The Green hold switch is one of those things you have to direct your grunt one space past and he will go over the pyramids anyway. If you have these two gruntz over, the next challenge is to bring your other grunt either behind or in front of the rolling ball on the crumble bridges. It might seem hard, but it can be done. It's another timing thing.
i must have done this part the wrong way... 2 gruntz passed through the green hold switch so the 1 switch is up... the third grunt got through the crumble bridges... no rolling rock... now all 3 must go through the blue warp... 2 gruntz got throuhg and the third grunt is standing on the switch ... so what now how can this one go through the blue warp as well
Oh, oops, yes did you see the rolling rock before by the purple switches; the onethat was let loose under the crumblez maze? That is the one will be stuck by the purple switches and it is supposed to go over the 1 switch by the hole, not your grunt. You will have to hurry though!
You need to use a Grunt to control the Yellow Hold Switch, in order to direct the Rock towardz that Crumbing Bridge (CB). Amazingly enough, even this old geezer was able to control two Gruntz and get everything done before the Rock reached the CB. As I recall, when I discovered the proper plan of attack, there was all kinds of time to use that Shovel everywhere it was needed, in order to achieve a "PERFECT!" score.
Post by WalkingBear on Sept 3, 2004 11:38:36 GMT -8
The timing is tight here, Gaby, but if you get your shovel grunt going as soon as he can, and move your other grunt while he is digging, it can be done...it just takes planning...
and speaking of timing...how do I get all three gruntz through that double BOTS at the top of that alley? They all have to go through the green warp at the top to make the checkpoint at the next stop, right?
After you play this part for a while, you and one of your gruntz will become very close to the rolling ball, especially when it's going over the crumblez bridge. (No, your timing worries aren't over yet!)
Until you get to the green hold switch part which is much later around the middle of the level, you won't have to worry about this tight of timing.
The Green hold switch is one of those things you have to direct your grunt one space past and he will go over the pyramids anyway. If you have these two gruntz over, the next challenge is to bring your other grunt either behind or in front of the rolling ball on the crumble bridges. It might seem hard, but it can be done. It's another timing thing.
Post by WalkingBear on Sept 4, 2004 4:19:45 GMT -8
No comprende here, I take it that I must send one of my gruntz AHEAD of the rolling rock, across the crumble bridge, before the rock crosses and hits the green toggle switch? Or, I know that if I hit one tile beyond where I want my grunt to go, both will go there...but what about three? I am confused on this one GooRoo........
No comprende here, I take it that I must send one of my gruntz AHEAD of the rolling rock, across the crumble bridge, before the rock crosses and hits the green toggle switch?
I tired several times to send my Grunt aheadof the Rolling Rock on the Crumble Bridge, but was squished every time for my efforts. The RR travlels a bit faster than the Grunt can walk. Crossing behind the RR is not easy, but do-able.
Or, I know that if I hit one tile beyond where I want my grunt to go, both will go there...but what about three?
I used the 'anticipation method', myself; used my own internal rhythm (thanks, dad, for the accordian lessons ) to anticipate the 'half-time' of the RR and move right behind it. Too quick; get squished; too slow, fall in water; just right, make it to the Landing Area ... SAFE!
I am confused on this one GooRoo........
There are several timing puzzlez in this CL, with this one being the most difficult (IMNSHO), with the one involving two Gruntz and two Green Hold Switchez next in difficulty. There are several timing puzzlez that (at first try) seem impossible, then you find the secret, and there is so much time you wonder why you had so much trouble. Sometimes, the 'secret' involved is simply a 'double-clutch' on a Switch, so that a Grunt can cross a wrong-way two-way Arrow, while re-trapping a Rolling Rock by getting off the Switch before the RR reaches its own two-way Arrow. Many times, I select a Grunt from several Tiles away from a Switch and send it there, then select another Grunt to do something, then re-select the Switch Grunt to move it. The "Ctrl #" method sometimes is all of the difference between success and failure.
I believe I did that part without Ctrl + number, but I am not positive; it was so long ago that I alpha tested this. However, I did play this part long enough to remember the way I did it. You have to be quick, but the way I did it is having your grunt move behind the rolling rock. Put your cursor on the tile ahead of you, and RIGHT when the rock is in the circle, click for your grunt to go there. (It's kind of like target practice in this way.)
Post by WalkingBear on Sept 7, 2004 16:57:32 GMT -8
Well, I got through that part, and have gotten my shieldz, shovelz, swordz and (health wizard--who is that guy?) through the red pryamidz and the green pyramidz....now I have taken springz and swordz...(I left the wizard at the yellow hold switch, and the gunhatz controlling the green toggle switchez)...we have crossed the red pyramidz with all the holez, springz went and recruited two new gruntz, and I got the springz and the swordz and the shieldz through the next red pyramidz, but am not sure about the order of things here....there are two purple grunts, standing on switchez, and if I get someone to stand on the BOTS....the rock startz rolling and I can't see how to get those two gruntz to stand on the purple switchez.... What is the order of things here?
Those spikes may look daunting, but they are "walk over" able. You can leave your health grunt there I think, and if it works it's a good solution; I never did that when I played the level though, so although it looks like it could work, I don't know for sure.
Anyway, just keep a grunt on the end of the two-directonal arrows, for now. The other two gruntz will wait for the spring grunt to be killing, and then (having seen the horrors of war) it will try to keep other gruntz from killing each other for as long as possible. However, this will have to be conducted "from a ways away" so that no grunt "sees" the other gruntz fighting. (Unfortunately, this doesn't work, and some of them become suicidal.)
(If the two gruntz aren't fighting, make sure to move all "external influences" like your gruntz away because for some reason they won't fight if you have gruntz near. Use your grunt with the "health magic wand" (see the manual about magic wandz if you want to learn about them) to keep them alive as long as possible.)
NOTE: These gruntz got disgusted earlier if you used the hard hat, they would much prefer that they used it later when this whole thing was thought over. (In other words, if you used the hard hat right after the time-bomb area, you may not be able to get a perfect. It may be a good idea to try not to use it, though I do not see where the hard hat was used later in the level at a glance though, do you know where it's used, GooRoo?)
NOTE: (again) Maybe having something (like a rock) to get their frustration out would help them (and you), maybe there is one they can reach, like maybe by a checkpoint?
The GunHat is used near the very end, in order to enable access to the Secret Switch.
I found out (much to my chagrin ) that using the GunHat to get through the Green Pyramidz and Purple Switchez mini-puzzle was the wrong thing to do. Gamer was being very tricky, calling for a Tool very early, that is best used very late. "If I live through this, remind me to send the designer of this game some hate mail!" (Consider it sent. )
Oh yes, I remember. That was the part where I forgot I had the gunhat, so part of the puzzle to use it was still there but part of it was replaced with something else.
Post by WalkingBear on Sept 8, 2004 14:30:32 GMT -8
Well, alrighty then! In that case, I cannot get through the green pyramidz, with anyone, or get close enough to those two purple gruntz, standing on the switchez, to kill them...how else can you kill them without using the gunhatz? Do ALL of the gruntz go through the green pyramidz? Last time, I needed one to control the GTS.
Yes technically all of them will go through (or at least most of the way through for one grunt) the green pyramids. Remember what you have learned about bombz! You will have to keep going back to that over and over again. (Remember how a grunt may bomb his way through as long as his path is clear; he pays no attention to any solids or anything if they aren't in his path.)
With multi grunt pyramids, if one gets blown up... I mean killed, then both of the switches won't have gruntz on them, and they will go down. If you still have trouble not having two gruntz that come over the toggling red pyramid mini-maze, then make an ordered list. I need this grunt to do this, and I need this grunt to do this, and so on. Do what you can and then once you don't need a certain grunt to stay alive, you can make use of that.
Just before the Green Pyramidz maze, with the two Gruntz standing on Purple Pyramidz, there is an enemy TimeBomber Grunt making life difficult for you. Although you can, do not turn that Grunt into Goo! It is possible to maneauver that Grunt into 'assisting' you, even though that is far from his intent ... to get all of your Gruntz through the Green Pyramidz.