Switchez (as intended to be used)
Switchez come in eight varieties:

CheckPoint Switchez (215=unsatisfied, 216 (brighter)=satisfied) (A certain Tool or Toy may be required)

One-Time Switchez (217 & 218(used))
Toggle Switchez (221) (Objectz change state each time the Switch is pressed)
Hold Switchez (223) (Objectz only remain in a changed state as long as there is a Grunt (yours) or one of the DisGruntled (theirz) standing on it. (
is a type of Hold Switch.)
(Multi-)Grunt Switchez (237)
Up/Down Switchez (239) (depressing one causez another
to come (back) up) 

Secret Switchez (241 & 242(used)) (changez Tilez temporarily)
Timer Switchez (243)
Gruntz was designed with specific associationz of Switchez and Pyramidz(Arrowz);
Gold CheckPoint Switchez
control CheckPoint Pyramidz 213
and 214 
Black (One-Time) Switchez
control Black Pyramidz 249
and 250 
Yellow Switchez
and
control two-way Arrowz 201
, 202
, 203
and 204 
Blue Switchez 225
and 227
control Bridgez 257
, 258
, 259
and 260 
Green Switchez 229
and 231
control Green Pyramidz 251
and 252 
Red Switchez 233
and 235
control Red Pyramidz 253
and 254
(unique in that only one Pyramid is required to have the CalcCowIDz of all Red Switchez
Purple Switchez
(multi-Grunt hold Switchez) control Purple Pyramidz 255
and 256 
Orange Switchez
and
control Orange Pyramidz 247
and 248
.
Note: There must be at least two Orange Switchez (one up, one depressed) and two Orange Pyramidz (one up, one down) associated all together ... there may be more in a group. The 'Rects' fields of each Orange Switch must have the ID(z) of every other Orange Switch in the group. The 'Rects' fields of each Orange Pyramid must have the IDz of every Orange Switch in the group.
Suggestion:
- Place a TileTriggerSwitch logic on one Switch in the associated set of Switchez
- do a CalcCowID on it
- Highlight the calculated Switch ID
- copy the ID into your clipboard (Ctrl-c)
- click on "Rects:"
- paste (Ctrl-v) from the clipboard into "Move Rects: Left" box.
- Click "OK" in the Rects: Dialog Box
- Click "OK" in the Objects: Dialog Box
- Place a TileTriggerSwitch logic on the next Switch in the associated set of Switchez
- do a CalcCowID on it
- Highlight the calculated Switch ID
- copy the ID into your clipboard (Ctrl-c)
- Click "OK" in the Objects: Dialog Box
- Go back to the first Switch
- click on "Rects:"
- paste (Ctrl-v) from the clipboard into the next "Rects:" box that has a value of '0' in it.
- Click "OK" in the Rects: Dialog Box
- Click "OK" in the Objects: Dialog Box
- Repeat stepz 2 and 3 until all Switchez in the set have been processed.
- Delete the Switch logicz from all but the first Switch.
- Select the first Switch logic, and copy (Ctrl-c) that logic into your clipboard.
- Paste from your clipboard onto all of the other associated Switch Tilez.
- You're done ... now all you have to do is associate Switchez to Pyramidz.

Secret Switchez
change Tilez temporarily (deserving of a topic all its own)
Silver Timer Switchez
control Silver Pyramidz 245
and 246 
Some Custom Level designerz have found that it is possible to have (for example) a Blue
Switch control Green 
Pyramidz. This is simply not acceptable practice.
Adhere to the associations above, when creating your CLz!