Where to start:
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The first Hole: What can you find lying around loose? Anything?
Pick it up (and use it)! If not, is there something you can dig
up? There is?!? Well, what are you waiting for? Oh! No Shovel has
been provided to you, huh? It lookz like that is one of the first
taskz facing you ... getting the proper equipment. Now, where
can you go, in your search for supplies? Blocked to the North by
Black Pyramidz to the Northwest, and Purple Pyramidz to the Northeast
... not very likely. To the West is a single Black Pyramid , blocking
movement in that direction. To the South is a deadly-looking field
of bouncing Golf Ballz; dangerous, but it seemz the only way to
go. But this is a rather small area, and it may be worth taking
some time to investigate more thoroughly.
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The bouncing Ballz maze: Go South for three pacez, then Southeast,
then Northeast, then Southeast again; now due South, then Southwest,
and South; then Southeast and South; finally Southeast and South
to be free of the maze. "Whew! Glad I signed up for that Life
Insurance plan!"
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2nd Hole: Well! There is a Black One-Time Switch ... step on
it! What did that do for you? Not much help, huh? Sure don't want
to try to go back through those deadly Golf Ballz! What's in your
Tool Kit now? Is there anything around you can use that Tool on?
Get to it!
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The Spikez field: (And aren't there a lot of Spikez around?) What
can you see just lying around? A Warp letter, huh? Well,
go get it! You say your Grunt is not properly equipped to go through
the Spikez field? Maybe you will find some Bootz somewhere (but
don't count on it). Time to save, and see if this is the little
Grunt that could. "Ouch, these hurt! Oweee!" But you get
to the letter, with a bit of health left. Sure could use some Zap
Cola!
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The King'z Fortress: (Also known as the 18th Hole.) While the King
won't let you into his Fortress without the Warpstone, he letz you
do repairz around it. Do you have the right Toolz to do any work
around here right now? If not, save this area for later.
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Holez 3, 4 and 5: You don't seem to have the proper equipment (yet)
to do much here, so press on to 6th Hole ... come back later,
if you can, with the proper Toolz.
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6th Hole: Finally! Something you can do. Something to break, so
break thingz! Pick up that Megaphone, and use it! Remember, a Grunt
can only carry one Tool at a time, so be careful that you don't
grab a new Tool before you have done everything possible with the
one you have. So look around, and see if there is anything else
you can use those Gauntletz on (that you can reach) before you give
them up.
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7th Hole: There is a Green Toggle Switch near the 7th tee ...
step on it! What did it do? Does it allow you to go anywhere you
couldn't reach before? If so, is there anything else you can do
here, before you do thingz in the new area? Remember to do everything
you can with the Tool(z) you have, before you exchange them for
a new one. Also, remember that a Blue Teleporter may only be used
once, so save your game before you step into one. It just might
be a good idea to investigate that Giant Mushroom
, now that you can
reach it.
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The Giant Mushroom: Breaking the Giant Mushroom revealz a Shovel, and your
practice area. You have dug up this area so many times, you know
there is nothing here of interest. Unless you go through that Blue
Teleporter, you see that there is nothing left (that you can reach!)
that you can break. But now there are additional directionz you
can go. Time to pick up the Shovel, and start digging. Fill in all
the Holez you can, and remember you have a Magic Shovel.
Keep digging and filling until you no longer see any obvious Holez or Moundz
on the greenz. Be careful! Not everything you find is something
you want ... some thingz are hazardous to your health! To the
East is the practice putting green, and your test patch where you
try out new grasses. Might as well clear the way to those areaz,
'cause you never know what you may find there. The thief who stole
the Warpstone may have hidden the loot somewhere in those areaz.
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Go back to placez you were stuck: Now that you have a Shovel, go
back to the Holez you can reach, and repair the greenz. Only after
you have done all the caretaker work possible, do you go back to
that Blue Teleporter, and step through it.
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8th Hole: This short Hole is guarded by an unfriendly Grunt, for
some reason. "Hah! That didn't hurt!" Well, maybe not
a whole lot at once, but those Spongez have a cumulative negative
effect on your health. Do your best to avoid being hit by his missilez
. Pick up any Coinz you may find, at any time, but leave any
Toolz where you find them, until you are sure you need them. If
you have a choice, pick up a Tool lying on the ground, before you
take a fresh one out of the Tool Chest.
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Holez 9 through 12: Repair the greenz, so they are ready for you
to decide where you want to place the flagz for the next tournament
the King has planned.
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13th Hole: Just before the 13th tee, there is a Black One-Time Switch
... step on it! Aha! Now you can get to the 13th green. Time
for more repair work! Hmmm?!? Seemz you need some Gauntletz, in
order to proceed to the 14th Hole. Now where did you see some Gauntletz
lying around? Uh-huh, you have to go back and get them.
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14th Hole: You can go that way after you have used the Gauntletz
to clear the path, but is there anything else you can do first?
Remember that you were blocked on the practice putting green by
some Rockz? Why don't you go and break them, before you pick up
the Shovel and get to the repairz on 14? Oh, and since there are
also some Holez to repair on the practice green, you may as well
get the Shovel and take care of that before you repair 14 and go
through the Teleporter to 15.
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15th Hole: Another unfriendly Grunt here, so protect your health
by avoiding his missilez, while you are repairing the green. You
notice a Goober Straw lying on the green near the unfriendly, and
make note of it, but do not pick it up ... yet.
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16th Hole: The King didn't like your pin placement the last time
you changed thingz, so you have two old Holez to repair here. Be
careful on this dogleg to the right, as that (quick)sandtrap is
a fairly big one. No shortcutz, here!!!
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17th Hole: The double dogleg right, with the water hazard. "Boy,
I wish I knew how to swim!" But you don't, so you take the
long way around to repair the green. Wait a minute! Someone lowered
the Stepping Stonez across the (quick)sandpit! There is no way back,
so I'll have to get help to raise the Bridge again. Back to 15,
for that Goober Straw. Suck up all the Goo you can find, and use
it to bake your assistant, near the Clubhouse.
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(Quick)sandpit: It is all in the timing ... wait the right period
of time on the Crumbling Stonez, until the temporary Stonez come
up; stand on the Stonez raised by your assistant (who is standing
on the Blue Hold Switch) until you have the timing of the next segment
firmly in mind. Repeat until safely across. (Saving in this area
is recommended.)
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Hole 18: You need a Shovel, to get past those Rolling GolfBallz.
Did you do the repairz to the 18th green while you had the chance?
If so, all you need to do now is pick up the Warpstone, and present
it to the King (who, I'm sure, will be eternally ... for a minute
or so, grateful).
Teleporterz:
- 7th Hole: Takez you to the 8th Hole.
- 14th Hole: Takez you to the 15th Hole.
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