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Introduction Welcome to Oddworld: Abe's Oddysee; the first in a series of
five such games which will test your dexterity and puzzle solving skills. I
won't waste your time giving you game background information or commands.
That's what your manual and the game's cool intro is for.
There are 100 employees (or slaves) at Rupture Farms. You are one of them.
This guide will help you rescue the other 99 workers in and around the
plant. Knowing how to rescue them is only half of the battle. Some of the
puzzles protecting these guys are truly "evil". You will probably be
tempted many times to just give up and settle for 60 or 70 Mudokons. DON'T
DO IT! If you are going to take the time to finish this game then do it
right and save them ALL. There is a "special something" waiting for you at
the end if you save all 99 of your co-workers.
At the end of this walkthrough there is the MUDOKON ROLL CALL section which
lists all 99 Mudokons and will link you to the portion of the walkthrough
that explains how to save them. If you have already won the game and just
wanted to know where those "2 you missed" were, then this is the place to
find out. There is also a SECRET AREA INDEX which lists all Secret Areas
and links back to their descriptions in the text.
Remember, the following walkthrough is the way "I finished the game". It is
not necessarily the right way and it is certainly not the ONLY way to
complete the game. I've played and re-played sections 20 or more times.
Most puzzles have multiple solutions. If you find a better way to do
something than what I have here, please email me and let me know. Your
solution will be tested and added to future versions of this walkthrough.
Now, let's go rescue some Mudokons... Rupture Farms Mudokons 1-28 Hey! What
a way to start a game - with a secret on the very first screen. Walk behind
the barrel on the right and go down. This is your first of many SECRET
AREAS.
SECRET AREA A Now that you know where this secret area is, leave and come
back later. You will need a grenade before attempting to rescue the
Mudokons working here so climb up and continue - don't worry - I've linked
back to here later so you won't forget.
Now that you have that grenade you need stand on the left of the platform
you land on and jump left. Drop down and sneak 1 step to the right, crouch,
arm the grenade, and throw it to the right after the 4th beep. The Slig is
dead but your bird portal flew the coop. Climb back up (on the left side)
to reset the birds then drop back and chant to free Mudokon 1.
Go past the meat grinder and pull the lever then roll back across the
grinder and jump the gap. Go past the first meat grinder and have the
Mudokon follow you. Run through the grinder when it's at the top and fall
off the ledge. You will hang and your friend will stop. Climb up and say
"Follow Me" to have him fall into the gap then jump back to the right to
get the other Mudokon. Stand where the previous Mudokon was working and
pull the lever. The levers control the speed of the meat grinders. Lead the
remaining Mudokon through the grinder when it is on SLOW then have him
wait, pull the lever and run through just like last time. Repeat the
process to get him to drop down. Now drop down yourself and make your way
to the floor. Have your friends follow you then chant to open the portal.
When Mudokons 2 & 3 are both safely away you can climb back up and out of
this area.
A Directory with a map of the level is at the left. You may or may not have
time to view it depending on if the Slig from the opening movie is after
you. If you hear him coming then run to the right and jump to the ledge.
You can always view the map when you return. The next screen is your first
experience with playing in the background. Enter the door and reappear way
back there on the ledge. Run to the right and enter the door there to
reappear in the foreground. Make sure to time all of this with the Slig so
he's not around to shoot you.
Now we get to practice jumping. Failure is death but you restart on this
screen so "no biggie". Walk to the edge of the first gap and jump. The next
gap you can either run and jump or do a standing jump and hang and pull up.
You decide. You'll be back, so try it both ways.
SECRET AREA B There is a secret hidden in the right pit with the bombs. You
will need a grenade to access the secret so come back in a little while.
Grenades are just 3 screens away so move on for now.
Toss a grenade into the right pit to take out the bombs. This is best done
from the center platform. If any bombs remain you will need to go get a
grenade from the BOOM MACHINE and repeat until all bombs are gone. Drop
into the pit and enter the secret behind that barrel.
When you appear in the next screen DO NOT MOVE. Instead, jump to the right
to land just in front of the grinder. Drop to the room below and slip by
the meat grinder and pull the lever to slow the meat grinder above and
speed up the one you just went past. Go back up and stand on the opposite
side of the grinder. Have the first Mudokon follow you and when the grinder
is going up run to the right and jump so you are hanging. Pull up and
repeat the follow command so the Mudokon falls below.
Make your way to the bottom floor and have him follow you. Tell him to wait
then slip by the fast grinder and switch the lever to reverse the speeds of
the grinders. Now have him follow you and run to the left. Don't worry if
the birds scatter - you will be back and they will reset.
Flip the lever to reverse the speeds again and repeat the process to rescue
the remaining Mudokon. You can chant and open the portal for each of them
or wait until they are together. Either way, Mudokons 4 & 5 are free!
Return to the surface and continue your mission...
Now comes our first "possession". See that sleeping Slig. Start chanting to
wake him up and take possession of his body and his weapon.
Hint: NEVER fire your weapons toward another Mudokon without yelling, "LOOK
OUT! first. This will cause any Mudokons in the area to "hit the deck" and
you can fire safely over their heads.
Head to your right until you find a Slig sleeping on the job. Shoot him
while he sleeps or yell something to wake him then waste him when he stands
up. Finally take your own life by chanting once more.
With the Sligs out of the way, Mudokons 6 & 7 are easy. After you are back
in your body go right and drop down. Do NOT pull that lever or you will
turn Mudokon 6 into a casualty rather than an escapee. Instead, tell him to
follow you and lead him to the elevator 2 screens to the right. Take him
down and chant to free Mudokon 6 then go back up and get the remaining
Mudokon way over to the left where you took possession of the Slig earlier.
Lead him back to the elevator and free Mudokon 7.
SECRET AREA C Assuming you saw that barrel where Mudokon 7 was working you
would have deduced that a secret area lay beneath it. You are right! Drop
down to encounter your first Anti-Chant Droid and the long awaited BOOM
MACHINE! The droid will not kill you if you chant, but it will prevent you
from taking over a Slig. Jump over to the grenade dispenser and get your
first grenade. You can only get one at a time so get used to seeing this
room for awhile.
Toss a grenade over to the right ledge to destroy the droid. Now that you
can chant again, possess a Slig. The other will detect that your host has
been compromised and proceed to execute him. No bother - take control of
Slig #2 and proceed to walk off the right edge. Spin to the left when you
hit the floor and get the drop on the last Slig. If you get killed then Abe
can lob a grenade down to finish the job, otherwise chant to kill yourself.
Now that this area is Slig free, drop down and chant to free Mudokons 8 &
9. Return to the surface while picking up a grenade on your way out. Now
that we have easy access to unlimited grenades this is where I remind you
to go back and complete Secret Area A and Secret Area B.
Note: On your return trip to Secret Area Ayou will more than likely
encounter that first Slig you were running from. He will be patrolling the
area by the Directory and if you try to chant he will run off the screen.
Wait for him to leave the screen then toss a grenade to the left to kill
him. You may have to try several times to get the timing down. Make sure to
get another grenade before proceeding to the secret area.>
SECRET AREA D Access to this area is on the screen just to the left of the
elevator. There is a rope hanging that you can jump and pull to open a trap
door. Run, jump or do whatever it takes to get inside this trap door before
it closes. Once inside take note of the droid - no chanting here! Get a
grenade if you don't already have one and toss a grenade to the left to
blow up the Slig. Grab another grenade then drop to the room below the
droid.
Jump off the right edge of the platform and stand 2-3 steps away from the
right wall. Face right and toss a grenade to kill the Slig and scatter the
birds. Exit the screen and return to restore the portal and chant to free
Mudokon 10. Head back to the BOOM MACHINE screen and chant to open your
escape portal. The droid zaps you but you'll recover. Grab a grenade and
exit this area.
Take the elevator down and continue the adventure. You will encounter a
Mudokon which will follow you as you lead him to the portal 2 screens to
the right. You will pass another Mudokon on the way. Return for him after
you have sent the first on his way. Mudokons 11 & 12 are now free!
Hmmm...a Slig, a droid, and a lever. Trying the lever you notice that a
trap door opens on the floor by the patrolling Slig - maybe even under him
if you timed it right. If not, then do it until you do time it right.
Notice that you don't hear the normal Slig "Death Cry". Suspicious? You
should be. There is a secret beneath that trap door. Pull the lever and run
off the ledge to fall in just as the door closes.
SECRET AREA E Now we have a Slig, a droid and a Mudokon. When the Slig
approaches the left wall toss a grenade at him. Drop down and continue to
the room below by dropping down the RIGHT side of the opening. Sneak past
the grinder and jump to the left across the gap. Drop down and flip the
lever to stop the grinder the go back up. Jump to the right and sneak past
the sleeping Slig to the BOOM MACHINE. When you get the grenade the Slig
will wake up so quickly pull yourself up to the room above. Jump over the
gap and lower yourself down on the right to find the Slig fast asleep.
Sneak to the left and jump the gap. Turn and face the Slig and crouch. Arm
the grenade and toss it to the right after the 4th beep to kill the Slig
and destroy the bomb.
Now for that Anti-Chant Droid. Return to the BOOM MACHINE and get a
grenade. Jump across the gap and stand on the right edge of the platform.
Arm the grenade and throw it to the right while backing up to avoid the
blast. Go back to the top room and have your friend follow you down. When
he drops, follow him and repeat to get him to fall down once more. Chant to
open the portal and save Mudokons 13-15!
Return to the room above and chant (ouch!) to open your escape portal.
Your next area "sounds" worse than it looks. Try to ignore the insanely
loud crunching noises as you jump from ledge to ledge avoiding the slabs of
falling meat. Wait for a chunk to fall directly in front of you before you
jump. The larger gap may tempt you to do a running jump but DON'T. Do a
standing jump and hang and pull up. It's safer, and it looks really cool
and the chicks will dig it!
Time to join the Bomb Squad. Approach the bomb and crouch beside it. Wait
for the light to flash green and touch it to turn it off. The red and green
light is always in some sort of repeating pattern so watch it before
hitting the button. Make sure to hit the button WITH the green light. If
you wait until you see it you will probably be too late. I found that
chanting with the bomb worked best. This bomb is red for 4 flashes and
green on the fifth so if you say "red...red...red...red...GREEN" and hit
the button as you say "GREEN" you should have no problem.
The next room has two Sligs guarding a single worker. Your first impulse
might be to chant but if you remember a few screens back; whenever a Slig
is possessed in view of another Slig there will be some gunfire and we
don't want our friend to eat a bullet. Eliminate one of the Sligs by
pulling the lever and dropping him through the trap door. Now you can
chant, possess, and explode the remaining Slig.
Flip that lever on the right to turn off the energy flow on the previous
screen with the bomb then lead your friend to the left and chant to free
Mudokon 16.
Before you crouch and roll under the wall you had better chant and explode
that tiny Slig in the background. He's a sharp shooter just waiting to show
off if you let him. Roll under the wall and have the Mudokon follow you as
you continue right. Have him wait on the next screen as you climb up and
flip the lever. Continue right but don't fall off as the ledge is quite
short on the next screen.
Possess the Slig and go on a Slig Hunt. It's not much of a hunt. Only one
Slig is lurking on the next screen. Kill him then explode your host body
and continue.
Return to the screen to the left to find Mudokons 17 & 18 waiting to be
rescued. Chant to open the portal and send them on their way.
Now comes one of the easiest overlooked Mudokons in the game. Walk 2
screens to the right and say "Hello" to the dark shadow. Mudokon 19 will
return the greeting and follow you to the left so you can send him through
the portal.
Proceed to your right taking note of the dark door with the warning
overhead as you walk by. Stop as soon as you enter the next screen and
survey the situation. Roll under the first grinder and continue to the next
screen to the right. Leave the lever alone for now - you'll see why in a
minute. Have the Mudokon follow you off to the left screen and have him
wait by the grinder. Go back to the right and say hello to the shadows to
find the second most popularly overlooked Mudokon. Lead him back to the
right side of the grinder then return to the now-empty screen on the right.
Now pull that lever. See; I told you there was a good reason not to pull it
earlier. Make a note of where that barrel lands. Now here is what is
"going" to happen. When you walk off to the right a Slig will see you and
chase you back to this screen. You will need to be running and stop just to
the left of the lever and in the shadows. Since Abe slides a bit when
coming to a stop you need to stop running as you pass the column on the
right of the lever. You should stop just to the left and you can turn and
get ready to pull. The Slig will stop to look for you since you are hidden
in the shadows and it just so happens he stops where a certain barrel will
land. Yank the lever and they'll be cleaning him up with a shovel.
With the Slig gone you can now go to the right and find 2 Mudokons and a
bird portal. You can chant to free them now or bring the other 4 over first
and have a parade. Either way you will need to return and get the 2 you
left by the grinder and then the other 2 that you will have to carefully
lead under the grinder. After several trips and some chanting Mudokons
20-25 will be taking a much needed vacation.
Now return to that door you passed earlier with the stern warning overhead.
Ignore it and enter. Enjoy the cool 3D transitional video - there are lots
more to come. Enter the screen to the left and start running when you
realize a Slig sniper is perched above you on the ledge. Don't stop running
until you reach the next screen and the BOOM MACHINE. Get a grenade then go
to the right edge of the screen. Walk or roll into the next screen to make
the Slig jump down to your level then return to the left quickly and toss
the grenade to the right. Make sure you got him. If you didn't then grab
another grenade and repeat until you do.
Now hop on the elevator and go to the top. Note the sleeping Slig on your
right and the cluster of bombs on your left. First we need to eliminate the
guard below so toss a grenade down to the right to kill the Slig. Ride the
elevator down just far enough to make sure you got him then go back up and
do a standing jump off the right edge of the elevator. You should land
where the Slig used to be. Now duck and roll to your right.
SECRET AREA F This screen isn't as hard as it looks. The annoying red
flashing light is worse than those grinders. When the first grinder is
going up, jump to get past it. Now when the next grinder is up AND the 2
trap doors are closed you need to roll right and keep rolling to the next
screen. Chant to free Mudokons 26-28 then roll back. The trap door is now
open so just walk off and you will grab the edge and hang. Drop down to the
ledge where that Slig used to be - aren't you glad you killed him?
Drop down and go left. Pull the lever to call the elevator. Grab another
grenade and go back to the top. Get onto the top platform and crouch and
roll a grenade off to the left. It should drop and blow up all the bombs in
a chain reaction. Lower yourself down to the next two ledges and roll left
off of this screen and onto the next level...
Stockyard Escape Mudokons 29-40 Start this level with an easy jump across
the bomb pit. Make a mental note of the hint about motion detectors. As
soon as you enter the next screen begin to chant to rescue Mudokon 29 who
is working below in the shadows. Hesitate and he is Scrab-bait. Crossing
this screen isn't too hard. The beams can touch you as long as you are NOT
moving. Get the timing down and walk-stop-walk-stop making sure to stop
when a beam approaches.
When you reach the next screen drop into the pit on the left and enter the
dark doorway. You will reappear way back in the background so proceed to
your left and chant to open the bird portal and hop in.
SECRET AREA A As soon as you appear, chant to open your escape portal
below. Drop down and run to the right and turn and retreat as soon as that
Scrab sees you and shrieks. Run back and jump to the ledge and pull up. Now
get the attention of one of the Mudokons and when the Scrab is facing the
left wall say "Follow Me" and start running to the right. Jump the gap in
the next room and jump the two gaps in the room after that. On the next
screen jump and grab the ledge and pull up just as the angry Scrab arrives.
As he paces about in frustration below you can chant to open the portal and
send the first Mudokon on his way. Wait for the Scrab to face the right
wall then repeat the previous run in reverse ending up on the left ledge
this time. Get the attention of the remaining Mudokon and repeat the
process all over again. After you have rescued Mudokons 30 & 31 wait for
the Scrab to face the right and run back to the left and this time hop into
the portal which you so wisely opened in advance.
Back in the Stockyard you must now jump the Scrab to your left. You can do
a running jump or jump and hang but if you choose to hang make sure the
Scrab is nowhere near that side of the pit. The next screen has another
Scrab in another pit but this pit is way too large to jump. Wait for the
Scrab to get beneath you on the right side then jump to the bottom of the
pit and immediately do a running jump to the left ledge and pull up just in
time.
The next screen is the first of many night scenes so get used to lots of
shadows. Chant to read the fireflies' message then proceed to the next
screen. Jump the bomb and fall into the pit. You should automatically hang
from the ledge. Wait for the Slig (who woke up when you jumped) to leave
the screen then get up and sneak to the shadows. When he passes by sneak to
the left and hide in the shadows on the next screen.
Wait for both Sligs to leave the screen then drop down and roll to the
shadowy rock on the left. When the Slig above you is gone and the Slig on
your level is to the right, sneak to your left and jump the bomb on the
next screen. Turn and lower yourself down before the Slig returns. You
should now be on a ledge with a Anti-Chant droid. Now why would they not
want you to chant here? Perhaps its that bird portal in the shadows. Chant
to open the portal and jump in after you take a small zap from the droid.
SECRET AREA B Jump as soon as you exit the portal. A Slig is firing in your
general direction. When both Sligs are gone pull up and run to the right.
Run right past the surprised Slig and jump when you are right on top of
him. You should grab the right edge of the pit and hang. Dangle there until
both Sligs are gone then pull up; say "hello, follow me" and jump to the
left to lead the Mudokon away from the bomb. Tell him to "wait" when he is
near the left edge of the screen then jump and dangle again as the Sligs
return. The top Slig will probably beat the Mudokon for moving but he will
survive and the Slig will "pay" later. When both Sligs are gone, repeat the
process and dangle once more. When the Sligs leave again pull up then pull
up to the top level and arm the bomb. Drop down and jump and hang from the
left edge of the pit. NOTE: You cannot lower yourself down on the edges of
this pit. You MUST jump and hang.
The top Slig should walk right into the bomb on his next pass. When the
bottom Slig is gone pull up and jump back to the right and go up and lead
Mudokons 32 & 33 to the left and freedom. Back on the top right screen wait
for the Slig to walk beneath you and say "Hello". He will return the
greeting as he walks off the edge of the pit and falls to his screaming
death. Repeat the greeting if this doesn't work the first time. Drop down
and return to the left and exit through the bird portal.
Once you're back to the night sky you need to get on the left of the bomb
and arm it. Then carefully proceed to the screen on your left. Hide in the
shadows and wait for both Sligs to start marching away from you. Move
toward them to get their attention then turn and run to the previous screen
jumping over the bomb and grabbing the ledge in the same leap. One of the
Sligs should chase you and run right into the bomb. Now return to the left
screen and hide in the shadows again. Wait for the Slig to start marching
away from you. When he is in the middle of the screen run past him and jump
and grab the ledge and pull up. WARNING: If you die on this screen you will
need to go back and re-save Mudokons 32 & 33 in SECRET AREA B.
Proceed to the next screen and read the firefly message. Continue left and
when the bats are gone lower yourself down. When you land move to the left
then jump to the right to hang from the ledge and wait for the Slig you
just woke up to leave the screen. Pull up when he is gone and move towards
the right edge of the screen. When you hear the Slig approaching run to the
next screen and jump, grab and pull up to the center column. Chant to open
the bird portal. Take your hit from the droid and wait for the Slig to
leave again then jump down and enter the portal.
SECRET AREA C You start right next to a Mudokon, and a Slig shows up almost
immediately. Chant to possess him then fall off the ledge to the right then
again to the left. Say "Hi" so you blend in with "the guys" then drop down
and waste them. Make sure you have both Sligs on the same side of you and
if a Mudokon is in the line of fire be sure to yell "Look Out" so he ducks.
Explode your host and start leading the Mudokons up here down below.
Remember to repeat the "follow me" command to make them jump off ledges.
When you have all 4 of them on the floor chant to save Mudokons 34-37. Walk
to the left screen and chant to open your escape portal to return to where
this entire sequence began.
Now you need to get some rocks but a Slig is guarding them. Continue to the
left until you see the inactive bomb. Walk to the edge and when the Slig
leaves drop down - arm the bomb - and pull up just as the Slig returns and
blows himself up. Drop down and head right and collect some rocks then run
back to the left and jump and grab and pull up onto the ledge and continue
left. Wait for the bats to disperse then drop down to the next two ledges.
At the bottom, head to the right and chant to open the portal. Stand at the
left edge of the screen and toss the rocks to destroy the bombs then jump
down and enter the portal.
SECRET AREA D Start rolling as soon as you exit the portal stopping short
of the bombs. You will be hidden in the shadows from the Slig on duty to
the right. Each time he turns his back do a standing jump to the next gap
in the bombs. The Slig will spin around so stay still until he turns
around, then repeat. Now turn and get ready to jump and pull yourself up as
soon as the Slig down here turns his back and the Slig up top is moving
left. Up top, turn and jump to the shadows on the right. Wait for the Slig
to turn his back then head right rolling into a safe zone.
Start chanting to send the bottom Slig running into the bombs. Take over
the other Slig up top and head left. Kill the Slig up here then greet your
"friends" below. You can then drop down and get both Sligs in your line of
fire. Tell the Mudokons to "look out" and waste the other Sligs. Explode
your host then return to the left - jump the gap and continue left to chant
and rescue Mudokon 38. Return to the right and open your own portal and
leave this area.
Back outside, head left and load up on rocks. HINT: You cannot take more
rocks if you have even a single rock in your possession. Sometimes it is
better to toss away that last rock so you can TAKE 3 new ones from a sack.
At the next screen we have a Slig who has foolishly fallen asleep next to a
bomb. Detonate the bomb with a rock to take out the Slig then continue on
to the graveyard.
Sneak to each shadow until you are at the far left, then when the Slig
passes, run to the left and immediately jump to the ledge and roll into
safety. Chant for some encouraging words from your firefly friends then
move on to the left. Load up on rocks if necessary then get ready for some
fun. The fireflies give you a clue of what's to come so drop down and climb
back up on the left. Hop over the bomb and carefully enter the next screen.
Your first Slog awaits. It just growls at you until you provoke it so
"fart" to send him into a rabid frenzy. Run back to the right and hop the
bomb as the Slog chasing you explodes in a rain of doggie-chunks. Before
going back up let's take care of another secret area. Roll behind the
campfire to drop down to the next level.
First thing, chant to open the portal for your eventual escape. Now toss
some rocks to eliminate those bombs in your path. The Slog below will still
be trying to bite you so move to the left and when he jumps at you run off
the ledge and continue right. Roll in mid-run to pass through the tunnel
and jump to the ledge on the other side. Wait for the Slog start jumping
for you again then repeat the run - roll - run and jump into that portal
you opened earlier.
SECRET AREA E Sneak to the right so as not to wake the sleeping Slog.
Continue sneaking to the ledge and pull yourself up and chant to send
Mudokon 39 to join his 38 friends. Head left and chant to open the portal
for your exit. Now run back to the right and jump to the floor and back to
the ledge on the right. When the Slog is nipping at your heels again make a
run for the portal to your left.
Back on the surface, you can reload your arsenal of rocks and head left. Go
2 screens then drop down and go right and drop into the room below and
chant to open the portal to the final secret on this level.
SECRET AREA F Take off running as soon as you appear. A slog will be hot on
your heels so keep running and jump to the ledge and exit to the door on
the right. Chant to free Mudokon 40 then head left to chant and open the
portal for you to use. Now go back right and exit the door you entered from
and run left off of the ledge and continue left until you jump into the
bird portal.
Back on the surface, keep moving left until you find your next Slog. When
you anger him enough that he is chasing you retreat to the right and jump
to the ledge. Now jump off the ledge and over the dog and run to the left
and when you switch screens jump over the bomb. Too bad Fido can't jump.
Stand beneath the Slog on the ledge above and toss some rocks up to take
out the bombs and the Slog. You can destroy all of the bombs with rocks or
just enough that you feel safe about jumping over. Climb up and continue
left when ready. Chant to receive your final firefly message then lower
yourself down the cliff and enjoy the show... Monsaic Awakenings No
Mudokons This level is a tropical jungle which serves as a nexus point for
the next 2 levels; Paramonia and Scrabania. There are no secrets and no
Mudokons to worry about; however, there are still some challenging puzzles
to solve so let's get started.
On the first screen is the first of many Rune Stones which will give you
information about the land and some history. It's usually in the form of a
poem and some are more useful than others, but read them all for maximum
involvement in the game. Head left and jump from ledge to ledge avoiding
the falling rocks. Wait for the rock to fall right in front of you then
jump (just like the area in Rupture Farms).
Now comes our first "conversation". A Mudokon is on sentry duty here and
demands the password otherwise he'll bop you one with his slingshots. Mimic
his whistles (High - High - Fart) and wait for his "okay" before
proceeding. You will soon come to a Slig and a Rune Stone. The stone only
tells you the obvious so chant to become the Slig then head left to retire
the other Slig then destroy yourself. As Abe, head through the door to the
"Running and Rolling Practice Area". Of course you should already know how
to do this by now but you can still practice just the same as it becomes
crucial later on. You can also practice jumping into the wells on your
right.
When you are comfortable with your running, rolling and well jumping skills
head through the door on the right. Drop down and head left to the wall
then climb up and keep going left. Get more info from the Rune Stone then
take the elevator up to another Mudokon sentry. Get the information from
the stone about activating the wells then listen and repeat the sentry's
whistles (High - High - Low - Low - Fart) before jumping left and climbing
up the ledge.
Use the lever to activate the well then jump in. Another Mudokon sentry is
posted here and he is just waiting to challenge your memory skills. Repeat
his whistles (High - High - Low - Low - High - Low - Fart) then continue
left and enter the door.
Get some more info from the stone then jump in the well. When you land,
read the Rune Stone for a map of the next puzzle then read the next stone
that explains the bird portals (a little late I might add). Use the portal
then take the elevator down. The music you need for the bells is down here
so head left and ignore the chanting Mudokon. You will soon come to a bee
hive. The bees will only attack when you pass underneath. You can withstand
a few seconds of bee stings but you need to get them off of you as soon as
possible. So climb up and run past the hive and with the bees hot on your
tail keep running left past another meditating Mudokon and leap to the
ledge to the left. The bees will attack the other Mudokon and eventually
fly away while you can learn the Bell Song and prepare for the trip back.
Repeat the previous sprint only this time the bees will swarm that first
Mudokon you passed by the elevator. Take the elevator up then head left and
chant to possess the bells and play the song to unlock the door. Enter,
then head to the right and read more info about lighting the torches.
Listen and repeat the Mudokon whistles (High - High - Low - Low - High -
Low - High - Low - Fart) Chant to read a message from your friendly
fireflies then close your eyes and jump off the ledge to the right. You can
go to the right and read the firefly message then return and head left,
jump the gap and enter the door. Now that you are that tiny speck in the
background, head right and read some more background info then continue on
past the wells which lead to the next two lands. You should end up at a
very nasty screen with Sligs, Droids, bombs and another Rune Stone. Read
the info then flip the lever to activate the first well. Return to the left
and hop in the Paramonia Well...
Paramonia No Mudokons After you take in the view, head to the right and
check out the information in what now appears to be a tree stump. You will
learn how to ride an Elum (that creature you were eating a hotdog with a
few pictures back). Now all we need to do is find one. Head to the right
and sneak when you see the sleeping Slig. Sneak right up to the bomb and
arm it then pull up to the tower above as the Slig gets blown to bits. Make
sure to get a rock from the sack either now or later. Climb the tower and
pull the ring (shown in picture) which calls the Elum. Make your way to the
ground to find your trusty Elum waiting for you.
Elums will follow your commands just like other Mudokons. They will come
when called and stay when told. Before mounting your trusty steed walk over
to the next screen and check out what's next. That's a big jump - too big
for you but your Elum can handle it just fine. That bomb on the landing pad
could be a problem so use your rock to take it out. The best place to stand
is one step on the screen to the left. Throw the rock to the right. You
won't see the explosion but you will hear it and probably get knocked off
your feet in the shockwave. Now hop on your Elum and get a feel for the
ride. Note the time it takes to stop when running.
Take off running to the right and when the Elum reaches the very edge of
the gap jump and proceed through the door. You soon encounter another
Mudokon sentry. Say "Hello" then listen and repeat his whistles (Low - High
- High - Low - Fart) to get him to lower the elevator so you can continue.
You must dismount to operate the elevator. When you reach the top, tell
your Elum to stay put and grab a rock and sneak to the screen on the right.
Sneak toward the Slig and crouch and roll a rock into the bomb to remove
both bomb and Slig from the screen. Go get another rock and bring your Elum
with you as you head back to the elevator on the right. Up top your Elum
will find his favorite food
- HONEY! He will eat for eternity or until the bees chase him away. Toss a
rock into the bee hive then run to the right. Listen to the mournful cries
of the Elum as he is repeatedly stung until he quits eating and joins you.
Be careful - sometimes he will follow you bringing the swarm with him. Keep
your distance until the bees give up. If you do get swarmed and nobody is
around to divert the bees to, you can always roll back and forth across the
screen until they eventually give up.
Enough about bees. Head to your right and disarm that bomb. Remember to
anticipate the green - don't wait until you see it or it will be too late.
Mount your Elum and head to the right again. Start running and jump the
gap. On the next screen is a Slig in the background who will kill your if
given half a chance. Don't stop or even pause or you will be dead. Keep
running and jumping until you reach the safety of the tent to the right.
At the next screen dismount and make your way over to the right and climb
up until you are next to a lever with bombs on each side. Climb up again
and hop into the well to be shot to the top of the tower. Possess the Slig
that took a quick shot at you on your way up. Now drop off to the left and
say "Hi" to the Slig before dropping down and shooting him. Finally drop
down and "disarm" a bomb next to the lever thus ending this Slig's
usefulness and his life.
Make your way back down the tower and pull the lever to lower the elevator.
Hop over the remaining bomb and lower the elevator to the bottom. Call your
Elum and head to the top. More bees! Hop on your Elum and take off running
to the right. Keep on running several screens to the left jumping the gaps
when necessary. The bees will be in hot pursuit until you reach the safety
of the tent.
Dismount and tell the Elum to "wait" then pull the ring to fall into a well
far below and catapult to a ledge up high. Lower yourself down to the
ground and flip the lever. Hop over the bomb to get the "password" then
return and hop in the well. Run and jump over to the ledge and pull the
ring. Return to the bottom and hop in the well again to be shot back to the
top next to your Elum. If you don't understand what all that ring and lever
pulling was about then try it without following these instructions.
Continue right to the elevator and head down to another Mudokon sentry. Say
"Hello", then when asked give him the password you learned a few screens
back (High - Low - Low - High - Fart). An elevator will appear and you can
continue on. Soon you will see one of those info terminals across a large
gap. Take the elevator to the bottom and when the Slig appears take him
over. Proceed to the right to kill your fellow guards on this level and
below before exploding yourself. Now you can go left, climb up and return
right then climb all the way to the top to get the information. Return to
your Elum on the bottom and make the long jump leading to the door.
You appear on the next screen hidden in the shadows so stay there and chant
to take over the Slig in the background. Use him to kill the other Slig on
the right then destroy him. You can chant or walk him into the bombs - you
decide. Tell your Elum to wait (unless you want him to walk into those
bombs) then hop in the well. You'll pop-up on the other side and you can
proceed to the temple. Chant to open the portal and enjoy the short movie.
Paramonian Temple Mudokons 41-43 The layout of the temple is quite simple.
There is a short segment which leads to a hub. There are several doors in
the hub room and you must enter each; solve the puzzles and light the
torches in each area. Only when all the torches have been lit can you enter
the final door.
Once you appear in the temple (see picture) and need to head right and get
the Slig to follow you. Run back and jump in the well to reappear in the
background where you can safely chant to possess your host. Return the the
right and call your Slog ("Here Boy") and take the elevator down. Use the
"Get 'em" command to have your pet kill any Sligs you encounter then shoot
your companion before ending your own life.
Abe can now return to the front and take the elevator down. The fireflies
will tell you to "Watch out for bats", but by the time you read it you will
have already died so just take my word for it and drop down as soon as
possible. A lever will drop a rock which is useful if for some reason you
didn't take out the Slig earlier. Head to the right and enter the hub.
Paramonian Temple Hub
You can enter these doors (except for the last one) in any order you wish.
Here is a map of the hub. Just click on the door to get a walkthrough for
that area. There is a link back to this map at the end of each door
solution. Your goal in each door is to light the torch and find the Bell
Song to open the exit back to the Hub Area. When all torches are lit the
final door will open and you will receive your reward.
Door #1
Walking to the left puts you onscreen with some of those nasty bees so
return right and start climbing the ledges. Grab some meat from that side
of beef handing on the one ledge and continue to the top. Head right and
don't scare the Paramite. You can advance on them only so far. If the music
gets tense you will need to retreat or toss some meat. For now throw the
meat to occupy the Paramite while you hop up on the middle ledge and get
another piece of meat. Continue to the next screen and throw the meat to
the far right. The Paramites will run toward the meat and trip a huge stone
disk which will starting rolling towards them and YOU in true "Indiana
Jones" style. Retreat to the left screen and jump to that ledge as the
stone rolls beneath you. Stock up on meat before dropping down.
Head to the left and drop down all those ledges again. Head left to find
that the stone has plugged the hive allowing you safe access to the Rune
Stone on the ledge with the Bell Song. Drop down and continue left. Toss
the meat back to your right to distract the Paramite and continue left and
lower yourself down. Stock up on more meat and jump to the left ledge and
move carefully onto the next screen. Throw the meat to knock the bee hive
down. The bees will swarm the Paramite as he devours the meat. When he is
dead you can drop down and flip the lever and immediately climb back up as
another Paramite arrives to claim the meat.
Make your way back to the top. The Paramite you distracted earlier will not
attack as long as you don't rush him. Slowly make your way back to the
ledges and return to the very top. Head back to the right where the stone
disk originated from and duck and roll to the area with a bird portal.
Chant to open the portal and enter the secret area.
SECRET AREA A This is (in my opinion) one of the hardest segments in the
game. Your timing must be flawless. The slightest pause will result in
death, so here we go.
Advance a few steps toward the Paramite and turn and throw some meat to the
left. Immediately roll to the right through the tube (noting the other
Paramites descending from the ceiling) and when you exit, jump to the
ledge. Get one of the Mudokons ready to follow you then jump to knock some
meat to the floor and immediately jump down and do a running roll into the
tube returning to the left side where you can stand and chant to open two
portals. When your co-worker has escaped you need to immediately jump
through your own exit portal. NOTE: If you can still hear the Paramites
eating when you exit through the portal you are in good shape - otherwise
you may as well just jump back in and die to start over.
Now return a few screen to the left and grab some meat from the platform
and return to the secret area. This time when you enter immediately throw
the meat to your right and drop and roll, passing the Paramites as they
charge towards the meat. Jump to the ledge and repeat the process to save
the next Mudokon. Back outside, load up on meat and return to save the
third Mudokon.
There is a nasty twist to your final trip to this area. After the third
Mudokon has escaped a continuous rain of rocks will hinder your escape.
Time it just right (wait for a rock to pass in front of you before running)
but don't take too long as the Paramites will be all over you in seconds
after they have finished their meat. Once you are out proceed to the left
knowing that Mudokons 41-43 are taking a much needed vacation.
You will arrive at a screen with a Paramite and a lever. The lever drops a
rock which can be used to smash the Paramite. Toss some meat so it lands
where the boulder will land and while the Paramite is eating you can
flatten him. You will need one more piece of meat, so return to the nearest
side of beef and stock up then return to the final screen. You can either
have the Paramite follow you and repeat the smashing, or just throw the
meat to the right to distract him long enough to chant your Bell Song and
return to the hub.
Door #2
Head to the left until you reach the screen with the slab of meat then
start climbing until you are to the left of a well. Roll left and obtain
the Bell Song then touch the meat to cause a chunk to fall. Roll right as
the Paramite comes to claim his prize. Climb up and head left to the lever.
As you approach you will trip a plate which will cause a boulder to start
chasing you. Run to the right and run right off the ledge to hang onto the
opposite side as the rock rolls safely overhead.
Return to the lever and pull it to activate the well then go hop in. Flip
the lever on your right to light the torch then hop back into the well.
Return all the way back to that first slab of meat in the middle of the
screen and knock a piece down by jumping from the ledge. Hold your breath
as you literally take the meat from the drooling Paramite then while
standing on the left of the screen, throw the meat to the left to occupy
the remaining Paramites as you run to the left and jump to the ledge. Chant
to ring the bells and return to the hub.
Door #3
Jump to the left ledge and walk left. Jump to the ledge in front of the
Paramite then turn and jump back and hang. Drop down to flip the lever then
roll right and climb back up to get on the elevator. This is a long ride.
The fireflies tell you to use Spirit Rings to eliminate bombs. The Mudokon
on the next screen is demanding a password. The next screen looks pretty
plain except for that trickle of rocks indicating a climbable ledge - so
climb.
Get some meat and head all the way back down. Toss the meat to distract the
Paramite while you obtain the password. Now return to the Mudokon and say
"Hello" then when asked give him the password (High - Low - High - Low -
High - Fart). He will grant you the power of the Spirit Rings - a "Super
Chant Smart Bomb" good for a single use. Return to the screen below to
chant and eliminate all the bombs. Flip the lever to light the torch then
return to the Mudokon for another Spirit Ring.
Head back up to the slab of meat and chant to blow up those bombs then jump
to the right and flip the lever then return to the Mudokon below. Jump in
the well and when you arrive in the next room head to the left and jump up
to avoid the Paramites dropping from the ceiling. Use the door to return to
the hub.
Door #4
Walk to the left and when the Sligs see you run back to the right and jump
onto the ledge. Possess the Slig and have him kill his partner before
exploding. Continue on left. Grab a rock from the sack by jumping the gap
before proceeding to the next screen.
This next screen looks tougher than it really is. Wait for the bats to be
as far away as possible then jump the gap when the boulder is at the apex
of its swing. Crouch while waiting for the bats to move away then repeat
until you are across and then sneak into the next screen. Crouch and arm
the bomb then roll/run to the right. The Slog will wake up and chase you
arriving at the bomb about the same time it goes off. Obtain the Bell Song
and flip the lever to light the torch.
Make your way past the swinging boulders and all the way back to the
starting screen then head to the right. Roll so that you are on the left
edge of the screen and toss the rock to clear the bomb from your path then
continue right, chant to open the door and return to the hub.
Door #5
Head to the left making a mental note of the plate that triggers the
falling rocks on the right. On the next screen you will capture the
attention of a Paramite who will follow you to the previous screen. He will
walk on the plate so make sure you are not near the rock landing zone when
he does.
Keep on running to the right crossing a pressure plate and crushing the
pursuing Paramite in the process. Return to the far left to acquire the
Bell Song then return to the right until you reach the barrier. Make a note
of the plates and rocks in this room then roll under the barrier and onto
the next screen.
Don't let that lone Paramite fool you. This is a deadly ambush as several
other Paramites are waiting to descend on you from above. Run and jump to
the ledge as the Paramites start their descent. Flip the lever to ignite
the torch then run and jump down and to the left. Drop and roll in mid-run
to slip beneath the barrier and roll across the plate just in time to crush
the pursuing Paramites. Keep running to the left just in case they slip by
your trap and jump to the ledge in the next screen and chant to open the
door and return to the hub.
Door #6
Enter the door to the right to arrive at another bat and boulder puzzle.
Note the circling pattern and wait to jump the gaps when the bats are
flying up. Keep heading right to find a bat and a bomb. Wait for the bat to
start flying up then roll to the bomb and disarm it then roll back to the
left and wait for the bat to fly up again before running and jumping to the
right ledge.
Climb up to the next screen and get ready for some serious bomb disposal.
Jump to the middle platform and disarm each bomb. Flip the lever when done
to light the torch then jump to the left. Sneak up to the sleeping Slog and
stand beneath the ring. Face to the right and jump and pull the ring then
take off running as the Slog chases you. Run off the end of the platform to
hang from the opposite edge. The Slog will bark a lot but you can safely
pull up and head right and lower yourself down to the bottom. Make your way
past the bats and boulders to arrive at the open door. Enter to return to
the hub.
Door #7 - Paramite Nest
This level takes place entirely in the shadows. You can however scout the
area by hopping in the well and appearing in the lit background. You can
get a sneak preview of things to come, but there is simply no substitute
for just "doing it". You may die a few times but that's why they give you
unlimited lives. You can try to memorize the following, but it will
probably confuse you more than help you. Ready......set......GO!
Ride the elevator up and run and jump to the left ledge immediately. Turn
and jump and run to the right as Paramites close in from all directions. On
the next screen jump the trap door as it opens and jump to the ground then
back up to the ledge on the right. You're safe for the moment so when you
calm down you can climb up.
Two Paramites drop down on you so climb down and hang and the Paramites
will run off the edge in a rabid frenzy. Climb back up and jump to the left
ledge then jump back to the right ledge and climb up to the next screen.
Roll under the stone blocking your way then turn and pull yourself up to
the ledge above. Oops! More attacking Paramites - lower and hang as they
run off the edge too, then pull up and continue to the left. Roll under the
barrier and continue running.
Run and jump over the gap and onto the left ledge and keep running as more
Paramites descend from above. Continue running and drop and roll under the
barriers then jump down to the left. The next Paramite will actually run
away so chase him into the next room and jump to the ledge on the left and
jump into the well before any of the Paramites on this screen come to their
senses and eat you.
Calm down and grab some meat (2 pieces) before jumping into the right well.
When you appear throw BOTH pieces of meat to the right and jump down and
enter the door. Chant to open the bird portal. Enjoy the movie and your
cool new tattoo. When you are back to the jungle world of Monsaic
Awakenings you can retrace your steps back to the screen with the two wells
and hop in the right well to enter Scrabania.
Scrabania No Mudokons Your first screen has a broken well so head left.
Great - a Slig and that droid is going to make sure you don't possess him.
Jump over the bomb on the ground and hang on the ledge. When the Slig is
walking away pull up and sneak to the left and arm the bomb then roll to
the right off the ledge. The Slig will eventually trip the bomb and clear
your way. The Rune Stone is just a refresher course on how to ride an Elum
- nothing important.
On the next screen a Slig is on guard duty. Wait in the shadows until he
leaves the area before climbing the left ledge. Wait for the Slig to come
back and walk across the crack in the ground that looks like an X. Pull the
lever to smash the Slig then drop down and continue left. Don't pull that
lever unless you want the same treatment you just gave the Slig. Move to
the side of the lever without the X-crack and pull it. The rock will fall
but you will live and that broken well on the first screen is now in good
working order. Head all the way back and jump in.
Pull the lever and jump back in to reappear in the foreground. Head to the
left to the screen with the droid and the well and jump in. You are now in
the background and can possess the Slig in the foreground. There is nothing
for him to do so just explode him then jump in the well. Ring the gong to
summon the Elum then climb all the way down to meet him. Saddle up and head
left jumping the gap and avoiding the bat. Enter the cave.
Jump the gap to the right and continue. Go down the elevator and obtain the
Spirit Rings by saying "Hello" then repeating the following whistles (Low -
High - Low - Fart). Have the Elum wait then head right and chant to
eliminate the mine. Return and obtain another Spirit Ring. Climb up to the
ledge and pull the lever to raise the next elevator then drop back down and
take the elevator down to and chant to blow up the bombs on the right.
Obtain the password from the Rune Stone on the ledge then go back up for
some more Spirit Rings.
Go all the way down this time. A Mudokon is on sentry duty here. Say
"Hello" then offer up the password (High - High - Low - Fart) to make him
pull the lever and activate the mines. When both mines are together on the
right furthest from you chant to blow them up with the Spirit Rings. Mount
the Elum and jump the gap to the right and continue.
The next few screens take good timing and a lot of luck. There are 3 mines
circling this screen with a gap just big enough for you and your Elum to
slip into. Get the timing down then run across the screen and onto the
next. Jump over the gap on the next screen and keep on going. Jump over the
gap on the third screen and when you land jump again and keep on going. On
the next screen jump over yet another gap and enter the safety of the cave
on the right.
Keep moving right until you reach an elevator. Go up and watch helplessly
as your Elum is drawn to the honey. Leave him for now and continue to the
next elevator and go down. The rocks are still out of your grasp so
continue to the right, jump the gap and keep on going. On the next screen
wait for the Slig to leave before running to the right. When the Slig
returns to this screen move on to the next screen and pull the lever. Get
along the left edge of the screen and when the Slig enter this screen go
back left and jump into the well. You'll be launched back to the bottom of
the second elevator and you'll also knock a rock loose on your flight. Pick
it up then take the elevator back up to free your Elum.
The Elum is still eating so leave him for now and climb up to the left
ledge with the bomb. Crouch and roll the rock into the bomb then roll into
the next screen. Repeat the Mudokon's song (High - Low - Low - High - Fart)
to obtain more Spirit Rings. Take the elevator back down and move on to the
right.
Read the sign then chant to eliminate those hazardous bombs with your
Spirit Ring. Hop up to the left ledge and read the sign, pull the lever and
jump back down. Run to the left right past the Elum. The bees will swarm
him until he loses his appetite. Now he will follow you to the elevator and
you can then go down and continue to the right. Jump the large gap and
continue until you reach the gap with the mine just about where you would
probably land if you attempted the jump. Instead, dismount and jump into
the well to land on the other side. Disarm the bomb then move on to the
next room on foot.
Walk behind the rock quickly to avoid getting shot. Run past the
slow-moving mine as it heads up and to the right. Run onto the next screen
and jump in the well. You'll land by some elevators and a sack of rocks.
Jump to the left to get a rock to fall. Take the right elevator down to
pick up the rock. Turn left and toss the rock to blow up the bomb on the
other side then go back up and ride the left elevator down to the cleared
ledge. Obtain the password then go back up and to the right to get a Spirit
Ring from the Mudokon who wants you to recite the password (Low - High -
Low - Low - Fart) then return to the area where you were hiding behind the
rock.
Chant to blow up the circling mine and the Anti-Chant Droid. Now possess
one of the Sligs and watch him get gunned down by his buddy. Take over the
other one and destroy him then go hop in the well and join up with your
Elum. Jump the gap and keep going right until you reach the cave. Leave
your Elum again and drop down a few levels until you can flip the lever.
Climb up to avoid the mine your just activated and get back on your Elum.
Wait until the mine is on the right then jump the gap and continue to the
right. When you get close to the gap a mine will start coming at you. Start
running and jump the gap and go to the next screen.
The mine is still after you, so keep running and jump the gap and jump
again over the second gap with the mines. Now walk into the next room.
Dismount and climb the left ledges to the screen above and chant to possess
the Slig. Have him go to the right and kill the sleeping Slig. Take the
elevator down then drop to the ground and pull the lever.
After the shockwaves subside you can get back on your Elum and continue to
the right. Jump the gap and go by the lever. Jump all the gaps on the next
two screens and dismount after the last gap so you can sneak onto the next
screen. Continue to sneak across the screen to the next. It's not as bad as
it looks. Wait for the mine to hover then jump the bomb and duck. Repeat
the procedure for the remaining bombs, always waiting for the mine to stop
before jumping. Continue to the right.
Greet the Mudokon and return his song (Low - High - Low - Low - High -
Fart) to get another dose of Spirit Rings. Now head back and wait for the
mine to stop on the left side of the screen and chant to do some serious
demolition work. Head back to the right and pull the lever and jump in the
well. You should now be in the background with a sleeping Slig up front.
Possess the Slig and have him head to the right until he can shoot another
Slig across the gap. Explode your host then return through the well and
reunite with your Elum. Saddle up and run to the right and jump the
previously guarded gap.
Once again leave your Elum (this time for good) and climb the middle ledge.
Head right and jump in the well before the Slogs can react. You will appear
on a screen with a moving mine and a Mudokon. Keep moving to avoid the
unpredictable mine and say "Hello" to the Mudokon until he offers a song
for you to sing. Quickly whistle (Low - High - High - Fart) and the Mudokon
will turn on the well for you. Quickly roll over and jump in before the
mine finishes you off.
When you finally stop flying all over the place you can chat with the
Mudokon to obtain some more Spirit Rings. He is looking for these whistles
(Low - High - Low - Low - High - Low - Fart). Chant to blow up the bombs
then run to the right and jump into the well. Read the Rune Stone for lots
of cryptic info on Scrabania then head to the right.
The bird portal awaits but its guarded by a Slog. Go ahead and chant to
open it then turn and run to the left. The Slog is hot on your heels so
jump into the well and pop back out on the right of him. Now run back to
the right and into the portal to enter the Scrabanian Temple...
Scrabanian Temple Mudokons 44-49 Those tricky game designers hid another
secret area on the first screen of a new level. Who would have thought? Go
left and roll under the rocks and chant in the next room to open the portal
to enter the secret room.
SECRET AREA A When you "pop" into this area the Slig will be alerted, but
will calm down after a bit. Wait for the Slig to go to the left then lower
down into the shadows. He will hear you again but can't see you so STAY
STILL! On the Slig's next trip to the left tiptoe behind him and hide in
those shadows. When the Slig starts going to the right Sneak to the bomb,
crouch, disarm it and quickly roll right into the safety of the shadows.
Now time it with the Slig to sneak back to the shadows on the right then
finally climb back up to the ledge. Chant to possess the Slig and get ready
for action...
Run into the next room and stand exactly in the middle of the screen. This
means you have to stop a few inches to the right since the Slig will skid
to a halt. A Slog will charge from the left. Kill it with a SINGLE shot
then turn to the right and kill the Slog charging from that side. Repeat
this "pivot-shoot" move 9 more times making sure to only use SINGLE shots
and turning immediately after each Slog hits the dirt. Then kill yourself
before your gun cools down.
Drop down and walk to the left screen and chant to possess and explode the
Slig on the ledge. The birds will scatter so go to the right and open your
escape portal then return to the left and free Mudokons 44-45 before
jumping through your own portal back to the right.
Back in the Temple you must be very cautious. The Sligs in the background
are sharp shooters so wait for them to leave the screen before running
right. Stop behind the safety of the rock on the next screen and wait for
all Sligs to leave before running to the right. Jump the bomb on the way
and hide behind another rock on the next screen. Again, wait for ALL the
Sligs to leave the screen then roll out from behind the rock and disarm the
bomb then roll back. When it's safe, run to the right jumping from the
location of the now-disarmed bomb to clear the remaining ones. Run to the
next screen and hide behind another rock. When the Slig is gone run to the
right, jumping over the bomb and enter the door.
Scrabanian Temple Hub
Just like the Paramonian Temple; you can enter these doors (except for the
last one) in any order you wish. Here are links to each door which take you
to the appropriate portion of the walkthrough. At the end of each door
solution there will be a link back to this hub map. Again, your goal in
each door is to light the torch and find the Bell Song to open the exit
back to the Hub Area. When all torches are lit the final door will open and
you will receive your reward.
Door #1
Jump off the ledge to the right and get the rock that you knocked loose
before lowering down to the next screen. Jump to your left over the Scrab
pit and wait for the Scrab to move to the right then lower down and roll
left to safety. Pull the lever to light the torch then head to the right.
On the screen with the bells you need to lower down to the next screen and
go right, crouch and throw a rock to the right to remove the bomb.
After the path is clear you can roll into the room to the right and get the
Bell Song, then return to the left and climb up and chant the song to open
the exit. Lower back down and head left this time going through an empty
screen. Crouch and roll onto the next screen and climb where you see the
falling debris. Hang from the ledge until the Scrab moves to the right then
climb up and run to the right jumping and grabbing the ledge to avoid the
startled Scrab. Continue to the right and enter the door to return to the
hub.
Door #2
This one is tricky. Wait for the Scrab to be his furthest away from you on
the right then run and jump off the right edge and pull the lever as soon
as you land. Turn and run and jump back up to the ledge. Now jump off the
ledge and into the well. When you pop out of the next well immediately
enter the well next to you. When you arrive at the next screen a Scrab will
be in the foreground. Run to the right and jump in another well. You will
arrive on a ledge where you can obtain the Bell Song.
When the Scrab is under you and has his back turned run off the ledge and
to the left to the next screen and climb the ledge on the far left. Jump
off the ledge into the well to land by a lever. Climb up where the falling
debris is. Move left and pull the lever then go back down and stand on the
trap door facing the lever. When the Scrab is on the left pull the lever
and start running to the right when you land. You can dive into the well or
jump to the ledge depending on how closely you are being pursued. You can
always jump into the well from the safety of the ledge.
You appear at the beginning of this area by a lever. Pull it to light the
torch then drop down and wait for the Scrab to move to the right then drop
down and run left again to the next screen and climb back up. Wait for the
Scrab to leave then jump down then jump into the well. After you land climb
up and chant to ring the bells and return to the hub.
Door #3
Wait for the mine to circle to the low right area of the screen then jump
the ledge and the mine then lower down to the next area. Jump to the ledge
on the right and drop down once more. You are in immediate danger from the
Sniper Slig in the background. Sneak to the left and pull the lever to
crush the foreground Slig when he approaches the X-crack. Take off running
as soon as you pull the lever to avoid the gunfire from the background
Slig.
On the next screen jump into the well and when you pop back out, chant to
possess the Slig. Then move him so he is facing the lever and the Slog
Kennel on the left. Pull the lever to light the torch then start firing
like crazy to take out the rampaging hordes of Slogs coming at you. Now go
right and kill the lone Slig then end your own miserable life. Now you are
free to go right and obtain the Bell Song before jumping into the well on
the right. After you land, chant to ring the bells and return to the hub.
Door #4
Run to the left and jump onto the ledge to obtain the Bell Song. Now drop
down and run to the right jumping to the ledge and exiting the screen
before those bats cause a problem. Jump the large gap in the next room and
continue to the right. A Scrab is on a ledge but you have the element of
surprise. Run right at him and jump to the ledge and hang. He should jump
down and you can pull up to safety (since Scrabs can only jump down). If he
doesn't jump down then drop to the ground and tease him until he does. Then
jump up to safety.
Jump in the well and when you land start running right until you reach the
screen with a Scrab beneath you. Wait for him to go as far to the right as
he can then pull the lever. When you hit the ground start running to the
left. Drop and roll in mid-run to go under the wall and end up hanging from
the ledge. Climb up and roll left to drop down to the ledge below. Wait for
the Scrab to go to the right and when his back is turned jump off the ledge
and get on the elevator and start going up as the Scrab charges. When you
reach the top, chant to open the exit and return to the hub.
Door #5
Jump the gap to the left and drop down two ledges. Turn and run right, off
the ledge. When the Scrab chases you run to the right ledge and jump up.
Pull the lever to light the torch and wait for the Scrab to go right. When
his back is turned, run left, off the ledge and keep running, jumping over
the gap and into the next room. Climb the ledge and get the Bell Song while
you wait for the Scrab to once again move to the right side of the room.
Run left, off this ledge and keep on going jumping onto the next ledge and
right before you run right into another Scrab. Chant to open the door while
you watch the two Scrabs below battle to the death (or at least one of
their deaths). Enter the door to return to the hub.
Door #6
Run off to the right jumping the gap when you get there and continue until
you see the Scrab. Run all the way back to the first room and jump into the
well. When you land, start running back to the right until you reach a room
with a ledge and an elevator. Jump to the ledge then take the elevator
down.
At the bottom head right to get the attention of the Scrab then run left
and jump to the safety of the ledge. When the Scrab comes sniffing around
and steps on the elevator, throw the lever to raise him to the top. Now
drop down and head to the right to throw another lever then go back left
and climb up on the ledge again. Jump into the well to be shot back to the
top. The Scrabs were nice enough to save their duel for your presence. You
can watch but your time would be better spent diving into that well. Get
the Bell Song then move left to pull the lever to light the torch. Return
to the right and hop in the well to appear on the ledge by the elevator.
Take the elevator down and go right and chant to ring the bells. Use the
now open door to return to the hub.
Door #7
Drop down and wait for the Scrab to move to the right before running left,
off of the ledge and into the next screen. Watch the Scrabs fight and when
the remaining one moves to the right then run off to the left and onto the
next screen jumping to the ledge while the Scrabs battle below. When the
remaining Scrab is along the left edge of the screen take off to the right
running past all the earlier screens until you can jump to a ledge on the
far right. While the third battle rages on flip the lever and jump down and
into the well to the left.
Walk to the right and pull the lever to light the torch. Continue right to
learn the Bell Song then keep going to find another well. Jump in. Back on
the ledge you need to wait for the Scrab to get below you and when his back
is turned, jump off and run all the way back to the left. Chant to ring the
bells and open the door below. Before exiting let's go get a lost Mudokon.
Climb up one screen and roll into the concealed room on the left. Chant to
open the bird portal and hop in. SECRET AREA B Get the Mudokon ready to
follow you then wait for the Scrab to go to the right side of the screen
before you drop down and roll to the left and into the next room. You'll
fall but you can pull up before the Scrab realizes he just missed a free
lunch. Jump and hang on the ledge above and note the mine circling on this
screen. Timing is critical as you only have about a one second margin for
error. As the mine is moving down and to the left pull up and jump and pull
up once more. Chant to open the portal and rescue Mudokon 46 who should
have followed you to this screen and probably gone back to scrubbing floors
by now.
Time the mine again and quickly drop down both ledges and chant to open
your escape portal. Wait for the Scrab to reach the right edge of the
screen and when his back is turned drop down and run left jumping into the
portal. Back outside, make your way to the right and down to the ledge
above the door. Wait for the Scrab to leave the screen then quickly drop
down and enter the door and return to the hub before the Scrab returns.
Door #8
The Scrab above won't jump off as long as you stay under the ledge. When
the Scrab is to the left then start running right with the Scrab in hot
pursuit. Jump to the ledge and pull the lever to raise the elevator with
another Scrab on it. Watch the fight and when only one Scrab remains jump
down and run back to the left and up onto the ledge that had the first
Scrab on it. When the Scrab arrives on this screen take the elevator up and
run to the left. When the elevator in this room starts to rise, turn and
run back to the right and roll under the stone wall as another Scrab chases
you.
Pull the lever in this little alcove to lower the elevator (and the Scrab)
down below. We'll watch the fight in a little bit but for now, pull the
lever to raise the elevator back up. If the Scrab is still on it then lower
it and try again until an empty elevator comes to the top. Roll back to the
left and enter the next screen. The Bell Song await on the other side of
the elevator shaft. You can get it now or on your way back out. Take the
elevator down and chant to open the bird portal. Jump down and enter the
portal.
SECRET AREA C This secret sucks on a variety of levels. It's long, hard,
and very easy to die, and if you do die you are doomed to repeat the above
2 paragraphs over and over again as there has been no bookmark up to this
point. With that in mind...
Chant to activate the bird portal for you eventual departure. Drop and hang
from the left edge to tease the the Scrab then pull up as he charges under
you. Have a Mudokon waiting to follow you then wait for the Scrab to be
facing right at the right edge of the screen then drop down and jump the
gap running left. Jump the gap on the next screen and immediately jump to
the ledge. Chant to free the Mudokon then wait for the Scrab to face left
on the left edge of the screen. Drop off and run right jumping gaps until
you are back on the ledge on the right screen.
Repeat the procedure until Mudokons 47-49 are all home with their families.
On your last trip running from left to right (after saving all 3 Mudokons)
you can jump into the portal rather than up to the ledge.
Back outside, jump to the elevator and take it up. Grab that Bell Song if
you forgot to earlier then head to the right and take the elevator down.
The Scrabs were waiting for an audience and now that you are here they will
duel to the death. Take advantage of their distraction by running to the
right while they fight. Jump to the ledge with the lever and continue right
to the next screen where you can chant to ring the bells and return to the
hub.
Door #9 - Scrabs Nest
Just like the Paramite nest earlier, you can survey your upcoming screens
in advance by hopping in the well and making your way through the
background screens. Also, like the Paramite nest, it is easier to try and
fail a few times than to memorize this text. It's all going to happen very
fast so when you are ready....
Run to the right. Keeping running and jump the gap in this room and the gap
in the middle of the next and jump to the ledge on the right and climb up.
Don't stop now! Run right to the next screen and jump off the ledge and
jump again to grab another ledge and climb up to a safe zone. Climb up when
ready.
When you reach the next screen jump up to the elevator and ride it to the
top. Run to the right as a Scrab move in from the shadows on the left. Jump
near the center of the next screen to climb up to another elevator and ride
this one to the top. Run to the right when it stops and onto the next
screen. Jump the gap and hang on the ledge. Pull up and run to the right
and make the large jump. Keep going to the right and begin rolling on the
next screen and falling to the floor. Keep running to the next room and
jump to the ledge on the right side. You are safe for now so breath.
The lever you stand by opens both trap doors below. Wait for the Scrab to
stand on one then yank the lever to dispose of half of your problems. Now
it's raining boulders. Standing on the right edge, wait for a rock to pass
in front of you then jump to the right. Now wait for the next rock to pass
and jump over the gap. Pull the lever to stop those annoying rocks and open
the exit. Jump back to the left and enter the door. Finally, chant to open
the bird portal.
Enjoy the cool movie, your second tattoo, and some cool new powers!
Welcome back to Monsaic Awakenings. This will be your last visit through
these screens so enjoy the scenery as you make your way back past the wells
to Paramonia and Scrabania and finally to that screen with all the
obstacles. Now comes the fun part. You now possess the Shrykull; a force
that makes Spirit Rings look like firecrackers. Chant to unleash your
awesome new powers. Watch as Abe morphs into several creatures, and blue
death obliterates everything on the screen.
When the earthquake subsides you can proceed to the right and chant to open
the portal and begin your final rescue mission.
Stockyard Return No Mudokons This area looks familiar. Climb up the ledge
on the left then up to the screen above. WOW! This screen is loaded! Sneak
to the right avoiding the motion sensors until you step into the next
screen. Now take off running. A Slog will chase you so run into the next
room and jump to the ledge. Now with the dog snapping at you jump off and
run back to the left to the screen with all the stuff. Jump to the ledge as
soon as you appear and pull up and move a few steps left. You will trip the
sensors sending the mine on a circular path right into the Slog.
When things calm down return to the right. Your next obstacle is a real
pain but here is an easy solution. Since you will probably be crossing this
screen a few times it will be easier to eliminate the mine rather than
avoiding those sensors for the next few hours. Climb up to the top level
and make your way to the lever. Always wait for BOTH beams to be at the far
right before jumping the mines and throwing the lever. The lever turns off
the energy field below. When it's off, make your way back to the left
avoiding the sensors. Now enter the lower level and when it's safe, jump
into the sack to free a rock.
Pick up the rock and climb back up on the left. You can now throw the rock
and take out the hovering mine. Make sure you are standing far to the left
so the shockwave doesn't kill you. Now to make things even easier, keep on
collecting rocks and taking them to the top. Throw them to take out all of
the bombs along the floor. Sure it takes some time but it's easier than
dying.
Now that you can safely wander back and forth across this screen and ignore
those motion sensors, proceed to the right and your next explosive puzzle.
Four mines are circling in a pretty cool pattern. If you are good you can
take all four out with the 2 rocks you brought with you. If not, you'll
need to go back and get more rocks (aren't you glad you cleared out all
those obstacles now?). When all of the mines are gone you can proceed to
the next area but before you do make sure to go back and reload your rock
supply. You'll want 2 rocks before you continue.
There is a Slog on the next screen but we will ignore him for now. Jump to
the ledge and roll through the tunnel below the Slig. As soon as you
arrive, run to the right and jump and climb the ledge. Run to the right
before the Slig arrives to kill you. Chant to open the bird portal then
throw a rock to take out 3 of the bombs by the portal. The best way to do
this is to stand on the left edge of the screen and throw the rock straight
up. It will arc over and take out the bombs. Drop down and jump the
remaining bombs and enter the portal.
We're almost back inside the plant. We need to stir things up so lower and
hang to trip the motion sensor and sound the alarm. When the Slig arrives
pull up when he falls into the pit then turn and jump to the right into the
pit. Disarm the bomb (if it's still there) then run and jump from that
space. You should jump the other bombs and grab the ledge on the right.
Climb up and go right. Turn and crouch and throw your last rock to the left
to eliminate the bombs by the lever.
Jump over the bombs and land back in the pit. Pull the lever to turn off
the electricity then run and jump back to the right over the bombs and onto
the ledge again. Move to the right and chant to wake the Slog then head
back left and make your way back down to the floor. Stay for just a second
then run and jump over those bombs one last time. Pull up just as the Slog
comes running in to dispose of the mine below you. Now you can drop down
and head to the right. Continue to drop down to the room below and chant to
open the bird portal. Jump in to return to Rupture Farms...
Rupture Farms 2 Mudokons 50-99 Hope you had a good nights sleep before
attempting this level. The puzzles are deadly and the Mudokons are packed
in like sardines. Get ready for a lot of rescues. The remaining 50 Mudokons
are scattered about the 4 Zulags of Rupture Farms. You will have to travel
to each Zulag by using the transport. The transport is initially
deactivated so you will have to turn it on before you can proceed to the
next Zulag.
Each Zulag has a hub with many doors. Inside each door is a lever usually
guarded by Sligs and other nasty things. When all the levers have been pull
the transport will be activated and the door will open so you can move on
to the next Zulag. There will be plenty of Mudokons to rescue in each Zulag
as well as lots of different ways to die. When you are ready...
Zulag 1 Mudokons 50-74 Ignore the message about how to save Mudokons. If
you haven't figured it out by now.... Have Mudokon 50 follow you to the
left and chant to set him free. His escaping also turns off that electric
barrier that was blocking your way the first time you were here at Rupture
Farms. Head to the left and get a grenade from our old friend the BOOM
MACHINE.
Use your first grenade to take out that mine that's buzzing around. Now
grab another grenade and head right. Toss the grenade up onto the ledge to
take out the Slig. Wait for the grenade to beep 3 or 4 times before
throwing so it explodes in mid-air. When he is splattered on the walls jump
up and use the lever to turn off the barrier. Now you can head back to the
right and take the elevator back up.
Start running left when you exit. A Slog will be chasing you. You will run
past a sleep Slig who will wake up and join the chase. Keep running and
jump to the left ledge and safety. Now you should have a Slog and a Slig
below you. Chant to possess the Slig and take command ("Here Boy") of the
Slog and head right. Each time you encounter another Slig say "Get 'em!"
and watch the carnage. WARNING: Never have the Slog attack if there is a
Mudokon on screen. Instead, say "Look out" and shot any Sligs. You will
eventually come to a Slog kennel. When you walk far enough to the right
they will all charge. There are dozens of them so just keep firing. Use
controlled bursts of about 3 seconds otherwise you will be slowly inched
back off the screen by the recoil of your gun. There is usually a small gap
in the charging of the Slogs so synch up your 3 second bursts with the dogs
and you'll be fine. Explode your host while his gun is still smoking.
Now Abe can go left and chant to free Mudokon 51. Go down and get some
Spirit Rings from the Mudokon in the background then go right and chant to
eliminate the bombs. You can now lead Mudokons 52-54 to safety. Lead them
past the grinders and chant to open the portal and set them free. Flip the
lever in the far right room to turn off the electric field in the room
where you got the Spirit Rings. Go get some more Spirit Rings then continue
left.
In the next room chant to blow up all the bombs and the Slig then drop down
where the Mudokon and the lever are. DO NOT SAVE this Mudokon yet! Use the
lever to close the trap door then go back up and continue left. Possess the
Slig and explode him. Have the Mudokon follow you to the left and tell him
to wait. Get some more Spirit Rings and return to clear that bomb out of
the way. Have him follow you to the trap door until he is next to the other
Mudokon.
This is the first of several Bird Portals with a number in it. The number
indicates how many Mudokons must pass through in a single chant to recharge
your Shrykull power. The number here says "2" and that's how many you have
(assuming you followed my advice and didn't save the first one already).
Chant to open the portal and watch as Mudokons 55-56 warp out. Then the
birds from the portal fly into you and you begin to radiate that wonderful
blue glow. Three Sligs come running in from nowhere so quickly chant to
kill them all in a blaze of destructive glory. Go get another set of Spirit
Rings and proceed left from here.
Chant to remove the all the bombs from the ledges then proceed left. Run
and jump to the ledge and possess the Slig who just ran in. Explode him
then pull the lever to go down. Oops! You are very close to a Slig but even
closer to some shadows so sneak into them and wait. Wait for the Slig below
you to walk to the left then toss a grenade down. When he is gone and the
Slig next to you has his back turned, drop down. Now you can chant to take
over the Slig up top. Have him drop down then drop down again until he is
on the floor with two other Sligs.
Get both Sligs in your line of fire and yell "Look out" and fire. Explode
your host then drop down to the room below. Jump the gap to the left and
have the Mudokon by the bomb follow you to the left. When he is far enough
away tell him to wait then drop down next to him and crouch and throw a
grenade to eliminate the bomb. The birds will scatter so you will have to
exit and return to this screen to reset the portal. Chant to save Mudokons
57-59 then climb up and continue to the left.
Chant to possess one of the Sligs and watch as his buddy shoots him.
Possess the second Slig and go left killing all Sligs you encounter.
Explode your host when you are done with him. Now you can go left and free
Mudokons 60-61 before entering the door. Take the elevator up and run left
to avoid the fangs of the Slog who starts chasing you. Run and jump to the
first ledge and possess the Slig who arrives on the scene. Have him shoot
the slog then go left and shoot the Sligs in this room before committing
suicide.
Now head back right and pull the rope and dive into the trap door before it
shuts. Load up on grenades if necessary then chant to possess a Slig.
WHAT'S THIS?! The other Slig didn't kill him! Okay - yell "look out" and
waste the other Slig before dropping down to the ledge and finally the
floor. Warn the Mudokons before killing the Sligs then explode.
Have the Mudokon above follow you down to the floor and chant to save
Mudokons 62-63 before returning above where you can chant to open your own
escape portal. Continue left until you are next to some more Mudokons with
a Slig on patrol above you. Get behind that barrel and drop down. Possess
the Slig below you and have him drop down one level. Then walk off the
right ledge and turn and fire immediately when you hit the ground to take
out the Slig to the far left. Four other Sligs fall from the sky and kill
you.
Now drop down and stand about in the middle of the ledge and start throwing
grenades down the hole until the remains Sligs are dead. When all is clear,
drop down to free Mudokons 64-65 then climb back up. Climb up where you see
the falling debris and possess the Slig above you. Have him go left and
kill the other Slig before exploding.
Now go to the right where you can lead Mudokons 66-67 to the Bird Portal
back by the elevator before returning to this area. Drop into the gap on
the right and go down behind the barrel.
When you hit the ground you need to jump to the left to avoid the Slig. Run
to the right and jump to the ledge where the Slig used to be. Now that you
switched places go ahead and possess him. Now drop down to the right and
carefully kill all Sligs. Pull the lever and kill yourself. Now you can
safely drop down and chant to free Mudokons 68-69.
Continue left until you come across Mudokons 70-72 busy at work. Chant to
open the portal and free them before you go behind the barrel and drop
down.
Possess the Slig then shoot the Slog if he's still around. Drop down and
kill the Slig (and the Slog if here) then kill yourself. Now you can lead
Mudokons 73-74 to the portal below and to freedom. Return to the top and go
right where you can chant to open the portal and jump in. Now make the long
hike back to the far right of this level until you are at the door leading
to the Zulag Transport. Enter and move on to the next Zulag...
Zulag 2 Mudokons 75-83 Sneak to the left and get up on the right ledge and
possess the Slig. Have him go left until you reach the voice print machine.
Say "Hi" then repeat the Voice Print Identification Code (VPIC). The
electricity is shut down and a Slig drops down. When he falls off the ledge
shoot him then kill yourself. Now you can proceed to the left, jump up to
the right, and take the elevator up to the hub.
Door #1
Head right and jump over the bombs. Sneak past the Slig and continue to the
BOOM MACHINE. Take one then crouch down and wait for the Slig to pass
beneath the trap door. Throw the grenade onto the trap door then pull the
lever to drop t the grenade on his head. Now grab another grenade and
eliminate those bombs on the previous screen. You can now lead Mudokons
75-76 safely to the Bird Portal.
Pull the lever to bring the elevator up then go right and take the elevator
to the top. Sneak to the left and climb above the sleeping Slig. Toss a
grenade to the right to kill the Slig then jump down to flip the transport
lever and return to the hub. Door #2
A Slog is above you just waiting to attack. Run to the right and jump to a
hidden ledge above the Employee Status Screen. Now possess the Slig and
command the Slog to follow you to the right. Have him attack the other Slig
before you kill him and yourself.
Now continue to the right and roll through the tunnel. Stock up on grenades
before sneaking into the next room and climbing the ledge with the other
Mudokons. Wait for the Slig to turn his back (facing right) then run off
the ledge and back into the other room, through the tunnel then climb up
and go back right. You should now be in a position to safely possess the
Slig below. Go to the right and slaughter all the Slogs as they charge out
of their kennel. Pull the lever then explode. Finally, return to the right
and lead Mudokons 77-78 to the portal back to the left. Return to the hub.
Door #3
Head to the right and have the Mudokon above you follow. The portal has a 3
in it so we need to get all 3 Mudokons together. Tell the Mudokon to wait
then scatter the birds and disrupt the portal (you'll see why in a minute).
Climb to the ledge and pull the lever and run off as a Slig rides the
elevator down. Jump to the ledge just as the Slig is coming down. Now that
you've swapped places you can chant to possess him (that's why we scattered
the birds) then have him go to the left to the voice print machine. Say
high and repeat the VPIC to lower the energy field. Another Slig appears to
the left so shoot him then end your miserable existence.
Now you can go retrieve the third Mudokon and lead Mudokons 79-81 to the
portal. Chant to free them and to recharge your Shrykull chant. Take the
elevator the Slig rode down on to the top and flip the lever then go right
and unleash your chant. A single Slig will arrive just after the blast so
possess him and go right. Warn the Mudokons then shoot the Slig before
killing yourself. Now you can enter this room and chant to free Mudokons
82-83. Return to the hub to find the door to the Zulag Transport is now
open. Enter and move on to Zulag 3...
Zulag 3 Mudokons 84-93 When you arrive sneak to your left so you don't wake
the sleeping Slog. When you see the sleeping Slig in the next room, turn
and run to the right and jump to the ledge. Everyone is awake and pretty
mad about now. Possess the Slig and have the Slog follow you to the right.
Have him kill the Slig on the other side of the tunnel then call him back
and kill him before you explode. Now you can drop down and go right,
rolling through the tunnel and flip the switch. This turns off the energy
barrier guarding the elevator to the hub. Return to the left and take the
elevator up to the hub.
Door #1
Sneak to the right and climb above the sleeping Slig. Possess him then go
start pulling the lever on the left to drop the Sligs above you down to
your level. Shoot them as they land. Repeat until everyone is dead
including yourself. Now you can roll through the tunnel on the left and
lead him to that same trap door. Tell him to wait then go right and drop
down and flip the lever to drop him down. Have Mudokon 84 follow you to the
Bird Portal on the right and set him free.
Enter the door on the right and stock up on grenades. Drop down to the
ledge on the right and possess one of the Sligs. When his friend kills him
chant again to possess the second Slig and head off to the right. On the
next screen you can do anything BUT kill this Slig. A team of Commando
Sligs is hiding in the ceiling waiting for you to try it. If you don't mind
replaying from the start of this door, it is kind of cool to watch. Anyway,
go to the voice print machine and once again say "hi" and repeat the VPIC
to turn off the energy field. Call the Slog and lead him back to the left
where you can NOW have the Slog attack the Slig. Lead the Slog back to the
right and kill him. Do NOT fire in the Commando room!
Continue to the right and warn the Mudokons before wasting the Slig. Now
you can kill your host before going all the way to the right and freeing
Mudokons 85-86. Then go back to the left and pull the lever against the
wall before climbing up. Go through the door and continue all the way to
the left and return to the hub.
Door #2
Wait for the mine to go down by the floor. Then lower down and pull the
lever and quickly climb to the middle platform. Wait for the mine on the
right to go down then jump the gap and stand against the right edge of the
screen. Now throw a grenade to blow up a mine (or both if you are lucky).
If you time it just right you can bounce a grenade off the left mine and
explode both of them. Wait for the left mine to stop briefly then hit it
with a grenade. If only one mine blows up then you will have to jump back
to the left side of the screen and repeat the same procedure for
eliminating the right mine. When both mines are gone, continue to the
right.
Lower yourself down and flip the lever then pull up to avoid the Slig's
gunshots. Leave the room and sneak back in to find him sleeping again. Jump
to the right. off the ledge and run and jump to the right ledge and hang.
When the Slig is facing away, pull up and sneak to your right. Sneak over 2
steps and crouch and throw a grenade on the third beep to kill the Slig. If
you are out of grenades you can sneak past the Slig and pull the lever from
the right side. Jump up to the ledge and wait for the Slig to turn his back
then drop down and get on the elevator. Take it up to the BOOM MACHINE
where you can now take 5 grenades at once. Pull the lever then take the
elevator down. If you didn't kill this Slig earlier you will need to run
and jump to the right ledge and take him out with a grenade before you can
sneak back to the left.
When you enter this screen get a grenade ready and throw it straight up
after the third beep to kill the Slig. Jump over the gap and have the
Mudokon drop down and follow you. Lead Mudokon 87 to the room on the left
and chant to free him. Climb up and enter the door to return to the hub.
Door #3
Sneaking to the right reveals a BOOM, a anti-chant droid, a sleeping Slig
and a force field. You should have plenty of grenades so sneak over and
climb up the ledge on the right. Move to the right and turn and crouch and
throw a grenade after 4 beeps to kill the Slig.
Continue to the right and throw another grenade after 4 beeps to destroy
the anti-chant droid on this screen. Possess the Slig and have him hit the
lever before killing yourself. I highly recommend walking off the right
edge to fall to a spectacular death. Now lower yourself down to the ledge
with the Mudokon 88. Remember this guy as we will be back for him in a
little bit. Now lower down once more. Making a running jump to the right
then back to the left and hang making sure to avoid the falling rocks. Your
last jump back to the left will leave you hanging so just drop down to the
ledge below. Go to the screen on the left and possess a Slig. When he gets
shot, possess the other and kill him.
Drop down and continue left. Jump the gap and flip the lever to lower the
elevator. OOPS! A Slig is on that elevator! Run back to the right and jump
to the ledge where you can chant and possess the Slig. When you have
disposed of him you can drop down and have the Mudokon working on the ledge
follow you down and to the elevator. Have him wait while you go and
retrieve the other Mudokons from the room to the right. With Mudokons 89-91
all on the elevator start going up. That 4 in the portal indicates you are
one Mudokon short of a Shrykull chant. So go all the way back to the top
and all the way to the right to get Mudokon 88 that we passed by earlier.
With 4 Mudokons on the elevator, lower down and chant to free them and
super-charge your chant. Go all the way to the bottom and past the rock
crushing machine. I HIGHLY recommend doing a "standing jump and hang" to
get across this pit. It is much easier to time the rocks this way. On the
next screen unleash your chant on the unsuspecting Sligs and other
destructive devices. Move on to the right and chant to free Mudokons 92-93.
Return to the elevator and on your way up stop and flip that lever to
power-up the transport to Zulag 4. Continue to the top and return to the
hub.
Zulag 4 Mudokons 94-98 Climb the ledge next to the energy barrier. Climb up
once more. Sligs are on guard on both levels so ALWAYS SNEAK on these
screens. Sneak to the right and enter the door.
You can read the Directory and you can ring the bell. As soon as you ring
the bell run and jump to the ledge on the left. It's best if you are on the
right side of the bell before ringing. Naturally a Slig appears when you
ring the bell so chant to possess him then go right and kill both the Sligs
in this room. Take the elevator down to the next floor and kill the Slig
here. You can either line them both up or if you are feeling daring try the
old pivot-and-fire maneuver.
Continue down and head right and kill the Slig across the gap. Wait for the
alarm to stop and all the Sligs below you to be facing left before dropping
down for a slaughter-fest. Go to the left and warn the Mudokon before
taking out another Slig. Explode your host who has now just set a record
for "Most Number of Sligs Killed in a Single Possession".
Head right and pull the lever to bring the elevator up. Ride it down to the
bottom. If for some reason you failed to kill all the Sligs earlier then a
Slig should still be on guard duty here. Chant to possess him and kill any
other Sligs on this floor before exploding. If all Sligs are already dead
then chant to free Mudokon 94 before going right. Drop down a floor and
continue to the right.
Quickly roll into the tube and arm the bomb and roll back out. The Slig
will wake up but only in time to die and not shoot you. Now you can safely
have Mudokon 95 follow you back to the portal and set him free. Return to
the right until you reach the Slog Kennels.
Ready your grenade and after 4 beeps throw it straight up to surprise and
kill the Slig on duty here. If you are out of grenades, take one from the
machine. Make sure you have one before entering the kennel.
Ignore the Directory. Crouch and roll a grenade after 4 beeps to the left
to kill the sleeping Slog in the kennel while you roll to the right. Go
back and get another grenade from the previous room then come back and
sneak to the screen to the right. Another Slog is sleeping so get a grenade
ready and crouch and roll it right after 3 beeps while you back to the
previous screen. You should hear the pitiful cries of the Slog as he
redecorates the kennel with his intestines. Return to the BOOM MACHINE and
arm yourself then return.
Pull the lever to turn off the force field and have Mudokon 96 drop down
and go left to the Bird Portal. Chant to free him then continue to the
right. When you reach the next sleeping Slog do the same thing you did
before. Go get another grenade and repeat this procedure once more.
Continue to the right when all Slogs are dead.
On the next screen, possess the Slig and run left. Skid to a stop in the
next room and open fire on the Slogs who charge from their kennel. Remember
the 3 second burst rule so you don't get kicked off the screen. Cautiously
advance on the kennel and open fire once more to take out the lone
surviving Slog who thought he might trick you. Pull the lever then reward
yourself by blowing up.
Go to the right and rescue Mudokons 97-98 then return to the main area. The
door shuts so there is no going back. Head left and wait for the Slig to
leave the screen. Jump to the left and hang from the ledge and wait for the
Slig to return and leave again. Then pull up and sneak to the left and hide
in the shadows on the next screen.
There are at least two ways to solve this next puzzle. The first consists
of waiting until its all clear then running and rolling into the tube and
waiting in the safe area on the other side. Then when it's all clear again
you can roll out and run and jump and climb up and hide in the shadows up
top. This works; but here is a much easier solution.
While hiding in the shadows on the lower right, wait for both Slig to leave
the screen together. Now take a few steps out and turn and pull up to the
ledge and get in the shadows. Now, wasn't that a whole lot easier? In fact
I only told you the first solution because I'm sure that's what the
designers wanted you to do. We showed them!
When the Slig on top comes in you can sneak to the right and keep on going.
The lever turns off the electrical field way down below (at the beginning
of this Zulag) which is guarding a BOOM MACHINE that spits out 9 grenades
at a time. Big Deal! Leave it alone and keep going and enter the door to
the right.
Prepare for total carnage. There will be more death and destruction on the
next 4 screens that you have witnessed in the entire game so far. Begin by
going to the right and possessing that Slig. Pull the lever to turn off the
electricity and start an almost endless stampede of Slogs coming at you
from the right. Turn and let 'em have it. Keep shooting and remember the 3
second burst rule or you will definitely get kicked off this screen. There
are over 100 Slogs to kill so keep it up until they are no more. Let your
gun cool down then head to the left.
Pull the lever in this room from the right side and shoot the Slog coming
in from the left with a SINGLE shot. Turn and shoot the Slog now coming
from behind you. Repeat this turn-shoot ritual 10 more times and on the
last time kill the extra Slog on the left. I actually counted 1...2...3...
as I killed each pair so I knew when the last one was up. Otherwise it's
very easy to pivot out of habit and get killed by that last Slog. Your
services are no longer required so explode yourself.
Drop down and head to the left through the now-abandoned kennel. Roll to
the left into the Employee Lounge to collect some Spirit Rings. Head back
to the right and use those rings to kill the Sligs above and remove those
bombs. Go back for another set of Spirit Rings and go back 2 screens to the
right and repeat the destruction. Return for one last set of rings then go
2 screens to the right and climb up and go to the next screen. Chant to
blow up the bombs then go back left and drop down and run to the right. Run
onto this screen and turn just as you come out from under the ledge and run
back left with a Slog and a Slig on your tail. Jump to the left ledge and
pull up to safety.
Chant to possess the Slig then shoot the Slog. Go back to the right and
kill a much smaller group of Slogs as they charge out of their kennel. When
all is quiet you may explode. Drop down and go to the right and naturally
touch the "Do Not Touch" button.
The Boardroom Mudokon 99 Welcome to the final chapter in this awesome
adventure. You are almost done. Only a single Mudokon and about 6 screens
are between you and a glorious victory. So naturally the designers saw fit
to impose a 2 minute time limit to complete this level or you will fall
victim to the toxic gas Mullok has standing by. When you are ready, head to
the right and enter the door.
Run to the left and jump or drop to the ledge below. Turn and run off to
the right to the next ledge and finally turn and run and jump to the left -
this time grabbing a ledge. Pull up and go left. You will duck and roll to
the next screen which has a lever you need to pull that turns off an
electrical field below. Some grinders are in your way and you need to get
past then so time your rolls carefully. When you are past the grinders you
can stand and drop down then time those grinders again as you jump to the
right over the bombs and through the grinders.
On the next screen, get right next to the first bomb and jump 3 times to
clear all the bombs then pull the lever to lower and elevator on the
previous screen. Now repeat the jumping all the way past the bombs on this
screen and the bombs and grinders on the next screen. Take the elevator
down to the next area.
Roll to the right when the elevator stops, standing when you are through
the small tunnel. Step away from the bombs and do a running jump over them.
Continue to the screen on the right and repeat the roll and bomb jumping
again. Drop down and head back to the left.
Talk about a dedicated employee! Mudokon 99 is still scrubbing away despite
the RED ALERT and impending threat of toxic gas. Disarm each of the 3
bombs, rolling one space to the left after each bomb has been turned off.
You should go by the sound of the beeps rather than the green/red lights,
since the flashing red light from the alarm can confuse you when trying to
look at the colors on the bombs. When all 3 are off have him follow you to
the right and chant top open the portal so he can escape. You Shrykull
chant is also recharged after this final rescue so quickly pull the rope on
this screen and fall into the room below.
Walk to the right and pull the lever to add a few more Sligs to the party.
Now chant to kill everything on the screen. So much for the Board of
Directors. Unfortunately a few Sligs were hiding off-screen, and now that
you are defenseless they come in and knock you out and drag you away to the
cell in which you began the game.
Watch as this epic story unfolds to it's exciting conclusion...
Conclusion
If you saved less than 50 Mudokons you will end up in the Veg-o-matic. It's
not a pretty sight, and I certainly hope you saved more than 50 if you were
using this walkthrough.
If you saved more than 50 Mudokons you get the "Good Ending"
And if you followed this walkthrough and saved ALL 99 MUDOKONS you will get
a Special Message and Bonus Menu from the designers.
Abe's Guide to Saving All 99 Mudokons (c)1997 by Mark Smith All names,
places, images and other original materials copyrighted by Oddworld
Inhabitants, GT Interactive and Sony Computer Entertainment, Inc.
five such games which will test your dexterity and puzzle solving skills. I
won't waste your time giving you game background information or commands.
That's what your manual and the game's cool intro is for.
There are 100 employees (or slaves) at Rupture Farms. You are one of them.
This guide will help you rescue the other 99 workers in and around the
plant. Knowing how to rescue them is only half of the battle. Some of the
puzzles protecting these guys are truly "evil". You will probably be
tempted many times to just give up and settle for 60 or 70 Mudokons. DON'T
DO IT! If you are going to take the time to finish this game then do it
right and save them ALL. There is a "special something" waiting for you at
the end if you save all 99 of your co-workers.
At the end of this walkthrough there is the MUDOKON ROLL CALL section which
lists all 99 Mudokons and will link you to the portion of the walkthrough
that explains how to save them. If you have already won the game and just
wanted to know where those "2 you missed" were, then this is the place to
find out. There is also a SECRET AREA INDEX which lists all Secret Areas
and links back to their descriptions in the text.
Remember, the following walkthrough is the way "I finished the game". It is
not necessarily the right way and it is certainly not the ONLY way to
complete the game. I've played and re-played sections 20 or more times.
Most puzzles have multiple solutions. If you find a better way to do
something than what I have here, please email me and let me know. Your
solution will be tested and added to future versions of this walkthrough.
Now, let's go rescue some Mudokons... Rupture Farms Mudokons 1-28 Hey! What
a way to start a game - with a secret on the very first screen. Walk behind
the barrel on the right and go down. This is your first of many SECRET
AREAS.
SECRET AREA A Now that you know where this secret area is, leave and come
back later. You will need a grenade before attempting to rescue the
Mudokons working here so climb up and continue - don't worry - I've linked
back to here later so you won't forget.
Now that you have that grenade you need stand on the left of the platform
you land on and jump left. Drop down and sneak 1 step to the right, crouch,
arm the grenade, and throw it to the right after the 4th beep. The Slig is
dead but your bird portal flew the coop. Climb back up (on the left side)
to reset the birds then drop back and chant to free Mudokon 1.
Go past the meat grinder and pull the lever then roll back across the
grinder and jump the gap. Go past the first meat grinder and have the
Mudokon follow you. Run through the grinder when it's at the top and fall
off the ledge. You will hang and your friend will stop. Climb up and say
"Follow Me" to have him fall into the gap then jump back to the right to
get the other Mudokon. Stand where the previous Mudokon was working and
pull the lever. The levers control the speed of the meat grinders. Lead the
remaining Mudokon through the grinder when it is on SLOW then have him
wait, pull the lever and run through just like last time. Repeat the
process to get him to drop down. Now drop down yourself and make your way
to the floor. Have your friends follow you then chant to open the portal.
When Mudokons 2 & 3 are both safely away you can climb back up and out of
this area.
A Directory with a map of the level is at the left. You may or may not have
time to view it depending on if the Slig from the opening movie is after
you. If you hear him coming then run to the right and jump to the ledge.
You can always view the map when you return. The next screen is your first
experience with playing in the background. Enter the door and reappear way
back there on the ledge. Run to the right and enter the door there to
reappear in the foreground. Make sure to time all of this with the Slig so
he's not around to shoot you.
Now we get to practice jumping. Failure is death but you restart on this
screen so "no biggie". Walk to the edge of the first gap and jump. The next
gap you can either run and jump or do a standing jump and hang and pull up.
You decide. You'll be back, so try it both ways.
SECRET AREA B There is a secret hidden in the right pit with the bombs. You
will need a grenade to access the secret so come back in a little while.
Grenades are just 3 screens away so move on for now.
Toss a grenade into the right pit to take out the bombs. This is best done
from the center platform. If any bombs remain you will need to go get a
grenade from the BOOM MACHINE and repeat until all bombs are gone. Drop
into the pit and enter the secret behind that barrel.
When you appear in the next screen DO NOT MOVE. Instead, jump to the right
to land just in front of the grinder. Drop to the room below and slip by
the meat grinder and pull the lever to slow the meat grinder above and
speed up the one you just went past. Go back up and stand on the opposite
side of the grinder. Have the first Mudokon follow you and when the grinder
is going up run to the right and jump so you are hanging. Pull up and
repeat the follow command so the Mudokon falls below.
Make your way to the bottom floor and have him follow you. Tell him to wait
then slip by the fast grinder and switch the lever to reverse the speeds of
the grinders. Now have him follow you and run to the left. Don't worry if
the birds scatter - you will be back and they will reset.
Flip the lever to reverse the speeds again and repeat the process to rescue
the remaining Mudokon. You can chant and open the portal for each of them
or wait until they are together. Either way, Mudokons 4 & 5 are free!
Return to the surface and continue your mission...
Now comes our first "possession". See that sleeping Slig. Start chanting to
wake him up and take possession of his body and his weapon.
Hint: NEVER fire your weapons toward another Mudokon without yelling, "LOOK
OUT! first. This will cause any Mudokons in the area to "hit the deck" and
you can fire safely over their heads.
Head to your right until you find a Slig sleeping on the job. Shoot him
while he sleeps or yell something to wake him then waste him when he stands
up. Finally take your own life by chanting once more.
With the Sligs out of the way, Mudokons 6 & 7 are easy. After you are back
in your body go right and drop down. Do NOT pull that lever or you will
turn Mudokon 6 into a casualty rather than an escapee. Instead, tell him to
follow you and lead him to the elevator 2 screens to the right. Take him
down and chant to free Mudokon 6 then go back up and get the remaining
Mudokon way over to the left where you took possession of the Slig earlier.
Lead him back to the elevator and free Mudokon 7.
SECRET AREA C Assuming you saw that barrel where Mudokon 7 was working you
would have deduced that a secret area lay beneath it. You are right! Drop
down to encounter your first Anti-Chant Droid and the long awaited BOOM
MACHINE! The droid will not kill you if you chant, but it will prevent you
from taking over a Slig. Jump over to the grenade dispenser and get your
first grenade. You can only get one at a time so get used to seeing this
room for awhile.
Toss a grenade over to the right ledge to destroy the droid. Now that you
can chant again, possess a Slig. The other will detect that your host has
been compromised and proceed to execute him. No bother - take control of
Slig #2 and proceed to walk off the right edge. Spin to the left when you
hit the floor and get the drop on the last Slig. If you get killed then Abe
can lob a grenade down to finish the job, otherwise chant to kill yourself.
Now that this area is Slig free, drop down and chant to free Mudokons 8 &
9. Return to the surface while picking up a grenade on your way out. Now
that we have easy access to unlimited grenades this is where I remind you
to go back and complete Secret Area A and Secret Area B.
Note: On your return trip to Secret Area Ayou will more than likely
encounter that first Slig you were running from. He will be patrolling the
area by the Directory and if you try to chant he will run off the screen.
Wait for him to leave the screen then toss a grenade to the left to kill
him. You may have to try several times to get the timing down. Make sure to
get another grenade before proceeding to the secret area.>
SECRET AREA D Access to this area is on the screen just to the left of the
elevator. There is a rope hanging that you can jump and pull to open a trap
door. Run, jump or do whatever it takes to get inside this trap door before
it closes. Once inside take note of the droid - no chanting here! Get a
grenade if you don't already have one and toss a grenade to the left to
blow up the Slig. Grab another grenade then drop to the room below the
droid.
Jump off the right edge of the platform and stand 2-3 steps away from the
right wall. Face right and toss a grenade to kill the Slig and scatter the
birds. Exit the screen and return to restore the portal and chant to free
Mudokon 10. Head back to the BOOM MACHINE screen and chant to open your
escape portal. The droid zaps you but you'll recover. Grab a grenade and
exit this area.
Take the elevator down and continue the adventure. You will encounter a
Mudokon which will follow you as you lead him to the portal 2 screens to
the right. You will pass another Mudokon on the way. Return for him after
you have sent the first on his way. Mudokons 11 & 12 are now free!
Hmmm...a Slig, a droid, and a lever. Trying the lever you notice that a
trap door opens on the floor by the patrolling Slig - maybe even under him
if you timed it right. If not, then do it until you do time it right.
Notice that you don't hear the normal Slig "Death Cry". Suspicious? You
should be. There is a secret beneath that trap door. Pull the lever and run
off the ledge to fall in just as the door closes.
SECRET AREA E Now we have a Slig, a droid and a Mudokon. When the Slig
approaches the left wall toss a grenade at him. Drop down and continue to
the room below by dropping down the RIGHT side of the opening. Sneak past
the grinder and jump to the left across the gap. Drop down and flip the
lever to stop the grinder the go back up. Jump to the right and sneak past
the sleeping Slig to the BOOM MACHINE. When you get the grenade the Slig
will wake up so quickly pull yourself up to the room above. Jump over the
gap and lower yourself down on the right to find the Slig fast asleep.
Sneak to the left and jump the gap. Turn and face the Slig and crouch. Arm
the grenade and toss it to the right after the 4th beep to kill the Slig
and destroy the bomb.
Now for that Anti-Chant Droid. Return to the BOOM MACHINE and get a
grenade. Jump across the gap and stand on the right edge of the platform.
Arm the grenade and throw it to the right while backing up to avoid the
blast. Go back to the top room and have your friend follow you down. When
he drops, follow him and repeat to get him to fall down once more. Chant to
open the portal and save Mudokons 13-15!
Return to the room above and chant (ouch!) to open your escape portal.
Your next area "sounds" worse than it looks. Try to ignore the insanely
loud crunching noises as you jump from ledge to ledge avoiding the slabs of
falling meat. Wait for a chunk to fall directly in front of you before you
jump. The larger gap may tempt you to do a running jump but DON'T. Do a
standing jump and hang and pull up. It's safer, and it looks really cool
and the chicks will dig it!
Time to join the Bomb Squad. Approach the bomb and crouch beside it. Wait
for the light to flash green and touch it to turn it off. The red and green
light is always in some sort of repeating pattern so watch it before
hitting the button. Make sure to hit the button WITH the green light. If
you wait until you see it you will probably be too late. I found that
chanting with the bomb worked best. This bomb is red for 4 flashes and
green on the fifth so if you say "red...red...red...red...GREEN" and hit
the button as you say "GREEN" you should have no problem.
The next room has two Sligs guarding a single worker. Your first impulse
might be to chant but if you remember a few screens back; whenever a Slig
is possessed in view of another Slig there will be some gunfire and we
don't want our friend to eat a bullet. Eliminate one of the Sligs by
pulling the lever and dropping him through the trap door. Now you can
chant, possess, and explode the remaining Slig.
Flip that lever on the right to turn off the energy flow on the previous
screen with the bomb then lead your friend to the left and chant to free
Mudokon 16.
Before you crouch and roll under the wall you had better chant and explode
that tiny Slig in the background. He's a sharp shooter just waiting to show
off if you let him. Roll under the wall and have the Mudokon follow you as
you continue right. Have him wait on the next screen as you climb up and
flip the lever. Continue right but don't fall off as the ledge is quite
short on the next screen.
Possess the Slig and go on a Slig Hunt. It's not much of a hunt. Only one
Slig is lurking on the next screen. Kill him then explode your host body
and continue.
Return to the screen to the left to find Mudokons 17 & 18 waiting to be
rescued. Chant to open the portal and send them on their way.
Now comes one of the easiest overlooked Mudokons in the game. Walk 2
screens to the right and say "Hello" to the dark shadow. Mudokon 19 will
return the greeting and follow you to the left so you can send him through
the portal.
Proceed to your right taking note of the dark door with the warning
overhead as you walk by. Stop as soon as you enter the next screen and
survey the situation. Roll under the first grinder and continue to the next
screen to the right. Leave the lever alone for now - you'll see why in a
minute. Have the Mudokon follow you off to the left screen and have him
wait by the grinder. Go back to the right and say hello to the shadows to
find the second most popularly overlooked Mudokon. Lead him back to the
right side of the grinder then return to the now-empty screen on the right.
Now pull that lever. See; I told you there was a good reason not to pull it
earlier. Make a note of where that barrel lands. Now here is what is
"going" to happen. When you walk off to the right a Slig will see you and
chase you back to this screen. You will need to be running and stop just to
the left of the lever and in the shadows. Since Abe slides a bit when
coming to a stop you need to stop running as you pass the column on the
right of the lever. You should stop just to the left and you can turn and
get ready to pull. The Slig will stop to look for you since you are hidden
in the shadows and it just so happens he stops where a certain barrel will
land. Yank the lever and they'll be cleaning him up with a shovel.
With the Slig gone you can now go to the right and find 2 Mudokons and a
bird portal. You can chant to free them now or bring the other 4 over first
and have a parade. Either way you will need to return and get the 2 you
left by the grinder and then the other 2 that you will have to carefully
lead under the grinder. After several trips and some chanting Mudokons
20-25 will be taking a much needed vacation.
Now return to that door you passed earlier with the stern warning overhead.
Ignore it and enter. Enjoy the cool 3D transitional video - there are lots
more to come. Enter the screen to the left and start running when you
realize a Slig sniper is perched above you on the ledge. Don't stop running
until you reach the next screen and the BOOM MACHINE. Get a grenade then go
to the right edge of the screen. Walk or roll into the next screen to make
the Slig jump down to your level then return to the left quickly and toss
the grenade to the right. Make sure you got him. If you didn't then grab
another grenade and repeat until you do.
Now hop on the elevator and go to the top. Note the sleeping Slig on your
right and the cluster of bombs on your left. First we need to eliminate the
guard below so toss a grenade down to the right to kill the Slig. Ride the
elevator down just far enough to make sure you got him then go back up and
do a standing jump off the right edge of the elevator. You should land
where the Slig used to be. Now duck and roll to your right.
SECRET AREA F This screen isn't as hard as it looks. The annoying red
flashing light is worse than those grinders. When the first grinder is
going up, jump to get past it. Now when the next grinder is up AND the 2
trap doors are closed you need to roll right and keep rolling to the next
screen. Chant to free Mudokons 26-28 then roll back. The trap door is now
open so just walk off and you will grab the edge and hang. Drop down to the
ledge where that Slig used to be - aren't you glad you killed him?
Drop down and go left. Pull the lever to call the elevator. Grab another
grenade and go back to the top. Get onto the top platform and crouch and
roll a grenade off to the left. It should drop and blow up all the bombs in
a chain reaction. Lower yourself down to the next two ledges and roll left
off of this screen and onto the next level...
Stockyard Escape Mudokons 29-40 Start this level with an easy jump across
the bomb pit. Make a mental note of the hint about motion detectors. As
soon as you enter the next screen begin to chant to rescue Mudokon 29 who
is working below in the shadows. Hesitate and he is Scrab-bait. Crossing
this screen isn't too hard. The beams can touch you as long as you are NOT
moving. Get the timing down and walk-stop-walk-stop making sure to stop
when a beam approaches.
When you reach the next screen drop into the pit on the left and enter the
dark doorway. You will reappear way back in the background so proceed to
your left and chant to open the bird portal and hop in.
SECRET AREA A As soon as you appear, chant to open your escape portal
below. Drop down and run to the right and turn and retreat as soon as that
Scrab sees you and shrieks. Run back and jump to the ledge and pull up. Now
get the attention of one of the Mudokons and when the Scrab is facing the
left wall say "Follow Me" and start running to the right. Jump the gap in
the next room and jump the two gaps in the room after that. On the next
screen jump and grab the ledge and pull up just as the angry Scrab arrives.
As he paces about in frustration below you can chant to open the portal and
send the first Mudokon on his way. Wait for the Scrab to face the right
wall then repeat the previous run in reverse ending up on the left ledge
this time. Get the attention of the remaining Mudokon and repeat the
process all over again. After you have rescued Mudokons 30 & 31 wait for
the Scrab to face the right and run back to the left and this time hop into
the portal which you so wisely opened in advance.
Back in the Stockyard you must now jump the Scrab to your left. You can do
a running jump or jump and hang but if you choose to hang make sure the
Scrab is nowhere near that side of the pit. The next screen has another
Scrab in another pit but this pit is way too large to jump. Wait for the
Scrab to get beneath you on the right side then jump to the bottom of the
pit and immediately do a running jump to the left ledge and pull up just in
time.
The next screen is the first of many night scenes so get used to lots of
shadows. Chant to read the fireflies' message then proceed to the next
screen. Jump the bomb and fall into the pit. You should automatically hang
from the ledge. Wait for the Slig (who woke up when you jumped) to leave
the screen then get up and sneak to the shadows. When he passes by sneak to
the left and hide in the shadows on the next screen.
Wait for both Sligs to leave the screen then drop down and roll to the
shadowy rock on the left. When the Slig above you is gone and the Slig on
your level is to the right, sneak to your left and jump the bomb on the
next screen. Turn and lower yourself down before the Slig returns. You
should now be on a ledge with a Anti-Chant droid. Now why would they not
want you to chant here? Perhaps its that bird portal in the shadows. Chant
to open the portal and jump in after you take a small zap from the droid.
SECRET AREA B Jump as soon as you exit the portal. A Slig is firing in your
general direction. When both Sligs are gone pull up and run to the right.
Run right past the surprised Slig and jump when you are right on top of
him. You should grab the right edge of the pit and hang. Dangle there until
both Sligs are gone then pull up; say "hello, follow me" and jump to the
left to lead the Mudokon away from the bomb. Tell him to "wait" when he is
near the left edge of the screen then jump and dangle again as the Sligs
return. The top Slig will probably beat the Mudokon for moving but he will
survive and the Slig will "pay" later. When both Sligs are gone, repeat the
process and dangle once more. When the Sligs leave again pull up then pull
up to the top level and arm the bomb. Drop down and jump and hang from the
left edge of the pit. NOTE: You cannot lower yourself down on the edges of
this pit. You MUST jump and hang.
The top Slig should walk right into the bomb on his next pass. When the
bottom Slig is gone pull up and jump back to the right and go up and lead
Mudokons 32 & 33 to the left and freedom. Back on the top right screen wait
for the Slig to walk beneath you and say "Hello". He will return the
greeting as he walks off the edge of the pit and falls to his screaming
death. Repeat the greeting if this doesn't work the first time. Drop down
and return to the left and exit through the bird portal.
Once you're back to the night sky you need to get on the left of the bomb
and arm it. Then carefully proceed to the screen on your left. Hide in the
shadows and wait for both Sligs to start marching away from you. Move
toward them to get their attention then turn and run to the previous screen
jumping over the bomb and grabbing the ledge in the same leap. One of the
Sligs should chase you and run right into the bomb. Now return to the left
screen and hide in the shadows again. Wait for the Slig to start marching
away from you. When he is in the middle of the screen run past him and jump
and grab the ledge and pull up. WARNING: If you die on this screen you will
need to go back and re-save Mudokons 32 & 33 in SECRET AREA B.
Proceed to the next screen and read the firefly message. Continue left and
when the bats are gone lower yourself down. When you land move to the left
then jump to the right to hang from the ledge and wait for the Slig you
just woke up to leave the screen. Pull up when he is gone and move towards
the right edge of the screen. When you hear the Slig approaching run to the
next screen and jump, grab and pull up to the center column. Chant to open
the bird portal. Take your hit from the droid and wait for the Slig to
leave again then jump down and enter the portal.
SECRET AREA C You start right next to a Mudokon, and a Slig shows up almost
immediately. Chant to possess him then fall off the ledge to the right then
again to the left. Say "Hi" so you blend in with "the guys" then drop down
and waste them. Make sure you have both Sligs on the same side of you and
if a Mudokon is in the line of fire be sure to yell "Look Out" so he ducks.
Explode your host and start leading the Mudokons up here down below.
Remember to repeat the "follow me" command to make them jump off ledges.
When you have all 4 of them on the floor chant to save Mudokons 34-37. Walk
to the left screen and chant to open your escape portal to return to where
this entire sequence began.
Now you need to get some rocks but a Slig is guarding them. Continue to the
left until you see the inactive bomb. Walk to the edge and when the Slig
leaves drop down - arm the bomb - and pull up just as the Slig returns and
blows himself up. Drop down and head right and collect some rocks then run
back to the left and jump and grab and pull up onto the ledge and continue
left. Wait for the bats to disperse then drop down to the next two ledges.
At the bottom, head to the right and chant to open the portal. Stand at the
left edge of the screen and toss the rocks to destroy the bombs then jump
down and enter the portal.
SECRET AREA D Start rolling as soon as you exit the portal stopping short
of the bombs. You will be hidden in the shadows from the Slig on duty to
the right. Each time he turns his back do a standing jump to the next gap
in the bombs. The Slig will spin around so stay still until he turns
around, then repeat. Now turn and get ready to jump and pull yourself up as
soon as the Slig down here turns his back and the Slig up top is moving
left. Up top, turn and jump to the shadows on the right. Wait for the Slig
to turn his back then head right rolling into a safe zone.
Start chanting to send the bottom Slig running into the bombs. Take over
the other Slig up top and head left. Kill the Slig up here then greet your
"friends" below. You can then drop down and get both Sligs in your line of
fire. Tell the Mudokons to "look out" and waste the other Sligs. Explode
your host then return to the left - jump the gap and continue left to chant
and rescue Mudokon 38. Return to the right and open your own portal and
leave this area.
Back outside, head left and load up on rocks. HINT: You cannot take more
rocks if you have even a single rock in your possession. Sometimes it is
better to toss away that last rock so you can TAKE 3 new ones from a sack.
At the next screen we have a Slig who has foolishly fallen asleep next to a
bomb. Detonate the bomb with a rock to take out the Slig then continue on
to the graveyard.
Sneak to each shadow until you are at the far left, then when the Slig
passes, run to the left and immediately jump to the ledge and roll into
safety. Chant for some encouraging words from your firefly friends then
move on to the left. Load up on rocks if necessary then get ready for some
fun. The fireflies give you a clue of what's to come so drop down and climb
back up on the left. Hop over the bomb and carefully enter the next screen.
Your first Slog awaits. It just growls at you until you provoke it so
"fart" to send him into a rabid frenzy. Run back to the right and hop the
bomb as the Slog chasing you explodes in a rain of doggie-chunks. Before
going back up let's take care of another secret area. Roll behind the
campfire to drop down to the next level.
First thing, chant to open the portal for your eventual escape. Now toss
some rocks to eliminate those bombs in your path. The Slog below will still
be trying to bite you so move to the left and when he jumps at you run off
the ledge and continue right. Roll in mid-run to pass through the tunnel
and jump to the ledge on the other side. Wait for the Slog start jumping
for you again then repeat the run - roll - run and jump into that portal
you opened earlier.
SECRET AREA E Sneak to the right so as not to wake the sleeping Slog.
Continue sneaking to the ledge and pull yourself up and chant to send
Mudokon 39 to join his 38 friends. Head left and chant to open the portal
for your exit. Now run back to the right and jump to the floor and back to
the ledge on the right. When the Slog is nipping at your heels again make a
run for the portal to your left.
Back on the surface, you can reload your arsenal of rocks and head left. Go
2 screens then drop down and go right and drop into the room below and
chant to open the portal to the final secret on this level.
SECRET AREA F Take off running as soon as you appear. A slog will be hot on
your heels so keep running and jump to the ledge and exit to the door on
the right. Chant to free Mudokon 40 then head left to chant and open the
portal for you to use. Now go back right and exit the door you entered from
and run left off of the ledge and continue left until you jump into the
bird portal.
Back on the surface, keep moving left until you find your next Slog. When
you anger him enough that he is chasing you retreat to the right and jump
to the ledge. Now jump off the ledge and over the dog and run to the left
and when you switch screens jump over the bomb. Too bad Fido can't jump.
Stand beneath the Slog on the ledge above and toss some rocks up to take
out the bombs and the Slog. You can destroy all of the bombs with rocks or
just enough that you feel safe about jumping over. Climb up and continue
left when ready. Chant to receive your final firefly message then lower
yourself down the cliff and enjoy the show... Monsaic Awakenings No
Mudokons This level is a tropical jungle which serves as a nexus point for
the next 2 levels; Paramonia and Scrabania. There are no secrets and no
Mudokons to worry about; however, there are still some challenging puzzles
to solve so let's get started.
On the first screen is the first of many Rune Stones which will give you
information about the land and some history. It's usually in the form of a
poem and some are more useful than others, but read them all for maximum
involvement in the game. Head left and jump from ledge to ledge avoiding
the falling rocks. Wait for the rock to fall right in front of you then
jump (just like the area in Rupture Farms).
Now comes our first "conversation". A Mudokon is on sentry duty here and
demands the password otherwise he'll bop you one with his slingshots. Mimic
his whistles (High - High - Fart) and wait for his "okay" before
proceeding. You will soon come to a Slig and a Rune Stone. The stone only
tells you the obvious so chant to become the Slig then head left to retire
the other Slig then destroy yourself. As Abe, head through the door to the
"Running and Rolling Practice Area". Of course you should already know how
to do this by now but you can still practice just the same as it becomes
crucial later on. You can also practice jumping into the wells on your
right.
When you are comfortable with your running, rolling and well jumping skills
head through the door on the right. Drop down and head left to the wall
then climb up and keep going left. Get more info from the Rune Stone then
take the elevator up to another Mudokon sentry. Get the information from
the stone about activating the wells then listen and repeat the sentry's
whistles (High - High - Low - Low - Fart) before jumping left and climbing
up the ledge.
Use the lever to activate the well then jump in. Another Mudokon sentry is
posted here and he is just waiting to challenge your memory skills. Repeat
his whistles (High - High - Low - Low - High - Low - Fart) then continue
left and enter the door.
Get some more info from the stone then jump in the well. When you land,
read the Rune Stone for a map of the next puzzle then read the next stone
that explains the bird portals (a little late I might add). Use the portal
then take the elevator down. The music you need for the bells is down here
so head left and ignore the chanting Mudokon. You will soon come to a bee
hive. The bees will only attack when you pass underneath. You can withstand
a few seconds of bee stings but you need to get them off of you as soon as
possible. So climb up and run past the hive and with the bees hot on your
tail keep running left past another meditating Mudokon and leap to the
ledge to the left. The bees will attack the other Mudokon and eventually
fly away while you can learn the Bell Song and prepare for the trip back.
Repeat the previous sprint only this time the bees will swarm that first
Mudokon you passed by the elevator. Take the elevator up then head left and
chant to possess the bells and play the song to unlock the door. Enter,
then head to the right and read more info about lighting the torches.
Listen and repeat the Mudokon whistles (High - High - Low - Low - High -
Low - High - Low - Fart) Chant to read a message from your friendly
fireflies then close your eyes and jump off the ledge to the right. You can
go to the right and read the firefly message then return and head left,
jump the gap and enter the door. Now that you are that tiny speck in the
background, head right and read some more background info then continue on
past the wells which lead to the next two lands. You should end up at a
very nasty screen with Sligs, Droids, bombs and another Rune Stone. Read
the info then flip the lever to activate the first well. Return to the left
and hop in the Paramonia Well...
Paramonia No Mudokons After you take in the view, head to the right and
check out the information in what now appears to be a tree stump. You will
learn how to ride an Elum (that creature you were eating a hotdog with a
few pictures back). Now all we need to do is find one. Head to the right
and sneak when you see the sleeping Slig. Sneak right up to the bomb and
arm it then pull up to the tower above as the Slig gets blown to bits. Make
sure to get a rock from the sack either now or later. Climb the tower and
pull the ring (shown in picture) which calls the Elum. Make your way to the
ground to find your trusty Elum waiting for you.
Elums will follow your commands just like other Mudokons. They will come
when called and stay when told. Before mounting your trusty steed walk over
to the next screen and check out what's next. That's a big jump - too big
for you but your Elum can handle it just fine. That bomb on the landing pad
could be a problem so use your rock to take it out. The best place to stand
is one step on the screen to the left. Throw the rock to the right. You
won't see the explosion but you will hear it and probably get knocked off
your feet in the shockwave. Now hop on your Elum and get a feel for the
ride. Note the time it takes to stop when running.
Take off running to the right and when the Elum reaches the very edge of
the gap jump and proceed through the door. You soon encounter another
Mudokon sentry. Say "Hello" then listen and repeat his whistles (Low - High
- High - Low - Fart) to get him to lower the elevator so you can continue.
You must dismount to operate the elevator. When you reach the top, tell
your Elum to stay put and grab a rock and sneak to the screen on the right.
Sneak toward the Slig and crouch and roll a rock into the bomb to remove
both bomb and Slig from the screen. Go get another rock and bring your Elum
with you as you head back to the elevator on the right. Up top your Elum
will find his favorite food
- HONEY! He will eat for eternity or until the bees chase him away. Toss a
rock into the bee hive then run to the right. Listen to the mournful cries
of the Elum as he is repeatedly stung until he quits eating and joins you.
Be careful - sometimes he will follow you bringing the swarm with him. Keep
your distance until the bees give up. If you do get swarmed and nobody is
around to divert the bees to, you can always roll back and forth across the
screen until they eventually give up.
Enough about bees. Head to your right and disarm that bomb. Remember to
anticipate the green - don't wait until you see it or it will be too late.
Mount your Elum and head to the right again. Start running and jump the
gap. On the next screen is a Slig in the background who will kill your if
given half a chance. Don't stop or even pause or you will be dead. Keep
running and jumping until you reach the safety of the tent to the right.
At the next screen dismount and make your way over to the right and climb
up until you are next to a lever with bombs on each side. Climb up again
and hop into the well to be shot to the top of the tower. Possess the Slig
that took a quick shot at you on your way up. Now drop off to the left and
say "Hi" to the Slig before dropping down and shooting him. Finally drop
down and "disarm" a bomb next to the lever thus ending this Slig's
usefulness and his life.
Make your way back down the tower and pull the lever to lower the elevator.
Hop over the remaining bomb and lower the elevator to the bottom. Call your
Elum and head to the top. More bees! Hop on your Elum and take off running
to the right. Keep on running several screens to the left jumping the gaps
when necessary. The bees will be in hot pursuit until you reach the safety
of the tent.
Dismount and tell the Elum to "wait" then pull the ring to fall into a well
far below and catapult to a ledge up high. Lower yourself down to the
ground and flip the lever. Hop over the bomb to get the "password" then
return and hop in the well. Run and jump over to the ledge and pull the
ring. Return to the bottom and hop in the well again to be shot back to the
top next to your Elum. If you don't understand what all that ring and lever
pulling was about then try it without following these instructions.
Continue right to the elevator and head down to another Mudokon sentry. Say
"Hello", then when asked give him the password you learned a few screens
back (High - Low - Low - High - Fart). An elevator will appear and you can
continue on. Soon you will see one of those info terminals across a large
gap. Take the elevator to the bottom and when the Slig appears take him
over. Proceed to the right to kill your fellow guards on this level and
below before exploding yourself. Now you can go left, climb up and return
right then climb all the way to the top to get the information. Return to
your Elum on the bottom and make the long jump leading to the door.
You appear on the next screen hidden in the shadows so stay there and chant
to take over the Slig in the background. Use him to kill the other Slig on
the right then destroy him. You can chant or walk him into the bombs - you
decide. Tell your Elum to wait (unless you want him to walk into those
bombs) then hop in the well. You'll pop-up on the other side and you can
proceed to the temple. Chant to open the portal and enjoy the short movie.
Paramonian Temple Mudokons 41-43 The layout of the temple is quite simple.
There is a short segment which leads to a hub. There are several doors in
the hub room and you must enter each; solve the puzzles and light the
torches in each area. Only when all the torches have been lit can you enter
the final door.
Once you appear in the temple (see picture) and need to head right and get
the Slig to follow you. Run back and jump in the well to reappear in the
background where you can safely chant to possess your host. Return the the
right and call your Slog ("Here Boy") and take the elevator down. Use the
"Get 'em" command to have your pet kill any Sligs you encounter then shoot
your companion before ending your own life.
Abe can now return to the front and take the elevator down. The fireflies
will tell you to "Watch out for bats", but by the time you read it you will
have already died so just take my word for it and drop down as soon as
possible. A lever will drop a rock which is useful if for some reason you
didn't take out the Slig earlier. Head to the right and enter the hub.
Paramonian Temple Hub
You can enter these doors (except for the last one) in any order you wish.
Here is a map of the hub. Just click on the door to get a walkthrough for
that area. There is a link back to this map at the end of each door
solution. Your goal in each door is to light the torch and find the Bell
Song to open the exit back to the Hub Area. When all torches are lit the
final door will open and you will receive your reward.
Door #1
Walking to the left puts you onscreen with some of those nasty bees so
return right and start climbing the ledges. Grab some meat from that side
of beef handing on the one ledge and continue to the top. Head right and
don't scare the Paramite. You can advance on them only so far. If the music
gets tense you will need to retreat or toss some meat. For now throw the
meat to occupy the Paramite while you hop up on the middle ledge and get
another piece of meat. Continue to the next screen and throw the meat to
the far right. The Paramites will run toward the meat and trip a huge stone
disk which will starting rolling towards them and YOU in true "Indiana
Jones" style. Retreat to the left screen and jump to that ledge as the
stone rolls beneath you. Stock up on meat before dropping down.
Head to the left and drop down all those ledges again. Head left to find
that the stone has plugged the hive allowing you safe access to the Rune
Stone on the ledge with the Bell Song. Drop down and continue left. Toss
the meat back to your right to distract the Paramite and continue left and
lower yourself down. Stock up on more meat and jump to the left ledge and
move carefully onto the next screen. Throw the meat to knock the bee hive
down. The bees will swarm the Paramite as he devours the meat. When he is
dead you can drop down and flip the lever and immediately climb back up as
another Paramite arrives to claim the meat.
Make your way back to the top. The Paramite you distracted earlier will not
attack as long as you don't rush him. Slowly make your way back to the
ledges and return to the very top. Head back to the right where the stone
disk originated from and duck and roll to the area with a bird portal.
Chant to open the portal and enter the secret area.
SECRET AREA A This is (in my opinion) one of the hardest segments in the
game. Your timing must be flawless. The slightest pause will result in
death, so here we go.
Advance a few steps toward the Paramite and turn and throw some meat to the
left. Immediately roll to the right through the tube (noting the other
Paramites descending from the ceiling) and when you exit, jump to the
ledge. Get one of the Mudokons ready to follow you then jump to knock some
meat to the floor and immediately jump down and do a running roll into the
tube returning to the left side where you can stand and chant to open two
portals. When your co-worker has escaped you need to immediately jump
through your own exit portal. NOTE: If you can still hear the Paramites
eating when you exit through the portal you are in good shape - otherwise
you may as well just jump back in and die to start over.
Now return a few screen to the left and grab some meat from the platform
and return to the secret area. This time when you enter immediately throw
the meat to your right and drop and roll, passing the Paramites as they
charge towards the meat. Jump to the ledge and repeat the process to save
the next Mudokon. Back outside, load up on meat and return to save the
third Mudokon.
There is a nasty twist to your final trip to this area. After the third
Mudokon has escaped a continuous rain of rocks will hinder your escape.
Time it just right (wait for a rock to pass in front of you before running)
but don't take too long as the Paramites will be all over you in seconds
after they have finished their meat. Once you are out proceed to the left
knowing that Mudokons 41-43 are taking a much needed vacation.
You will arrive at a screen with a Paramite and a lever. The lever drops a
rock which can be used to smash the Paramite. Toss some meat so it lands
where the boulder will land and while the Paramite is eating you can
flatten him. You will need one more piece of meat, so return to the nearest
side of beef and stock up then return to the final screen. You can either
have the Paramite follow you and repeat the smashing, or just throw the
meat to the right to distract him long enough to chant your Bell Song and
return to the hub.
Door #2
Head to the left until you reach the screen with the slab of meat then
start climbing until you are to the left of a well. Roll left and obtain
the Bell Song then touch the meat to cause a chunk to fall. Roll right as
the Paramite comes to claim his prize. Climb up and head left to the lever.
As you approach you will trip a plate which will cause a boulder to start
chasing you. Run to the right and run right off the ledge to hang onto the
opposite side as the rock rolls safely overhead.
Return to the lever and pull it to activate the well then go hop in. Flip
the lever on your right to light the torch then hop back into the well.
Return all the way back to that first slab of meat in the middle of the
screen and knock a piece down by jumping from the ledge. Hold your breath
as you literally take the meat from the drooling Paramite then while
standing on the left of the screen, throw the meat to the left to occupy
the remaining Paramites as you run to the left and jump to the ledge. Chant
to ring the bells and return to the hub.
Door #3
Jump to the left ledge and walk left. Jump to the ledge in front of the
Paramite then turn and jump back and hang. Drop down to flip the lever then
roll right and climb back up to get on the elevator. This is a long ride.
The fireflies tell you to use Spirit Rings to eliminate bombs. The Mudokon
on the next screen is demanding a password. The next screen looks pretty
plain except for that trickle of rocks indicating a climbable ledge - so
climb.
Get some meat and head all the way back down. Toss the meat to distract the
Paramite while you obtain the password. Now return to the Mudokon and say
"Hello" then when asked give him the password (High - Low - High - Low -
High - Fart). He will grant you the power of the Spirit Rings - a "Super
Chant Smart Bomb" good for a single use. Return to the screen below to
chant and eliminate all the bombs. Flip the lever to light the torch then
return to the Mudokon for another Spirit Ring.
Head back up to the slab of meat and chant to blow up those bombs then jump
to the right and flip the lever then return to the Mudokon below. Jump in
the well and when you arrive in the next room head to the left and jump up
to avoid the Paramites dropping from the ceiling. Use the door to return to
the hub.
Door #4
Walk to the left and when the Sligs see you run back to the right and jump
onto the ledge. Possess the Slig and have him kill his partner before
exploding. Continue on left. Grab a rock from the sack by jumping the gap
before proceeding to the next screen.
This next screen looks tougher than it really is. Wait for the bats to be
as far away as possible then jump the gap when the boulder is at the apex
of its swing. Crouch while waiting for the bats to move away then repeat
until you are across and then sneak into the next screen. Crouch and arm
the bomb then roll/run to the right. The Slog will wake up and chase you
arriving at the bomb about the same time it goes off. Obtain the Bell Song
and flip the lever to light the torch.
Make your way past the swinging boulders and all the way back to the
starting screen then head to the right. Roll so that you are on the left
edge of the screen and toss the rock to clear the bomb from your path then
continue right, chant to open the door and return to the hub.
Door #5
Head to the left making a mental note of the plate that triggers the
falling rocks on the right. On the next screen you will capture the
attention of a Paramite who will follow you to the previous screen. He will
walk on the plate so make sure you are not near the rock landing zone when
he does.
Keep on running to the right crossing a pressure plate and crushing the
pursuing Paramite in the process. Return to the far left to acquire the
Bell Song then return to the right until you reach the barrier. Make a note
of the plates and rocks in this room then roll under the barrier and onto
the next screen.
Don't let that lone Paramite fool you. This is a deadly ambush as several
other Paramites are waiting to descend on you from above. Run and jump to
the ledge as the Paramites start their descent. Flip the lever to ignite
the torch then run and jump down and to the left. Drop and roll in mid-run
to slip beneath the barrier and roll across the plate just in time to crush
the pursuing Paramites. Keep running to the left just in case they slip by
your trap and jump to the ledge in the next screen and chant to open the
door and return to the hub.
Door #6
Enter the door to the right to arrive at another bat and boulder puzzle.
Note the circling pattern and wait to jump the gaps when the bats are
flying up. Keep heading right to find a bat and a bomb. Wait for the bat to
start flying up then roll to the bomb and disarm it then roll back to the
left and wait for the bat to fly up again before running and jumping to the
right ledge.
Climb up to the next screen and get ready for some serious bomb disposal.
Jump to the middle platform and disarm each bomb. Flip the lever when done
to light the torch then jump to the left. Sneak up to the sleeping Slog and
stand beneath the ring. Face to the right and jump and pull the ring then
take off running as the Slog chases you. Run off the end of the platform to
hang from the opposite edge. The Slog will bark a lot but you can safely
pull up and head right and lower yourself down to the bottom. Make your way
past the bats and boulders to arrive at the open door. Enter to return to
the hub.
Door #7 - Paramite Nest
This level takes place entirely in the shadows. You can however scout the
area by hopping in the well and appearing in the lit background. You can
get a sneak preview of things to come, but there is simply no substitute
for just "doing it". You may die a few times but that's why they give you
unlimited lives. You can try to memorize the following, but it will
probably confuse you more than help you. Ready......set......GO!
Ride the elevator up and run and jump to the left ledge immediately. Turn
and jump and run to the right as Paramites close in from all directions. On
the next screen jump the trap door as it opens and jump to the ground then
back up to the ledge on the right. You're safe for the moment so when you
calm down you can climb up.
Two Paramites drop down on you so climb down and hang and the Paramites
will run off the edge in a rabid frenzy. Climb back up and jump to the left
ledge then jump back to the right ledge and climb up to the next screen.
Roll under the stone blocking your way then turn and pull yourself up to
the ledge above. Oops! More attacking Paramites - lower and hang as they
run off the edge too, then pull up and continue to the left. Roll under the
barrier and continue running.
Run and jump over the gap and onto the left ledge and keep running as more
Paramites descend from above. Continue running and drop and roll under the
barriers then jump down to the left. The next Paramite will actually run
away so chase him into the next room and jump to the ledge on the left and
jump into the well before any of the Paramites on this screen come to their
senses and eat you.
Calm down and grab some meat (2 pieces) before jumping into the right well.
When you appear throw BOTH pieces of meat to the right and jump down and
enter the door. Chant to open the bird portal. Enjoy the movie and your
cool new tattoo. When you are back to the jungle world of Monsaic
Awakenings you can retrace your steps back to the screen with the two wells
and hop in the right well to enter Scrabania.
Scrabania No Mudokons Your first screen has a broken well so head left.
Great - a Slig and that droid is going to make sure you don't possess him.
Jump over the bomb on the ground and hang on the ledge. When the Slig is
walking away pull up and sneak to the left and arm the bomb then roll to
the right off the ledge. The Slig will eventually trip the bomb and clear
your way. The Rune Stone is just a refresher course on how to ride an Elum
- nothing important.
On the next screen a Slig is on guard duty. Wait in the shadows until he
leaves the area before climbing the left ledge. Wait for the Slig to come
back and walk across the crack in the ground that looks like an X. Pull the
lever to smash the Slig then drop down and continue left. Don't pull that
lever unless you want the same treatment you just gave the Slig. Move to
the side of the lever without the X-crack and pull it. The rock will fall
but you will live and that broken well on the first screen is now in good
working order. Head all the way back and jump in.
Pull the lever and jump back in to reappear in the foreground. Head to the
left to the screen with the droid and the well and jump in. You are now in
the background and can possess the Slig in the foreground. There is nothing
for him to do so just explode him then jump in the well. Ring the gong to
summon the Elum then climb all the way down to meet him. Saddle up and head
left jumping the gap and avoiding the bat. Enter the cave.
Jump the gap to the right and continue. Go down the elevator and obtain the
Spirit Rings by saying "Hello" then repeating the following whistles (Low -
High - Low - Fart). Have the Elum wait then head right and chant to
eliminate the mine. Return and obtain another Spirit Ring. Climb up to the
ledge and pull the lever to raise the next elevator then drop back down and
take the elevator down to and chant to blow up the bombs on the right.
Obtain the password from the Rune Stone on the ledge then go back up for
some more Spirit Rings.
Go all the way down this time. A Mudokon is on sentry duty here. Say
"Hello" then offer up the password (High - High - Low - Fart) to make him
pull the lever and activate the mines. When both mines are together on the
right furthest from you chant to blow them up with the Spirit Rings. Mount
the Elum and jump the gap to the right and continue.
The next few screens take good timing and a lot of luck. There are 3 mines
circling this screen with a gap just big enough for you and your Elum to
slip into. Get the timing down then run across the screen and onto the
next. Jump over the gap on the next screen and keep on going. Jump over the
gap on the third screen and when you land jump again and keep on going. On
the next screen jump over yet another gap and enter the safety of the cave
on the right.
Keep moving right until you reach an elevator. Go up and watch helplessly
as your Elum is drawn to the honey. Leave him for now and continue to the
next elevator and go down. The rocks are still out of your grasp so
continue to the right, jump the gap and keep on going. On the next screen
wait for the Slig to leave before running to the right. When the Slig
returns to this screen move on to the next screen and pull the lever. Get
along the left edge of the screen and when the Slig enter this screen go
back left and jump into the well. You'll be launched back to the bottom of
the second elevator and you'll also knock a rock loose on your flight. Pick
it up then take the elevator back up to free your Elum.
The Elum is still eating so leave him for now and climb up to the left
ledge with the bomb. Crouch and roll the rock into the bomb then roll into
the next screen. Repeat the Mudokon's song (High - Low - Low - High - Fart)
to obtain more Spirit Rings. Take the elevator back down and move on to the
right.
Read the sign then chant to eliminate those hazardous bombs with your
Spirit Ring. Hop up to the left ledge and read the sign, pull the lever and
jump back down. Run to the left right past the Elum. The bees will swarm
him until he loses his appetite. Now he will follow you to the elevator and
you can then go down and continue to the right. Jump the large gap and
continue until you reach the gap with the mine just about where you would
probably land if you attempted the jump. Instead, dismount and jump into
the well to land on the other side. Disarm the bomb then move on to the
next room on foot.
Walk behind the rock quickly to avoid getting shot. Run past the
slow-moving mine as it heads up and to the right. Run onto the next screen
and jump in the well. You'll land by some elevators and a sack of rocks.
Jump to the left to get a rock to fall. Take the right elevator down to
pick up the rock. Turn left and toss the rock to blow up the bomb on the
other side then go back up and ride the left elevator down to the cleared
ledge. Obtain the password then go back up and to the right to get a Spirit
Ring from the Mudokon who wants you to recite the password (Low - High -
Low - Low - Fart) then return to the area where you were hiding behind the
rock.
Chant to blow up the circling mine and the Anti-Chant Droid. Now possess
one of the Sligs and watch him get gunned down by his buddy. Take over the
other one and destroy him then go hop in the well and join up with your
Elum. Jump the gap and keep going right until you reach the cave. Leave
your Elum again and drop down a few levels until you can flip the lever.
Climb up to avoid the mine your just activated and get back on your Elum.
Wait until the mine is on the right then jump the gap and continue to the
right. When you get close to the gap a mine will start coming at you. Start
running and jump the gap and go to the next screen.
The mine is still after you, so keep running and jump the gap and jump
again over the second gap with the mines. Now walk into the next room.
Dismount and climb the left ledges to the screen above and chant to possess
the Slig. Have him go to the right and kill the sleeping Slig. Take the
elevator down then drop to the ground and pull the lever.
After the shockwaves subside you can get back on your Elum and continue to
the right. Jump the gap and go by the lever. Jump all the gaps on the next
two screens and dismount after the last gap so you can sneak onto the next
screen. Continue to sneak across the screen to the next. It's not as bad as
it looks. Wait for the mine to hover then jump the bomb and duck. Repeat
the procedure for the remaining bombs, always waiting for the mine to stop
before jumping. Continue to the right.
Greet the Mudokon and return his song (Low - High - Low - Low - High -
Fart) to get another dose of Spirit Rings. Now head back and wait for the
mine to stop on the left side of the screen and chant to do some serious
demolition work. Head back to the right and pull the lever and jump in the
well. You should now be in the background with a sleeping Slig up front.
Possess the Slig and have him head to the right until he can shoot another
Slig across the gap. Explode your host then return through the well and
reunite with your Elum. Saddle up and run to the right and jump the
previously guarded gap.
Once again leave your Elum (this time for good) and climb the middle ledge.
Head right and jump in the well before the Slogs can react. You will appear
on a screen with a moving mine and a Mudokon. Keep moving to avoid the
unpredictable mine and say "Hello" to the Mudokon until he offers a song
for you to sing. Quickly whistle (Low - High - High - Fart) and the Mudokon
will turn on the well for you. Quickly roll over and jump in before the
mine finishes you off.
When you finally stop flying all over the place you can chat with the
Mudokon to obtain some more Spirit Rings. He is looking for these whistles
(Low - High - Low - Low - High - Low - Fart). Chant to blow up the bombs
then run to the right and jump into the well. Read the Rune Stone for lots
of cryptic info on Scrabania then head to the right.
The bird portal awaits but its guarded by a Slog. Go ahead and chant to
open it then turn and run to the left. The Slog is hot on your heels so
jump into the well and pop back out on the right of him. Now run back to
the right and into the portal to enter the Scrabanian Temple...
Scrabanian Temple Mudokons 44-49 Those tricky game designers hid another
secret area on the first screen of a new level. Who would have thought? Go
left and roll under the rocks and chant in the next room to open the portal
to enter the secret room.
SECRET AREA A When you "pop" into this area the Slig will be alerted, but
will calm down after a bit. Wait for the Slig to go to the left then lower
down into the shadows. He will hear you again but can't see you so STAY
STILL! On the Slig's next trip to the left tiptoe behind him and hide in
those shadows. When the Slig starts going to the right Sneak to the bomb,
crouch, disarm it and quickly roll right into the safety of the shadows.
Now time it with the Slig to sneak back to the shadows on the right then
finally climb back up to the ledge. Chant to possess the Slig and get ready
for action...
Run into the next room and stand exactly in the middle of the screen. This
means you have to stop a few inches to the right since the Slig will skid
to a halt. A Slog will charge from the left. Kill it with a SINGLE shot
then turn to the right and kill the Slog charging from that side. Repeat
this "pivot-shoot" move 9 more times making sure to only use SINGLE shots
and turning immediately after each Slog hits the dirt. Then kill yourself
before your gun cools down.
Drop down and walk to the left screen and chant to possess and explode the
Slig on the ledge. The birds will scatter so go to the right and open your
escape portal then return to the left and free Mudokons 44-45 before
jumping through your own portal back to the right.
Back in the Temple you must be very cautious. The Sligs in the background
are sharp shooters so wait for them to leave the screen before running
right. Stop behind the safety of the rock on the next screen and wait for
all Sligs to leave before running to the right. Jump the bomb on the way
and hide behind another rock on the next screen. Again, wait for ALL the
Sligs to leave the screen then roll out from behind the rock and disarm the
bomb then roll back. When it's safe, run to the right jumping from the
location of the now-disarmed bomb to clear the remaining ones. Run to the
next screen and hide behind another rock. When the Slig is gone run to the
right, jumping over the bomb and enter the door.
Scrabanian Temple Hub
Just like the Paramonian Temple; you can enter these doors (except for the
last one) in any order you wish. Here are links to each door which take you
to the appropriate portion of the walkthrough. At the end of each door
solution there will be a link back to this hub map. Again, your goal in
each door is to light the torch and find the Bell Song to open the exit
back to the Hub Area. When all torches are lit the final door will open and
you will receive your reward.
Door #1
Jump off the ledge to the right and get the rock that you knocked loose
before lowering down to the next screen. Jump to your left over the Scrab
pit and wait for the Scrab to move to the right then lower down and roll
left to safety. Pull the lever to light the torch then head to the right.
On the screen with the bells you need to lower down to the next screen and
go right, crouch and throw a rock to the right to remove the bomb.
After the path is clear you can roll into the room to the right and get the
Bell Song, then return to the left and climb up and chant the song to open
the exit. Lower back down and head left this time going through an empty
screen. Crouch and roll onto the next screen and climb where you see the
falling debris. Hang from the ledge until the Scrab moves to the right then
climb up and run to the right jumping and grabbing the ledge to avoid the
startled Scrab. Continue to the right and enter the door to return to the
hub.
Door #2
This one is tricky. Wait for the Scrab to be his furthest away from you on
the right then run and jump off the right edge and pull the lever as soon
as you land. Turn and run and jump back up to the ledge. Now jump off the
ledge and into the well. When you pop out of the next well immediately
enter the well next to you. When you arrive at the next screen a Scrab will
be in the foreground. Run to the right and jump in another well. You will
arrive on a ledge where you can obtain the Bell Song.
When the Scrab is under you and has his back turned run off the ledge and
to the left to the next screen and climb the ledge on the far left. Jump
off the ledge into the well to land by a lever. Climb up where the falling
debris is. Move left and pull the lever then go back down and stand on the
trap door facing the lever. When the Scrab is on the left pull the lever
and start running to the right when you land. You can dive into the well or
jump to the ledge depending on how closely you are being pursued. You can
always jump into the well from the safety of the ledge.
You appear at the beginning of this area by a lever. Pull it to light the
torch then drop down and wait for the Scrab to move to the right then drop
down and run left again to the next screen and climb back up. Wait for the
Scrab to leave then jump down then jump into the well. After you land climb
up and chant to ring the bells and return to the hub.
Door #3
Wait for the mine to circle to the low right area of the screen then jump
the ledge and the mine then lower down to the next area. Jump to the ledge
on the right and drop down once more. You are in immediate danger from the
Sniper Slig in the background. Sneak to the left and pull the lever to
crush the foreground Slig when he approaches the X-crack. Take off running
as soon as you pull the lever to avoid the gunfire from the background
Slig.
On the next screen jump into the well and when you pop back out, chant to
possess the Slig. Then move him so he is facing the lever and the Slog
Kennel on the left. Pull the lever to light the torch then start firing
like crazy to take out the rampaging hordes of Slogs coming at you. Now go
right and kill the lone Slig then end your own miserable life. Now you are
free to go right and obtain the Bell Song before jumping into the well on
the right. After you land, chant to ring the bells and return to the hub.
Door #4
Run to the left and jump onto the ledge to obtain the Bell Song. Now drop
down and run to the right jumping to the ledge and exiting the screen
before those bats cause a problem. Jump the large gap in the next room and
continue to the right. A Scrab is on a ledge but you have the element of
surprise. Run right at him and jump to the ledge and hang. He should jump
down and you can pull up to safety (since Scrabs can only jump down). If he
doesn't jump down then drop to the ground and tease him until he does. Then
jump up to safety.
Jump in the well and when you land start running right until you reach the
screen with a Scrab beneath you. Wait for him to go as far to the right as
he can then pull the lever. When you hit the ground start running to the
left. Drop and roll in mid-run to go under the wall and end up hanging from
the ledge. Climb up and roll left to drop down to the ledge below. Wait for
the Scrab to go to the right and when his back is turned jump off the ledge
and get on the elevator and start going up as the Scrab charges. When you
reach the top, chant to open the exit and return to the hub.
Door #5
Jump the gap to the left and drop down two ledges. Turn and run right, off
the ledge. When the Scrab chases you run to the right ledge and jump up.
Pull the lever to light the torch and wait for the Scrab to go right. When
his back is turned, run left, off the ledge and keep running, jumping over
the gap and into the next room. Climb the ledge and get the Bell Song while
you wait for the Scrab to once again move to the right side of the room.
Run left, off this ledge and keep on going jumping onto the next ledge and
right before you run right into another Scrab. Chant to open the door while
you watch the two Scrabs below battle to the death (or at least one of
their deaths). Enter the door to return to the hub.
Door #6
Run off to the right jumping the gap when you get there and continue until
you see the Scrab. Run all the way back to the first room and jump into the
well. When you land, start running back to the right until you reach a room
with a ledge and an elevator. Jump to the ledge then take the elevator
down.
At the bottom head right to get the attention of the Scrab then run left
and jump to the safety of the ledge. When the Scrab comes sniffing around
and steps on the elevator, throw the lever to raise him to the top. Now
drop down and head to the right to throw another lever then go back left
and climb up on the ledge again. Jump into the well to be shot back to the
top. The Scrabs were nice enough to save their duel for your presence. You
can watch but your time would be better spent diving into that well. Get
the Bell Song then move left to pull the lever to light the torch. Return
to the right and hop in the well to appear on the ledge by the elevator.
Take the elevator down and go right and chant to ring the bells. Use the
now open door to return to the hub.
Door #7
Drop down and wait for the Scrab to move to the right before running left,
off of the ledge and into the next screen. Watch the Scrabs fight and when
the remaining one moves to the right then run off to the left and onto the
next screen jumping to the ledge while the Scrabs battle below. When the
remaining Scrab is along the left edge of the screen take off to the right
running past all the earlier screens until you can jump to a ledge on the
far right. While the third battle rages on flip the lever and jump down and
into the well to the left.
Walk to the right and pull the lever to light the torch. Continue right to
learn the Bell Song then keep going to find another well. Jump in. Back on
the ledge you need to wait for the Scrab to get below you and when his back
is turned, jump off and run all the way back to the left. Chant to ring the
bells and open the door below. Before exiting let's go get a lost Mudokon.
Climb up one screen and roll into the concealed room on the left. Chant to
open the bird portal and hop in. SECRET AREA B Get the Mudokon ready to
follow you then wait for the Scrab to go to the right side of the screen
before you drop down and roll to the left and into the next room. You'll
fall but you can pull up before the Scrab realizes he just missed a free
lunch. Jump and hang on the ledge above and note the mine circling on this
screen. Timing is critical as you only have about a one second margin for
error. As the mine is moving down and to the left pull up and jump and pull
up once more. Chant to open the portal and rescue Mudokon 46 who should
have followed you to this screen and probably gone back to scrubbing floors
by now.
Time the mine again and quickly drop down both ledges and chant to open
your escape portal. Wait for the Scrab to reach the right edge of the
screen and when his back is turned drop down and run left jumping into the
portal. Back outside, make your way to the right and down to the ledge
above the door. Wait for the Scrab to leave the screen then quickly drop
down and enter the door and return to the hub before the Scrab returns.
Door #8
The Scrab above won't jump off as long as you stay under the ledge. When
the Scrab is to the left then start running right with the Scrab in hot
pursuit. Jump to the ledge and pull the lever to raise the elevator with
another Scrab on it. Watch the fight and when only one Scrab remains jump
down and run back to the left and up onto the ledge that had the first
Scrab on it. When the Scrab arrives on this screen take the elevator up and
run to the left. When the elevator in this room starts to rise, turn and
run back to the right and roll under the stone wall as another Scrab chases
you.
Pull the lever in this little alcove to lower the elevator (and the Scrab)
down below. We'll watch the fight in a little bit but for now, pull the
lever to raise the elevator back up. If the Scrab is still on it then lower
it and try again until an empty elevator comes to the top. Roll back to the
left and enter the next screen. The Bell Song await on the other side of
the elevator shaft. You can get it now or on your way back out. Take the
elevator down and chant to open the bird portal. Jump down and enter the
portal.
SECRET AREA C This secret sucks on a variety of levels. It's long, hard,
and very easy to die, and if you do die you are doomed to repeat the above
2 paragraphs over and over again as there has been no bookmark up to this
point. With that in mind...
Chant to activate the bird portal for you eventual departure. Drop and hang
from the left edge to tease the the Scrab then pull up as he charges under
you. Have a Mudokon waiting to follow you then wait for the Scrab to be
facing right at the right edge of the screen then drop down and jump the
gap running left. Jump the gap on the next screen and immediately jump to
the ledge. Chant to free the Mudokon then wait for the Scrab to face left
on the left edge of the screen. Drop off and run right jumping gaps until
you are back on the ledge on the right screen.
Repeat the procedure until Mudokons 47-49 are all home with their families.
On your last trip running from left to right (after saving all 3 Mudokons)
you can jump into the portal rather than up to the ledge.
Back outside, jump to the elevator and take it up. Grab that Bell Song if
you forgot to earlier then head to the right and take the elevator down.
The Scrabs were waiting for an audience and now that you are here they will
duel to the death. Take advantage of their distraction by running to the
right while they fight. Jump to the ledge with the lever and continue right
to the next screen where you can chant to ring the bells and return to the
hub.
Door #9 - Scrabs Nest
Just like the Paramite nest earlier, you can survey your upcoming screens
in advance by hopping in the well and making your way through the
background screens. Also, like the Paramite nest, it is easier to try and
fail a few times than to memorize this text. It's all going to happen very
fast so when you are ready....
Run to the right. Keeping running and jump the gap in this room and the gap
in the middle of the next and jump to the ledge on the right and climb up.
Don't stop now! Run right to the next screen and jump off the ledge and
jump again to grab another ledge and climb up to a safe zone. Climb up when
ready.
When you reach the next screen jump up to the elevator and ride it to the
top. Run to the right as a Scrab move in from the shadows on the left. Jump
near the center of the next screen to climb up to another elevator and ride
this one to the top. Run to the right when it stops and onto the next
screen. Jump the gap and hang on the ledge. Pull up and run to the right
and make the large jump. Keep going to the right and begin rolling on the
next screen and falling to the floor. Keep running to the next room and
jump to the ledge on the right side. You are safe for now so breath.
The lever you stand by opens both trap doors below. Wait for the Scrab to
stand on one then yank the lever to dispose of half of your problems. Now
it's raining boulders. Standing on the right edge, wait for a rock to pass
in front of you then jump to the right. Now wait for the next rock to pass
and jump over the gap. Pull the lever to stop those annoying rocks and open
the exit. Jump back to the left and enter the door. Finally, chant to open
the bird portal.
Enjoy the cool movie, your second tattoo, and some cool new powers!
Welcome back to Monsaic Awakenings. This will be your last visit through
these screens so enjoy the scenery as you make your way back past the wells
to Paramonia and Scrabania and finally to that screen with all the
obstacles. Now comes the fun part. You now possess the Shrykull; a force
that makes Spirit Rings look like firecrackers. Chant to unleash your
awesome new powers. Watch as Abe morphs into several creatures, and blue
death obliterates everything on the screen.
When the earthquake subsides you can proceed to the right and chant to open
the portal and begin your final rescue mission.
Stockyard Return No Mudokons This area looks familiar. Climb up the ledge
on the left then up to the screen above. WOW! This screen is loaded! Sneak
to the right avoiding the motion sensors until you step into the next
screen. Now take off running. A Slog will chase you so run into the next
room and jump to the ledge. Now with the dog snapping at you jump off and
run back to the left to the screen with all the stuff. Jump to the ledge as
soon as you appear and pull up and move a few steps left. You will trip the
sensors sending the mine on a circular path right into the Slog.
When things calm down return to the right. Your next obstacle is a real
pain but here is an easy solution. Since you will probably be crossing this
screen a few times it will be easier to eliminate the mine rather than
avoiding those sensors for the next few hours. Climb up to the top level
and make your way to the lever. Always wait for BOTH beams to be at the far
right before jumping the mines and throwing the lever. The lever turns off
the energy field below. When it's off, make your way back to the left
avoiding the sensors. Now enter the lower level and when it's safe, jump
into the sack to free a rock.
Pick up the rock and climb back up on the left. You can now throw the rock
and take out the hovering mine. Make sure you are standing far to the left
so the shockwave doesn't kill you. Now to make things even easier, keep on
collecting rocks and taking them to the top. Throw them to take out all of
the bombs along the floor. Sure it takes some time but it's easier than
dying.
Now that you can safely wander back and forth across this screen and ignore
those motion sensors, proceed to the right and your next explosive puzzle.
Four mines are circling in a pretty cool pattern. If you are good you can
take all four out with the 2 rocks you brought with you. If not, you'll
need to go back and get more rocks (aren't you glad you cleared out all
those obstacles now?). When all of the mines are gone you can proceed to
the next area but before you do make sure to go back and reload your rock
supply. You'll want 2 rocks before you continue.
There is a Slog on the next screen but we will ignore him for now. Jump to
the ledge and roll through the tunnel below the Slig. As soon as you
arrive, run to the right and jump and climb the ledge. Run to the right
before the Slig arrives to kill you. Chant to open the bird portal then
throw a rock to take out 3 of the bombs by the portal. The best way to do
this is to stand on the left edge of the screen and throw the rock straight
up. It will arc over and take out the bombs. Drop down and jump the
remaining bombs and enter the portal.
We're almost back inside the plant. We need to stir things up so lower and
hang to trip the motion sensor and sound the alarm. When the Slig arrives
pull up when he falls into the pit then turn and jump to the right into the
pit. Disarm the bomb (if it's still there) then run and jump from that
space. You should jump the other bombs and grab the ledge on the right.
Climb up and go right. Turn and crouch and throw your last rock to the left
to eliminate the bombs by the lever.
Jump over the bombs and land back in the pit. Pull the lever to turn off
the electricity then run and jump back to the right over the bombs and onto
the ledge again. Move to the right and chant to wake the Slog then head
back left and make your way back down to the floor. Stay for just a second
then run and jump over those bombs one last time. Pull up just as the Slog
comes running in to dispose of the mine below you. Now you can drop down
and head to the right. Continue to drop down to the room below and chant to
open the bird portal. Jump in to return to Rupture Farms...
Rupture Farms 2 Mudokons 50-99 Hope you had a good nights sleep before
attempting this level. The puzzles are deadly and the Mudokons are packed
in like sardines. Get ready for a lot of rescues. The remaining 50 Mudokons
are scattered about the 4 Zulags of Rupture Farms. You will have to travel
to each Zulag by using the transport. The transport is initially
deactivated so you will have to turn it on before you can proceed to the
next Zulag.
Each Zulag has a hub with many doors. Inside each door is a lever usually
guarded by Sligs and other nasty things. When all the levers have been pull
the transport will be activated and the door will open so you can move on
to the next Zulag. There will be plenty of Mudokons to rescue in each Zulag
as well as lots of different ways to die. When you are ready...
Zulag 1 Mudokons 50-74 Ignore the message about how to save Mudokons. If
you haven't figured it out by now.... Have Mudokon 50 follow you to the
left and chant to set him free. His escaping also turns off that electric
barrier that was blocking your way the first time you were here at Rupture
Farms. Head to the left and get a grenade from our old friend the BOOM
MACHINE.
Use your first grenade to take out that mine that's buzzing around. Now
grab another grenade and head right. Toss the grenade up onto the ledge to
take out the Slig. Wait for the grenade to beep 3 or 4 times before
throwing so it explodes in mid-air. When he is splattered on the walls jump
up and use the lever to turn off the barrier. Now you can head back to the
right and take the elevator back up.
Start running left when you exit. A Slog will be chasing you. You will run
past a sleep Slig who will wake up and join the chase. Keep running and
jump to the left ledge and safety. Now you should have a Slog and a Slig
below you. Chant to possess the Slig and take command ("Here Boy") of the
Slog and head right. Each time you encounter another Slig say "Get 'em!"
and watch the carnage. WARNING: Never have the Slog attack if there is a
Mudokon on screen. Instead, say "Look out" and shot any Sligs. You will
eventually come to a Slog kennel. When you walk far enough to the right
they will all charge. There are dozens of them so just keep firing. Use
controlled bursts of about 3 seconds otherwise you will be slowly inched
back off the screen by the recoil of your gun. There is usually a small gap
in the charging of the Slogs so synch up your 3 second bursts with the dogs
and you'll be fine. Explode your host while his gun is still smoking.
Now Abe can go left and chant to free Mudokon 51. Go down and get some
Spirit Rings from the Mudokon in the background then go right and chant to
eliminate the bombs. You can now lead Mudokons 52-54 to safety. Lead them
past the grinders and chant to open the portal and set them free. Flip the
lever in the far right room to turn off the electric field in the room
where you got the Spirit Rings. Go get some more Spirit Rings then continue
left.
In the next room chant to blow up all the bombs and the Slig then drop down
where the Mudokon and the lever are. DO NOT SAVE this Mudokon yet! Use the
lever to close the trap door then go back up and continue left. Possess the
Slig and explode him. Have the Mudokon follow you to the left and tell him
to wait. Get some more Spirit Rings and return to clear that bomb out of
the way. Have him follow you to the trap door until he is next to the other
Mudokon.
This is the first of several Bird Portals with a number in it. The number
indicates how many Mudokons must pass through in a single chant to recharge
your Shrykull power. The number here says "2" and that's how many you have
(assuming you followed my advice and didn't save the first one already).
Chant to open the portal and watch as Mudokons 55-56 warp out. Then the
birds from the portal fly into you and you begin to radiate that wonderful
blue glow. Three Sligs come running in from nowhere so quickly chant to
kill them all in a blaze of destructive glory. Go get another set of Spirit
Rings and proceed left from here.
Chant to remove the all the bombs from the ledges then proceed left. Run
and jump to the ledge and possess the Slig who just ran in. Explode him
then pull the lever to go down. Oops! You are very close to a Slig but even
closer to some shadows so sneak into them and wait. Wait for the Slig below
you to walk to the left then toss a grenade down. When he is gone and the
Slig next to you has his back turned, drop down. Now you can chant to take
over the Slig up top. Have him drop down then drop down again until he is
on the floor with two other Sligs.
Get both Sligs in your line of fire and yell "Look out" and fire. Explode
your host then drop down to the room below. Jump the gap to the left and
have the Mudokon by the bomb follow you to the left. When he is far enough
away tell him to wait then drop down next to him and crouch and throw a
grenade to eliminate the bomb. The birds will scatter so you will have to
exit and return to this screen to reset the portal. Chant to save Mudokons
57-59 then climb up and continue to the left.
Chant to possess one of the Sligs and watch as his buddy shoots him.
Possess the second Slig and go left killing all Sligs you encounter.
Explode your host when you are done with him. Now you can go left and free
Mudokons 60-61 before entering the door. Take the elevator up and run left
to avoid the fangs of the Slog who starts chasing you. Run and jump to the
first ledge and possess the Slig who arrives on the scene. Have him shoot
the slog then go left and shoot the Sligs in this room before committing
suicide.
Now head back right and pull the rope and dive into the trap door before it
shuts. Load up on grenades if necessary then chant to possess a Slig.
WHAT'S THIS?! The other Slig didn't kill him! Okay - yell "look out" and
waste the other Slig before dropping down to the ledge and finally the
floor. Warn the Mudokons before killing the Sligs then explode.
Have the Mudokon above follow you down to the floor and chant to save
Mudokons 62-63 before returning above where you can chant to open your own
escape portal. Continue left until you are next to some more Mudokons with
a Slig on patrol above you. Get behind that barrel and drop down. Possess
the Slig below you and have him drop down one level. Then walk off the
right ledge and turn and fire immediately when you hit the ground to take
out the Slig to the far left. Four other Sligs fall from the sky and kill
you.
Now drop down and stand about in the middle of the ledge and start throwing
grenades down the hole until the remains Sligs are dead. When all is clear,
drop down to free Mudokons 64-65 then climb back up. Climb up where you see
the falling debris and possess the Slig above you. Have him go left and
kill the other Slig before exploding.
Now go to the right where you can lead Mudokons 66-67 to the Bird Portal
back by the elevator before returning to this area. Drop into the gap on
the right and go down behind the barrel.
When you hit the ground you need to jump to the left to avoid the Slig. Run
to the right and jump to the ledge where the Slig used to be. Now that you
switched places go ahead and possess him. Now drop down to the right and
carefully kill all Sligs. Pull the lever and kill yourself. Now you can
safely drop down and chant to free Mudokons 68-69.
Continue left until you come across Mudokons 70-72 busy at work. Chant to
open the portal and free them before you go behind the barrel and drop
down.
Possess the Slig then shoot the Slog if he's still around. Drop down and
kill the Slig (and the Slog if here) then kill yourself. Now you can lead
Mudokons 73-74 to the portal below and to freedom. Return to the top and go
right where you can chant to open the portal and jump in. Now make the long
hike back to the far right of this level until you are at the door leading
to the Zulag Transport. Enter and move on to the next Zulag...
Zulag 2 Mudokons 75-83 Sneak to the left and get up on the right ledge and
possess the Slig. Have him go left until you reach the voice print machine.
Say "Hi" then repeat the Voice Print Identification Code (VPIC). The
electricity is shut down and a Slig drops down. When he falls off the ledge
shoot him then kill yourself. Now you can proceed to the left, jump up to
the right, and take the elevator up to the hub.
Door #1
Head right and jump over the bombs. Sneak past the Slig and continue to the
BOOM MACHINE. Take one then crouch down and wait for the Slig to pass
beneath the trap door. Throw the grenade onto the trap door then pull the
lever to drop t the grenade on his head. Now grab another grenade and
eliminate those bombs on the previous screen. You can now lead Mudokons
75-76 safely to the Bird Portal.
Pull the lever to bring the elevator up then go right and take the elevator
to the top. Sneak to the left and climb above the sleeping Slig. Toss a
grenade to the right to kill the Slig then jump down to flip the transport
lever and return to the hub. Door #2
A Slog is above you just waiting to attack. Run to the right and jump to a
hidden ledge above the Employee Status Screen. Now possess the Slig and
command the Slog to follow you to the right. Have him attack the other Slig
before you kill him and yourself.
Now continue to the right and roll through the tunnel. Stock up on grenades
before sneaking into the next room and climbing the ledge with the other
Mudokons. Wait for the Slig to turn his back (facing right) then run off
the ledge and back into the other room, through the tunnel then climb up
and go back right. You should now be in a position to safely possess the
Slig below. Go to the right and slaughter all the Slogs as they charge out
of their kennel. Pull the lever then explode. Finally, return to the right
and lead Mudokons 77-78 to the portal back to the left. Return to the hub.
Door #3
Head to the right and have the Mudokon above you follow. The portal has a 3
in it so we need to get all 3 Mudokons together. Tell the Mudokon to wait
then scatter the birds and disrupt the portal (you'll see why in a minute).
Climb to the ledge and pull the lever and run off as a Slig rides the
elevator down. Jump to the ledge just as the Slig is coming down. Now that
you've swapped places you can chant to possess him (that's why we scattered
the birds) then have him go to the left to the voice print machine. Say
high and repeat the VPIC to lower the energy field. Another Slig appears to
the left so shoot him then end your miserable existence.
Now you can go retrieve the third Mudokon and lead Mudokons 79-81 to the
portal. Chant to free them and to recharge your Shrykull chant. Take the
elevator the Slig rode down on to the top and flip the lever then go right
and unleash your chant. A single Slig will arrive just after the blast so
possess him and go right. Warn the Mudokons then shoot the Slig before
killing yourself. Now you can enter this room and chant to free Mudokons
82-83. Return to the hub to find the door to the Zulag Transport is now
open. Enter and move on to Zulag 3...
Zulag 3 Mudokons 84-93 When you arrive sneak to your left so you don't wake
the sleeping Slog. When you see the sleeping Slig in the next room, turn
and run to the right and jump to the ledge. Everyone is awake and pretty
mad about now. Possess the Slig and have the Slog follow you to the right.
Have him kill the Slig on the other side of the tunnel then call him back
and kill him before you explode. Now you can drop down and go right,
rolling through the tunnel and flip the switch. This turns off the energy
barrier guarding the elevator to the hub. Return to the left and take the
elevator up to the hub.
Door #1
Sneak to the right and climb above the sleeping Slig. Possess him then go
start pulling the lever on the left to drop the Sligs above you down to
your level. Shoot them as they land. Repeat until everyone is dead
including yourself. Now you can roll through the tunnel on the left and
lead him to that same trap door. Tell him to wait then go right and drop
down and flip the lever to drop him down. Have Mudokon 84 follow you to the
Bird Portal on the right and set him free.
Enter the door on the right and stock up on grenades. Drop down to the
ledge on the right and possess one of the Sligs. When his friend kills him
chant again to possess the second Slig and head off to the right. On the
next screen you can do anything BUT kill this Slig. A team of Commando
Sligs is hiding in the ceiling waiting for you to try it. If you don't mind
replaying from the start of this door, it is kind of cool to watch. Anyway,
go to the voice print machine and once again say "hi" and repeat the VPIC
to turn off the energy field. Call the Slog and lead him back to the left
where you can NOW have the Slog attack the Slig. Lead the Slog back to the
right and kill him. Do NOT fire in the Commando room!
Continue to the right and warn the Mudokons before wasting the Slig. Now
you can kill your host before going all the way to the right and freeing
Mudokons 85-86. Then go back to the left and pull the lever against the
wall before climbing up. Go through the door and continue all the way to
the left and return to the hub.
Door #2
Wait for the mine to go down by the floor. Then lower down and pull the
lever and quickly climb to the middle platform. Wait for the mine on the
right to go down then jump the gap and stand against the right edge of the
screen. Now throw a grenade to blow up a mine (or both if you are lucky).
If you time it just right you can bounce a grenade off the left mine and
explode both of them. Wait for the left mine to stop briefly then hit it
with a grenade. If only one mine blows up then you will have to jump back
to the left side of the screen and repeat the same procedure for
eliminating the right mine. When both mines are gone, continue to the
right.
Lower yourself down and flip the lever then pull up to avoid the Slig's
gunshots. Leave the room and sneak back in to find him sleeping again. Jump
to the right. off the ledge and run and jump to the right ledge and hang.
When the Slig is facing away, pull up and sneak to your right. Sneak over 2
steps and crouch and throw a grenade on the third beep to kill the Slig. If
you are out of grenades you can sneak past the Slig and pull the lever from
the right side. Jump up to the ledge and wait for the Slig to turn his back
then drop down and get on the elevator. Take it up to the BOOM MACHINE
where you can now take 5 grenades at once. Pull the lever then take the
elevator down. If you didn't kill this Slig earlier you will need to run
and jump to the right ledge and take him out with a grenade before you can
sneak back to the left.
When you enter this screen get a grenade ready and throw it straight up
after the third beep to kill the Slig. Jump over the gap and have the
Mudokon drop down and follow you. Lead Mudokon 87 to the room on the left
and chant to free him. Climb up and enter the door to return to the hub.
Door #3
Sneaking to the right reveals a BOOM, a anti-chant droid, a sleeping Slig
and a force field. You should have plenty of grenades so sneak over and
climb up the ledge on the right. Move to the right and turn and crouch and
throw a grenade after 4 beeps to kill the Slig.
Continue to the right and throw another grenade after 4 beeps to destroy
the anti-chant droid on this screen. Possess the Slig and have him hit the
lever before killing yourself. I highly recommend walking off the right
edge to fall to a spectacular death. Now lower yourself down to the ledge
with the Mudokon 88. Remember this guy as we will be back for him in a
little bit. Now lower down once more. Making a running jump to the right
then back to the left and hang making sure to avoid the falling rocks. Your
last jump back to the left will leave you hanging so just drop down to the
ledge below. Go to the screen on the left and possess a Slig. When he gets
shot, possess the other and kill him.
Drop down and continue left. Jump the gap and flip the lever to lower the
elevator. OOPS! A Slig is on that elevator! Run back to the right and jump
to the ledge where you can chant and possess the Slig. When you have
disposed of him you can drop down and have the Mudokon working on the ledge
follow you down and to the elevator. Have him wait while you go and
retrieve the other Mudokons from the room to the right. With Mudokons 89-91
all on the elevator start going up. That 4 in the portal indicates you are
one Mudokon short of a Shrykull chant. So go all the way back to the top
and all the way to the right to get Mudokon 88 that we passed by earlier.
With 4 Mudokons on the elevator, lower down and chant to free them and
super-charge your chant. Go all the way to the bottom and past the rock
crushing machine. I HIGHLY recommend doing a "standing jump and hang" to
get across this pit. It is much easier to time the rocks this way. On the
next screen unleash your chant on the unsuspecting Sligs and other
destructive devices. Move on to the right and chant to free Mudokons 92-93.
Return to the elevator and on your way up stop and flip that lever to
power-up the transport to Zulag 4. Continue to the top and return to the
hub.
Zulag 4 Mudokons 94-98 Climb the ledge next to the energy barrier. Climb up
once more. Sligs are on guard on both levels so ALWAYS SNEAK on these
screens. Sneak to the right and enter the door.
You can read the Directory and you can ring the bell. As soon as you ring
the bell run and jump to the ledge on the left. It's best if you are on the
right side of the bell before ringing. Naturally a Slig appears when you
ring the bell so chant to possess him then go right and kill both the Sligs
in this room. Take the elevator down to the next floor and kill the Slig
here. You can either line them both up or if you are feeling daring try the
old pivot-and-fire maneuver.
Continue down and head right and kill the Slig across the gap. Wait for the
alarm to stop and all the Sligs below you to be facing left before dropping
down for a slaughter-fest. Go to the left and warn the Mudokon before
taking out another Slig. Explode your host who has now just set a record
for "Most Number of Sligs Killed in a Single Possession".
Head right and pull the lever to bring the elevator up. Ride it down to the
bottom. If for some reason you failed to kill all the Sligs earlier then a
Slig should still be on guard duty here. Chant to possess him and kill any
other Sligs on this floor before exploding. If all Sligs are already dead
then chant to free Mudokon 94 before going right. Drop down a floor and
continue to the right.
Quickly roll into the tube and arm the bomb and roll back out. The Slig
will wake up but only in time to die and not shoot you. Now you can safely
have Mudokon 95 follow you back to the portal and set him free. Return to
the right until you reach the Slog Kennels.
Ready your grenade and after 4 beeps throw it straight up to surprise and
kill the Slig on duty here. If you are out of grenades, take one from the
machine. Make sure you have one before entering the kennel.
Ignore the Directory. Crouch and roll a grenade after 4 beeps to the left
to kill the sleeping Slog in the kennel while you roll to the right. Go
back and get another grenade from the previous room then come back and
sneak to the screen to the right. Another Slog is sleeping so get a grenade
ready and crouch and roll it right after 3 beeps while you back to the
previous screen. You should hear the pitiful cries of the Slog as he
redecorates the kennel with his intestines. Return to the BOOM MACHINE and
arm yourself then return.
Pull the lever to turn off the force field and have Mudokon 96 drop down
and go left to the Bird Portal. Chant to free him then continue to the
right. When you reach the next sleeping Slog do the same thing you did
before. Go get another grenade and repeat this procedure once more.
Continue to the right when all Slogs are dead.
On the next screen, possess the Slig and run left. Skid to a stop in the
next room and open fire on the Slogs who charge from their kennel. Remember
the 3 second burst rule so you don't get kicked off the screen. Cautiously
advance on the kennel and open fire once more to take out the lone
surviving Slog who thought he might trick you. Pull the lever then reward
yourself by blowing up.
Go to the right and rescue Mudokons 97-98 then return to the main area. The
door shuts so there is no going back. Head left and wait for the Slig to
leave the screen. Jump to the left and hang from the ledge and wait for the
Slig to return and leave again. Then pull up and sneak to the left and hide
in the shadows on the next screen.
There are at least two ways to solve this next puzzle. The first consists
of waiting until its all clear then running and rolling into the tube and
waiting in the safe area on the other side. Then when it's all clear again
you can roll out and run and jump and climb up and hide in the shadows up
top. This works; but here is a much easier solution.
While hiding in the shadows on the lower right, wait for both Slig to leave
the screen together. Now take a few steps out and turn and pull up to the
ledge and get in the shadows. Now, wasn't that a whole lot easier? In fact
I only told you the first solution because I'm sure that's what the
designers wanted you to do. We showed them!
When the Slig on top comes in you can sneak to the right and keep on going.
The lever turns off the electrical field way down below (at the beginning
of this Zulag) which is guarding a BOOM MACHINE that spits out 9 grenades
at a time. Big Deal! Leave it alone and keep going and enter the door to
the right.
Prepare for total carnage. There will be more death and destruction on the
next 4 screens that you have witnessed in the entire game so far. Begin by
going to the right and possessing that Slig. Pull the lever to turn off the
electricity and start an almost endless stampede of Slogs coming at you
from the right. Turn and let 'em have it. Keep shooting and remember the 3
second burst rule or you will definitely get kicked off this screen. There
are over 100 Slogs to kill so keep it up until they are no more. Let your
gun cool down then head to the left.
Pull the lever in this room from the right side and shoot the Slog coming
in from the left with a SINGLE shot. Turn and shoot the Slog now coming
from behind you. Repeat this turn-shoot ritual 10 more times and on the
last time kill the extra Slog on the left. I actually counted 1...2...3...
as I killed each pair so I knew when the last one was up. Otherwise it's
very easy to pivot out of habit and get killed by that last Slog. Your
services are no longer required so explode yourself.
Drop down and head to the left through the now-abandoned kennel. Roll to
the left into the Employee Lounge to collect some Spirit Rings. Head back
to the right and use those rings to kill the Sligs above and remove those
bombs. Go back for another set of Spirit Rings and go back 2 screens to the
right and repeat the destruction. Return for one last set of rings then go
2 screens to the right and climb up and go to the next screen. Chant to
blow up the bombs then go back left and drop down and run to the right. Run
onto this screen and turn just as you come out from under the ledge and run
back left with a Slog and a Slig on your tail. Jump to the left ledge and
pull up to safety.
Chant to possess the Slig then shoot the Slog. Go back to the right and
kill a much smaller group of Slogs as they charge out of their kennel. When
all is quiet you may explode. Drop down and go to the right and naturally
touch the "Do Not Touch" button.
The Boardroom Mudokon 99 Welcome to the final chapter in this awesome
adventure. You are almost done. Only a single Mudokon and about 6 screens
are between you and a glorious victory. So naturally the designers saw fit
to impose a 2 minute time limit to complete this level or you will fall
victim to the toxic gas Mullok has standing by. When you are ready, head to
the right and enter the door.
Run to the left and jump or drop to the ledge below. Turn and run off to
the right to the next ledge and finally turn and run and jump to the left -
this time grabbing a ledge. Pull up and go left. You will duck and roll to
the next screen which has a lever you need to pull that turns off an
electrical field below. Some grinders are in your way and you need to get
past then so time your rolls carefully. When you are past the grinders you
can stand and drop down then time those grinders again as you jump to the
right over the bombs and through the grinders.
On the next screen, get right next to the first bomb and jump 3 times to
clear all the bombs then pull the lever to lower and elevator on the
previous screen. Now repeat the jumping all the way past the bombs on this
screen and the bombs and grinders on the next screen. Take the elevator
down to the next area.
Roll to the right when the elevator stops, standing when you are through
the small tunnel. Step away from the bombs and do a running jump over them.
Continue to the screen on the right and repeat the roll and bomb jumping
again. Drop down and head back to the left.
Talk about a dedicated employee! Mudokon 99 is still scrubbing away despite
the RED ALERT and impending threat of toxic gas. Disarm each of the 3
bombs, rolling one space to the left after each bomb has been turned off.
You should go by the sound of the beeps rather than the green/red lights,
since the flashing red light from the alarm can confuse you when trying to
look at the colors on the bombs. When all 3 are off have him follow you to
the right and chant top open the portal so he can escape. You Shrykull
chant is also recharged after this final rescue so quickly pull the rope on
this screen and fall into the room below.
Walk to the right and pull the lever to add a few more Sligs to the party.
Now chant to kill everything on the screen. So much for the Board of
Directors. Unfortunately a few Sligs were hiding off-screen, and now that
you are defenseless they come in and knock you out and drag you away to the
cell in which you began the game.
Watch as this epic story unfolds to it's exciting conclusion...
Conclusion
If you saved less than 50 Mudokons you will end up in the Veg-o-matic. It's
not a pretty sight, and I certainly hope you saved more than 50 if you were
using this walkthrough.
If you saved more than 50 Mudokons you get the "Good Ending"
And if you followed this walkthrough and saved ALL 99 MUDOKONS you will get
a Special Message and Bonus Menu from the designers.
Abe's Guide to Saving All 99 Mudokons (c)1997 by Mark Smith All names,
places, images and other original materials copyrighted by Oddworld
Inhabitants, GT Interactive and Sony Computer Entertainment, Inc.