Walkthrough:
● Our team has landed in the middle of an old volcano which is now bubbling tar. Ouch! Get rid of that enemy, do what you need to do and get out of here. Wow! A warpstone piece! Ah, what a quandary! Should we take it or not. Do we need it? Well, at some point we do, but right now?
● We arrive behind a row of rockz and there seems to be a lot of enemies patrolling that field ahead. Let’s try sneaking up on them one at a time and eliminating them. There’s a lot of work to do to clean this area up. Let’s try not to miss anything. The Colonel finds a Dial Home Device (DHD) for another stargate. It would be a good idea to dial it now so that when we get to it, it will be ready to use. Capt. Crater discovers some new technology which Graniel snaps up immediately. The team finds the new stargate and opens the way to it.
● Choices, choices, choices. Where to next? Maybe we should SAVE and discover where each section goes. Graniel, with his toobz, needs to be careful. No spikez please. Perhaps they should go where there is a way to get into the water. Talc uses his expertise to get those PMGP down and Graniel can use his tool. When he has done what he is capable of now, he reluctantly loses his toobz on some toob spikez and heads up to hit a switch that he hopes will open the way for his budz to come down through the tarpit. Better move fast and get to safe ground on the other side of the pit. Ah. . .another new tool. This should come in handy. The other three memberz of the team move south to remove as many enemiez as possible and clean the area up. The weedz grow plentifully here, so keep your eyez peeled for holez. Graniel can now come back, using his springz for monetary advantage, and since Capt. Crater has found more new technology, Graniel is on it in a flash. The Colonel has found the way out and is a little nervous about making the way clear, but Capt. Crater has studied the problem and explained in great detail that all the cluez to the path are available if the Colonel will just look.
● Back at the gate, they have another choice to make. . .north, south, or east.
● North – Those treez look familiar. Seems like we were just on the other side of them. Checking the situation out, Capt. Crater is 95% sure that he should be the one to try the red/green pyamidz first. He tries both directionz and is rewarded with his decision. Man, a grunt could get killed around here! Carefully checking the pathz of the ballz, the Capt. goes first diagonally up to the left. After eliminately the first enemy gunhat, he heads to the right where he can get rid of the second enemy gunhat. Always thinking, he is sure there must be a way to get rid of those ballz! Well, one of them seems to be needed, but what about the other one. Check out the yellow switchez. Now the area can be cleaned up and the Captain can help his team come through the pyramidz.
● At first glance, the arrow maze ahead looks pretty straightforward, but it’s always a good rule of thumb to SAVE before doing any new puzzle. If you looked closely, you would have put Talc and his gun in charge of controlling the two-way arrowz. This would save the Captain’s life. When Capt. Crater is finished with his job, send him to the yellow toggle switch and back out. The other team members can now go through.
● Going through the exit warp takes the team to the other side of the grey pyramidz. There are a few choices to make here but having learned to SAVE helped the team find the right path back to the gate. Be very careful to make sure all bridge tilez are up before leaving this, or for that matter any, area.
● South – This looks pretty easy. Break a few rockz, dig a hole, hit a few switchez, do anything else that is necessary and get out.
● East – Having done a little experimenting, we discovered that this needed to be the last section. Talc can soften up some of the enemiez before the Colonel dispatches them. Graniel loves using the goober straw, and now counts two new Gruntz to help the team out. Talc takes out the final enemy and firmly squashes him when going back to the gate. Everyone takes their placez on the checkpoint switches.
● Capt. Crater finds himself back at the beginning. After filling/digging a couple of holez, he decides another SAVE would be appropriate. Graniel will be jealous that he didn’t get to pick up the final prize. One last switch should do it! It did make the bridge whole, didn’t it? If not, well. . . what can I say? Good thing we saved along the way, huh?
● The Captain makez his way over the bridge with the warpstone and gives it to the General. Another mission accomplished!