2.0:XSRB2/Levels/Aether Shrine Zone

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XSRB2 levels
MAPZ0-Z8: Aether Shrine Zone

DDZ
MAPX0
MAPX2

SSZ
MAPX3

FFZ
MAPX9
MAPXB

Sonic Golf
MAPZ0–MAPZ8

MAPZ0–MAPZ8, Aether Shrine Zone, is the only Sonic Golf course included in XSRB2. It is set in an outdoor temple-esque location with mostly grass-covered floors, and takes place during a thunderstorm. It consists of nine acts (or "holes") where the objective in each is to reach the goal with as few strokes as possible. This course also partly serves as a tutorial for the new gametype; in some holes, hints are displayed on the screen to assist the player with learning to play Sonic Golf. However, a number of these holes also have death pits surrounding the playing area; the player will receive a penalty stroke if they fall into one of these or otherwise go too far away outside the playing area (in which case they will die in mid-air).

Walkthrough

Hole 1 (MAPZ0)

Par: 2

This is the easiest hole to clear; the goal is located some distance in front of the start, and the main obstacle is a small block in the middle of the ground between the goal and the start. To get a Hole in One, simply jump over this block while directing your spindash directly towards the goal.

Hole 2 (MAPZ1)

Par: 2

The goal is located in a medium-sized grassy valley near the start, surrounded by four small pillars. A Hole in One can be easily obtained in this hole; however, this requires that the starting spindash not be too strong so the player doesn't overshoot the goal or bounce off it.

Hole 3 (MAPZ2)

Par: 3

The goal is located a fairly long distance away from the start; the player needs to cross a path that makes a 90° left turn followed by a 90° right turn to reach it. However, a narrow bridge also exists in the middle of this path connecting the side borders together; the player can cross this (taking care not to fall off) to get a Hole in One if they direct a strong spindash towards the goal.

Hole 4 (MAPZ3)

Par: 3
Hint: You can jump while you're spinning!

The goal is located directly in front of the start, but requires two jumps to reach and is blocked from a direct spindash by a tall pillar in the middle of the map. Note that two dark-colored grass walls are located by either side of the goal; if the player hits either of these during a spindash, the player will bounce off them towards the other grass wall.

Hole 5 (MAPZ4)

Par: 3

In this hole, a large brick wall divides the map into two; the goal is located on the other side of the wall to where the player starts. In order to get past this wall, as well as cross the death pit just before it, the player must aim a spindash into the blue springs in front of the start so that they fly into one of the two open windows either side of the wall. The player will then land on the other side of the map, which is mostly covered in grass. However, a small grey brick wall blocks the front of the goal itself; the player must either go around or jump over this wall to get to the goal.

Hole 6 (MAPZ5)

Par: 4
Hint: You can de-spin by pressing spin again.

This map consists of a line of alternating high ground areas and low ground areas, with lines of blue springs in the middles of the latter. In order to reach the goal, the player must spindash into the blue springs to be flung up to the higher areas; this requires a strong spindash, as otherwise the player cannot quite reach them and will instead bounce off the dark-colored grass walls. Note that the goal is actually located behind the player at the start, so the player must jump over the line of blue springs visible in front at the start, then turn around and charge a new spindash to continue the other way.

Hole 7 (MAPZ6)

Par: 3
Hint: If you're doing poorly, helpful platforms might appear to help you move along. (appears after 9 strokes are used)

In this hole, the goal is located across a deep pool of water. The player must charge a spindash off one of the two ledges near the start to water-skip over the pool. A "Nice shot!" spindash is recommended to get the player all the way across in one stroke. If the player does not succeed in getting across, grass ramps are present to allow the player to get back up to the start.

If at least 9 strokes are used and the player still hasn't cleared the hole, a grass ramp appears at the other side of the pool to allow the player to reach the goal easily. The surface of the water will also rise when this happens.

Hole 8 (MAPZ7)

Par: 5

From the start of this hole, the player needs to follow the path ahead to reach a button, which raises the floor just crossed allowing the player to reach the goal by going back. The dark-colored grass walls located in the corners of the path can be used to bounce the player along it and save strokes, but these cannot be used once the floor has been risen. A dark-colored grass wall is also located behind the button to send the player backwards if a jump is used when heading towards it.

Hole 9 (MAPZ8)

Par: 4

In this hole, the goal is located behind the player, but the player does not have the ability to reach it yet. Instead, the player must first pop one of the two Whirlwind Shield Monitors on the grey brick pillars in front. Once a Whirlwind Shield has been obtained, the player can turn around and make a spindash followed by a double-jump to reach the platform with the goal itself. Note that the player's Whirlwind Shield will not be lost even if the player dies in this map.

After clearing this hole, the results screen appears displaying your score and results for all nine holes. The total score is given below these at the bottom of the screen, which is compared against the total par score of the whole course to display the final result.

Technical data

Hole 1

Hole 2

Hole 3

Hole 4

Hole 5

Hole 6

Hole 7

Hole 8

Hole 9