IdleAl
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Post by IdleAl on Dec 7, 2003 11:07:18 GMT -8
To see a list of the Custom Levelz designed by GooRoo, available @ Paul's Gruntz Page.
Still have questionz? Ask them here!
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Post by WalkingBear on Jun 1, 2004 4:09:17 GMT -8
I have played through this level more than a couple of times, and get held up at the checkpoint with the warpstone and gauntlez gruntz. Where is the switch that operates the green pyramid just beyond the checkpoint? Also, I have put the springz on the border and he can't get beyond the rolling rock...is there a switch for that two way arrow somewhere that I missed? This is a long and difficult level...and it would be great to get a PERFECT!
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GooRoo
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Post by GooRoo on Jun 1, 2004 9:22:52 GMT -8
The Rolling Rock trips the Switch ... you have to hold a Yellow Hold Switch at the proper time, for the proper length of time.
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GooRoo
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Post by GooRoo on Aug 27, 2004 20:59:48 GMT -8
where is the creation pad? It is in (almost) plain sight! Nope ... no digging required for the GruntCreationPoint (pad). It is in a sea of blue, where it is rather noisy.
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Gaby
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Post by Gaby on Aug 27, 2004 21:43:27 GMT -8
thank u... i found it meanwhile ... it is a most tireing level a lot of digging and shooting ... if only there was not the timer it could have been more fun...
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Post by WalkingBear on Aug 28, 2004 3:18:41 GMT -8
It is a very long level...lots to do...but the timer watches add some time to it...and I still haven't found the yellow hold switch that allows the rock to go around the bottom....so I am trying it --again!
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Gamer
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Post by Gamer on Aug 28, 2004 18:31:14 GMT -8
As far as I know, I think this is GooRoo's most challenging level so far. He got off to a great start!
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GooRoo
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Post by GooRoo on Aug 28, 2004 20:58:53 GMT -8
It is a very long level...lots to do...but the timer watches add some time to it...and I still haven't found the yellow hold switch that allows the rock to go around the bottom....so I am trying it --again! If you have a SAVE near the end, you won't have to re-play the entire CL. The Switch that controls the last segment of the Rolling Rock'z path has two usez ... the other is to let the Warpstone Grunt and his 'support staff' into the vicinity of the King'Z Fortress.
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Post by WalkingBear on Aug 30, 2004 4:29:01 GMT -8
I usually have a full list of CL's in progress....sometimes I get too frustrated and delete my saved games for a while...others I work on bit by bit...Yellow Peril falls into the former category only because it is such a long level....at least it takes a while to get all your gruntz created and doing what they need to do...so I do have to start over on this one....and where did you say that switch is?
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Post by WalkingBear on Dec 22, 2004 11:38:47 GMT -8
Well I finally finished this level in 53:08 missing one coin....I restarted and dug every hole again and filled every hole again...still couldn't find that last coin....I'm calling it quitz on this one....one coin missing meanz I won't get the PERFECT! but I'll survive....
Happy Holidays All!
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Post by oldone on Mar 19, 2005 14:42:54 GMT -8
I finished this one for the first time, but not without cheating. My first question is "How do I get the gauntletz" that are so badly needed in the early stages of this puzzle. I had to cheat in order to get the ones under the rock. And I couldn't find the hold switch for the yellow two-way switches that keep the ball moving around the outside. Even with a walkthrough (Sorry GooRoo, but it was a little obscure) I had trouble figuring this one out. I don't see that I will ever be able to finish it with the timer on.
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Post by WalkingBear on Mar 20, 2005 7:14:18 GMT -8
This is a very long and tedious level at best. There are several ways of solving it as you don't have to follow a specific path to get to the end... It took me Many Many tries to get even as far as I did...and I still missed a coin...so, my suggestion to GooRoo is to revise the walkthrough perhaps? Be a little more specific on the intended path to the fort? And, remove the timer!!! Oh well, just a suggestion! [img src=https://gooroosgruntz.info/emoticons/wave.gif[]
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Gaby
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Post by Gaby on Mar 20, 2005 9:14:16 GMT -8
my thoughtz exactly... the timer takez half of the fun... ... it is difficult enugh to manage all the gruntz...
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GooRoo
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Post by GooRoo on Oct 10, 2005 23:48:49 GMT -8
In the interest of re-writing the walkthrough (in HTML, this time!), I have been playing the CL myself today (that is, Monday ... Columbus Day in the United States ... a holiday that has caused "Too many connections") since I wasn't able to get anything accomplished on the Forum. I discovered a number of 'holes' in the CL (not Tile #196 or #198 ... errorz that allowed unintended solutions). So I have spent quite a bit of time eliminating as many of the problems as I could. (I managed to find all of the Coinz, so that is not a problem.) To make thingz easier for the solver, I have also added replacement Tile numberz in the " Smarts:" field so that Holez become Moundz and then become ordinary Tilez, such as . When it no longer lookz like a Hole/Mound, your Shovel work is done. (I dug up a few Moundz, only to have them become Holez again ... extra unnecessary work.) On the subject of the timer: I used the SpongeGun Grunt quite a bit to clear the way for the other Gruntz, yet had plenty of time left over ... about 19 minutez on my last attempt. I send one or more Gruntz walking to their next assignment while one Grunt is hard at work on his. That way, travel time is not lost ... it overlapz battle time for another Grunt. The "GooRoo" Silver Pyramidz maze is worth a lot more than just those four Coinz ... the time spent in going through it is rewarded several timez over! I have added some Coinz in appropriate placez, including one in the Crumble Bridge (that Gamer created for me ... and it turned out it wasn't necessary to the solution) so that one Grunt has to cross it in order to achieve a "PERFECT!" score. One of the 'holes' that allowed an unintended solution now has a Coin, and the way blocked to the 'hole', so it is back to the intended solution. Today (Tuesday) I will investigate changes in the nine Blue Wormholez area that will give the solver a better idea of which wormhole to go through, in which order. For example, placing a Hole under a wormhole, so you know that Shovel does not go through that one, but another Grunt goes first, leaving Shovel the job of filling in the Hole and digging up the Mound for the goodies. Or Spikez to indicate that Bootz does not go through that one; he pickz up the goodiez without suffering any pain. Got the idea? A lot of talk was about the Toolz, and the difficulty of getting a necessary Tool in order to solve partz of the puzzle. That was intentional! It is necessary to have Springz, but Springz are very nearly the last Toolz called for by Megaphonez. So the solver must find and use Megaphonez ... and give Toolz to Gruntz before the GruntzMachine getz full, and a Tool fallz into the shredder! ( I got caught by that in my testing at least three or four times! )
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Gaby
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Post by Gaby on Oct 11, 2005 9:31:13 GMT -8
does it mean the download is for an upgraded CL...
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GooRoo
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Post by GooRoo on Oct 11, 2005 11:44:57 GMT -8
does it mean the download is for an upgraded CL... Yes, there is a second download option, which is for the updated version. The original version is still available from Paul's Gruntz Page, via the first download link image.
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Post by oldone on Oct 11, 2005 16:48:43 GMT -8
I'm anxious to try this level again when you're done. I've never been able to finish it without cheating.
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Gaby
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Post by Gaby on Oct 11, 2005 17:19:57 GMT -8
I'm anxious to try this level again when you're done. I've never been able to finish it without cheating. me neither ... ...
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Gaby
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Post by Gaby on Oct 12, 2005 0:15:21 GMT -8
thank you so much for your effortz ...
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