DecoyAhoy!

OVERVIEW

Eight Bare-handed gruntz begin the level.
Looking over the map, two gruntz (Bare-handed #1 and Bare-handed #2) are trapped in a Spikez maze in the northwest corner;
two gruntz (Bare-handed #7 and Bare-handed #8) are trapped on islands in the south central area;
One grunt (Bare-handed #6) is hidden among eye candy on the east side of the level.
Three gruntz (Bare-handed #3, Bare-handed #4 and Bare-handed #5), in the center of the map, are free to move about and work to free the trapped gruntz.
Of the three, two head south to free the two trapped gruntz on the islands, and the third heads northwest to free the two gruntz trapped in the Spikez maze and join the last grunt hidden in the eye candy.
One additional grunt will be created during gameplay but not until the end.
Further complicating matters, the three free gruntz are under some degree of time constraint in the beginning.
Note the Rolling Rock (RR) on the perimeter of the map and a Silver Timer Switch (STS)/3 Black Pyramidz (BP)/RR combination southeast of the Start Area.
The perimeter RR starts its travel on the eastern edge and rolls counterclockwise around the perimeter of the map.
At the end of its first circuit, the RR rolls over a Yellow Toggle Switch (YTS) inaccessible to any grunt.
This YTS changes the direction of the Two-Way Arrow (TWA), releasing another RR to roll over the STS .
This STS lowers , for a short period of time, a Silver Pyramid (SP) blocking access to the CheckPoint Switch (CPS) on the western edge of the Start Area.
However, the second RR's access to the STS is blocked by three BPz .
Therefore it is imperative for the gruntz to locate and actuate the Black One-Time Switchez (BOTS) to lower the BPz before the perimeter RR toggles the YTS .
Failure to lower the BPz in time causes the second RR to crash into the BPz and break, and the gruntz cannot complete the level.
Once the gruntz successfully complete this task, however, the remainder of the level is fairly straightforward.
But be forewarned! As the name of the level implies, there are obstacles and hazards scattered about that are decoys and contain nothing, lead nowhere, or have no solution and will cost time and frustration if nothing worse.