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.

NameCodePackFamilyDescription
DOUBLE TAPH01BaseNORMALSEvery hit is followed by a second BONK one row up, in the same column.
ECHOH02BaseECHOA ghost hammer re-strikes the column of your LAST BONK, one row later. It re-triggers the specials it pops.
WIDE HEADH03BaseNORMALSEvery BONK also hits a neighbouring hole (the juiciest side).
RICOCHETH04BasePROJECTILEEvery 3rd hit, a ball shoots diagonally up the board, bouncing off the walls, and BONKs the first mole in its way.
UPPERCUTH05BaseWAVEA shockwave rises up your column and BONKs the nearest mole.
BOOMERANGH06BasePROJECTILEEvery 7th BONK the hammer is thrown up your column, BONKing up to 2 moles on the way, and returns.
MAGNETIC GRIPH07BaseELECTRICBONK a special mole and another special is dragged one column toward you. If it lands in YOUR column it gets BONKed.
RHYTHM HANDLEH08BaseWAVEEvery 6th BONK a wave spreads up the board from the struck hole (2 holes out) and BONKs the 2 nearest moles it meets.
MIRROR HEADH09BaseNORMALSEvery BONK is mirrored into the symmetric column and snaps to the nearest mole there. Only pops normal moles.
FUSE HEADH10BaseFIREEvery 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.
GOLDEN SPOTLIGHTH11BaseGOLDStrike 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.
ENCORE HEADH12BaseECHOAfter a chain of 3+, it repeats the play: an extra BONK on a special that continues your combo (the links carry over).
PHANTOM HEADH13HAUNTED FAIRECHOEvery 2nd strike, hit or miss, a ghost hammer BONKs the far end of your column (the top row).
NEON COILH14NEON ARCADEELECTRICBONKs charge the coil. When full, your next strike sends a pulse that BONKs the moles around it.
SCRAP MAULH15SCRAP YARD CARNIVALPROJECTILEHitting a heavy mole (Armored...) flings scrap at another mole. Every 5th BONK counts as heavy (1 piece).
CLOCKWORK HEADH16CLOCKWORK CIRCUSGOLDEvery 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.
FIRE TRAILH17BaseFIREMove 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.
FIRECRACKER STRINGH18BaseEXPLOSIVEA 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.
RECORDER HEADH19HAUNTED FAIRECHORecords 3 strike columns, then a ghost hammer replays them in order on the next 3 rows. The tape rewinds for 3 strikes.
TUNING FORKH20SCRAP YARD CARNIVALWAVEEvery 2nd time your hammer hits a special, up to 3 other visible moles of its type hum and get BONKed too. Once per chain.
PITCHFORKH21ROYAL GRAND FAIRWAVEEvery BONK also hits the columns two holes to the left and right of you. Mind the gaps.
REAPER HEADH22BaseNORMALSEvery BONK also sweeps its row: every NORMAL mole in it is BONKed. Specials are left alone.
DYNAMITE HAMMERH23NEON ARCADEEXPLOSIVEEvery strike EXPLODES in a cross: both sides and the 2 holes ahead in its column. Costs 1.5% Audience per strike.
CHARGE GLOVEH24SCRAP YARD CARNIVALELECTRICEvery normal mole you resolve charges it. Each full bar (6) re-triggers the next special you pop. Stores 2.

By family

ECHO 4

ELECTRIC 3

EXPLOSIVE 2

FIRE 2

GOLD 2

NORMALS 4

PROJECTILE 3

WAVE 4

By pack

Base 15

HAUNTED FAIR 2

NEON ARCADE 2

SCRAP YARD CARNIVAL 3

CLOCKWORK CIRCUS 1

ROYAL GRAND FAIR 1