7 - Goo On The Greenz Dec 30, 2006 23:23:05 GMT -8
Post by BattlezM on Dec 30, 2006 23:23:05 GMT -8
|Designer:||Monolith Productions, Inc.|
|Area 7 "The Miniature Masterz"|
|Date Released:||November 10, 1998|
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The AIz' defense in this one is rather clumsy, they frequently will walk into thunder cloudz.
This is a battle with some variationz in the fortz. Most of them have a green hold switch which is unsafe to stand on. In the NW fort though, the thunder cloud grazez by the switch, leaving it safe . Also note that the SW and NE fortz have some spikez before the bridge.
Note that many partz of this level are unconsidered and unnavigated by the AIz.
The only useful thing under the mushroomz is an occasional ranged tool. The other mushroomz are timebombed or empty. You can try and get some enemiez blown up by the timebomb by breaking the mushroom when they approach. Workz very well in the beginning when done correctly.
Areaz of real interest are the powerupz, especially the roidz.
Minimum gruntz required to play battle 1-2
When you conquer the fortz in this battle, the key is speed , there is a very dark thunder cloud with lotz of disregard towardz your gruntz . Move as quickly as possible, break through the brickz. Have a grunt step on the green hold switch, then race by the lowered pyramidz. If that disregardful thunder cloud is coming by, have your gruntz press against the sidez of the area.
If you're playing with one grunt, you can bribe an enemy to stand on the hold switch for you. You will have a greater difficulty with the SW and NE fortz. The AI does not travel over spikez when attempting to defend its own fort. You will need to either wait for another AI (different form the AI you're attacking) or you can give the AI (one belonging to the fort you're attacking) a mobile toy and try to get him past the spikez (watch out for that thunder cloud!).