The Assembly Area

Gruntz=Everybody Assembly Area
There is a Blue Wormhole (BW) nearby, but it is blocked by raised CheckPoint Pyramidz (CPP). Each Grunt who goez through a BW will land on a CheckPoint Switch (CPS). The Grunt who 'ownz' that CPS should be the last Grunt to land there. There are nine Gruntz in this area, and only thirteen placez ... so it would be wise to follow Moe's (one of The Three Stooges) advice and "spread out"! You will find that there is only one Grunt who is capable of leaving the area. So your first task is to discover which one of them can escape, and place him in a position to do so. One Grunt has a Tool that is immediately useful, so use it! These nine Gruntz will frequently re-meet, so in the beginning it doesn't matter which Grunt carriez which item.

I strongly suggest that you use the Ctrl-# method to identify your original nine Gruntz like so: (since I will refer to them by these numbers)
1 Suicide Bomber
2 Boomerang Bad first choice!
Gauntletz or GooberStraw or BrickLayer must go through their Red Warp (RW) before this one may reach his assigned spot.
3 Bricklayer Designer's choice to leave Assembly area first.
4 Shovel (Tool ID=13, but Grunt ID=4)
Bad first choice!
Either Gauntletz or two other Gruntz must go through their RW before this one may reach his assigned spot.
5 Gauntletz May be first to leave Assembly area.
If your goal is to complete the puzzle in the shortest possible time, this might be the best first choice.
But Boomerang should acquire a Shovel , soon after Gauntletz breakz a Giant Rock.






6 Boxing Glovez May be first to leave Assembly area.
(But very dangerous (to him) if he is first.)
7 GooberStraw May be first to leave Assembly area.
8 Gravity Bootz Bad first choice!
Either Bricklayer or GooberStraw must go through their RW before this one may reach his assigned spot.
9 Toobz (Tool ID=18, but Grunt ID=9)
May be first to leave Assembly area.

Keep in mind that Gruntz will only carry one Tool and/or one Toy at a time, so don't try to give something to a Grunt who already has something similar.

In most casez, when a Grunt exchangez his Tool for another, it will be because the Grunt goes through a Wormhole and landz on it (no choice), rather than merely picking one up, or taking it from the GruntzMachine.

These Gruntz love the Toolz they are handed at the start of the puzzle, so will want to get their original Tool back, if they are forced to exchange for another Tool.

Before you leave any area (including the Assemby Area!), make sure that every Tool that can be used is used ... like on a Goo Puddle , a Rock or a Hole/Mound ! For instance, one Grunt will acquire a Toy, one Grunt will pocket a Coin, and another Grunt will pick up another Toy.

Many Holez are merely hazardz you may want to eliminate ... only off-color Holez contain something of interest for you to use your 'Magic Shovel' upon. (It may even make your job more difficult if you use your 'Magic Shovel' on a 'normal' Mound !)
1 - SuicideBomber There is a CheckPoint Switch (CPS) where someone has left a Toy Box .
You light the fuse, planning to give your all for the team by running over the CPS , but become distracted by the contentz of the Toy Box, dreaming of winning the Malibu GrandPrix . When the Toy provez defective, you find you have satisfied the CPS , lowering a CheckPoint Pyramid (CPP) that allowed your buddiez to leave the area ... but you seem to be stuck here ... until the team lowerz a Purple Pyramid (PP).
When the team has accomplished their task, make a run for the next CPS .
Quit playing around with that lame toy ! Go through the last BW !