_______  ____    ____   ___     ___ _______  ____     __     ____
      [  .-.  ][  _ \  [  _ \ [   ]   [   [  .-.  ][  _ `.  [  ]   [  _ \
      / /   \ \| | \ \ | | \ \ | |     | |/ /   \ \| | }  ) | |    | | \ \
     ; | .-. | | |  | .| |  | .' |     | ' | .-. | | | }  ) | |    | |  | .
     | | | | | | |  | )| |  | )| '  .  ; { | | | | |  '  /  | |    | |  | )
     : | | | | | |  | '| |  | '|  \/ \/  | | | | | |  ^ \   | |    | |  | '
     \ \ '-' ; | |  ; ;| |  ; ; \   ^   /\ \ '-' ; | | \ \  | | ,-.| |  ; ;
      \ \___/ /| |_/ ; | |_/ ;   \ / \ /  \ \___/ /| |  \ \ | |_| || |_/ ;
      [_______][____/  [____/     '   '   [_______][_]   \_][_____|[____/
        / \ ,---. .---.|-/---.    |----.--  --,--. ,---. ,---. |-, -./---.
       / ^ \| |) )| |`'|/| \_|    | |_' \ \/ /,--.\| ,^ \| ,^ \| | ||| \_|
      ; /_\ | ==< | _]   '.  \    |  _]  }  ( |  | ) | ) ) | ) ) | ||`.  \
      | ,-. | |) )| |_-.  _)  )   | |_-./ /\ \'__'/| |; /| |; /| |_;| _)  )
      --   -----' '----' |__,'    '----'--  --'--' '---' '---'  \__-'|___,'


                           Oddworld: Abe's Exoddus

                        FAQ/Walkthrough - version 2.0

                              by ::~ Syonyx ~::

Last updated March 20, 2006.

Version 2.0: Reviewed and revised entire guide.  Added Messages from the Odd.
Version 1.01: Fixed a few typos and some very minor issues.
Version 1.00: Completed December 20, 2003.
_______________________________________________________________________________
===============================================================================
                            ~~~~~~~~~~~~~~~~~~~~~
                              TABLE OF CONTENTS
                            ~~~~~~~~~~~~~~~~~~~~~

A. Introduction                           D. Mudokons have feelings too
     About Oddworld                       E. Lots of objects
B. Cast of characters                     F. Saving and QuikSaving
     Mudokons                             G. Quarma and endings
     Glukkons                     ,--<--- H. WALKTHROUGH
     Sligs                        |       I. Urge to kill... rising...
     Slogs                        |       J. Messages from the Odd
     Paramites                    |       K. Closing and legal info
     Scrabs                       |
     Lower forms of life          |
C. Controlling the game           |
     Moving about                 |
     Special actions              |
     Controlling others           |       * Use Ctrl-F and type in the section
     Gamespeak                    |         letter/number to jump to that
       Abespeak                   |         section *
       Sligspeak                  |
       Paramitespeak              |
       Scrabspeak                 |
       Glukkonspeak               |
                                  |
_________________________________ | ___________________________________________
                                 \'/
                       -------------------------------
                        WALKTHROUGH TABLE OF CONTENTS
                       -------------------------------

0. Notes on playing & secrets

1. Necrum Mines                           8. FeeCo Depot - 2nd Time
    1.1 Tunnel 1                              8.1 Path to Bonewerkz
    1.2 Tunnel 2                              8.2 Terminal 4
    1.3 Boiler
    1.4 Tunnel 3                          9. Bonewerkz
    1.5 Tunnel 4                              9.1 Annex 1
    1.6 Tunnel 5                              9.2 Annex 2
    1.7 Tunnel 6                              9.3 Annex 3
    1.8 Tunnel 7                              9.4 Annex 4
    1.9 Boiler revisited                      9.5 Annex 5
                                              9.6 Annex 6
2. Necrum                                     9.7 Annex 7
                                              9.8 Annex 8
3. Mudanchee Vaults                           9.9 Bonewerkz Executive Office
    3.1 Vault 1
    3.2 Vault 2                           10. FeeCo Depot - 3rd Time
    3.3 Vault 3                                10.1 FeeCo Executive Offices
    3.4 Vault 4                                10.2 Main Lobby - Last Time
    3.5 Vault 5                                10.3 Terminal 5 - To SoulStorm
    3.6 Vault 6                                      Brewery
    3.7 Mudanchee Trial
                                          11. SoulStorm Brewery
4. Mudomo Vaults                               11.1 Hub 1
    4.1 Vault 1                                      11.1.1 Zulag 1
    4.2 Vault 2                                      11.1.2 Zulag 2
    4.3 Vault 3                                      11.1.3 Zulag 3
    4.4 Vault 4                                      11.1.4 Zulag 4
    4.5 Vault 5                                      11.1.5 Zulag 5
    4.6 Vault 6                                11.2 Hub 2
    4.7 Mudomo Trial                                 11.2.1 Zulag 6
                                                     11.2.2 Zulag 7
5. Necrum - After the Trials                         11.2.3 Zulag 8
                                                     11.2.4 Zulag 9
6. FeeCo Depot                                       11.2.5 Zulag 10
    6.1 Terminal 1                             11.3 Hub 3
    6.2 Terminal 2                                   11.3.1 Zulag 11
    6.3 Main Lobby                                   11.3.2 Zulag 12
    6.4 Path to Slig Barracks                        11.3.3 Zulag 13
                                                     11.3.4 Zulag 14
7. Slig Barracks                                     11.3.5 Zulag 15
    7.1 Block 0
    7.2 Block 1 - Rifle Range
    7.3 Block 2 - Workers' Campus
    7.4 Block 3 - Slig Bunks
    7.5 Block 4 - Trophy Room/Bombing Range
    7.6 War Room


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                             ~~~~~~~~~~~~~~~~~~~
                               A. INTRODUCTION
                             ~~~~~~~~~~~~~~~~~~~
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Welcome to Oddworld: Abe's Exoddus, the second game released in the Oddworld
series, and a bonus game to the first installment of the Oddworld Quintology,
Abe's Oddysee.  This is in essence a puzzle game, albeit an often diabolical
one, where you, as Abe, have to figure out how to rescue your 300 fellow
Mudokons from slavery to a heartless corporate consortium.  I believe that,
with perseverance, any player can get through the game, probably even with the
good ending.  But achieving perfect status, well that's another matter.  Abe
has many moves and tools at his disposal, and he's going to need to master
every one of them to get himself and all of his colleagues out alive.  I hope
this guide helps you to achieve this, or at least provides a modicum of
entertainment.  I have completely revised the entire guide in detail as of
version 2.0, in order to provide you, dear reader, with the best possible
assistance.  Please send comments, questions and intelligent criticism to:
[syonyx_faqs at yahoo dot com].

                              ~-~-~-~-~-~-~-~-~-
                              | About Oddworld |
                              -~-~-~-~-~-~-~-~-~

Oddworld games are developed by Oddworld Inhabitants, a little company headed
up by one Lorne Lanning (can't beat a name like that).  They have big plans for
this little universe.  They have envisioned a world with many species and
continents, and an evolving ecology that can be influenced by player actions
and game events.  They say that what we've seen so far represents only a tiny
corner of this world, which contains a vast number of species and environments.

Ultimately, the plan is to create the Oddworld Quintology (meaning 5 games).
So far, they've released Abe's Oddysee, Abe's Exoddus (both on PS1 and PC), and
Munch's Oddysee and Stranger's Wrath (on X-Box).  Does this mean there's only 1
to go?  No, no, no.  See, there will be 5 core games in the Quintology.  The
first was Abe's Oddysee, the second was Munch's Oddysee, and the third...?
Abe's Exoddus is, in fact, a bonus game to the first installment of the
Quintology (OI has stated at one point that each installment will have at least
one bonus game), while Stranger's Wrath is not part of the Quintology at all,
but rather a look at a distant corner of Oddworld and its denizens.  So really,
we're talking 11 games minimum in the end, if this plan sticks.

However, progress towards this goal took a large divergence when Oddworld
Inhabitants announced in Spring 2005 that they were shutting down their in-
house production, meaning that they won't be physically creating games
themselves any more.  Dissatisfied with the current predominant business model
in game development and the structure of the game industry as a whole, Lorne
has set out to find new ways of doing things that will satisfy his passion for
creativity.  Many fans were heartbroken, but it absolutely does NOT mean the
end of Oddworld!  Rather, it's an exciting time of re-visioning for the
company.  So what does the future hold?  At this point, it's likely that we'll
see an Oddworld CG feature film before another game is produced, and it may be
several years before we're in control of an Oddworld inhabitant once again.
When a new game does happen, will it be the rumored Squeek's Oddysee (the third
installment in the Quintology), the briefly announced Fangus (which would build
on the game engine from Stranger's Wrath), or something else entirely?  With
patience, I have no doubt that all Oddworld fans will be blown away when the
next big thing appears.

Check www.oddworld.com once in a while for any new official word, but be warned
that Lorne is generally very tight-lipped about upcoming projects, so there may
not be any updates for some time.


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                          ~~~~~~~~~~~~~~~~~~~~~~~~~
                            B. CAST OF CHARACTERS
                          ~~~~~~~~~~~~~~~~~~~~~~~~~
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                                 ~-~-~-~-~-~-
                                 | Mudokons |
                                 -~-~-~-~-~-~

Scrawny but tightly-muscled green dudes.  Once a proud, spiritual, forest-
dwelling race, most are now reduced to slavery to the Glukkon Magog Cartel.
That is, until Abe comes along.  What their fate ends up being depends entirely
on you.
   ABE: Hero or goofball?  History will decide.  In the meanwhile, he has a
        job to do, so get him moving.
   BIGFACE: Shaman of a free Mudokon tribe, he has been Abe's guide in
            discovering his destiny.

                                 ~-~-~-~-~-~-
                                 | Glukkons |
                                 -~-~-~-~-~-~

Power-hungry, cigar-chomping, grumpy-pussed guys.  If you want to know why they
walk so strangely, play Abe's Oddysee to get a look under their zoot suits.
How these guys came to power, we may never know, but they do command an army of
Sligs and are responsible for the near-decimation of several native species, so
they must be doing something right.  The following folks make up the Magog
Cartel, formerly partnered with Molluck, who you defeated along with the
destruction of Rupture Farms in the first game.
   VICE-PRESIDENT ASLIK: In charge of FeeCo Depot.
   GENERAL DRIPIK: Lord of the Slig Barracks.
   DIRECTOR PHLEG: Heads up the Bonewerkz.
   BREWMASTER GLUKKONS: Responsible for SoulStorm Brew's rich, full flavor.

                                  ~-~-~-~-~
                                  | Sligs |
                                  -~-~-~-~-

Essentially squids in mechanical pants.  Mmm, mechanical pants.  Give 'em a gun
and watch 'em power trip.  They're the firepower behind the Glukkons'
operations, guarding the assets and keeping the workforce in line.

   *** Flying Sligs ***

Traded in their pants for personal helicopters, and their guns for grenade
launchers.  They make excellent watchmen due to their mobility.  Fortunately,
flight has not improved their brain power any, and they will often get blown up
by their own grenades when they explode too nearby.

   *** Naked Sligs ***

All the meaner when you violate their modesty.  Momentarily helpless until they
can get suited up with either pants or a flight suit at a nearby locker.

                                  ~-~-~-~-~
                                  | Slogs |
                                  -~-~-~-~-

A Slig's best friend.  Until another Slig tells it to eat the first Slig,
anyway.  Nothing but teeth and legs.  Oh, and drool.  It's always best to let a
sleeping Slog lie.  Also, be careful around Slog huts, because you never know
how many might be inside; they sometimes defy physics by cramming dozens into a
small hut, just like the old clown car trick.

   *** Sloggies ***

"Aww, look at da widdle baby Swogs.  Aren't dey cute?  Hey, no, leggo, that's
my jugular, oh my god aaaarrrrrggghghh!"  Small enough to go places full-grown
Slogs can't.

                                ~-~-~-~-~-~-~
                                | Paramites |
                                -~-~-~-~-~-~-

Kind of cute on their own, in a horribly ugly sort of way.  Some kind of cross
between spider, crab, and puppy dog.  Friendly and curious, they'll follow you
around hoping for a piece of meat.  But back one into a corner, or meet up with
more than one at a time, and look out.  Learn to make use of their behaviour,
or you'll be the meat.

                                  ~-~-~-~-~-
                                  | Scrabs |
                                  -~-~-~-~-~

Walking tall and proud, Scrabs can spring into action at a moment's notice.
Relentless in their pursuit of you, but at least they can't climb to higher
levels.  Extremely territorial creatures, the only way that they'll ignore your
intrusion is if another Scrab is around, in which case they'll focus on each
other in a brief whirlwind battle from which only one may emerge.  Generally,
if you see one run the other way, fast.

                                 ~-~-~-~-~-~-
                                 | Shrykull |
                                 -~-~-~-~-~-~

An Oddworld deity with characteristics of both Paramites and Scrabs, and
connected somehow to the Mudokons.  Abe can transform into an incarnation of
this indestructible nightmare for a brief time after sending a certain number
of Mudokons through a Shrykull portal.  Don't know why Abe has this power?  Go
play Abe's Oddysee already!

                             ~-~-~-~-~-~-~-~-~-~-
                             | Lower life forms |
                             -~-~-~-~-~-~-~-~-~-~

   *** Fleeches ***

These vicious worms will lash you with their razor-sharp tongues and feast on
your flesh if you don't keep away.  Abe can withstand a few lashes, but when
his yelps rise in pitch too far, watch out.  They can also use their tongues to
climb up ledges to reach you.  Just keep away, and tread softly if they're
asleep.  A favorite food of Paramites, and Scrabs like to squish them too.

   *** Slurgs ***

The absolute lowest life forms on the food chain.  Living off the droppings of
Fleeches, they are often found in the same areas.  Also make a lovely squeaking
sound when you step on them.  Did I mention that Fleeches are light sleepers?


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                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~
                           C. CONTROLLING THE GAME
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Direction buttons: (L) (R) (U) (D)
Other buttons: X, O, Tr (triangle), Sq (square), R1, R2, L1, L2

                            ~-~-~-~-~-~-~-~-~-~-
                            | Moving Abe about |
                            -~-~-~-~-~-~-~-~-~-~

Walk: (L)or(R)                         Jump straight up:(U) when standing still
Run: R1 + (L)or(R)                     Hop: Tr while walking
Sneak: R2 + (L)or(R)                   Long jump: Tr while running
Crouch: (D)                            Hoist up from hanging: (U)
Roll: (L)or(R) while crouching         Climb down: (D) at edge of platform
Quick roll:                            Drop from hanging: (D)

Enter doorways/wells/mine car: (U) in front of entrance.
Exit mine car: Sq
Operate lift: (U)or(D).

                          ~-~-~-~-~-~-~-~-~-~-~-~-
                          | Making Abe do things |
                          -~-~-~-~-~-~-~-~-~-~-~-~

Push buttons/hand panels: (U) while directly in front of them.
Pull lever: Sq when standing beside it.
Pick up items: (D) while standing over them, or Sq while crouching beside them.
Throw item: O + Direction button
  Throw far forward: O + forward (in direction Abe is facing)
  Throw far upward: O + (U)
  Throw downward: O + (D)
  Throw sharply upward: O + backward (direction Abe is not facing)
  Throw close forward: O + any direction while crouching.
Fart: X (while standing still)
Slap: L2 + X (while standing beside your target)

And very importantly (!): Chant: Any 2 shoulder buttons together.

                             ~-~-~-~-~-~-~-~-~-~
                             | Special actions |
                             -~-~-~-~-~-~-~-~-~-

Practice doing these quickly and smoothly.  They WILL save your life!

Fast climb to platform: Run at least one step, jump while running and hold (U)
                        to hoist up immediately.  Essential for escaping just
                        about everything that wants to kill you, and that is
                        just about everything.

"Z-slide": So named because it moves you into the Z-axis of the screen.  This
           move lets you enter a door or jump into a well without stopping
           running, pulling you out of danger immediately.  Basically, run, and
           2 steps before you reach the thing you want to move into, hold (U).

Sustained quick roll: Though not frequently necessary, you may occasionally
                      need to rapidly drop into a roll and keep on rolling.  If
                      you continue to hold the run button (R1) once rolling,
                      you'll stand back up again, so release R1 just a hair
                      before pressing X, and keep holding the direction pad in
                      the direction that you're traveling.

                           ~-~-~-~-~-~-~-~-~-~-~-
                           | Controlling others |
                           -~-~-~-~-~-~-~-~-~-~-~

Possession is nine tenths of the law.  Chant for an extended period of time
(hold any 2 shoulder buttons together), and Abe can transfer his spirit into
other nearby living beings of at least some small intelligence (Slogs and
Fleeches do not meet this minimal criteria.  And yet, somehow farts do).  You
had better make sure he's in a safe location when he does, however, because
other beings don't especially like being taken over (who'd have thought?), and
will kill Abe for trying if they can.  Even if they can't reach him, they may
try and run away, and once they're off the screen, they're out of reach of your
spiritual powers.

When you're ready to let go of your host, simply hold chant again.  Scrabs and
Paramites will be released peacefully, but Sligs, Glukkons and Farts will all
explode when you do this, farts destroying whatever's around them in the
process.

Once Abe is in the driver's seat, here's what his new hosts can do:

   =-=-=-=-=-=-=
   *** Sligs ***
   =-=-=-=-=-=-=

Run: R1 + (L)or(R)
Action (e.g. pull lever): Sq

Walking Sligs only:                         Flying Sligs only:
 Fire gun: O (hold for rapid fire)           Lob grenade: O
 Beat Mudokon: X
 Operate lift: (U)or(D)

   =-=-=-=-=-=-=-=-=
   *** Paramites ***
   =-=-=-=-=-=-=-=-=

Run: R1 + (L)or(R)
Eat: (D)
Attack: L2 + X
Hop: Tr
Grab web: (U)

   =-=-=-=-=-=-=-
   *** Scrabs ***
   =-=-=-=-=-=-=-

Activate shred power: L1 + Tr
Shred: Hold Sq or O
Hop: Tr
Dance: (D) (or Sq or O without shred power)
Eat: (U)

   =-=-=-=-=-=-=-=-
   *** Glukkons ***
   =-=-=-=-=-=-=-=-

Hop: Tr
Continuous hopping: R1 + (L)or(R)

   =-=-=-=-=-=-=
   *** Farts ***
   =-=-=-=-=-=-=

Fly around: Direction buttons.
Explode: Hold any 2 shoulder buttons together.

                                ~-~-~-~-~-~-~
                                | GAMESPEAK |
                                -~-~-~-~-~-~-

A major feature of the game and an invaluable tool is your ability to speak to
others, hopefully to get them to do what you want.  You can speak to virtually
any living creature in the game.  Just to complicate matters, however, how
they'll respond depends on their species, temperament, and situation.  For
example, saying hello to a sleeping puppy might seem like a good idea at the
time, but you might reconsider this course of action when the puppy is chewing
on your ribcage because you made it cranky.

   =-=-=-=-=-=-=-=-
   *** Abespeak ***
   =-=-=-=-=-=-=-=-

              "Hi!"       : L1 + Tr         "All o' ya"   : L2 + Tr
              "Follow me" : L1 + Sq         "Stop it!"    : L2 + Sq
              "Wait"      : L1 + X          "Grrrrr"      : L2 + X
              "Work"      : L1 + O          "Sorry"       : L2 + O

==>  Before you give them commands (or requests/suggestions, depending on how
authoritative you are), you must get a Mudokon's attention.  "Hello" alerts the
nearest Mudokon in the direction that Abe is facing.  Saying "Hello" repeatedly
gets their attention one by one when more than one Mudokon is on-screen, with
those behind Abe answering last.  Say "All o' ya" to alert all Mudokons on-
screen at once.
==>  "Follow me" makes alerted Mudokons walk in your direction regardless of
what level they're on (i.e. they could be on a platform above you, but will
still move left or right towards you).  They will stop when they reach a ledge,
but not a bone drill for some reason.  Say it again when they're at the edge of
a platform to convince them to step over it.  They will automatically stop in
front of a device that they can operate.
==>  Mudokons will "Work" according to the context of where they're standing.
If there's a device that they can use, they will.  Otherwise, they'll just
scrub the floor.
==>  Other commands depend on the Mudokon's emotional state (see below).

   =-=-==-=-=-=-=-=-
   *** Sligspeak ***
   =-=-=-=-=-=-=-=-=

              "Hi!"       : L1 + Tr         [high grunt]  : L2 + Tr
              "Here boy"  : L1 + Sq         "Heh heh heh" : L2 + Sq
              "Get 'im"   : L1 + X          [low grunt]   : L2 + X
              "Freeze"    : L1 + O          "Look out!"   : L2 + O

==>  Sligs can talk to Slogs and order them around.  They can also alert other
Sligs.  Finally, they can get Mudokons to duck by shouting "Look out!", briefly
giving you a clear shot over their heads.  The Mudokons have learned to react
to this through years of working under the Sligs' oppressive watch.

   =-=-=-=-=-=-=-=-=-=-=
   *** Paramitespeak ***
   =-=-=-=-=-=-=-=-=-=-=

              "Hi!"       : L1 + Tr         "All of ya"   : L2 + Tr
              "Follow me" : L1 + Sq
              "Wait"      : L1 + X          "Attack!"     : L2 + X
              "Work"      : L1 + O

*Note: the above phrases have naturally been translated from the Paramites
screeches.
==>  Paramites can talk to other Paramites and get them to move to certain
places, eat Fleeches, and other fun stuff.  The Paramite's nature will always
override any obedience to you, however.  You could say that they only listen to
you when it serves their interests anyway.  So if they can have a little taste
of Abe when you just want them to follow you, they will opt for the former.

   =-=-=-=-=-=-=-=-=-
   *** Scrabspeak ***
   =-=-=-=-=-=-=-=-=-

              Howl/shred power: L1 + Tr
              "Scraw"         : L1 + Sq

   =-=-=-=-=-=-=-=-=-=-
   *** Glukkonspeak ***
   =-=-=-=-=-=-=-=-=-=-

              "Hey!"      : L1 + Tr         "All o' ya!"  : L2 + Tr
              "C'mere"    : L1 + Sq         "Ha ha ha"    : L2 + Sq
              "Stay here" : L1 + X          "Kill 'em"    : L2 + X
              "Do it"     : L1 + O          "Help!"       : L2 + O

==>  Glukkons order Sligs around, much like Abe does with other Mudokons.  With
Sligs, though, the Glukkons convey much more authority.
==>  Glukkons must face in the direction of the Slig they're commanding, or it
won't hear you.  I guess their gruff voices don't carry well.  Smoking cigars
will do that to you.


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                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                        D. MUDOKONS HAVE FEELINGS TOO
                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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You'd think that after years of slavery, their spirits would be broken, but
noooo...  Mudokons can be whiny little bastards at times, just like anybody
else.  Here are the various emotional states that you'll encounter, how to snap
them out of it, and how to put them right back into a tizzy.

   =-=-=-=-=-=-=
   *** Angry ***
   =-=-=-=-=-=-=

Like Mr. Furious, their power stems from their boundless rage...  Angry
Mudokons stubbornly won't listen to you, and will sometimes try to beat each
other up, until you walk up to them and tell them you're "Sorry".  If you want
to make them madder, though, give them a good slap to the head.  Really,
they'll thank you for it in the morning.

   =-=-=-=-=-=-=
   *** Wired ***
   =-=-=-=-=-=-=

Seriously hopped up on goofballs.  Slap some sense into them, if you can get
them to stop running around like an excited puppy for two seconds.  But walk
them into some more laughing gas, and you'll have to start all over again.  For
some reason, Abe is immune to this gas.  I guess it's the righteousness of his
mission that keeps him straight-faced (at least until somebody farts, anyway).

   =-=-=-=-=-=-=-=-=
   *** Depressed ***
   =-=-=-=-=-=-=-=-=

Okay, these guys' spirits really have been broken, and they're too low to
listen to you.  But Mudokons are resilient folks, and a single show of sympathy
(saying "Sorry") will give their life meaning again.  But add to their misery
by giving them a slap because you're tired of their whiny asses, and you can
watch as they commit suicide by self-inflicted head trauma.  Seeing another
Mudokon get killed will depress any Mudokon.  Seeing a second one die will then
also drive them to suicide.

   =-=-=-=-=-=-
   *** Sick ***
   =-=-=-=-=-=-

Okay, so 'sick' isn't an emotion, big deal.  Sick Mudokons still feel like hell
and aren't going anywhere.  Of course, it's their own damned fault for drinking
the SoulStorm Brew in the first place.  Don't they know they're just supporting
the oppression of their comrades?  Only a mystic yellow chant-ring can help
them find relief.

   =-=-=-=-=-=-=
   *** Blind ***
   =-=-=-=-=-=-=

Yeah, yeah, really not an emotion.  Blind Mudokons are the most helpless, and
consequently often the funniest of the bunch.  They'll obey your commands, but
remember to tell them to "Wait" before they walk into that bone drill.  Or off
that cliff.  Or into a wall.  Wait, that last one's okay.  Unless the wall's
electrified, ha ha ha.


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                            ~~~~~~~~~~~~~~~~~~~~~~
                              E. LOTS OF OBJECTS
                            ~~~~~~~~~~~~~~~~~~~~~~
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Abe will encounter lots of stuff filling up the space that is Oddworld, and
he'd better learn to use every bit of it to its full potential if he's going to
succeed in his quest of emancipation.

   =-=-=-=-=-=-=-=-=-=-
   *** Bird portals ***
   =-=-=-=-=-=-=-=-=-=-

These rings of birds stick around until Abe or an enemy walks too close, or a
loud noise scares them away.  Go off-screen and come back, and the portal will
have reappeared.

RESCUE PORTALS: Chant to open them.  Abe will continue chanting until all
Mudokons on the screen have jumped through, then the portal disappears.

TELEPORT PORTALS: Stay open even after Abe stops chanting.  Jump through them
to bring Abe to a different location.

SHRYKULL PORTALS: These have a number floating in the air in the middle of the
ring of birds.  Send that number of Mudokons through all at once, and Abe will
gain the ability to transform into the incarnation of Shrykull one time,
wreaking massive havoc across the screen.

   =-=-=-=-=-=-=
   *** Mines ***
   =-=-=-=-=-=-=

LAND MINES: Small, domed, red-lighted.  Touch and die.  Fortunately, the same
applies to your enemies, too.  You can easily jump over up to three in a row.

UXB: Only dangerous when they're active, which is how you'll find all of them
initially.  Each one blinks in a set pattern with one or more red blinks, then
one green blink.  Abe can turn them off by crouching next to one and pressing
Square when they're green.  Press square at the same time that it beeps.  Hit
it at the wrong time, and, well...  So why are they called UXBs?  Good
question.  As it turns out, this is military lingo for UneXploded Bombs.  Works
for me.

FLYING MINES: Silver spheres with many triggers poking out of them.  They tend
to fly in a pre-set pattern, but they might decide to go flying off at high
speed when you perform certain actions.  Avoid touching them at all costs.

   =-=-=-=-=-=-=-=-=-=-=-
   *** Things to work ***
   =-=-=-=-=-=-=-=-=-=-=-

LEVERS: Sticks with green balls on the end.  Each one does something specific,
for better or for worse.  There is sometimes an icon below it indicating its
function.  Pull by pressing Square while standing beside it.  Operable by
Mudokons or Sligs.

WHEELS: Stand in front and hold (U) to work them.  Keep turning until the green
light starts blinking.  You often will need to work more than one at the same
time to do whatever it is they do.  Other Mudokons can use them if you tell
them to "Work".

LIFTS: Rope-and-pulley platforms that take you up or down.  Useable by Abe or
Sligs.

BOOM MACHINES: Press (U) in front of them to eject a grenade.

SOULSTORM BREW MACHINES: Press (U) in front of them to drink a Brew, producing
volatile gastrointestinal symptoms.  The LED indicator on the front shows how
many are left inside.

MEAT/BONE SACKS: Touch them to release a set number of bones or pieces of meat.
This only works when Abe isn't already carrying anything else.

VOICE LOCKS: Security features found in Glukkon-run facilities.  Slig Voice
Locks are short and oval, and can only be operated by Sligs (duh), who have to
repeat what the lock says to them.  Glukkon Voice Locks are taller, and respond
to "Do it".  'Security Fones' fall into this category too.  Obviously, you must
possess a member of the appropriate species and stand right next to or in front
of them to work them.  Voice locks have pre-set functions, so try them all and
see what happens.

PRESSURE PLATES: Step on them to make something happen.  Only works for Abe or
Scrabs.  Everyone else isn't heavy enough, I suppose.

TELEPORTERS: Oval portals, operated by levers, pressure plates, or voice locks.
Stand in the middle and make it work to end up somewhere else.  Can teleport
Abe, Sligs or Glukkons.

GHOST LOCKS: Little podiums with giant padlocks on them.  The Glukkons have
trapped the spirits of your long-deceased Mudokons inside them to keep them
from causing havoc.  Those superstitious Glukkons.  Stand next to them and slap
them to break them open.  The freed spirits will open doors and do other things
to help you out.

   =-=-=-=-=-=-=-=-=-=-=-=
   *** Things to throw ***
   =-=-=-=-=-=-=-=-=-=-=-=

BONES: Small and shiny.  Achieve good distance, and will bounce off walls,
ceilings and floors before coming to rest.

MEAT: Similar to bones, except they don't bounce, and they're squishier.  A
favorite treat of many denizens of Oddworld.

GRENADES: Hold O to ready them.  They'll beep a few times, then explode on the
6th beep, so be sure to let them fly before then.  Throw just after the 5th
beep if you want one to explode before it bounces.  Release O to cancel both
the throw and the explosion.

   =-=-=-=-=-=-=-=-=-=-=-=-=-=-
   *** Barriers and Hazards ***
   =-=-=-=-=-=-=-=-=-=-=-=-=-=-

GATES: Don't do anything except bar your or others' passage.  Also useful to
block Slig gunfire.  Operated by levers, wheels, pressure plates or voice
locks.

ELECTRIC WALLS: A single stream of current flows vertically between two poles.
Death awaits all who touch one.

TRAP DOORS: Why are they called doors when they're floors?  Red cross-hatches
mark these segments of the floor that can drop away under the right stimulus,
such as an angry Mudokon pulling a lever.  When open, you might fall to
somewhere useful through the gap it creates, or you might go splat.  Have fun
learning which do which.

BONE DRILLS: When they're turning, anything touching one turns into sushi.
They all travel along stationary runners, but at variable speeds.  Some can be
turned off/on by levers and other triggers.

FALLING CRATES: That's what they are.  They're pretty heavy, by the way.

   =-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   *** Information providers ***
   =-=-=-=-=-=-=-=-=-=-=-=-=-=-=

MUDOKON STATUS INDICATORS: The only way to know how well you're doing.  Each
one gives you a reading of the total number of Mudokons you've rescued and
killed, and how many are left in the section you're currently in.  Extremely
useful for figuring out that there are hidden Mudokons somewhere in your
vicinity, provided that your basic arithmetic skills are up to speed.

STORY STONES/DIRECTORIES/TV'S: These all have a Mudokon hand-shaped cutout in a
sphere at waist level.  Touching them lets you read special messages, see maps
of the area, or view the latest installment of 'Magog on the March'.


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                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                           F. SAVING AND QUIKSAVING
                         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Anyone can save to a memory card, and you should too, at least after every
major section of the game.  But Abe's Exoddus introduces a new, absolutely
invaluable feature over Abe's first game: QuikSaving.  This allows you to make
a record of your progress at absolutely any point in the game, so that when you
die, you don't lose twenty minutes of painstaking work.  You can literally
QuikSave anywhere, at any time except during cinemas or while the game is
loading a screen.  You can even QuikSave while Abe is in midair about to land
on a mine, so that he'll reappear at that exact point after he dies, creating
an endless cycle of death and rebirth that will continue to the end of time.

To QuikSave, just press Start, and highlight the second item from the top in
the pause menu.  This process has no wait time at all, too, so feel free to do
it every couple of steps in a dangerous area.  It's definitely better than
playing through a long section over and over again.

The only problem might be if you QuikSave, then discover that you missed doing
something somewhere that you can't get back to.  If this happens, choose
'Restart Path' from the pause menu, and you'll return to the start of that
section.  You'll generally know when you're leaving a section for good, because
there tend to be signs reading 'Exit - No Return'.  Once you pass those points,
there really is no going back, unless you had the foresight to make a recent
memory card save (which, incidentally, is also in the pause menu).

So QuikSave early, and QuikSave often.  And do a memory card save at regular
periods, because you never know.


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                          ~~~~~~~~~~~~~~~~~~~~~~~~~
                            G. QUARMA AND ENDINGS
                          ~~~~~~~~~~~~~~~~~~~~~~~~~
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So you want to be a hero?  Well, you had better work hard at saving your fellow
Mudokons.  After a while, it becomes all too easy to let a few of them rot
because, damn, it's hard to get them all!  Well, your Quarma represents the
cosmic balance between those you saved and those you were too lazy to save.
There are four possible outcomes:

==>  At the end of the game, if you didn't save as many as you left behind,
well, we call that Bad Quarma, and Abe won't like the results (though *you*
might).

==>  If you save at least half of your brethren, you get Good Quarma, and Abe
comes out looking like a hero instead of a schmuck.

==>  If you deliver every single one of the 300 Mudokons from their suffering,
you get Perfect Quarma, and a little bonus awaits you at the end of the
credits.

==>  And finally, if you're a sadistic bastard, or you just enjoy a good laugh,
you might decide to actively kill all of the Mudokons you possibly can.
There's not even a name for the kind of Quarma you have then, you sicko.  But
somebody might reward you for your efforts.  Somebody with, say, a loose sense
of morality, and a vested interest in the quality of your work?  Check out the
section after the walkthrough for details on accomplishing this despicable
task.


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                              ~~~~~~~~~~~~~~~~~~
                                H. WALKTHROUGH
                              ~~~~~~~~~~~~~~~~~~
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-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                   0. Notes on playing and finding secrets
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-

Note 1: You'll notice the choice of one or two players when you first start a
game.  In two player mode, you and a friend will take turns controlling Abe,
switching to the other player whenever he dies.  Abe's Exoddus is a
surprisingly fun game to share, with lots of laughs to be found as you each
repeatedly get blown up or shot to pieces.

Note 2: If you haven't played Abe's Oddysee, be sure to select 'Show me what
happened' in the start menu to catch up on the adventure so far.  Or better
yet, go out and buy the damn game already.

Note 3: If you haven't played through Abe's Exoddus on your own yet, what are
you doing here?  You'll enjoy the game much more if you make an effort to
finish it yourself.  This guide is here to help you to later go back and play
again, finding absolutely every one of the 300 Mudokons you need to rescue for
a perfect game, or to give you a little push if you're well and truly stuck.
Just don't cheapen the experience for yourself by speeding through the game
using a walkthrough on your first visit to Oddworld.

SECRETS: There are many, many secret areas to be found throughout the
environments of Abe's Exoddus, all of them with needy Mudokons to deliver from
slavery.  The process of finding secrets is much easier than in Abe's Oddysee.
In Exoddus, any screen with access to a secret area will have a pile of empty
green SoulStorm Brew bottles laying somewhere about.  So whenever you see
these, search around for somewhere to roll off the screen, lower yourself down,
jump up, explore darkened areas, basically anything to find that entrance that
is lurking somewhere about.  You'll know that you were successful when you hear
a sweet set of chimes as you enter a new screen.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                                1. NECRUM MINES
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                            ~~ Total Mudokons: 75 ~~

============                                                            =======
= TUNNEL 1 =                                                            = 1.1 =
============                                                            =======

MUDOKONS: 26
SECRETS: 2

Ah, what a game.  Just imagine, a secret in the very first screen.  If this is
your first time playing, you may want to advance a bit and get used to the
controls, then return here (actually, if this is your first time playing, what
are you doing using a walkthrough?  You're just spoiling the game for
yourself).  Otherwise, climb down behind the cut pipe, the only place on this
screen where you can't see Abe's feet when he walks by on ground level.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET #1 (12 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Enter the door.  On the other side, step forward and climb down twice to
     escape the flying Slig.  On the next screen, crouch and roll to the right
     into shadows.  Once the Slig leaves, say "All o' ya" and "Follow me", then
     move to the left.  On the next screen, get your buddies to "Wait" before
     they hit the electric wall.  Roll left to the shadows.  Once the Slig
     leaves, get just one Mudokon (make them "Work" if they're all still at
     attention) to "Follow me" when you're in position to pull the lever.  Pull
     the lever once as they near the fence, then again once they're over the
     trapdoor.  Hide from the Slig.  Repeat this twice more, then jump into the
     well.  Now, move the Mudokons in front of the three wheels, one in front
     of each wheel.  This might take some walking back and forth on your part.
     Make them "Work" all three wheels at the same time to open the wall, then
     chant to free them.  Go left and chant 2 screens later to save a whack of
     Mudokons.  Use the well to get back up top and climb back up where you see
     dirt falling.  Return to the starting screen.

Walk right to the next screen.  Follow the instructions on the electronic and
static purple signs, climbing down twice, rolling right, using the hand panel,
and climbing back up top.  Go left and say "Hello" to the first Mudokon you
spotted on your level, then have him "Follow me" to the right.  To open the
crosshatched gate, you need to send the Mudokon through the bird portal, so
chant to do this.  Walk right.  Just ahead, turn the wheel, then say "Sorry" to
the drenched Mudokon and have him "Follow me" along to the right to open the
next gate (which again opens by sending the Mudokon through the bird portal).
Ahead, turn another wheel and lead the gassed Mudokons to the next screen (they
follow you automatically) and slap them silly.  Lead them further to the right,
and keep walking until they're each in front of a wheel.  Have them both
"Work" to operate them, then bring them ahead to the next portal and free them.
You have to get their attention again after they work, because they go back to
scrubbing the floor once their work with the wheels is done.  After they are
feed, go up and over the rocks to the lift.

~~ MUDOKONS RESCUED SO FAR: 16 ~~

Ride the lift up.  At the very top, sneak right across the next screen with the
sleeping Slig, then roll across the screen after that.  Pull the lever and
enter the door this opens.  Above, bring the wired Mudokons to the next screen
on the left and slap them, then have them follow you sneaking across the same
sleeping Slig.  Use them to "Work" all 3 wheels at once (with yourself
operating the third wheel, by pressing the D-pad up immediately after giving
them your command), then go through the door you opened.  Pull the ring, then
get "All ya" Mudokons (the two above and the two below) and take them left to
chant them free.  Note that the Mudokons on both levels on the screen respond
to you.  Now climb down at the purple arrow, and again at the next one below.

Walk left.  Start sneaking when the sign tells you to.  When the Slig is in the
far shadows, sneak across.  Repeat for the next Slig further left, leaving the
Mudokons for now, until you reach the UXBs.  Their pattern is [red-green-red-
red-green].  Deactivate them both (read the LCD sign above for instructions,
basically crouch and press Square when they blink green).  Go back to the
previous Mudokon to the right, whose guardian Slig seems to have taken a coffee
break, and lead him and the Mudokon between the now-silent UXBs all the way to
the left to chant and free them.  Leave the other Mudokon with the Slig who
stays on that screen alone for now.  Climb up where you're told to by the
purple sign.

Above, you find yourself on a screen with two active wells, but you can't reach
the lower one due to an impassable wall.  Climb up one more level and hop
across to the right, then jump into the well there.  Now you're at the lower
well (wasn't that easy?).  Walk left and climb up twice once you've seen the
Slig's pattern and you know that it's safe to do so.  Above, hop across the
gap, but do NOT jump into the well yet.  Instead, climb down past the well
where you see pebbles falling, a couple of steps to the left of the well.

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 2 (3 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     As soon as you drop, run or roll to the left.  The Slig won't chase you to
     the next screen.  Use the teleport to reach the background, walk right to
     the next screen and possess that Slig in the foreground.  Have him go
     through the same teleporter and walk right past Abe, use the next
     teleporter, and walk right again, continuing through yet another
     teleporter to reach that screen where you left the Mudokon alone with the
     Slig in the foreground earlier.  Walk toward the right end of that screen,
     and try to shoot the Slig in the foreground (down + O).  Edge back to the
     left only as far as needed to hit him without harming the Mudokon.  Now
     pop yourself and move Abe along the same path through the teleporters,
     rescuing the first 2 Mudokons via the bird portal to their left, and the
     third through the bird portal on the far right.  Use the well back here
     to return to the foreground.

Jump right back into the well you came out of and climb back down the ledges,
then go right to get that lone Mudokon whose guard you just so cleverly
eliminated.  Lead him all of the way back to the left, stopping to slap him at
any point past the laughing gas, and free him at the bird portal.  Now climb
back up at the purple arrow on the previous screen and make your way back to
the well that you skipped to do the secret.  Jump in to shift to another part
of the tunnel.

Go right, down, sneak left, and climb up to reach the Mudokons you traveled
here with in the opening cinema.  Have them follow you back down and sneak with
them past the Slig (for some reason, the first time that I saw all of these
Mudokons sneaking together, I had to laugh my ass off), then operate all of the
wheels at once, with a Mudokon in front of each to "Work" it (including
yourself), to trigger a FMV.

~~ MUDOKONS RESCUED SO FAR: 26 ~~

============                                                            =======
= TUNNEL 2 =                                                            = 1.2 =
============                                                            =======

MUDOKONS: 12
SECRETS: 3

Jump to the right and follow the path down until you roll under the fan.  At
the right edge along the bottom of this screen, stand up and press down to
climb down to a secret area.

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 3 (5 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     Go down to the well and jump into it.  Bring the 5 Mudokons to the bird
     portal on the right, then jump across to the well and take it back up to
     the start of this tunnel.

Retrace your earlier path and climb up past where you entered the secret area.
Run from the flying Slig!  Be ready to jump over a gap, then duck and roll
under some rocks to fall into a well.  It'll rocket you to a ledge.  Climb up,
but don't go through the door yet.  Instead, run and jump off the very end of
the ledge you were hanging on.  You'll land in a hidden well that shoots you up
to behind the rocks on the left edge of this screen.

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 4 (3 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     You're safe behind a rock.  Walk left.  Go through the door, then go right
     and get the Sligs to chase you.  Go back through the door, and stand in
     the doorway to possess a Slig.  He'll probably get shot by the other Slig,
     so possess him next with the same method and then explode him.  Go through
     the door again, go right past where the Sligs were, and enter the next
     door.  There, possess the Slig below and walk him onto the mine below him.
     Now go through that bottom door and rescue your friends after having the
     top Mudokon "Follow me" to the others, then take the well back to where
     this all began.

Go through the door.  You have an optional task here that serves only to make
completing the next secret easier, but you can still complete it without doing
this.  Here it is: chant to possess the flying Slig.  Fly up with it and bomb
the two Sligs on the right, then fly left.  Maneuver through the drill obstacle
course (go down ahead of the first drill, then up ahead of the second and out
the left side), then bomb the lone Slig on the ledge across the screen.  Now
blow yourself up.  End of optional task.  As Abe, move to the left until you
reach another well.  Jump in and ride up, noting the ledge you pass by.  You
can get to another secret area there, but unless you did the optional path with
the flying Slig a moment ago, it is well guarded.  If you climb down where the
pebbles are, you'll get shot.  Instead of climbing, walk off the edge.  You
will then have just enough time to duck and roll left past the Slig, but you
have to do it the instant you hit the ground.  Alternately, if you used the
flying Slig, you don't need to be concerned about this particular Slig at all,
since you will have blown him to pieces.

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 5 (4 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     Chant.  That was the easy part.  If you did not do the optional path with
     the flying Slig earlier, roll back only one space into the previous
     screen.  As the Slig turns around towards you, roll one space past him and
     quickly climb back up.  If you did use the flying Slig earlier, just roll
     out and climb up in a carefree manner.

Thanks to Mark Lundeberg for pointing out the easier way to complete this
secret by using the flying Slig.  See what happens when readers pitch in?

Go left to find your stupid friends.  Go left past them and read the info at
the hand panel, then climb up to the right of the sick Mudokons to the next
screen.  The left well returns you to the start of this section, and you should
only take it if you missed some Mudokons the first time through, as indicated
by the number of 'Employees this tunnel' number on the board above.  If you've
got them all, take the 'Boiler Access' well.

~~ MUDOKONS RESCUED SO FAR: 38 ~~

==========                                                              =======
= BOILER =                                                              = 1.3 =
==========                                                              =======

MUDOKONS: 0
SECRETS: 0

Move to the right and ride the series of lifts down to the bottom, picking up
some 'friends' along the way.  You'll know you're at the bottom when a gate
closes behind you and a red alarm light flashes.  Pull the lever to see what it
does.  Now inch right until some of the rabid Slogs drop down to your level,
then run left to the lever and pull it when the Slogs are in place to get
fried.  Go right and repeat with the Sloggies.  Turn the wheel on the right to
open the door, then enter it.

============                                                            =======
= TUNNEL 3 =                                                            = 1.4 =
============                                                            =======

MUDOKONS: 7
SECRETS: 2

Jump to the rock sack and pick up the rocks.  Roll to the next screen on the
right, and where it says 'stand here', stand there and pick off the 3 mines.
The 2 top ones can be hit by pressing the direction pad away from the direction
Abe is facing while holding the throw button.  Pull both levers and roll right
along the bottom to the next screen.  Blow up the mines (if you stand over the
left-most arrow and do a straight forward throw, you can clear them all at
once), then jump across the gap so that you hang from the far edge.  You can do
this by either running and jumping from one step behind the left edge of the
gap, or more simply by just hopping across the other edge.  Drop straight down
to a secret area.

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 6 (3 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     Enter the door (the well returns you to the screen above).  Take the well
     on the other side.  From where you land, throw a rock at the mine (hope
     you still have some!  If not, you can return above and get more from the
     sack).  Pull the lever so the top left gap is closed.  Call one blind
     Mudokon and have him "Follow me" across the space and "Wait" before he
     falls in the next gap.  Pull the lever to switch the trapdoors, then make
     him "Follow me" to the next screen on the right, then "Wait" again on top
     of the trapdoor.  There, pull the lever to drop him to your level, then
     make him "Follow me" back to the left.  Let him keep walking towards the
     end and pull the lever to drop him down to the next screen.  Repeat for
     the other 2 blind Mudokons, then  pull the lever and run into the gap
     yourself to join them.  Get them on the  bottom level, but DO NOT CHANT TO
     FREE THEM yet, because there's a secret within a secret!  How cool is
     that?

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 7 (4 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     Walk the three blind Mudokons from the previous secret left past the bird
     portal to walk behind the wall to another secret area.  They should stop
     in front of the wheels, but be ready to say "Wait" before one walks off
     the edge just in case they don't.  Go to the top wheel and all "Work"
     together to bring the lift down.  Bring them onto the lift and ride up to
     meet with the others, and free them all together.  Go back to the entrance
     to the first secret area and use the well to return up top.

Climb up and roll left across the top to the now-open door.  Enter it,
obviously.

============                                                            =======
= TUNNEL 4 =                                                            = 1.5 =
============                                                            =======

MUDOKONS: 2
SECRETS: 0

Go down the series of ledges.  Evidently, you won't be coming back this way.
Do a running jump over the mine, hitting the rock sack along the way.  Go back
to get the rocks.  Use one of them to destroy the mine under the sack by
throwing from either edge of the screen.  On the next screen to the right, the
minimum safe distance for blowing up the first mines is from behind the rock in
the foreground.  Keep advancing one space at a time and destroying the mines,
then throw away your last rocks and go back to restock.  On the next screen,
repeat the destruction of the mines, but watch out for the bone drill as you
inch forward.  Let it start moving away from you before advancing to get the
final mines.  Run and jump to the far ledge over the drill as it moves away
from you.  If you hold the 'run' button as you roll, you'll immediately stand
and roll once you're out of the tunnel.  Pull the lever to kill the drill and
climb straight down.  Blow everything up, getting more rocks from the sack here
as needed.  Go left on the bottom to pull the lever, then go back and climb to
the top.  Use the standing high-arc throw (push away from direction Abe is
facing) to get the rocks on the higher of the two ledges.  You can leave a
couple of mines intact on the bottom and jump over them to the door.  Enter it.

Have the blind Mudokon walk right, and pull the lever to drop him to the lower
level as he crosses the trapdoor.  Chant to free him (if you scared away the
bird portal, go back through the upper door and return here again), thus
opening the lower door.  Use the well to get down there and enter that door.

Each lever will turn off the bone drills on that screen.  Walk under the first
drill to the first lever and pull it.  To the right, roll to the lever, stand
and pull it, then immediately duck again if the drill is moving left back
towards you before it reaches its resting position.  On the next screen, roll
up to the lever, then stand and pull the lever as both drills move away, and
duck again right away.  On the last screen to the right, pull the lever on the
upper ledge to drop the gate in front of the blind Mudokon way back to the
left.  Go and get him to "Follow me" all the way back to the right, then chant
to free him.  This opens the door here, allowing you to leave.

============                                                            =======
= TUNNEL 5 =                                                            = 1.6 =
============                                                            =======

MUDOKONS: 11
SECRETS: 2

Roll under each drill as it rises, and hop over the mine between them.  On the
next screen, carefully hop over the gap from the edge to hang on the far side.
Stand beside the mines and climb up, then go right.  Stand directly beside the
gate and have the blind Mudokon "Follow me" until he's at the wheel (he'll stop
there automatically), then ask him to "Work".  Get rocks from the sack and go
back to eliminate the mines, obviously from the left side of the screen.  Climb
to the upper left ledge here, take the top path left and pull both levers, then
go get the first blind Mudokon.  Destroy the mine by throwing a rock downwards
from the right edge the screen before saying "Hello" and having him "Follow
me" to the right.  Stop once you enter the next screen so that you don't scare
away the bird portal, then chant to open it once the blind Mudokon walks up
behind you.  Doing this will bring up the lift.  Get the other blind Mudokon
from the far right (under the wheel, where you left him) and bring him onto the
lift.  Make sure to have him "Wait" once he steps onto it.  Ride down and free
him to open the door below.

Step back to the very right edge of the platform you emerge from the door on,
and do a running jump over the first drill to a hidden platform behind the
rocks.  Climb up from here to the secret area.

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 8 (2 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     Chant, then climb back down.

Drop to the lower middle ledge, and hop over the drill while it's at its lowest
position.  Roll to the left.  Carefully time a roll out to beneath the ledge
and quickly stand and pull yourself up to it.  Take a couple steps forward,
then turn, run and jump to the right over the vertical drill, then climb up to
reach another secret area.

    O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 9 (0 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O

     You can't save this guy yet, but you need to pull the ring and stop the
     drill to get him out later.  You could also go right and chant the 2
     Mudokons from the last secret free as well, if you didn't do so already.

Jump back over the drill to the left ledge, and roll to the left.  On the
ground, carefully roll under each drill.  Go left 3 screens, then have the 2
blind Mudokons "Follow me" right until they drop down to your level.  Be sure
to have them "Wait" once they're both down.  Leave them here for now.  Go left
again and pull the lever, then ride the lift down.

Stop at the level with the pull ring, two screens down.  Move the blind Mudokon
towards you when the Slig isn't there (be sure to make him "Wait" before he
walks off the edge), and pull the ring when the Slig's under the drills.  Heh
heh heh.  Now take the lift the rest of the way down, go right, climb up, go
left and climb up past the Chant Protector to the well.  Jump into it, go right
and pull the lever to lower that life.  Retrace your steps and bring the blind
Mudokon beside the pull-ring-operated drill back up the lift with you.  Have
him "Follow me" to the right, pick up the other 2 blind Mudokons that you left
here and have everyone wait before the second lift.  Take the lift up on your
own, go right and pull all three levers to deactivate the drills, then climb up
to the right of the last lever.

Up here, you have to run and jump across the gap, pull up and carefully roll
under the bone drill, and pull the ring to turn them all off.  Now get these
two blind Mudokons to "Follow me" to the right (don't give them the order until
you've jumped back across the gap), go right and get the third, and have them
all drop down to your level.  If that last drill is still operating at this
point, see Secret 9 above.  Bring them all left to the lift, dropping down one
level along the way, then move all six Mudokons to the right to join one more,
then chant to open the bird portal by the inactive drills to save them all.

To get yourself out of Tunnel 5, go to the left-most lift, go down to the
bottom, then run right and jump across the gap.  Enter the door at the very
end.

============                                                            =======
= TUNNEL 6 =                                                            = 1.7 =
============                                                            =======

MUDOKONS: 13
SECRETS: 1

Sneak whenever there's a sleeping Slig on the screen, and don't move when the
Motion Detectors are near you.  Deactivate the UXBs when you lower yourself
down to them.  They all go [red-red-green].  Go even more carefully to the left
across the bottom until you reach and deactivate the rest of the UXBs.  Press
up to enter the mine car while standing directly in front of it.  Fun!  You are
now officially indestructible.  Ride along the path squishing everything in
your path.  After you're attached to the ceiling, stop moving before you're
over the blind Mudokons.  Press square to drop down and crush the Slig when
he's below you, then get out (press square again) and lead the Mudokons to the
right to chant them free.  Get back in the mine car and turn down the corner,
then drop onto the Slig below.  Get out of the car and walk right.

This one's tricky.  Watch out for the Motion Detector and climb up to the ledge
above you as soon as possible after you enter the screen.  When the Slig has
come and gone, hope over the beam from the edge of the ledge to land beside the
UXB.  Crouch and tap it once the beam passes you ([red-red-green]), then
quickly run and jump back up to the ledge.  Next, try to get the blind Mudokon
to get up and "Follow me" without triggering the Motion Detector.  Even if he
does, he can still get off the screen before the Sligs show up, so don't worry
too much.  Get him behind the mine car on the left, then enter and use it to
squish the Sligs.  A similar situation occurs on the next screen, but with two
blind Mudokons, one in the shadows on the right where you can't see him too
well.  Get them past the Motion Detector, then past the mine car.  Once they're
both clear, take the car and squish the last Slig, then use the car to blow up
the three UXBs on the right by the bird portal.  Bring all 3 blind Mudokons to
the bird portal and chant.  You can ignore the motion detectors at this point,
as there are no more Sligs to enforce the alarm.  Take the mine car up the wall
and across the ceiling, then up.

Ride the car past a Mudokon to the top, move right to the next screen, then get
out and climb to the ledge above on the left side.  Roll along this ledge all
the way to the left.  Climb down a series of ledges or just fall to the door
and enter it for another secret area.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 10 (4 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Enter the door.  Have the first Mudokon "Follow me" to the right.  Bring
     all 4 blind Mudokons to the lower level and chant to set them free.  Go
     back through the door, climb up and roll back to the right to return to
     the mine car.

Leave the mine car for now.  Sneak to the next screen, and immediately sneak
all the way over to the UXB.  Crouch and deactivate it, and quickly sneak back
out the way you came before the Slig turns around.  Now walk into the same
screen again, get the Slig's attention and run back out.  Jump to the upper
ledge, because he'll be chasing you.  When he comes on screen, possess him and
destroy him (alternately, you could jump into the mine car and crush him when
he appears).  Now bring all 3 blind Mudokons to the right to free them.  Enter
the door on the right to leave.

============                                                            =======
= TUNNEL 7 =                                                            = 1.8 =
============                                                            =======

MUDOKONS: 4
SECRETS: 0

You start in the background.  You can try sneaking past the sleeping Slig, but
his buddy will wake him up once you get past him.  At this point, run and jump
to the ledge, then possess the Slig in the background with you.  If he runs
off-screen, just wait for him to come back and try again as soon as he shows
himself.  Use him to shoot the other in the foreground (very carefully, from
the right edge of the screen when the target Slig is also on the right), then
blow yourself up.  Pull the lever and continue to the right. Jump in the well
and immediately run to the right.  Pull the lever and keep going along the
ground.  Drop down the ledges, then climb down the left edge of the lowest
landing.  When you drop to the new screen, run right again, and then jump up to
the higher level ahead.  When you can, run off to the right again, and jump to
the higher level there.  Possess the Slig when he comes after you. Use him to
go back to the left, pull the lever along the way to drop the gate, kill 3
Sligs in the foreground and one to his left. Get your body back and use the
teleporter on your current platform to get the mine car (to the left once you
reach the foreground).  Ride it until you reach some Mudokons.  Get out, gather
them up and lead all 4 (2 each on 2 screens) to the left where a bird portal
awaits.  Enter the door on the left to leave this area for good.

====================                                                    =======
= BOILER REVISITED =                                                    = 1.9 =
====================                                                    =======

MUDOKONS: 0
SECRETS: 0

Now you're in the section where you zapped the Slogs and Sloggies previously,
but now you're in the areas that you couldn't reach before.  Climb to the upper
left ledge and go left.  Climb down at the first gap to initiate the chase.
There's a flying Slig around, but you can avoid him by either hanging off the
bottom ledge of any of the sets of ledges, or standing in the shadows at the
left side of the flat portions.  To start, climb down the bottom then up the
left side, and from thereon keep going left and up past all of the boilers
until you reach the lever controlling the electric fences.  Pull this, then run
right and jump over to the first boiler control wheel.  Turn it to start to
increase the pressure gauge, then go down to the next and do the same.  After
the third, quickly get to the bottom and run to the right.  Keep on running as
the place blows up around you.  Be ready to press X as you run, because after
about 3 screens, you'll have to roll under some rocks at the edge of the screen
to make it out.

~~ MUDOKONS RESCUED SO FAR: 75 ~~


-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                                   2. NECRUM
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-

                           ~~ Total Mudokons: 10 ~~
                          (5 now, 5 after the trials)

MUDOKONS: 5
SECRETS: 2

Go left.  Hop to the next ledge, then turn around and hop to a well hidden on
the screen below.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 11 (3 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     There are lots of objects to shield you from Slig fire.  Jump down to the
     tall pipe.  Now, run one step and jump across the gap, then immediately
     roll, all starting when all of the Sligs are facing away from you.  Roll
     to the next screen and use the pipes for protection.  Roll while holding
     run and jump and pull up to the next ledge at the right side.  Hop across
     the gap and step back to the pipe.  If you're having a lot of trouble
     here, always remember to start moving when all Sligs are facing away from
     you.  Run and roll ahead to the next pipes, then stand and pull up to the
     upper level.  QuikSave often!  Now for the Mudokons.  As soon as you enter
     the screen, the bone drill starts dropping.  Stand and hop across to the
     center raised platform, then jump to the right past the well.  Say "All o'
     ya" and "Follow me" to make the Mudokons take one step to the right, then
     "Wait" as you jump over the drill and turn off the UXBs one by one.  They
     go [red-green-red-green-red-red-green-red-red-green].  Once the way is
     clear and the drill raised far enough up, move to the right of the drill
     and chant from there to open the portal and get your friends out.  Wait a
     moment until the drill reaches the very top and see why you wanted to be
     on the right side to chant.  Jump into the well to leave this horrible
     area.

Follow the forest ledges and drop down into the well, which propels you higher.
Jump across to the right.  Touch the hand panel to make the bird portal appear,
then chant and jump in it to cross the gap.  Dive into the well to the right.
Continue to the right and roll under the tree to reach a pair of locked doors.
Drop down from either side.  There are now 4 places you need to go and read the
hand panels that the wells and lift take you to: upper left, upper right, lower
left and lower right.  Each one will activate a torch by the doors, as well as
unveiling the task before you.  Climb back up to the pair of doors once they've
all been activated, and enter the top door.

Inside the now-open door, go right and read one more hand panel.  You can jump
through the bird portal to check on your buddies if you like, too, then enter
another bird portal on the left to return here.  Enter the door that opens when
you read the panel, and jump through the bird portal that is has appeared by
the upper door.

  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
   Path to the Mudanchee & Mudomo Vaults
  ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

Go right and jump over a ledge to reach another door.  Go right over another
ledge to reach your first Slurgs and Fleeches.  Read the hand panel.
Fortunately, these Fleeches can't reach you, and neither can the ones on the
next screen below, which is a good place to practice not stepping on any
Slurgs.  On the screen below that, though, don't waste any time before jumping
up and into the well. It'll launch you up to a Ghost Trap, which you must slap
to open the door above.  Go on through it once you do.

The screens with levers and Fleeches will get progressively more difficult.  On
each one, you must pull all of the levers to open the next door.  Avoid the
Slurgs as much as you can.  If you can hop from one high ledge to another, do
so.  The Fleeches have to go down to the ground and back up to follow you,
giving you more time.  Drop to the opening door as soon as you pull the last
lever.  On the screen with the rings, pull them first, because the levers wake
up the Fleeches.  Where the hand panel speaks of invisibility, drop down the
right side and slap the lock to get the green rings, and use the well beside it
to return to the top.  Now go down the left side all the way to the bottom
before chanting to become invisible.  Follow the path to the right, then back
left along the next level up and straight up the middle, and you should lose
your power just as you reach the exit.

Go left and enter the door.  Take the path left after jumping the gap, chant
and jump through the bird portal.  You can now enter either the Mudanchee or
Mudomo vaults.  Since all of the game information list the Mudanchee vaults
first, jump in the first well to go to them first.  After passing through a
series of wells, walk left to find another well, the entrance to the vaults.
Before you jump in, though, roll off the screen to the left by the SoulStorm
Brew bottles to enter a secret area.  Activate and jump through the bird portal
to get started.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 12 (2 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     You start hanging from a ledge.  Climb up when the top Slig is turned
     away, the run and jump past him to land in the shadows on the left.  Now
     run right and jump from in front of the right half of the column
     supporting the upper ledge, so you land hanging down by the lever.  When
     the lower Slig turns away, climb up, pull the lever, turn around and hop
     to hang from the other side of the gap.  Now, as soon as the Slig turns
     away again, climb up and sneak behind him to the shadows.  Wait until he
     goes right again and sneak off the screen to the left.  Now, activate the
     UXB, back up and run-jump over it to grab the ledge above, all while
     taking care to avoid the Greeter's motion sensor beam if it crosses over
     towards you.  Climb up and crouch.  Now, you have to roll to the UXB,
     deactivate it, and roll forward before the trapdoor drops away.  Repeat.
     Now pull the lever to drop the barrier below.  Carefully drop down, avoid
     the Greeter's motion sensor as you cross to the right, and jump to end up
     hanging over the active UXB again.  Wait until the Greeter's beam is on
     you and pull up, prompting the Greeter to chase you and blow himself up.
     Go say "Hello" and "Sorry" to the Mudokons and get them to "Follow me"
     onto the trapdoor.  Roll off the screen to the right and back, then chant
     to free the pair.  Jump into the well, which was activated by freeing the
     Mudokons, to exit.

Now you can take the well to Mudanchee territory.

~~ MUDOKONS RESCUED SO FAR: 80 ~~


-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                              3. MUDANCHEE VAULTS
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-

                           ~~ Total Mudokons: 14 ~~

Go right and climb up to the door.  Go right and pull the lever to activate the
well to the left, then jump in to launch upwards.  Possess the Scrab just to
see what you can do with him.  You can kill the Fleeches by dancing on them or
eating them.  Release the Scrab when you're done messing around.  Jump to the
ledges on the right, go down from there, pull the ring, pull the lever, and go
left.  Slap the Ghost Lock and enter the door.

Run all the way to the left, away from the Fleeches.  Jump into the well and
hit the Ghost Lock to get an invisibility ring.  Chant on this screen to
activate it, because the others all have Chant Protectors.  Run right, pull the
lever, repeat on the next screen, duck and roll under the rocks and run and
jump over the last Scrab to the door on the upper ledge, all before your
invisibility expires.  Enter the door.

Go right, jump in the first well and climb up to the next screen where you can
see falling debris.  Go left and jump over the gap, pull the lever beside the
hand panel and possess the Scrab.  The lever dropped the gate blocking the
Fleech, but its too afraid of the Scrab to climb up to Abe.  Use the Scrab to
kill the Fleech on the right, then bring him back to the left and dispossess
him.  Pull the lever again to trap him in this area.  Now go right as Abe and
pull the lower lever to access the Ghost Lock, slap it to get an invisibility
ring.  Climb back down the ledges on the right and walk right along the bottom.
Jump into the next well to get over the wall, then chant to turn invisible.
Now run right, pull the lever to drop the gate ahead, and climb up to the ledge
with the door.  Possess the Scrab and kill the Fleeches if you want to, but
honestly you can just ignore them.  Climb up here to the other Ghost Lock and
slap it to open the door below.  Go down and enter it.

Walk right and possess the Scrab walking around in front of the door with the
ghost lock.  Power him up (you've been reading those instructional panels,
right?) and go right, killing the Scrabs along the way, to reach the Fleech at
the end.  Kill it too.  Now go to the left and kill the next Scrab in that
direction.  With the last Scrab under your possession, walk all the way to the
left to trap it behind a gate, then release it from your control.  Have Abe go
to the ground and climb up to the next ledge on the left, then run left across
the top to the Ghost Lock, then all the way right to the other one.  Return to
the now-unlocked door and go on through it.

Go left and through the door above.  On the other side, go left until you hit a
wall, and note the SoulStorm Brew bottles on the ground.  Here, crouch and roll
left to a secret area.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 13 (2 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Chant to open the bird portal.  When the Scrab is all the way to the left,
     jump over him and run to the portal and jump in.  On the other side, once
     you pull the lever, you have to be quick, because the Fleeches will soon
     be released.  Before you pull the lever, get "All ya" to "Follow me" to
     make the Mudokons fall into the gap.  Pull the lever beside you and follow
     them through the gap.  Pull the lever there, and have them follow you over
     the edge on the left.  Once they're on the ground, tell them to "Wait" and
     roll under the series of bone drills as they rise ahead of you.  Climb up
     to the next drill when it's past you, duck under it, and stand to pull the
     lever once it passes you again.  Roll down to the floor and chant to save
     your friends, then climb back up and jump into the well on the right
     before the Fleeches make you their meat.  While on the lower screen, you
     can tell when the Fleeches will be released by the three green lights on
     the left side; once all three are lit, here they come!

Climb to the top level, chant and jump through the bird portal.  Hit the hand
panel for a map of the vaults.  Jot it down if you find it useful knowing how
many screens there are in each vault.  Each square on the map equals one
screen.  Jump into the well to reach the vaults.  I have numbered them as
follows, according to the order in which they light the torches above the door
to the main trial, which also puts them order from left to right, regardless of
height or position in the foreground or background.

      |4|
  |2| ---
  ---     |5|
|1|  |3|  ---
---  ---
          |6|
-------------

Jump into the right well on the ground in the foreground to reach the vaults in
the background.

~~ MUDOKONS RESCUED SO FAR: 82 ~~

=====================                                                   =======
= MUDANCHEE VAULT 1 =                                                   = 3.1 =
=====================                                                   =======

MUDOKONS: 4
SECRETS: 1

On the first screen, climb over and down the pillar structure to the left, then
drop off the bottom ledge to the right of the well.  Use the next well where
you land to get to the foreground.  Roll right to anger the Fleeches, then lead
them through the tunnel to the left, climb up to the top, then run across the
top and drop down on the far side to slap the Ghost Lock.  Jump in the well or
to escape to the background.  Climb up at the white arrow and jump up and left.
You can use the well to return to the very top, or just climb up the right
side.  Either way, go left across the top to the next screen.

Cross to the very left across the top., then roll over to the green bottles on
the bottom.  From their right side, climb down through a secret gap in the
floor, where you can faintly see pebbles falling.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 15 (4 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Run right, left, right, left and jump into the bottom well.  Chant to open
     the bird portal.  Jump into the upper well when the Scrab is on the right
     and run and jump into the portal as he chases you.  Out the other side,
     stay on the left edge of your platform.  Possess the Scrab and move him
     to the right to stand over the two yellow triangles (you might need to
     adjust your screen position upwards to see them), then release him.
     Run left and jump immediately to the far ledge and pull up.  If the Scrab
     chases you further than the yellow triangles, forget it.  Just jump down
     and get killed.  Otherwise, pull the upper lever to trap the Scrab, say
     "All ya" and while the Mudokons are responding jump down and pull the
     lower lever.  Immediately say "Follow me" before the bone saw gets them.
     Now, have them stand OFF the lift, and take it down.  As soon as you reach
     the first stop, say "All ya" then "Follow me" (if you brought the other 2
     Mudokons down with you, there wouldn't be enough time for the new Mudokons
     to respond and follow you before the drills got to them).  Immediately
     bring the lift down to the bottom before the Mudokons step into the gap in
     the middle.  Go back up, bring all 4 Mudokons onto the lift and take them
     down to the bird portal to free them.  Use the well under the employee
     counter display to return to the non-secret realm, climbing up where you
     see debris falling to your right.

Back upstairs, pull the lever on the ground and lead the Fleeches around on a
chase.  Climb up the left side to the top, and jump to the central top
platform.  Roll right under the rocks and stand by the edge.  Walk off the edge
to drop straight into the well below.  You'll land beside the Ghost Trap.  Slap
it and jump into the well again to rocket to the top.  Hop right across the gap
and roll back to safety.  Go right to the unlocked door and step through it.

=====================                                                   =======
= MUDANCHEE VAULT 2 =                                                   = 3.2 =
=====================                                                   =======

MUDOKONS: 0
SECRETS: 0

Go right and climb up to the upper level.  Immediately press down and hang
again until the Scrab runs over to you.  Pull back up as he falls over the
edge.  Go left until you reach the lever and pull it.  Once the Scrabs meet and
begin their fighting ritual (i.e. start howling), climb down and hit the Ghost
Lock, then climb back up.  You may need to walk back to the middle screen to
lure the Scrabs together.  Once the lock is activated, go to the middle and use
the well to get to the open door and immediately enter it.  Just make sure that
the surviving Scrab isn't right there when you do.

Now in the background, cross to the right and jump into the well to move to the
foreground.  On either side, wait until the Scrab leaves and run to the far
ledge.  Wait again, then jump down and slap the Ghost Lock once the Scrab has
run off-screen, quickly climbing back up to the ledge again.  Repeat for the
other side, crossing over via the central upper platform.  Once you've freed
both Ghost Locks and thus activated the door, wait for the Scrab to run away
once again and make a break for the central upper platform.  Jump into the well
up there to return to the background, and enter the unlocked door on the right.

Go right to the bottom from where you appear and jump into the well.  From the
small platform you land on, run left, and jump up to the ledge with the Ghost
Lock on the next screen, jumping upon passing the well there.  Slap the Ghost
Lock when the Scrab is on the left, and run right, either jumping into the well
(without stopping to position yourself, you have to do it on the fly), or
continuing right and jumping up to the small ledge on the next screen.  If you
took the well back to the background, continue right and jump into the well on
the next screen.  If not, make your way to the next upper ledge on the right.
Either way, you end up where you have to run right and jump up to a Ghost Lock
again.  Slap it when the Scrab is off the screen and run to the well.  Back in
the background, move all the way to the right to reach the exit door.

=====================                                                   =======
= MUDANCHEE VAULT 3 =                                                   = 3.3 =
=====================                                                   =======

MUDOKONS: 0
SECRETS: 0

Run left, jumping through the series of wells, until you reach the Ghost Lock.
Slap it and run left some more, jumping into the last well in the background.
You land on some Slurgs, waking more Fleeches, so run right and run off the
edge. Quickly slap the Ghost Lock here, then jump into the well beside you.
Slap another Ghost Lock and jump in another well.  Now, when you land, run
right ahead of the Scrab and jump up to the higher level.  Go right, down and
back left to the final Ghost Lock. Slapping it opens the gate, so run right and
jump up to the door before the Scrab gets you.  Fun!  This is just a small
taste of the final trial, however.

=====================                                                   =======
= MUDANCHEE VAULT 4 =                                                   = 3.4 =
=====================                                                   =======

MUDOKONS: 3
SECRETS: 1

Go right and lower yourself to the bottom level.  If you fall in the well, just
climb back down again.  Roll left to the next screen and stand up, then climb
down.  Hop left from where you land, turn around and slap the Ghost Lock, then
roll to the right to enter a secret area.  Chant to open the bird portal and
jump into it to begin.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 14 (3 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Roll to the right across the top.  Once you hit the pressure plate, the
     three gates below you will start to drop.  You want to get rid of the
     Fleeches before the gate are all down.  At the right end, drop down and
     pull the lever.  Have the Fleeches chase you back up and across the left.
     Once you've rolled through the second tunnel, where you first activated
     the pressure plate,  stand and pull the lever to fry those little buggers.
     Repeat for any remaining straggling Fleeches when they get there.  Listen
     for them coming, or you'll miss them and they'll swallow you whole.  Once
     the Fleeches are gone, bring the Mudokons to the right and free them, then
     take the well at the upper right to exit.

Back up top, climb back up where you first entered the secret area.  Hang from
the ledge above until you receive the invisibility rings.  Roll left to the
well and jump in to return to this vault's starting position.  Go right and
jump into the well to shoot up to the top, then become invisible by chanting.
Pull the lever, then the next, and then run to the right.  Slap the Ghost Lock
on your way by, then climb up on the right.  Wait for the upper Fleeches to
pass by you (hang from the ledge nearest them until they jump to the right side
to lash you, then climb up and they'll fall to the ground before they can chase
you), then roll left to the door and exit.

=====================                                                   =======
= MUDANCHEE VAULT 5 =                                                   = 3.5 =
=====================                                                   =======

MUDOKONS: 0
SECRETS: 0

Run right across the top, jumping over the gaps, and jump in the well at the
end.  Pull the lever when the Scrab moves to the right to trap him by the door.
Go left and pull the lever, sneak up to the Ghost Lock and slap it.  Run back
to the right and climb up.  Turn invisible, pull the lever and enter the door
below.

Go left, running ahead of the Scrab, and slide-jump into the well on the next
screen.  In the background, pull the lever and then jump back into the well.
Run right and roll under the ledge to escape the Scrab.  Now roll along the
bottom all the way to the left.  Pull the lever and possess the Scrab in the
background.  Have him go right, kill the Fleeches, then return all the way to
the left.  Dispossess him and roll to the right end again.  Possess the Scrab
and send him to kill the Fleeches, then put him at the very left end of this
platform.  Dispossess, roll left again and pull the lever to trap him behind
the gate.  Go right, climb back up to the Scrab's level and jump into the
middle well again. Slap the Ghost Lock on the right and get the invisibility
ring.  Return to the foreground, roll left across the bottom yet again, pull
the lever to open the gates, then roll back to the right, climb up to the
Scrab's level once again, turn invisible and run to the door.

=====================                                                   =======
= MUDANCHEE VAULT 6 =                                                   = 3.6 =
=====================                                                   =======

MUDOKONS: 0
SECRETS: 0

Go right across the top all the way to the locked exit door, then climb down,
walk left and pull the lever to free the Fleeches.  Lead them back across the
top.  When they drop down to the Scrab, they'll cower in fear.  Possess the
Scrab and take them out, then release him.  Run across the top to the right
again and slap the Ghost Lock inside the previous Fleech enclosure to get
invisibility rings.  Chant with these while above the Scrab to be able to pull
the other lever and slap that Ghost Lock too.  Go back to the right to go
through the unlocked door.  It's not over yet.

Jump into the well to reach the background.  When the Scrab is on the right,
run left and jump in the well on that side.  Climb to the Ghost Lock, slap it
and drop down into the well to escape the Fleeches.  Now go right and jump into
the well on that side.  Use your invisibility power to slap that other Ghost
Lock, then jump back into the well.  Use the center well to return to the
foreground and enter the open door.

===================                                                     =======
= MUDANCHEE TRIAL =                                                     = 3.7 =
===================                                                     =======

MUDOKONS: 5
SECRETS: 0

Once you've successfully cleared all six Mudanchee Vaults, use the left well in
the foreground on their screen to return to the central door, which now has all
torches lit and sits open.  Step on inside, if you dare.

Walk left in the background to get a sneak peek at what awaits you.  As soon as
you step on the teleporter at the left end, the mayhem begins.  One wrong or
slow move means certain death.  Run right, duck under the beam, teleport, and
roll right off the edge.  Once you land, run and roll to the left to teleport
behind the Scrab, then run right again to the end and jump into the well.  Take
a moment to breathe, then climb down to the next teleporter.

Cross left across the back again.  Teleport, then climb past the Fleeches to
the top right level, and run off the screen.  Drop to the ground and run left
to the teleporter, then right.  As you run over the pressure plates, you'll
open then close the gate behind you.  Drop off the edge to land in a well.  Run
left and jump up to get away from the Slog. Run over him to the right, teleport
to the higher level, and roll right under the wall.  Keep running right.  As
soon as you teleport up, start chanting to possess the Slig.  Have him teleport
up to you and stand in front of you, shooting the Slogs once the final gate
drops.  Don't fire too long without lifting your finger off the button, because
the recoil may make Abe (as the Slig) shoot himself.  Once the Slogs are all
gone, blow up the host body and have Abe run right again.

Slap the Ghost Trap to get the invisibility rings.  Once the last gate drops,
turn invisible and climb up.  Go right and slap the 2 Ghost Locks, then go down
and use the teleporter that they activated below you.  One Ghost Lock left.
Climb up to it and slap it.  Now, it takes time for the door to actually open,
but the Fleeches won't wait, so jump across to the far ledge, pull up, then
jump down and enter the door.  If you still need more time, keep jumping back
and forth to the two upper ledges to keep out of reach of the Fleeches as they
chase you back and forth.

Go left and slap the Ghost Lock to deactivate the laser walls.  Get "All ya" to
"Follow me" back to the bird portal, and save all 5 Mudokons at once.  Go
through the left door to reach the Mudomo vaults.

~~ MUDOKONS RESCUED SO FAR: 94 ~~


-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                               4. MUDOMO VAULTS
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-

                           ~~ Total Mudokons: 5 ~~

Walk right and enter the well that takes you inside.  Keep moving to the right,
climbing where necessary.  Push the first Paramite to the right and climb up
over him, then run right ahead of the pair that appear together on the next
screen, climbing up the two ledges.  Walk ahead one more screen.  Possess the
Paramite below you and have him pull the ring, then release him.  On the next
screen, possess a Paramite in the background, climb the web and pull the ring.
Still ahead, possess another Paramite while standing on the trapdoor, so that
when he pulls the ring, you'll fall down.  Release and continue.  Climb over
and down the wall, roll left, possess a Paramite again, and have him pull the
ring, then take the lift down as Abe.  Walk down the ledges until you fall to
the next screen.  Immediately pull the lever beside you or you're lunch.  Ride
the next lift down and move to the right, pulling another lever to drop to the
ground.  Climb up on the right, then repeat on the next screen, but this time
run from the bunch of Paramites, climb over the obstacle and enter the door at
the end.

Move right and jump into the well to move to the background.  Cross all the way
to the right and jump in another well to move back to the foreground.  Walk one
screen to the left and possess a Paramite, then have him order the other one to
kill the Fleeches.  You can also run up and kill them yourself by pressing down
to eat or Square to attack.  Have the Paramite pull the ring on the left to
open the doors.  Release him, and have Abe go left through the doors, fall
through the hole and jump in the well.  Run right and roll under the rocks to
drop to the door.

Go left and roll, climb and roll through the tunnel.  When you reach a
Paramite, do not approach him too closely.  Climb up just to the story stone
and make your way to the Meat Sack.  Get some meat and go down, then left.  On
the next screen, throw some meat behind you to get rid of the Paramite, then
slap the Ghost Lock.  Climb left, turn invisible and run past the Paramites.
On the next screen, quickly go down and slap the Ghost Lock, then get back up
before the invisibility wears off.  Go through the door, go left, and hit all
three Ghost Locks ahead to open the door.

Run right to get away.  From on the first ledge, chant to open the bird portal,
or else you'll scare the birds away when you climb up.  Jump through to reach
the vaults, which are arranged as follows, the numbering based on the order in
which completing them lights the torches above the door to the main trial.
Yes, I know the numbering pattern doesn't make much sense, blame the game
designers if you must.

|2|        |4|
---        ---
   |3| |5|
   -------
|1|        |6|
---        ---

Jump into the well beside the story stone to reach the doors in the background.

==================                                                      =======
= MUDOMO VAULT 1 = (Lower left vault)                                   = 4.1 =
==================                                                      =======

MUDOKONS: 0
SECRETS: 0

Possess a Paramite.  Pull the ring, then talk to your buddy and get him to
"Work" too.  Have him "Follow me" to the ground, then to the left and "Attack"
the Fleeches.  This doesn't always work perfectly, as your companion Paramite
often runs back to the right and freezes, not obeying any more of your
commands.  You can just do the job yourself, by chasing the Fleeches to the
left end, then running up to them and eating them all by repeatedly pressing
down on the D-pad.  If the Fleeches are counter-attacking so much that you fear
for your survival, leave the screen once you take a couple hits then return and
try to attack some more.  They may jump off the ledge too.  However you
accomplish it, once the Fleeches are all gone, still in control of a Paramite,
continue left, climb up to the Ghost Lock and pull the ring to lower the lift.
Continue left some more, jump over the gap, and climb down the web at the end.
Pull the ring above the platform on the right to raise the lift here for Abe to
use.  Advance to the end and take out any remaining Fleeches, then leave the
Paramite on a ledge where he won't cause Abe any trouble and dispossess him.
If your Paramite gets eaten by the Fleeches, possess the other one and go
finish the job.  Even if you can't clear them all out, Abe will still be able
to get by them without getting killed, so no worries.

As Abe, from the starting screen slap the Ghost Lock, go left and take the
first lift up to the next Ghost Lock, slap it too, then go back down.  The
second lift to the left takes you down.  Go all the way to the right along the
bottom and climb up to the next Ghost Trap, then return to the start the same
way you came down.  The exit door on the left here will now be open.

==================                                                      =======
= MUDOMO VAULT 2 = (Upper left vault)                                   = 4.2 =
==================                                                      =======

MUDOKONS: 0
SECRETS: 0

Go all the way left in the background, pulling both levers along the way and
slapping the Ghost Lock at the end.  On the screen with the wells, a Paramite
comes down.  Possess him, then go right to get the other Paramite.  Have him
follow and attack all of the Fleeches, then bring him all the way back to the
right.  Release the Paramite, and cross the background to where you entered
this vault.  Jump in the well on the right end. Jump over the Paramites, go
left and stop on the first pressure plate beside the Ghost Lock to trap them
outside.  Easier said than done, right?  My best advice is to release the
'Run' button just before you reach the first pressure plate and walk for the
last step onto it.  Be sure to stop directly on the pressure plate, or you're
pretty much toast.  Slap the lock, then run to the next one, dropping the gate
ahead as you cross the pressure plate on the other side of the Ghost Lock you
just opened, stopping on the first pressure plate again.  Do a QuikSave after
the first successful screen if you're having a lot of trouble.  Now, you must
run left some more and jump into the well before the Paramites eat you.  This
launches you up to the exit door.

==================                                                      =======
= MUDOMO VAULT 3 = (Middle left vault)                                  = 4.3 =
==================                                                      =======

MUDOKONS: 3
SECRETS: 1

Drop down and get a quick view of the area.  At the bottom, climb up and hit
the Ghost Trap, then use the invisibility to climb past the Fleeches (though
it's easy to do while visible too).  Above, possess the Paramite, then make him
come down and hang on the web at the bottom of the screen.  Climb to the ledge
it's attached to and go right off-screen.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 17 (3 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Talk to the other Paramite and have him come down to you.  Make sure that
     he stays on the lower level, he has a tendency to grab onto the web.  If
     he does, climb up so that he follows you to the top, then jump to the
     ground and have him "Follow me" again, then make him "Wait" on the ground
     as you make the Paramite you're controlling climb the web and stay on the
     upper right level.  Now release the Paramite and bring Abe here.  Climb up
     the left ledge and go through the door.  Sneak one step left and pull the
     ring when the drill below is on the left, then hold right to roll under
     the pipe and drop off the edge.  Below, crouch and wait for the bottom
     left drill to move toward the right, then follow the top left drill as it
     goes left and roll off of the edge when the top drill is all the way to
     the left, over the lower drill.  Crouch in the left corner and wait for
     the Fleeches to come.  They should all get chewed up as they try to come
     down to you.  Roll right under the vertical drill, then climb up on the
     left side of the right gap.  Hop over to the pair of Mudokons and climb up
     past them back to the screen above.  Go up to the angry Mudokon and say
     you're "Sorry", then have him follow you down to the others.  You might
     have to fart to get him to walk over the edge.  Bring them all to the
     lower level and chant to free them, then climb back up on the right and
     jump into the well.

Roll back out at the lower left and slap the Ghost Lock to get the invisibility
ring.  Chant, the climb past the Paramite, and hop across the three narrow
ledges and climb up to the next screen.  Hop over to and slap the Ghost Lock,
then hop into the well.  You may now exit.

==================                                                      =======
= MUDOMO VAULT 4 = (Upper right vault)                                  = 4.4 =
==================                                                      =======

MUDOKONS: 2
SECRETS: 1

Slap the first Ghost Lock, then run to the right as Paramites give chase.  Roll
under the rocks and jump into the well without stopping.  Up above, slap the
next Ghost Lock, run to the right again, drop to the ground and roll under the
rocks at the edge of the screen, then let yourself fall out the other side to
land hanging beside the exit.  Pull up, but don't leave yet, because there's a
secret.  Jump right from the door to a tiny ledge, and roll off-screen to the
right.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 16 (2 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Roll past the pressure plate.  The instant that you land, start chanting.
     Once you possess the Paramite, move him to the right under the ledge until
     the rocks stop falling.  Go left, pull the ring to activate the well
     below, then dispossess him.  Have Abe jump into the well.  On the next
     screen, immediately start chanting again.  As the Paramite, jump left and
     hold up on the D-pad to grab the web.  Climb up and jump left again, slide
     down, jump left again and climb up again.  Quickly pull the ring to save
     poor defenseless Abe.  Have the Paramite climb up the last web to the next
     screen.  At the top, once you're standing on the pressure plate, say "All
     o' ya" to the Paramites (it comes out sounding like "sccrrhrhhrr",
     though), then "Work".  Say "All o' ya" again, then "Follow me", and
     "Work" once they're under the left pair of rings.  Now release the
     Paramite and have Abe jump into the well on his current level.  Chant to
     free the two Mudokons and jump back into the well to exit (after
     releasing the Paramite that you unintentionally possessed while keeping
     the bird portal open).

Enter the door to leave.

==================                                                      =======
= MUDOMO VAULT 5 = (Middle right vault)                                 = 4.5 =
==================                                                      =======

MUDOKONS: 0
SECRETS: 0

Walk off to the right and fall into the well.  Sneak right to the lever, pull
it and run to the right.  Climb up past the Ghost Lock as the Fleeches chase
you.  Walk right off the top level onto the pressure plate, which drops the
gate.  Once the Fleeches are coming down to meet you, run left over the other
pressure plate to trap them.  Slap the lock and go left to the lift.  Ride it
up to the next level.  Hit the left meat sack.  You can take the meat from the
Paramite and roll right quickly before he attacks you, then ride the lift up
further.  At the top, toss the meat up to the right, then climb up left and run
to the exit on a small ledge on the other side of the bridge.

==================                                                      =======
= MUDOMO VAULT 6 = (Lower right vault)                                  = 4.6 =
==================                                                      =======

MUDOKONS: 0
SECRETS: 0

Climb down on the left side and roll right to the next screen.  Climb up near
the gate and pull the lever, then possess the Paramite that appears in the
background.  Take him to the right, climb the webs up and down and jump across
the gaps between falling rocks.  Get to the top right and pull the ring.
Continue to the next screen for more of the same, pulling the ring in the
middle along the bottom you pass. On the last screen, jump across two gaps and
pull the last ring, and release the Paramite.  If he dies throughout any of
this, another will appear at the start to take his place.  As Abe now, climb
down and roll right, then just follow the path, slapping the Ghost Lock in the
middle, and exit at the end.

Now take the well back to the foreground and lower yourself down to the left of
the story stone.  Enter the trial door.

================                                                        =======
= MUDOMO TRIAL =                                                        = 4.7 =
================                                                        =======

MUDOKONS: 0
SECRETS: 0

Pull the lever and start running to the right.  Jump and hoist up to each ledge
as you approach it, and roll under rocks along the bottom until you roll over
an edge and end up hanging while Paramites descend behind you.  Hoist up and
run right.  On the next screen you have to roll under rocks shortly after
entering.  You'll fall down, but keep running right and quickly duck again on
the next screen, then immediately jump to the ledge above.  Hoist up, run right
and jump across the gap.  You'll slide into the well, which shoots you to a
screen below.  Keep running to the right and roll under rocks.  You'll reach a
ring, and a gate will go up behind you, but another Paramite is coming down so
you can't rest yet.  Pull the ring and keep running to the right.  Duck under
the series of rocks.  Be sure to let go of the 'Run' button so you don't stand
back up between them.  On the next screen, jump the gap and keep running.  Next
screen, jump up to the ledge at the end.  Slap the Ghost Lock, then hop into
the well from the edge of your ledge.  Now you have to run left, jump across
the gap, and roll under those rocks again.  At the end on the left, slide and
enter the door.  Out the other side, run right and jump up to the next door.
Enjoy the FMV.

MUDOKONS RESCUED SO FAR: 99 (if this were Abe's Oddysee, you'd be done now!)


-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                         5. NECRUM - AFTER THE TRIALS
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-

                           ~~ Total Mudokons: 5 ~~

After the lovely FMV, you've gained a new healing power!  Jump through the bird
portal and chant to cure your friends.  Have them "Follow me" to the left, and
make them "Work" the 5 wheels to activate the well, then have "All o' ya"
"Follow me" back to the right and chant to set them free, completing your
rescue of all of the Necrum Mudokons.  Go left and jump into that well.  Now
it's on to Disc 2, where the going gets decidedly more difficult.

~~ MUDOKONS RESCUED SO FAR: 104 ~~


-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                                6. FEECO DEPOT
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-

                           ~~ Total Mudokons: 26 ~~
                           (3 this visit, 23 later)

==============                                                          =======
= TERMINAL 1 =                                                          = 6.1 =
==============                                                          =======

MUDOKONS: 3
SECRETS: 1

Another secret on the first screen.  Roll behind the fan on the right and keep
rolling to find it, falling into a well in the process.

    O=O=O=O=O=O=O=O=O=O=O=O=O
     SECRET 18 (3 Mudokons)
    O=O=O=O=O=O=O=O=O=O=O=O=O

     Pretty easy, this one is.  Hop from where you start, but only when all
     Sligs are facing away from the middle box, in whose shadow you land.
     Sneak to the next box when the way is clear and go to the next screen.
     Sneak to the shadow under the ledge and climb up, then chant to free the 3
     Mudokons.  Getting yourself out may be a little trickier.  Wait until the
     Sligs calm down and hop behind the box on the left.  Sneak onto the next
     screen, and wait until the left Slig starts walking away from you and
     neither of the other 2 Sligs will walk in on you in the next two seconds
     while you sneak to the middle box.  Just be patient for each Slig's
     patrol cycle to synch up to let you accomplish this.  From the middle box,
     you can quickly run, jump and hoist to safety while all of the Sligs'
     backs are turned, then jump into the well to get back up top.  Climb up
     and roll back out to the start of this section.

On the upper level, watch the TV, and do NOT pull the lever.  Actually, pull
it.  It's fun to see. Go right and use the story stone to learn how to blow up
your own farts.  This really makes me think this game was made by 15-year old
boys.  Press up while standing in front of the Brew Dispenser to drink a Brew,
then walk over next to the mine, turn around so that your butt is facing it,
and fart.  Walk away and wait as the gas cloud explodes, clearing away the mine
in the process.  You get nine tries for some reason.  Continue through the
door.  Another SoulStorm Brew Dispenser awaits.  Drink one, possess your fart
and blow up the mines in the next screen.  Do it again if there are any left.
Drink another, possess your fart and take it another screen further to the
right to blow up the Sligs.  Keep going until you've cleared them all out, then
leave the terminal through the door they were guarding.  Note the 'No Farts'
sign over the door.  This means that even if you drink a Brew before going in,
your fart will lose its explosive power.  Heaven only knows what kind of device
the Glukkons have come up with to achieve this effect (an automatic fart
extractor of some kind, perhaps?).  You will encounter this limitation many
times through the coming areas.

==============                                                          =======
= TERMINAL 2 =                                                          = 6.2 =
==============                                                          =======

MUDOKONS: 0
SECRETS: 0

Drink a Brew and pull the lever while standing on the trapdoor to drop yourself
down.  Possess a fart and fly it down to the bottom.  I suggest blowing up the
second flying Slig, the one who flies at a higher altitude than the other.
Lower Abe all the way to the bottom (if you just keep going down, you'll avoid
the Sligs detection until it's too late) and run to right along the ground.
Jump over the mines and jump up to the raised platform.  Keep climbing up from
here.  When you reach the mines at the top, pull the lever to drop the gate
above, then cross to the left through the air duct to get another Brew.
Possess a fart and blow up the mines preventing you from reaching the door.
Enter the door.

==============                                                          =======
= MAIN LOBBY =                                                          = 6.3 =
==============                                                          =======

MUDOKONS: 0 (for now)
SECRETS: 0 (for now)

Go right and climb down through the gap in the floor, then go left along the
upper level.  You'll see that to enter SoulStorm Brewery, you'll need to
deactivate the security gates from FeeCo Depot, the Slig Barracks, and the
Bonewerkz.  Go right along the bottom (watch out for the Greeter), and you see
that to enter the FeeCo executive offices, you need to deactivate the gates
from the Slig Barracks and Bonewerkz.  So go to those places first!  Climb back
up to the screen above.

Drink a Brew from the machine and take the upper path to the left.  Stand by
the mines and fart, then clear out until it blows.  Repeat for the remaining
mine, then climb up on either side of the gap above.  Notice that RuptureFarms
has been shut down.  Now when did that happen?  Go right and take the well up
to the other areas.

=========================                                               =======
= PATH TO SLIG BARRACKS =                                               = 6.4 =
=========================                                               =======

MUDOKONS: 0
SECRETS: 0

Before entering the Slig Barracks, go in the door marked 'Employees only' up
and to the right.  In the background, cross to the left and pull the lever to
deactivate the electric fence, then return through the door on the right and
now enter the 'Slig Barracks' door.  Lower yourself over the left edge down to
the shadows.  Sneak to the next shadow when the Sligs leave.  Repeat all the
way to the next door and enter it..

Read the hand panel, go to the left and climb down the ledges to the next
screen below.  Take the lift down, roll right and jump into the well.  In the
background, go left through the series of doors until you reach the Ghost Lock.
Slap it for the invisibility rings, pull the lever to deactivate the electric
fence in the foreground, and jump into the well.  Roll back to the lift and
climb to the upper ledge, then chant to become invisible and start running
left.  Quickly roll under the space where you deactivated the electric fence,
and jump up the small platforms as your invisibility fades.

Climb up two screens.  To get to the little red hanging ledge, you have to hop
from beside the left wall, not off of the right edge of your platform.  Climb
all the way up to the next screen and pull the lever to summon a Slig, then
possess him.  Walk him right.  Say "Hi" to the Slig Lock, then repeat after it
[low grunt, high grunt, laugh].  Teleport by using the lever and go right.
Drop down and shoot the walking Sligs before they shoot you (wait until their
backs are turned), run right past the flying Sligs (alternately, if you wait on
the left side on the ground, they will likely eventually blow themselves up
trying to hit you with grenades) and shoot one more Slig on the next screen.
Ride the lift down and walk off to the left.  Repeat after the Slig Lock [high
grunt, low grunt, laugh].  Kill yourself.  If your Slig is killed before you
complete all of these tasks, Abe can summon another with the lever and try
again.  With the final door open, have Abe retrace the Slig's steps, using the
lever to summon the lift back up, and exit through the door below.

Take the train to the barracks.

~~ MUDOKONS RESCUED SO FAR: 107 ~~


-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-
                                7. SLIG BARRACKS
-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-

                           ~~ Total Mudokons: 49 ~~

Roll to the cover of the rock while the Sligs in the background above are all
facing to the left, then roll the rest of the way when they turn right.  Climb
up on the next screen and go through the door.

===========                                                             =======
= BLOCK 0 =                                                             = 7.1 =
===========                                                             =======

MUDOKONS: 6
SECRETS: 0

Walk right to the next screen.  Roll to the shadows under the overhang just
ahead.  As soon as the Slig leaves the screen, run to the lever, pull it, and
hoist up to the ledge.  Walk right.  On the next screen, roll off the edge to
land hanging below the Slig.  Once he turns away from you again, hoist up and
quickly run and jump up to the next ledge above him.  Pull the lever and ride
the lift up.  Hang from the ledge above on the right, and when the Slig turns
around, hoist up and run off the other side.  When the Slig is turned left,
pull the lever, take a step forward and hoist up to the upper platform before
he shoots you.  When he walks towards you, run over him and jump to the far
platform, hoisting up immediately, then jump into the well.

Above, wait for the flying Slig to leave, then immediately hoist up, swivel and
hop to hang on the other side of the gap.  As soon as he goes off-screen again,
stand up, walk forward and jump to hang on the far right side.  Pull up and
hoist up once more.  From there, possess the flying Slig.  Fly him upwards and
blow up the Sligs there.  You'll often have to wait for them to turn around
before rising to their level, because they'll shoot you if they look straight
at you.  Do the same on the next screen above.  There, the right lever
deactivates the electric walls and opens the door, while the left lever drops
the Slig above to your level, ripe for a grenade.  If your flying Slig dies,
another appears to take his place, so take as many tries as you need.  Once
you've cleared everything out, blow up the flying Slig and climb up to the top,
starting from the left side of the little alcove where you possessed the flying
Slig from.  Enter the door.

Sneak one step forward, hoist up and then sneak off the left side of the short
platform when the lower Slig is absent.  Sneak to the shadows on the left when
it's safe to do so, and cross to the next screen.  There, sneak forward and
hoist up to the higher level when the Sligs are turned away.  From the left
edge of the upper platform, hop to the Boom Machine when the Sligs are to the
right.  Sneak forward and hit the button when they're facing right as well.
Sneak to beside the grenade and crouch to pick it up.  At least that doesn't
make a noise.  Stand and sneak right when the left Slig is at the very left
(and the other Slig is off-screen) and hoist to the upper platform again, then
hop over the right side and return to the first screen.  From the shadows on
the far left, toss the grenade to the middle ledge.  If it lands on the ground
beside it, that's okay too, because it'll still catch the Slig in the blast.
Crouch before the grenade goes off, or you'll fall over and make a noise.  If
you're lucky, the blast will also kill off the upper Slig.  If not, go back and
get another grenade.  Stand on the middle ledge and toss it to the Slig at the
top.  This is best done by a high-arc toss (press the D-pad away from the
direction Abe is facing when throwing) from the left edge of the middle
platform.  Climb up, turn the wheel and enter the door.

In the last area, possess the Slig and blow him up.  Take the lift down and
pull the lever.  Say "Hi" and "Sorry" to each Mudokon in turn, then have them
all "Follow me" onto the lift.  Take them up and move two of them in front of
the unmanned wheels.  Have "All o' ya" "Work", then get everyone back onto the
lift and go down to chant them free.  Go back up and enter the open door to
enter the Barracks hub.

Take the wells to each of the other 4 blocks.  You have to watch the TV first
to activate the wells.  You may also find the map useful.

~~ MUDOKONS RESCUED SO FAR: 113 ~~

=========================                                               =======
= BLOCK 1 - RIFLE RANGE =                                               = 7.2 =
=========================                                               =======

MUDOKONS: 6
SECRETS: 0

Take the lift to your right up, crouch on its left side and roll to the pipe at
the end of the platform.  Stand up, hop and take one step forward so that
you're behind the pipe at the bottom left. Advance.  Roll to the space under
the Boom Machine when both Sligs are moving left.  When they're both moving
away from the middle, roll out, stand and hoist up, and move right to behind
the boom Machine.  Get a grenade and jump to the left ledge, then move off
screen quickly.

When all 3 Sligs on this next screen are moving left, take a step forward from
the shadows and hop behind the first Mudokon cutout.  Roll to the next when all
Sligs are facing away from your current spot. Jump up and move left when
they're all moving right.  On the next screen, run, jump and roll under the
Mudokon worker.  Roll off to the left again.

Jump up to the pair of Mudokons.  Stand over the left Mudokon and throw your
grenade downwards to blow up the Chant Protector.  Payback time.  Possess the
Sligs and kill them.  Now go back one screen to the right, and from safety tell
the lone Mudokon there to "Follow me".  For some reason the Sligs don't shoot
the other Mudokons, presumably because they only have specific orders to kill
Abe.  Anyway, bring the Mudokon left to the safe screen, have him "Wait" there,
then climb up on the left side and go to the final screen.

Walk to the lift, ride it down when the Sligs are facing away, and run over to
the Mudokons.  One by one, say you're "Sorry", and then get back to the lift
and make them all "Follow me" to the very middle of the lift (say it repeatedly
once they're beside you) so that they will be protected by the pipe when you
rise to the top, in case the Sligs start firing.  Ride up, run to the right
edge, and have them "Follow me" again to the next screen. Apologize to the
other two Mudokons if you haven't already and save everybody. Go back to the
left, pull the lever and leave through the door below.

=============================                                           =======
= BLOCK 2 - WORKERS' CAMPUS =                                           = 7.3 =
=============================                                           =======

MUDOKONS: 7
SECRETS: 1

Jump over the Floating Mine when it's at the bottom of its path to reach the
upper left ledge, then walk off the edge and crouch while it's at the top of
its path.  Roll left.  For the next flying mine, jump and hang off the ledge
while it's at the bottom, then hoist up once it passes over you, quickly walk
forward and crouch.  Stand and jump to the lift once the Mine passes over you
again.  Take the lift down, hop to the other lift and take it down too.  Pull
the lever to bring the third lift up and walk right.  Hop across the gaps when
the Flying Mines are rising.  Climb up the right side and hop back across the
top to pull the lever in the upper left corner.  Go back across and down to the
Mudokon.  Say "Hi" and "Sorry", then "Follow me".  Walk across to each platform
with the Mudokon behind you.  Make sure you stop on the left edge of each
platform (the sections between the closed trapdoors) so that he'll be clear of
the Flying Mines too.  Take him to the right-most lift and ride down.  Run and
jump to the lever, pull it, then have the Mudokon down "Follow me" to drop to
the bird portal's level.  Chant to free him, then ride the new lift down.

Go left to the screen with all of the UXBs.  Run and jump to the middle
platform, stand and crouch to deactivate it.  They all go [red-red-green].
Stand and hop to the upper left one, deactivate, then step right off the edge
to the lower one.  Climb up and hop from the middle inactive UXB to get to the
top.  Turn off the pair there, say "Hi" and "Sorry" to the angry Mudokon, and
bring him back to the bird portal by having him "Follow me" off the right edge
and to the next screen, then up the lift.  Return to the screen with the UXBs
and go left from the upper ledge all the way to the door.  Enter it.

Sneak onto the next screen, h