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|Sonic the Hedgehog 3|:Category:Sonic 3 Bosses and Sub-bosses|l4=Mini-Bosses|{{PAGENAME}}}}
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| imagetitle1=Sonic/Tails
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| imagetitle2=Knuckles
 
| name=Twin Hammer
 
| name=Twin Hammer
 
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| hits=6 each
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| hits=6 (12 for Knuckles)
| miniboss=[[Launch Base]]
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| miniboss=Launch Base Zone
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<br>Sonic 3 & Knuckles<br><flashmp3>Sonic%20and%20Knuckles%20OSV/08%20-%20Mid-Boss.mp3</flashmp3>
 
 
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'''Twin Hammer''' ('''ツインハンマー''') is the Sub Boss encountered in Act 1 of [[Launch Base Zone]]. According to the character used by the player, two versions of this boss exist. [[Sonic]] and/or [[Tails]] have to fight a single instance of it, while [[Knuckles]] has to fight two, in another boss arena which will eventually lead to Knuckles' own path in Act 2.
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The '''Twin Hammer''' (ツインハンマー){{fileref|Sonic3KoushikiGuideBook Book JP.pdf|page=73}} is the sixth mini-boss of ''[[Sonic the Hedgehog 3]]'', fought at the end of [[Launch Base Zone]] Act 1.  
  
Each instance of this boss floats in mid-air seeking for the player but keeping a certain distance from him, and is equipped with two spiked small balls, attached to its main body with a short chain-like connector. Said balls will be spun around by the boss, leaving some window to attack its main body. After three hits, one of the spiked balls is removed; after three more hits, the boss is defeated. Each time it's hit, it quickly moves up, which makes it impossible to use very long combos, even when playing as [[Hyper Sonic]], and is actually frustrating when playing as [[Super Tails]] because of his 4 super flickies.
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==Strategy==
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Depending on the character used by the player, two versions of this boss exist. [[Sonic the Hedgehog|Sonic]] and/or [[Miles "Tails" Prower|Tails]] have to fight a single instance of it dispatched by [[Dr. Eggman]], while [[Knuckles the Echidna|Knuckles]] has to fight two in another boss arena which will eventually lead to Knuckles' own path in Act 2.
  
==Trivia==
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Each instance of this boss floats in mid-air seeking for the player but keeping a certain distance from them, and is equipped with two arms composed of small spiked balls, attached to its main body with a short chain-like connector. Said balls will be spun around by the boss, leaving some window to attack its main body. After three hits, one of the spiked balls will break off; after three more hits, the boss is defeated. Each time it's hit, it quickly moves up, which makes it impossible to use very long combos, even when playing as [[Hyper Sonic]], and is actually frustrating when playing as [[Super Tails]] because of his 4 [[Flicky|Super Flickies]].
By altering, in the cutscenes preceding the boss fight, [[Robotnik|Robotnik's]] movements with hacking, or with the aid of [[Debug Mode]], it's possible to hit him 256 times while he's moving around in his Egg Mobile: this will result in him exploding like a normal [[badnik]], complete with the release of a [[flicky]].
 
  
{{Sonic3&KOmni|4}}
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==References==
[[Category:Sonic 3 Bosses and Sub-bosses]]
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<references/>
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{{S3Omni|3}}

Latest revision as of 13:31, 3 March 2021

Sonic Retro emblem.svg Sonic the Hedgehog 3
»
Mini-Bosses
»
Twin Hammer
show;hide
  • Sonic/Tails
  • Knuckles
Lbzsubboss.png
Sonic3&K MD KnuxTwinHammer.png
Twin Hammer
Game: Sonic the Hedgehog 3
Level: Launch Base Zone (mini-boss)
Hits to defeat: 6 (12 for Knuckles)

The Twin Hammer (ツインハンマー)[1] is the sixth mini-boss of Sonic the Hedgehog 3, fought at the end of Launch Base Zone Act 1.

Strategy

Depending on the character used by the player, two versions of this boss exist. Sonic and/or Tails have to fight a single instance of it dispatched by Dr. Eggman, while Knuckles has to fight two in another boss arena which will eventually lead to Knuckles' own path in Act 2.

Each instance of this boss floats in mid-air seeking for the player but keeping a certain distance from them, and is equipped with two arms composed of small spiked balls, attached to its main body with a short chain-like connector. Said balls will be spun around by the boss, leaving some window to attack its main body. After three hits, one of the spiked balls will break off; after three more hits, the boss is defeated. Each time it's hit, it quickly moves up, which makes it impossible to use very long combos, even when playing as Hyper Sonic, and is actually frustrating when playing as Super Tails because of his 4 Super Flickies.

References


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