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Part 12
Sonic Rush

Part 12

Master Part 12 of Sonic Rush with our guide! Learn strategies to defeat the Night Carnival and Huge Crisis bosses, including attack patterns and weak points.

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Master Part 12 of Sonic Rush with our guide! Learn strategies to defeat the Night Carnival and Huge Crisis bosses, including attack patterns and weak points.

This section covers boss fights in Part 12 of Sonic Rush, specifically the Night Carnival Boss and the Huge Crisis Boss.

9.d. Night Carnival Boss

This boss fight takes place on a circular platform with a central boss machine featuring two spinning arms. One arm holds Eggman (or Eggman Nega), and the other is a ball that can become electrified or shoot energy balls downwards.

Overall Strategy:

Start by running right to grab high rings. When the electrified ball is safe, run back the other way and hit it. This lowers Eggman for a direct hit and spawns a springy vehicle. Use the vehicle to jump up and hit Eggman while he's high, but wait for the ball to pass you first. After hitting Eggman, stand your ground as the ball is usually safe. Watch out for the boss slamming the ball down or swinging it low.

8-6 Hits Left:

The boss and ball spin around. The ball flashes red before becoming electrified. Hit the non-electrified ball to lower Eggman and spawn a springy vehicle. Jump on the vehicle to reach Eggman when he's high, or hit the ball again to bring him down. Avoid the vehicle that tries to hit you.

Ball Swings Low:

The ball swings very low; press down to duck. If the ball isn't electrified when this attack starts, it may become electrified without warning.

5-3 Hits Left:

The ball stays electrified longer, and the boss moves faster.

When Eggman says "Get Ready to be Schooled!":

The ball slams the ground, sending out two shockwaves. Jump over them. Blaze can use her hover to stay above them. This attack can be instantly lethal if the ball lands directly on you. There is no chance to hit the boss during this attack.

2-1 Hits Left:

The boss is even faster, and the ball is almost always electrified. Use the springy vehicle to hit Eggman, timing it carefully to avoid hitting the ball on the way up.

9.e. Huge Crisis Boss

This boss is a recolored version of the Leaf Storm boss with some attack differences.

Overall Strategy:

Avoid staying at the edges of the platform to prevent being trapped by the head-slamming triple attack.

8-6 Hits Left:

After Eggman says "Take this!", the boss slams its head down one or three times. Wait a moment longer before attacking.

The "Get Ready to be Schooled" attack is faster and tracks you more closely, even when the head is thrown back.

The attack where the boss moves to the side of the platform is removed.

5-1 Hits Left:

The boss twists and moves into the background. Eggman puts his head down and fires missiles. These are easy to avoid by observing their trajectory. There are four patterns:

  • Slow and directly at you: Walk back and forth on the platform.
  • Slow and random: Stand mostly still, moving only if a missile is aimed directly at you.
  • Fast and directly at you: Run back and forth across the platform quickly.
  • Fast and random: Stand in one spot and move only when necessary, as most missiles won't hit you.

There is no chance to hit the boss during this phase.

9.f. Altitude Limit Boss

This bird-like boss is hit on the top of its blinking head, similar to Egg Viper-like and Nessie-like bosses. It is on a 2D platform, but its attacks differ.

Overall Strategy:

When the bird is about to attack, start spin-dashing back and forth.

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