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Oddworld: Abe's Oddysee Walkthrough

by Mark Smith



    Table of contents:
    
    1. Letters
    2. References Here are some links to the text below which will assist you in locating those hard-to-find Secret Areas and Mudokons. SECRET AREA INDEX Rupture Farms Secret Area A Secret Area B Secret Area C Secret Area D Secret Area E Secret Area F Stockyard Escape Secret Area A Secret Area B Secret Area C Secret Area D Secret Area E Secret Area F Monsaic Awakenings No Secrets Paramonia No Secrets Paramonian Temple Secret Area A Scrabania No Secrets Scrabanian Temple Secret Area A Secret Area B Secret Area C Stockyard Return No Secrets Rupture Farms 2 No Secrets MUDOKON ROLL CALL Rupture Farms Mudokons 1-3 in Secret Area A Mudokons 4-5 in Secret Area B Mudokons 6-7 Mudokons 8-9 in Secret Area C Mudokon 10 in Secret Area D Mudokons 11-12 Mudokons 13-15 in Secret Area E Mudokon 16 Mudokon 17 Mudokon 18 Mudokon 19 (Hiding in Shadows) Mudokons 20-25 (One is Hiding in Shadows) Mudokon 26-28 in Secret Area F Stockyard Escape Mudokon 29 Mudokons 30-31 in Secret Area A Mudokons 32-33 in Secret Area B Mudokons 34-37 in Secret Area C Mudokon 38 in Secret Area D Mudokon 39 in Secret Area E Mudokon 40 in Secret Area F Monsaic Awakenings No Mudokons Paramonia No Mudokons Paramonian Temple Mudokons 41-43 in Secret Area A Scrabania No Mudokons Scrabanian Temple Mudokons 44-45 in Secret Area A Mudokon 46 in Secret Area B Mudokons 47-49 in Secret Area C Stockyard Return No Mudokons Rupture Farms 2 Zulag 1 Mudokon 50 Mudokons 51-54 Mudokons 55-56 Mudokons 57-59 Mudokons 60-61 Mudokons 62-63 Mudokons 64-67 Mudokons 68-69 Mudokons 70-72 Mudokons 73-74 Zulag 2 Mudokons 75-76 Mudokons 77-78 Mudokons 79-81 Mudokons 82-83 Zulag 3 Mudokon 84 Mudokons 85-86 Mudokon 87 Mudokon 88 Mudokons 89-91 Mudokons 92-93 Zulag 4 Mudokons 94-95 Mudokons 96-98 Boardroom Mudokon 99

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.


All names, places, images and other original materials copyrighted by
Oddworld Inhabitants, GT Interactive and Sony Computer Entertainment, Inc.


References

Emma
Hi, I really need help with Oddworld, Abe's Exodus and you and everyone else who has walkthroughs doesn't seem to have it yet. I am so stuck at the Slig Barraks at the end where you have to shut the gas off first and there are 4 mines to jump over and it is IMPOSSIBLE!! If you know of anywhere there is a walkthrough I would really appreciate your help - or if you know how to do this! Emma.
  • From: Mark Myerson Mark I have found your walkthrough to be excellent....except my under developed brain can't work out how to get back to the surface from Secret Area B (after freeinf Mudokans 4 & 5) as the uppermost ledge projects one step out from the ledge underneath which means I can't jump up !! Please help !!! Regards Mark Myerson ANS: a running jump from the left seems to do it !! Also did you know that there is an easier way to kill the slog just before secret area E (page 8 of your walk through). I have found (by accident) that if you chuck a rock to the right (from standing) wait till it bounces near the slog then chuck another at the right time to hit the mine the Slog chases close enough to be blown up - this is great for not so skillful players such as myself where jumping, rolling and other multiple combinations of movement is difficult. Cheers Mark

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