Secretz
(Listed in the order intended by the Designer.)
The Sudoku puzzle is in X=70 through X=78, and Y=1 through Y=9.
Most of the Red Warpz (RW) are in this small area.

No. X Y Secret Type What the Secret doez
1 2 2 RW #1 The SecretTeleporterTrigger is the CheckPoint Switch (CPS).
The RW will remove an enemy Grunt from X=61, Y=06 to the GHS @ X=28, Y=02.
2 72 3 RW #2 The SecretTeleporterTrigger is the CPS next to the tile where the Blue Wormhole (BW) takez Bricklayer #3.
The RW will remove an enemy Grunt from X=73, Y=01 to the GHS @ X=25, Y=02.
3 72 2 RW #3 The SecretTeleporterTrigger is the Foundation tile northwest of where the BW takez Bricklayer #3.
The RW will take your grunt due south, next to a Foundation Tile . Are you properly equipped to deal with that?
4 71 1 RW #4 The SecretTeleporterTrigger is the lowered CheckPoint Pyramid (CPP) two tilez due north of where the BW takez Boomerang #2.
The RW will take your grunt to a triangular pool of water filled with Bridge Tilez of all typez: solid raised , Crumbling , Toggling submerged and Toggling raised . There are four Coinz in view (don't be greedy) and a BW ... guarded by an enemy Grunt . Since there is no return RW in sight, it appearz you must pass the enemy Grunt and exit through the wormhole you can see.
5 58 24 RW #5 The SecretTeleporterTrigger is an ordinary tile with a Shovel in plain sight, next to a Hole and a Mound in the spiral area.
The RW will remove an enemy Grunt from X=63, Y=21 to the GHS @ X=34, Y=02.
6 71 2 RW #6 The SecretTeleporterTrigger is a lowered CPP covered with Goo .
The RW will take you to a Purple Multi-Grunt Switch (PMGS) with the remainz of two Gruntz (no friendz of yourz) nearby.
7 70 2 RW #7 The SecretTeleporterTrigger is a Rock in the first 'Sudoku' box.
The RW will take you to an area with lotz of breakable thingz


, lotz of diggable thingz
and lotz of Spikez .
Do what you can to "police up the area", picking up anything valuable or that will ease your thirst.
8 70 1 RW #8 The SecretTeleporterTrigger is a Hole in the first 'Sudoku' box.
(It would be a good idea to fill it in to become a Mound , and to think about 'Magic Shovelz'. )
The RW will open in place.
The RW will take you seven Tilez west and four Tilez south to land on a Tool. (A different Grunt should go through the return RW .)
9 73 2 RW #?? The SecretTeleportTrigger is a lowered CheckPoint Pyramid (CPP) ... as are most of the Secretz in this Custom Level.
The RW will open in place (as do most of the RWz in this CL). For the rest of this list, only Secretz that operate differently will have a description.

The RW will take you near the King's Fortress, where the work to be done should be obvious. There are some thingz to assist you, and some rewardz for your effortz.
10 72 4 RW #03 The RW will take you to a Stairway immediately west of The Brickyard, into the "SECRET SODUKO 1" Red Pyramidz (RP) area.
There are some thingz to assist you, and some rewardz for your effortz, and something with which you may wake up Grumley a couple of timez.
11 74 5 RW #04 The RW will land you on a Keg of Zap Cola at the eastern end of a field of Spikez and Holez .
Perhapz there is something of interest at the western edge, or maybe even somewhere along the way?
12 71 8 RW #05 The RW will take you to a small island where you should find a depressed Black One-Time Switch , a Hole , a Rock and a raised Black Pyramid (BP). You must find a way to lower the BP in order to reach the return RW .
13 77 9 RW #06 The RW will take you to a mesa in the "SECRET SODUKO 1" RPz area with a Mound and a (not so) Secret Switch (your way to the return RW ).
14 75 1 RW #07 The RW will take you to a mesa in the "SECRET SODUKO 1" RPz area with three Rockz and a CheckPoint Switch (CPS) (which you should not be able to satisfy). You should be able to break the Rockz (hint, hint) and uncover three Coinz, now resting on three setz of Spikez (hazardous to your health). One you cannot acquire because your return RW coverz it. Your health should be such that you may only pick up one of the other Coinz safely ... choose wisely.
978 3 RW #09 The RW will take you to an area where you see yourself in "a supporting role". You need a buddy to remove some obstaclez, and you un-do your buddy's work ... three timez.
1077 8 RW #10 The RW will take you to a place you've been before, with a chance to do something that was not possible the last time you were here. A dive through what appearz to be a left-over RW will take you to a mesa with a number of Rockz on it. Properly equipped, you uncover thingz and return.
1174 6 RW #11 The RW will take you to the northern end of The Brickyard (hopefully, not into the path of a Rolling Rock ). There (with the help of a friend) you will find what you need to clean up the area as much as you can, and satisfy any requirementz you may find in the area.
1271 5 RW #12The RW will take you to a mesa in the "SECRET SODUKO 1" RPz area which has a CheckPoint Switch (which you should be able to satisfy), a CheckPoint Pyramid which will be lowered when you arrive, a Coin and a (not so) Secret Switch .
GooRoo's rule: alwayz SAVE before pressing a Secret Switch .
1373 9 RW #13 The RW will take you to an area near the King's Fortress and eight Green Toggle Switchez (GTS) and one Green Hold Switch (GHS) on a mesa. Your only choice is to "go west" ... by breaking some Rockz that are in your way.
1476 1 RW #14 The RW will take you to the southwest corner of the 'river' that startz just west of the Sudoku puzzle, and loopz clockwise to end just west of where it began.
1574 2 RW #15 The RW will take you to an area filled with Construction Pyramidz ... and you are right in the middle of them. Perhapz it is time to go 'kamikaze'?
16 70 5 RW #16 The RW will take you back to the Bridge in the river.
17 73 6 RW #17 The RW will take you back to the Bridge in the river ... for the very last time.
18 78 7 RW #18 The RW will take you back to the area filled with Construction Pyramidz ... and you are right in the middle of them ... again. Perhapz it is time to go 'kamikaze' ... again?
19 72 8 RW #19 The RW will take you to another area filled with Construction Pyramidz ... and you are right in the middle of them. At least this time you land on a Coin, and you didn't even have to work for it! Perhapz it is time to go 'kamikaze'?
20 75 8 RW #20 The RW will take you to a Yellow Hold Switch , where you will acquire a new Tool, which will be useful to you in reaching your return RW .
21 76 5 RW #21 The RW will take you to an island where you land on a Coin. You have a choice of battling an enemy with a long-range weapon, or simply ignoring him and proceeding through your return RW .
22 74 4 RW #22 The RW will take you to a small mesa with a Purple Multi-Grunt Switch (PMGS) ... and no exit ... where you are rewarded with a Coin .
25 77 3 RW #25 The RW will take you to an area near three Rolling Rockz. There are some Foundation Tilez in their path. Are you properly equipped to deal with them?
26 78 5 RW #26 The RW will take you to a Bridge Tile in the middle of 'bad water'. There are several Toggling Bridge Tilez , a Crumbling Bridge Tile with a Coin on it, and another Bridge Tile where your return RW may be seen. But there are several gapz in the Bridge!
27 75 6 RW #27 The RW will take you to the northern end of The Brickyard, where (with a different Tool) you removed something rather hazardous to a Grunt's Gooey life. It is time for you to "scout ahead" for a buddy.
28 71 7 RW #28 The RW will take you to the northern end of The Brickyard, where you may find yourself in the path of a Rolling Rock ... or squished under it! Please remove this hazard to Gruntzy livez.
29 76 9 RW #29 The RW will take you to the southern end of the original "assembly area", where you land on a Coin Gauntletz (should have) revealed before he dove through a Blue Wormhole for the first time. "Ooh! Death Tilez!" Is there something Grumley can provide you to "help you out" of this predicament?
30 70 9 RW #30 The RW will take you to a familiar location ... deja vu all over again! You see the Goo Puddle left behind of the enemy Boomerang Grunt, and three Coinz you wisely left alone on your first visit here. (You did only take one of the four that were there originally didn't you? If not, shame, shame, you greedy cuss ... back to the beginning for you!) It is still no time to be greedy ... take the easy one, and be satisfied.
31 78 1 RW #31 The RW will remove an enemy Shield Grunt from X=77, Y=4 to the GHS @ X=28, Y=17.
32 70 3 RW #32 The RW will take you to a place where you will come under fire from an enemy SpongeGun Grunt. There is a CheckPoint Switch with your 'name' on it ... you should find a way to satisfy that. There is also a Coin you may acquire before you return through the RW .
33 73 4 RW #33 The RW will take you to a small mesa with a PMGS (and no exit) where you are rewarded with a Coin.
34 77 5 RW #34 The RW will take you to an area surrounded by Holez and Brickz (that may not be what they seem to be). You can see a Megaphone, but Purple Pyramidz (PP) prevent you from using it (and using your return RW ). You can see three PMGSz ... but there is only one of you. Perhapz you could convince the three enemy Gruntz to assist you?
35 74 8 RW #35 The RW will take you to a small gully filled with Spikez , where you land on a GTS ... and a Tool.
You see an enemy Grunt standing on a GHS and wonder "how am I going to get past this?"
36 72 9 RW #36 The RW will take you to a Landing Area on a small island, with an incomplete Bridge heading north. Are you equipped to leap the gap? Why don't you go and taunt the enemy Grunt on the other side?
37 78 9 RW #37 The RW will take you to a small island, where you find something obscured by your return RW .
38 73 7 RW #38 The RW will take you to a mesa with eight GTSz and a GHS on it, an enemy Grunt , and evidence of other Gruntz who never left.
39 76 6 RW #39 The RW will take you to a triangular pool of water (mostly) filled with Bridge Tilez of all typez: solid raised , Crumbling , Toggling submerged and Toggling raised . There is a Goo Puddle in front of you, and there are two Coinz in view.
40 72 5 RW #40 The RW will take you to a small mesa with evidence of four Gruntz having been there before ... and they never left.
41 75 4 RW #41 The RW will take you to a small mesa with evidence of four Gruntz having been there before ... and they never left, and a PMGS (and no exit).
42 74 3 RW #42 The RW will take you to the vicinty of a Red Toggle Switch (if another Grunt performed a necessary task earlier). Your mission (should you choose to accept it ) is to operate said Switch at the proper time(z).
44 77 1 RW #44 The RW will take you to a familiar location ... deja vu all over again! Did you activate every one of those GTSz the first time you were here? If not, make sure they have been properly pressed (an odd number of timez).
45 72 1 RW #45 The RW will take you ... nowhere(!) if you trigger it at the wrong time; or (as intended) it will take you into one 'arm' of a spiral. There are lotz of Spikez here ("Ouch! My Feet! These hurt!"), so you have to be properly equipped. And you also need a buddy to fill in some Holez in your path. If he is lazy, you may miss out on some goodiez.
46 77 2 RW #46 The RW will take you to an area with four Blue Toggle Switchez (one of them with a Coin on it) ... and many Spikez . Should I tell you that you will also come under fire from an enemy Grunt? Nah, you'll figure that out for yourself.
47 75 3 RW #47 The RW will take you to a mesa in the "SECRET SODUKO 1" RPz area with three Spikez and a CheckPoint Switch (which you should be able to satisfy), if one of your buddiez has preceded you here. You should be able to pick up two Coinz, now resting on those Spikez . There were three there to begin with, but one you could not acquire because your return RW covered it. Your buddy should have picked up that one.
48 70 6 RW #48 The RW will take you to the northern edge outside the spiral. There are many placez you may go, but most of the area is covered with Spikez , so check your equipment. Your buddiez left several Coinz behind, fearful for their health. Police up the area! Oh, and that Red Toggle Switch may require some attention from you, while you're nearby.
49 74 7 RW #49 The RW will take you to an area with four Blue Toggle Switchez (one of them with a Coin on it) ... and many Spikez . Should I tell you that you will also come under fire from an enemy Grunt? Nah, you'll figure that out for yourself.
50 76 8 RW #50 The RW will take you to the southwest corner of a small peninsula into a 'bad water' pool, where you will land on a Coin. Your return RW is just a step away ... but is there anything else you can do before you dive in?
51 71 9 RW #51 The RW will take you to an area bounded by Holez and Construction Pyramidz and the southern leg of the river ... with a few Spikez . There are two Coinz here, though, and your return RW .
52 78 8 RW #52 The RW will take you to a Landing Area on a small island, where you will have to fight your way to a Black One-Time Switch , and beyond it to a (not so) Secret Switch . If you accomplish those taskz, you will be rewarded and then return through your own RW .
53 70 7 RW #53 The RW will take you to the middle of a very small island (deja vu!), where your only task is to help a buddy reach his return RW , and then return through your own RW .
54 77 6 RW #54 The RW will take you to the river, to one of the sandbarz you crossed early in this puzzle. Your task is a nasty little "make work" one: re-visit placez you visitted before, making sure you leave everything the same as it was before you arrived. You will receive no reward for your effortz .
55 71 4 RW #55 The RW will take you back to the river, near where you dove through a return RW to rejoin your buddiez. You might call these little tripz along the river an "inspection tour" to ensure that GTSz and GHSz found (so far) have been properly activated. You and your inspecting partner will be properly compensated.
56 76 2 RW #56 The RW will take you back to the river, near where you dove through a return RW to rejoin your buddiez. Clean up the river along this stretch of your tour.
59 72 21 RW #59 The RW will remove an enemy Grunt from X=57, Y=23 to the GHS @ X=31, Y=02.
61 75 7 RW #61 The RW will remove an enemy Grunt from X=77, Y=7 to the GHS @ X=37, Y=02.
62 65 47 RW #62 The RW will remove an enemy Grunt from X=71, Y=46 to the GHS @ X=25, Y=05.
63 68 46 RW #63 The RW will remove an enemy Grunt from X=72, Y=46 to the GHS @ X=28, Y=05.
64 70 46 RW #64 The RW will remove an enemy Grunt from X=76, Y=46 to the GHS @ X=31, Y=05.
65 73 46 RW #65 The RW will remove an enemy Grunt from X=77, Y=46 to the GHS @ X=34, Y=05.
66 75 46 RW #66 The RW will remove an enemy Grunt from X=77, Y=53 to the GHS @ X=37, Y=05.
67 76 47 RW #67 The RW will remove an enemy Grunt from X=76, Y=53 to the GHS @ X=25, Y=08.
68 76 52 RW #68 The RW will remove an enemy Grunt from X=72, Y=53 to the GHS @ X=28, Y=08.
69 75 53 RW #69 The RW will remove an enemy Grunt from X=71, Y=53 to the GHS @ X=31, Y=08.
70 73 53 RW #70 The RW will remove an enemy Grunt from X=67, Y=51 to the GHS @ X=34, Y=08.
71 70 54 RW #71 The RW will remove an enemy Grunt from X=67, Y=50 to the GHS @ X=37, Y=08.
72 67 54 RW #72 The RW will remove an enemy Grunt from X=65, Y=51 to the GHS @ X=25, Y=11.
73 66 52 RW #73 The RW will remove an enemy Grunt from X=65, Y=50 to the GHS @ X=28, Y=11.
74 64 53 RW #74 The RW will remove an enemy Grunt from X=66, Y=51 to the GHS @ X=31, Y=11.
75 64 57 RW #75 The RW will remove an enemy Grunt from X=66, Y=50 to the GHS @ X=34, Y=11.
76 51 42 RW #76 The RW will remove an enemy Grunt from X=58, Y=50 to the GHS @ X=37, Y=11.
77 48 15 RW #77 The RW will remove an enemy Grunt from X=46, Y=17 to the GHS @ X=25, Y=14.
78 76 69 RW #78 The RW will remove an enemy Grunt from X=78, Y=71 to the GHS @ X=28, Y=14.
79 73 69 RW #79 The RW will remove an enemy Grunt from X=70, Y=76 to the GHS @ X=31, Y=14.
80 47 37 RW #80 The RW will remove an enemy Grunt from X=40, Y=30 to the GHS @ X=34, Y=14.
81 41 38 RW #81 The RW will remove an enemy Grunt from X=40, Y=29 to the GHS @ X=37, Y=14.
82 78 2 RW #82 The RW will remove an enemy Grunt from X=76, Y=03 to the GHS @ X=25, Y=17.
83 71 79 RW #83 The RW will take you to a mesa with five Rockz on it, blocking your way to your return RW . Breaking them will earn you your reward.
84 62 8 RW #84 The RW will remove an enemy SpongeGun Grunt from X=56, Y=09 to the Yellow Hold Switch @ X=58, Y=50.
85 0 59 RW #85 The RW will move a nearby newly-baked Grunt from his GruntCreationPoint to a Bare-handed CheckPoint Switch .
86 22 59 RW #86 The RW will move a nearby newly-baked Grunt from his GruntCreationPoint to a Bare-handed CheckPoint Switch .
87 72 7 RW #87 The RW will take you to a small island where you should find a depressed Black One-Time Switch , a Hole , a Rock and a raised Black Pyramid . You must find a way to lower the BP in order to reach the return RW .
88 29 55 RW #88 The RW will remove an enemy Sword Grunt from X=29, Y=52 to the GHS @ X=31, Y=17.
89 0 59 RW #89 When a newly-baked Grunt is placed on the GruntCreationPoint, the RW will open to remove an enemy Shield Grunt from X=33, Y=31 to the GHS @ X=34, Y=17.
90 20 61 RW #90 When a newly-baked Grunt is teleported to his CheckPoint Switch, the RW will open to allow another newly-baked Grunt to move to the GHS @ X=37, Y=17. That should lower the last GP in the diagonal line leading to the Warpstone, and the King's Fortress.
91 3 4 RW #91 The RW will take you to a mesa in the "SECRET SODUKO 1" RPz area with a Mound containing the last Coin.
92 74 78 RW #92 When the SuicideBomber Grunt makez his last frantic dash, he passez over the SecretTeleporterTrigger that bringz a newly-baked Grunt from his place on a GHS @ X=37, Y=17 to a place close to the King's Fortress, to join in the victory celebration.
93 49 53 RW #93 When the SuicideBomber Grunt makez his last frantic dash, he passez over the SecretTeleporterTrigger that allowz the first newly-baked Grunt (now with a SpongeGun) to try to acquire the Warp letter 'R'.
94 78 4 RW #94 The RW will take you to a small gully filled with Spikez, where you land on a GTS ... and a Coin. There is also a GHS nearby. Is it your job to stand on it? Should you press the GTS again? You can answer these questionz by seeing what effect these Switchez have on the long diagonal of GPz ... they all need to be lowered.
95 1 51 RW #95 The RW openz on a raised Bridge Tile east by southeast of the trigger, and will take you to the 'bad water' area to the north. All you should find there is a Goo Puddle ... are you equipped to handle that?
96 62 11 Secret Switch #1 (SS) There is the Warp letter nearby, floating over a Hole .
The Secret Switch createz a solid Tile under the prize ... but you need to be quick to acquire it and return to safety.
97 14 77 SS #2 There were a number of (Giant) Rockz, most of them destroyed by explosionz, revealing "SECRET SODUKO 1" in RPz . Several mesaz were left behind, and this Secret Switch is found on one of those mesaz.
When pressed, a stairway is created, allowing your Grunt to reach his return RW .
98 20 77 SS #3 There were a number of (Giant) Rockz, most of them destroyed by explosionz, revealing "SECRET SODUKO 1" in RPz . Several mesaz were left behind, and this Secret Switch is found on one of those mesaz.
When pressed, one stairway is created allowing a buddy to reach his return RW , and another allowing your Grunt to reach his return RW .
99 25 59 SS #4 The Secret Switch createz a pair of Landing Areaz which allow your Grunt to reach two Coinz (and return to safety).
100 48 55 SS #5 The Secret Switch changez a north-pointing Arrow to a south-pointing Arrow , sending several Rolling Rockz crashing into a wall. This makez it much easier to acquire the Warp letter .