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Neopia's Fill in the Blank News Source | 24th day of Eating, Yr 26
The Neopian Times Week 35 > Articles > A Walk Through to Chomby and the Fungus Balls

A Walk Through to Chomby and the Fungus Balls

by iamstupi

Now, I've read the article on Chomby and the Fungus Balls in week 3 of The Neopian Times. However, I feel I can add more to it, especially if you want to get the Magical Chomby Plushie and 1000 Neopoints.

So, on to the guide! This guide will only get up to level 12, because that's where I decided to quit. Maybe someone else kind enough to help out will beat that level and continue on for me.

First, an overview on the enemies:

GREEN MUSHROOM: These guys turn clockwise after bumping into something. This means that if they bump into a Fungus Ball while moving left, they'll move upwards. They continue this pattern, unless their way is blocked. Then they'll move any other alternate direction available to them. But after moving in that alternate direction, if their movement still isn't blocked, they'll move back in their pattern again.

PURPLE FUNGUS BALL: They're after you, but with a handicap they only turn after bumping into something. Basically, they TRY to move toward you, but their movement is severely handicapped. Take advantage of this.

GREEN FUNGUS BALL: I prefer to call these guys "Smart Balls". The reason for this is because they're actually smarter than they seem. They can move around freely. So they can turn around if they want to and all other such nonsense. The thing about these guys is that if they somehow manage to notice you, they'll be after you unless you hide somewhere, or you get killed by the ball.

RED FUNGUS BALL: These balls move around as if they were hyper. This is because they're after you, and can move freely. However, when they see you, they'll be either shifting around a little time, then charge, or just charge immediately. Either way, be careful around these guys, they're quite volatile.

An overview on any obstacles and other stuff:

WALL: You can't walk through these, these are IMPENETRABLE. These are around in every level. Nothing can go through these guys.

SPINNING DOOR: If you push one side of the door, the whole thing turns. Doing this, you can push the "doors" into Fungus Balls and mushrooms causing them to get trapped or such. Take advantage of every single one of these guys.

TELEPORTER: Step on this, you'll be teleported to another teleporter.

STAR: Collect this to walk on the Starpad. These act as walls to enemies, but not to you. It disappears as you walk on it.

STARPAD: This acts as a wall. However, when you have a Star, you can walk on it to complete the level.

AND ON TO THE WALK THROUGH!

LEVEL 1: This is pretty simple. Move the Fungus Ball outside with the spinning door and get the Star. Get outside and rush to the Starpad.

LEVEL 2: Move up once after a mushroom passes, making sure that the Fungus Ball is at least out of the way before going through the spinning door on the left to get the Star. When returning the Star to the Starpad, you can go back inside the main chamber to go out the right side, or just go around to the Starpad.

LEVEL 3: This is the level most Newbies quit on. Go into the tunnel through the upper entrance. Wait a bit until the pack of mushrooms and the fungus ball are either on the top or bottom (or separated). Then charge in, being careful not to get trapped (which was why you waited for an opening outside). Just be careful when waiting for an opening since the fungus ball outside might get smart and go all the way around to whack you smack on the head. Get the star, making sure to follow the mushrooms patterns in the internal part of the tunnel area and get the star. Get out, making sure you're safe from the mass of fungus balls and mushrooms, and rush quickly to the Starpad.

LEVEL 4: Start moving outside of your "hiding spot" when the Fungus ball either passes by you after turning, or just turns around. If it turns around, it will usually turn around again after you, so hide in the little corner on top, and wait for it to pass by. In the tunnel area, you'll see mushrooms guarding the area. The key to getting past these guys is to follow their movements, careful not to bump into them. Get the star, and go outside in the Starpad area. Wait for the Fungus ball guarding the starpad area to be safe distance away from you, then rush to the Starpad to complete the level.

LEVEL 5: This is straightforward, the problem is actually trying to get through all the Fungus Balls and Mushrooms. I'll leave a method for you to do this quickly, all you need to do is keep close watch of any dangers that are near you and you should do fine.

LEVEL 6: Another straightforward level, that introduces the Smart Ball! Oh no! Anyway, what I like to do is wait for at least two mushrooms to leave the centre area. Then I rush in, get the star, and rush out to the Starpad. Getting the star in the middle is much more difficult with four mushrooms guarding it (not to mention a Fungus Ball as well, and the smart ball might enter the area too), so that's why you should wait for two mushrooms to leave before entering.

LEVEL 7: This level's quite tough. The masses of Fungus Balls here prove quite a challenge in these tight corridors. Anyway, before leaving, hide for a few seconds and decide which corridor to go through. How to decide this? Just look at which side the Fungus Balls are more tightly massed, top or bottom. Go leave the opposite way they're massed up in, making sure to dodge any stray ones. On your way, they may attempt to follow you, so when you get the star, make sure to check where they're massed up. If they're massed up where you are, either wait a while before they leave, or just use the spinning door to trap them.

LEVEL 8: Start off by fooling the Purple Fungus ball to either chase you, or to get out of the way, so you can enter the corridor that leads to the Star. Watch out for the Smart Balls though, you might want to hide in the Mushroom Room (following the Mushrooms) if one chases you. Either way, when heading to the room with the star, don't get trapped by the Smart ball there, or you're dead. When you have the star, quickly rush back out, and head to the Starpad. On your way, you'll see a tunnel that has a lone mushroom patrolling it, and in the next room, some fungus balls. Beware. Make sure the fungus balls are tightly packed somewhere (I prefer the top) and then rush in to the Starpad. While waiting for this, hide in the room before that one, out of the Mushroom's reach. Just watch out if a Smart Ball notices you and goes straight after you.

LEVEL 9: I seriously hate this level. Tight corridors filled with whole bunches of Fungus Balls and mushrooms, and the only method of getting around these areas? Teleporters that sometimes teleport you to the wrong direction. By the way, this level introduces the teleporter. Anyhow, watch out when you start this level. Not only is there a Smart Ball ready to trap you, but there's also some weird invisible wall. Go all the way up, and go as far right as you can. You'll run into this invisible wall. Anyhow, continue on, waiting for the Mushrooms (and Smart Ball) to get out of the way. When they are, continue on to the teleporter.

Now, I've figured out so far that the teleporters teleport you to a different one on what direction you press. However, the results vary sometimes. What I do to usually get to the chamber with the Star in it is to teleport facing up. However, it sometimes teleports you to the bottom right when doing that, so beware. But you're on your own with the teleporting business... unless you can also figure that out for me as well. Continue on to get the Star, avoiding the Fungus ball on the way (take advantage of the area!), then get back on the Teleporter, trying to get to the area with the Starpad. Now here's the nearly impossible part. There is a mushroom, and two fungus balls guarding a Starpad which is located in a VERY TIGHT AREA. This means 90% of the time you'd probably get yourself killed trying to get to the finish.

LEVEL 10: Oh, this level introduces the Crazy Ball aka the Red Fungus Ball. This level is straightforward though. Make sure to stay out of the way of the Crazy Balls though--they'll be trying to follow you through the walls, but as mentioned before, nothing can pass through a wall. Anyhow, continue on trying to pick the safest path. I'd prefer going around through the top to get to the Star, but usually the Crazy Balls would follow you the whole way. After getting the star, one crazy ball should have followed you. If not, then go back the way you came to the Starpad. Otherwise, go through the tunnel to return to the Starpad (making sure to avoid any other Smart Balls or Crazy Balls in the way... and mushrooms too).

LEVEL 11: This level also has teleporters, but at least it's not as bad as level 9. Rush in past the Mushrooms through the teleporter. As I've already said before, the Star acts as a wall for enemies. Obviously so, as two Smart Balls are trying to get through the star. Get the star and quickly run to the teleporter. Usually a Crazy Ball will be near it, so quickly run to the Starpad before it catches you, and keep an eye out for those mushrooms!

LEVEL 12: This level looks very simple... but it isn't--there's no mushrooms, but there are Fungus Balls. Crazy Balls. Guarding tight corridors. One path to the Star. And that's guarded by a Crazy Ball. I haven't beaten this level yet, but what I've been trying to do is lure the Crazy Balls into one tight corner. You might want to try a different strategy though, since that's not working..

By the time you get to level 12, you should have about 1,200 points. So if you don't want to do level 12, quit and get your 1,000 Neopoints and your Magical Chomby Plushie. Be happy for that.

Week 35 Related Links

Krawk Island's Fungus Cave: Krawk Rescue
"You didn't set any traps or tricks did you? I am not easily bamboozled!"

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