Hammers 24
Hammer modules change where and how the hammer hits. You can own up to 4; each one levels up to Level 2 and then mutates.
| Name | Code | Pack | Family | Description |
|---|---|---|---|---|
| H01 | Base | NORMALS | Every hit is followed by a second BONK one row up, in the same column. | |
| H02 | Base | ECHO | A ghost hammer re-strikes the column of your LAST BONK, one row later. It re-triggers the specials it pops. | |
| H03 | Base | NORMALS | Every BONK also hits a neighbouring hole (the juiciest side). | |
| H04 | Base | PROJECTILE | Every 3rd hit, a ball shoots diagonally up the board, bouncing off the walls, and BONKs the first mole in its way. | |
| H05 | Base | WAVE | A shockwave rises up your column and BONKs the nearest mole. | |
| H06 | Base | PROJECTILE | Every 7th BONK the hammer is thrown up your column, BONKing up to 2 moles on the way, and returns. | |
| H07 | Base | ELECTRIC | BONK a special mole and another special is dragged one column toward you. If it lands in YOUR column it gets BONKed. | |
| H08 | Base | WAVE | Every 6th BONK a wave spreads up the board from the struck hole (2 holes out) and BONKs the 2 nearest moles it meets. | |
| H09 | Base | NORMALS | Every BONK is mirrored into the symmetric column and snaps to the nearest mole there. Only pops normal moles. | |
| H10 | Base | FIRE | Every other hit sets the struck hole on fire. The flames run up both diagonals, 3 holes deep, and BONK every mole they touch. Water puts them out. | |
| H11 | Base | GOLD | Strike 3 times in one column and it lights up while you stay. While lit, every strike turns the moles in that column GOLDEN and fires an extra BONK up the column. | |
| H12 | Base | ECHO | After a chain of 3+, it repeats the play: an extra BONK on a special that continues your combo (the links carry over). | |
| H13 | HAUNTED FAIR | ECHO | Every 2nd strike, hit or miss, a ghost hammer BONKs the far end of your column (the top row). | |
| H14 | NEON ARCADE | ELECTRIC | BONKs charge the coil. When full, your next strike sends a pulse that BONKs the moles around it. | |
| H15 | SCRAP YARD CARNIVAL | PROJECTILE | Hitting a heavy mole (Armored...) flings scrap at another mole. Every 5th BONK counts as heavy (1 piece). | |
| H16 | CLOCKWORK CIRCUS | GOLD | Every 3rd BONK puts a GOLDEN clock mark on the nearest mole ahead. A golden-marked mole pops GOLDEN, and it TICKS: the nearest marked mole is BONKed too. | |
| H17 | Base | FIRE | Move 2+ columns and your next BONK sets the columns you crossed on fire: the nearest mole on the trail gets BONKed and the holes smoulder for a row. Water puts it out. | |
| H18 | Base | EXPLOSIVE | A direct or hammer BONK on a mole topples the mole beside it on each side. Every mole that falls pops a firecracker that BONKs the hole above it. | |
| H19 | HAUNTED FAIR | ECHO | Records 3 strike columns, then a ghost hammer replays them in order on the next 3 rows. The tape rewinds for 3 strikes. | |
| H20 | SCRAP YARD CARNIVAL | WAVE | Every 2nd time your hammer hits a special, up to 3 other visible moles of its type hum and get BONKed too. Once per chain. | |
| H21 | ROYAL GRAND FAIR | WAVE | Every BONK also hits the columns two holes to the left and right of you. Mind the gaps. | |
| H22 | Base | NORMALS | Every BONK also sweeps its row: every NORMAL mole in it is BONKed. Specials are left alone. | |
| H23 | NEON ARCADE | EXPLOSIVE | Every strike EXPLODES in a cross: both sides and the 2 holes ahead in its column. Costs 1.5% Audience per strike. | |
| H24 | SCRAP YARD CARNIVAL | ELECTRIC | Every normal mole you resolve charges it. Each full bar (6) re-triggers the next special you pop. Stores 2. |