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 ODDWORLD: ABE'S EXODDUS - QUEST FOR THE MISSING MUDOKONS
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Created by         Gwydion
Version            3.00
Started            July 4, 2002 | 21:30:30 GMT
Last updated       September 22, 2005 | 17:32:12 GMT
Word count         11.115 (23 pages)

Playstation is a registered trademark of Sony Computer Entertainment Inc.
Oddworld: Abe's Exoddus (c) Oddworld Inhabitants, Inc. All rights reserved.
All other trademarks are property of their respective companies.

Copyright 2002-2005 Gwydion



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 00. PROLOGUE
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  001. INTRO                                                         ID#00.001
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This guide to Oddworld marked my very first contribution to the gaming world
back in 2002. One of these days I found myself looking back at what I had
created, and how much things had changed. Not just myself, but everything in
general. Basically, I was bored, so I started working on all my FAQs once
again, and tried to give them a proper final version. I recreated most of the
layout to make them more simple and intuitive but all the information is still
here, with some corrections and modifications.

This is a guide for the missing Mudokons. This means that I will not be giving
any explanations on how to actually beat the game or on how to deal with Sligs
and Slogs. I won't be giving any indications on how to work with the menus and
the controls or on how to make a Glukkon give orders to a Slig. This is a
guide for people who have already finished the game once. If you're having
troubles, just seek out a different guide. Also, as you can imagine, spoilers
run free in this guide. If you're by any chance allergic to them, you should
probably get the hell out of here. Just giving you the heads up. You won't be
warned again.

On another topic. Please... do not email me. DO NOT EMAIL ME. I'm not giving
you any rules and procedures on how to contact me because, you simply
shouldn't. I'm not going to answer it so don't bother trying, there are lots
of people eager to please I'm just not one of them.


  CURRENTLY IN STOCK
-------------------------------------------------------------------------------
  Abe's Exoddus: Quest for the missing Mudokons
  Final Fantasy IX: Secrets of the land
  Chrono Cross: Chronicles of time


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  002. COMMONS DEED                                                  ID#00.002
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You are free:
- To copy, distribute, display, and perform the work

Under the following conditions:
- You must give the original author credit.
- You may not use this work for commercial purposes.
- You may not alter, transform, or build upon this work.

For any reuse or distribution, you must make clear to others the license
terms of this work. Any of these conditions can be waived if you get
permission from the copyright holder.

Your fair use and other rights are in no way affected by the above.

More information on these links:
http://creativecommons.org/licenses/by-nc-nd/2.5/deed.en
http://www.creativecommons.org


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  003. DATABASE                                                      ID#00.003
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If you need to find a specific section of this guide, just press CTRL+F (only
in English software) and use the ID numbers on the right to fast forward this
whole thing.


 00. PROLOGUE
-------------------------------------------------------------------------------
  001. INTRO                                                         ID#00.001
  002. COMMONS DEED                                                  ID#00.002
  003. DATABASE                                                      ID#00.003


 01. ABOUT THE GAME
-------------------------------------------------------------------------------
  001. THE BASICS                                                    ID#01.001
  002. PROPHECY                                                      ID#01.002
  003. THE COMPLETE STORIES                                          ID#01.003
  004. THE WORLD OF ODD                                              ID#01.004


 02. CHARACTERS AND QUARMA
-------------------------------------------------------------------------------
  001. THE CAST                                                      ID#02.001
  002. THE SUPPORTING CAST                                           ID#02.002
  003. ABOUT QUARMA                                                  ID#02.003
  004. EMOTIONAL BAGGAGE                                             ID#02.004


 03. THE QUEST
-------------------------------------------------------------------------------
  001. CHEATING YOUR WAY THROUGH                                     ID#03.001
  002. THE MISSING MUDOKONS                                          ID#03.002
  003. ABE IS ON A KILLING SPREE                                     ID#03.003


 04. ENDING STATEMENTS
-------------------------------------------------------------------------------
  001. FREQUENTLY ASKED QUESTIONS                                    ID#04.001
  002. VERSION HISTORY                                               ID#04.002
  003. ACKNOWLEDGEMENTS                                              ID#04.003
  004. OUTRO                                                         ID#04.004



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 01. ABOUT THE GAME
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  001. THE BASICS                                                    ID#01.001
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A very small percentage of individuals may experience epileptic seizures when
exposed to certain light patterns or flashing lights. Exposure to certain
patterns or backgrounds on a television screen or while playing video games,
including games played on the PlayStation game console, may induce an
epileptic seizure in these individuals. Certain conditions may induce
previously undetected epileptic symptoms even in persons who have no history
of prior seizures or epilepsy. If you, or anyone in your family, has an
epileptic condition, consult your physician prior to playing. If you
experience any of the following symptoms while playing a video game dizziness,
altered vision, eye or muscle twitches, loss of awareness, disorientation, any
involuntary movement, or convulsions IMMEDIATELY discontinue use and consult
your physician before resuming play.

Set up your Playstation according to the instructions. Be sure the power is
off before introducing/removing the disc. Insert the disc 1 of the game and
close the disc cover. Insert the game controllers and memory card (to save the
game you will need one free block) and turn on the Playstation. It is
recommended that you DO NOT insert any peripherals or Memory Cards while the
Playstation is turned on. Follow on-screen instructions and begin the game.

For you health, you should rest about 15 min. for each hour of play. Do not
play when tired or suffering from lack of sleep.

If you see some fancy movies followed by Abe's head saying "Hello" you've
passed the test and loaded the game. From this screen you have all sorts of
options. If you want to dive straight into the game, select <Begin>. You'll be
offered the choice of a one or a two player game. The two-player game won't
work unless you have two controllers. <GameSpeak> introduces you to Abe's
critical speech abilities. It's cool to watch his face when you make him talk.
Check it out. Several characters besides Abe can talk, too, and you can check
them out here as well. <Load> let's you select a saved game, provided you've
recorded one into a Memory Card. <Options> lets you see how your controller is
configured, and gives you some minor control over the sound. The controller
information is reproduced in the manual, so you don't need it unless you lose
the book. The sound options let you select between stereo and mono sound. Just
before the game starts, you can check out a keen <Backstory> movie that will
bring you up to date on Abe's story so far.

Abe's Exoddus is a though game. Even with infinite lives, it's going to take a
long time to play through the game, particularly if you're trying to rescue
all the Mudokons. Fortunately, you can save your game, provided you have a
Memory Card for your PlayStation. Saving a game is easy. Press start while
playing to bring up the options menu. Select <Save to Memory Card> and press
X. The PlayStation will take a few seconds to read your Memory Card, then give
you the option of saving your game, deleting a file, or switching Memory
Cards. Your game will always be saved in the first open block of your Memory
Card. If you're in a hurry and you want something less permanent, choose
<Quicksave>. Then, if you die, Abe will re-start where you saved. Be careful
though, because Quicksaving in the wrong place and leave Abe stranded! If that
happens, choose <Restart Path> off the options screen. To restore a saved
game, select <Load> from the options screen. You can save up to fifteen games
on a single Memory Card. Text at the bottom of the load screen provides a
brief description of your save location. Finally, if you paint yourself into a
corner, use the <Restart Path> option on the option screen to restore the
immediate neighborhood to its original condition. This can come in handy if
you've Quicksaved yourself in the House of Pain. Remember, Quicksave is really
fine, but use Memory Cards to save it for all time.


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  002. PROPHECY                                                      ID#01.002
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  His scarred hand branded
  On moons odd face

  This hero may free
  The Mudokon race

  With skin of blue and
  Spirit guides too

  Only he can save our
  Bones from brew

  But shall he fall
  To Glukkon yoke

  Mudokon nation...



  Be doomed to croak


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  003. THE COMPLETE STORIES                                          ID#01.003
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Abe was once a happy floor-waxer and employee of the year working in
RuptureFarms, the most dangerous meat-packing plant on Oddworld. That was
until he found out that Molluck, his heartless and greedy boss was mad about
the low profits. RuptureFarms had chased down all wildlife it could find.
Production was decreasing and fast. Scrabs were killed for Scrab Cakes,
Paramites were slaughtered to make Paramite Pies and Meeches are now forever
gone, because they were all turned into Meech Munchies. The raw materials were
disappearing and Molluck had to do something, for the sake of the company. The
solution was to create a new and very tasty product, Mudokon Pop. Yes,
Mudokons were now on the menu. Knowing about this situation, Abe had no choice
but to escape from RuptureFarms, while saving all of his friends. On the way
Abe met a friendly doctor who told him about his great destiny. So, Abe
visited the ancient Monsaic Lines, home of the last remaining Mudokon Natives.
He was granted some special magic powers to return to RuptureFarms, save the
remaining Mudokons and blow the place up. So, in the end, Abe brought balance
to the land, and restored the ancient places of the sacred Scrabs and
Paramites. But Abe didn't have a lot of time to celebrate. Soon enough he was
visited by three Mudokon Spirits. Seems that RuptureFarms was just one of many
slaughterhouses the Magog Cartel uses to make a profit. Secret operations are
underway in Necrum. Glukkons are using blind Mudokons to dig up the bones of
dead Mudokons and process them into SoulStorm Brew. Not only that, but they're
getting Mudokons addicted to the stuff so they work for no pay (also known as
slavery). Abe's mission is simple. Go in, save all the Mudokons, blow the
place and get out. But that's not all. Abe manages to get some more scary
powers by visiting the ancient burial grounds of the Native Mudokons. And
you'll be blown away when you find out the very secret ingredient in SoulStorm
Brew. But this is just the beginning. There are many Mudokons and other
creatures being enslaved by those that seek to keep all the Moolah for
themselves.


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  004. THE WORLD OF ODD                                              ID#01.004
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The Oddworld we know is still a tiny little fraction of an entire planet.
Oddworld is big. Very big. And so far we probably only got to explore 2% of
it. The continent of Mudos is one of many that fill the planet. This is what
makes the creation of Oddworld Inhabitants so great. Every game is another
piece of a gigantic puzzle. Glukkons aren't the only dominant specie on this
planet and I'm sure that more will follow. And eventually it will all come
together and we'll get to see the entire food chain.

Recently, Oddworld Inhabitants radically changed the way it operates. Lorne
Lanning, co-founder of the company, explained that the current way people
create games undermines creativity. So, they're keeping a small core of
creative talents while working with and outsourcing to external potentials.
This should bring benefits to us all, company and gamers. The company can make
more for less money and we get better games that keep pushing the bar a little
higher. In the World of Odd there is still much to explore. Abe and his quest
to free all Mudokons is just one of the adventures that take place there.
Lorne Lanning and his team have created a planet. In this planet there are
thousands of creatures and species. Abe's Exoddus is only the first bonus game
of the Oddworld Quintology. Munch's Oddysee that tells us the story of Munch
and his quest to save his Gabbit friends is the second part of the Quintology.
Stranger's Wrath is the first game of Oddworld not related to the Oddworld
Quintology. It's another part of Oddworld, in the same time, in another place.
There is still much to come from the World of Odd and let us hope Oddworld
Inhabitants keeps amazing us for years to come.



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 02. CHARACTERS AND QUARMA
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  001. THE CAST                                                      ID#02.001
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Now let's meet the guys that will stand in your way (at least most of them).
I'm going to let you in on a little secret, you can possess almost every
single one of them. When you chant by pressing L1+L2 you can possess for
instance, a Slig, which means you can control his every move, not only that,
you can make him talk, just like Abe, walk and do some really neat stuff. In
fact, most puzzles will require that you use a skill that Abe doesn't have so
he'll have to possess the right creature to do the job. That's another thing
about Abe, he does more than just standing there as a Slig's target, he can
actually talk. And you will need to make Abe talk in order to save your
friends. Every single being you possess can talk, one way or the other. Those
who played the 1st game might be happy to know that you can now possess Scrabs
and Paramites (twice the fun, is what I say).


 ABE
-------------------------------------------------------------------------------
Abe's the Mudokon you will command for most of the time. A once happy
floor-waxer in RuptureFarms turned hero. He has a great destiny to fulfill,
instead of becoming food he became a national hero. Constantly described as a
knucklehead. Indeed, the Odd works in mysterious ways.


  GameSpeak
  L1 + L2           Chant
  L1 + TRIANGLE     Hi
  L1 + CIRCLE       Work
  L1 + X            Wait
  L1 + SQUARE       Follow me
  L2 + TRIANGLE     All ya
  L2 + CIRCLE       Sympathy
  L2 + X            Anger
  L2 + SQUARE       Stop it!


 GLUKKONS
-------------------------------------------------------------------------------
Glukkons are a bunch of profit maniacs. Heartless and cruel, they will cut
your arm off and sell it right back at you if they think they can make some
Moolah out of the deal. 4 Glukkons will have a major role in Abe's quest:


  Vice-President Aslik     Glukkon in charge of Feeco Depot
  General Dripik           Officer commanding the Slig Barracks
  Director Phleg           Responsible for running the Bonewerkz
  BrewMaster Glukkon       The mad genius behind the SoulStorm Brew


Remember that being way up the corporate ladder, Glukkons can command any Slig
they can find, which turns out to be quite funny most of the time when you
order them to kill other Sligs. Glukkons can also talk and you'll need to
possess them in order to open certain security doors.


  GameSpeak
  L1 + TRIANGLE     Hey!
  L1 + CIRCLE       Do it!
  L1 + X            Stay here
  L1 + SQUARE       Commere
  L2 + TRIANGLE     All O'ya
  L2 + CIRCLE       Help!
  L2 + X            Kill'im
  L2 + SQUARE       Laugh


 SLIGS
-------------------------------------------------------------------------------
Sligs are those really nice guards with the machine guns. They are actually
very friendly, if you're another Slig. For them you are nothing but a single
target, you are the only thing that stands between them and a promotion. They
want you badly and very dead. This time there are all sorts of Sligs, which
means extra fun!


  Sligs                    Our old buddies. These are the guys that pull the
                           trigger, literally.
  Flying Sligs             This is what you get when a Slig gets an upgrade.
                           They will be ready to drop the bomb so, watch your
                           head before you loose it.
  Crawling Sligs           Insignificant little runts, although, a Crawling
                           Slig is never too far away from a locker room.


A Slig's best friend is a Mudokon's worst nightmare, a Slog. And it's nice to
command those fearsome beasts. The SligSpeak will be mainly used to open
locked doors, command Slogs and, make fun of the other Sligs. Be aware that
Sligs can sense when another Slig is being possessed and they will immediately
try to give him some permanent vacations. Be aware of that!


  GameSpeak
  L1 + TRIANGLE     Hi
  L1 + CIRCLE       Freeze
  L1 + X            Git 'im
  L1 + SQUARE       Here boy
  L2 + TRIANGLE     BS
  L2 + CIRCLE       Look out
  L2 + X            S'MO BS
  L2 + SQUARE       Laugh


 SCRABS
-------------------------------------------------------------------------------
Scrabs are part of the wildlife present in Oddworld. You first met them in the
no man's land surrounding RuptureFarms, and again in Scrabania and Scrabania
Temple, when they were trying to have you for dinner. Now, they overrun
Mundanchee Vaults and they still expect you to lunch.

In this game you can possess Scrabs, although you couldn't do it in the first
game. But Scrabs don't do much, so you might get bored really fast. Note that
Scrabs will not be blown away to pieces when you're done with them.


  GameSpeak
  L1 + TRIANGLE     Shred power
  L1 + SQUARE       Howl


 PARAMITES
-------------------------------------------------------------------------------
Paramites are little vicious animals. Alone, they will be cute and nice,
unless you corner them but in packs, they will hunt you down in no time. They
also have a complex communication system, kind of like children.

You can also possess Paramites, even if you couldn't do it in the first game.
Still, you can't blow them to pieces, they are an endangered specie for crying
out loud. Their language will be used mainly to talk to other Paramites,
giving them orders and telling them what to do.


  GameSpeak
  L1 + TRIANGLE     Howdy
  L1 + CIRCLE       Do it
  L1 + X            Stay
  L1 + SQUARE       C'mon
  L2 + TRIANGLE     All a ya!
  L2 + X            Attack


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  002. THE SUPPORTING CAST                                           ID#02.002
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Besides all those you can possess there are also some other characters.
They'll either help you or they'll try to hunt you down.


 BIGFACE
-------------------------------------------------------------------------------
Spiritual leader of the Native Mudokons. Mysterious shaman, healer and
teacher. He has saved you many times and he guides you in your path to save
all the Mudokons of Oddworld and to restore the balance to the Odd.


 NATIVE MUDOKONS
-------------------------------------------------------------------------------
Mudokons are not born into slavery, they run free in the unexplored lands that
remain on the continent. You just added 99 to the total number of free
Mudokons and it's time to add 300 more.


 SHRYKULL
-------------------------------------------------------------------------------
When Abe gets pretty mad he turns into this little guy. How do you think he
blew up RuptureFarms? If you want to know how Abe got to transform into
Shrykull just get yourself a copy of Abe's Oddysee.


 SLOGS
-------------------------------------------------------------------------------
They bark, they smell and they want your leg pretty badly. If you don't run
they might just get it.


 SLOGGIES
-------------------------------------------------------------------------------
Cutter than Slogs, but just as deadly.


 FLEECHES
-------------------------------------------------------------------------------
These vicious worms start as a Glukkon's pets, but their rapid growth turns
them into a living hell pretty fast. Better not wake them up.


 SLURGS
-------------------------------------------------------------------------------
On the bottom of the food chain, the only purpose they have is to turn you in
to the Fleeches. Don't step on them.


 GREETERS
-------------------------------------------------------------------------------
Once marketing and P.R. machines, when they started attacking the customers
Glukkons had found a new and effective security guard.


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  003. ABOUT QUARMA                                                  ID#02.003
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Now, Quarma is good for the soul. Actually, Quarma is the soul. Good Quarma
can take you far, bad Quarma will probably get you dead in the end. Quarma
saved your ass back in RuptureFarms when Molluck had you hanging over the meat
grinders. What I mean is that to finish the game you're going to need some
good Quarma. Rescue lots of Mudokons and you'll get yourself a good chance of
beating the game. Leave them to die and your Quarma's going south. To win the
game you need to save at least as many Mudokons as those that are left behind.
After you leave an area the Mudokons you didn't save will be permanently lost.
Check the Status Displays throughout the game to know how you're doing.

The ultimate challenge is to save all the 300 Mudokons, and if you're reading
this guide, that's probably why you're here. A special bonus awaits those that
leave no Mudokon brother behind. If you're trying the funny approach, try to
kill every single Mudokon you can and watch the special reward the sadistic
guys from Oddworld Inhabitants got for you. Back in Abe's Exoddus, if you
saved all 99 Mudokons you would get the neat movie viewer code and if you
killed them all you would get infinite grenades but enough with the talk.
Anyway, remember, what goes around comes around.


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  004. EMOTIONAL BAGGAGE                                             ID#02.004
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Now, besides Quarma, this is the only part of the game I'm going to discuss in
this FAQ because it matters for the way you play the game and mastering the
moods of the Mudokons is essential for their survival. You have to be able to
assess each situation and know how to act.


 ANGER
-------------------------------------------------------------------------------
These guys are angry and they want everyone to be too. They won't follow you
unless you tell them you're sorry. Sometimes they'll start slapping around and
a peaceful scene can quickly become a Jackie Chan action movie. Tell them to
stop before they kill themselves.


 WIRED
-------------------------------------------------------------------------------
That's what you get when a Mudokons stops by the laughing gas lounge. They are
totally out of control and will follow you around, running like hell, making
loud noises that can wake up even the laziest guard. Slap some sense into
their heads.


 DEPRESSION
-------------------------------------------------------------------------------
A whole life of slavery makes them not care at all about any other thing
besides their own pain. They are on the edge and ready to jump, one shock and
they will turn suicidal so show some sympathy.


 INTOXICATION
-------------------------------------------------------------------------------
Drunk from Brew, these guys are good for nothing, before they even stand up
you'll need a healing ring from a Shaman.


 BLINDNESS
-------------------------------------------------------------------------------
They can't see a thing, so you need to give them a special attention. Telling
them to "Wait" will be crucial if you want to save them all, otherwise they'll
just keep going against walls, off the ledges, over electric fields, right
into mine drills and stepping over those nasty land mines. This will be funny
the first 30 or 40 times but don't forget that you need to save all the 300
Mudokons to get the very special ending.

Those that point out that blindness is not actually an emotion are correct.
That means that blind Mudokons can still become angry or depressed. Blind
Mudokons require extra care when trying to save them, so help them out.



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 03. THE QUEST
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  001. CHEATING YOUR WAY THROUGH                                     ID#03.001
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Some sections of the game are incredibly hard to complete. Use these cheats to
help you go through them. You can also use them to see some cool movies.
Although, you will forever be dishonored for your actions.


 MOVIES
-------------------------------------------------------------------------------
Let's you see every single FMV of the game and remember Abe's finest moments.
In the main menu press and hold R1 while pressing UP, DOWN, LEFT, RIGHT,
SQUARE, CIRCLE, TRIANGLE, CIRCLE, SQUARE, CIRCLE, UP, DOWN, LEFT, RIGHT.


 SELECT LEVEL
-------------------------------------------------------------------------------
Saves your eyes from being 6 hours in front of the TV. If you select an
advanced level, all the Mudokons on the previous levels will be terminated. In
the main menu press and hold R1 while pressing DOWN, UP, LEFT, RIGHT,
TRIANGLE, SQUARE, CIRCLE, TRIANGLE, SQUARE, CIRCLE, DOWN, UP, LEFT, RIGHT.


 INVINCIBILITY
-------------------------------------------------------------------------------
Abe turns into a mighty Mudokon. Although, he doesn't have super strength, and
he doesn't have the laser eye beams and he only flies when falling into a pit
but he can stand every shot or bomb, he can walk through Electric Walls and he
can survive every mine blow. Well, during the game (don't pause) press and
hold R1 while pressing CIRCLE, TRIANGLE, SQUARE, X, DOWN, DOWN, DOWN, CIRCLE,
TRIANGLE, SQUARE, X.


 NEXT SECTION
-------------------------------------------------------------------------------
Remember that yellow Mudokon face on the bottom right corner of the screen you
see every once in a while in the middle of the game. That means you just
entered a new section of the game. With this cheat you can skip an entire
section in a flash. If you skip a section, all the Mudokons left behind will
be terminated. During the game (don't pause) press and hold R1 while pressing
CIRCLE, CIRCLE, X, X, SQUARE, SQUARE.


 VOICE PUZZLES
-------------------------------------------------------------------------------
To automatically complete any kind of voice puzzle just use this cheat. During
the game (don't pause) press and hold R1 while pressing, TRIANGLE, UP, CIRCLE,
LEFT, x, DOWN, SQUARE, RIGHT.


«««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««
  002. THE MISSING MUDOKONS                                          ID#03.002
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It's time to go on to the chapter you're all here for, let's begin our quest
for the missing Mudokons. Now, you remember those little strange numbers and
letters on the top right corner of the screen when you hit pause? Those work
as a sort of an exclusive ID number. If the number presented on a specific
location matches the one you're in, that you are on the right spot to find the
secret location.

If you're having troubles finding out the right spot there is a much easier
way to do it. You see, the good people from Oddworld Inhabitants left us some
pretty obvious clues when it comes to finding secret locations. Look for the
bottles of SoulStorm Brew. They are pretty easy to see so you really can't
miss although they sometimes look like mushrooms. If there are bottles of
SoulStorm Brew on the screen, that means there's also a hidden location so
look alive.

Another piece of advice, Quicksave, a lot. Before any location, during the
rescue and most important, as soon as you save the Mudokons. I'm just saying
because I know what can happen so please, save.


 LOCATION #1: MINES - START POINT                                   [MIP01C04]
-------------------------------------------------------------------------------
These guys from Oddworld Inhabitants are the devil in disguise. They've hidden
a group of Mudokons right on the first screen of the game. Get down behind
that bone carrier on the ground. Despite what I told you about the SoulStorm
Brew bottles, there aren't any on this particular screen.

Go through the door. As soon as you get there start climbing down and hide.
You will come across 2 Flying Sligs. Your goal is easy: 3 slave Mudokons. As
soon as the Slig flies off make a Mudokon follow you to the next screen and
tell him to wait when they get there. You need to hide from the Slig before
you can carry on with the rescue. When you're safe, tell the Mudokon to follow
you once again, then all you need is to pull the lever and let him fall down
to the next screen. Hide again from the Slig and repeat the process for the
other 2 Mudokons. Jump to the well and you will meet up with your friends.
Tell them to open the gate and then save them. After that just go save some
more Mudokons and when you're done just get our of there. That makes 15
already saved. Great start.


 LOCATION #2: MINES - TUNNEL 1                                      [MIP02C03]
-------------------------------------------------------------------------------
Near the end, you will go through a well, after that you'll come across a
screen with a Slig patrolling and a transporter on the background. See the
bottles of SoulStorm Brew? That means a secret.

Possess the Slig and use the teleporter to transport the Slig to the back row.
This is important because you need the Slig to kill another Slig. Eventually
you'll come across the Slig in the front row. Just shoot him (try not to shoot
the poor Mudokon while you're at it) and blow yourself up. After that, use the
screen above you to get to where the Slig was. Just use the teleporter once
again and save all your buddies and don't forget to go back and save that
Mudokon you couldn't save before.


 LOCATION #3: MINES - TUNNEL 2                                      [MIP02C04]
-------------------------------------------------------------------------------
In the beginning of Tunnel 2, the section if the tunnel in which you need to
roll under the ventilation system, just press DOWN when you're standing on the
right corner, below you'll find a well that will get you to 5 Mudokons. Give
them a shout and save them.


 LOCATION #4: MINES - TUNNEL 2                                      [MIP02C27]
-------------------------------------------------------------------------------
After running from the Flying Slig right after the previous location you'll
end up in a well that will transport you right to a door, but don't go in yet.
Run and jump to the left, and you will fall on another well that will get you
back on the lower ledge, now keep moving left.

Go through the door on the previous screen and convince the Sligs to follow
you. Go through the door and possess the Slig. Kill the other Slig and blow
yourself up. Once the path is clear, go on to the next section, possess the
Slig there and make him blow up the mine. Proceed and save your 3 pals before
going through to the well.


 LOCATION #5: MINES - TUNNEL 2                                      [MIP02C13]
-------------------------------------------------------------------------------
The important part of this specific location is to possess the Flying Slig
right after you go through the door at the end of the previous location, the
one I told you not to go in. Use the Flying Slig and go up, blow up the Sligs
before they kill you. Now, cross the drilling zone and kill the final Slig. If
you don't do this you might have a hard time getting to the spot without
getting yourself killed.

After that just get Abe on another of those wells. Before moving on, get down
to free some more Mudokons. If the Slig is still there you can still make it,
but it will be hard. Either way, save your pals and go back up.


 LOCATION #6: MINES - TUNNEL 3                                      [MIP04C03]
-------------------------------------------------------------------------------
In the beginning, use the rocks to clear your path. On the screen with the
Status Indicator simply jump so you can hand on the ledge on the other side.
Go down, through the door and into the well.

3 Blind Mudokons are working. Throw a rock to blow the mine (this is optional
but I advise you to do it just in case you miss the timing) and pull the lever
to raise the first trap door. Call a single Mudokon and tell him to "Wait" and
pull the lever again to raise the second trap door, tell him to proceed to the
next screen, pull the lever here to save him from falling and tell him to
follow you once again. Press the lever once more to make him fall to the next
screen. Repeat the process for the other 2 Mudokons and follow them.

Now, notice the SoulStorm Brew on the ground? That means a secret within the
secret. In fact there's an extra location on this hidden spot. Ignore the bird
portal and tell them to follow you left. Just make them work to bring down the
platform and give them a lift after that. You'll meet up with 4 more pals of
yours. Save them all.


 LOCATION #7: MINES - TUNNEL 5                                      [MIP04C04]
-------------------------------------------------------------------------------
Tunnel 5 starts with a couple of Mudokons that require some rescue before you
move on. After that scene, you'll get to a place straight out of nightmares.
Mine drills, very fast mine drills. All you need here is timing. Give a good
running jump and you'll end up hanging in a hidden projection. Just go up and
you'll see a couple of Mudokons working. Save them.


 LOCATION #8: MINES - TUNNEL 5                                      [MIP04C05]
-------------------------------------------------------------------------------
From the previous mine drills, go left and you'll see once again a couple of
mine drills. Quickly climb and jump right. You'll get to a hidden level. Just
move on up and pull the ring to stop the drill. Although you can't save the
Mudokon now, you might want to remember him later. Do not leave Tunnel 5
before saving this Mudokon and all the others. I'm not going to explain how
because apart from the ring that shuts down the drill, they are not hiding.


 LOCATION #9: NECRUM - START POINT                                 [NEP02C202]
-------------------------------------------------------------------------------
Necrum, the ancient city of the dead. By now, Necrum Mines are already
destroyed so if you forgot to save anyone, you won't be able to do it anymore.
You should've saved 75 Mudokons at this point. This screen's right next to the
starting point, you can't miss the SoulStorm Brew on the ground. Once you're
there, jump to the right on the lower level. If you got it right you should
fall in a well.

The hardest part of this location is getting to your pals alive. There will be
3 Sligs on each screen and you need to use the environment to your advantage.
Either way you'll eventually reach the Mudokons and you can clearly see the
problem here, the drill and the 3 UBX bombs. Call the 3 Mudokons and tell them
to follow you to get them out of danger. Be careful not to let any of them
touch the UBXs, now they should be out of the drill's range, but if they're
still in danger try to get down and fart near them to make them step aside.
Now, slowly disarm the UBXs and save your buddies.


 LOCATION #10: NECRUM - BEFORE MUNDANCHEE VAULTS                    [NEP05C01]
-------------------------------------------------------------------------------
For the sake of this guide, I advice you to choose the Mundanchee Vaults
first. After you choose Mundanchee Vaults you'll come across the well that
will actually lead you inside the vaults. Don't go in yet. Just crouch and
roll all the way to the left.

Now, you'll get yourself in a pretty awkward position. Once the Slig is facing
away just pull yourself up and jump right. Pull the lever and move on. The
explanation to this puzzle is quite simple but hard to pull off. You need to
disarm the UBXs before the trap doors open. If you fail you'll fall down and
you'll have to start over (provided that the Greeter doesn't kill you). After
you reach the Mudokons pull the lever to bring down the gate. Activate the UBX
and have the Greeter chase you. After getting rid of the Greeter just say
you're sorry to your pals and save their asses. After that just head to
Mundanchee Vaults.


 LOCATION #11: MUNDANCHEE VAULTS - BEFORE MUNDANCHEE HUB            [SVP07C02]
-------------------------------------------------------------------------------
This screen is the one that has an Abe portal leading to Mundanchee Hub. Check
for the SoulStorm Brew if you have to. Simply crouch and roll to the right to
get into a secret area. Chant to open the portal and when you get a clear run
simply jump before the Scrab has a chance to get you.

This time, you will have to be fast, and I mean really fast. Once you pull the
lever, it will take only a few seconds for the Fleeches to reach you. A trick
to save a few seconds is to call your 2 pals and telling them to follow you
before you push the lever. On the lower screen, push the lever to open the
gate. Unfortunately, this will also activate the drills. Cross on to the other
side and deactivate them. Then, chant to free your buddies and get out before
the Fleeches get you.


 LOCATION #12: MUNDANCHEE VAULTS - VAULT 1                          [SVP08C05]
-------------------------------------------------------------------------------
Vault 1 is the top vault in Mundanchee Hub. When you get there, go right and
drop down. Roll all the way to the left, stand up and drop down. When you
reach the intended screen you will have to go through a little hidden passage
in the lower right corner of the screen, right next to the bottles of
SoulStorm Brew. After that just open the portal and get in.

Darn it! It's those Fleeches once again. Now, the lever controls the electric
wall but be careful for even though there are two electric walls they don't
always work together when you pull the lever. Just crouch and move to the next
screen. The moment you go through the trigger, the gates that separate the
Fleeches from your 3 friends will start to open. When you get to the next
screen simply lower the gate and lure the Fleeches. Be fast and pull the lever
to vaporize them. Repeat the process if any of them got away. All you need now
is to save your Mudokon brothers.


 LOCATION #13: MUNDANCHEE VAULTS - VAULT 6                          [SVP02C01]
-------------------------------------------------------------------------------
Vault 6 is the leftmost vault in the Mundanchee Hub. As soon as you enter just
move left. You can see the Fleeches down there and also the bottles of
SoulStorm Brew, indicating where you need to climb down. At this point the
Fleeches can't do anything to you so don't worry yet. Just climb down and as
soon as you touch the ground start running. A Scrab will be on your tail but
once you get to the well you'll be safe. Just chant and jump in.

Now, some drills are threatening to turn your pals into sushi. Cross to the
other side as quick as you can without getting yourself killed. Possess the
Scrab and make him go all the way to the right. Leave his body and quickly
pull the lever to raise the gate. Don't possess the Scrab before you reach the
lever, otherwise he'll just chase you and you'll end up having to do the whole
thing again and you don't have the time. Anyway, as soon as you have the Scrab
under control just pull the other lever and call your friends. Before moving
on, leave the 2 Mudokons here. The next section will require speed above all
and you can't waste time talking to 4 Mudokons. Just go down and quickly tell
them all to follow you before the drills get them. Be careful not to let them
fall. After that just free them and get out.


 LOCATION #14: MUDOMO VAULTS - VAULT 1                              [PVP03C07]
-------------------------------------------------------------------------------
Vault 1 is the top right vault in Mudomo Hub. From the door that ends the
level, jump to the right. As soon as you press the trigger a rockslide will
begin. Quickly possess the Paramite and lead him to safety (if you fail,
you'll have to start over). After that just pull the ring to activate the well
and jump in. Be sure to Quicksave.

As soon as you land, another rockslide will start. Possess the Paramite and
make him jump through the webs to reach the ring and pull it. That will lead
Abe to safety, now move on. Quicksave. As soon as you reach the top yet
another rockslide will commence, this time a couple of your friends are in
danger. Talk to the Paramites and tell them to pull the rings that will lower
the gates and once they finish that task talk to them again and tell them to
follow you and to pull the rings again to put your brothers in safety. After
that, leave the Paramite's body, jump in the well, save your friends and get
the hell out of that place.


 LOCATION #15: MUDOMO VAULTS - VAULT 6                              [PVP12C04]
-------------------------------------------------------------------------------
Vault 6 is the middle left vault in Mudomo Hub. Use the Invisibility Ghost
Trap to pass by the Fleeches. Climb up, possess the Paramite, tell him to come
down and jump to the platform to your right, keep moving right and you'll get
to the hidden location. Now tell the Paramite on this screen to follow you
down. You need to do this because the Paramite is blocking the door and if you
try to get there you'll end up cornering the Paramite, and there's nothing
worse you can do than cornering a Paramite. After that get rid of the Paramite
you control. Do not leave his body, otherwise you'll have two Paramites and
they'll attack you on site, instead just let the Fleeches eat him. Another way
is to simply use the Invisibility Ring. Anyway, just go through the door.

Now, once you pull the ring it will only take a few seconds for the Fleeches
to break free. Simply crouch and roll to the screen below. The place is filled
with drills but don't worry because they'll be your friends this time. Simply
attract the Fleeches and let the drills do the rest. Be careful not to let
them get anywhere near the Mudokon slaves, although the drills usually take
care of them. After they're gone, tell the angry Mudokon to knock it off and
save them all.


 LOCATION #16: FEECO DEPOT - START POINT                            [FDP01C01]
-------------------------------------------------------------------------------
Feeco Depot, and you're on the right path to salvation. By now, 104 Mudokons
should already be enjoying freedom. Right on the first screen of Feeco Depot
we have another group of Mudokons to save. Just crouch and roll to the secret
place and you'll get yourself in a well.

Now, the entire section will be patrolled by Sligs and unless you want some
nice vacations, you will need to sneak in. Remember that shadows are your
friends. After reaching the 3 Mudokons and saving them, it's time to go all
the way back.


 LOCATION #17: SLIG BARRACKS - WORKERS CAMPUS                       [BAP05C19]
-------------------------------------------------------------------------------
The Workers Campus corresponds to Block 2 of the Slig Barracks. In the middle
of this block you'll come across a sleeping Slig and a threatening moving
bomb. Use the Slig to blow up the bomb and roll your way to a secret room.
Avoid the moving bomb in this screen and go through the tunnel that points
DOWN and you will be hanging near a couple of bombs.

When the Slig isn't looking, go up and jump through the gaps avoiding the
Moving Bombs and the Slig. You can take as long as you like. You won't be so
lucky on the next screen. A moving bomb is threatening your friends and you'll
have to be quick. Hide in the shadows so the Slig doesn't see you and when
he's gone get near your friends. If the Slig spots you and shoots he will
scare away the birds and you'll have to start over. After saving your friends
get out of there before the bomb blows you away.


 LOCATION #18: SLIG BARRACKS - BOMBING RANGE                        [BAP14C06]
-------------------------------------------------------------------------------
Here, you will need a lot of training. This is Block 4, the Trophy Room and
Bombing Range, although they are on the same Block, the secret location is on
the Bombing Range, after you save your 6 Mudokon brothers and free the 3
ghosts from their traps. Move left, avoid the Flying Slig, pull the lever and
quickly run for the trap door. After you fall to the lower screen just get out
and move left. See the SoulStorm Brew? It's secret time! Behind a little mount
of sand, you can get down to a secret room. Get in the portal. This is going
to be tough! Be sure to Quicksave!

When you enter you'll be stuck. Possess the Flying Slig and Quicksave. Prepare
to fly, a lot. Make him pull the lever and start flying, avoiding the electric
walls and the moving bombs. It may take some time but you'll eventually learn
to avoid all the obstacles. If you succeed pull the lever at the end of the
section and that will shutdown the electric walls, now take the Slig all the
way back and let him get a hit from the remaining bomb. Now, just go all the
way to the end and save your pals. If the bombs get the Flying Slig before he
can reach the lever of if he goes through an electric wall you'll have to
start over.


 LOCATION #19: FEECO DEPOT - PATH TO BONEWERKZ                      [FDP04C04]
-------------------------------------------------------------------------------
This location can only be accessed after you entered to the Bonewerkz part of
Feeco Depot but before the train ride, in Terminal 4. This part will be tough
and I mean really tough. On the third screen of Terminal 4 you'll see the
SoulStorm Brew bottles on the ground. Just get down behind the container. Be
careful not to get shot. Below there are also Sligs patrolling. Try to get to
the well alive.

As you can see, the gate system here is a bit different than normal. The
levers only open the gates of the corresponding color. Below there are also
triggers that only open designated gates. You have a Slig on patrol and a Slog
below. As long as the Mudokon is working the Slog will not attack him and the
Slig will never attack the Mudokon no matter what. Also, don't forget that
even though the Slig is in the back row, he still has a sense of left and
right, so if he's facing right, he can't really see that's happening to his
left, use that to your advantage. So, first of all, go on to the next screen
and dispose of the Slig patrolling this area. Get the Slog to follow you way
to the back of this section and pull the lever to trap him. Be sure to leave
the green gate closed because if you don't the Slog will eat your friend.
After that open the green gate and lure the Slog to the beginning of the
section and trap him there. Now open the green gate and tell your friend to
follow you. You can open the red and yellow gates. Don't close the yellow gate
because the Mudokon will do that when he steps on the green trigger. After
that just chant and set him free. All that work for a simple Mudokon.


 LOCATION #20: BONEWERKZ - ANNEX 1                                  [BWP07C06]
-------------------------------------------------------------------------------
As soon as you enter, let the Sligs leave the screen and call your pal (you
don't have to do this to get to the hidden location but you really shouldn’t
leave a Mudokon brother to be beaten by Sligs). Either way, follow the Sligs
closely. As soon as you enter the screen it might seem that you are visible
but the Sligs won't spot you. Once they leave, go on to the shadows ahead. You
can't see it but there's a door there. Get in.

Now, as soon as the Slig turns away, teleport yourself, sneak and pull the
lever to teleport yourself before he sees you. In the next section you'll have
to be quick to think and quick to act. As soon as you enter, sneak behind the
Slig and teleport yourself to the back row. When you get there run quickly to
the upper level and teleport yourself near your friends. A Slig will be
patrolling there so just run. Let yourself fall (don't jump, otherwise you
might skip the teleporter's trigger) and you'll get transported to the upper
level. Once again, run quickly to your left and you'll step on yet another
trigger, this time transporting you to the back row and to safety. Now,
possess one of the Sligs, kill the other and transport yourself to the back
row. Use the Slig to kill the other Slig on the front row (be careful not to
kill any of the Mudokons). After that just blow yourself up, show some
sympathy for your friends and save them. You can leave by jumping into the
well.


 LOCATION #21: BONEWERKZ - ANNEX 1                                  [BWP07C08]
-------------------------------------------------------------------------------
An easy one for a change. After leaving the previous location, you'll
eventually set off the alarm. Up ahead you'll get chased by a Slog. Just lure
him into the falling objects. Luckily Slogs aren't that smart. After getting
rid of him just crouch and roll all the way to the right. You will see the 5
Mudokons, a long gap, and a lever. Jump, pull the lever and save your pals.


 LOCATION #22: BONEWERKZ - ANNEX 7                                  [BWP03C09]
-------------------------------------------------------------------------------
This part is very complicated, filled with falling objects. To get to the
intended location first, open the three electric gates, keep moving on, use
the lift to go down. Keep going down. See the SoulStorm Brew? You guessed it,
it's a hidden location. Just drop down from the ledge and you'll get in a
well.

Be sure you're prepared before going on to the next screen. As soon as you get
there, hoist yourself up and jump. You'll be hanging right next to the Slig.
Once he turns away, pull yourself up and give him some vacations by pulling
the lever. After that just jump and pull the other lever to bring your friend
to safety. Now, the drills on the other screen will be activated as well so
you're going to need some pretty good timing to save your pal without him
losing a leg. If you manage to save him, the remaining four drills that were
offline will be activated. Turns out that leaving this location is actually
harder than the rescue itself.


 LOCATION #23: BONEWERKZ - BOILER DOOR 2                            [BWP04C19]
-------------------------------------------------------------------------------
Just move on to the last screen of this section. If you're having troubles
just look for the SoulStorm Brew. Don't worry about the mines. Give it a good
jump and you'll hang from the ledge. After that just let yourself fall down
and you can save 4 more buddies of yours.


 LOCATION #24: FEECO DEPOT - MAIN LOBBY                             [FDP02C09]
-------------------------------------------------------------------------------
Now, at this point you should have 202 Mudokons rescued. You're almost there.
The next secret spot is right next to the door that leads to SoulStorm Brew.
Don't go in, just take a step left, go down and into the well.

The Mudokons will be on the first row, so go through the door as soon as the
Slig turns back (in fact, you have to go through the door before the Slig
turns back because your window of opportunity will be extremely short and Abe
takes a few seconds to appear), follow him and go up the projection. Proceed
to the next screen and jump over the drill so you can end up hanging on the
ledge, in the shadows. When it's safe head down and hide in the shadows on the
top left corner of the screen. When the Slig faces away, pull the ring and
both Abe and the Slig will fall down, but Abe will remain hidden in the
shadows. When it's safe, go up again and possess a Slig and pull the lever.
Now, when you pull the lever you'll activate the other drill so you'll need
some good timing to cross with the Slig still intact. Anyway, once you do,
just shoot the other Slig and blow yourself up. But the real difficult part is
just getting started. You'll have to escort the Mudokons pass the same drill.
It's a difficult task but with a good timing you can do it. After that just
leave the place.


 LOCATION #25: SOULSTORM BREWERY - ZULAG 13                         [BRP20C02]
-------------------------------------------------------------------------------
I like this Zulag. Getting through it is quite funny. Anyway, as soon as you
pull the lever, your friends will be bombarded with laughing gas. You'll have
to go through a series of screens filled with gates, electric walls and a good
amount of triggers to activate them. Anyway, after you save the 5 of them turn
the wheel and go all the way back through the path your friends took. At the
end of that path there is a well (you needed to turn the wheel to activate it)
so get in to reach the hidden location. Use Shrykull's power to blow up the
mines and after that just move on.

You'll need to use the shadows efficiently to avoid getting shot. Once you
reach the end of this section just go up and turn back. Pull the lever to
summon a Glukkon. Use the Glukkon to deactivate the Tear X-Tractor and after
that just call a Slig and have him shoot all the other Sligs. After that go
all the way to the beginning of the zulag and get the Slig to fall down the
precipice. Now, all you got to do is save the last hidden Mudokons. At this
point you should've saved around 288 Mudokons, depending on the Zulags you
have completed. The remaining Mudokons are not hiding so you shouldn't have
too much trouble in finding them. 6 of them are in Zulag 14 and the remaining
6 will be waiting for you in Zulag 16.


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  003. ABE IS ON A KILLING SPREE                                     ID#03.003
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Saving 300 Mudokons was a pain in the ass, but now you can do a much funnier
game by trying to kill all the Mudokons. Killing them all might be a great
experience and a very relaxing one. Now, to be able to get the bonus you have
to kill every single Mudokon possible. The sick part of his quest is that you
can't just leave them to die. You're going to have to take a more active role
on how they die. Mudokons can be shot, beaten, crushed, smashed, eaten,
sliced, shocked, vaporized and they can commit suicide. Inventing new ways to
kill a Mudokon is all part of the fun. You're going to have to kill the
Mudokons in the secret areas too, so this guide can serve a double purpose.

Back in Abe's Oddysee if you did the same you would be awarded infinite
grenades. This time you get a much cooler reward. You get some invincibility,
and without the downside of being called a cheater. Now, there are a total of
11 Mudokons that require saving. Besides them you don't need to same anyone
else. 2 of them are right in the beginning and you need to save them to open
the gate. You need to save two blind Mudokons in Tunnel 4 so you can open a
door. In Tunnel 5 you'll also need to save a couple of Mudokons to bring down
a lift and open a door. In Block 2 of Slig Barracks you have to save 3
Mudokons to get the Shrykull power otherwise you can't get out. Now, although
most people count this as a needed rescue the fact is that I managed to exit
this block without having to save the 3 Mudokons. All you need is good timing
to go through the two moving bombs and after that it's a piece of cake. So,
you really only need to save 8 Mudokons but you can still get the
invincibility with 11 Mudokons saved. Now, the Annex 7 of Bonewerkz is also a
trap. It may seem that you need Shrykull to get out but if you brought a
couple of bones from Annex 7 you can blow up the mines without using him. Just
Quicksave and try to get it right. You also need to save a couple of Mudokons
right in the end so you can get Shrykull and finish the game. That's a total
of 11 Mudokons (or less) saved and 289 dead (or more). Now it's time to
collect your reward.



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 04. ENDING STATEMENTS
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  001. FREQUENTLY ASKED QUESTIONS                                    ID#04.001
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  #1 - ABOUT ABE AND HIS FINGERS
-------------------------------------------------------------------------------
This question about Abe's apparent loss of a finger between the Oddysee and
the Exoddus was answered by Alf from Alf's Rehab & Tea: Japan has a strict
discriminating policy against any simulated characters entering their country
with four fingers. Historically, Japan has had a subclass of meat packing
workers that were typically looked down upon in their society. In later days,
the blatant displaying of a four fingered hand gesture, intentionally directed
at another, came to mean that you were calling them a member of the meat
packing sub class. Which, we understand, was not at all a compliment.

It appears that the four finger connection with the meat packing class was due
to work related accidents, but was so frequent that it came to symbolically
represent the sub class. It seems as though this is a part of the Japanese
history that some groups within Japan would like to see forgotten. Therefore,
it is at great risk that you publish four fingered characters in Japan, as you
may very likely end up in legal battles with a vociferous pressure group. This
group claims that this type of representation is equivalent to and as
degrading as the yellow star forced to be worn on Jews by the Nazi's during
the Second World War. That is, it's offensive and degrading unless they can
extort enough money out of you. Then it's all okay. Case in point: We were
told that the Walt Disney Corporation is charged five million dollars a year
by this group so that Mickey Mouse may live in Japan and retain his original
four fingered design. Otherwise, old Mickey would need to see a surgeon and
have something done about that insulting forth finger.

The moral of this story is... if you want to pay, then it's ok. If you don't
want to pay, then it's a horrible insult to our culture. In other parts of the
world we have a word for these types of two-faced tactics. We call it
extortion. If it is truly offensive and degrading, then don't allow it at all.
But to allow it for a price... is to belittle the case altogether. It suggests
that the real truth behind these groups is that they are using the darker
moments in their own cultures' history as an excuse to coerce money out of
content providers.

Well, being that this is Oddworld, we felt that this seemed like a perfect
addition to the Abe story. We thought it was ironically perfect that he was
being discriminated against for being who he was. As the message came from
Japan, "They don't like his kind here,” with the sincere suggestion, "Just
chop off one of his fingers cause you don't have the money to pay up..."
caused us to feel that we indeed needed to allow Abe to go through the
suffering that goes along with being a poor slob at the bottom of the Food
chain. Yup, we chopped off his finger so that the Japanese wouldn't get
offended (or paid). He didn't like it one bit, but due to the fact that their
ain't much he can do about it... we decided that he could donate his finger
rather than us donating five million dollars. Such is life in Japan when
you’re a four-fingered meat packing worker.

And that is how Abe lost his finger in Japan. He's still pretty pissed off
about it, but we convinced him that with the amount of games sold in Japan, he
still might be able to get his message through to their culture someday. As a
true believer in his cause, he felt that the sacrifice of a finger was but a
small price to pay in hoping to shed some light on discriminations and
injustices the world over.


  #2 - ABOUT ABE AND HIS COLOR
-------------------------------------------------------------------------------
Several people pointed out Abe's color as being different from the other
Mudokons and think it's discriminative and just plain wrong. Once again, Alf
answered the question: He’s depressed. Either that or it has something to do
with his diet, or it's a bit of dramatic license to help Abe stand out from
the rest of the Mudokons.


  #3 - ABOUT ABE AND HIS DRINKING HABITS
-------------------------------------------------------------------------------
Abe drinks lot of SoulStorm but he never gets sick. Apparently he has built up
some sort of resistance to the stuff. But you know, each time it takes a
little bit more to get the same effect.


  #4 - ABOUT POSSESSING SLIGS AND OTHER CREATURES
-------------------------------------------------------------------------------
Many people have complained that whenever Abe possesses a Slig any other Slig
present in the screen will immediately try to terminate him. Well, when Abe
was first starting out, he didn't have good control over his powers. When he'd
possess a Slig, the Slig would be all glassy eyed, and stumble around like a
zombie. It wasn't very convincing.

About possessing Paramites and Scrabs, Abe apparently only got that power
after getting those cool tattoos in the first game. Maybe this time he's
trying really, really hard to concentrate. Sometimes it's hard to possess
someone if there are people talking in the room.


  #5 - ABOUT VYKKERS
-------------------------------------------------------------------------------
Vykkers are short, purple with big heads and small bodies. they also have an
almost painful high-pitched voice. They fill the role of mad scientists,
inflicting pain on other creatures and on themselves. The Vykkers run a lab
where they do all sorts of experiments to see if all products sold by the
Magog Cartel meet the highest standards of quality. This usually means that a
poor creature will have to suffer in the name of science so that the
Khanzumerz don't have to.


  #6 - ABOUT THE MAGOG CARTEL
-------------------------------------------------------------------------------
A Glukkon company, one of the greatest companies in Mudos. The people that run
it live for the Moolah, they could cut off your leg and sell it right back at
you if it meant profit. Most Glukkons on the board climbed the corporate
ladder on the demise of many other Glukkons and various species of Oddworld.
Abe struck a serious blow when he destroyed RuptureFarms and the SoulStorm
Brewery, but the Magog Cartel has many other businesses to make a profit from.


  #7 - ABOUT MY ODDWORLD: ABE'S EXODDUS EXPERIENCE
-------------------------------------------------------------------------------
I had a great time playing Abe's Exoddus. Getting the 300 Mudokons saved was a
pain but it was all worth it, and later I got to start over and went on to
kill them all. I'm disappointed that the other games of the Oddworld
Quintology are excusive to X-Box, I won't have a chance to play them. But I'll
be waiting until the people of Oddworld Inhabitants come to their senses.
Until then, I'm keeping it odd!


  #8 - ABOUT THE FAQ AND ON HOW TO CONTACT ME
-------------------------------------------------------------------------------
I cannot be 100% sure that everything that I state in this guide is true,
specially when it comes to the plot, since everyone has a different story on
how something could've happened. On the other hand, most things are clearly
stated in the game, or are obvious in terms of context and evolution of the
plotline.

About a walkthrough. I've said it before, I'm not going to make one. It takes
too much time, too much energy, too much patience, none of which I have or
wish to spend on a task like this. There are dozens of FAQs ready to help you
out on that one, this is not one of them. This guide is for those who want to
draw more of their gaming experience, who want to explore every single part of
the game. It's especially for those who have already finished the game at
least once.

As for my email. You're not getting it. I said it before. Don't bother
visiting the sites where this guide is posted. My email is there, but if you
send me an email you're just going to get yourself blocked. I'm retired. There
are many people ready to help, just not me.


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  002. VERSION HISTORY                                               ID#04.002
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 Version 1.00 - Added the Acknowledgments section, plus all of the info about
                The Actors, the Emotive Mudokons, the Environments, the Work
                and Quarma Section, the Game Cheats, the Prophecy and some
                other details.

 Version 1.10 - Added the Getting Started section and some extra-info on the
                game play. Now this FAQ is also available at neoseeker.com.

 Version 1.20 - Changed the Hints and tips Section and some minor mistakes.
                Also added a spoiler alert in the beginning of the guide.
                Added some acknowledgements and changes a bit of the ending
                section. Some rules about e-mails were changed. A new thief
                was added to the banned list.

 Version 1.21 - Rules about websites have been changed and now this guide is
                available on 2 more sites.

 Version 1.30 - New website rules to attend for, minor mistakes corrected, a
                new website hosts this FAQ. Acknowledgments section has been
                updated.

 Version 2.31 - I came to discover hat I didn't covered all the missing
                Mudokons, so a new location was added to the guide.

 Version 2.32 - Some mistakes were corrected. One of the URLs of a site
                hosting this FAQ has been changed.

 Version 2.33 - New ASCII Artwork and more questions on the FAQ. Also added an
                Author's Fiction and About the game sections.

 Version 2.00 - Major change in layout. Various sections suffered significant
                modifications. The guide is now much more organized.

 Version 2.01 - I have putted an end to my career as a guide maker by
                publishing my final FAQ on Chrono Cross entitled Chronicles
                of Time.

 Version 2.02 - Few modifications on some chapters, altered the ID System.

 Version 2.03 - Minor modifications and mistakes corrected.

 Version 2.04 - Mailing section completely modified.

 Version 2.10 - Mailing rules altered. Copyrights section modified.

 Version 2.20 - Many goodies added. A new site hosts this FAQ. Copyrights and
                Mailing sections altered.

 Version 2.21 - The only modification is in the nickname I use. Instead of
                KraZymAdaFaKeR I'm now Skazi.

 Version 2.22 - A new site features this FAQ. The email address was removed.

 Version 3.00 - Major layout modifications. Section about the Gameplay was
                removed. Full update on all parts of the guide. Corrected
                spelling errors. Some chapters were reorganized and ended
                merging with others. Re-wrote the entire Version History in
                order to follow the standard version numbers.


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  003. ACKNOWLEDGEMENTS                                              ID#04.003
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This FAQ exists thanks to many people and organizations. Here, I thank them
all, because this guide would probably be nothing without them.

I thank all those who contributed in enriching this guide, and general
appreciators of my work. Aaron Tadeu, for being a brilliant FAQ maker and a
true inspiration. Also, my family and friends, for putting up with me. Not to
mention Lorne Lanning, for creating the Oddworld Quintology, and for his part
on the whole story. I'd also like to thank Oddworld Inhabitants, Inc. for a
hell of a team work and finally to GameFAQs, Neoseeker, GameNotOver and all
the sites who host this guide. Thank you.


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  004. OUTRO                                                         ID#04.004
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This is it for this quest on Oddworld. Abe's Exoddus was indeed one of my
favorite games for the old Playstation and I had a great time playing it. My
interests have shifted since 2003 when I stopped updating this guide but I
still love games. This will hopefully be the last version of this guide. There
is too much to enjoy...

The revolution will not be webcast.
Copyright 2002-2005 Gwydion



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 THE END
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