recursal/Fanatic-Fandom huggingface dataset:
Tempest Valley Zone 1

Tempest Valley Zone 1 (MAPAY), abbreviated as TVZ1, is the first act of Tempest Valley Zone, the second zone in Mystic Realm. It takes place in a stormy and rainy valley filled with toxic slime and is somewhat small, featuring two paths layered on top of each other. Its difficulty is substantially greater than the first zone due to the harmful liquid that runs throughout the level and buzzes that can knock you into the slime.

## Walkthrough

You begin the level in a valley with a river of toxic waste flowing before you. Leap across the river and choose either to proceed through the tunnel to your right or up onto the ledges on the left.

### Upper path

Climb up the steps to your left with several short jumps to reach a ridge against the wall of the valley. From there, you can either leap across a small gap or proceed to the left. If you take the left path, jump over the river and proceed around the bend until you reach a row of yellow springs. Turn to the right to reach the Star Post. If you took the right path, hop up the ledges to the top and cross the river via a bridge. You should come across another ridge that eventually turns right and ends at the Star Post.

After the Star Post, you will come out on the top of the other side of the valley. Jump across a toxic river to an elevated ledge and across another river to get to a cliff that that is U-shaped. Run around the bend and take the row of yellow springs. Run along the cliff by making a left turn and then a right turn to reach the Level End Sign.

### Lower path

In the tunnel, jump over the toxic river. Then simply proceed forward until you reach the Star Post. There is a river in front of you that is fed by two toxic waterfalls. Across the river is a small island that helps you cross this section. Afterwards, you will reach a sharp 180 degree bend which is cut off by another river. Jump across it, turn around and jump across it once more until you reach a set of ledges. After jumping over those, you will reach large valley with a shallow toxic pool in the middle. Continue by jumping over a few ledges to your right until you reach a gap. Jump over it, follow a U-turn that goes underneath a bridge and cross another gap. Now, you reached a set of stair-like ledges that lead to the top of the bridge. Cross it, jump over two more gaps and reach the Level End Sign to the left.
Egg Rock Core Zone

Egg Rock Core Zone (MAP31), abbreviated as ERCZ, is the final zone in SRB2: TLL. It is a boss fight against Brak Eggman.

## Walkthrough

Brak Eggman has 12 health points and is surrounded by an electrical barrier that prevents you from damaging him. He will not attack until he laughs; after laughing, he may randomly attack at any moment, so stay on your guard. In addition, the lower his health, the faster he'll walk, and the shorter the time between finishing an attack and starting the next one will be.

Brak Eggman has two pairs of two attacks.

* The first pair:
	+ A flamethrower attack, leaving flames on the ground. The flames will linger for ten seconds before dissipating.
	+ A missile attack, where he shoots three rockets directly at you, leaving behind some flames where they hit. The missiles have extremely high knockback, so be sure not to get hit.
* The second pair:
	+ A bomb-lob attack. The bomb will slowly bounce to a stop, after which it shatters into 7 smaller bombs that each spread flames over a large radius.
	+ A sniping attack. To avoid this attack, you need to break line-of-sight with Brak Eggman within roughly two seconds (you will know you're safe if the targeting reticule isn't directly on top of you). Barriers will pop up from the ground to give you some cover.

From 10-12 health points, he'll only use the first pair, and from 1-3 health points, he'll only use the second. In-between, he'll randomly choose between the two, opting progressively more for the second pair as his health decreases. After being hit, however, he will always use one of the first pair of attacks, regardless of his current health.

Three pipes are installed in the arena. Occasionally, one of the pipes will start to drop lava. Lure Brak Eggman into the lavafall to short out his electric barrier. Once it's gone, jump at him to hit him. He will retaliate to each hit with one of the first pair of attacks, and cannot be hit again until that attack has ceased. His barrier will stay down for twenty-five seconds before respawning; it flickers during the last five seconds, but it is still safe to attack him during this time. Once the barrier has respawn, another pipe will start dropping lava, allowing you to repeat the process. After nine hits, the walls of the arena will crumble, making his missile attack even more dangerous. After three more hits, he will be defeated, completing the level and rolling the credits.
Neo Greenflower Zone

Neo Greenflower Zone (MAP32), abbreviated as NGFZ, is the first Super Level in SRB2: TLL. NGFZ is long and more diverse, being set in a tall valley with high cliffs and much vertical variation, and featuring multiple paths. Beating this level unlocks the level select for the Normal Levels.

## Walkthrough

From the starting point, run forward, avoiding the enemies as much as you can. Turn right after the short bridge, then turn left where the fences are. Use the set of yellow springs on the staircase to propel yourself up to the higher ledge, and hit the Star Post.

Jumping over the spike row will lead you into a cave with shallow water. Continue running, and take a right turn, leading you to some red springs. Jump off the springs and continue running forward. You will notice that there is a corral of Crawla sin the center of this area. Simply go around it to avoid any trouble. Jump on the diagonal yellow spring right beside the Super Ring Monitor. Be sure not to move after touching the spring, as it leads to two other springs, each of them propelling you higher, until you reach the high ledge in front of you. Avoiding the enemies as you go, travel into the small tunnel-like area with the Star Post nearby. Afterwards, you will be confronted with a large opening leading into a valley, and a line of yellow springs. You now have two possibilities to continue.

### Upper path

Jump on the springs, and aim to land on the high cliff nearest to you. Continue running while avoiding the hole in the floor. In front of you, you should be able to see another set of ledges. Jump to them and climb to the top. Enter the opening in the wall and go down the staircase, leading you to the end. If you fall into the valley below but still want to take the upper path, you can use some platforms attached to the cliff to reach a red spring inside it.

### Lower path

Jump down into the valley below and try to land on the grass area. In front of you is a lake, with a platform in the middle of it. Jump onto this platform and across the lake to reach a Star Post. Enter the cave and jump up the platforms in there. You will come to an outdoor area. Use the two springs here to get to the end sign.
Tempest Valley Zone 3

Tempest Valley Zone 3 (MAPB0), abbreviated as TVZ3, is the third act of Tempest Valley Zone, the second zone in Mystic Realm. The stage is set in an enclosed arena with a shallow toxic pool in the center, over which the Egg Mobile hovers, and an outer rim that surrounds the area.

## Walkthrough

As soon as the level begins, rush to one of the springs in corner to reach the higher ledge with the rings. By the time you've picked up a few, Eggman should be close by. Then it is simple to jump on him and bounce back to the ledge. After Eggman is destroyed, an Egg Capsule will surface from the center of the pool. Jump to the top of it to end the level.
Verdant Forest Zone 3

Verdant Forest Zone 3 (MAPB3), abbreviated as VFZ3, is the third act of Verdant Forest Zone, the third zone in Mystic Realm. This is the last boss in Mystic Realm to use the Egg Mobile. The only rings in this stage exist as Super Ring Monitors that can be found on four leafy ledges.

## Walkthrough

Defeat Eggman like usual, but destroy only one Super Ring Monitor at a time. That way, if you lose all your rings and can't get them back, there will be other monitors left to get rings from.
Sonic Robo Blast 2: The Lost Levels

Sonic Robo Blast 2: The Lost Levels (Referred shorthandedly as SRB2: TLL) is the most recent of Arbd22's 'The Lost Levels' mod/hack series. This is the biggest one yet, featuring over 200 levels, new music, and new playable characters.

## Levels

Choose a category below:

Normal Levels

Special Zones

Super Levels

Hyper Levels

3D Robo Blast

Nintendo Zones

Sonic 3D Blast Remake

Mystic Realm

Sonic 3 & Knuckles Remastered

Sonic CD Remastered

Sonic Adventure 1+2 Remake

Mini Robo Blast 2

Second Quest

Sonic 2 Remastered

Sonic Advance Trilogy Remastered

Ultra Levels

Match Levels

CTF Levels

Race Levels

SRB2: TLL Hubs

## Gameplay

SRB2: TLL's gameplay is exactly the same as vanilla SRB2, it also allows extra WAD, LUA, SOC, and other files along the mod.

## Download

Main Game (Version 4.7): https://drive.google.com/open?id=0Bxh8SVXis3L8dDVFTjdoLVZHRzQ

Remade music (Gameplay): https://drive.google.com/open?id=0Bxh8SVXis3L8U2NreXdJTE5BaGc

Remade music (Cutscenes, etc.): https://drive.google.com/open?id=0Bxh8SVXis3L8UE50YnRmZFZaUGs

Remade music (TLL 4.7.1 Edition): https://drive.google.com/open?id=0Bxh8SVXis3L8ZFVxQnV2UEJfU2M

8-Bit style music (Gameplay): https://drive.google.com/open?id=0Bxh8SVXis3L8RkFtM25SMWtKM2s

8-Bit style music (Cutscenes, etc.): https://drive.google.com/open?id=0Bxh8SVXis3L8VTNrZTdMdlhmNHM

8-Bit style music (TLL 4.7.1 Edition): (Inb4 I \*try to\* fix the audio)

Standalone character pack (TLL 4.7 Edition): https://drive.google.com/open?id=0Bxh8SVXis3L8bDdHcDk3QmxJekE

## SRB2: TLL Official Videos

Main Articles: SRB2: TLL Direct, Other SRB2: TLL Videos

## Developer's Notes

Remake all the title card font - Almost Done.

New Intro cutscene - Done.

New Ending Cutscene - Done.

Record Attack mode - In Progress.

Replace some music with their Sonic CD US equivalents - Done.

New Characters - Currently 2.

Release 4.7 is out! Download it now! (Well, if you want to.)

Minor update: From now on, the files will have a version number in their names to avoid problems in online mode.

The reason I haven't been very active here is because I have been working on another SRB2 mod. I won't reveal anything about it right now, but now you know why Release 5 takes forever.

Aaaaand development is slowing down again. The wad editor I'm using thinks it would be a great idea to delete random files while saving...

Well, since SRB2 2.1.16 removed online (The easiest way that I test stuff) for srb2dd.exe, and many songs are screwed up in srb2win.exe (Including the WHOLE 8-Bit style music pack), I now have to replace it! HOORAY...

srb2win.exe in SRB2 2.1.17 appears to have removed a lot of the lag, which makes is way easier to test stuff. Now could fix the audio, please?

Release 5 stuff in progress (4.8 will be released when some of it is done):

Green Grove Zone 2 - Currently in section 2.

Aerial Gardens Zone 6 - In Progress.

Normal Level HUB - Just finished LZ Area.

Shifting Sand Zone 3 - Just started.

Pirate Isles Zone - Just Started.

Ultra Level 1 - Just Started.

Sega CD Zone 4 - Just Started.

Special Zone 3 - Just Started.

More new characters.

Add the rest of the S3K music.
Eléments spéciaux

Vous pouvez trouver des éléments spéciaux suivants dans le jeu :

## **L'Épine**

Une Épine est un élément qui empêche les perles de se déplacer sous elle.
Une Épine peut être supprimée en effectuant deux combinaisons avec la perle sous elle, ainsi qu'en utilisant les boosters Arc magique et Miroir.

## **La Marque**

Une Marque est un élément spécial marquant une perle.
Pour collecter la Marque, vous devez effectuer une combinaison avec la perle marquée.

## **Les Ingrédients**

Les Ingrédients sont des éléments spéciaux que vous devez collecter pour terminer un niveau.
Il y a quatre types d'Ingrédients :

Rubis

Flasque

Trèfle

Dés

## **La Balle de fil**

Une Balle de fil est un élément spécial que vous avez besoin de faire évoluer pour terminer un niveau.

## **La Bombe**

Une bombe est un élément spécial avec un compte à rebours.
À chaque déplacement le compte à rebours est réduit de 1. S'il atteint 0, la Bombe explose et le niveau est perdu.
La Bombe peut être détruite en effectuant une combinaison avec elle, ainsi qu'en utilisant n'importe quel booster.
Match Levels

**Match** is a multiplayer gametype in SRB2: TLL. It is a variation of a typical first-person shooter Deathmatch game with Sonic elements. It is played in first-person view on an exclusive rotation of maps designed specifically for the gametype. The players throw rings at each other to score points. Since rings fly considerably slower than projectiles and players are much faster than in regular shooter games, SRB2's Match mode plays differently: Players must anticipate the movement of their opponents and aim rings ahead of them to successfully hit them. The objective is to score the highest amount of points in a specific time (10 minutes by default) or to be the first to reach a specific number of points.

**Team Match** is a variation of Match in which the players are divided into two competing teams that fight each other. Match mode is enabled for a map by adding the keyword `Match` to the `TypeOfLevel` parameter of its level header.
Black Rapier

*--And ask yourself -- no matter **how** scared you are, how **angry** -- do you really want to become **murderers?***
--****Black Rapier****[src]

One part *detective* and one part *engineer*, *Black Rapier* is the local heroic icon of New Orleans. Wearing an armored fencing costume and carrying a rapier, Black Rapier has lead the *Honor Guard* for years before retiring in the late 2000s and letting Samaritan take over.

## History

The history of Black Rapier is not currently documented. You can help the Astro City Wiki by adding it in.

## Powers and Abilities

* **Decelerated Aging**: Black Rapier has been active for many years. In order to continue his heroic career well after he should have been too old, Black Rapier created a serum which keeps him young and fit for as long as he drinks it.
* **Investigation**: Black Rapier is a detective in his own right. A private eye working out of New Orleans, he is able to understand crimes and analyze where they might lead.
* **Fencing**: Black Rapier's weapon shows his skill with fencing. While his electric rapier does fire electricity at short ranges he fancies taking on opponents with his weapon in close combat.
* **Engineering**: While unspecified, Black Rapier has shown some proficiency with engineering. He's engineered his own slow aging serum as well as working on the alien technology that allows the Honor Guard Headquarters to fly and stay invisible.

## Appearances

* *Astro City* #1
* *Astro City* #6
* *Astro City* (Volume 2) #6
* *Astro City* (Volume 2) #7
* *Astro City* (Volume 2) #10
* *Astro City* (Volume 2) #16
* *Astro City* (Volume 2) #19
* *Astro City* Local Heroes #1
* *Astro City* A Visitors Guide #1
* *Astro City* The Dark Age (Book 1) #3
* *Astro City* The Dark Age (Book 1) #4
* *Astro City Special* Beautie #1
* *Astro City* The Dark Age (Book 3) #2
* *Astro City* The Dark Age (Book 3) #3
* *Astro City* The Dark Age (Book 3) #4
* *Astro City* The Dark Age (Book 4) #3
* *Astro City* The Dark Age (Book 4) #4
* *Astro City* (Volume 3) #2
* *Astro City* (Volume 3) #3
* *Astro City* (Volume 3) #17
* *Astro City* (Volume 3) #18
* *Astro City* (Volume 3) #19
* *Astro City* (Volume 3) #20
* *Astro City* (Volume 3) #22

## External links

* Black Rapier at the Comic Book Database
Sonic's Nightmare Zone

Sonic's Nightmare Zone (MAP60) is the sixth Hyper Level in SRB2: TLL. It lives up to its name, as it features very hard platforming and action.

## Walkthrough

### First Section

You start outside a cave-like area, enter it to be teleported to another cave area, go forwards through the holes in the crushing ceiling to reach a single ring, you're going to need it. The walls around you will open, revealing many enemies, go to the one at your left to reach another ring. Jump carefully on the narrow platforms, and don't get hit.

### Second Section

You arrive outside, jump on the platforms quickly, as they fall until you reach the tall structure with a bright floor, use the springs and well-timed jumps to reach another cave area.

### Third Section

Keep going forward until you reach an underwater maze area, grab the air bubble, as it is the only one there. Go through the maze until you reach a red spring to go outside again with just an armageddon shield and few rings in the tiny caves. Use your armageddon shield to destroy the swarm of enemies and reach the goal post to end the level.
Winged Victory

*What we teach women -- **girls, teenagers, adults** -- starts with self-defense. But it's the "self" part that's most important. We're about confidence, not hiding.*
--****Winged Victory****[src]

## History

Lauren Freed was once an undistinguished person until the day she was chosen by a group of supernatural beings, women know as the Council of Nike. They chose her to be their champion of empowering women and sow bestow upon her a talisman around her neck that allows her to transforms into a winged superhuman demigod to fight and champion women. She acquires mythical weapons, wings for flight, super strength and enhanced intelligence in this new form. From that day on she became Winged Victory and serves as one of the great heroes of Astro City.

## Powers and Abilities

* **Transformation**: As a civilian she is physically unremarkable and of average height; as Winged Victory, she is striking, powerful, of imposing height, and possessed of large wings. A talisman around her neck allows her to transform between her two forms.

* **Enhanced Intellect**: As Winged Victory, she immediately understands how to fight and use ancient weaponry. Her confidence and convictions are also byproduct of her transformation however these traits were always within her.
* **Flight**: Winged Victory can soar with a pair of angelic, feathered wings. She can fly fast enough for Samaritan to take account. Winged Victory could also switch between what she calls "transit" flight and hovering speed.
* **Superhuman Strength**: Her strikes are powerful, strong enough to break through metal and concrete easily. She could also stop the tectonic-strong Warmaiden with just her sword.

* **Leadership**: Winged Victory has established a series of shelters and schools which give women the strength and knowledge to be confident and self assured. Her shelters became schools after she found her students becoming dependent on her.
* **Weaponry**: Winged Victory has an array of ancient Greek/Roman weaponry which accompany her with her transformation.

## Trivia

* Busiek has noted that his character was patterned after the famous Hellenistic sculpture the Winged Victory of Samothrace.[*citation needed*]
* Her story arc in issues 7-10 of the 2013 run showcases a large amount of her rogues gallery: Jagged Jill, Warmaiden, Maneater, Goldenboy/Ladykiller, Mentakk, Whiphand, Lord Winter, Mama Spank, Karnazon, Cro-Mag, Andro, and The Garden Gnome.

## Appearances

* *Astro City* (Volume 1) #4
* *Astro City* (Volume 1) #6
* *Astro City* (Volume 2) #2
* *Astro City* (Volume 2) #6
* *Astro City* (Volume 2) #8
* *Astro City* (Volume 2) #9
* *Astro City* (Volume 2) #½
* *Astro City* (Volume 3) #2
* *Astro City* (Volume 3) #3
* *Astro City* (Volume 3) #7
* *Astro City* (Volume 3) #8
* *Astro City* (Volume 3) #9
* *Astro City* (Volume 3) #10
* *Astro City* (Volume 3) #15
* *Astro City* (Volume 3) #18
* *Astro City* (Volume 3) #20
* *Astro City: A Visitors Guide* #1

## References

1. ↑ 1.0 1.1 1.2 Astro City Vol 3 7
2. ↑ 2.0 2.1 2.2 2.3 2.4 *Astro City* #6
Eyes

**Andrew "Eyes" Eisenstein** was a minor crook operating out of Astro City in the late 1990's. He earned his nickname due to his constant awareness of his surroundings, which gained him a steady career as a lookout on criminal jobs.

During one of these jobs, he saw Jack-In-The-Box changing into his civilian clothes, and thus managed to identify him as Zachary Johnson. He considered attempting to cash in on this knowledge by selling Johnson's identity to the Deacon, but feared that Jack might hunt him down or that the Deacon might decide to kill him rather than pay.

Eisenstein ultimately ended up leaving Astro City altogether, relocating to Fairbanks, Alaska.
Orbital Hangar Zone

Orbital Hangar (MAPM6), is the seventh Match Level in SRB2: TLL. It takes place inside the titular hangar, while also featuring one outdoor area. The indoor areas contain all kinds of machinery, from conveyor belts to moving pistons, spread out over four highly interconnected rooms. The outside area, featuring two large laser cannons that occasionally fire, is safe to breathe in unlike the space segments in Egg Rock Zone.
Desolate Twilight Zone

Desolate Twilight Zone (MAPM4) is the fifth Match Level in SRB2: TLL. It is a small and open desert-themed stage with few rings. Its layout is circular, with a tall centerpiece structure around which two outdoor rooms are wrapped. It also contains three platforms floating high up in the air which Sonic cannot access by normal means.

## Layout

* **A - Western room**: This room, located in the western half of the stage, is largely open and empty. In the south, a small elevation separates it from the eastern room, while a tunnel connects them in the northern half. A staircase winds around the outer edge of the room, leading to the Scatter cliff above the tunnel. In the middle, the lower hallway of the centerpiece is located, flanked by two support beams. Next to the staircase, a pool of quicksand is located, as well as a ledge with a red spring that send you up to the balcony of the centerpiece.
* **B - Scatter cliff**: Located in the north portion of the map, it connects the two big rooms. It can be reached via a red spring from the eastern room and a staircase from the western room. A floating platform with a red spring leads up to the balcony of the centerpiece.
* **C - Eastern room**: This room takes up the eastern portion of the level, and is fairly open like its counterpart. In the north part, it connects to the scatter cliff via a spring, as well as the western portion via the tunnel. In the southern, the aforementioned small elevation cuts the rooms apart. The entrance to the lower hallway of the centerpiece is surrounded by a descending ring of ledges, with quicksand on the lowest part. To the north, another small pool of quicksand is located.
* **D - Lower hallway**: The centerpiece of the map, it connects the two big rooms as a small hallway. In the middle, a spring is located which pushes you up to the upper hallway directly above it.
* **E - Upper hallway and balcony**: The high part of the centerpiece, it features a balcony on the western side. On the other side, an opening leads down to the eastern room.
* **F - Floating islands**: Three floating platforms are suspended above the big rooms; two in the western room, one in the eastern room. These contain a lot of powerful items, but Sonic cannot reach them by normal means.
Nimbus Ruins Zone

Nimbus Ruins Zone (MAPFA), is the eleventh CTF Level in SRB2: TLL. The map is made up of small floating platforms over a death pit, which makes it notoriously hard to stay alive. Therefore, it takes quick reflexes on the jump button to get across the stage with any speed. This makes it a very low-scoring map, and makes the character of choice by many to be Tails.
Aerial Gardens Zone 1

Aerial Gardens Zone 1 (MAP54), is the first act of the fourth Hyper Level. Aerial Gardens Zone is a very hard zone. The entire stage is set in the sky, meaning that one mistimed jump can send you into a death pit. There are also many Jetty-Syn Gunners and bombers here, which force you to keep moving. Thokking while jumping can be dangerous, and it's often helpful to have it on hand in case you need to get back onto a platform.

## Walkthrough

Start by jumping to the platform before you, and use the pillar to your left to climb up. Then jump down to your right and run along the path until you come to a yellow spring. Take it and land on the platform ahead of you. Here the path splits.

### Forward

Jump across the platforms in front of you to reach a door. Enter to your left and jump down at the exit to reach a Star Post. To access the high ledge in front of you, you must run around it until you find a yellow spring. Take it and turn around to see a pool with a pillar in the middle. Jump onto the gargoyle on top of it and to the platform in front of you. You might have to kill the Jetty-syns beforehand. Continue to your right, jumping across several small platforms. You will eventually reach a yellow spring, leading to another yellow spring. Take it to reach a Star Post.

### Right

Jump onto the pillar to your right to access the high platform. Jump up the platform next to the yellow spring and continue forward to reach an opening in the wall. On the other side of the tunnel, you have to cross a gap via some small square pillars with blue springs on them to reach the other side of the room. After exiting the tunnel, simply take the yellow spring. To your left should be another yellow spring. Take it to reach a Star Post.

### Second Room

Walk past the Star Post and across the narrow beam to your right. Take the yellow spring to the platform above and continue along the next beam. Take the set of yellow springs until you eventually reach an opening in the wall. Continue through the tunnel, avoiding the holes in the floor and go to the Level End Sign.
CTF Levels

**Capture the Flag**, abbreviated as **CTF**, is a multiplayer gametype in SRB2: TLL. It is similar to Team Match in that the players are also divided into a red and a blue team that compete against each other. However, each team controls a base that contains a flag. Members of the opposing team can pick that flag up and bring it to their own base. If both the own flag and the flag of the opposing are located in a team's base, it scores a point. The game ends when one team has scored a specific number of points, usually five. Capture the Flag mode is enabled for a map by adding the keyword `CTF` to the `TypeOfLevel` parameter of its level header.
Noxious Factory Zone

Noxious Factory Zone (MAPM1), is the second Match Level in SRB2: TLL. It takes place in a GJSZ-themed factory and its surrounding outside area. The main focus of the map lies on the large pools of viscous slime both inside and outside the factory, and conveyor belts which modify the players' movement. Falling into the slime causes players to bounce in and out of it for a few seconds, making them more vulnerable to their opponents' shots, but it also hides a few beneficial items.
Jade Coast Zone 1

Jade Coast Zone 1 (MAPAV), abbreviated as JCZ1, is the first act of Jade Coast Zone, the first zone in Mystic Realm. It is a small, multi-route stage set on a tropical beach and its surrounding area. It is quite complex for an introduction level, but is still very easy and can be finished quickly.

## Walkthrough

You start out on a grassy platform next to a beach. Behind you to your left is a small island with a Mario block on top of it, which displays a welcome message if you jump on it. From the starting point, you can take three paths:

### Left path

In front of you, you can see a lake with a waterfall. Jump on top of the island next to the lake and jump to the platforming in front of you. You will reach a small enclosed area with a cave in the wall above you and a yellow spring on the ground. Use it to reach the cave and continue until you reach the outside again, with a Star Post in front of you. Now, you must jump across a cliff and into another cave. Keep going through the cave, ignoring the opening to its side, until you reach a grassy area. Walk forward to reach the Level End Sign.

### Right path

Instead of going forward to the lake, turn right and walk along the beach. After running for a while, you will see some high platforms in front of you and a lake behind them. Walk behind the lowest platform and turn around to find a yellow spring. Use it to get on top of the platform and hop across the next few ones until you reach a narrow passage with a Star Post on it. Enter the cave in front of you take the yellow spring and exit the cave through the staircase. You will reach a grassy area. Turn left and walk forward to reach theLevel End Sign.

### Upper path

The cliff right next to you has a tunnel inside it. To reach it, walk forward and turn around once you reach the beach. Jump through the opening in the wall and climb up until you reach a grassy ledge. Continue forward until you reach a row of yellow springs. Take them and you will reach a cliff right above the beach. Jump to the platform across the beach and check the Star Post. Enter the lower cave to your right and continue until you reach a grassy area. Walk forward to reach the Level End Sign.
Sapphire Falls Zone

Sapphire Falls Zone (MAPMB), is the twelfth Match Level in SRB2: TLL. It is a Green Hill-themed stage that consists of a river that leads into a small lake, as well as its riverbanks, which are connected by two bridges. The river cannot be escaped by normal means and thus must be followed to the end if fallen into. The map has an unusually high amount of rings, leading to very intense fights.

## Layout

* **A - Lower area**: This is the lower half of the riversides, and is only interrupted on the eastern side for a short stretch. This section connects directly to the river, and contains three springs (two west, one east) that can be used to reach the bridge area.
* **B - River**: Located in the middle of the map, this river leads into the lake area in the south. It cannot be jumped out of unassisted once fallen in, so Sonic players must follow it down the waterfall.
* **C - Lake area**: Located in the south of the map, this is the lake the river leads to. A spring on each side leads up to the bridge area, while two small ledges are located in the south corners, with the eastern one leading to the sniper cliff.
* **D - Bridge area**: This is the upper half of the riversides, located higher up. It consists of a northern and a southern half on both sides, and a bridge connects both riversides on each half. On the eastern side, a spring leads up to the upper area.
* **E - Upper area**: Located on the eastern side of the map, this section is elevated higher than the rest, and builds a natural bridge over the river. It also contains a small tower reachable by some springs.
* **F - Sniper cliff**: Located on the southern end of the map, beyond the lake, this small cliff contains the Rail Ring Panel and can be reached via a spring on the eastern side.
* **G - High cliffsides**: These cliffsides are out of Sonic's reach without monitor bouncing. They are spread around the corners of the map, containing powerful items.
* **H - Floating island**: Floating high above the rest of the stage, this platform can be reached both from underneath as Tails and from above as Tails and Knuckles, containing two powerful monitors.
Space Lasers

## Introduction

A space laser is a type of orbital weapon, typically mounted on a satellite or a space station. The weapon itself consists of three main parts: a long housing to protect the stored energy and machinery, the actual batteries and machinery that make it work, and the business end that fires off the laser. On its own, a space laser has no directional control, meaning it has to be mounted on something that can move through space. Satellites and space stations are preferred to rockets and shuttles, since satellites and space stations orbit larger bodies, and can fire down onto the planet or moon.
Race Levels

**Race** is a multiplayer gametype in SRB2: TLL that is played on Special maps. The objective is to reach the goal as fast as possible, and the player with the fastest time wins. SRB2: TLL also supports **Circuit** maps for Race mode. These maps have a circular layout in which the players need to complete a certain number of laps to finish the stage. Race mode is enabled for a map by adding the keyword `Race` to the `TypeOfLevel` parameter of its level header.
Mystic Realm Zone

Mystic Realm Zone (MAPBG)**,** is the final zone in Mystic Realm. It features a boss fight against Brak Eggman, seen in Egg Rock Core Zone.

## Walkthrough

Brak Eggman has 12 health points. He will not attack until he laughs; after laughing, he may randomly attack at any moment, so stay on your guard. In addition, the lower his health, the faster he'll walk, and the shorter the time between finishing an attack and starting the next one will be.

Brak Eggman has two pairs of two attacks.

* The first pair:
	+ A flamethrower attack, leaving flames on the ground. The flames will linger for ten seconds before dissipating.
	+ A missile attack, where he shoots three rockets directly at you, leaving behind some flames where they hit. The missiles have extremely high knockback, so be sure not to get hit.
* The second pair:
	+ A bomb-lob attack. The bomb will slowly bounce to a stop, after which it shatters into 7 smaller bombs that each spread flames over a large radius.
	+ A sniping attack. To avoid this attack, you need to break line-of-sight with Brak Eggman within roughly two seconds (you will know you're safe if the targeting reticule isn't directly on top of you). Barriers will pop up from the ground to give you some cover.

From 10-12 health points, he'll only use the first pair, and from 1-3 health points, he'll only use the second. In-between, he'll randomly choose between the two, opting progressively more for the second pair as his health decreases. After being hit, however, he will always use one of the first pair of attacks, regardless of his current health.

After twelve hits, he will be defeated, completing the level and rolling the credits.
Aerial Gardens Zone 2

Aerial Gardens Zone 2 (MAP55)**,** is the second act of the fourth Hyper Level. It is everything Act 1 was, but much larger and even harder. Jetty-Syns are merciless here, as well as crucial jumps from one platform to the other. This level will require exceptional platforming skills in order to survive.

## Walkthrough

Start by running forward, into the hallway, passing the gargoyles. Turn left at the fork, and jump out onto the open area. Bounce across the blue springs, and turn left, taking the yellow spring and climbing up. At the yellow spring, bounce onto the small platforms and then jump over to the yellow diagonal spring. As Sonic, you can reach the farther platform, but Tails and Knuckles are better off landing on the closer platform. Walk across the skinny platform and into the hallway, jumping down into a hallway leading to a scenic room. Jump into the water for a Whirlwind Shield, and try to keep it, it really helps.

Bounce out of the water and hit the Star Post in the hallway on the other side of the room. Go left and the fork again and into the next room. Jump across the small platforms to the other side, following the path to the other side. Hit the Star Post and enter the next room. Carefully maneuver to the other side, bouncing on the spring to the next floor of blocks. Go across to the spring near the entrance, and then go across to the red spring on the other side. It may help to kill the Jetty-Syns in the room before attempting the platforming.

Go into the hallway at the top, and hit the Star Post and Super Sneakers, running down the path. Watch out for the numerous enemies along the way, and in the next open room is a tower with the Level End Sign in it.
Meadow Match Zone

Meadow Match Zone (MAPMC), is the thirteenth Match Level in SRB2: TLL. It is extremely simple and small, consisting of only one flat and rectangular OHZ-themed room with some very basic water pools and platforms.

## Layout

* **A - SRM platform**: The highest point of the stage, this ledge can be reached via the red spring platform below it, or a very slow-moving FOF next to it.
* **B - Automatic Ring lake**: Located somewhat in the center of the map, this pool is too deep to get out by normal means, and players are thus forced to take a spring.
* **C - Bridge area**: These two platforms, connected by a bridge, can be reached via a spring to the south. From here, you can jump onto the red spring platform to get taken to the SRM platform.
* **D - Bounce Ring pool**: Located in the southwest of the map, this pool is very small and contains only a Bounce Ring Panel and a spring out.
Golden Sands Zone

Golden Sands Zone (MAPBH) is the nineteenth Hyper Level in SRB2: TLL.

## Walkthrough

You start the level in front of a path split. Choose either Left or Forward Path.

### Left Path

Proceed normally until you get to the quicksand. As Tails/Knuckles, you can fly across the quicksand and land carefully. As Sonic, you must do some platforming involving skills like spindash and thokking. If you fall on the quicksand, you must return all the way back to the lowest rock laying on the quicksand, and start the platforming again. Proceed until you find the Star Post. That's where the paths merge.

### Forward Path

Proceed normally until you get to the quicksand. As Tails or Knuckles, you can fly or climb and glide to the other side. As Sonic, you'll have to use the spindash-jumping technique. From there, proceed until you find a Star Post. The paths merge there. Turn right to continue the stage.

### After the First Merging

Proceed until you find another quicksand place. As Tails or Knuckles you can fly or climb and glide to the other side, while as Sonic, you must use your thokking and spindash-jumping skills. Continue until you find another Star Post and a yellow spring laying on a short pillar. The path splits once again.

### Left Path

Use the spring and maneuver yourself to the left hole. Proceed normally and beware of the quicksand. You'll notice a rock "bridge". If you use Tails or Knuckles, you can choose to fly or climb to a very high ledge and continue through the Right Path. As Sonic, proceed until you find a Star Post. That's where the paths merge.

### Right Path

Use the spring and maneuver yourself to the right hole. Proceed normally until you reach the rock "bridge". You might want to drop down and continue through the Left Path. If you don't, use the pillars to reach the high ledge ahead (as Sonic) or fly/glide to it (as Tails/Knuckles). Proceed normally until you find a Star Post. The paths merge there.

### After the Second Merging

Go across the cave and enter the temple. The End Sign awaits inside.
Mario Koopa Blast Zone 2

Mario Koopa Blast Zone 2 (MAP40), abbreviated as MKBZ2, is the second act of the eighth Super Level in SRB2: TLL. It is played in Mario mode, and is based off Super Mario Brothers' World 1-2. It uses SRB2's 2D mode.

## Walkthrough

Start by running to your left and walk past the Mario blocks (a Whirlwind Shield can be found in the second one). Destroy the Goombas and climb on top of the blocks, past the yellow springs. If you took the Whirlwind Shield, you can get Invincibility from the next Mario block. Continue to the right and spindash through the tiny hole. Jump over the death pits and green pipes until you come to a staircase. Jump past the descending platform and jump into the pipe at the end.
New Characters

In addition to new levels and music, Sonic Robo Blast 2: The Lost Levels, starting from release 4.6, has new playable characters to add up to the fun!

## Currently Available Characters

### Mario

* *It's-a-him! Mario! As he appeared in the intro, screwing it up... We'll insert him into a Sonic mod for no reason!*
* *Ability: Double Jump*
* *Press the jump button after jumping to jump again.*
* *Tip: He is pretty slow, compared to the Sonic characters, but his higher jump compensates for it.*

Mario's higher jump and his special ability can make some parts of the game really easy.

### Luigi

* *He's-a Luigi! Number 1! Or 2. Or whatever player is playing as him. If Mario's in, why not Zoi- I mean, Luigi?*
* *Ability: Slow Fall*
* *Hold the jump button while in air to fall slower than the normal fall speed.*
* *Tip: His jump is higher than Mario's, but the Slow Fall has terrible traction. Reminds me of The Lost Levels (The Mario game, not my own mod).*

Luigi's slow fall ability, along with his higher jump, can help to pass through long chasms easily.

## Current Double Characters

### Mario Bros.

* *The Mario Bros. have come to this Sonic mod... because why not? I mean, both are in the game, how about 2-on-1?*
* *Player 1 will be controlling Mario, whose ability is the double jump. While the AI or Player 2 will be controlling Luigi, whose ability is the slow fall.*
* *Tip: You will need some of their abilities to come across some areas. Use them wisely.*

## Personagens futuros e em andamento

* Arbbi (personagem não original, mas não roube de qualquer maneira).
* Boom Sonic (tem a habilidade Homing Attack, que proporciona ótimos combos).
* Boom Tails (sua habilidade de voar torna o jogo ainda mais fácil do que com Tails normal!).
* Boom Sonic & Boom Tails (outro personagem duplo, que será incluído quando os dois personagens estiverem prontos).
* Vinny (leia abaixo).

## Vinny the Debug Character

Inspired by Mushroom Kingdom Fusion, Vinny is an overpowered character that is only used by the developer for testing. He will be included separately from the main wad and the standalone character pack when he's done.
Mario Koopa Blast Zone 1

Mario Koopa Blast Zone 1 (MAP39), abbreviated as MKBZ1, is the first act of the eighth Super Level in SRB2: TLL. It is set in Mario mode and closely replicates the environment of Super Mario games, albeit in 3D. This level introduces the Goomba enemy, the Koopa Shell item, the Fire Flower, which is a new power-up, as well as the Mario Block.

## Walkthrough

At the beginning, you can either proceed forward or turn around to take the alternate path.

### Forward

Jump onto the platform in front of you and into the pipe. Take the red spring located below the other pipe to be thrown up to a ledge filled with Goombas. Proceed through the pipe tunnel, turn left and continue until you reach a huge death pit.

### Backward

Jump onto the platform in front of you and turn left. Enter the pipe behind you and drop down to the floor below. Exit through the pipe to your left and take the yellow spring to get to a platform over a huge death pit.

### The Death Pit

Jump onto the lower one of the moving platforms and wait until both are lined up. Then jump onto the other one and enter the pipe. Take the yellow spring, walk over the ledge and enter the pipe to reach a dark dungeon.

### Up

Take the red spring in front of you and let it throw you through the pipe. You end up on a high ledge. Get to the ledge above you with the yellow spring and enter the pipe to your right. Turn right and drop down into the large room below.

### Left

Ignore the pipes and exit to the left. You will end up in an even darker room. Jump over the platforms, avoiding the death pit until you come to the ledge with the Mario Blocks. You will now have to jump on top of the blocks to reach the opening above. Then turn right, take the spring and exit the dungeon.

### End

Simply walk up the large staircase and jump off the top of it to end the level.
Spring Hill Zone

Spring Hill Zone (MAP50), is a tribute to the original Sega Saturn game, *NiGHTS into Dreams*—a NiGHTS level where you roam in the air as Super Sonic, grabbing wings and rings to gain points and complete the level. It is the twelfth Super Level. The .ogg background music is a remix of Paternal Horn, a song from the original *NiGHTS into Dreams* game. This stage is set in a rather simplistic and small GFZ-like environment, unlike the huge and detailed level often associated with NiGHTS, such as Botanic Serenity.

## Walkthrough

Take the spring in front of you and jump into Super Sonic to transform into him. You're now in 2D mode, which means that you'll fly along a 2D-track, flying through hoops and collecting Wings and rings. Your main objective is to collect 80 rings and deposit them in the Ideya Capture. To collect multiple items at once, you can fly around them in a closed loop. You can also drill with the jump button to increase your speed and destroy enemies. However, you must have a full drill dash meter to do so. You should deposit your rings in the Ideya Capture before time runs out, otherwise you will change back to normal Sonic and lose all your rings. Once the Capture is destroyed, return to the Ideya Drone to end the level.

It is not required to transform into Super Sonic to beat the level. Instead, you can also collect 80 rings as regular Sonic and them jump into the Ideya Capture. However, many rings are hard to access by normal means. To make it easier, go to the big lake. You should see a high pillar nearby. Jump on top of it to obtain a usefulAttraction Shield.
Aerial Gardens Zone 4

Aerial Gardens Zone 4 (MAP57), is the fourth act of the fourth Hyper Level. This stage is a boss fight.

## Walkthrough

This stage will be a showdown against the Egg Mobile. Some rings will appear as you ride the elevator up: grab them quickly, as they are the only ones you get.

For the first five hits, Eggman will shoot at you with his laser. Before each shot, he will raise his hand and press a button. The laser initially shoots at the ground, but it slowly homes in towards you. Use the strafe keys to evade the laser without losing sight of Eggman. Jump at Eggman between shots to hit him. After each successful hit, he charges away from you.

After five hits, Eggman will stop using the laser and instead surround himself with spikeballs and charge towards you. After a while, he will throw the spikeballs in your direction and spawn new ones. Try to jump at him from below to avoid getting hit by the spikeballs. After three more hits, Eggman is defeated and the level is completed.
Prismatic Angel Zone 1

Prismatic Angel Zone 1 (MAPBD), abbreviated as PAZ1, is the first act of Prismatic Angel Zone, the seventh zone in Mystic Realm. The level is extremely difficult, consisting of very thin rainbow-colored platforms laid out over a large death pit.

Note that almost every spring can be used as a shortcut if you thok or spindash into it from the right angle.
Springbok

**Springbok** was a minor supervillain who was partnered with the Warthog. Never terribly enthusiastic about the lifestyle, she and her partner had a few run-ins with the Astro City Irregulars before the Warthog died and she retired, though she apparently made enough friends that.Cutlass and Steeljack kept in contact with her after her retirement.

Sometime later, she had a child and was considered well out of the business. Unfortunately, she was framed for a series of crimes committed by Jared Everall, a collector who was after her old equipment, and in her attempt to flee from the police, she was shot dead.
Mystic Realm

**Mystic Realm** is a level pack by Mystic. It originated in the very early days of SRB2, eventually growing into a large-scale level pack with seven main zones, various hidden levels and an original soundtrack that has since been incorporated into the game proper. All of Mystic Realm's main game was ported to SRB2: TLL. It is unlocked by beating Aerial Gardens Zone 5.