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    FAQ/Walkthrough by JGuthrie

    Version: 2.0 | Updated: 12/15/01 | Printable Version | Search Guide | Bookmark Guide

    OddWorld : Munch's Oddysee F.A.Q. v2.0 December 15, 2001
    by: Jeremy Guthrie (fourstringmofo@hotmail.com)
    For : Microsoft XBOX's OddWorld: Munch's Oddysee
    English Version Copyright 2001
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    1.   Introduction
    2.   Game Mechanics
    3.   Walkthrough
    4.   Quarma
    5.   Appendices
    6.   Version History
    7.   Credits
    8.   Disclaimer
    1.   Introduction
    Welcome to my OddWorld: Munch's Oddysee F.A.Q. Although this is rather small at
    this point, I'll try to stuff it to the brink as I get more info. Munch's
    Oddysee is one of the biggest games of the xbox's launch. Although the learning
    curve of it is pretty small some of the puzzles can have you scratching your
    head for awhile, especially in the search for perfect quarma. Yes, Quarma. More
    on that later. I haven't played the previous oddworld games, or written an
    f.a.q. for anything before, but I loved this game and I felt it needed to be
    done. So what the hell, sure why not. This F.A.Q. is still in the early stages
    so feel free to email me if you have any tips or extra info on things. Note:
    This F.A.Q. contains mega-spoilers. If you dont want spoilers, figure out the
    game on your own,
    its a blast :)
    And now, a little info on the history and setting of this great game :
    We first met Abe, hapless floor-waxer-become-hero, in Oddworld: Abe's Oddysee,
    where he rescued his fellow Mudokons from RuptureFarms ans struck a major blow
    to the Glukkons of the evel Magog Cartel. When, ancestral spirits showed him
    there was more to the slaughter of his fellow Mudokons than met the sutured
    eye. Because of this, in Oddworld: Abe's Exoddus, Abe had to save the remaining
    living Mudokons as well as save the spirits of his dead Mudokon ancestors,
    sabotaging the SoulStorm Brewery boilers in the process. It was a lot of work
    for a simple Mudokon like Abe, but in the end he was Succesful.
    In Oddworld: Munch's Oddysee, our new hero Munch is the last surviving Gabbit
    on Oddworld. Gabbits were an amphibious species that were hunted to the verge
    of extinction for their lungs and their eggs. Munch finds out that one can of
    Gabbiar (egad, them's Gabbit eggs!) remains, and that the Vykkers and Glukkons
    have it in their possession. In much the same predicament, Abe needs to find
    the eggs containing his unborn Mudokon brothers, which just happen to be
    warehoused in Vykkers Labs. But Abe can't break out of his shell-shackled
    family without help from Munch, and vice versa. Together our heroes must find
    the eggs in order to save their respective species from total extermination.
    2.   Game Mechanics
    The Controls :
    Left-Trigger = Chant(Abe)/Sonar(Munch)
    Left-Analog-Stick = Sneak>Walk>Run Depending on pressure applied
    Left-Analog-Stick Pressed inwards = Faster Sneak
    Directional-Pad = Moves the Camera
    Pause = Pauses(Duh!)
    Right-Trigger = Check Health+Quarma Status
    White = Centers the Camera
    Black = Switch Characters
    A = Performs various actions
    Right-Analog-Stick = Aims Weapons
    Right-Analog-Stick Pressed Inwards = Fires Weapons
    GameSpeak : A very cool feature used to speak to the Oddworld universe...
    Y Tapped = Greet an Individual
    Y Held down = Greet Crowd
    X Tapped = Command an Individual to wait there
    X held down = Makes Abe or Munch disperse gas one way or another LOL
    B Tapped = Makes the group work for you (Abe only)
    B Held Down = Makes the group attack
    3.   Walkthrough - WARNING: Contains Spoilers!!!!!
    Level 1 - Raisin's Cave
    Walk over to the green-light switch and use it to open the door. Go through it
    and explore the room to get hints on how to control Abe. When you get the hang
    of things, collect all the little spooce shrubs and regrow two of them with the
    left trigger to get the 50 spooce to open the next door. Walk outside to start
    the next lvl.
    Level 2 - Spooce-Shrub Forest
    Grab the spooceballs and walk over to the right corner and tap Y while facing
    the mudo to get his attention. Walk over to the big reddish circle by the door
    and tap B to get the mudo to chant the door open. Follow the spooce down the
    hill to the left then take a left and open the spoocelock. Get them to follow
    you and then go down the trail of spooce untill you get to the mine-field. Tap
    X to have the mudos wait there for you and carefully go through the mines and
    unlock the well. Jump in and follow the spooce down to find 2 more mudos. Hold
    down Y to get both of them to follow you. Use B to make them open the door just
    like the first mudo did. Walk through the door and get the 1st group to follow
    ya again. Follow the signs to go to the big well untill you get to the
    resurrect totem where you can res dead mudos. Use it to get another mudo so you
    have 6. Get all of their attention and go back to the 6 circles and make them
    chant. Go through onto the bridge and then tap X to get them all to stand
    still. Move behind them one by one and press x to pick them up and then x again
    to toss them over the rocks. If you miss and kill any of them go back to the
    res totem and try again. Get all of their attention and make them chant to open
    the door. Follow the spooce through it and open the spooce-lock. (theres more
    spooce to the left if ya need it) Head to the right untill you get to the
    trapped mudo. Get the group to stand still then hope over the mines and grab
    him, toss him over to the rest of the group, then jump back yourself. Run
    around to the left side of this area to find the other trapped mudo and get him
    to follow you. Make sure you have 65 spooce then head over to the zap henge
    sign and go up the ramp to the top of the hill. Open the spoocelock and toss
    the mudos into the wells to open the big door and enter the next area with the
    leftover 3 mudos plus the 5 by the door. Tap b to open the gate then hold b to
    get the gang of mudos to protect you. Make the mudos stay there, then drink the
    bounce and hop over the wall. Drink the expresso and keep running back and
    forth avoiding the muts untill ya get 85 spooce then head on past the
    spoocelock and run into the tunnel.
    Level 3 - Fuzzle Testing
    After the funny little movie they hand over the controls to Munch and you're in
    the Vykkers Lab. Go up the ramp then head left and press a in front of the
    cages to free the fuzzles. Free them all then go to the other side of the room
    and free them then press b to sick them on the intern. flip the red switch and
    head down to the exit and press a while you're facing the circle of flying
    birds to make the fuzzles escape. Open the spoocelock then go through and drink
    the zap. hop down the ramp then push in the right control stick to zap the
    intern to death, free the fuzzles then repeat this on the next section., and
    the next after that. You can let the fuzzles help but if you want perfect
    quarma have them wait or take them up to the birds to escape. Take the
    remaining fuzzles down through the next door and sick them on the interns. zap
    them as fast as you can to keep them down so they dont kill the fuzzles. when
    theyre dead, free the rest and let them escape. pull the switch, hop down, get
    the spooce, and go out the exit.
    Level 4 - Hydroponic Vats
    This level is extremely simple. Gather up all the spooce and make sure to get
    the ones up high against the wall by getting shot up there in the cannon thing.
    Swim around past the dogs following the spooce balls untill you get 99, then
    swim to the spoocelock and then go through the tunnel.
    Level 5 - Fluoride Tanks
    Dont touch the water mines or munch will go ka-blooey. swim forward following
    the spooce shrubs. *sigh* get MORE spooce in the next room of mines then jump
    up on the platform, drink the zap, free the fuzzlets, turn them in at the
    birds, and unlock the spoocelock. Jump in the cannon it opened, and repeat:
    zigzag through mines, get spooce, drink the zap, shock the interns, free the
    fuzzles, turn em in, and open the next cannon. Quickly jump off the dock before
    they chew you up, and hop into the next pool. this next part gets a bit tricky.
    jump carefully over the water-mine lines getting all the spooce untill you
    reach the next dock. Drink the zap and kill the interns. use the fuzzles if you
    want but they die easy and one dead fuzzle means non-perfect quarma! :P Turn in
    the fuzzles and open the next cannon. jump through and follow the spooce to the
    end (make sure you have 99) and beware the stoopid sea-muts. one you get to the
    platforms with the mines, hop over both and swim forward to the spoocelock.
    after its open drink the expresso and flip the switch. race through this part
    avoiding the mines and interns untill you get to the portal platform. jump in
    the final cannon, kick back, n read the newspaper.
    Level 6 - Snoozie Lab.
    Swim through the tunnel and grab the spooce in the water and on the ceiling
    then jump over the mines to the first remote control. these are really fun
    bwahahahaha. no. really. use the remote control to control the snoozer. walk
    into the next 2 rooms and blow the intern bastards to hell with the machine gun
    the same way you use zap. once theyre asleep, quickly free the lil fuzzles and
    flip the switch, turn em in, and fly down the poop chute!
    Level 7 - Mudokon Pens
    You start out with munch and abe in the forest. Grab the 4 spooce and regrow
    one to open the spoocelock of 5 spooce. Run out and grab the spooce by the
    shaman, then throw munch onto the platform, and use abe's possesion orb and
    make the slig hop in the water and drown HAHAHA. Switch to munch, hop in the
    water, and swim over to the right. Follow the right wall and quickly zap open
    all 4 fuzzle cages so they eat the slig guard. and follow around the right wall
    killing all the sligs and freeing the fuzzlets. Once you got all 12 fuzzles
    make them wait by the dock and jump in, drink the zap on the other side of the
    water, and kill the two sligs on the platforms and get the spooce. Turn in 60
    spooce over by the wheelchair to open a canon for abe to get across the water.
    Then you take abe to each fuzzle cage area and grab the mudo's in each so you
    have three to chant at the dock, to open a canon in the water for munch to jump
    in the water canon and use the remote control claw to drop bombs on the sligs &
    t.n.t. walls. Once you kill the sligs and walls in reach of the remote control
    claw...(its a good idea to turn in the fuzzles by the dock now). Rally up the
    mudo group together with abe n munch and follow the passage where you break
    down the walls, tip: u can kill the huge group of sligs by possessin them then
    tapping the left trigger and the explode, or get creative send them marching
    into bombs or water or recycle disposals or pick fights with other enemies, u
    can use this alot in the game for safe kills "spooce kills". Yes its evil but
    it's so fun!! Once you've killed the 5 sligs in this part, take your group up
    the hill and make them wait, then drop down the left side and pull the switch
    to let out 2 more war mudos and bring them to the top of the hill. Make 'em
    wait there then drop down the right side and hop in the cannon, follow around
    the edge till you get to the last mudo, carry him to the top, and flip the
    switch, and have your mudo thugs fight the sligs. Its a good idea to help them
    out with spooce kills if you can. Then finally have them chant to open up the
    munch/abe portal to end the level.
    Level 8 - Sloghut 1027
    Switch to munch right off, and wabble over to the remote control. Pick up the 3
    slogs and 2 dogs in the pens one by one and let them down right in front of the
    recycle disposal HAHAHA fun fun fun! Once the mayhem is over, pick up the two
    reachable mudokons and set them down AWAY from the recycle. Then hop down with
    abe, switch to munch, pick up abe, let abe down on the unreachable mudo
    platform, then have abe throw him down to safety. Next, use the remote control
    to pick up abe and set him down by the switch over the door . Flip it, then
    gather up abe, munch, and the three mudos, to the next area. Throw the 3 mudos
    down with the others by the expresso pen, and one by one drink an expresso,
    pick up a mudo and step on the circle, then proceed to run down this gauntlet
    of slig shooters and mines, and run up the ramp at the end full tilt and you
    will reach the 6 switches. You only need 6 but be thinkin about your quarma! It
    helps me to hug the right or left wall and try to keep a straight path, and not
    get shot as much. This is one of those levels you just kinda have to die alot
    hehe. I would recommend only doing 2-3 mudos per life, so you dont die while
    carrying one of them. So then now once you have 6-9 of the mudos, make em flip
    the switches. Have munch hop along the side rail careful not to hit the mines,
    get him to the other side. Turn in your mudos, and portal out to:
    Level 9 - The Mudokon Fortress
    Take the 4 mudos at the beginning area, and run through the slogs on the left.
    Stand over the hovering zapper once you get through and it will take care of
    the slogs for you. Head up the hill with the 4 mudos and put them to work
    inside the fortress along with the 1 mudo in there. Next, head out to the mudo
    cages in the water with munch and abe. Stop when you get to the fuzzles, and
    have abe spoocekill the 3 sligs beyond this point. Leave munch by the fuzzles,
    and take the 2 mudos back up to the fortress. Make em chant to close the door.
    Go back out of the fortress and grab the mudo that wouldnt stop pacing before.
    Take him back inside the fort, along with all the mudos, and head out the door
    just to the right of the ramp up. Slide down the ramp down, and hang a left
    past the scoreboard and turn in 50 spooce 10 at a time so you have now 8
    warrior mudos. Make them all follow you now back to the scoreboard, and make
    them wait. Hop in the cannon, and follow the brown bridge across, and
    spoocekill the sligs here. Open the door by standing on the circle, and call
    the mudos through the door and have them chant to restore the environment. Now
    take them back out by the scoreboard and switch to munch. Head out of the are
    along with the fuzzles towards the fortress but instead go right untill you get
    to the wheelchair. Leave the fuzzles here and rush out across the bridge and
    jump into the water and take shelter at the remote control. Kill the two sligs
    on the pedestals here, and then kill the other 3 with abes spooce. Switch back
    to munch, and hop up and flip the two high switches on the platform, plus the
    other one up the ramp quickly. spoocekill the remaining sligs here or if you
    dont care about quarma bring the warrior mudos and fuzzle into a big brawl.
    Anyways, when they are done, turn in the fuzzles by the birds at the new
    scoreboard, and have 3 of the mudos chant at the portal out point. Then head
    out of this confusing level into an even more confusing one!
    Level 10 - Sloghut 2813
    Okay first of all, this level will be much easier using spooce-kills then the
    snoozer provided, so regrow about 40-50 spooce shrubs out of the cluster of
    four at the beginning of this level. Next, take abe around to the right, spooce
    kill the first slig by the cannon, then jump in. Now, you can either try to
    jump to the platform in front of you, then over to the switch platform, or you
    can very carefully walk across the edge of the floor running between the
    platforms. Once across, yank the switch then switch to munch. waddle over to
    the remote control, and pick up all of the *ahem* trash running around on the
    floor and dispose of the sligs and slogs in their proper container. The recycle
    disposal. After they are no-more, have abe make another run around and toss the
    3 mudo's down to safety, and have them follow into the next room, the slig run.
    This next part is so much easier if you dispose of the sligs first, trust me.
    run around the right edge spooce killing the 4 sligs up on the right side of
    the railwalk. Also, brew up some possesion orbs for the many sligs at the
    bottom and have a "blast" showing them where all the bombs are =) After the
    whole room is clear of sligs except for the 4 pulling switches on the right
    wall, carefully take the 3 mudos you started with and the 4 mudos scrubbing the
    floor in this room, and toss them into the cannon on the far right corner.
    Next, bring munch+abe into the cannon, and have the mudos pull all of the
    switches. This next part is only required if you want perfect quarma. Drink the
    invisible and bounce cans, then carefully run over to the sligs on the right
    wall, and walk up behind the sligs, toss them off of their platforms, and then
    spoocekill them into the mines. Toss down the 4 mudos and carry them to the end
    to turn into the birds for better quarma. Then hop on the portals to send munch
    and abe into...
    Level 11 - Paramite Run
    This level is a walk in the park yet it doesnt seem to be at first. You have
    two objectives. To get 99 spooce, and to get abe+munch to the end. You have a
    wheelchair and plenty of expresso at your disposal. Flip the switch here, and
    have abe drink the expresso. With abe, hop through the half opened door and
    run, collecting as much spooce as possible, hugging the left wall tight untill
    you reach the end. Be real careful about the hogs and mines. once you get to
    the other side, switch to munch, drink expresso, and repeat the proccess. If
    you are short on a bit of spooce, youre lucky theres a few spooce shrubs to
    regrow at the safe area by the spoocelock. If you feel bold hop back out and
    explore this level to get more spooce but if you die you have to take either
    munch or abe back to the start to hatch the egg. Anyways, once you got the
    spooce, enter it into the spoocelock and head on to...
    Level 12 - Meep Herder Village
    Run over to the right, and hop down to the slog area. Gather about 16 spooce
    first then jump on the mudo platform and pump 4 spooceballs each into these
    slogs and kill them. Throw the mudo here over to the chant circles and then hop
    over the fence to the meep area. Climb the lil tower in the middle of this area
    and grab the mudo, and throw him over to the chant circles. Pick up all 25
    meeps and throw them into their pen with abe. This way seems faster but you can
    also heard them into the pen with munchs wheelchair. After their pen is full
    and shut with all of them in it, take the 4 free mudos by the pen and throw
    them into the chant circle area. Now, go into the slog pen area, and jump in
    the left cannon. Run to the right over the wall and throw the mudo here down
    with the others. Hop down to the meep pen area, and follow the walkway here up
    to the top, and grab the mudo on the pedestal, and resurrect the mudo at the
    res-totem, and head back down to all the other mudos with abe and munch. Make
    them chant the door open, and send in the whole crew. Have munch drink the zap
    and kill the first set of slogs. Drink some more zap and open the next door,
    and use munch but have the mudo crew help out against the big one. Repeat this
    proccess one last time and you should be at the end. Using only abe, hop over
    the barricade and stand on the circle. Use the spooce! Send it through on to
    the big chump vykker here and make him turn in the cash to the LuLu fund! head
    back and make munch and abe stand on the portals.
    Level 13 - Brewery To Be
    Collect the massive quantity of spooce here (60) and turn half in at the
    spoocelock. Race down with munch in his wheels and get as many scrabs to follow
    you as you can. Quickly turn into one of the open door spaces and go up the
    ramp to safety and pull the switch to trap them in. Jump up to the side walkway
    and get out. Repeat this if needed but there is only two trapping pens. Send
    abe up the middle section in the open area but just before you get across the
    last bridge spoocekill the 3 sligs on top. Go through the portal for abe, and
    slowly climb to the top, throwing the 3 mudos down as you go. When you get to
    the first slig in sight though, take control of him and send him up to kill the
    other slig, then make him explode. Once all 3 mudos are at the bottom throw
    them all into the cannon and make them chant. Use the gamespeak buttons to make
    him say some funny stuff. Jump through the cannon and go back out to the
    windmill. Throw down the 3 mudos then make them follow you into the first caged
    area and get all 15 mudos to follow you. Run into the other caged area and free
    the mudos, then portal out to:
    Level 14 - Fuel Fields.
    Take munch&abe out to the water area. Drink the zap with munch and kill the
    sligs on the water platforms untill you reach the bridge. Hop over it and swim
    till you can see the wheelchair switch. Switch to abe and CAREFULLY jump across
    the platforms untill you get to the bridge. spoocekill the two sligs to your
    right, then head around following the wall on this side untill you get to the
    gate. With perfect aim you can jump out towards the water and land on the other
    side of the fence, but if you fall in jump out quickly and you shouldnt lose
    more then a bird or two. Hop over the fence to the wheelchair section and hang
    a right. WOAH yeah thats what I thought too when i saw this. Carefully walk to
    the left, and jump to the next plaform, and throw the mudo towards the middle
    spooce then hop over the mines to get to the other side. Jump up on the other
    mudos platform and get him into the center spooce area. Make them wait here
    then jump over to the right, and follow the wall carefully going forward. When
    youre out, its a good idea to quicksave here. Throw a bomb into the field, and
    then rush in before they regrow. Quickly get the mudos to follow you and run to
    the right edge and go as far as you can before they regrow. Either carry them
    the rest of the way or throw them but get them out following the wall. now run
    under this platform, and send 3 mid-power spooceballs up the ramp to kill the
    sligs, then go up and take a well deserved swig of Sobe-Energy. Next, send 5
    mid/low powered spooceballs over to the left into the next crew and kill them.
    Flip the switch on the platform, and gather all the mudos over by the
    transform-totem. You should have 5 lazergun-mudos. Ohhh but we need more MORE
    MORE!!!!! Leave them by the totem and run out across the bridge over to the
    first 2 mudos you ran into, and take them carefully over to the transform
    totem. Head back across the bridge with your wicked lazer crew and kick some
    slig ass! Chant the final door open then kill the last sligs and exit this
    annoying level.
    Level 15 - Magog Motors
    First of all, take munch across the room to the three vending machines. Drink
    zap, and aquabounce, and quickly go out in the next huge room and hop on each
    of the  6 platforms zapping the big guns off. Recharge as needed. next take abe
    and hop to the top of the block platform thing and take a right. Get about 5
    spooce, then come back around untill you get to the top of the platforms again,
    pump the spooce into a spooceball and send down the left corridor. Take control
    of one of the sligs and shoot the other one until it dies, then explode the
    slig you're controlling. Gather about 16 more spooce, and go back down and
    stand on the switch platform. Pull it, then send 4 balls of spooce about 3 each
    and kill these sligs. Go to the ramp they were next to, and put 4 spooce into a
    ball and send it up to the big gun on this platform, and make him blow up a
    path across the bridge, and when hes across, blow up the huge tnt wall then
    dispose of your possesed Big Bro. Now run around the top floor with abe and get
    all 8 mudos following you, and head around to where the big t.n.t. wall used to
    be. Throw a bomb at the wall of mines to blow them up and race across with your
    mudos or simply toss them over it. Turn them in at the rescue birds, then make
    abe stand on the portal out. Climb the ladder, then pump a big ball of 10
    spooce into the poor stupid executive vykker. Make em go broke then get your
    blue but onto the next level!
    Level 16 - Dead River
    Run over to the bounce vending machine 2 times using it to get the 2 mudos over
    the broken bridges. Leave them by the chant circles. There is also a mudo on
    top of the spiral stairs, and one more way over to the right by a hut. Use
    these to chant the door open. It is a good idea to collect about 100 spooce in
    this area before moving on. Stand on a spiral platform by the door and
    spoocekill the 4 sleepin sligs here. Run around the edge of the cliff to the
    left passed the door and upgrade your mudos to tamahawkers. (50 spooce needed)
    Now take the 5 tamahawkers and the 1 mudarcher back to the bomb area. Leave
    them here and carefuly jump passed the mines and stand on the metal platform,
    but dont go past it. Take possession of one of the sligs here, and make him
    pull the switch to open the canon. Run the slig into the mines in the water,
    and then make sure you have 60 spooce before throwing your army of mudos into
    the cannon, along with munch. Take them all up the ramp, and upgrade the 6
    tamahawkers so you have 7 mudarchers. Run through the gauntlet of slig poppers
    and let the mudarchers do the work. Activate the zapper with 30 spooce, then
    leave the mudos by the storm circle. Pick up the tamahawker already there and
    run back to turn him into a mudarcher, come back, and you should have 8
    mudarchers now. Have them activate the storm circle to fill the water back up.
    Have munch+abe drink the health up in the corner if needed, then take abe, and
    run back to the start of the wooden platform the sligs were on. Follow along it
    untill you can take control of the slig on the other side of the explosives.
    Make him shoot open the doorway the explosives are in, then kill him. Switch to
    munch. Go back to the water area, then jump passed the watermines and flip the
    switch on the land to the left. Hop along and flip the next switch and wait at
    the ending area on the portal out. Switch to abe. Go back and get the 8
    mudarches, then take them through the now open pathway where the explosives
    were. Run through past the slig poppers to the portal-out platform before any
    mudos get killed and this lvl is over WOO HOO!
    Level 17 - No Muds Land
    Run around from the bottom up here at the start until you get about 70 spooce.
    Jump over on top of the platforms hovering in the area right passed the gate
    munch is next to. The idea here is to kill the sligs by throwing bombs down at
    them so munch can get through safely. Get munch in his wheelchair, and use abe
    to stand on the door switch to bring munch through. Once he is, take abe back
    up the platforms by jumping, and spoocekill the sligs on the other side of the
    door munch is now waiting at. Stand on the switch with abe, get munch through,
    and take abe back up. Walk over to the section next to the door munch is
    waiting by. Throw the bombs down to kill the sligs and stand on the platform,
    bring munch through, and send abe back up. Make him wait by the next door, send
    abe up. Kill these sligs with bombs, you know the drill: abe on switch, send
    munch through to the door, abe back up top. This next part is really fun. You
    get to take possession of your first big bro slig! With abe on top, send a
    spooceball down to take control of the big bro guarding the last door. Kill the
    slig on your side of the water, and the two on the other side, blow up all the
    crates then march him into the river MWUAHAHAHA. Send abe down, munch through,
    and treat both of them to the health up vendor on the other side. Send munch to
    the other side through the water and deposit all his spooce at the 99 spooce
    lock. Do the same with abe by carefully jumping passed the mines in the bridge.
    Send munch into the water cannon and have him wait there. Switch to abe. Stand
    on the switch platform by the ramp up, pull the switch, and spoocekill the 2
    sligs on ground level here. Next, drink the invisible juice, and hop into the
    cannon on the far right. Run through jumping from platform to platform throwing
    the sligs off into the bombs. When you get to the last pedestal that is a
    little far to jump to, throw a bomb at it to send the slig flying off. Next,
    take control of the Big Bro Slig and shoot down the explosives, and kill all
    the remaining sligs. Then have him walk to the end of the pathway and pull the
    switch. Now run him into some bombs. HA HA HA. Switch to munch get in the
    wheelchair. Follow the right wall until you get to the switch. Pull it. Then
    use abe to Tap into the last Big Bro Slig and murder all the annoying little
    sligs. If you aim just right you can get the 2 sligs up the ladder area too.
    Once all is clear from the zap machine to the exit out portals, wheel munch
    over on top of his half of the portal out. Next, run abe up to that ladder
    area, and jump into the cannon. After the shamans funny lil comment, pull the
    switch, and get your blue butt down to the portal out!
    Level 18 - Boiler Room
    Hop down with abe, then switch to munch and plug into the remote control. Drop
    some bombs on these sligs here, and pick up abe. Set him down by the switch
    platform, and pull it. Take munch down, and use abe to throw him over the
    mines. Go around the corner, and leave munch by these two scrubs. Have munch
    drink the invisible juice, then run through to the ladder, and use the remote
    control to drop the bombs on the sleeping sligs. Be careful not to kill the 3
    scrubs here.  Use abe to throw bombs at the 2 sleeping sligs on this platform.
    Throw the scrub down with the rest and continue carefully down the path. You
    might want to carry the scrubs past the mines. Take control of the armored big
    bro slig around the corner, and blow up both sets of explosion boxes, plus kill
    the two plain big bro sligs. Self Destruct him, then send abe around that
    corner, and drink the bounce, then jump over the wall(btw, you need 20 spooce
    first, that you can easily get for setting free the 13 scrubs). Open the
    spoocelock, and climb the ladder. Stand on the platform, and take over the
    glukkon then make him give his moolah to the lulu fund. Go back down, and stand
    on the portal out up the ladder by the bounce. Get munch up there too and head
    on to:
    Level 19 - Splinterz Manufacturing
    Pick up Munch with abe and head along the railing untill you get to the door.
    Throw munch on to the door switch, and then walk through with abe. Make abe
    stand on the switch on the other side of the door, and then bring munch on
    through. Make abe stand on the next switch, then switch to munch, drink the
    zap, and take care of the sligs. When those two are gone, stand on the switch,
    then have abe run through, pick up munch, and throw him over the bombs. Hop
    over with abe, and keep proceeding like this through the next door untill you
    come to a break in the walkway. Pick munch up, and throw him across, then hop
    over with abe. Toss munch across the mines, then jump across with abe and go
    stand on the door switch. Drink the zap with munch and kill the next duo of
    sligs. Have abe run through and collect the spooce. CAREFULLY go down the
    ladder, and immediatly put only one spooce into a ball and send it to the
    sleeping big bro right next to you. Go over under the scoreboard and drink the
    Blitz Packer to get a gun for him. Now walk around down here killing all the
    sligs you can find. If you die, pull the call security switch with munch, then
    repeat taking over the big bro until all the sligs down there are dead. Once
    they are, self destruct the big bro, and run around gathering up the huge
    amount of scrubs down there. Run back to where the big bro pad is, and make the
    mudos pull the switch. Drop down with munch to join the group. Dont go in yet.
    First, send in a spooceball, take over one of the sleeping slig poppers. Shoot
    the other one, then self destruct. Go in, and set free your massive group of
    scrubs. Then take abe back up the ladder, drink the bounce, and jump up to the
    CEO's office path. Jump over the mines, and when you get to the corner, send a
    mid-sized spooceball down and take over the big bro. Face the Voice
    Authorization machine, and press a gamespeak button. Walk through the door,
    then pull the switch. After a long time with them respawning, you can
    eventually kill them all. Once they are all dead, self destruct and jump down
    the ladders to the bottom. Now, you have to jump into the mine trapped areas,
    and throw the scrubs to safety. Once you free all 3 of them, go back up the
    ladders and sneak in through the door with abe and jump on the door switch. You
    MUST sneak or the slig poppers will shoot you. Once on the switch, send a big
    juicy spooce ball on through to the ceo's office. Make the CEO give 400,000 to
    the lulu fund, and head back to munch. I know what you're thinking. WE'RE
    MISSING A SCRUB! Oh no! Go drink some bounce. Run back in the far left corner
    where 3 explosives boxes are. Right in that corner, there is a corner you can
    jump up to. Do so, get the scrub, and go set him free. Finally, take munch and
    abe and get on to the next lvl!
    Level 20 - Reservoir Row
    Use abe, and jump across to the circle platform, and jump to the main-land. 
    Switch to munch, and hop into the water. Hop on to the circle platform, and
    follow the trail. Hop across to the main-land, and open the spoocelock. Drink
    the zap with munch, then hop into the cannon. Once the sligs are toasted, stand
    on the switch with munch, and switch to abe and stand on the next platform.
    Take over the glukkon and make him give money to the lulu fund. Still
    controlling abe now, jump across from platform to platform. Once youre down on
    the last one in the water, throw a bomb into the line of mines to clear the
    path and quickly run through. Drink the invisible juice, and collect the
    spooce, then jump into the cannon. If you're feeling bold today, throw the
    sligs into the water heh heh heh...okay anyways. Four switches here. Not a
    scrub in sight. eh?? First, swim munch over to this area to get him to stand in
    the middle. Now then..Run through with abe, and keep switching back and forth
    with munch pulling the switches. Stand on the door switch, and make the glukkon
    give up the moolah. Run across the little bridge and get in the cannon. Stand
    behind tank #3, and send spooceballs around the corner and make the sligs run
    into the water. It's a good idea to use one of them to stand on the switch and
    shoot the 2 sligs inside. Next, bring munch around to stand on the door switch.
    Run through with abe, hop in the cannon, stand on the switch, and get lulu some
    more $$$. Go across to the cliff edge and grab all the spooce. Send down 4
    spooceballs to kill the sligs. The sleeping slig's got a gun. Jump in the
    cannon. Eh? It's closed?? hmm..Get munch! Hop up onto tank #4 and drink the
    zap. Head up the railing, then kill the 2 sligs. Pull the switch, and stand on
    the door switch. Change over to abe, and then jump into the cannon. Get lulu
    the moolah. Walk across to the switch, and...pull it. Reinforcements. Jump
    across towards the shore, and you should make it. Run along, hop onto the
    crate, and over the wall. Notice you're back at the start of the level. Take
    the mudarchers up the ramp for their first mission: Operation KILL THE SLIGS.
    It should be a total slaughter with none of the mudarchers dying. Leave them
    there, and hop up onto the left platform. Pull the switch. Hop back down, then
    bring munch around to join the group. Slaughter the next group of sligs, then
    press on. Get munch in the wheelchair, then switch to abe and make the group
    wait here. Jump over to tank #5. This is kinda tricky, so quicksave just in
    case you fall in. Once up these platforms, stand on the switch and get lulu
    some more cash. Hop down, and make munch drink the zap. Sick the mudarchers on
    the sligs and help em out with munch's zap. Once it's clear, bring the group
    through, and head up tank #6 the same way as tank #5. Make this last chump go
    broke then head back down and join the crew. Halfway up the ramp, stop, and
    make munch pull the switch over to the left. You dont have to fight this last
    group of sligs, just leave the mudos here safetly, and run to the exit out
    portals quickly and ya should be fine and not have to risk lowering quarma.
    Level 21 - Flub Fuel's Scrub Pens
    Run out to the door switch with abe, then run through with munch and hop down a
    very, very, VERY, long pit. Swim through the doorway passage and hop up on the
    platform to the right. Pull the switch. Jump in the now open cannon with munch.
    Nevermind the cannons here, run on through to the other side. Stand right under
    the blue light here. Send a mid sized spooceball around the corner, and have
    the slig activate the voice lock with gamespeak. Send a few lazers into the
    explosives boxes and keep firing at the sligs. Still controlling the same slig,
    run around the corner to the 2 sligs here and shoot them into the water. Fire
    over to the 2 sligs on pedestals, they only regen a few times. Kill the slig
    you're controlling, then hop down to the left and free the scrub here. Head up
    the ladder, and pull the switch to the right. This gives munch access to this
    area, but he cant jump down there is too many mines. With abe, free the other
    mudos, and walk over to the last ladder. Drop a spooce on the slig, use him to
    pull the switch to raise the water, then kill him. Now swim over with munch and
    pull the red switch in the water. Drink the zap, and head into the doorway,
    around the corner, and zap the three stooges off their platform. Backtrack
    around and drink the health-up with abe and munch. Jump across all the
    platforms with abe. Jump across to the big circle of spooce platform. Jump over
    to the right, and free the scrubs. Then, jump over to the left, and hide behind
    the wall then send 3 spooceballs down the row of mudos to kill two of the sligs
    here, then save the last one. With him, walk over towards the spooce platform,
    and drop down by the zap machine. Shoot at the two sligs here to knock them
    into the water, then pull the switch here. Run to the other side, and stand
    behind the corner. Shoot at the far big bro, and the other one shouldnt attack
    yet. Once there is only one big bro, shoot at him till he is dead and dont let
    him get up. Then, run this last slig into the water. Send abe around and go in
    the passage behind the spooce circle platform to flip the switch. Then head
    down along with the rest of the mudos, and stand on the door switch. Get munch,
    bring him around, free all of the fuzzles, and take them down to the rescue
    birds. Then, make munch stand on the switch. Take the mudos with abe to be
    rescued, then stand on the portal out. Switch to munch, drink the expresso, tap
    the door switch, and wabble over to the exit out to go on to the next level.
    Level 22 - Flubco Executive Office
    Jump over to the other side of the room, and hop up on the platform, and over
    the wall. Now this next part might take a few tries. Drink the expresso, and
    run down the pathway, and jump to the next part of the pathway to save some
    time. Dont stop till you hit the end of the path and they stop firing. Grab the
    spooce, and duck behind the wall for cover. Send in a spooceball to control one
    of the big bros. Kill the other two, then self destruct. Pull the switch along
    the other wall. Swim out with munch under the pathway and get to where abe is.
    Down on the vending machines platform, fill up on all the vending machines and
    go out one by one shocking big bros off their platforms. Yep, all 11 of em.
    Then, run abe back to the start. Get the 6 mudos to follow you, and go on down
    the path. When you get to the health-up vendo, make the mudos wait there, and
    go on a little more until you reach the green triangle. Jump up there. Pick up
    the mudo, then go back and throw him down to safety. Go back and drink the
    bounce, then jump on the next higher up platform. Pick up these two mudos, then
    walk out to the circle and toss them down aiming at the other circle. Next,
    jump across to the other platform, and throw the next two mudos down to safety
    the same way. Now, jump down to the first red pad, join the mudos there, then
    get the 6 left by the health-up, then 2 more by the next red pad, and the last
    one a little further, and this brings us to 11 mudos. run to the end of the
    path where munch should now be also. Pull the 6 switches, then set them free.
    Go in this room with abe now, and jump on the couch, then to the pillar, then
    on up to the doorway platform, then to the ceiling walkway. Run around, stand
    on the switch, and make this glockstar into a homeless poor sad little man. Run
    back out, pick up munch, and run all the way back to the beginning of the
    level, where you advance onwards.
    Level 23 - The Loading Dock
    Run down a bit, and free the 2 mudos here. The video will give you an idea on
    how to go about this level. Now then, go out the door to the right, and wait
    for the vykkers to come around. Hop over the gate, and trail a safe distance
    behind them, until you get to the second ladder. Climb it, and walk to the edge
    of the yellow&black platform. Drop a spooceball of 2 right on top of one of
    them, and try to kill all of them with the one youre controlling. You should be
    able to do this with the 4 spooce you got from the first 2 rescued mudos. After
    this, turn around and jump across the gap, be careful. Drink the invisible,
    then bounce, then run over to the far left corner and wait at the locked door.
    Switch to munch. Wabble down to the right and jump into the water. Swim to the
    ladder, go up, then drop down. Wabble to the other ladder, and go up to the gap
    you just jumped with abe, except this time fall down into the water. Go down
    the corridor and swim over to the right. Carefully zap all of the vykkers off
    of this platform untill it is clear. Drink lots of health-ups. Also, there is
    an intern on the other wall along the walkway. Zap em. Free the fuzzles, then
    go stand on the door switch on the walkway the intern was on. Abe should be
    waiting right there, and bring him through. With both of them, run back into
    the vykker platform, and quickly switch between the two to pull the switches
    fast enough. Now the water level raises and all the baddies in this level
    should be gone. Now, we have 2 scrubs and 22 egg crates to take care of before
    the level is over. Once scrub, is in this room, up high. Use the bounce juice.
    One last scrub. Drink bounce, then run out the door left of the bounce vendor.
    Run to the end of the platform, jump up, throw the scrub down, and free him.
    Now, to get the egg crates out of here. Run back into the room with the
    invisible juice. Jump in the cannon, and follow the walkway, jumping back
    across the gap. Run across the walkway jumping carefully over, then jump to the
    middle island with the crates. Switch to munch. Drink some aqua bounce, and
    jump up to the door switch, and follow the same path munch did to the big room.
    With aqua bounce you should make it. Jump across and take over the remote
    control. Gently drop each of the 22 crates into the loading bay circle in the
    middle. Remember the 4 over to the far right platform. Once you have them all,
    pick up abe and drop him on the bullseye platform. Run over to the exit out
    with both guys and youre all set. Now hop over to the real exit out after the
    shaman speaks and youre done with this level.
    Level 24 - Labor Egg Storage
    Drink the expresso provided at the start here with abe, and run out, untill you
    go passed the doorway and arrive at 2 vendos. Drink the expresso and invisible
    cans, then duck under the doorway here and jump up the ladder quickly. Keep
    going forward until you get to the bombs. Throw them down and kill the vykkers
    here. Remember, there is a health-up vendo right here also. Once all ten are
    gone, throw the 9 egg crates into the loading chute. Be careful not to miss.
    Bring the 4 mudos on the bottom to the center of the room, then switch to
    munch. Bring him around to where abe is, and turn right. Stop at the health-up
    vendo. Head around the corner to the right, drink the zap, and have a seat.
    Make a U-turn and head down the ramp, and kill the 3 vykkers here. Go recharge
    health and zap, and go back towards where the vykkers were. In the next room,
    kill the 3 vykkers on the floor level, then quickly jump up towards a remote
    control for shelter. Tap into both remote controls, dropping these 4 vykkers
    into the trash where they belong. Switch to abe and run on down with the 4
    mudos. There's 6 switches here, but only 4 mudos...So walk into the main room
    with abe, and then pick him up via the remote control, and set him down on the
    high platforms the vykkers were on. Get the mudos on both platforms down and
    you should have 14 mudos and 12 fuzzles by the 6 switches(whew!). Pull the
    switches, and send down JUST munch. Drink zap, and kill these 2 vykkers.
    Connect to the remote control now, and load all 27 crates into the loading
    chute. This sucks, takes a long time and you have to be careful. Once theyre
    all in, bring in abe, and set him on top of the switch. First, drink zap with
    munch, then pull the switch with abe, then back to munch and zap the vykker
    ambush sneaky guy to death. Set free your 26 friends here, then head on down to
    the last level!
    Level 25 - Vykker Suites (an abe only level, the last level)
    You've come a long way. Here we are, on the last level. Walk down and talk to
    the shaman, and then walk around collecting the spooce along the pathway. Do
    NOT fall down. I would recommend regrowing the spooce here so you have a few
    dozen spooce if youre going for perfect quarma and dont want to risk losing
    mudos in fights. Walk around the left side of the room, and take over a vykker.
    Go over to the vending machine at the right to get double cleavers. Want MORE
    firepower? Go to the end of the path and get a snuzi gun. You should be able to
    kill all the vykkers here with this powerful gun. Double check they are all
    dead, and then go grab the 10 mudos and extra spooce. Gather them up and take
    your crew down to the switches, and open the door. Open the next set of
    switches but stand on the platform around the cage first, when the door open,
    send a few spooce in fast and try to kill them all so your mudos dont have to.
    If you can pull it off sneakily go get a snuzi and come back. Once the cage is
    clear, go inside and pull the red switch. Now, go outside the cage and up the
    ladder around the back of it. Pull the switch at the end, and then start
    throwing the 17 egg crates into the loading chute, starting with the ones
    closest to it, because if you run into another one when you're carrying one,
    they break. Once they are all loaded in, rally up your mudo crew and head
    through the middle of the cage and keep walking towards munch when you see him.
    Enjoy the movie sequence, and give yourself a big pat on the back. If you
    followed this guide pretty closely and saved alot you should have very good
    maybe even perfect quarma. If not, its explained here in the walkthrough how
    every creature in the game you need to save gets rescued. Also, you need to not
    have any creatures die to have perfect quarma, even if you resurrected them it
    still counts for them dying. Stay tuned here and I will try to add a bad quarma
    walkthrough so you can see that ending movie too.
    4.   Quarma
    (Quarma determines the outcome of the ending movie in the game, there is a
    good, and a bad ending, depending on quarma.)At the behest of the Almighty
    Raisin, Mudoken Shamans are instructed to help Munch and Abe successfully
    complete their journey. This means our heroes are expected to rescue the
    innocent and exploited creatures of Oddworld and protect their friends.
    Rescuing these Oddworld friends brings Munch and Abe good quarma. The more
    rescues performed, the better the Quarma. Before he can lead Fuzzles to a
    rescue portal, Munch must first free the Fuzzles from the cages where the
    Vykkers keep them for experimentation. To set Fuzzles free from their cages,
    have Munch zap the cages with his headport by tapping the A button. Similarly,
    Abe needs to free Scrub Mudokons and save the precious mudokon eggs (his unborn
    brothers). Abe finds enslaved brethren working in Oddworld's industrial
    facilities, their head feathers shaved off, and their skin color pale-blue. To
    rescue Fuzzles and Mudokon Scrubs, have Munch or Abe lead them to the rescue
    portals. Then, tap the A button to activate the portal and the Fuzzles and
    Mudokon Scrubs will magically vanish before your eyes as they hop, step and
    jump through the portal. As for the Mudokon eggs, Munch must transport the egg
    crates to loading bay chutes with a crane, or Abe can carry them there. Be
    careful not to drop 'em!
    Since Munch and Abe are a team they share one Quarma score and good Quarma
    means a better ending for Oddworld: Munch's Oddysee. To check on Munch and
    Abe's Quarma, pull the Right Trigger. You know you've been doing the right
    thing when you see a golden halo hovering over Munch's or Abe's head. On the
    other hand, when you've got bad, bad, bad Quarma, the halo is red and jagged.
    Another way to see your Quarma value is to choose Check Quarma from the Pause
    menu. Munch's facial expression on the slider, in addition to the number of
    Scrubs, Fuzzles, and Eggs indicated as rescued, Shows how your Quarma is doing.
    5.   Appendices
    The Good:
    Main Characters :
    Abe - Floor waxing revolutionary visionary
    Munch - Amphibian revolutionary fuzzle freedom fighter
    The Shaman - Your commanding guide for the overall objectives of the game
    Raisin - The almighty all knowing all powerful dude!
    Native Mudokons
    The Bad:
    The Snoozer
       Armored Bouncer
       Armored Popper
       Big Bro Slig
       Armored Big Bro Slig
       Shock Rocker
       Armored Worker
       Armored Shock Rocker
       Armored Shooter
       Shot Doc
       Armored Scientist
       Armored Sawbones
       Armored Shot Doc
       Big Cheese
    6.   Version History
    The latest version of this F.A.Q. can always be found at www.gamefaqs.com
    FAQ Information:
       Completion: around 95% complete
       Started: Late November 2001
       File Size: 58.4 KB
       Emails: 6 total emails regarding my Munch's Oddysee F.A.Q. since December
    12, 2001
    Version 2.0 (Dec. 15th)
    Added levels 16-23, Fixed some typo's, and the F.A.Q is now also hosted at:
    - www.cheatcc.com
    - www.xbox-cheat-codes.com
    - www.thegamesnotover.com
    Version 1.0 (Dec. 12th)
    First version of the FAQ. Not that much completed yet, all sections started,
    but heavily under construction. Walkthrough about a little over halfway
    completed, WILL be updated soon. Next version expect a farther walkthrough,
    other sections to fill out, and maybe even a bad quarma walkthrough for those
    evil people out there that think they can stomach harming a fuzzle :( Also I
    will put up any info I receive from you guys, so email me if you have more
    content for me to put up and you WILL be credited and greatly appreciated.
    Direct emails to fourstringmofo@hotmail.com and be sure to say it is for the
    F.A.Q. in the subject so I know it's not junkmail :)
    7.   Credits
    A big Thank You go to the following people/places:
    -GameFAQ's for hosting this F.A.Q.
    -OddWorld (www.oddworld.com), Infogrames, and Microsoft for putting out one of
    the best games ever made.
    -Pepsi for the massive amounts off caffeine that made this F.A.Q. possible.
    -The Munch's Oddysee instruction manual for: the story, game mechanics, and
    some info on quarma.
    8.   Disclaimer
    And now for the crummy legal crap YAY!
    This F.A.Q. is the sole property of Jeremy Guthrie, and shall not be modified
    in any way, shape or form unless consent by the author is attained. This FAQ
    shall not be used in a profitable purpose by anyone or anything. This includes
    magazines, websites, strategy guides, or any of the like. If you want
    permission for this F.A.Q. to be placed on your website, please contact me, at
    fourstringmofo@hotmail.com. If you do find a website that has any of the
    information here without my permission, or has modified it in any way, please
    notify me as soon as possible. Thank you all, and enjoy the F.A.Q.