- For the 16-bit Labyrinth Zone, see Labyrinth Zone.
Labyrinth Zone is the fourth Zone in the 8-bit version of Sonic the Hedgehog. As with other Zones in this game, this Zone consists of two standard Acts followed by a shorter third Act which contains the Zone's boss.
This is the second Zone that is loosely based on a Zone from the Mega Drive version. The ruin-like maze theme and graphics are nearly identical to the Mega Drive version, however the background music is completely different from its 16-bit counterpart. A good number of features from the 16-bit version of the Zone can still be found here, such as the water slides, swinging spike balls, protruding spears and even the Fire-Breathing Statues. Some platforms will rise from the ground and into spikes, and while they were presented as obstacles in the 16-bit version, the player is required to ride them up to higher ledges here.
Most of the Zone is underwater. Sonic has limited air in most of these levels. When a counter appears above his head, it's time to find an air bubble. The entirety of the third Act is set underwater, though the player has unlimited air for it.
||An ominous cave… It’s a labyrinth. Sonic isn’t very good at swimming and as a matter of fact, he can’t move quickly when submerged in water. When you are short of breath, a countdown will begin.!
— Sonic the Hedgehog JP Game Gear manual (translation by Vertekins)
||Explore an intricate maze filled with water. A countdown begins to let you know when you are running out of oxygen. Breathing in air bubbles keeps you from drowning.
— Sonic the Hedgehog US Game Gear manual
||Jaws — Piranha bots that troll around underwater.
||Burrobot — Mole bots that move forward and jump. They do not start underground in this version.
||Orbinaut — Simple sphere bots that are protected by four, orbiting spiked balls.
Special item locations
The following are the locations of the Chaos Emerald and 1-Up monitors in each Act. Detailed maps featuring the locations of these items can be found here.
The Chaos Emerald for this Zone is located towards the end of Act 2. In the Master System version, the Emerald is within a bed of spikes, and to reach it the player must break open the Invincibility monitor located a little bit earlier. The Invincibility is supposed to last until the player gets the Emerald; however, if they run out of Invinciblity, they must jump onto the spikes to lose their Rings or Shield, and use the momentary invincibility to quickly grab the Emerald and jump out. In the Game Gear version, the Emerald is located underneath ceiling spikes and does not require Invincibility, making it much easier to obtain.
- Act 1: Just before the Bonus Panel is a Super Ring monitor, and to the left of it is a button. Step on the button to change the monitor to the 1-Up.
- Act 2: When the path splits into two underwater, take the left path and drop down into a dead end with the 1-Up.
- Act 3: Bounce on the spring at the beginning to reach a ledge, and carefully jump across the spikes to reach the 1-Up.