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Enemies are, for some reason or another, trying to stop you. While the enemies are common from one level to another, there are subtle changes in some levels that require you to change tactics.

The number of enemies remaining are represented by white dots behind the grid.

You can tell the type of enemy approaching based on their colour. Their approach point is marked by a few white dots.

Grunts[edit]

Grunts are basic units equivalant to cannon fodder. Their behaviour is simple - they advance down the grid, sometimes moving between columns, and when they reach the top, they will more quickly move back and forth between the columns.

When they reach the top and you have the power zone available, you can ram them to destroy them. Destroying enough of them in a single run will increase your score multiplier. While jumping can be used to restore the power zone, any kills by jumping do not increase the multiplier.

If you don't have a power zone available and they touch you, it will grab one of your hooves and kill you. While you can counter by firing the bomb, there is only a small window of opportunity in doing so.

They are identified by a Red beam approaching the grid.

Bullets[edit]

Bullets are normally launched from grunts.

Flowers[edit]

When flowers reach the grid, they will grow with a green stem to their maximum height. Shots that hit the flower head will shrink the growth while shots hitting the stem will bounce off with no effect. Flowers that are hit when they are at the far end of the grid will destroy them.

When a flower finishes growing, you will see the stem gradually turn white (staring from the base). When it completely turns white, the flower will detach and fly forward - if touched, it is lethal.

Sometimes, a flower will grow beyond the end of the grid - you must either avoid these or jump over them.

They are identified by a Green beam approaching the grid, and generally make crystal-like sounds. If you destroy it, you hear a llama bleat.

Containers[edit]

A container is harmless by itself and float around the grid, but will release grunts when it is hit. The position at which the grunts is released depends on your power zone - if it's minimal, expect them to be deployed near the top.

Containers take several hits to kill.

They are identified by a cyan beam. When hit, you will hear a distinctive "ni" as it releases the enemies.

Boffins[edit]

Appears as a sphere, and are not necessarily damaged on a direct hit.

Boffins can travel in two general directions. The first one is vertical, where it advances or retreats from the top. When travelling in this direction, any hit will only knock it back slightly and kills it only if it's pushed off the grid. Unsuccessful pushing attempts will only anger the boffin, causing it to approach at a faster rate.

When Boffins travel horizontally (across columns), a direct hit will kill it. If it is travelling vertically, it will be pushed back slightly and destroyed only if it is pushed off the grid. Continuous attacks may aggravate the boffin and cause it to accelerate.

Aggressive boffins are identified by protruding spikes. As such, you should watch for bullets that come out at an angle.

Identified by a white beam. They make a "Danger!" audio cue once they reach the top of the grid.