************************************************************ *************** ULTIMATE CASINO WALKTHROUGH *************** ************************************************************ ********************** BY SWORDGRUNT ********************* ************************************************************ You start with three Gruntz scattered around the map. To start it off, help the Grunt standing near three purple pyramidz to get past some automatic toggling bridgez. After picking up the Sword, walk back to the purple pyramidz and wait in front of them. There is also a coin hidden behind the dollar sign below. Now, locate your third Grunt southeast of the island you were just on. For now, have him stand on the purple switch. Go back to your first Grunt on the northwest corner of the map, and get him to pick up the Gauntletz in the area below. Break all the dice if you want to, there is a coin under one of them. Each giant dice next to the King contains a bottle of Zap Cola. Fight with the Club Grunt first, you should kill him and only take two hitz. Now, use one of the two bottlez of Zap Cola before attacking the Sword Grunt. After he is hit twice, retreat to pick up more health before repeating the attack and finally lowering both setz of pyramidz. Now proceed to the next area, and you will find a Smart Chaser bare-handed. Hit him twice so he has half his health left, break the dice in the area to uncover an arrow and a bottle of Zap Cola, which you should pick up right away. Now break the -RED- brick below and press the black switch. This will cause a Gauntletz Tool Thief to teleport below, but you should ignore him for now. Attract the Smart Chaser and step on the right purple switch, then let him attack you once. Right after you are punched, step to the left and the enemy will step on the right switch you were previously standing on. This is the opportunity to release your Sword Grunt from the island. Once he gets past the purple pyramidz, you can run away with your barehand Grunt and have Swordz take care of the annoying chaser. Back to that Gauntletz Tool Thief, use your Swordz to dispose of him and pick up his dropped tool with your barehand. There is another coin hidden by the dollar sign in this area. Now proceed to the checkpoint above and break the dice ahead to uncover a coin. You will have to dispose of the two Club Gruntz ahead the hard way, making sure each of your Gruntz only gets hit once. Remember, you can control who is attacked, as an enemy Grunt will always hit the Grunt that is horizontally or vertically next to him, not diagonally. After you turn both of them into puddlez of Goo, break the two giant dice ahead to reveal two kegz of zap cola to heal up. After that, your Gauntletz should destroy the brick behind the green pyramidz above and retreat to safety before the pyramidz raise again. Have Swordz step on the blue switch and Gauntletz go to the bridge below. Swordz will have to step out of the switch while Gauntletz is on the crumble bridgez so he can make it to the other side. In this area you will see a spike covered by a dollar sign. This is the -RED WARP- spot, once you step on it the portal will open just a few tilez away. After you collect the four coinz and come back, proceed to the second bridge, you will have to repeat the first method here. Break all the dice to uncover a coin and a Shovel, which you can pick up safely as Gauntletz will no longer be needed on this level. Make your way through the fast toggling bridge and before you join Swordz in the previous area, don't forget a hidden dirt mound behind the dollar sign which will reveal a coin. Now that you have Shovelz back to the area with a line of holez just before an arrow maze, have him fill the fourth hole (from the bottom) as this is the only correct path. However, don't go into the maze yet. Swordz should still be standing on the blue switch above. Take control of your third Grunt and lead him to the left area, making your way through the automatic bridgez. Pick up the Springz ahead and return, using the two crumble bridgez. Jump over the holez to the area below, collect the coin hidden by the dollar sign and then jump on the bridge that is toggled up thanks to Swordz. The crumble bridgez should be saved for later. There are two coinz in the next section, but also two fast Spotlightz to avoid. Before you get too close to the Sword enemy ahead, wait until the pair of Gunhat Gruntz are almost recharged. Then, let the Sword Grunt hit you once, and once the Gunhatz fire, step away and let the enemy take the hit. Dispose of the two Gunhat enemiez and pick up the Zap Cola before you get ready to stand on the switchez ahead. The first one should be the yellow switch. Once you're on it, go back to your other two Gruntz and have both of them go through the arrow maze. Once they're done, Springz should step on the green switch to allow them to proceed. Make sure to pick up the Go-Kart in the process. Another Sword Grunt awaits ahead, but it doesn't matter who gets hit this time as you'll have no trouble disposing of him, thanks to the bottle of Zap Cola you can uncover on the dirt mound just below. Then, place whichever of your Gruntz that has no toy just above the green switch. Have the other Grunt give the Go-Kart to the bare-handed enemy, and once he goes to the switch, follow him to block his path completely. His toy will break immediately and the green pyramid ahead should be lowered permanently. A Sword Grunt is guarding the red switch ahead, and it is imperative that your Shovel Grunt takes the hit on this one. Send him to attack the defender first, and once he gets hit, your own Sword can attack him. At this point, your Sword Grunt should be at full health and he is the one to take the blue teleporter here. Shovelz will remain on the red switch for the rest of the level. Back to Swordz, once you take the teleporter be careful, as a trio of Welder enemiez could burn you up if you're not paying attention. Dispose of them to raise the bridge ahead and face a Club enemy to continue. This Club Grunt is red, which means he has no special ability or property at all, and he will only attack you if you attack him first. Unlike Post Guardz, he will be stunned by your attack instead of instantly retaliating, and since Clubz have a quite long stun animation, it is very possible to win this fight without losing health at all. However, this is not required, so don't worry if you get hit by him once as there is an unavoidable bottle of Zap Cola ahead. There is a blue Sword enemy on the right and a red one on the left of this area. Both of these are just like the Club Grunt you just faced, however since Sword Gruntz have a very short stun animation, you will get hit by them no matter how fast you try to retreat. So once you attack one of them once, go back to get the Zap Cola and then finish him off once he is no longer in his "aggressive" pose. Do the same with the other Sword enemy, there is no more Zap Cola but your Sword Grunt won't need any more health. Step on the orange switch that was being guarded by the red Sword Grunt, and while your Grunt is almost stepping on it, tell him to walk one tile southeast. Then, he should raise the pyramidz but still be able to escape between them. You're almost done in this area. The -SECRET SWITCH- is hidden by the dollar signs here, on the east edge of the level. It will grant you acess to the W letter above, but be careful not to be tricked. Now you can get the Warpstone and take the blue teleporter. Warpstone waits here and now you should go back to your Springz. Lead him all the way back to the purple switch where he started the level, using the crumble bridgez to go back. Then jump over the holez to the left, losing your Springz. Make your way through the hazard maze, observing the proper path. Then you will have to solve the crumble bridge puzzle, but this one is very easy to go through. Make sure you get the Gunhat before going for the switch. Each time you collect a coin, fire a shot at the red Sword enemy below. Once he is no longer standing, your Warpstone will be free to step on the blue switch and help you proceed. You should also take down the blue Sword enemy from a safe range, as you will need near full health for the next part, and the pair of annoying Rock enemiez, as they might be troublesome later on. When you get to the spikez, do not use your Bootz yet, instead, walk over the spikez to get the coin on the far top left. This is a crucial position as you will be able to kill a Sword enemy below that would've been otherwise impossible to kill. Once you fire your second shot, you can use your Gravity Bootz to go back and pick up the Megaphone you left behind. Dispose of the two Sword enemiez below by luring them near the arrow and squishing them. You may want to grab the keg of Zap Cola, as your Grunt is nearly dead from the previous spikez. Then have the bare-handed chaser follow you to the purple switch, and let him hit you once. After that, step right and he will be standing on the purple switch - this is when you should give him your toy. He will have nowhere to go and the toy will break immediately, take advantage of this to run towards the bridge ahead. Use the most out of each crumble bridge if you need to, remember that they will disappear exactly one second after your Grunt steps on them. Once you make it, just stand on the purple switch, and you're done here. Go back to your Warpstone Grunt. The path should be completely clear for him to exit the level, however there is one last coin that is being guarded by a Sword Grunt. Your health is likely at half, so you cannot afford to be stabbed any more... but you've already figured out both the secretz and that coin is not impossible to reach. If you go ahead and pick it up, the Sword enemy will not attack you at all, as he is just like the red and blue onez you've encountered earlier.