IdleAl
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Post by IdleAl on Nov 29, 2004 6:16:41 GMT -8
There is no way you can get that purple bomberz to break the rocks around the gauntletz. That is a separate "room". The bomberz will help you (and the rolling rock) proceed beyond the toobz checkpoint. You'll need that beachball for another enemy where more time is needed.
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Gamer
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Post by Gamer on Nov 29, 2004 14:24:16 GMT -8
Usually you don't need things from secrets to complete the level, and it is that case in this level. If you used the gauntletz to break the rock two spaces below where it is, you would find a tube which is in your way of returning, so those gauntletz would be short used. Have that bomber focus on some more accessable rocks. Then you can use that beach ball where it was intended to be used.
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Post by WalkingBear on Nov 30, 2004 0:59:44 GMT -8
This part is confusing, but I'll look at it again.
What about the yo-yo? I won't get a PERFECT! if I don't at least pick it up.
The toobz is in my way in order to proceed to the toobz checkpoint, I have to pick it up...so I lose my gauntletz, which would have been handy breaking the rockz surrounding the checkpoint.
I have given the jack-in-the-box to the bomberz in as many directions as I can....to the right, he runs to the corner, tripping the YTS. To the left he blows up before he gets to the arrow.
I have tried just getting him to run without the toy, he just blows up where he is.
There is no way to get TO the defender grunt without going across the arrowz I guess...
Is this part critical to the solving of the CL? How about if I just skip it! (Just kidding.)
So, how about a walkthrough for this part at least? Please?
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IdleAl
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Post by IdleAl on Nov 30, 2004 3:39:10 GMT -8
Put the toys down so the bomber will run over them. Then he'll stop and play with them. You just need to figure out where to place them so you can get him to run another way for you.
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Gamer
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Post by Gamer on Nov 30, 2004 13:43:34 GMT -8
First task: you will need to stick one of the toys in a different spot and then pick up another toy.
Second task: go over the checkpoint
Third task: Get the bombz grunt to let you bypass the arrow and back over the checkpoint area. You have the right idea, but he needs more than just one toy to do what you want. Remember that he returns to the same state as before when he is done with the toy, just in a different spot.
Finish up this section and then the final thing you will do here is you have to somehow get that green toggle switch to be pressed and not have your grunt die before it is toggled so you can access the secret later.
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Post by WalkingBear on Dec 1, 2004 12:49:39 GMT -8
Thanks a mil, IdleAl, for your help...I really do appreciate it! Now, I guess the question is....after I give the beach ball to the defender grunt, and stand on the YHS, I have to jump off and over the Green switch and pyramid before the RR goes over the GTS? Otherwise, I am stranded there with the defender....and that ain't no picnic! Then, go around and step on the YTS, and let the RR go across the bridge, go and step on the GTS and the YHS, and let the RR go on it's way? Then, do I have to walk across all those spikez? Yeeeoooooowwwww!
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GooRoo
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Post by GooRoo on Dec 1, 2004 13:39:56 GMT -8
You should have a thin red line of health when you reach safety, if you started out with full health. "Ouch! Spikez. These hurt!"
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Post by WalkingBear on Dec 2, 2004 10:23:21 GMT -8
There is NO way to get my grunt across those spikez, even with a tiny bit of health left. I have tried counting the number of spikez along several different routez to see which is the shortest, but he always diez!
And, what about that pair of gauntletz surrounded by rockz? The GP is down now, so how do I get there if it is a separate "room"? Is there a red warp to that area?
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Gamer
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Post by Gamer on Dec 2, 2004 12:11:37 GMT -8
I thought you said you found it already. Yes there is a secret around here, and it's before the spikez maze. It's somewhere near that secret. Remember where secret warps usually are.
The spikes maze has a solution, and remember that spikez take 2 health bars for every set of 2 spikes you BEGIN to cross.
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Post by WalkingBear on Dec 3, 2004 3:43:45 GMT -8
The only secret I found was how to finally get out of that arrow maze with the defender grunt. Secret warps are usually found in odd places, an arrow sometimes will point the way. It could be a discolored tile, a tree, a tile out of place... I have walked on every tile in the platform where the strawz is, and the area with all the arrowz...no secret warp there...so I'm still looking......... And, I will rethink the spikez area too...Onward, Gruntz!
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Gamer
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Post by Gamer on Dec 3, 2004 11:23:28 GMT -8
Some more criteria for secret warps are for a tile that is really out of the way (for example, the secret warps in Tropical Torment and A River Runs Through It!) or seems normal but is hard to get to (like the secret warp in The Rock II) The secret warp in that part is easy to get to but is out of the way.
If you need another hint, there is an arrow pointing to it, and thats the arrow's only purpose.
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Post by WalkingBear on Dec 5, 2004 11:12:40 GMT -8
Well the arrowz in my game must be dudz....I have stepped on every single arrow, usefull or not, and have not triggered any warpz....and I have tried just about every conceiveable way to get across the spikez, and die trying every time....so help this old pea brain out, ok?
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Gamer
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Post by Gamer on Dec 5, 2004 12:50:07 GMT -8
The secret trigger isn't on an arrow, it's not even on ground.
As for the spikes maze, I made sure the gruntz were using every ounce of their spike-freeness by never going over an odd number of spikes; always an even number. This insured maximum distance for the same amount of health. For example, start by sending your grunt to the non-spike tile on the top row near the entrance. This costs the same amount of health as sending it to the lower non-spike tile, but is further along.
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Post by WalkingBear on Dec 6, 2004 3:05:06 GMT -8
With that said, I am out of the area and sucking goo like crazy! Thanks! Now, those 6 purple gruntz don't serve any purpose do they? If I sacrifice one or two of my new gruntz on them, will I have enough to blow up the rockz just to the right? And, I am assuming that I should make good use of these suicide bomberz, correct? Nearly finished this WHOPPING level....whew!
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IdleAl
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Post by IdleAl on Dec 6, 2004 3:40:16 GMT -8
You'll need EVERYONE for those purple guyz. Did you notice the 4 bombs just before the purplez? Sounds like 4 suicides to me. With only 4 gruntz on hand, that must mean you need more goo. And with the 4 toobz further to the south, well.............
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Post by WalkingBear on Dec 6, 2004 4:17:05 GMT -8
It didn't take me too long to figure that out, IdleAl, and I have four new healthy gruntz standing by...(I noticed those 4 toobz to the south and realized I needed everybody) Now begs the question: I use three bomberz to break the rockz, but there is no one to step on that BOTS in the middle, lowering the black pyramidz....the fourth bomber endz up below a black pyramid, So how do I get my four barehanded gruntz past the black pyramidz?
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IdleAl
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Post by IdleAl on Dec 6, 2004 4:20:46 GMT -8
check your diagonals! there's a way!
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Post by WalkingBear on Dec 6, 2004 4:23:36 GMT -8
I am too hasty at posting this morning....figured that one out too...so I have all four toobz to the left of the arrowz...one goez down and getz the gauntletz, breakz the rockz, getz the shovel, fillz holez to get the spygear....and has to figure out how to get the green pyramidz down to get to the BOTS and back around again? Not quite sure about this yet... And, I assume this would be a good time to use my long awaited gunhat on those two purple swordz so someone else can get the bomb? When I used the bomber to break the rockz near the fort, there are green pyramidz underneath them...does spygear control those too?
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Post by WalkingBear on Dec 6, 2004 5:26:48 GMT -8
Ok, I don't get how to lower those GP's to allow spygear to enter, press the BOTS, AND leave...just when I think I have a path to both the BOTS and the exit, when I lower the BP's, I can't enter at all. I also tried letting bomber grunt in, in order to exit and blow up the rockz by the fort....no way. I gave the gunhat to one of the toobz, he got rid of the purple swordz and got the megaphone for the shovel. One toobz waitz below the fort on the landing, for the stepz to rise so he can get the warpstone.
So a little clarification here would help greatly. 1. Does spygear enter the GP's to step on the BOTS? Is his purpose only to lower the GP's and step on the BOTS? 2. Does bombz enter at all? And where does he go? 3. Lookz like I might need a spongegun to shoot someone onto a BHS in the lower left corner? Where is the secret to that area? 4. Just a little more help guys, and I will be out of your hair! (Til the next CL....!)
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GooRoo
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Post by GooRoo on Dec 6, 2004 6:39:50 GMT -8
While it is possible to lower those Green Pyramidz, success will not benefit you in an way ... that Black One-Time Switch (and the sub-puzzle of getting to it) is just a decoy. Don't worry about it. But you may have given a Toobz to a Grunt a bit too soon. When I am faced with a situation like that in this CL, I give out Toolz one at a time, and use each one by itself until I am sure what to do next (like enabling another Grunt to help ... or using another Tool first).
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