Gruntz

No. X Y Originally is What the Grunt acquirez, task(z) performed, last task
1 8 2 Bare-handed The Designer put him there, free to move.
He quickly acquirez three Coinz under dangerous circumstancez.
Then he acquirez (and usez) three Toolz and gatherz four more memberz (#4, #5, #6 & #7) to his team.
Then he acquirez (and usez) three more Toolz and satisfiez a CheckPoint Switch (CPS).
Three CheckPoint Pyramidz (CPP) go down , and he is presented with a small problem.
He activatez a Silver Timer Switch (STS) and passez over three Holez onto four lowered Silver Pyramidz (SP) and one Spikez tile to safety .
Then he convertz four enemy Gruntz into something usable , and acquirez another Tool .
Unable to proceed from here alone, he addz another member to the team.
He activatez another STS and passez over two SPz and joinz Grunt #8 .
With help from Grunt #8 , he acquirez, usez and discardz five of the next six Toolz available in the area.
He and Grunt #8 then satisfy two Purple Multi-Grunt Switchez (PMGS), and Grunt #2 is finally free to move (but not very far).
He and Grunt #8 work together on Red Hold Switchez (RHS), a Green Toggle Switch (GTS) and three Orange Up/Down Switchez (OUDS) to totally free Grunt #2 ... and their (Grunt #1 & Grunt #8 ) participation in the solution is ended.
2 0 50 Bare-handed The Designer put him there (unable to move ... much).

Two Purple Pyramidz (PP) are lowered , and he can move.
But now he is blocked by two Red Pyramidz (RP).
The two RPz are lowered , and he movez again.
Two Green Pyramidz (GP) are lowered ... he movez.
Four Orange Pyramidz are (OP) are lowered ... he movez.
Two OPz are are lowered ... he movez again. (Getting tired yet?)
Two GPz are lowered ... he movez.
The two RPz are lowered , and he movez again.
Two PPz are lowered , and he can move. (Finally on his own!)
In quick succession he acquirez, usez and discardz eight Toolz (#15 thru #22).
He acquirez another Tool and usez it to add member #9 to the team.
Curious, he checkz out the nearby Question Mark Switch (QMS) and is glad he took the Super Speed goodie.
He may take a small detour with interesting consequencez.
He stepz on a Black One-Time Switch (BOTS), lowering eight Black Pyramidz (BP) and freeing Grunt #9 .
He and Grunt #9 then satisfy two PMGSez .
They hear "Charge!" and do a quick-step away from big trouble .
When the noise stopz, two Toolz are exposed.
The senior Grunt #2 takez his choice , leaving the Sponge Gun for the new kid.
He makez his way to a CPS he is equipped to satisfy.
The CPP in front of him goes down and the two beside him go up (there is no going back ... charge!).
He lookz ahead, and sayz "I'm not going there!" ... for the path is incomplete.
When he checkz again, it is complete, and he walkz (carefully) eastward to wait on a Yellow Hold Switch (YHS).
Another 'click' and he seez he can move to the next YHS .
"This'll be tough!" Timing is tight, involving two Gruntz working together.
One shootz, the other takez a step.
Result, an enemy Grunt is 'encouraged' to help out.
Have you SAVEd recently? If not, do so NOW!
Outrunning the Rolling Olive (RO) is just your first test.
The first 'safe' spot is truly safe ... the next six are anything but 'safe'.
There is an enemy Grunt nearby, and you are within range of his weapon.
Also, you do not want to step on the Yellow Toggle Switch (YTS) before you are prepared for the consequencez.
So both Grunt #2 and Grunt #9 need to be safe while the enemy Grunt is recharging his weapon.
At this time you should turn off the Status section (if it is visible), and position your screen so that the enemy Grunt is just in view on the right side, and you can see three GPz south of three YHSz .
That will give you the best view possible of the resultz of your effortz.
One of you (it really doesn't matter which one, but I'll use Grunt #2 in this explanation) activatez the YTS and another RO is released.
It will take about four secondz for the GPz to be lowered, and Grunt #2 will have to dodge flame until it happenz.
Then he goes south and jumpz on the OUDS that is raised.
There are three YHSz (I number 1, 2 and 3 ... from north to south).
Grunt #9 movez to stand on #3.
The nearest GP is lowered , and Grunt #2 has about 16 secondz to get to and stand on YHS #1.
If you wait for the next visual clue, you will have less than two secondz to react, so it is best if you watch the clock and stand on the YHS until 20 secondz have passed since the first GP was lowered , then activate the other OUDS and move to stand on YHS #2.
You should see the second GP lowered , and approximately 11 secondz later, the third GP is lowered .
Grunt #2 has about 14 secondz to move to the Landing Dock of the large pool to the southeast.
Grunt #9 has about 2 secondz to get off YHS #3 ... and should be able to move to stand next to Grunt #2 (who must be in the lead!).
Both there safely? SAVE!!!
Now comez the Crumbling Bridge puzzle ... and the solution provez why Grunt #2 must be in the lead.
Follow the BLACK path to the first BOTS (three clickz should do it).
Then click on the second BOTS and Grunt #2 will arrive safely.
Click on the third BOTS and Grunt #2 will arrive safely.
Now follow the YELLOW path to the fourth BOTS (once again, three clickz should do it).
You should now be able to right-click on the Brown Brick just north of the Blue Toggle Switch (BTS) and Grunt #2 will provide a path for Grunt #9 and begin clearing a path for himself.
Keep in mind that you will usually be within the range of the weaponz of several enemy Gruntz !
In my opinion, only one of them truly needz to be 'offed'; the rest may simply be watched carefully, to dodge their attemptz to 'off' you.
Take the time (and effort) to get rid of the one standing nearest the two PMGSez , then go south to activate a GTS then back north to stand on the northern PMGS .
When the other PMGS is occupied, Grunt #3 is able to move.
Follow Grunt #9 into the room to the east.
Everyone in position? Step on an Arrow and go for a ride, assisted(?) four timez to change directionz to a BOTS .
The 'door' is now 'open' into the next room.
Break two Brick Stackz down to their Foundation .
Break two layerz of the other Brick Stack , leaving one layer .
With three Gruntz now on three CPSz it is an excellent time to SAVE.
An aggressive enemy Grunt attackz by smashing his way through the obstacle . Anyone nearby is 'blown away' ... so it better not be you!
He makez his way through several Arrowz (with the assistance (ouch!) of 'friendly fire') to a YTS , then walkz out.
He divez through a Blue Wormhole (BW) and activatez a BOTS , then negotiatez a Toggling Bridge puzzle to pick up another Tool. (He'll need it!) He divez through the nearby BW .
He findz the next BW and divez through it.
He bouncez around a bit, and landz on another Tool.
He usez it to activate a BOTS and make his way to his way out .
He findz the next BW and divez through it.
He landz on a YTS , which releasez a RO .
He makez his way through a half dozen ROz (perhapz dropping them into Holez ) and digz up another Tool, activatez a BOTS , and exitz through the BW .
He usez his new tool to gain assistance in completing a Bridge , and to lower a BP .




3 54 50 Sponge Gun The Designer put him there (unable to move).

When the PP is lowered , he stepz onto the BOTS and welcomez Gruntz #9 and #2 into his area.
He and Grunt #9 work together, using 'friendly fire' to help Grunt #2 reach another BOTS and liquid refreshment .
Grunt #3 then goes to stand on a CPS he is equipped to satisfy.
He and Grunt #9 work together, using 'friendly fire' to help Grunt #2 reach a YTS and give him a way out.
His participation is over.
4 46 14 Bare-handed The Goo Well is filled, and the solver putz him there.
He is told to stand on a CPS ... so he doez. (End of participation.)
5 46 14 Bare-handed The Goo Well is filled, and the solver putz him there.
He is told to stand on a CPS ... so he doez. (End of participation.)
6 46 14 Bare-handed The Goo Well is filled, and the solver putz him there.
He is told to stand on a CPS ... so he doez. (End of participation.)
7 46 14 Bare-handed The Goo Well is filled, and the solver putz him there.
He is told to stand on a CPS ... so he doez. (End of participation.)
8 4 26 Bare-handed The Goo Well is filled, and the solver putz him there.
He satisfiez a BOTS , lowering three BPz .
Then he acquirez a Tool and clearz away obstaclez .

He and Grunt #1 then satisfy two PMGSez , and Grunt #2 is finally free to move (but not very far).
He and Grunt #1 work together on several RHSez , a GTS and three OUDSez to totally free Grunt #2 ... and their (Grunt #1 & Grunt #8 ) participation in the solution is ended.
9 1 78 Bare-handed The Goo Well is filled, and the solver putz him there.
He and Grunt #2 satisfy two PMGSez .
A PP is lowered , and an enemy Grunt makez a kamikaze run (both Gruntz duck out of his way), and the end of the run setz off a seriez of explosionz. When the noise stopz, two Toolz are exposed.
The senior Grunt #2 takez his choice , leaving the Sponge Gun for the new kid.
He makez his way to a CPS he is equipped to satisfy.
The CPP in front of him goes down and the two beside him go up (there is no going back ... charge!).
He lobz a Sponge at a defenseless enemy Grunt , who comez to rest on a Blue Toggle Switch (BTS) ... and a Bridge Tile (BT) raisez in the path of his buddy, Grunt #2 .
Fortunately, three BTz also are raised in his own path, so he continuez eastward.
He may lob another sponge at the same defenseless enemy Grunt with negative resultz. So he requestz help from his buddy.
He lobz another Sponge at the defenseless enemy Grunt , who comez to rest on another BTS ... and four BTz are raised .
"This'll be tough!" Timing is tight, involving two Gruntz working together.
One shootz, the other takez a step.
Result, an enemy Grunt is 'encouraged' to help out.
Have you SAVEd recently? If not, do so NOW!
Outrunning the RO is just your first test.
The first 'safe' spot is truly safe ... the next six are anything but 'safe'.
There is an enemy Grunt nearby, and you are within range of his weapon.
Also, you do not want to step on the YTS before you are prepared for the consequencez.
So both Grunt #2 and Grunt #9 need to be safe while the enemy Grunt is recharging his weapon.
At this time you should turn off the Status section (if it is visible), and position your screen so that the enemy Grunt is just in view on the right side, and you can see three GPz south of three YHSz .
That will give you the best view possible of the resultz of your effortz.
One of you (it really doesn't matter which one, but I'll use Grunt #2 in this explanation) activatez the YTS and another RO is released.
It will take about four secondz for the GPz to be lowered, and Grunt #2 will have to dodge flame until it happenz.
Then he goes south and jumpz on the OUDS that is raised.
There are three YHSz (I number 1, 2 and 3 ... from north to south).
Grunt #9 movez to stand on #3.
The nearest GP is lowered , and Grunt #2 has about 16 secondz to get to and stand on YHS #1.
If you wait for the next visual clue, you will have less than two secondz to react, so it is best if you watch the clock and stand on the YHS until 20 secondz have passed since the first GP was lowered , then activate the other OUDS and move to stand on YHS #2.
You should see the second GP lowered , and approximately 11 secondz later, the third GP is lowered .
Grunt #2 has about 14 secondz to move to the Landing Dock of the large pool to the southeast.
Grunt #9 has about 2 secondz to get off YHS #3 ... and should be able to move to stand next to Grunt #2 (who must be in the lead!).
Both there safely? SAVE!!!

When the Bridge is raised , cross over it to the Coin (grey path) and continue past the lowered GP to stand on a PMGS .
He and Grunt #3 work together, using 'friendly fire' to help Grunt #2 reach another BOTS and liquid refreshment .
Grunt #9 then goes to stand on a CPS he is equipped to satisfy.
He and Grunt #3 work together, using 'friendly fire' to help Grunt #2 reach a YTS and give him a way out.
His participation is over.
10 70 4 Sword An experienced Gruntzer will have no need for the last six Gruntz.
(But enter them into the game if your goal is a PERFECT! score.)
The Designer put him there, free to move ... but dead .
Grunt #2 comez along and readz a Scroll to revive him ... in poor health.
Grunt #2 readz another Scroll to restore him ... to good health.
11 71 1 Sword The Designer put him there, free to move ... but dead .
Grunt #2 comez along and readz a Scroll to revive him ... in poor health.
Grunt #2 readz another Scroll to restore him ... to good health.
12 74 3 Sword The Designer put him there, free to move ... but dead .
Grunt #2 comez along and readz a Scroll to revive him ... in poor health.
Grunt #2 readz another Scroll to restore him ... to good health.
13 75 0 Sword The Designer put him there, free to move ... but dead .
Grunt #2 comez along and readz a Scroll to revive him ... in poor health.
Grunt #2 readz another Scroll to restore him ... to good health.
14 77 0 Sword The Designer put him there, free to move ... but dead .
Grunt #2 comez along and readz a Scroll to revive him ... in poor health.
Grunt #2 readz another Scroll to restore him ... to good health.
15 77 2 Sword The Designer put him there, free to move ... but dead .
Grunt #2 comez along and readz a Scroll to revive him ... in poor health.
Grunt #2 readz another Scroll to restore him ... to good health.