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Difference between revisions of "Jet Mobile"

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To start the '''[[Mushroom Hill Zone]] Boss''' battle, jump on the satellite dish to destroy it. This will reveal Robotnik's machine in the process. If you can hit him a few times during this time, the Boss Battle will be easier to win.  When Robotnik flies off to the right, chase after him and follow him
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|Sonic & Knuckles|:Category:Sonic & Knuckles bosses|l2=Bosses|{{PAGENAME}}}}
through an obstacle course. When you are running through the obstacle course, jump to avoid the spikes (when playing as Knuckles, there is an additional spike pattern that requires the player to glide through it.) If you keep running, you'll catch up with Robotnik. When he switches off the boosters, you can hit him.  If you have a Flame Shield, the boosters won't hurt you, so you can attack Robotnik repeatedly.
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| game=Sonic & Knuckles
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| level=Mushroom Hill Zone
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| hits=8
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The '''Jet Mobile''' (ジェットモービル){{fileref|SonicMegaCollectionSaikyouKouryakuGuide Book JP.pdf|page=155}} is the first boss of ''[[Sonic & Knuckles]]'', fought at the end of [[Mushroom Hill Zone]] Act 2.
  
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==Strategy==
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To start the battle with the Jet Mobile, the player must jump on the weather-altering satellite dish to destroy it. This will restore the season back to normal and reveal [[Dr. Eggman]]/[[Eggrobo]]'s heavily armoured [[Egg Mobile]]. If the player can hit his craft a few times before he moves offscreen, the battle will be easier to win. When Eggman/Eggrobo flies off to the right, the player should chase after him and follow him through an obstacle course comprising rows of spikes which the player must jump over/between to avoid (when playing as [[Knuckles the Echidna]], there is an additional spike pattern that requires him to [[Power Glide|glide]]). If they keep running, they'll catch up with Eggman/Eggrobo. When he switches off the boosters, they can hit him. If the player has a [[Flame Shield]], the boosters' flames won't hurt them, so they can attack Eggman/Eggrobo repeatedly without having to wait for the boosters to turn off. If they're fast enough, the player can also hit his craft directly from below, avoiding the risk of collision with the boosters thus allowing them to score a hit whether they are on or not.
  
After eight hits, Robotnik's machine starts to explode, but Robotnik still isn't worried. However, his machine soon crashes into a tree and it falls apart. When you've opened the Prison Egg, Sonic will look up and you'll see the [[Flying Battery Zone|Flying Battery]] Blimp fly past. Robotnik flies up in his [[Eggpod]] and enters the battleship. Sonic immediately jumps up and grabs onto it.
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After eight hits, Eggman/Eggrobo's machine starts to explode, but he doesn't look too worried. However, the Jet Mobile soon crashes into a tree and its armour falls off. After freeing the [[animals]] from the [[Capsule|Egg Prison]], the character will look up and see the [[Flying Battery Zone|Flying Battery]] Blimp fly past. Eggman/Eggrobo flies up in his now-basic Egg Mobile and enters the battleship, which the player then jumps and grabs onto, following him to the next Zone.
  
[[Category:Sonic & Knuckles Bosses and Sub-bosses]]
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==References==
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<references/>
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{{S&KOmni|3}}
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[[Category:Sonic & Knuckles bosses]]
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[[Category:Sonic and Knuckles bosses]]

Latest revision as of 20:59, 6 March 2021

Sonic Retro emblem.svg Sonic & Knuckles
»
Bosses
»
Jet Mobile
Mhzboss.png
Jet Mobile
Game: Sonic & Knuckles
Level: Mushroom Hill Zone
Hits to defeat: 8

The Jet Mobile (ジェットモービル)[1] is the first boss of Sonic & Knuckles, fought at the end of Mushroom Hill Zone Act 2.

Strategy

To start the battle with the Jet Mobile, the player must jump on the weather-altering satellite dish to destroy it. This will restore the season back to normal and reveal Dr. Eggman/Eggrobo's heavily armoured Egg Mobile. If the player can hit his craft a few times before he moves offscreen, the battle will be easier to win. When Eggman/Eggrobo flies off to the right, the player should chase after him and follow him through an obstacle course comprising rows of spikes which the player must jump over/between to avoid (when playing as Knuckles the Echidna, there is an additional spike pattern that requires him to glide). If they keep running, they'll catch up with Eggman/Eggrobo. When he switches off the boosters, they can hit him. If the player has a Flame Shield, the boosters' flames won't hurt them, so they can attack Eggman/Eggrobo repeatedly without having to wait for the boosters to turn off. If they're fast enough, the player can also hit his craft directly from below, avoiding the risk of collision with the boosters thus allowing them to score a hit whether they are on or not.

After eight hits, Eggman/Eggrobo's machine starts to explode, but he doesn't look too worried. However, the Jet Mobile soon crashes into a tree and its armour falls off. After freeing the animals from the Egg Prison, the character will look up and see the Flying Battery Blimp fly past. Eggman/Eggrobo flies up in his now-basic Egg Mobile and enters the battleship, which the player then jumps and grabs onto, following him to the next Zone.

References


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