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DOTM Skyhammer questions

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DOTM Skyhammer questions

Postby ZenPrime » Sun May 29, 2011 8:35 pm

I finally got to open the DOTM voyager Skyhammer I got a couple of weeks ago. A couple of things I've noticed:

1- Even though the instructions showed that you can pull the propellers off the peg. I tried and pulled as forceful as I could but still can not deteach the propeller.

2- I read somehwere that all the voyager Mechtech weapons can lock in the "open" position. I can seem to get mine to lock and the instuctions does not show any way to do so.

3- Skyhammer have extremely loose hip and wrist joints (at least mine does) and since the joints are not balljoints is can not be fixed with the usual nailpolish/crazy glue method.
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Re: DOTM Skyhammer questions

Postby Fistful of Energon » Sun May 29, 2011 8:42 pm

ZenPrime wrote:I finally got to open the DOTM voyager Skyhammer I got a couple of weeks ago. A couple of things I've noticed:

1- Even though the instructions showed that you can pull the propellers off the peg. I tried and pulled as forceful as I could but still can not deteach the propeller.

2- I read somehwere that all the voyager Mechtech weapons can lock in the "open" position. I can seem to get mine to lock and the instuctions does not show any way to do so.

3- Skyhammer have extremely loose hip and wrist joints (at least mine does) and since the joints are not balljoints is can not be fixed with the usual nailpolish/crazy glue method.


1. you cant, they lied

2. you can just turn the button to the right after you push it all the way in.

3. Hmm, tricky. have you tried tightening the screws?
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Re: DOTM Skyhammer questions

Postby LOST Cybertronian » Sun May 29, 2011 8:45 pm

Motto: "I've looked into the eye of this island and what I saw was...beautiful"
Weapon: Double-Barreled, Armor-Piercing Particle Beam Cann...
1. It doesn't seem like it is supposed to come off. Might be a running change in the figure since the instructions were printed. However the blades don't need to come off to transform him.

2. The weapon will lock in place. You have to push the botton all the way in until it clicks then twist it clockwise. It takes some force to get the button pushed in all the say.

3. Can't help with the joint problem. sorry.
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Re: DOTM Skyhammer questions

Postby ZenPrime » Sun May 29, 2011 8:53 pm

Fistful of Energon wrote:
ZenPrime wrote:I finally got to open the DOTM voyager Skyhammer I got a couple of weeks ago. A couple of things I've noticed:

1- Even though the instructions showed that you can pull the propellers off the peg. I tried and pulled as forceful as I could but still can not deteach the propeller.

2- I read somehwere that all the voyager Mechtech weapons can lock in the "open" position. I can seem to get mine to lock and the instuctions does not show any way to do so.

3- Skyhammer have extremely loose hip and wrist joints (at least mine does) and since the joints are not balljoints is can not be fixed with the usual nailpolish/crazy glue method.


1. you cant, they lied

2. you can just turn the button to the right after you push it all the way in.

3. Hmm, tricky. have you tried tightening the screws?



There's no way to turn the "button" on the Mechtech I've already tried. I tighten the screws on the hip joints it did help a little not not enough it's still somewhat loose. There are no screws on the wrist joints it's held in place via a small metal rod. I'm wondering if I'm the only one having these issues with Skyhammer.
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Re: DOTM Skyhammer questions

Postby HoosierDaddy » Sun May 29, 2011 10:19 pm

You aren't the only one having issues with him being loose. I have read where others are going through it as well. One person returned him to the store on a few occasions and they were all still loose.
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Re: DOTM Skyhammer questions

Postby Mykltron » Mon May 30, 2011 5:30 am

Motto: "If I win again I'm still the champion. If you win HAH! that's just impossible.

Weapon: tea cup."
Try taking the screw joint apart and insert a small piece of paper or three and reassembling. It's fiddly but may work for a figure as small as this.
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Re: DOTM Skyhammer questions

Postby freaky777 » Mon May 30, 2011 6:48 am

ZenPrime wrote:
Fistful of Energon wrote:
ZenPrime wrote:I finally got to open the DOTM voyager Skyhammer I got a couple of weeks ago. A couple of things I've noticed:

1- Even though the instructions showed that you can pull the propellers off the peg. I tried and pulled as forceful as I could but still can not deteach the propeller.

2- I read somehwere that all the voyager Mechtech weapons can lock in the "open" position. I can seem to get mine to lock and the instuctions does not show any way to do so.

3- Skyhammer have extremely loose hip and wrist joints (at least mine does) and since the joints are not balljoints is can not be fixed with the usual nailpolish/crazy glue method.


1. you cant, they lied

2. you can just turn the button to the right after you push it all the way in.

3. Hmm, tricky. have you tried tightening the screws?



There's no way to turn the "button" on the Mechtech I've already tried. I tighten the screws on the hip joints it did help a little not not enough it's still somewhat loose. There are no screws on the wrist joints it's held in place via a small metal rod. I'm wondering if I'm the only one having these issues with Skyhammer.


Force it real hard! Like you're gonna break it.. it won't and you would have locked the weapon.
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Re: DOTM Skyhammer questions

Postby Hip-Hoptimus Rime » Mon May 30, 2011 9:53 am

Motto: "Nobody has to look for trouble."
Weapon: Reciprocating Laser Cannon
It helps to transform the weapon by hand, hold it open with one hand and push the button all the way in and turn it with the other. HTH.

It's too bad you're having problems with him, he really is a cool figure. In alt mode you can peg extra 5mm weapons under his wings, such as Highbrow's cannons or Movie Wreckage's blades, he looks great.
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Re: DOTM Skyhammer questions

Postby Skyfire77 » Mon May 30, 2011 10:19 am

Motto: "Science can't move forward without heaps!"
Weapon: Particle Beam Cannon
Well, the hips on mine are rather tight, though the wrists are kinda loose. The weapon was the worst part though, it was loose to the point that the gears had slipped, meaning the blade was extended before the post was all the way in. Fortunately I was able to take it apart, realign everything, and tighten it up.

Not sure what can be done with the wrists, other than knocking the pin out, supergluing the pivot point, letting it dry, then reassembling the hands.
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Re: DOTM Skyhammer questions

Postby ShardFenix » Mon May 30, 2011 11:59 am

my skyhammer has slightly loose hip joints but nothing terrible, he stands well. About the mech tech...yeah its tricky. Im about to just not use it anymore since you can move his missile pods to his wrists for robot mode. I think it looks better do to the color anyways.
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Re: DOTM Skyhammer questions

Postby Stockade » Tue May 31, 2011 7:45 am

Motto: ""Underwater, no one can hear Autobots scream!""
Weapon: Sunami Blaster
First off im the guy who has went through 3 Skyhammers in 2 weeks all due to the loose hip, wrist and even the whole damn figure being loose.

1 - I haven't tried to Transform my Skyhammer cause im afraid too cause of loosening his joints.

2 - One of the Skyhammers i had, the MECH weapon blew apart when i tried to lock it in position and my current Skyhammer MECH weapon locks only counter-clockwise, not clockwise like it suppose too.

3 - The 3rd Skyhammer only had loose hip joints and so i tighten up ALL the screws and that seemed to help dramatically and along with Myklton method works as well.
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Re: DOTM Skyhammer questions

Postby ZenPrime » Tue May 31, 2011 8:54 am

Thanx for all the advice. I did tighten the screws on the hips which helped somewhat but still a little loose. I don't want to over tighten and crack the plastic. As for the Mechtech, I'm able to lock it into place by flipping open manually and lock it into position without pushing/turning the button.
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