Tabernacle Walk-through


Active Grunt What the grunt has to do to solve the puzzle
Bare-handed #1 Moving east is deadly .
Moving south is impossible.
Moving west is hazardous ... and not very profitable.
So move north to the Black One-Time Switch (BOTS)!
You probably hear something like "I'm gonna get you!" as soon as the door openz in front of you ... so begin your 'evasive maneuverz'.
Now, you can easily defeat any grunt armed as these gruntz are, except the footing is a bit treacherous, and they don't stand and fight like men (er, gruntz) ... and the oddz are also in their favor. Experienced grunt that you are, you know that it will take twenty punchez and/or kickz (each!) to turn these gruntz into Goo Puddlez ... so you look for something to speed up that process a little. If you are a 'black belt' fighter, you may be able to pick up a Coin or two as you search for "an equalizer" (Tool #1).
Shovel #1 This tool could make the footing less treacherous ... if it weren't for all of those missilez heading your way, intended to encourage you to lose your footing. So use your tool with the heavy end up, to do a useful conversion of enemy gruntz into future makingz of a teammate (or two, or three ... or even four!).
Do your best to avoid creating a Goo Puddle on top of another Goo Puddle!
When there are no missilez heading your way, use it to do what it does best, but don't waste your time on Holez that are only obstaclez, or on Moundz where enemy gruntz are pacing ... only use your 'Magic Shovel' to turn Holez into Moundz ... and Moundz into ordinary tilez ... that may contain some sort of prize.
It is usually safe to pick up a Coin , but don't exchange your Tool for another until you are absolutely certain that there is nothing more you can do with the Tool you already have. Are there no more Holez or Moundz within your reach, or Holez that prevent you from reaching one with 'goodiez'? No? Well it seemz you are free to pick up that other Tool (Tool #2).
GooberStraw #1 Time to start sucking! Excellent 'martial artz' tacticz should provide twelve Goo Puddlez ... enough to bake three new Bare-handed gruntz . It might be a good idea to pick up the Tool (Tool #3) you uncovered before. Then you may use the other item you dug up earlier, and find a place to use it.
Bare-handed #2 Did someone say 'BACK2LIFE'? You don't remain without a Tool (Tool #4) for long, as you are standing on one (perhapz one you had in an earlier existence?). You find you are properly equipped for the CheckPoint Switch (CPS) on which you are standing.


Joined by three other gruntz, all similarly properly equipped for their CPSz, the CheckPoint Pyramidz drop , allowing this new team to enter Blue Wormholez .
Bare-handed #3 Dropped onto the GruntCreationPad , you pocket a Coin . You take a step away, and pick up a Tool (Tool #5) and satisfy a CPS .
Bare-handed #4 Dropped onto the GruntCreationPad , you take a step away, and pick up a Tool (Tool #6) and satisfy a CPS .
Bare-handed #5 Dropped onto the GruntCreationPad , you take a step away, and pick up a Tool (Tool #7) and satisfy a CPS .
Boomerang #3 You dive through a Blue Wormhole and immediately set out in search of enemy gruntz you can throw the 'bent piece of wood' at ... and see if they can catch it.
Spy Gear #5 You dive through a Blue Wormhole and immediately set out to determine the true nature of all the Brickz within your reach.


There doesn't to be any further use for the Spy Gear, so you speedily make your way to the Tool (Tool #8) you see on a BOTS .
Gauntletz #4 You dive through a Blue Wormhole and immediately set out in search of something to break.
You start with the easy stuff ... such as a Cupcake , and pocket a Coin .
Your buddy (with the ) then callz you over to something you may safely break .
He pushez ahead of you, and suddenly callz for help. It seemz the path is incomplete to his goal.
So you follow him and roam around searching for the missing piece.
"Hey! Wait a second! How do we get out of here?!?" To quote from a Charlie Drake song "Never thought 'a that!". So you both are now calling for help.
Now, there are brickz you can (try to) break all around, as well as unbreakable onez , but some are fatal , and some will cause you to lose your Gauntletz . So you wait.


When an exit is created, three of you (remember, you called for help?) make your move to enter "The Holy Place".
Gravity Bootz #2 You dive through the last Blue WormHole and immediately set out in search of major refreshment .
Feeling much better, you pick up a Coin that (for some reason ) other team memberz left behind.
Shovel #1 You respond to the call for help, and see that there are some Moundz in "The Laver" that might provide a solution.
Digging up three Moundz each yield a prize ... and something surprizing. But digging up the fourth Mound yieldz a ticking noise ... so you scram! When the smoke clearz, there is now an exit from the area.
Just inside "The Holy Place" you see the Warpstone Piece , surrounded by Spikez .
"I'm not going to pick that up! Which one of you gruntz wantz to carry the Warpstone?"
Gauntletz #4 "Not me!"
Boomerang #3 "Not me! Put me down for the next Tool, please."
Gravity Bootz #2 "Not me!" I like the protection for my feet ... not giving these Bootz up!
Toobz #5 I guess it's up to me ... I'll lose this Toob anyway, once I go through that door.
Warpstone #5 Pickz up the Warpstone Piece , and then movez to a less painful place.


When a safe path is cleared to the "Table of Shewbread", followz the rest of the team.
There is a CPS waiting for him.



When all of the CPSz are satisfied, and the CPPz go down , you are last in line. Waltz into the King’s Fortress.
Shovel #1 There are three Holez that you fill in, for the safety of the team memberz. But filling in the fourth Hole and digging up the Mound yieldz a Coin .


When the path (that was blocked by Black Pyramidz and Purple Pyramidz ) is cleared , you take the most painless path to more work for your "Super Duper Pooper Scooper".
Your 'Magic Shovel' turnz Holez into Moundz into ordinary tilez ... and one of them providez some help.
You continue turning Holez into Moundz into ordinary tilez and pocket six Coinz .
You also turn up a Can of Zap Cola , which the grunt most in need drinkz.
Then you proceed to your own CPS .


When all of the CPSz are satisfied, and the CPPz go down , you are third or fourth in line.
Gravity Bootz #2 "I guess you want me to go use that Megaphone, don't you? Okay, I can take a hint."
On the way, you pocket a Coin .
Then you use the Megaphone ( -- Tool #9), and find you are standing on another CPS .
Then you go through the Spikez field, collecting any Coinz you see on your way toward the "Table of Shewbread".


When the Black Pyramidz go down you make your way to the BOTS , and everything getz blurry.
You open your eyez and see the CPS where you should go next.


When all of the CPSz are satisfied, and the CPPz go down , you are second in line.
Springz #3 Well, you got your wish ... you were given the next Tool (Tool #9) from the GruntzMachine, and it is now yourz.
You bounce around over Holez and Spikez and (perhapz) pocket a couple of Coinz along the way.
You object (violently!) to the grunt throwing thingz at you, and turn him into a Goo Puddle . That clearz more of the path toward the "Table of Shewbread".
You make your way to the BOTS ... and something happenz!
You continue toward the "Table of Shewbread" to make room for grunt #1 to work.
Gauntletz #4 You cannot get to the next section ... yet.
Other team memberz have to do thingz to clear the way.

You follow Shovel through the path and continue on to the "Table of Shewbread", where there are breakable thingz.
You break a Cupcake , and reveal a SpongeGun (Tool #10).
You break Cupcakez ... and take cover.
You break Cupcakez , and collect Coinz (and maybe get a dizzy feeling).
Then you proceed to your own CPS .
When all of the CPSz are satisfied, and the CPPz go down , you are third or fourth in line.
Springz #3 It lookz like you are the #1 candidate to pick up the latest Tool (Tool #10) that was revealed.
Spongegun #3 Take a stand on your CPS .

When all of the CPSz are satisfied, and the CPPz go down , you are first in line.
You dive through the Blue Wormhole ... and immediately come under fire ... better duck!
You quickly put the pink gun to use in retaliation, and the loud noise makerz depart.
Not likely the intentionz of another pair of enemy gruntz , you send them away as well.
Meanwhile, two other gruntz have been doing excellent imitationz of the Royal Guardz, and haven't moved an inch. So you let them alone ... for now.
But it seemz you need some help in order to make progress, so "Hey, Rube!".

Grunt #2 arrivez in his heavy bootz, and you ask him to stand on the Yellow Hold Switch (YHS) ... which he doez, and the Two-Way Arrow (TWA) that prevented you from making progress is reversed .
You take a step or two forward and "incoming" ... so you retailiate (twice) and the air is clear again. You have been hearing 'clickz' as each grunt reached the end of his enforced journey.
They are standing on Six PMGSz ... but the PMPz are still raised.
Oh yes! There are two more PMGSz that need occupantz.
You could bring a third team member down, and you and he could stand on the last two PMGSz . But how do you make your own exit?
Or you could 'enlist the aid' of the two Royal Guard emulatorz .
"Hey! Jump off that YHS so I can come back that way!" So he does.
You stand on the YHS and 'encourage' an enemy grunt to take a step back.
He dropz his emulation and quickly firez back, so you take a step away, and 'encourage' the other enemy grunt to move. (He also retaliatez!)
Your side-step avoidz a little embarrassment, and allowz you to 'encourage' the other grunt into the Menorah.
You side-step again, and call grunt #2 to resume his stand on the YHS and when he doez, you do some more 'encouraging'.
Back to the first enemy grunt , and you 'encourage' him to take another step further into the Menorah. He seemz to be undecided about which way to go, so grunt #2 decidez for him, by doing a little "two-step" off and on the YHS .
You and your buddy repeat the process with the other enemy grunt ... a bit dicier this time, since the second grunt has to arrive next to the first grunt ... and not try to occupy the same place (violation of a basic law of physicz).
Now you give in to your greed, and go around collecting the twelve Coinz you see 'hanging from' the Menorah.
You love Toyz and (wishing you could have them all) set about collecting them and bringing them back where you can select one at leisure.
While you were collecting those Toyz, you 'encouraged' the last two enemy gruntz to continue their journiez to the last two candlez of the Menorah, where they occupy the last two PMGSz .
Well done, grunt! Now the door is open into the last section of "The Holy Place"!
Any grunt except
Warpstone #5
Using the accumulated Toyz, you leave some enemy gruntz standing on PMGSz .
Any PMGSz not occupied by an enemy grunt must be occupied by ... guess who? Yep, a member of the team will have to fill that position.
Obviously, Warpstone has to move on, so cannot be left standing somewhere in "The Holy Place".
SpongeGun , Shovel and Gravity Bootz are not needed at all in the "Holy of Holies".
Gauntletz might be needed there, at least to help open the final door.
Since Warpstone is not the nimblest grunt on the team, he should stay in a safe place, while another grunt (preferably Gauntletz ) takez on the task of opening the final door (although a smart (and nimble!) Shovel , SpongeGun or Gravity Bootz grunt can find 'the key').
If you still have a long-lasting Toy, such as a Beach Ball , or a Jack-In-The-Box , use it to occupy one of the last two guardz , while Gauntletz breakz everything that is (safely) breakable ... the top layerz of .
Then 'invite' that grunt to break three of the onez that are not safe to break.
One, two or three Brickz may be broken by one 'mad dash', leaving many combinationz of Brickz behind 'safe to break' such as .
If necessary, Gauntletz breakz one or more Brickz to 'open the door'.
Remove the remaining enemy grunt any way you can, and then collect the twelve Coinz scattered about "The Holy of Holiez".
Warpstone #5 Waltz into the King’s Fortress to the cheerz of the team!
It's a "PERFECT!" score.