3 is essentially another Labyrinth Zone. There is a long stretch of underwater activity in it, and good management of air supply is absolutely crucial to your survival. You don't really get as much chance to suck up air bubbles as you did earlier in the game, so stop and wait for one to emerge on every cluster you find, while at the same time being careful not to run into any traps, as being underwater seriously affects your movement. If you want to make short work of this, then read about the shortcuts I've described below.
Artwork by Ricky Earl, for Zone: 0.
Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc.
View general notes for Scrap Brain Zone (10)
#1. Comment posted by Ajavalo on Monday, 25th February 2008, 10:33pm (GMT)
You must say this:
1º.At the end of the act 1 there isn't a special ring.
2º.At the end of the act 2 there aren't points and there isn't a special ring.
3º.Scrap Brain act 2 and Final Zone are in the same map.
#2. Comment posted by Chris on Saturday, 12th July 2008, 12:30am (BST)
The music in this level was used in "Super Smash Bros. Brawl" on the Green Hill Zone Stage.
#3. Comment posted by Michael on Saturday, 30th August 2008, 11:07pm (BST)
One point to maybe make in the info about the soundtrack is that it appears to be an homage to the ending theme from Blade Runner! (The anime The Big O also features a variation of the tune)
#4. Comment posted by Philip on Monday, 14th February 2011, 6:01am (GMT)
You know, i just love challenges, espicially Sonic ones. Act 1 is fairly hard, but faily easy, but act 2 is the real challenge with obstacles every. It is good but bugs me. Act 3 is moderate, a simplified version of Labyrinth zone, my favourite level.
#5. Comment posted by Anonymous on Sunday, 3rd June 2012, 3:55pm (BST)
there is a deleated item in this zone.
#6. Comment posted by Da RoMan!!!! on Sunday, 23rd June 2013, 12:06pm (BST)
I find Scrap Brain Zone easy! I can do act 1 in 54 secs, act 2 in 52 secs and act 3 in 27 secs.
#7. Comment posted by Anonymous on Tuesday, 25th June 2013, 5:29pm (BST)
You spell it headuaRters, with that R that you missed on the start of the page. (Probably when losing your rings, this zone is damn hard...)
#8. Comment posted by Anonymous on Thursday, 18th July 2013, 4:00am (BST)
i love this zone
#9. Comment posted by Anonymous on Thursday, 18th July 2013, 4:01am (BST)
why isnt there a map of Final Zone here?
#10. Comment posted by Anonymous on Sunday, 2nd November 2014, 4:33pm (GMT)
Scrap Brain Zone was the zone I hated the most as a kid. I always died in Act 1 because of those damn bottomless pits. Thankfully, after years of careful practice, this level is easy to me, now.
Hide Notes
Appearance
Scrap Brain is the only Zone out of both Sonic 1 and 2 to sport completely different backgrounds in each act. Act 1 has you on the outside of Robotnik's huge factory empire. A grimy and depressing place, the area is abound with huge dull coloured buildings with neon lights that slowly change colour, and the closer ones have a futuristic look to them. In the distance are tall towers with funnels that occasionally produce blasts of fire, and the sky is a putrid brown, polluted and violated.
The ground around you is largely a very dull green coloured mass of technological gubbins. This includes basic square plates, pipes, flashing meters, chassis and areas of black and yellow danger signs. Act 2, which takes you inside the factory, carries a similar theme, and the background is a wall made up of giant green plates with much of the same technological piping and gizmo's. There are no extra bits of decoration to speak of; This zone is cold, hard, and straight to the point. Act 3 meanwhile, is a slab of the Labyrinth Zone. The only difference is the colouration, as it now conforms more to the Scrap Brain style. The rocks Sonic stands on are grey, while the stone wall in the background is a kind of slimy green colour. Both the hanging vines and the water are now a polluted purple too, but all the other visual traits are essentially the same.
No notes have been posted in response to this section.
Hide Notes
Structure
Quite a large, long level, and Acts 1 and 2 have several different routes across them. Some take you through small, very enclosed corridors that contain one deadly trap after the other, and then there are more open spaces, demanding expert timing from your platform hopping abilities. Being based outside, Act 1 is naturally more open, and there are no enclosed ceilings at the top of the stage, unlike the internal factory of Act 2. The paths in Act 1 all lead in a dead-set right direction, piled up vertically, and they break up into three, and eventually four different routes. By contrast, Act 2 has two main routes, but they alternate between long left and right stretches of enclosed passages. This act also loops vertically, so if you take a transport tube at the bottom of the map, you may seamlessly arrive at the top, even though it'll appear as if you've gone downwards. The road surfaces in both are all basic and flat, save for some regular gentle slopes, which are most noticeable in the cramped corridors. Even though the ground mass is very solid and chunky, beware of bottomless pits right at the start of Act 1, and a large open area where you can fall to your death towards the end, though Act 2 is perfectly stable in this respect. Both acts end with a series of thin mesh ledges across a large vertical passage, positioned on alternate sides so that you can climb them up or down. All of the routes lead into this section at different points, but in Act 1, you need to make your way upwards on the five ledges. Act 2 has nine ledges, and this time you'll find the exit passage at the bottom.
The third act is completely different, and instead follows the same structural pattern as the Labyrinth Zone, in addition to looking like it, and containing the same features. Same rocky pathways and steps, creating an intricate series of tunnels that lead in all directions. As before, you just need to try and navigate your way through them and pass the traps, though this time there are tonnes of hidden shortcuts to discover, thanks to the unique layout. The entrance and exit are actually quite close to each other, positioned in the top/middle of the map. The main route leads you a long way around the stage, going anti-clockwise in a large circle, so there are several places where you can cut corners. Of course, lets not forget about the immense supply of water too, this time grimy and purple. There's a long, entirely submerged section that occupies most of the main path, so you'll need to make lots of stops for air. Remember that Sonic's speed is reduced underwater, and he'll run out of air in 30 seconds, so keep topping him up, using the large bubbles that emerge from the bubble clusters.
No notes have been posted in response to this section.
Hide Notes
Obstacles and Features
..Where to start? Well, many pits are given red and grey hatches on top that open and close rather hastily. Slip through, and you may fall to your death. In open areas, they're easy to jump over, but in narrow corridors, you'll have to get your timing just right so that you jump and land on them as they're closing, and then get across to stable ground as quickly as possible. Blasts of fire will periodically burst out of open pipes in the ground or ceiling, and these are sometimes positioned at the far ledge of these hatched pits in narrow corridors, making life even more difficult. Timing needs to be crucial there.
In Act 1, there are four instances of these rather imposing sections whereby long mesh blocks threaten to crush you as you attempt to move past them through a stacked series of internal corridors. There's one on each route, so there's no escaping them unfortunately, and you need to work out the correct pattern of movement in order to get past each block. They move in a square-ish formation within the boundaries of the space on the left, which is sloped at the bottom. You start at the top, landing on the block. Each block will move in the following pattern; down, left (along the slope), upwards and then back to the right. When it starts moving down, walk to the left and drop into the space, getting over to the far side where you'll be safe from the block. Wait until it moves up and along to the right, and then start walking to the right with it, so that you can squeeze underneath and drop into the gap below, before it comes down again. There will be three of these blocks in succession before you're allowed out of the area, at the bottom. It's tough at first, but once you get the pattern nailed down, you can do it again and again with few problems. Just be quick, and if you're new to it, watch the way the block moves first, to plan your strategy.
You'll also encounter strings of periodically spinning mini-platforms, either in open areas or replacing the ground in corridors. These also require strict timing as you can't land on them while they're spinning. They may be moving along a diagonal chain, in which case, they'll be spinning when they're moving along the lower side of the circuit, and will only be safe to stand on at the top side. Small electricity generators on the ground and ceiling will do what their name commands, and spread out small bolts either side of them at regular intervals. The amount of time for these intervals varies from section to section though, and watch out for these in narrow corridors especially.
Beware of simplistic looking crushing blocks that move up and down quickly, and touch buttons to open or close horizontal bridge platforms, and make various other fairly obvious changes to the surroundings. Long thin red bars that occupy a vertical passage can be used as platforms to get up, but they'll instantly pull right back into the wall very quickly the second you step on them, so be quick about jumping off. They'll re-emerge after a short time, if you screw up. Small square platforms will disappear and reappear, and thin doors with flashing lights on them tend to allow you to go in one direction, but not the other.
Common to Act 2 only are spinning circular cogs sitting in the air, which will reappear regularly in one form or another throughout the whole series. Jump on the top half and Sonic should start running around the edge of it, sticking to it until you jump him off. If you hit your rolling move, you can actually charge up speed on these things, and then go flying off them on the jump. There are stationary black and yellow platforms nearby, to support you. Also home to Act 2 are the obligatory horizontal conveyor belts making their series debut, positioned as separate platforms in the air, or linking two far ledges, and these will force Sonic either left or right. Use the opposing directional button to fight them, and ensure that you AREN'T sent heading straight for that giant circular saw ahead of you. These saws will move up and down over the conveyor belts, and more free ones will be seen flying across certain areas of low ground in the narrow passages, making you vulnerable when standing in the slight dips. Also watch out for swinging spikeballs on chains, and use those time-machine looking transport tubes to speed your way up or down to the next floor, either in a straight line, or with a couple of sharp curves in the middle. You can't go back afterwards, mind.
Act 3, the Labyrinthian portion of the level, contains the exact same features as the Labyrinth Zone, earlier. Spikes, spitting gargoyles, 360 degree swinging spikeballs on chains, spears and crushing platforms etc, and they're used even more relentlessly here. Adding insult to injury, clusters of bubbles on the ground seem to produce those large air bubbles alot less often than they did before, and the clusters themselves also seem more scarce. See the Labyrinth page for more info about these obstacles.
The factory has three types of badnik. There's Caterkiller and Bomb from previous stages, and also Ballhog, who will sit on the far sides of the alternating ledges at the end of Acts 1 and 2, throwing little yellow balls that bounce along the slopes until finally exploding. Act 3, same as Labyrinth again, holds Burrowbot, Jaws and Unidus.
#1. Comment posted by Adam on Friday, 5th August 2011, 10:01am (BST)
When running past the crushing blocks, you have to trust sonic - he's fast enough but you must time it right. Don't try to roll because towards the end of your roll you will lose a huge amount of speed. Also, there is a glitch with the mesh blocks. When it's fully extended, stand far on the right, right next to the wall and crouch. As it moves up and tight, you (still crouching) will go through the wall. Not much of a shortcut at all though.
#2. Comment posted by Anonymous on Sunday, 12th February 2017, 11:52am (GMT)
Actually, there is a way to avoid hitting any of the mesh block sections of Act 1... at Point #1, make sure you stay on the topmost route, to where the ring box and shield are. From there, take the three spinning platform chains up to the top of the map. From there, you should see four spinning platforms bridging two sections. Drop through these platforms (you can catch some rings here if you stay close to the left-hand section of this drop), get past the Caterkiller, go though the tunnel and across the two red and gray hatches, then go up to the route described in Point #3 to get to the end.
Hide Notes
Your first obstacle is classic leap-over-the-pits-of-death style platforming. There are two opening and closing hatches in the floor, both of which lead to bottomless pits. Avoid.
Checkpoint number 1 on the middle route. If you have to come back here after losing a life, exit the area very carefully as these electricity generators may catch you without a ring.
This is part of the lower, arguably more dangerous route as it contains eight crushing blocks and a couple of death drops over those hastily-withdrawing red bar platforms, along with plenty more obstacles for good measure. Use this route only to smugly prove your expertise at this game.
At the end, Ballhog badniks are responsible for flinging these harmful yellow balls at you, which bounce their way down these slopes and can be quite the nuisance.
#1. Comment posted by Bcadren on Wednesday, 11th June 2008, 2:07am (BST)
Personally, I've always taken the Lowest Route on Act 1. Its the hardest, but once you're good, its also the fastest!
Hide Notes
Point #1
Near the start of Act 1, after those nasty, instant-death pits, you'll arrive at this rotating circle with a hole in it. You can press that button to change its direction to clockwise or anti-clockwise. This is important because it decides whether you take the bottom route through the rest of the act, or the top/middle routes. There are exits on the right and bottom of the circle, and when you step inside the circle's hole, you'll be thrown out the first exit it comes to. If you want to get through this level with the least amount of hassle, then for the love of God don't take the bottom route. It consists of a narrow corridor filled with eight crushers, one after the other, and then bottomless pits at the end. When you first arrive at the circle, it'll be spinning anti-clockwise, so make sure you hit that button once, to ensure you are sent out to the top routes instead.
There, you can either carry on right to go the middle route, or hold left to stop your momentum after being thrown out of the circle, and use the spinning platforms to get up to the top, which is probably the safest path through the stage. Towards the end of the top route, another rotating circle will break it into two paths, the lower of which will converge with the middle route.
No notes have been posted in response to this section.
Hide Notes
Point #2
After the checkpoint along the middle route in Act 1, you'll travel on this chain of platforms. Immediately after that, there are three sets of platform blocks that will disappear and reappear at regular intervals. At the end of the chain, if the platforms blocks are not visible, keep jumping back to the small platform behind you in the chain, so that you stay in the same position on the end, until the blocks reappear. Quickly hop along the next two after that.
If you fall off, you'll land into a pit below. There are electricity generators on the right, and a smaller pit on the left, which contains another generator, and more blocks to climb your way back up. Hit the button to draw a bridge that goes across the opening to this smaller pit, which will provide a surface for you to stand on, to try and jump back up to the chain of small platforms. The bridge opens up again after a few seconds, so you'll need to hit the button again to close it, if you haven't managed to get back up yet. Getting back up is quite tricky, in fact, as the platforms will be spinning when going along the bottom of the chain, and cannot be stood on. Take a run up at it, and try and time it so that you jump into a gap between two of the platforms, and aim to land on one as soon as it's stopped spinning, on the lower left hand side of the chain. Be careful, as it's possible to actually get crushed between two of them at the wrong angle.
No notes have been posted in response to this section.
Hide Notes
Point #3
At the end of the middle route, you'll find yourself in this brutal situation where there are two sets of four spinning platforms in a narrow corridor, both with an occasional blast of flame coming out of the ceiling at the end. This takes expert timing, and if you slip through, there will be another couple of platform chains below, which belong to the lower route. However there's not much guarantee you'll be lucky enough to land on one, and below that is instant death, I'm afraid. First, what you need to do is wait until the flame at the end stops blasting, obviously. Then, be ready to jump (not walk) to the last couple of platforms on the far right as soon as they stop spinning, then walk on. If you really don't like this bit, then it might be an idea to instead drop down the opening and closing hatches that you passed a little way before this bit, for next time. That will take you to the end of the lower route, where you can pass along those platform chains perhaps a bit more safely.
No notes have been posted in response to this section.
Hide Notes
Lines of platforms like these will spin, 'Mexican Wave' style, so run along quickly between the waves, or you'll slip through.
Similar to Point #3, you need to time this carefuly so that you only jump across when the hatch will be closed and the fire is off, obviously. You'll be left in a small pit with a nasty electricity generator if you fall through, and will have to wait for the hatch to open to get out.
Crusher + conveyor belt? A scary combination. You'll find this on the alternate route, which starts at the top of the first room.
A large room towards the end of the main route offers conveyor belts as platforms, and a few moving circular saws thrown in, just to make it that little bit harder. This is the final level, afterall.
#1. Comment posted by Oobo on Monday, 5th May 2014, 1:50am (BST)
Oh, if hell was made of sawblades...
Hide Notes
Point #4
Act 2 has two main routes. When you get to these two cogs at the start, hop up to the two platforms above them and press the button on the top one to open up a bridge on the right. Proceed along this path and walk into the transporter. It appears to take you downwards, but what it's actually done is brought you to the top of the map, where this route takes place. If you want to explore the alternate route, taking place along the bottom half of the map, you need to carry on going up the cogs and platforms at the start. At the top of this large room is another button on a platform, which opens up another drawbridge, leading to the low route.
No notes have been posted in response to this section.
Hide Notes
Point #5
If you take a good look at the map, you'll spot a secret corridor along the top, filled with collapsing floors but a fair few extra rings, offering a quicker route straight to the last path toward the end of the act. It originates at a transport tube coming from the normal route, which ordinarily drops you off in the corridor and room just below it, but the big secret is that it also carries on up to this hidden floor above. This eluded me for some time, but in order to make the tube take you up there, it stipulates the highly unusual condition that you must be holding at least 50 rings when you enter it. At Point #4, take the normal, lower bridge and follow the route through. The tube is the third one you come to and there should be enough rings around for you to have collected 50 and go straight up to the hidden path, though you can't really afford to lose any along the way, which can be tricky. If you don't quite have 50, then not to worry, it'll take you to the floor below, but there are 26 rings available in this following corridor area - you can grab these and then return to the transport tube, and it can still take you up. Just be careful of the fire and a nasty circular saw at the far end, and don't go out of the corridor, or a door will close behind you.
No notes have been posted in response to this section.
Hide Notes
Point #6
If you didn't take that alternative shortcut, you'll encounter this small bit. That electricity generator will never stop producing electricity long enough for you to get through without getting hit. While running, hit down to roll under it, but be aware that there is a crusher waiting for you, just down the steps afterwards.
No notes have been posted in response to this section.
Hide Notes
Point #7
Just after Point #6, and just before you make your way into the tall room with the mesh-based ledges, you can access this set of hidden goodies by climbing the left hand wall opposite the switch and draw bridge.. if you have the patience that is. You see, in order to climb the wall, you need to use small platforms that appear and disappear along it. The difference is, these platforms spend a considerably larger amount of time not appearing than they do appearing. They're gone for about 15 seconds in fact, and then stick around for only 1 or 2. You can see them when you're standing on the path below, but to make matters worse, you can't reach them from there, you can only get to them by jumping from the step that's to the right - but you can't see them from there to know when to jump. You'll have to count for 15 seconds yourself just after they disappear, then get in position and prepare to blindly leap across on the 15th second and hope that the block is there to catch you. Then, quickly ascend up the others as they appear too. You can roll right into the item boxes for some serious bonuses. Hope they were worth it.
#1. Comment posted by Michael on Wednesday, 14th February 2018, 3:38am (GMT)
Eighteen seconds, not fifteen.
Hide Notes
Point #8
Upon completion of Act 2, the screen will pan to the right and the Final Zone music will hit, though don't get too excited because you're not there just yet. This is just a cut-scene (technically the first, ever). Proceed along the path and you'll find Eggman standing there having a giggle. He's behind a barrier protecting him from you so no wonder he's so happy. He leaps on the button in front of him, which breaks up the path Sonic is standing on. Though you have full control over your hedgehog, you can do nothing but let Eggman send you plummeting down to the forgotten caverns that lie beneath the base.. where it is anything but fun.
#1. Comment posted by Adam on Friday, 5th August 2011, 10:09am (BST)
If you play in debug mode you can have some fun by passing through the wall to not fall down! (debug: at title screen press up C, down C, Left C, Right C, hold A + start!
Press B to transform into a placeable object eg. an item box. Have fun!
Hide Notes
Dropping down the huge room on the far left side of the act.
Burrowbots springing out of the ground can be as much of a nussiance as ever.
#1. Comment posted by Anonymous on Saturday, 7th February 2009, 5:16pm (GMT)
In act 3 there is a very large shortcut/glitch, at the begining, press the button and run on the sliding platform. DO NOT FALL UNDER THE PLATFORM!!! Go up on the blocks with the burrow bot. walk under the fire spitting statue. run to the right until you run through the wall. push on the sliding platform. (tons of practice requierd). Try to jump through the walls. If your lucky it'll push you to the springs at the end. thanks to to this glitch it took me 15 seconds to reach the goal.
#2. Comment posted by Cruizer on Sunday, 25th October 2009, 2:39pm (GMT)
This glitch only works with versions that have the "spike bug" glitch (where you land on spikes and lose rings, then land on more spikes and die).
Hide Notes
Point #9
Act 3 starts in an extremely unorthodox fashion, as I think for the only time ever, you actually begin your journey going left instead of right, and the start isn't on the far left side of the map, it's in the top middle, and you have to work your way down and around. Touch the button to send the one-off structure on the left diagonally downwards, until it meets with the main path. You'll encounter obstacles before rings here, so be ready. Alternatively, you can run right off the structure and fall down the gap underneath, before it reaches its resting point, where you'll find the start of a major shortcut. This clever little route contains a few gaps in the path, but avoid them all and carry on across them, until you arrive at the final, small gap which you have to drop through. You'll soon find your way to the end of the act, which is actually just to the right of the start, and the whole thing can take under a minute to complete! If you drop through any of the gaps on the way, you'll take one of two new sub-routes that rejoins the main one at a certain, earlier point. This will take longer, but they're still both very big shortcuts anyway.
#1. Comment posted by metropolisishard on Monday, 23rd January 2012, 1:18am (GMT)
you can get crushed if you are trying to go to the shortcut and the structure catches up with you
#2. Comment posted by SonicTailsKnuckles on Thursday, 24th January 2013, 1:48am (GMT)
@metropolisishard don't worry. You won't get crushed.
Hide Notes
Point #10
Along the main route, you'll find a massive room, containing a few spiked platforms. Basically, you want to drop down and head right, in order to get out. The room is entirely submerged underwater though, and there are only three bubble clusters around, two located at and near the bottom, and one on a platform at the top entrance, which becomes inaccessible after you've fallen. Try and drop down to the ledge shown here, with a spring on it, just above the bottom floor. If you go left from there, you can find an extra life across the other side of the gap, which will probably come in handy. Otherwise head right and hit the button to open the exit door, and then head downwards where you'll find one of those wonderful checkpoints. Watch out for the crushing platform on the way, next to the bubble cluster.
No notes have been posted in response to this section.
Hide Notes
Point #11
In the main route, you'll be thrown through a twisting passage by the water current, and then fall down a short narrow shaft. At the bottom, you'll land on a rising platform which will lift you up and try and crush you into the ceiling spikes above, if you let it. What you need to do is quickly step off to the left as soon as you land on it, into the small gap with the bubble cluster, then carry on right when the platform has risen.
View Notes(0)
Go to..
No notes have been posted in response to this section.
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Point #12
After getting out of the water on the main route for a brief while, you'll go back into the final pool of H2O, where there are only two bubble clusters, located, rather pointlessly, right at the beginning and end of it, each just below the water's surface. When you find the one at the end though, you can't tell that the surface is just above you. Given the poor rate of large bubble secretion from the clusters, if you've got a countdown going, I'd suggest you just hop up the steps to the surface. Otherwise, the bubble will, in either typical annoying fashion or typical "My GOD, that was close!" fashion, appear just too late, or just in the very last few available mini-seconds, respectively. Above the surface, you've got a couple of tricky spikeball chains to negotiate, and then instead of a boss and animal capsule, as per usual, there are a row of red springs. Use them to bounce up to the top of the screen, and this hellish maze of Satan will end abruptly, catapulting you back up to the factory where you will come face to face with Robotnik for the final showdown. See the Final Zone section for some final boss details. Good luck!
#1. Comment posted by metopolisishard on Monday, 23rd January 2012, 1:22am (GMT)
the final showdown...there is a sonic 1 hack named that.
#2. Comment posted by Anonymous on Wednesday, 23rd November 2016, 3:31am (GMT)
I always hated the plot of that hack... genuine fanfiction garbage right there.
Hide Notes
Miscellaneous Notes
- Early versions of the Scrap Brain Zone were named (perhaps more appropriately, for Act 2), the "Clock Work Zone". Well actually, if you want to get technical, the original level title actually reads "Clock ork Zone". The missing W is just naturally assumed, seemingly because it wasn't in the list of useable characters for the level titles at the time. Good reason to change the name, I suppose.
#1. Comment posted by Reckoner on Tuesday, 15th July 2008, 10:42pm (BST)
About the note on "Clock Work Zone," the W is not just an intuitive assumption. The name also appears in full in an early level-select menu screen shot, which can be seen at: http://info.sonicretro.org/Image:S1StageSelect.jpg
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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 general notes for Scrap Brain Zone (10)
#1. Comment posted by Ajavalo on Monday, 25th February 2008, 10:33pm (GMT)
You must say this:
1º.At the end of the act 1 there isn't a special ring.
2º.At the end of the act 2 there aren't points and there isn't a special ring.
3º.Scrap Brain act 2 and Final Zone are in the same map.
#2. Comment posted by Chris on Saturday, 12th July 2008, 12:30am (BST)
The music in this level was ised in "Super Smash Bros. Brawl" on the Green Hill Zone Stage.
#3. Comment posted by Michael on Saturday, 30th August 2008, 11:07pm (BST)
One point to maybe make in the info about the soundtrack is that it appears to be an homage to the ending theme from Blade Runner! (The anime The Big O also features a variation of the tune)
#4. Comment posted by Philip on Monday, 14th February 2011, 6:01am (GMT)
You know, i just love challenges, espicially Sonic ones. Act 1 is fairly hard, but faily easy, but act 2 is the real challenge with obstacles every. It is good but bugs me. Act 3 is moderate, a simplified version of Labyrinth zone, my favourite level.
#5. Comment posted by Anonymous on Sunday, 3rd June 2012, 3:55pm (BST)
there is a deleated item in this zone.
#6. Comment posted by Da RoMan!!!! on Sunday, 23rd June 2013, 12:06pm (BST)
I find Scrap Brain Zone easy! I can do act 1 in 54 secs, act 2 in 52 secs and act 3 in 27 secs.
#7. Comment posted by Anonymous on Tuesday, 25th June 2013, 5:29pm (BST)
You spell it headuaRters, with that R that you missed on the start of the page. (Probably when losing your rings, this zone is damn hard...)
#8. Comment posted by Anonymous on Thursday, 18th July 2013, 4:00am (BST)
i love this zone
#9. Comment posted by Anonymous on Thursday, 18th July 2013, 4:01am (BST)
why isnt there a map of Final Zone here?
#10. Comment posted by Anonymous on Sunday, 2nd November 2014, 4:33pm (GMT)
Scrap Brain Zone was the zone I hated the most as a kid. I always died in Act 1 because of those damn bottomless pits. Thankfully, after years of careful practice, this level is easy to me, now.
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Content for this page last edited:
31st January 2009

Files last uploaded for this page:
26th July 2010

Recent Notes
Point #7
Posted by Michael on 14th February 2018

Features and Obstacles
Posted by Anonymous on 12th February 2017

Point #12
Posted by Anonymous on 23rd November 2016

General Notes
Posted by Anonymous on 2nd November 2014

Act 2
Posted by Oobo on 5th May 2014

23 notes posted on this page in total