Walkthrough (Normal mode only)

Grunt Description of what to do
Bare-handed #1 You are rather 'hemmed-in' here, so the only thing you can do is wait for your buddy to activate the correct Black One-Time Switch (BOTS) that will release you.
Get a move on! Somehow make your way past the enemy Grunt to where your buddy, Gauntletz #2, is waiting for help. He may need those Gauntletz for something else, so he wantz you to pick up the Shovel and get to work.
Gauntletz #2
There is a large breakable object here, so get to work!

turnz into

You have no idea how long those Silver Pyramidz (SP) will remain lowered, so get a move on toward your CheckPoint Switch (CPS)!
Step on a couple of BOTSz as you go, to give your buddy some choicez, too!
Then use those Gauntletz to break whatever else you can reach.
You pick up a Coin for your effort.
Shovel #1 Use it to do what it does best. It is usually safe to pick up a few Coinz (unless a missile of some kind ... or Giant Rolling Olive (RO) is on its way).
Tidy up the area you can reach, until there is nothing that lookz like a Hole or Mound that remainz to be seen. (You should have four Coinz pocketed, 2 thru 5.)
Then be prepared for anything, as Gauntletz #2 makez his way around the King's Fortress.
With so little room to maneuver, there must be a Secret around here somewhere.
Gauntletz #2 You step into the path surrounding the King's Fortress, intending to tip-toe around it so as not to arouse the King's wrath at entering his presence without the necessary Warpstone .
You hear a wormhole open up, and see Shovel #1 jump through it.
You don't want to go through the Blue Wormhole (BW)you can see, because you know it may only be used once ... and you may not have "the right stuff".
Shovel #1 Finding yourself 'under fire' , you duck the missile and select a Mound to transform into something pretty (and valuable !) with your 'magic' shovel.
Your 'spider sense' tellz you that another missile is on its way, so you alternately duck ... and dig ... and duck ... and pick up ... a Warp Letter that just happenz to be on a Green Hold Switch (GHS). Well that's one problem disposed of!
One enemy Grunt squished by a Green Pyramid (GP).
On to the next challenge, dealing with the other enemy Grunt's effortz to turn you into Goo, all the while doing your janitorial work.
You reveal the Warpstone ! (On another GHS .)
When you pick it up, the other enemy Grunt is eliminated as well.
Warpstone #1 Through the return Red Warp , and perhapz a bit of fancy footwork to avoid the Giant RO heading your way.
You can see that going into the vicinity of the King's Fortress will allow you to finish your task.
But you see a CPS with your 'name' on it, and quickly make the connection that you need to satisfy that if there is any hope for your team to achieve a "Perfect!" score.
You know there is no direct way (via the area of the King's Fortress) to get there, so look for another way to go.
Remembering the 'lay of the land' where you started out, you realize that you may have to endure a little pain in your feet, but that there may be a way to the CPS by going the long way around the water hazard where you found the Warpstone .
You can see that "all Arrowz lead to the CPS", so the only question is "where do you get on the merry-go-round?"
Perhapz you bravely attempt to pocket a few Coinz (five of them) along the way.
Or you decide to let Gauntletz #2 do the 'treasure hunting'.
Either way, you eventually hop on an Arrow and are taken to your goal.
As soon as you are free to select your own next step, you have another choice to make:
  1. Walk up to the Question Mark Switch (QMS) and see what happenz
  2. Go through the BW
  3. Do both 1 and 2
"Now how am I supposed to get through this?" you ask, for you see that your path into the King's Fortress is now blocked.
Furthermore, you appear to be stuck in this small area.
For compensation there is a Coin and the Warp letter ... and a Yellow Hold Switch (YHS).
You have no idea what that may do, so you wisely decide to SAVE.
Gauntletz Free to exit the vicinity of the King's Fortress, you look for thingz to break ... and thingz that are just waiting to be picked up ... such as that Coin next to the Arrowz.
Or perhapz your buddy selected option 1 or 3, and you determined that there was some place you were supposed to be, and hurried there.
At any rate, you break a Sugar Cube and reveal a Coin .
Then you break a
Giant Sugar Cube pile


revealing a small Sugar Cube
with a ticking Time Bomb
next to it!


"Dyn-o-mite!" You duck back and cover your head with those gauntletz.
After a moment or two, you realize that you are still in one piece, and see that most (if not all) of your work is being done for you. (It is called a "chain reaction".)
You decide to relieve an enemy Grunt of whatever it is he is guarding.
You break the Sugar Cube , and pocket the Coin .
That hunk of wood leavez you thirsty, so you head for refreshmentz, a Bottle of Zap Cola ... and the Warp letter and another Bottle of Zap Cola .
The noise is dying down so you head back that way, and spy another Sugar Cube , break it, and pocket the Coin .
You walk around and pick up everything that glitterz, twenty-one Coinz is your loot.
Curiosity leadz you to wonder why that solitary Giant Rock remainz unbroken, so you run over and swat it.
Now you know! Mighty wise of you to SAVE before you acted.
If you failed to avoid the fireworkz, you can alwayz go back (restore) and try again.
Stepping across the Spikez, you see that you hit the JackPot!
Your own Red Warp openz up, and you head for it.
You land right next to the Warp letter and gather it up.
You really don't need to go through that BW , unless you want to be nearby when the Warpstone is presented to the King; or if you hear a "Hallelujah!".
Then you want to take the 'shortcut' ... quickly!
Warpstone #1 Carry the Warpstone Piece to the King!