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Fuzzle Testing

When you go up the ramp to the closed door, you will notice that there are two sides you can go to. You will have to go through both sides to get all the Fuzzles. I would recommend that you carefully look to see which side the lab assistant is on and go along the other side first gathering up fuzzles. Then go to the lab assistant and have your fuzzles attack. More fuzzles means it is more unlikely that you will lose a fuzzle in the battle.

Pull the lever the assistant was guarding to open the door. Now, here is where you can cheat a little. You gain 2 spooce by rescuing a fuzzle, so before rescuing the rest of the fuzzles, take the ones you have (you should have at least 10) and free them by taking them to the rescue portal that is near the door you just opened (stand on the portal and press A to activate it). Then use the spook you gained to open the door. Go back, free the other fuzzles, and now you have a small army to work with! I should point out that this is dangerous as you may loose a fuzzle in one of the upcoming battles, so quick save often.

With fuzzles in hand, go through the door you opened, drink some zap and head down the ramp. Take out the lab assistant. Free the 3 fuzzles, drink some more zap, then pull the lever to the next room. Again, attack the assistant, free the fuzzles, drink the zap, then open the door. This time there will be two assistants. Your hoard of fuzzles will have no problem with them. Free the others then pull the lever and follow the hallway to the next lever. The room past this lever has four guards, so your risk of losing a fuzzle is high. Drink the zap, open the door, order the attack, and try to help out as much as possible.

Now, open the door and check the scoreboard (clicking on the arrow button on the wall will shift the camera to a perfect view of the board). Make sure none of the fuzzles are retired and take all the fuzzles to the escape portal. Make sure all 38 fuzzles have escaped and then open the door and dive into the pool. You probably don't have to pick up the spooceshrubs, but I always do. Jump out of the water and head to the exit.

Hydroponic Vats

Collect the spooceshrubs (there are spoocelocks later in the level). Use the two travel wells in the first room to be launched to ledges where there is more spooce. Follow the trail of spooce to an area that looks like a cage. You will have to jump between the bars to enter the floor. Walk along it to get to the other side. You will notice that there is a ledge with a travel well and a slog. Unless you are desperate to get all the spooce, I'd just ignore it. The well just shoots you back into the water.

Jump over the wall then go under the next wall. You will be in a room with hoops. If you are feeling up to it you can jump through the hoops to get a sooceshrub. This is good practice and is a bit of fun.

Jump up to the ledge and get ready to go to the next section. You will notice that there are two types of slogs. Ones that can swim, and ones that are on land. The ones on land can't swim. This may come in to play later (more on this later) Just quickly get offer the ledge with two slogs on it and into the water. Then, jump onto the pedestals to get a break from the sewer slogs (the ones that can swim). Jump over the next ledge then gather up the spooce in the slog-free water section. You will notice that the ledge ahead of you has water holes in it. The slogs can't get you when you are in the hole so jump from hole to hole to get past that ledge.

Now you come to the spoocelock. Once you have enough spooce to pay for the lock, you can exit the level.

Fluoride Tanks

Enter the water and pick up the 3 spooceshrubs. Jump up on the ledge then carefully pick up the spooceshrubs between the mines. Leap through the window. There is a mine on the other side so try to leap straight. Again pick up spooce and then go to the door lever.

Pick up the circle of spooce then enter the well. It will shoot you onto a ledge. Walk along the ledge picking up spooce until you come to the end. Jump off into the water and you will be near a strip of mines/spooce. Get the strip of spooceshrubs. Now you have found a ledge with 3 fuzzles on it. Personally, I hold off on freeing the fuzzles and take out the assistant myself by zapping him towards the water. If you do it correctly, he will fall into the water, or at least fall on a mine. Now free the fuzzles, take the fuzzles to the portal, open the spoocelock and before jumping into the well, drink another can of zap.

After jumping into the well,you will land on a ledge with two slogs. If you have enough zap (one reason to drink another can) you can zap them. Zapping them into the water will kill them and is also fun. Go past them into the water and pickup the spooceshrubs while avoiding the mines. This will lead you to a ledge with 4 fuzzles and 2 interns. Again, I recommend leaving the fuzzles in their cages and zapping the interns into the water (which isn't hard to do). Then freeing the fuzzles, taking the fuzzles through the portal, opening the well, drinking zap, and jumping through the well.

The well will send you to another ledge with slogs on it. You can quickly zap the slogs then jump into the water or (if you are in a nasty mood) zap the slogs into the water. Pick up the spooceshrubs. You will notice two slogs on either side of a window. You can just jump through the window, though if you want to, zap the slogs.

Now comes the fun part. There are strips of mines and spooceshrubs. You have to jump over the mines. This will lead you to a ledge with 6 fuzzles and 4 interns. This is a hard battle! What I found was that if you free the fuzzles, then move to the furthest part of the ledge from the Interns and tell the fuzzles to wait you can then lure one ot the interns away from the other three toward the awaiting fuzzles. Then you only have to worry about taking out 3 interns.

Once you take out the interns (you can do it yourself if you aim them toward the water, or you can take the risky approach of having the fuzzles help you, though I seem to always loose a fuzzle doing this) remember to take the fuzzles to the portal. The well will take you to a water area. Jump through the window. Zap doesn't seem to work on sewer slogs, so you will have to dodge them while jumping through the next window.

Now you will have to jump over mines to gather batches of spooceshrubs. Then jump over the ledge with the slogs on it. Carefully gather the spooceshrubs around the mines, then jump over the next slog infested ledge. Now comes a really precision jump as there are five mines so you have to land in the middle or get blown up.

The next slog ledge can be jumped over, but you will want to do it at an angle so you avoid the mines. Dodge the mines then carefully jump through the window. This will lead you to a platform filled with mines. If you are desperate for spooceshrubs, you can carefully jump on the ledge for them, but I just jump over the ledge. This will lead to the next mine ledge with your exit in the middle. You can not get to it at this point so jump over the mine ledge then work your way to the spoocelock.

Open the spoocelock and drink some expresso open the door with the lever and run! The interns will run right at you so try to keep mines between you and them (while being far enough from the mine to not be in the explosion). Your goal is to reach the glowing x, which will teleport you to a room with a well in it. jump into the well and you will be shot to the exit.

Now watch the intermission. Gabbit lung transplant? That's something that only gabbits with poor quarma have to worry about!

Snoozie Lab

A simple water run. Jump over the mines (what purpose do they serve???) at the end. Then comes the hard part (If you are going for perfect quarma, that is). You must take control of the snoozer. What I recommend doing is taking out one of the rooms then going in with munch and zapping the sleeping interns until they retire. Do the same with the next room but be aware that new interns get generated. Once you zapped the bulk of them, you can open the door with the lever that was guarded by the armored workers. This reveals the exit and the escape portal. Make sure the remaining interns are asleep before releasing the fuzzles and leading them to the portal otherwise you could lose a fuzzle.

That's it. A simple, though time consuming, level. Now watch the animation as our two main characters are introduced to each other.

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