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2-1 is a location in Cyber Space based on the specific depiction of the Green Hill Zone from the console/PC version of Sonic Generations. This stage also incorporates elements from the Green Hill Zone previously seen in 1-4. Being a part of Cyber Space, this stage is a rather fragmented, incomplete version of Green Hill Zone set at sunset.
Portal location[]
In Ares Island, the entrance Portal to the Cyber Space stage is located on top of a rocky overhang in the center of the large sandy area, accessible via the wide spring and the inner of the three ringed rails. 1 Portal Gear is needed to unlock this Portal.
Gameplay[]
The gameplay for this level is set in 2.5D. Sonic will be coming across loops, disintegrating platforms, Dash Rings - including Rainbow ones, grind rails and occasionally zip lines, wall rides, spring poles and the rare spike pit. In some routes the player is required to destroy wooden crates to access a path.
Overview[]
The level starts with a simple running segment. The platform above leads to a series of Dash Rings taking the player to an upper platform. Once the player hits the spring at the end of the ramp, defeat the Buzzers and boost past the disintegrating ledge.* Boost at the end of the next ramp and past more ledges. The road bends and splits up. The grind rails lead to some Dash Rings which will guide the player to the Star Post.
* If the player falls, carefully defeat the Buzzers and take the chain up.
Past the Star Post, the road splits again. Once stepping onto the rail above, jump to reach the Dash Rings. When the road flattens again, time the jump perfectly to reach the wall jump panels, or just boost without jumping - Sonic will make it to the top either way. At the end of the next road, Homing attack the Crabmeat on the block, followed by the balloons across the following gap. At the end of the slanting road are some platforms leading to a red spring attached to a wall. Past the loop are several gaps with a spike pit at the bottom catching the unwary who fall. Beyond there is the the Portal Gate, clearing the stage.
If the player falls before reaching the Wall-Jump point, they'll soon come across a narrow tunnel. Beyond there is a long pit with some disintegrating ledges and floating platforms - the Dash Panel at the bottom right corner leads to a spring. Take the green balloon to escape. Soon, Sonic will be taking some springs leading to a curved rail. As soon as he jumps off, maneuver onto the Dash Ring, then jump onto the rail above to avoid doom. Once Sonic should find some springs on the top-right side of the labyrinth maze, which leads to the next section. Take the moving platforms up to the long wall on the right. Some of these 'walls', disguised as wooden blocks, can be broken by jumping into them. Break these to carve out a path through the tunnel. Carefully land onto the disintegrating platforms to make it to the top. To the right is the Portal Gate.