0 - Bare-handed Grunt
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Logic: GruntStartingPoint
Points: 0 (default ... not used, solver's Grunt)
See AppendixC/EnemyAITypez for value, if Smarts: (team) is 1, 2 or 3
Smarts: 0 ... default ... the player controlz this Grunt.
1 enemy team number.
2 enemy team number.
3 enemy team number.
Note: Gruntz will attack any other Grunt with a different team number!
Powerup: 0 (default ... Bare-handed)
X Min: 0 (default, solver's Grunt)
If Points: definez an enemy Object Guard Grunt, this field
(along with Y Min:) is the 'address' of the Object being guarded.
X Max: 0 (default, solver's Grunt)
If Points: definez an enemy Object Guard Grunt, this field
(along with X Min:) is the 'address' of the Object being guarded.
This is not a Tool ... it is the lack of any Tool!

You can introduce a Bare-handed Grunt into the game, but you cannot 'give' a Grunt a "Bare-handed" Tool ... but it is possible for a Grunt to lose a Tool.

For example. if a Gauntletz Grunt breakz a Red Brick, his Gauntletz are broken, and he is left Bare-handed .

A Springz Grunt may break his Tool by jumping into a Tile containing Spikez.

Also, a Boomerang Grunt can fail to catch the Boomerang he has thrown by moving away from the place from which he threw it (or being forceably moved by being hit by a Boxing Glovez Grunt, or a Sponge from a Sponge Gun Grunt, or the wind from the flapping of Wingz ).

Toobz may frequently be forced to pop the toob on Spikez or Toobspikez.

Wingz simply 'wear out' after being used to fly for a certain distance.

And any Grunt may fall victim to a "Tool Thief" Grunt!

Travel speed: 600 millisecondz per Tile, 300 millisecondz per Tile with the SuperSpeed Powerup.

Used as a weapon

'Hit' value: 1/20 ... enemy turned into a Goo Puddle after twentieth punch.

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 1 Faster on the 'draw' than his opponent
1 Bombz 20 draw 0 Actually, both lose
2 Boomerangz 6 lose 11
3 Brick(layer)z 4 lose 13
4 Clubz 8 lose 16
5 Gauntletz 5 lose 16
6 (Boxing) Glovez 1 win 1
7 Goober(Straw)z 2 lose 10
8 Gravity Bootz 2 lose 12
9 Gun Hatz 10 lose 14
10 Sponge Gunz 1 win 11 Sponge Gunz are very difficult to load ... takez a lot of time
11 Rockz 8 lose 12
12 Shieldz 1 lose 20 ** Shieldz take no damage from Bare-handed Gruntz
13 Shovel 6 lose 15
14 Springz 5 lose 14
15 Spy Gear 4 lose 15
16 Swordz 10 lose 17
17 TimeBombz 20 draw 0 Actually, both lose
18 Toobz 2 lose 10
19 (Magic) Wandz ? win 20 won't fight
20 Warpstone 0 win 20 can't fight ... and enemy Gruntz cannot carry a Warpstone piece ! (Except in some Battlez.)
21 Welder's Kit 20 lose 19
22 Wingz 2 win 2
* 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: F 14 W6-D2-L15 (-159 -199)

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