Duck Shot: Par 2
Best I can offer is par. The hole in one is much trickier, you need to jut aim straight, use a force of quarter light green, or boarder line; so as the ball will drift down the hill and not over shoot the hole.
Gopher Smack: Par 3
Aim straight ahead at the first and center Gopher. Behind this create is the hole you want to hit, so use a force of yellow to orange to clear the first hole and land in this back one for a hole in one.
Graveyard Shift: Par 3
Aim for the last tombstone on the left. Use a force of at least half-light green to make sure you’re lined up in front of the flag. Doing this will also snatch up the “Free Shot” sitting in front of the open grave so you can score an Eagle.
*Old West Medal*
:At the tee, turn to your right looking at the churh, the medal is by the fence.
Hotel Hideaway: Par 2
A typical straight shoot, but be careful the double ramps and scorpion can cause trouble. I find rebounding off the Vacuum Hole power up, or straight to the back helps for the Hole in one.
Laseriffic: Par 3
If you’re playing the tournament, you likely had the hole “Teleporter” before this one. If so acquiring the second “Sping” power up will help in this level. Simply look at the flag, and use a force of border light green. Jump the barrier, and you can make a hole in one. Another options is to use a max swing aimed at the left corner beyond the laser, the ricochet should send the ball to the next corner, and the max force will be enough to put it on the green.
Loop Da Loop: Par 3
Aim towards the right side of the tube, and then pull off a bit so you will not run against the side. Use a force of orange to mid red. If done correctly the ball will drop off of the ceiling of the tube as it passes the peak, and hit the “Vacuum Hole” power up hidden within. And award you with a hole in one. If you miss this, you can still take a birdie.
Pinball: Par 2
Use a force of at least mid yellow to simply knock the ball into the pinball machine. Now use the B button to operate the bumpers. Your goal is to land the ball into the glowing yellow par on the top left. This bar will active the next pipe, and once you lose the ball it will be direct to the hole in on rather than the second pipe which will leave you at par.
Pirate Ship: Par 3
Use a force of quarter to mid light green; aim straight. The key is to have the ball rest underneath the path of the swinging pirate ship. There is a hole which will give you your hole in one.
Pistons: Par 4
Aim for the slanted wall behind the first piston. Use a max swing. If the wind doesn’t disturb the ball as it passed towards the next piston, the ball will ricochet again, and go for a hole in one. If not, you should land close to the purple tube which will direct you to the hole for an Eagle.
Planetoid: Par 4
Keep your force under quarter light green. Anything higher will knock the ball into orbit, and you’ll jut circle the planet an inch or feet off the surface until it claims out of bounds. Keep straight, and use a force running right up to Light green. I’m sorry I don’t have the hole in one scenario on this one.
Prairie Dogs: Par 2
Aim for the small path to the left which leads directly to the hole. Now this can be a hard hole in one, but at long as you aim for this path, and use a force of quarter light green you can easily make it in on two.
Railroad Car: Par 4
To get a hole in one you need to time your spring. Aim to the off-left side of the “Spring” power up. Use a force just moving into light green. Spring over the first obstacle. Now if you where aiming correctly and spring the obstacle in time, the next ramp will drop your golf ball onto the ramp with the barrel and shovel at the end. This will give you your hole in one. If the ball misses this target though, you’ll at least be on the green for an Eagle.
Rolling Tube: Par 3
Timing is the key again. Wait for the hole to reach 10-11 o’clock. (Rotation wise). Then wind up your swing, and release as soon as it passes 3-4 o’clock. If done correcyl you’ll manage to catch the hole and make a hole in one.
*Carnival Medal”
:On the ramp behind the tube, next to the Vacuum Hole power up is the next carnival medal.
Rocketman: Par 3
For a hole in one look the small crooked point on your right; where the planet makes a tiny archway. Shoot into this arch with a force of end-light green/yellow. The ball will be pushed into a giant crater that launches the ball into the ship in one shot.
*Space Medal*
:The medal is above a crater in the center of the map in front of the spaceship. Soom out to see it. Now to get the medal, knock the ball into the crater it’s above. This crater will shoot the ball up and get the medal.
Saloon Brawl: Par 3
Facing the Saloon, aim for the entrance. Only apply a force of just going into the light green to make sure it passes through. Otherwise you’ll hit the door, or the snake will catch it.
Skeeball: Par 3
The pipe at the top of the ramp resembles a Mickey Mouse head. So for a hole in one, aim for one of the ears, and use a force of orange. Do not go into the red.
*Carnival Medal*
:Using a force of orange, aim between the two heads ears above the head(center circle) for the medal.
Slippery Slope: Par 2
The Scorpion usually messes this one up. You can shoot against the wall to your right, going just into the light green. This will pitch the ball into the other curved wall and onto the wooden side path for a hole in one. If you don’t want to risk the scorpion or taking the long way; apply only a force of half-green to get the ball onto the landing with the scorpion. Now you can shoot right onto the wooden path next to the snake for a par.
Space Bar: Par 4
To get a hole in one, use a force of mid-end light green’ aiming for the red ring in front of you. If you get the ball into this red ring, you get the hole in one.
*Space Medal*
:Behind the section with the red ring, and to the left of the fan. Simply tee of with a low force, the ball will miss the red ring, roll next to a “Blow” power up. Not in front of you on your left is the fan, but behind the first left corner before that fan is the space medal.
Spinner: Par 3
Watch the glowing sign. Notice the pattern of the lights? Once the Red arrow lights up, signaling that the yellow flag will light up next, shoot the ball with at least a mid light green swing. If you landed in the spinner while the yellow flag was lit, the spinner will stop on the flag, drop the ball into a tube that will give you a hole in one.
*Carnival Medal*
:Watching the lights again, make sure you get the ball in as the light switches to the “right arrow”. The medal is sitting on the steps to the right exit.
Stack the Deck: Par 3
Like Spinner, Stack the Deck is another light sensitive hole. Time the shot so you can pass through the archway as the light turns to the Green Clover. Use a force of at least mid-light green to make sure you can catch it before changing as well. This will give you a hole in one.
Teleporter: Par 4
Aim for the “Spring” power up. You have two options. Both can leave you with an Eagle, but one chances a hole in one. The first; shoot the with a power of mid-light green. And bounce the first barrier. This will launch you over the second as well, and put you on the green. Option two: use less than a quarter light green force, and jump the first barrier. You’ll land in the center track and roll towards the next spring power up, plus a purple tube. If done correctly you’ll roll right into the purple tube, and be fired out for a hole in one.
*Space Medal*
:Get into the purple tube, once fired out you’ll hit the space medal which is floating by the green.
Tipi Camp: Par 4.
Aim just to the right of the “Spring” power up, and use a force just starting at red. The curved wall should direct the ball into the tipi which will launch it over the fireplace and in for a hole in one leaving you with the “Spring” power up for the next hole.
Train Station: Par 3
Aim for the “Ballgrow” power up. Use a force of mid light green, and try to aim straight up the ramp. The ball will grow, catch on the bars, and be guided to the hole for a hole in one.
Tubular: Par 4
Look to your left, and notice the light blue panel of this wall which stands out the most? Hit the left half of this section with a force of quarter-mid light green. The ricochet must land the ball in front of the middle and tube for a hole in one. You can always take an Eagle though, to put yourself in front of this tube and than drop in on the hole.
*Space Medal*
:To get this medal you want to end up on the green. Just don’t go for the hole in one, take another pipe, and get onto the green the long way. Next to the hole is a pipe you can travel up which will take you to the space medal.
Turntables: Par 4
A very tricky map. The notches in the tables will disturb the path of your shot, so use a force of mid-end light green, and aim straight for the flag. If your shot skips the hole, the force should at least put it back up the ramp and onto the green for an Eagle.
Two Planets: Par 2
Aim right for the flag. If you use a max hit you’ll hit the planet, however just shy of full max, but staying in the red increases the chance of landing within the inner circle, or hole in one.
Water Tower: Par 3
Hold for a force of quarter light green, aiming directly into the pipe. This will ensure a hole in one.
*Old West Medal*
:Once launched into the pipe, the ball will be directed to the hole, and hit the floating medal as it drops.
Wind Tunnel: Par 4
Aim for the slanted corner to your left. Looking dead center of this slanted panel, hit the left half of it. Use a max force. The force will send the ball to it’s opposite turn, where the series of fans will take over and push the ball to the hole. This does not always end in a hole in one, but using the left half of the first slanted wall will bring it closer if not give you the hole in one.
Achievements:
Master Groundsman: (10) create and save a custom map.
Ace: (20) Get a “Hole in 1” 6x on Travel or Explorer course.
Master Traveler: (20) Finish Travel course in -4 par or lower.
Master Explorer: (20) Finish Explorer course in -4 par or lower.
Rookie Adventure: (20) Complete the holes: Prairie Dogs, Gopher Smack and Planetoid in tournament.
Seasoned Swinger: (20) Complete both Traveler and Explorer Course within level par or lower.
Minigolf Adventurer: (20) Complete both Traveler and Explorer Courses in -12 par or lower.
Carnival Treasure Hunter: (10) Collect all Classic Carnival medals.
Outer Space Treasure Hunter: (10) Collect all Outer space medals.
Old West Treasure Hunter: (10) Collect all Old West medals.
Open Champion: (20) Win an online tournament.
Host with the Most: (20) Host 3 online games.
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