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Meep Herder Village

First thing to do is to have Munch grab his wheelchair and head down to where all the meep are. Meep herding is very easy to do, as the meep will run the opposite direction from your chair, so you simply have to position the meep between Munch and the meep pen. It is easiest to worry about only a couple meep at a time, though with a little practice you could easily handle large groups of meeps. Once all the meeps have been herded, Abe is able to control the four meep herders.

Right near where you start off is a fence. Have Abe jump over the fence. Standing on a pedestal is a Mudoken. Grab him and throw him off the pedestal, then throw him over the fence and lead him down to the other 4 Mudokons. You may also want to grab all the Spooceshrubs in that area, and may even want to go to the cliff side below to gather Spooceshrubs. Getting back up is very quick if you jump into the well below.

Near the meep pen is a series of wooden platforms that lead up a cliff. Jump onto these platforms and work your way to the top of the cliff. You will notice a resurrection shrine that has one Mudokon available, and there is also a mudoken on a nearby crate. If you continue along the top of the cliff you can find an area that has a bunch of spooceshrubs growing on the side of the cliff below you. This area also happens to be where the slogs are. If you are in the possession mind frame, this would be a good spot to possess slogs from. This would also be a good place to throw mudokons over as it is far enough from the slogs that they shouldn't be attacked. There also happens to be a mudokon on a pedestal down there already. So, if you throw the two mudokons you found up there down, jump down yourself, then get rid of a couple of slogs through possession, you can easily have the other three mudokons take out the other two slogs.

Now on one of the winding platforms in the middle of the field, you will notice a mudokon. If you feel up to it get him. Then lead the others (remember you left them near the meep pens) to the now cleared slog fence and throw them over. Now have six of them chant in the circles. This opens up the door to the cave.

Lead them into the cave just following the cave's path until you come to a lever. Now you can either have Abe's crew take out the slogs on the other side of the door, or have Munch drink zap and handle them. The slogs don't have a chance against 8 mudokons. This leads to another level controlled door. With more slogs behind it. Same decision. And then there is a third door lever. Again, slogs behind which Abe's crew or Munch can handle. This time, though, there is the exit teleporter as well as a timed door pad. Have your mudokons wait on the door pad.

The door the pad opens has a wall which must be jumped and then another door pad. This door pad opens up the manager's office. While standing on the footpad, have Abe chant. Lead the possession ball through the doorway. This stumped me for quite a while as I couldn't get the ball past the raised door. If you're having the same problem, the solution is to hold down the A button, which will make the possession ball "jump". Possess the manager, move him near the LuLu fund machine then hit the A button again. 50000 moola goes into the fund. Now get Abe and Munch to their respective pads and you are finished. Now, after a brief movie, you are ready to continue

Brewery to Be

The first thing that has to be done is the opening of a spoocelock. This requires 30 spooce. You will notice a cliffside full of spooceshrubs and a well. The well takes you to the top of the cliff. By slowly walking off the cliff above a strip of spooceshrubs, you will fall through all the shrubs in that strip. If you have too much trouble doing this, chanting works.

Once the door is opened, you will notice that the windmill is in the midst of a Scrab retreat. Possession is one solution, though a faster method is to pen them up. On the opposite end of the field is a couple of pens. Lead the Scrabs -- by having them chase you -- into these pens. inside the pen is a ramp and a pedestal with a lever that closes the pen and a series of platforms on the wall that lead out of the pen.

Once you have penned up all the Scrabs, go to the cliff with the windmill on it. You will notice a series of platforms that lead up the cliff , to the other,cliff, and then back to the top of the windmill cliff. It is easiest if when you reach the top of the other cliff, you create a possession ball and possess one of the sligs guarding the windmill and use him to retire the other two sligs that are guarding the outside of he windmill.

Gather up the spooce around the windmill and use the platform that teleports you inside. You will find a ladder that gives you access to a series of platforms. Follow these platforms until you come to a worker. Throw the worker into the well on the ground below. Carefully continue along until you find the inside slig guards. Possess one and use it to take out the other guards. Pick up the two slaves near the top and throw them into the well at the top of the platforms. Jump in yourself.

You will notice that you are in a room with a door pad and three chant areas. Have the three slaves chant, then stand on the door pad and create a possession ball. Possess the manager, have the manager donate his moola to LuLu. To exit the windmill jump in the windmill then find the Abe teleporter you appeared on when you first entered. Once outside throw the 3 slaves off the cliff then lead them through the newly opened door where you will find an escape portal.

Now, run to the other side where you will find a room full of slaves. Lead these slaves to the escape portal and free them. Now move Abe and Munch onto the exit platform.

Fuel Fields

Have Munch work his way to the vending machines. Have a zap then swim out to the platforms with sligs on them and zap them into the water. When your zap runs out, come back, drink a SoBe and then another zap and repeat until all the sligs on the water platforms have been retired. Then comes a sequence almost as annoying as the parasite run. Abe must jump from platform to platform until he reaches the bridge. This is one of the most annoying and totally unnecessary elements in the game. Best solution is to quick save after each successful jump.

Once on the bridge run towards the right (assume right is as if you were on a pedestal looking at the bridge. Don't enter the compound but instead cut to the left and run until you come to a short fence. Jump over the fence and continue until you come to a couple of mudokon warriors and another fence. Switch to Munch and have him go to where Abe is (he can swim there). then jump out of the water and find Abe. Have Abe throw Munch over the fence then jump over himself.

Gather up spooceshrubs and go to the edge of the mine field. You can attempt to cross the minefield and sneak into the slig base, or you can create possession balls and have them cross the mine field. The goal here is to secure the base. Now, if you sneak in under the main platform you can easily possess the laser carrying sligs on the platform by the switch. Pulling the lever opens the door to the base, and they can walk across the bridge and start shooting guards from the motor company, which will make your later battle easier. You could also attempt to take the base by force (sneaking a bunch of warriors across the mine field and then turning the warriors into archers using the archer shrine that is within the bases compound. You will also notice that there is an archer and a warrior under the base. Also, near the archer upgrade, there is another warrior. I prefer possessing the sligs and taking an offensive to the sligs on the other side of the bridge.

No matter which route you take, once you secure the base, you can then take your troops across the bridge. If you went the non-possession route, you will have to fight guards on the top as well as guards guarding the chant circles. Lead at least five mudokons (preferably archers) to the chant circles and have them chant.

Once the door is open, you will have to deal with the six guards inside the compound. You can have your archers attack them, but I noticed that if you go down to where the lower circles are, you can create possession spheres. It is always nice to take out three or four sligs before sending your forces in. No matter what, remember that you can bring back any lost troops (if the battle goes bad) and make as many runs at the exit as needed. Just remember that resurrected mudokons need to be transformed into warriors before they can be transformed into archers.

Once the sligs are taken care of, get Abe and Munch to their spots and enter Magog Motors (the next level)

Magog Motors

It took me a while to figure out this level, but once I did, I realized how easy can be to finish. If you've been banging you're head on this level, don't hurt yourself when you realize how easy this level is to finish but instead remember that hindsight is 20/20.

Start with munch and lead him to the water. Within the water you will notice an area with vending machines. Drink an Aqua Bounce and a Zap and then back into the water. Follow the corridor until you come across a bridge. You will notice platforms with BigBros on them. Take out the BigBros by zapping them into the water until you come across a platform with a lever. Pull the lever then retreat. If your zap runs out, return to the vending machines and give it another go. Keep trying until you find that lever, as it opens a door that Abe needs later. Once your task is finished just stay near the vending machines returning to the starting point to revive Abe if necessary.

Abe can now start his task by jumping up the stack of crates. Avoid the hallway with the slig guards and instead try to find the corridor over the bridge. You will notice that there is a doorway (the one munch just opened). Grab a keg near the door and follow the hallway until you find the area blocked by explosive crates. Throw the keg at the crates. You found the exit, the scoreboard, and the ladder leading to the manager. Climb the ladder, stand on the floor plate, create a possession sphere, and posses the manager. Make a LuLu fund donation.

Now, to start with lets free the four slaves we passed earlier. Remember that you will have to throw them over the mines! By now you should have more then enough spooce to possess one of the guards in the hallway we avoided earlier. Do so and use the guard to clear out that hallway, and possibly get rid of more of the guards on the bridge. Now rescue the other four slaves.

Munch can easily swim to the exit, so once all the slaves have been rescued get Abe and Munch to the exit and you are done.

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