You cannot control the Fuzzums directly, but using the knowledge that a Fuzzum will always be drawn to a shiny object you can get the Fuzzums to follow the beacon. This is the main way in which you can guide the Fuzzums to the matter transportation portal, but as always things are not as easy as they seem.
The alien creatures that abducted the Fuzzums have laid a gauntlet of machines and deadly traps to keep the Fuzzums from wandering off too far. Your job is to make sure they don’t meet a grisly end by guiding the Fuzzums to element vents, which will imbue them with the elements special abilities. Only by doing this can you successfully disarm traps and ensure the Fuzzums make it safely to the exit location.
There are fire, air, metal and water vents that spew out concentrated elements which the Fuzzums can absorb.
Fire Fuzzums can burn objects around them and are immune from any fire they encounter, they can spit out a fireball but are a fire hazard to those Fuzzums who do not possess this ability.
Air Fuzzums take on a ball like quality and can bounce over high objects and float on water. Water Fuzzums can swim through water and spit out a jet of water that can be used to put out any fires or short circuit any open machinery.
Metal Fuzzums will take on a pinball like quality which makes them immune to impalement, crushing and fire, though once a Fuzzums has taken on a metal characteristic it can never be turned back unless it combines the metal element with another valid element.
Further to the basic element set, Fuzzums can combine elements to give them even better abilities, though it is up to the player to work out which powers are best suited to a particular task.
Stay tuned with Gamers Daily News as we continue to cover the development of Fuzzums.