SONIC LABYRINTH
for Sega Game Gear
FAQ/walkthrough by William Walker

This FAQ/walkthrough is copyright William Walker, all rights reserved. It was begun on February
16, 2003. Do not reproduce it for commercial gain or post it on another site without my
permission.

1. Introduction

Well, it's been a long and eventful week since I submitted my last FAQ/walkthrough for Sonic
Blast. I have so far submitted FAQ/walkthroughs for four Game Gear games: Sonic the
Hedgehog, Sonic the Hedgehog 2, Sonic Chaos and Sonic Blast. All have been posted within a
week (kudos to all you folks at game sages, you do a great job!) This is my fifth, for Sonic
Labyrinth. There are currently no FAQs of any kind posted for this game so I hope this
FAQ/walkthrough helps as many people as possible. I used to be a big fan of Sonic the Hedgehog.
I have nearly every Sonic platformer made for Genesis and Game Gear. I am planning to get to
work on Genesis games eventually, but first I wish to do FAQs for the last two Game Gear games
I own: Sonic Labyrinth and Sonic Triple Trouble.

Sega Game Gear is an old, portable system released about twelve years ago. It is meant for use on
trips and for light entertainment, and is powered by batteries, but can also be plugged into an
outlet with an adapter. This obsolete system has a lot of good games, including the Sonic the
Hedgehog series, which are almost the only Game Gear games I own. Sonic Labyrinth is a bit of
an oddball when it comes to Sonic games. It is 3-D, and you may think it is similar to Sonic 3D
Blast, a 3-D game for Genesis and Sega Saturn. However, it is not really. Sonic 3D Blast tried to
incorporate most of the main Sonic elements into a 3-D game, and was very successful at that.
Sonic Labyrinth does not have many things Sonic players will be used to, such as rings (except in
boss stages) collecting of the chaos emeralds through special stages, and even jumping. This game
is more maze-like than anything else. Your goal in each level is to race the clock to find three keys
and get to the goal, while avoiding enemies and traps. The levels are large and sprawling and
many are very easy to get lost in. That's why I'm writing this FAQ/walkthrough, though, to help
you master Sonic Labyrinth. It is an old game, but quite fun. I hope you enjoy it.

If you wish to e-mail me about this FAQ/walkthrough - to compliment it, suggest changes,
mention missing information or just wish to chat, I'd be welcome to it! I like being reminded some
people are out there who still play these old, old games and I like to get mail besides. Just be sure
to specify what you wish answered, and no stupid e-mails, thank you. My e-mail address is j-d-
[email protected] .

2. Basic Information

Sonic Labyrinth has no story per se, unless you read the manual (which I have long since lost). If I
remember correctly, the mad scientist Dr. Robotnik had stealthily replaced Sonic's super-fast
sneakers with a pair of diabolical mechanical boots that reduced his running speed to a walk.
Sonic put on the boots by mistake, and the only thing that can get them off are the four chaos
emeralds. The emeralds are in Robotnik's labyrinth, each in a different section and guarded by the
doctor's most devilish mechanical creations. So hop to it!

Sonic Labyrinth has four main worlds. Each world is divided into four levels. (The game calls
them zones, but I think levels is a better word for individual stages. Also, in other Sonic games,
zone is used to refer to two or three individual levels, so it might create confusion). The levels are
labeled by a numbering system identical to that in Super Mario Brothers and countless other
games, from 1-1 to 4-4. The last level in each world is a very different level from the first three; -4
stages are the only ones with rings, have no time to worry about, and end in boss battles. All the
other stages have you begin at a gate marked start. Your goal is to find three keys scattered about
the level and get to the gate marked goal with all three. When you do that, you complete the level.
You are racing against the clock. You get a certain amount of time to complete each level. If you
run out of time you lose a life and must restart the level from the beginning.

Also in each level are enemies and obstacles. The enemies move around using various patterns of
attack. Each time you defeat one you get a 5-second bonus. If you take a hit from an enemy or
obstacle with no keys, you incur a 10-second penalty. If you do have keys, you lose them all. You
can recollect them (they'll be scattered around the area where you got hit). You do not get any
time bonus for recollecting keys, though. If you don't or can't recollect them, they eventually
flash and disappear, returning to their original positions, and you must find them again. Each key
you collect for the first time gives you a 30-second bonus. Note that some keys are guarded by
enemies; defeat the enemy and the key will fly out to a nearby spot.

To control Sonic is fairly simple. The directional pad moves you in the direction pressed (since
this game is 3-D, all the buttons are used for movement). Press two buttons to move in a diagonal
direction. Note that Sonic's run is very slow, due to the effects of Robotnik's boots. The start
button pauses/unpauses the game. Press button 1 or 2 when standing still to initiate a spin dash,
Sonic's main attack. Hold down button 1 or 2 and arrows will appear above Sonic. These arrows
will multiply, starting at 1, increasing to 4 and going back to 1. The arrows measure the power of
your spin dash. You will roll the fastest when there are four arrows, and slowest when there is 1.
Also, move the directional pad around to aim Sonic in one of eight directions. Release 1 or 2 to
spin dash, rolling very fast in the direction you were pointing. This is how to defeat enemies,
damage bosses or get around quickly, but it can be difficult to control. If you are spinning, press
button 1 or 2 again and you will slow down - but will skid for some distance depending on how
fast you were going. The spin dash is critical to this game and I advise you to get used to it
quickly.

Levels have a lot of other things in them, such as springs, doors, teleports, bumpers, flippers and
conveyor belts. However, these will be covered in the walkthrough. I warn you, though, that in
worlds 3 and 4 (this is not possible in worlds 1 and 2) there are parts of the level that are in mid-
air. If you walk off a platform and there is no platform under it to land on, you will hang in the air
for a moment. Sonic will be flailing his arms like crazy; when you see this you must get back on
land within a second. If you do not, Sonic will fall onto some spikes and die instantly. Be careful
around places with no edging. Most platforms and surfaces in this game have edging, which you
cannot go through except by flying over it from above. If you spin dash into edging you bounce
off. If you hit it head-on, you bounce right back. If you hit it at an angle, you bounce off at an
angle.

Power-ups in this game are represented by little units of triangles. They constantly change into
five configurations and colors. Touch the triangles to get the power-up. What you get is
determined by the configuration of the triangles when you touch them. Here are the power-ups:

Power Sneaker - Increases your running speed temporarily for a fairly long time. Looks like two
blue triangles.
Invincibility - Makes you immune to enemy attack for a fairly long time. Looks like two red
triangles.
Chance - I'm not sure what this does, but it seems to do nothing most of the time. Looks like
three green triangles.
Hourglass - The best power-up most of the time, worth an extra 30 seconds on the timer. Looks
like three yellow triangles.
1-UP - Appears very briefly and rarely, if at all. Worth an extra life. Looks like four pink triangles.

At the end of each level you get scored. You are awarded a time bonus for how quickly you
completed the level. I'm not sure how time bonus is calculated from time remaining, but it is
expressed as km/h, and you get in points the number of km/h times 10. You also get a bonus. I'm
not sure what determines how many bonus points you get, or what determines it. At the end of a
-4 stage, you also get 10 points for each ring you had left. You also seem to get larger bonuses
after -4 stages. You get a 1-UP at 10,000 points, then 30,000, 60,000, etc.

The screen after the title screen is the options screen. Here you can select your gameplay mode,
and a few other things. Firstly, you can select whether you want to play a normal game, a time
attack, or configure a few things. Go to the choice you want and press button 2. Time attack
allows you to play a level that very closely resembles 1-2, and try to complete it as fast as
possible. There's not much point to it, but it can be fun. Normal game is just that - it makes you
play the standard game of 16 levels. Config lets you adjust the controls, your starting lives, and
listen to a sound test.

You can choose to begin the game with between 1 and 10 lives. There are unlimited continues,
too, but continuing means you must restart from the beginning of the world (the last -1 stage you
played). When you continue you have the same number of lives you started the game with. There
are two control modes: straight and slant. Slant adjusts the direction pad so each direction is
moves 45 degrees counterclockwise. I prefer straight but choose whatever one is easiest for you.
Sound test lets you listen to the various music and sound effects of the game. Press right or left to
listen to the 52 sounds (you don't need to press any button to activate them). Press button 1 to
return to the main choice. Press button 2 at any time to begin the game.

There is a level select in this game. At the title screen, wait for Sonic to come out of the labyrinth
and it to say Press Start Button, then press: up twice, right three times, down six times, and left
nine times in that order. The word Select will appear on the screen if you did it right. Go slowly;
you have plenty of time. Press start and the sound test will have been replaces by a level select.
Go to it and press right to adjust the number next to the Z (I'm not sure what the Z means). The
number determines your starting level (11 would be 1-1, 12 would be 1-2, etc).

3. General Tips

-Get used to spin dashing as soon as you can. You will need to spin dash a lot in this game, since
it is the only way you can attack enemies, climb up inclined surfaces or get around large areas
quickly. Get used to doing a short spin dash - just pressing your button, firing, and after
accomplishing what you wanted (hitting the enemy or going up the slope) pressing the button
again to slow down. Don't bounce around too much or go too fast.

-Don't defeat everything you see. The five seconds you get isn't worth the trouble. Don't bother
beating anything unless it's carrying a key or can be hit without disrupting your momentum.

-Always collect power-ups when possible, and always take Hourglasses. This is the best choice in
all cases, so I don't bother mentioning it in the walkthrough - you should always take an
Hourglass. 1-UPS are too difficult to get and take too long to wait for, Chance is very risky, and
Power Sneakers and Invincibilities, while okay, aren't worth 30 seconds.

-To ensure you get Hourglasses, don't just walk onto the power-up when the three yellow
triangles appear. Chances are it will change to something else in the time it takes for you to
recognize that the yellow is there and touch it. Instead, aim a spin dash at the power-up and
release it when you see the three yellow triangles. Getting a power-up stops all your momentum
so don't worry about bouncing around. This is an almost fool-proof way of getting Hourglasses,
provided you react quickly enough.

-Once you get used to spin dashing, do it incessantly - zipping along brief stretches to shave a few
seconds off your time. Sonic's very slow running speed makes spin dashing constantly absolutely
essential in this game. The downside to it, though, is that you go ahead faster than normal and it
can be risky if you don't know what's ahead, but it's usually worth the risk.

-Keep in mind that ledges and platforms are often above each other. The game's graphics don't
show it well, but by walking off the edge of a ledge, you aren't walking into oblivion - there may
just be a ledge right below you land on. In worlds 3 and 4, be extremely careful not to walk off a
ledge unless you are sure there is a ledge below. (In most cases it should be fairly obvious).
Stepping off a ledge - if you don't get back on it immediately - causes instant death. Beware.

-Avoid taking hits if you can. Depending on the area nearby, you may have difficulty recovering
your keys, especially if enemies or traps are still nearby. Losing your keys also wastes time and
can be disastrous if you can't get them back. The problem only gets worse when you have several
keys and only recover some of them, leaving you to wonder which ones returned to their original
positions and where to go to find them. Getting hit with no keys costs you ten seconds.

-Don't touch objects in levels unless you need to. Bumpers and flippers send you flying away at
incredible speed, which may seem cool, but just wastes time. Conveyor belts are quite powerful
and are best stayed away from if possible.

-Don't get too worried about the game or how well you do in it; just have fun and do the best you
can. If you're having trouble with a level or a boss, and you probably will sooner or later, it might
be a good idea to rest and regroup for a time. Do not get stressed out or overworried about this
game, which was never intended to do that.

-If you wish to use the level select, go ahead. I personally don't use it except when I was writing
this FAQ, but it's your decision.

4. Walkthrough

Most of the things in this game are in diagonal directions, so I will use the abbreviations NW, NE,
SW and SE throughout this walkthrough. They stand for northwest, northeast, southwest and
southeast, respectively. Sorry if this causes any confusion. Also note that the time you have to
begin each level is in parentheses next to it.

4a. Labyrinth of the Sky

1-1 (1:00)

You begin in the NW corner of the first area. If you spin dash straight ahead and keep heading
SE, you will find the first key, which is located in an alcove in the SE part of the area. In the SW
corner is a power-up. Get it and head to the NE corner. You will encounter some conveyor belts,
bumpers and strange metal floor plates all over the place. These impede your movement a bit so
handle them as best you can. You will also see the same enemy repeatedly: a guy who rolls back
and forth over the same area and drops a little wad of glue. If you touch the glue you will be
temporarily immobilized and he may hit you while you cannot move.

In the NE part of the area is a spring. Touch it to be bounced over to the second area. There's
another spring that will bounce you back to the first area if you wish. Head NW, and in between
the two conveyor belts is a glue enemy who holds the second key (I refer to keys in the order they
are found in the level, not in the order they appear below the clock). Beat him and take the key (it
annoyingly flies out a long way). The last key is located in the NE corner, in an alcove. Bird-like
enemies will be launched along the entrance of this alcove - avoid or defeat them. The SW
contains nothing interesting, except maybe some spikes which periodically rise out of the floor.
The goal is in the NW corner of the second area.

1-2 (1:00)

Spin dash SE for a ways. Ignore the tall ramp you see leading NE. SE of the ramp is an area with
the first key and a power-up to the far east. Take them both. Backtrack NW and spin dash up the
ramp. Then go NW a short way, until you see a bumper with a power-up right above it. Take the
power-up and head NE to find another key. Then go back to the bumper, head NW. To the far
west is a series of springs that automatically get you the final key. Drop off the ledge in that
location with no edging (on the SE side) to find the goal (and a spring that bounces back up if you
went down there by accident).

1-3 (1:00)

This level is rich in power-ups. Begin by heading NE, then NW to a bumper. Go SW of it to find
a tall enemy who launches projectiles, and a key. Get the key (and defeat the enemy if you like).
Go back to the bumper and get the power-up above it. Go NW to find another similar enemy.
This one has a key, so defeat him and take it. Go NE to another bumper, with power-ups above
and below it. Get it and also a power-up SE of it in the corner. There's nothing but an enemy NE
of the second bumper. Go NW to find the goal. The final key is near the goal, to the east of it,
near some spikes. Get it without touching the spikes. Sorry for these brief descriptions, but there
levels are pretty easy.

1-4

A few things you need to know immediately about all -4 stages. Firstly, they have no timer. You
will automatically walk on to a huge, almost vertical chute that looks to be vertical from your
point of view. You slide down it very rapidly, your only control being to press left and right to
move back and forth. Your goal is to collect as many rings as possible, and (sometimes) avoid
obstacles that make you lose all your rings. The number of rings you get does not matter for the
boss, but if you collect 100 or 200, you get a 1-UP. Also you get bonus points for them (if you
don't lose them at the boss, that is!) All -4 stages have this format.

In 1-4, you simply need to stay in generally the same position and adjust slightly to get the rings.
You will first see rings on the left. The rings come in batches of six. You will go through two
gates of sorts on your way down if you follow the rings, but they seem to have no effect on your
ring total. The rings come in four batches of six rings each, then shift slightly to the right. For
most of the track they come in five batches and then shift a little to the right, so count off five
batches and then tap right to stay in line with them. If you miss a few, that's OK. At the bottom of
the chute is a tube that takes you to the...

Boss

A few things you need to know about boss battles. First of all, they are hard. Many bosses in this
game have nasty attacks, and you must avoid getting hit if possible. The first hit makes you lose
all your rings, and you can't get any back. The second hit kills you. Also, all boss battles begin
with smaller versions of the boss attacking you. There will be two rings somewhere in the arena; if
you get them they will be worth 25 rings. If you are within 50 rings of 100 or 200 (a 1-UP) get
them if you can, since you will likely as not lose your rings in the main battle. Otherwise save
them in case you get hit. Sound complicated? It isn't too bad once you get used to it.

The first boss battle begins with small ships coming out from the center of the arena and moving
out a ways before exploding. Ignore them - you can beat them but it does nothing - and get the
rings in the NW and NE corners if you want. Try to position yourself below the center (where the
ships are coming from). When the boss appears, aim a spin dash at him from below, waiting for
four arrows to appear before releasing. If you attack from below you'll hopefully keep bouncing
back and forth and get several hits, while attacking from another direction might cause you to
bounce all over the place and not hit him. The boss is a large ugly robot who attacks by releasing
two fast-moving black objects that seem to semi-home in on you. If you spin dash into them you
bounce off; otherwise they hurt you.

Hit him as much as possible - it's possible to hit him over four times - before he calls the black
objects (I'm not sure what they are) back to him and teleports to another location. Once he does
that he follows the same pattern, but he's harder to hit multiple times because you bounce off the
irregular walls of the arena at an angle. At this point you may want to opt for quick spin dashes
into him, getting one hit and then stopping and turning to try to hit him again. Don't stay in one
place too long or spend too long charging up a spin dash - the black objects may get you. This
guy can be rather tough, so don't get frustrated. He takes eight hits to defeat. When you win, get
the rings if you didn't before, then collect the chaos emerald that appeared where the boss was
and you are done.

4b. Labyrinth of the Sea

2-1 (1:15)

The main feature of this level are the cannons. Walk into one and press 1 or 2 to fire. You can't
step out once you're inside. Some cannons have a choice of two directions to fire; press the
button when it points in the direction you want. Begin by stepping into the cannon right below
you. Here is a tricky part; the firing path to the next cannon is crossed by shark enemies who
periodically swim across it. If you hit one you will land in the purple area between the cannons.
Head NE, NW, SW and finally a little SE to find a black object with bubbles coming out of it that
works the same as a spring. Bounce on it to land in the cannon you will land in if you fire out of
the first cannon and don't hit an enemy. This cannon has a choice of firing NW or NE; fire NE
and you'll get a key and land in another cannon. This one is a no-choice; just fire back the way
you came.

This time, you will have a choice of firing SW or SE. SW will take you to the goal. There is a
bubble spring that will spring you back into the purple if you land there and don't have all the
keys. You must now fire SE back to where you started, then NW again, so that you're in the
central cannon but have a NW/NE choice. If you strike a shark on the way or the way back,
follow the directions above to get back to the cannon. Watch out for slow-moving bubble enemies
in the purple. From the central cannon fire NW. Walk into the cannon on this platform. Fire NE
(no choice). In the next cannon you have a NW/NE choice; go NE. You'll see the second key on
this platform. Get it and drop into the purple. Head NW to find a red crab who hoards the last
key. Defeat him and take it. Then go SE, SW, ignore the first SE path you see, but take the
second one. Bounce into the central cannon. Fire SW to the goal. If you have a NW/NE choice,
fire NE and then back SW. This seems confusing but you should get used to it fairly quickly.

2-2 (1:15)

The main source of confusion here are the doors, which take you to another place in the level.
Begin by heading NW. Ignore the first door you see (dead end). Check out that bubble spring
though - it bounces you to a tiny ledge with a power-up. Nab it and go back to the main area.
Further NW is a conveyor belt sandwiched between two areas of red quicksand, and further NW,
a crab enemy who carries the first key. Avoid stepping in the quicksand; you timer will speed up
while you are in it. The crab can only be knocked out by hitting him while he is moving. Getting
his key could be a little cumbersome with the terrain around. You will see three doors on the NE
side of this area; enter the first one to find a power-up. Re-enter the door to come back out the
other side. Also, SW of the crab is a bubble spring; it also leads to a small ledge with a power-up.

After getting the power-ups, ignore the door just NE of the crab; enter the door at the top of a
small incline NW of him. This door leads to a room with a bubble spring that leads to a ledge with
a key. Get it and backtrack. Re-entering the door, you come to a pointless room, then back out
the first door you saw. Go NW and enter the second door on the NE wall (not counting the door
you came back through). You'll now be in a room with a conveyor belt, some quicksand and
three doors on the NE side (including the one you just came out of). Enter the middle one. Now
go SW and touch the bubble spring to be bounce to a small ledge with the last key. Bounce back
to the main area and go NE, then NW to the goal.

2-3 (1:15)

This would be a rather unimportant level were it not for the fact that it has the entrance to the
game's only bonus level. Okay, begin by going SW and you meet a red guy. The red enemy is
stationary, cannot be defeated, and seems to not be dangerous to the touch, at least at certain
times. Odd. Anyway drop down SE of him to find a key. Get it and drop off the ledge. You will
now be able to head SE to a different area, but instead go SW and drop off where there is no
edging. The next ledge has nothing of interest. You encounter another red guy, ignore him and go
SW and SE, avoiding the spikes. You see two bubble springs; enter the SW one to land in a
cannon. Press and hold down right, 1 and 2 buttons. You will soon be shot out of the cannon and
will automatically get a key. If you continue to hold down said buttons, you will land on a secret
ledge you cannot reach any other way, with a switch on it the says OFF. Walk over it to change it
to ON. Then drop off and you'll be back near where you started, near the red enemy.

Go SW, SE, and this time don't drop off to the SW; continue SE. Keep going generally south,
avoiding spikes. After a while you should see the final key sitting on some spikes at the southern
corner of the level. Get it and hopefully you will not take damage from the spikes. To the NE of
the last key is the door to the bonus level. It is only open if you turned the switch to ON. Enter it
to be transported to the bonus level. Once you finish it, follow these directions to the goal: NW,
NE, NW a ways, being careful of spikes and red guys.

Bonus (0:30)

Your goal here is to collect as many rings as possible before you run out of time. There are twelve
rings total, and each is worth 25 rings. So, if you get them all, you get 3 1-UPS, but that is
difficult with the thirty seconds you have. Six rings are in plain sight at the start. The others are
hidden around the level, found two close together. You'll need to spin dash around to get them
fast enough. Avoid touching any objects - there are a lot of them, and they send you flying like
crazy. Try to get at least eight rings before you run out of time. All twelve is possible, but tricky.
Near the south side of the level there is no edging; if you fall off there the level ends immediately.
You can only play this level one time. Note that according to the game's manual, there is a second
bonus level somewhere in the game; I have never found one. If you do, please e-mail me and tell
me where it is!!

2-4

Another chute, but this one is much harder to get many rings on. In the first chute (1-4) the rings
followed a predictable pattern and came in straight lines, so you just had to line yourself up. Here
the rings fluctuate wildly from different places, a few in one spot, then in another, so it's tougher
to predict. The biggest challenge, though, is that the rings still appear in batches of six, but now
they appear in 3x2 boxes rather than straight lines. This means it is very difficult (almost
impossible) to line yourself up with them to collect all six. More often you'll just scrape the side
and get three. And if you do manage to line yourself up, chances are the rings will just shift to a
new location soon anyhow. Get through this stage as best you can. There are a few objects you
will hit if you follow the rings but they seem to have no effect. Near the bottom, there are two
spiked boards on either side. You should miss them if you're trying to follow the rings (which go
down the middle at that point) but if you do hit them, you'll lose all your rings. At the bottom is
the tube to the boss. If you can get 100 rings on this track, you're doing pretty well.

Boss

This is a tough boss, although he only takes three hits. When the battle begins, three small crabs
will attack you. The only way to avoid getting hit is by spin dashing in place, quickly and with no
build up, timing it so you destroy them as they come down. The battle arena is made up of two
prongs extending SE from an area to the NW. You begin in the middle prong, and there is one
ring in each of the other two. The NE-most prong is shorter than the other two. The giant crab,
when he appears, rolls back and forth along the area to the NW, sometimes stopping and opening
his shell to launch a bullet down one of the prongs. There are ramps extending down each prong
to a flat area at the bottom, meaning you must spin dash up them to get at the crab. The catch?
The boss is only vulnerable when he opens his shell to launch a bullet. You should hit him from
the side, not from the front since he seems to avoid shooting at a prong you are in. Spin dash up
to his level and stand to the side. Then spin dash into him if he opens his shell, and duck back into
a prong if he comes toward you. Don't get cornered or lose control of yourself. Hope you've
mastered quickly spin dashing up an incline and then slowing down immediately - you'll need to
use that skill a lot here. This is a tough boss, so don't get frustrated. As previously stated, he
takes three hits only to beat. After winning, take any remaining rings, then the chaos emerald.



4c. Labyrinth of the Factory

3-1 (1:30)

Begin by heading SE down the ramp. When you come to a large conveyor belt, head SW. Get the
key on the small conveyor belt and defeat the enemy who shoots out projectiles if you wish. These
conveyor belts behave differently from the ones you've seen before; they slow your movement
down rather than forcing you in one direction. After getting the key go back NE, then SE. Watch
out for the electric beam launcher on the ceiling; it fires electric beams down with no warning. To
the SE you find a fast-moving centipede who is hoarding a key. This is rather difficult; you must
spin dash into him quickly to knock him out, avoiding getting hit yourself. To get the key you
must defeat his head. However, if you defeat only the head, the rest of the body will continue to
fly around. It's best if you defeat all of him at once, but it is difficult to do that. Just execute short
spin dashes and hopefully you'll get him.

After collecting the key go SW. You'll see another electric beam launcher, and on the SE side of
the ledge, a small platform with a star on it. This star platform, as it is known, is found in all three
levels of world 3. This one is two-way; it goes back and forth between two points, but other ones
are one-way - they move from one place to another, then explode and another one appears where
they started. Ride this one SE to a new platform but be very careful not to fall! It will kill you. On
this new platform go SW to find the other staple of world 3: the teleport. It looks like a swirling
green tile on the floor. Step on it to be taken to a small platform in the NW part of the level. This
platform has two electric beams that alternate off and on, and another teleport. Step into the
second one to be taken to a platform high in the NE corner of the level with the final key. To get
back either go back through the teleports, or drop off the NE platform to end up near where you
started. Retrace your steps and this time ignore the star platform. The goal is SW of it.

3-2 (2:00)

This level is quite a maze, but if the follow my directions, you'll skip most of the level and find the
three keys really easily. When you begin you see three star platforms around you. The SE one is
one-way, so you can go NE or SW. Go NE. You'll come to another platform with a power-up,
two teleports, and a one-way star platform heading NW. Get the power-up and enter both
teleports. Both lead to keys in plain sight from the other end of the teleport. After collecting them,
re-enter the teleports. After getting both keys go NW on the one-way star platform. Now you'll
be on a platform with three choices: a two-way SW, a two-way NE, and a one-way NW. Take the
path NE to get the final key. Don't enter the teleport and get back on the star platform. Then take
the SW star platform and you're at the goal. It's that simple!

3-3 (1:30)

This is an interesting level that I got stuck on for quite a while when I first played this game.
When you begin the goal will be to your NE. Go SW and you'll see a star platform on the NW
side of the walkway. It's one-way, so continue SW. Get the key on the conveyor belt and avoid
the electric beam. Then turn SE. You'll come to a wide area with a star platform on the NE side.
Ride it NE and get the key in this area. The two teleports you see take you between themselves,
so ignore them and backtrack on the star platform. Now go down to the very southern tip of the
land and wait. Eventually a fast-moving star platform will appear to you left, jump on it and it will
take you to a teleport in the SW corner. This teleport will take you where you couldn't get
before. The last key is guarded by a centipede. A quick spin dash or two will hopefully knock him
out. Get the key and ride the one-way star platform back. Then go NE to the goal.

3-4

This is the hardest chute in the game. It has rings in batches of five in lines, so you just have to
line yourself up with them. The trouble is that the rings will stay in one place for a while, then
shift suddenly, so it can be difficult to follow them. The real problem, though, and the obstacles.
There are two fireballs and two giant maces. The maces will swing out and hit you unless you
shift to the right before they appear. You have no way of knowing when one will come, so I
usually wait until I've been getting rings in the middle for a while, then swing over to the right and
miss rings on purpose until one goes by, then try to follow the rings again. Touching either object
will cost you all your rings. There is a long stretch of rings after the second mace which may help
you recover at least some rings if you get hit. Try to avoid getting hit and sacrifice some rings to
get more. If you can get 100 on this track, you are doing very well. At the bottom is...

Boss

This guy takes a frustratingly long time to defeat. When the battle begins immediately run to the
left and get in the small nook separated from the main area by a short ramp. Do this quickly or
you will be impaled by the small spike boards that appear and slide down the main area from NW
to SE, and shift back and forth. On the NE side is another, larger side area with both rings. Either
get them immediately if they'll get you to 100, or save them in case you get hit. Stand in the SW
area and watch the spike boards roll by. When the main boss appears, wait for him to slide down
the way a little, then do a tiny spin dash pressing the button to slow down immediately after doing
it. You want to just get up into the main area and behind him, and you must spin dash to get over
the ramp. Then spin dash into him from behind. He is only vulnerable from behind. He moves
back and forth, up and down the main area, launching spikes down it and replenishing his spikes
when he runs out. After hitting him, slow down immediately and duck back into the safety of the
side area. I recommend the SW one because you don't need to spin dash to get into it. If you're a
risk taker you can go for two hits, but that is much more dangerous. I recommend just being
patient and getting one hit at a time. Ten hits will defeat him.

4d. Labyrinth of the Castle

4-1 (1:30)

This level is very easy, considering the levels to come. Begin by heading NW until you come to a
four-way intersection. SW and NE both lead to keys. The SW key is guarded by a bubble who is
invincible, but shouldn't pose that much menace to you. There are bird soldiers posted all around
this level who shoot arrow at you, but they aren't too difficult to avoid. After getting both keys
return to the intersection and continue NW. Avoid the giant axe blade that falls from the ceiling
and turn NE. Avoid another bubble and you come to another fork. Continue Ne to find the last
key, behind some spikes. Then backtrack and go NW to the goal. Whoa, that was easy. Onward...

4-2 (2:30)

Those darned doors are back, so you'll need either an accurate walkthrough or a good memory to
beat this level. Begin by going west, avoiding the many enemies. There are creatures that look like
lungfish with long tails, that suddenly speed up after wiggling along for a while. There are also
enemies that look like toys that can extend their tongues out rapidly. NW of you at the start will
be an incline, but go further west. You'll see a conveyor belt, behind it two doors, one in the far
west corner and another just NW of it. Enter the first door you see (the one farthest east). Watch
out for the slowly moving fire, get the key and go back through the door. Now go SW and enter
the second door. You'll come to an area with a power-up. Not too many of those around here,
huh? Get it and go back through the door, but you won't end up back where you came from.
Instead you'll be in a room with a crystal spike that falls from the ceiling and breaks up when it
hits the floor. Avoid this and go west, and turn the switch from OFF to ON. Go back through the
door and in the new area, go NW, then SW. Avoid the flames, but if you spin dash, they will not
hurt you (almost nothing can hurt you while you're spin dashing in this game).

You'll see the goal, with a key in plain sight. This key will be shielded by an electric barrier if you
didn't turn the switch on before. Get it and enter the whirlpool-like object SE of it. It is a teleport.
The teleport takes you to a room with another teleport that you should enter, and a lungfish/snake
enemy. After entering the second teleport, enter the door. You'll come out in a place with more
crystal spikes falling from the ceiling. Avoid them (shouldn't be very hard) and go south. Enter
the first door you see. You'll now be on the path to the last key. Your first job is to cross a bridge
guarded by running soldiers. Spin dash up it and enter the door at the NE end. The next location
has another bridge, but this one is bent, so use a low-power spin dash and slow down quickly
when you come to the bend. Follow the bridge to another door. Inside this door is, at long last,
the last key, guarded by a toy-like enemy. Get it and retrace your steps down both bridges. Here
are the directions to the goal: Go back (from the last key) through three doors. Then go south,
down some ramps, and you'll end up back in the starting area. Go west, enter the far west door,
and re-enter it two times. Then go NW and SW to the goal. (What the meaning is of the clock
that goes off when you enter the goal I do not know).

4-3 (3:00)

This is the hardest level in the game; it has countless doors, conveyor belts, drops, it's a wild ride
indeed. You can either start blundering around... or follow my directions step by step. Okay, go
SW and avoid the crystal spike. You will have an opportunity to either enter a door or drop off a
ledge. Enter the door and you'll see a conveyor belt in front of you. Step on it but hold SE hard.
You will see a second door to the NW but ignore it. You will drop off a ledge, and should
continue holding SE hard so you step onto a second conveyor belt leading SE instead of going
SW and dropping down another ledge. The conveyor belt going SE leads to the first key, guarded
by a dragon. The dragon is invincible, so get the key and spin dash back up the belt. There is
another door on the second ledge but ignore that one too. Drop down the main conveyor and
enter the door. If you missed the SE jump-off, do not worry; you will be given the chance to try
again.

From the door at the bottom of the belt, enter it and go SE, ignoring the way NE. You'll see a
drop with spikes in front of it. When the spikes go down go down there, and drop down two
more ledges the same way. You'll come to the goal, but as you don't have all the keys yet go into
the door next to the goal. It takes you to the door that you first saw when you started. If you
missed the conveyor belt leading to the first key earlier, re-enter the door (just to make things
even more confusing, a door can lead to several different places in a set order). Otherwise drop
off the SW ledge. Do not, on the above path, enter any other doors - they lead to a complex series
of loops, I believe.

After dropping off the ledge SW of the start, you'll have several choices. There will be a door just
to the SE, on the NE wall. Another door is further SE. There will be a spring that will bounce you
SW, and a path NW that leads to three doors. Wow! Go NW and enter the first door on the NE
wall once you go up the small ramp. Inside this door you'll see a conveyor belt in front of you.
Step on it and you'll be taken off the ledge, down to the second key. Get it and enter the door.
Now you'll see a door to the NE of you and a drop to the SW. Take neither one and re-enter the
door you came from. You will be taken not back to the key, but will come out the second door on
the NE wall that you saw before. To your west will be a skull enemy materializing; go south the
SE before he fully materializes and shoots out fireballs. Continue SE until you come to a spring;
touch it.

Go SW in this new area, ignore the skull, and go SE. You'll see another spring but don't touch it
until you pick up the final key to the SE. Then touch the spring. You'll see two doors. The NE
one leads to a power-up. Take it and re-enter the door. Then enter the NW door. Ride the
conveyor belt SE. Avoid the dragon at the bottom and enter the door. You'll see a running soldier
below you. Go SW, then Se. Enter the door on the east side, the first one you see (don't continue
SW). Ignore the door next to the one you come out of, and go SW. Then head SE, and drop off
the ledge avoiding the spikes (very carefully; you don't want to lose all your keys now). Drop
down two more ledges and you're at the goal... whew!

4-4

This chute is fairly easy. Its pattern is like this: there are four batches, in a straight line, of six rings
each, starting on the left. After that they shift across to the other side of the track, in batches of
three, rapidly coming at you, so you must shift across with precision to hit them all. Then they
stay on the other side for four batches of six, then shift again. It's hardest to get the rings as they
shift across in those quick batches. Just try to line yourself up and get as many as you can. There
are two boards of spikes that cost you all your rings, but they are on the opposite side from where
the rings are, so you should never hit them. You'll hit some cloud puffs if you follow the rings but
these don't do anything to you. You should hopefully get 100 rings on this track. At the bottom is
a tube leading to the final battle.

Boss

The final fight is more an exercise in patience than anything else. It begins with Robotnik ships
falling from the sky, landing all around you and exploding. Avoid them and wait for the doctor to
show up. When he does, he'll be in a large ship with two thrusters. He will move right above you
and drop a bomb straight down. Stand in about the center of the room and walk straight down as
he flies above your head. The bomb will miss by a wide margin. Then face north, and note that
after the bomb explodes, he'll lower down to the floor. That is your chance; spin dash into the
bottom of his ship as it touches the floor. You MUST do it from below to avoid hitting the
thrusters. Then slow down quickly and get back into a good position for the next hit. Be careful
not to spin dash into him with too much power. You sometimes will bounce off the top of the
room and go back down, and hit his thrusters. Use as low a powered spin dash as possible, maybe
just tapping button 1 or 2. Of course, don't end your spin dash right on him or you'll get hit.
Remember, always try to make him come down as close to the middle of the room as possible.
You'll get the hang of it soon. In fact, once you have his pattern down, this guy is a pushover, but
he can be a problem if you arrive with few lives. After seven hits the bottom part of his ship will
be destroyed. The top continues in exactly the same pattern and you should continue using the
exact same strategy. The only change is it drops an energy bolt that splits in two upon hitting the
floor instead of a bomb. There are no rings around here so be careful not to get hit. After six more
hits, he will be totally destroyed and the final chaos emerald will appear. Get it and you have
completed Sonic Labyrinth - congratulations!!

You receive points for 4-4 like normal (with quite a hefty bonus). Then you see Robotnik running
down a hallway. He drops the last chaos emerald. Sonic rolls in and steals it, and spin dashes out a
path marked EXIT. Then you see Sonic running in place along a track as the credits play. If you
did not enter the bonus level, you'll be given the secret command to enter it at the end of the
credits. Otherwise you're given the level select. Finally you get a screen showing your time and
score, and best time and best score, and some stars. I think the stars rate how well you played
from one to five, but I'm not sure.

Congratulations!!

5. Conclusion

I hope you enjoyed Sonic Labyrinth. Yeah it's old, and rather un-Sonicky, but it's fun just the
same. My next FAQ/walkthrough will be for Sonic Triple Trouble (the last and most advanced
Sonic game for Game Gear), look for it sometime in the next few months. Then I'll tackle the
Genesis Sonic games. I hope this FAQ/walkthrough accomplished it's purpose - helping you
complete Sonic Labyrinth as easily and quickly as possible.

And again, I would welcome all e-mails about this or any other game I have a FAQ/walkthrough
posted for warmly. If you wish to e-mail for whatever reason (compliment, suggestion, question,
etc) drop me a line at [email protected] .

Once again, this FAQ/walkthrough is copyright William Walker, completed February 23, 2003.
All rights reserved.