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Metropolis Zone
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A steampunk citadel dominated by steam and gears. Turn the nut and jump with the steam valve! Doctor Eggman should be beyond the rotating drum!


— Description, Sonic the Hedgehog 2[1]

Metropolis Zone (メトロポリスゾーン Metoroporisu Zōn?) is the eighth Zone of Sonic the Hedgehog 2, its various ports and remasters, and the lock-on game Knuckles in Sonic 2.[note 1] It is a city that has been conquered by Doctor Eggman. Unlike most of the previous Zones, Metropolis Zone contains three full Acts, with a boss at the end of the third.

Description[]

Metropolis Zone is a heavily industrialized city located on West Side Island. The background is filled with huge buildings in many colors with various working machines, while the foreground is made out of green metal, brass pipes, boilers, and red/orange chain-link fences.

Story[]

During his takeover of West Side Island, Dr. Eggman conquered the Metropolis, and filled the Zone with Badniks.

Metropolis soon after became either the eighth or ninth Zone that Sonic and Tails would travel through to put a stop to Eggman's operations. On journey through the Zone, they eventually locate the doctor in the Egg Bouncer, which they have a battle against. After his vehicle is defeated, Eggman flees, while Sonic and Tails head into the skies in the Tornado.

Gameplay[]

Metropolis Zone features several gimmicks and obstacles, both new and old, such as metal nuts, crushers, conveyor belts, and pools of molten metal that inflict damage when touched.

Perhaps the most dangerous aspect of Metropolis Zone comes in the form of the Badniks, for the doctor's city sports probably the most brutal robots in Sonic the Hedgehog 2. Slicers hurl their razor-sharp scythe arms with a boomeranging action, an attack which proves surprisingly difficult for Sonic to dodge and Asterons that are placed with infuriating precision, such that they invariably manage to knock the hedgehog off the giant screw-lifts used to move up the level. There are also Shellcrackers that can stop the playable character in his track by punching them with their giant claw at a fast rate.

Overview[]

Act 1[]

At the start of the Act, the player will come across some pistons. Up to 22 Rings can be collected by landing on top of each one, including a Super Ring monitor parked on the left corner of the ledge. This is followed by a metallic mesh cylinder, which leads to a long quarter-slant where there is a Switch and a Shield monitor. The Switch will reveal a platform to the left for the player to jump onto. Take then the next piston and the playable character will land on a platform where they will encounter a Shellcracker. Along this road from here are some crushers that move at high speed. Here, two Switches will open up two platforms blocking the path, with a Super Ring monitor parked in between them. From here, the road splits into two, leaving the player with two choices:

  • If the player chooses to ignore the Switch and take the bumpers, the road will lead them to the upper route. Along this route is a narrow corridor with a Slicer. The player will then come across some gaps. Each cube-shaped platform here has a giant spear which rotates and protrudes out of one of the four holes. After that, as soon as the player lands on the last cube-shaped platform, they can reach the bumpers and go up. Atop the wall on the right from there is a Star Post. There, they will encounter another Slicer before coming across the next gimmick: metal nuts. Here, parked on the left corner at the base of the first metal nut is another Shield monitor. Reaching the second metal nut requires a well-timed jump in order to avoid hitting the ceiling spikes. From here, the next road on the left turns into a quarter-slant. There, a Shellcracker from the top will attempt to attack the player, so a Spin Dash is recommended. Following that, a platform will appear that can carry the player down to the next tunnel. The player should then jump over the gap.
  • If the player chooses to trigger the third switch, the will open up a hatch in the floor. To the right from here is a Shield monitor, guarded by ceiling spikes. Afterwards, to the left are two moving platforms for the purpose of helping the player cross the gap. Here, the player must simply drop down and they will find two trails of Rings on quarter-slants. By heading right from here, the door will open automatically. From here, a switch will open up a path below. The road then leads to a crusher guarding another door. Here, the player will be standing on a U-bend. Spin Dash to the left will hit a Spring and bounce the playable character up the bumpers to the next section. The player may also want to go down through both T-junctions, which ignores all the bumpers. Regardless, it will lead the player to another two-quarter slants, one to the right and one going up, each with trails of Rings along them. From there, atop the wall is a piston. By using the next elevator, the player will walk across a long mesh cylinder, ending with a quarter-slant and some bumpers. From here, to the right is a Star Post and a Super Ring monitor. Crossing the gap on the left will let them through a door towards a U-bend. Spin Dash to the left will hit the Spring and bounce the player up the bumpers to the next section.
    • The road drops to a quarter-slant and follows a long trail of Rings that leads to a mesh cylinder. It then leads to a half-slant with a ledge. Taking the bumpers there will let the player ascend to the top of the left wall. Afterwards, at the end of this road, the player will encounter a metal nut. Use that while dodging the Asteron. After taking the metal nut up to the top - while minding the ceiling spikes - is the next metal nut on the right. Also, to the right of it is another switch, which will send out a platform for the player to jump onto. The player can take this route, which leads to a metal nut, or follow the long trail of Rings at the bottom, and follow the metal nut upward instead. From there, a Slicer can be found by the end of this trail, followed by an Invincible monitor parked in the right corner. From there, around halfway up the wall, past the bronze pipes on the right is a hidden area, leading to a Star Post. However, the player must mind the metal nut directly above it. After reaching the top, to the right is another metal nut, with some spikes in the bottom-left corner. The player will then encounter two arrowed square platforms. Fall through them, rather than cross the gap. From here, the player may wish to turn right and collect Rings. If so, Spin Dash to the right to break a Shellcracker along the corridor and a Super Ring monitor. From there, to the left of the elevator is a Super Ring monitor on top of a step. From here, a brown platform will lower the player through the narrow tunnel to the next area.
      • The player will eventually come across a trail of arrowed boxes. Once the gap has been crossed, the player can hit the switch on the right corner, opening a hole in the floor. The player will then ride along on a brown platform through a long trail until it stops at the end. From here, a Slicer will throw its blades at the player. From here, the player has to carefully jump over the gaps while avoiding the bumpers to reach the Goal Plate.
      • If the player falls off the boxes, they will run along the quarter-slant and up a metal nut. From there, at the top of the shaft, is a road with a gap. Through the gap is a Star Post and seven Rings laid on a quarter slant, with a metal nut further to the left. Once past the gap, the player will slide down, possibly hitting some bumpers. If the player has over fifty Rings on them, they may opt for a Star Post by falling through the gap with the bumpers and landing on the small brown moving platform. It is inside a fake wall on the right, accompanied by a Super Ring monitor. Otherwise, the player should take the road on the right and touch the Spring in order to reach a series of bumpers which will lead to a right exit that leads to the Goal Plate.

Act 2[]

At the beginning of the Act, at the end of the first road is a Switch. Trigger it to reveal a platform. From here, the player will need to cross tiny platforms that ride along a conveyor belt. The brown platforms in particular will help complete the gaps. As soon as the player crosses the lava however, they will meet a Shellcracker guarding the elevator. Taking the elevator will send the player for a ride up along the bumpers. The player can either go left or right. Either way they will encounter a Slicer:

  • The right road has some cogs, one of them attached to the wall. Ignore these and continue onward. From here, in the bottom left corner is a Shield monitor. To the right on the other hand is a lava pit with arrowed boxes to cross over. Once past them, jump onto the ledge on the right. There, a metal nut can be used to go up. However, there is a hidden path inside the wall to the right. If the player takes this route, they will fall down the screw to land on the metal nut and ride it downwards. Eventually though, the metal nut will fall off its screw and into the lava. To its right on the other hand are three Super Ring monitors. From here, the road splits into two: the player can go for the Star Post to save progress, which can be done by hitting the bumpers, or continue on. From here, fall down to the brown platform and jump over to clear the gap and land in the narrow corridor. After that, jump over the gap on the right.
  • The left road can award the player up to fifty-six Rings. From there, there is a large area with two cogs and a moving platform. After that, along the bottom are three Rings. From here, take the quarter-slant on the left up the wall. Eventually, the player will reach a Super Ring monitor. Land then on one of the cogs to reach the moving platform in order to reach the ledge on the right. Afterwards, past the elevator, is a long trail of Rings leading to a quarter-slant up the wall; mind also the ceiling spikes on the left. From there, in the left corner is a safe-area with a Super Ring monitor. To the right on the other hand are some crushers hoping the crush the player on the conveyor belt. Spin Dash at the right time in order to get across this section. From there, slow down once the playable character reaches the green road on the right and wait for the brown platform to come to them, and cross the next gap with some ceiling spikes. From there, right of this gap is a Star Post, which is followed by an elevator. The next gap from there is split by an airborne conveyor belt, followed by two more gaps over a lava pit, with brown platforms to aid the player will crossing them. Once past the locked door, the player will then come across another gap where a piston is. Get on top of this piston and land on the narrow corridor above, where a Shellcracker will combat the player, guarding a Super Ring monitor. From here, a piston will take the player up to the next area.
    • At this point, the player will run along a fairly long road. When the road evens out, a Shellcracker will appear to attack. After this enemy is then a lava pit with cogs, a moving platform and an arrowed box. Half of this cog in particular is attached to the wall facing downward, so the player will need to land on the top and jump off it quickly to reach the bumpers. From there, the next Star Post can be touched. To the left from there is a Switch, which will draw out a bridge. After crossing this bridge, the player will ride along some quarter slants and a mesh cylinder. To the right of the long bend that the player will be following is then a metal nut which the player must use to ascend a wall. On top of this wall is a Slicer guarding the next metal nut, with a Super Ring monitor to its right and some spikes around the top. From there, another two Slicers will combat the player, with the other one guarding the next hazardous drop. Past this drop is a section with lava at the bottom, an airborne conveyor belt, and a moving platform on its right. From there, in the bottom left corner of the lava pit is a One-Up monitor sat on top of a red Spring. At the top of the conveyor belt are then some gaps covered in arrowed boxes, which lead to the elevator. Past by elevator, once the player reaches the quarter-slant, they will need to charge multiple Spin Dashes to make it all the way up a wall. Up there, use the platform and the Switch if needed. The next road from here leads to two groups of bumpers, with a Shield monitor parked in the corner half-way up. From there, to the right, the player will come across another Slicer, guarding a conveyor belt. This one leads to the next one, allowing the player to reach the ledge. From there, past the mesh cylinder is a quarter-slant up the wall, where the player must jump off to land on a moving platform. Once they reach the next ledge, a yellow Spring will appear, followed by bumpers that will take them to the Goal Plate.

Act 3[]

At the beginning of the Act, at the end of the first road is a Slicer. Beyond that are brown platforms, which move as the player leaves them. Following them, is a giant contraption consisting of a long platform circulated by two cogs. Also, below it are several pistons and a Slicer. From here, the route splits into two paths: the ledge at the top, which has a Shellcracker protecting the elevator, and a lower route that leads to a different tube, which can be reached via a yellow Spring.

  • If the player choses the lower route, they will follow a long road that bends down, before ending at a brown platform, which will move down. The player will then come across two obstacles where a black column can crush the player if they time their movements incorrectly. An upside-down Slicer appears at the end of this, along with a cog which can be ignored. From there, another brown platform will send the player down to the next corridor, leading to a Super Ring monitor and some bumpers. The contraption above will end the split.
  • If the player choses the higher route, they will encounter a long gap with two intersecting cogs. Through these cogs is an Invincible monitor parked in the right corner and a red Spring to the left. The ledge from here leads to a narrow corridor with crushers. The next road from here will lead to a quarter slant up a wall with Rings, which, if going too fast, will lead to the player hitting the ceiling spikes. From here, jump off of this wall to land on the ledge. From here, take the metal nut up the corridor on the left, which will close up after the player passes through. From here, a contraption can be seen above the playable character.
    • Once the player lands on the contraption, they will need to watch out for the ceiling spikes, as they can crush the player while they are on the sides of this moving terrain piece. Once they get to the top, they can reach the moving platform, which will lead to a ledge with a red Spring. This spring will take the player along a fast section, and lead to a Star Post. From here, the yellow Spring can be used to ascend the wall. The player will then come across a mesh cylinder, but reaching this platform's ledge requires a well-timed run and multiple Spin Dash charges before they can get there. The player can then go for the Super Ring monitor immediately below it by carefully jumping to the left.
      • If the player manages to land on this ledge, they will immediately go up the elevator where they can ride the piston or head right towards the conveyor belt and the contraption. From there, up along the piston are some bumpers on either side, which will send the player to the narrow corridor on the right. However, if they hit the ceiling spikes, they will fall back down. From here, the player must travel across three conveyor belts, with a piston and a lava pit accompanying the bottom of this area. Once the player reaches the ledge, they will need to take the piston up the wall and land on the bridge. From here, a Slicer will combat the player at the bottom of the next vertical tunnel that contain the bumpers. From there, at the end of the next road is a lava pit with a series of arrowed boxes that the player must hop across to continue. From there, on the right hand side is a Star Post. From here, the trail ascends to the left, then right towards a safe ledge. From here, the road splits into a short wall. From here, at the end is a large area with three cogs. After that, at the bottom of the pit is a red Spring, which, if taken, will send the player back up the quarter-slant where they have a chance to land back on the brown platform. If the player jumps from the red Spring, or falls off at the last moment, however, they will find a Star Post and a Super Ring monitor on the right side. After that, guarding the warp tube on top of the ledge is a Shellcracker. The player should then take the elevator and move on to the final section described in the last paragraph.
      • If the player falls down, a brown platform will send them down a narrow corridor, with a locked door behind them. From here, take the metal nut up, where the playable character will have another choice of two routes to follow. About half-way up the left side is a Shield monitor in a narrow hidden area. From here, the next part of the solution can be followed if the player wants to jump off early to the right. From there, at the end of the road are four adjacent metal nuts, all positioned in various places with spikes covering the gaps. From there, on the right side of the pit is a moving brown platform and a quarter-slant at the end of the pit, which requires a careful Spin Dash and landing maneuver in order to avoid hitting the incoming Shellcracker's pincher atop of this wall. After encountering the Shellcracker, the player will then come across a piston. On this piston, the player will need to gain enough rightwards momentum when taking off to avoid hitting the ceiling spikes. This is followed by a short lava pit with a vertical airborne conveyor belt. The player must then duck down to avoid getting crushed by the ceiling spikes, until they can reach the ledge on the left which has a Star Post. From here, the step to the left has a Spring, which will send the player up towards the T-junction with the brown bridge closing beneath them:
      • After getting past the locked door, the player may want to continue up using the metal nut. There, there will be another metal nut to the left. From there, all the way at the top is a road with some protruding spikes. The contraption that then appears above the playable character should be jumped on to, as the brown platform at the end of the road next to the wall is immobile to reach. However, be wary of getting crushed while on it. At the same time, in the top-right corner is a hidden area containing two Super Ring and a One-Up monitor. From there, across the other side is a room with a Star Post and a red Spring, which give the player one shot to bypass the contraption and reach the ledge on the right.
        • To the right of the T-junction is a Slicer guarding a Super Ring monitor. As soon as the player uses these bumpers to climb the ledge, they will encounter another Slicer at the top of the ledge on the right. On the left on the other hand is a Shield monitor parked in the corner. After that, there is a wide area, with some cogs, a moving platform and just six Rings to be found here. Past that is a fairly long road which meanders downwards. From here, two upside-down and one right-side-up Slicer will attack the player, with the latter guarding a metal nut which should be screwed downwards. From here, another long road to the left will bend down, with two steps along it. At the end of that road is a switch which will open up a platform. From here, the player will land on a platform that rolls along a trail by some background cogs. Afterwards, at the end is a small floating section which the player can jump onto. The player can then walk onto the moving platform and try to clear the cogs section. At the bottom of the pit is then a red Spring, which, if taken, will send the player back up the quarter-slant where they have a chance to land on the brown platform again. If the player jumps from the red Spring, or falls off at the last moment, they will find a Star Post and a Super Ring monitor on the right side. Also, guarding the elevator on top of the ledge is a Shellcracker. From here, take the tube to move onto the final section. The final section starts out with a narrow corridor, with two more Slicers ready to throw their claws at the playable character. The one on the floor in particular is guarding a metal nut. Riding this metal nut is a long ascending trip to the next nut placed on the right. If the player falls down, they can go back to the left and then return to the site in order to make the m metal nut reappear. After then riding the second metal nut, a Slicer will appear on top of the left ledge, guarding the last warp tube. From this point, it is a relatively long road with three Rings and a Star Post, marking the zone's boss arena. As soon as that is triggered, take the brown platform, which will take the player across to the boss arena. Do not fall off here, as there is a bottomless pit directly below. From here, there will be six more Rings available before the boss fight starts.

Boss[]

Main article: Egg Bouncer
Sonic2MetropolisBoss

The Egg Bouncer, from Sonic the Hedgehog 2.

The boss of Metropolis Zone is the Egg Bouncer, a modification of Eggman's Mobile surrounded with a ring of seven orbiting drones, which prevent the player from easily landing a hit. If the player manages to hit it, one of the pods will deploy, releasing a strange, evanescent duplicate of Eggman's machine. These copies bounce lazily along the floor and can be destroyed quite easily. Once of all of the pods have been destroyed, Eggman will then fire laser blasts, in which the player must smack him for the eighth and last time to defeat him.

In other media[]

Books and comics[]

Archie Comics[]

Metropolis Zone Archie

Sonic traveling through the Metropolis Zone in the Archie Comics.

In the Sonic the Hedgehog comic series and its spin-offs published by Archie Comics, the Metropolis Zone was initially a temporary location created by Eggman with the first Genesis Wave. In an attempt to stop Eggman's plans for Mobius, Sonic infiltrated the Metropolis Zone to stop Eggman once and for all. When Sonic found Eggman though, he began to realize what Eggman had done to the world, and after a brief battle, the hedgehog chased after Eggman to the Death Egg Mark 2.

As a result of the Super Genesis Wave, the Metropolis Zone became a permanent part of Sonic's World. In Sonic the Hedgehog #255, Sonic and Tails infiltrated the Metropolis Zone once more, this time to find and rescue Bunnie D'Coolette. When they found Bunnie, who was undercover in the Metropolis Egg Army, Sonic, Tails, and Bunnie fought their way out of the Zone.

Sonic the Comic[]

In the Sonic the Comic series published by Fleetway Editions, Dr. Ivo Robotnik managed to conquer all of Mobius and establish a totalitarian regime. While in power, he would rule the planet from Citadel Robotnik in the Metropolis City Zone after moving from the Special Zone's Egg Fortress.

Metropolis City was a focal point for many of Robotnik's traps and surprises for Sonic, including the infamous Hero of the Year Award and the ridiculous Mr. Blobnik. Sonic and the gang visited the Zone quite frequently, attempting to disrupt Robotnik's rule there.

After Robotnik's regime was toppled, thanks to an electromagnetic pulse generated by Super Sonic, the oppressed residents of Metropolis took back the city and razed Citadel Robotnik.

Trivia[]

Music[]

Name Length Artist(s) Music track
"StH2 Metropolis Zone ~Mega Drive Version~" 1:49 Masato Nakamura

Video[]


See also[]

Notes[]

  1. In the 2013 remaster of Sonic 2, Metropolis is the ninth Zone if the player goes through Hidden Palace Zone.

References[]

  1. Sonic the Hedgehog 2 (Sega Mega Drive) Japanese instruction booklet, pg. 37.

Main article (Knuckles in Sonic 2) · Staff · Manuals · Glitches · Beta elements · Gallery · Pre-releases (Nick Arcade, Simon Wai) · Re-releases (2006, Dash!, Crash!, 2013, 3D, Sega Ages)
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