18 - Toob

Method number 1: Enter the game with it.
Edit Objects Dialog Box
Use Logic: GruntStartingPoint with Powerup: = 18 ... other fieldz as necessary
Method number 2: Cover it up.
Edit Objects Dialog Box
Use Logic: CoveredPowerUp with Powerup: = 18 ... other fieldz as necessary

Method number 3: Leave it in plain sight.
Edit Objects Dialog Box
Use Logic: InGameIcon with Image_Set: = GAME_INGAMEICONZ_TOOLZ_TOOBZ

Method number 4: Put it in a Giant Rock.
No matter what 'team' they are on, a Gauntletz Grunt, (Suicide) Bomber Grunt or Time Bombz Grunt can break or blow up a Giant Rock, or a Shovel Grunt can dig up a Time Bomb next to a Giant Rock, revealing the Tool in the middle, where Tile #290 was placed.

Method number 5: Ask for it.
One of the solver's Gruntz can use a Megaphone to call for the Tool.

Method number 6: Steal it (back).
Turn a Tool Thief carrying the Tool into a Goo Puddle , then pick up the Tool he leavez behind.

Gruntz cannot swim, so will not go into Water at all.

But give them a Toob, and they will happily splash their way across that body of Water!

But they will not enter or leave the Water just anywhere, except at certain accepted spotz, called "Landing Areaz".
Usually, those Landing Area Tilez are Tilez numbered from 282 through 285,
but in some graphicz setz, there is a second set of four Tilez numbered from 92 through 95
(recommended for Area 5, "High Rollerz" and for Area 6, "Honey, I Shrunk The Gruntz").

Toobz are also a very weak weapon, marginally stronger than Bare handz. See the table below to determine whether you should try to avoid that enemy Grunt or give the Gruntz' battle cry of "Let's get 'im!".

Travel speed: 600 millisecondz per Tile ... 300 millisecondz per Tile with the Super Speed PowerUp.

Used as a weapon
'Hit' value: 2/20 ... enemy turned into a Goo Puddle after tenth swing.

Assumption: Grunt teleportz into an enclosed area of two Tilez next to an enemy 'Post Guard' Grunt
(neither can move), and beginz the fight.
ID Opponent Hit Result Winner's
Reason for unusual resultz
0 Bare-handed 1 win 11
1 Bombz 20 draw 0 Actually, both lose.
2 Boomerangz 6 lose 2
3 Brick(layer)z 4 lose 8
4 Clubz 8 lose 12
5 Gauntletz 5 lose 12
6 (Boxing) Glovez 1 win 11
7 Goober(Straw)z 2 lose 2
8 Gravity Bootz 2 lose 4
9 Gun Hatz 10 lose 10
10 Sponge Gunz 1 win 16
11 Rockz 8 lose 4
12 Shieldz 1 win 1 ** Shieldz take half damage from many other Gruntz.
13 Shovel 6 lose 10
14 Springz 6 lose 10
15 Spy Gear 4 lose 10
16 Swordz 10 lose 16
17 TimeBombz 20 draw 0 Actually, both lose.
18 Toobz 2 win 2 he who hitz first, hitz last
19 (Magic) Wandz ? win 20 won't fight
20 Warpstone 0 win 20 can't fight, and enemy Gruntz can't carry a Warpstone piece !
21 Welder's Kit 20 lose 18
22 Wingz 2 win 10
* GunHatz take no damage from a SpongeGun (but are moved) and half damage from any other ranged weapon Gruntz.
** Shieldz take no damage from Bare-handed, (Boxing) Glovez or other Shield Gruntz, and they take half damage from many other Gruntz.
An opponent's 'Hit' value in Yellow indicatez half damage.
An opponent's 'Hit' value of '0' in Red indicatez no damage.
An 'undecided' result is because of random delayz (flailing, etc.) by either opponent.

Grade: D 18 W8-D2-1L3 (+6 -34) ... poor offense, unique utility

The solver, using "hit & run" tacticz, can greatly alter the resultz against most enemy Gruntz.