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G-merl (boss)

From Sonic Retro

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G-merl
SonicAdvance3 GBA G-merlRoute99.png
G-merl
Game: Sonic Advance 3
Hits to defeat: 4 (Normal) / 2 (Easy)

G-merl serves as a mini-boss throughout Sonic Advance 3, usually protecting Goal Rings and in two instances larger boss machines. In each of these battles, G-merl takes four hits to destroy in Normal Mode, and two in Easy Mode. Like Emerl before him, G-merl learns new attacks throughout the game and gradually becomes a more serious foe.

When G-merl is defeated as a miniboss, he typically retreats to Eggman's nearby boss machine and incorporates himself into its structure somehow (reminiscent of Metal Sonic's actions in Newtrogic High Zone).

Strategy

Route 99

In Route 99, G-merl is fought almost immediately in the Boss Act. G-merl simply sweeps the arena in low-altitude, slow-moving bursts. The player must simply jump on him to trash the up-and-comin' contender to advance to the first bona-fide boss.

Sunset Hill

In Sunset Hill, G-merl is fought near the end of Act 3. G-merl sweeps the arena like he did in the previous encounter, as well as jumping in the air and performing a fairly accurate homing attack on the player.

Toy Kingdom

In Toy Kingdom, G-merl is fought near the end of Act 3. In addition to his old sweeping and homing maneuvers, G-merl learns to launch small, slow-moving missiles that cover the horizontal extent of the arena. They're somewhat tricky to dodge.

Cyber Track

In Cyber Track, G-merl is fought near the end of Act 3. G-merl learns three new tricks for this battle. First, he'll sometimes sprout a protective shield when the player attacks him, preventing them from landing a hit. Secondly, he'll teleport directly beside the lead character and attempt to cut through them. Finally, he'll leap into the air and quickly fly to the other side of the screen and back, each time leaving a trail of missiles that will home in on the characters. Strangely enough, G-merl still retains his antiquated sweeping attack.

Altar Emerald

Finally, in Altar Emerald, G-merl is fought almost immediately. G-merl operates almost exactly the same as he did last time (sans evasive shield maneuver) with one new card up his metallic sleeve: G-merl warps to the top of the screen and sprouts six orbiting missiles, which are eventually released from their center of gravity. While only two impact the floor inside the arena, it's unpredictable to tell where they'll land, so the player must watch out. Once they defeat the battle-hardened robot, the penultimate boss awaits.

References


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