"These giant gun puppies showcase impenetrable armor and high powered munitions. Their skin is so thick they are only vulnerable to fraternal firepower." — Monstrous Codex: Roarmulus Twins.
The Roarmulus Twins are a Boss on Tier 2.
This pair of giant-sized gun puppies is the result of Project "Roarmulus." They are found in the Ironclaw Munitions Factory (see also: Mission 6-2 Built to Destroy!). Their thick armor can only be penetrated by each others' rockets, so any knight brave enough to face them will need to manipulate the gates that separate them so they can blow each other to bits. Other than their rockets, they can also shoot a wide spread of energy bolts and execute a devastating laser sweep, and they are protected by an infinite army of scuttlebots. Their designer is the Warmaster of the Crimson order, Seerus.
One player stands by a switch, and they alone control the switch and the walls. All other players should be keeping the scuttlebots off them and making sure they don't die while waiting for one of the twins to become stunned from a rocket.
There are two major factors to this boss fight that can significantly alter how easy or hard it is regardless of group size - switch use, and the scuttlebots; most issues are caused when teammates are confused and hit the switches before rockets pass them, or when said bots interrupt a switch-user's schedule. Communication is key on this stage and barring voice chat it is suggested that parties dole out roles for the battle ahead before taking it on. Both the Roarmulus Twins and the Scuttlebots can inflict shock which may make the switch-user miss their time window.
The Roarmulus twins go through 3 phases of battle, and tactics are listed for each form below. Please note that each twin, when sufficiently damaged, will 'move on' to the next phase before its brother; the Tactics assume both twins have reached the same phase.
PHASE 1) The Roarmulus twins only fire from the middle, and do not move to the sides. This piece is fairly easy, as all you need to do is time your switch hits so that one side's rockets travel over and hit the other twin. NOTE: Rockets will cancel each other out, so once you decide which twin you want to hit, bring the wall up that's closer to his side - this will destroy his rockets early while allowing the other's to pass through, and reduce the chances of them canceling each other out. Once the victim twin is struck, a yellow arrow will point to him indicating he is immobilized - use this as your chance to deal some damage.
Once a twin is damaged enough, he will gain a purple "shield" in front, blocking all future attacks - it is then that you need to switch targets and attack the other twin to continue.
PHASE 2) Once both twins are damaged sufficiently, the second phase begins - the only difference here is that both twins now move up and down in addition to their regular attacks, although they will never move while in the middle of an attack. Where this becomes difficult is the fact that players will often guide one twin's rockets over to the other side only to have them miss because the other twin moves at the last second.
The solution is simple - fire where they're going to be, not where they are. Wait until a twin moves first off of the lane his brother is in, and then follow the same tactic you would for Phase 1; it doesn't always prove successful (at the moment it appears the twin's movements are sporadic, although it is speculated they will go to wherever there are more players), but the chances are high that the other twin will finish attacking and "move into" the lane occupied by rockets, immobilizing it before it has a chance to attack again.
Repeat this until both twins are sufficiently damaged.
PHASE 3) Phase 3 is exactly the same as Phase 2 in terms of both tactics and attack patterns, except for 2 major differences. First, both twins are now capable of a lane-wide laser attack that goes from one end of the screen to the other (but is blocked by walls - use this to your advantage!). The laser damages and normally immediately destroys the scuttlebots when it hits them. You are also completely immune to the lasers while using your e-dash, so if you do happen to get caught, it should be easy to get out with this. Second, only ONE twin needs to be damaged sufficiently in this phase - once one is destroyed, the other goes away, and the battle is over.
With all of this in mind, it is generally suggested that (assuming there is a full party) one to two players (generally those able to easily communicate with each other) handle switches, and the other 2 handle the robots. Bringing a bomb or weapon capable of freezing monsters is recommended, as it will prevent them from moving without killing them (as new ones always respawn a short time after death).
Due to the nature of the fight, status effect vials have little to no effect or helpful purpose against the boss, so it is suggested that these slots be saved for Health/Remedy Capsules instead.
The Roarmulus Twins are often considered a waiting room instead of an actual boss. This is because unlike other bosses (usually), being able to damage them is completely up to chance. Examples to the following can be found here: Spiral Knights - Ironclaw Munitions Factory - The Roarmulus Twins
- Even if you can align them, they might spit out the exact same missile pattern at each other, blocking all chance without using a gate, specially at the first phase.
- During the second phase, while one is moving and the other isn't, the moving one may adamantly refuse to shoot in the center for long periods of time.
- However, one may try to stay at the center of the battle arena to lure the moving twin to the center. This works a lot of times, but sometimes the moving twin is really stubborn and will really not go to the center.
- The Roarmulus Twins cannot be damaged by any of the Shard Bomb, Crystal Bomb, Dark Matter Bomb, or Splinter Bomb lines.
- Since they are off of the platform the knights are on, ground-based sword attacks, such as Brandish charge blasts (only the blasts) will not connect.
- The Roarmulus Twins is a reference to Romulus and Remus, founders of Rome according to Roman myth. The brothers were left to die, but a female wolf came to take care of and raise them. Ultimately Romulus killed Remus after a dispute over the naming of the new city.
- The Roarmulus Twins, unlike normal Gun Puppies, have arms.
- Oddly, the lasers in the third stage may be blocked by throwing vials into the beams. The vials moves too fast to be able to block them for long, so it doesn't serve as a useful tactic.
- If a twin is hit by a rocket during its laser attack, players may opt to attack it. If enough damage is dealt, the twin will get stunned, and will completely redo the laser attack again, opening up more opportunities to attack.
- Roarmulus carcasses can be seen in scenario rooms, all around the Ironclaw Munitions Factory and even in their masters lair, the Grand Arsenal, which is possibly where they were made.
- The way the Twins fire air missiles are out of the triangular hatches on it's head. When they do fire, the Twin will move it's bottom jaw up so the mouth is closed completely, tuck it's arms it, open the hatches, and fire out the missiles.
- The twins don't have any holes on the bottom jaw of which the lasers may fire out of (Phase 3). Instead, the laser fires right through the metal.
Roarmulus by Venoma