That's true. I always wondered why the sky doesn't fall down.
It just heaves down on grey days :( |
God, you guys are silly. Obviously the Mudokons are not chained to the ground, otherwise they wouldn't be able to follow Abe. Rather, the section of Mudos that we have thus far explored is very prone to earthquakes, so the Glukkons provided their slaves with magnaboots that clamp down tightly to the floor when they're standing still. This way, they can still work even when the entire factory is shaking around them.
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Haaay, they're not wearing any boots! You're deceptive. |
Actually, the green skin of the other Mudokons is because their cells have been fused with a type of green algae with unique organelles called "Vibratosomes" that take large vibrations such as explosions and store it as energy. It was recently introduced to make the remaining Mudokons more efficient since their numbers were expected to drop fast due to New n' Tasty.
Idiots. |
They're invisible boots, obviously.
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Mudokons can really fly, and they hover a few inches above the ground by instinct in a life-death situation. They can't remember how to do it at will though because of their captivity. Also, they're too stupid to dive for cover.
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They also can't climb ladders, jump or slap a Slig. Go figure!
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And they can also ejaculate in their faces even though they're asexual >.>
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Alright every1, I have a question:
What was Lorne Lanning's reaction to BioWare's statement (or something) about violence in games? The link that TOL provides is no longer good or in existence. |
Question: Do the downloadable versions of AO and AE on Steam have copies of the original instruction booklets? Because they were awesome.
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Help me: at the beginning of AE Abe goes to Necrum with five friends and when they reach it he falls down and he leaves his friends. When he finds them they are working in the Mines... so my question is, who found them?!? Why are they wowking and why didn't they try to find Abe???
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My guess would be that a Slig found them and took them down to the place where you next find them. Most likely the Slig found in the screen to the left of the wheels.
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A few questions
So I sure cannot wait for both oddworld games coming to the PSN soon...hope to play them on my PSP. I played the first one but I don't believe I played the second one (exodus)
First, I have a question what does zulag one, two, etc mean? Also, we have heard that rupture farms may be 'turning on the lights' again. I seem to remember reading an interview where the creator of OI Lanning that Strangers wrath would be their last game, and all of the programmers and staff were gone. Did the company get sold to another company? What happened here? Because I remember in this interview he had he said he wanted to move onto bigger things...like movies. So is it possible this is false and we may get another new oddworld adventure? |
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Question #1: They're zones within Rupturefarms. Could you not work that out from context? 'Zulag' is a made up word, probably inspired by the Russian gulags. Question #2: Lorne never said that SW was the last game ever; just that they were closing down internal game production so that they could focus on films. Any future games were to be made by outsourced companies under the direction of OWI. |
Sorry nate, I'm bringing my question over here. Forgot about this section even though it was right in front of me:
"Given that it's unrelated, why didn't you just ask it in the Q&A thread? Each screen has a unique code. That way if you get stuck and need help, you can tell people that that is the screen you are on." So was this code put in there by the developers in the original game or was it only for the PSN release? Interesting idea if so to get help.. |
It's been there from the original. They probably didn't just do it to help us out; developers need to identify screens also.
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I have a question about Munch's Oddysee: when Abe is in a native place he meets many free native Mudokons and he can ask them for help. If a native Mudokon dies Abe can bring him to life with a particular engine. But if he doesn't do it, and so that Mudokon is dead for ever, is Abe's karma worse?
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Yes.
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So he must save the free Mudokons or he can let them there???
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Free Mudokons don't need saving, they just shouldn't be killed. I'm not certain if resurrecting them reverses the bad quarma. I'll let you know when MO comes to Steam.
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i think this is only the second question i've asked here, but this one bugged me a while back and i just remembered it.
in MO, apparently fuzzles need 'saving' when in the wild, as well as in industrial areas. i had a quick glance at TOE and i assumed that the natural area for fuzzles was the environment that Stranger resides in (i was going with the notion that fuzzles resided freely and naturally in SW), but then remembered Vykkers use traps in forests to capture them. i assume its just a game feature to help quarma and the 'puzzle factor', or i cocked something up somewhere along the lines. if not, where is the natural residence of fuzzles, or why do they need saving when in the wild? cheers. |
All the Fuzzles you encounter in the wilder areas of Munch’s Oddysee are initially caught in cages for use as Slog food or whatever. Theoretically once you've released them from the cages they should be as free as the Mudokon Natives. Having to rescue them via portals is probably just a gameplay thing. I should think wild Fuzzles live perfectly wildly and freely in the Wilderness region when there aren't legions of industrialists about.
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That is true. In MO every single fuzzle is initially a captive one. Fuzzles in Stranger's Wrath are all over the place.
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I've had cases in Munch's Oddysee where I've had the odd couple of mudokon natives die (Fuel Fields and Reservoir Row), however even though my level quarma went down, my overall quarma didn't change and still was listed as 100% perfect despite the loss of two native mudokons.
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When tying for good quarma i vividly remember that ressurecting muds would increase it.
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Question for anyone with the PSN Release:
Has anyone who owns AO and AE on the PSP (From PSN) beat the game? Any glitches or anything that break the game? I know that Grand theft auto: Vice city stories and liberty city stories lags so bad it's unplayable. I heard one guy that said (In another thread) there was a glitch near the end of the game, but I'm not sure if this is actually a glitch or user error. |
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Don't answer that. |
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I thought it may be user error, but I wasnt' sure so I asked the question specifically if it was user error, but got no response. |
One more question, any screen that has a secret area does it have soulstorm brew bottles laying around or bones from the slaves? (On Exodus)
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Have you played the game?
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I know at least one secret area (in the Mines) with no empty Soulstorm bottles on the screen... but I won't spoil it for everyone! P.M. me if you don't know it. It's reasonably early on in the game.
~Somethin' smells... Enchilado |
There are at least two or three areas with no visible soulstorm bottles.
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Do you know what tasks have particular Zulags?
I'm creating Rupture Farms scene on Unreal Engine 3.5 and i have question about Rupture Farms.
My question is: Do you know what tasks have particular Zulags? I know that Zulag1 is some kind of storage, packaging place and have included grinding area. But others Zulags functions is unknown for me. (Zulag3 - This purple one - have only mudokon pops advertisenment, but it probably doesn't matter) Those information would help me with creating environment for my project |
Ooh! AlexFili, could you tell me where these are? I might know them... but... I don't want to play all the way through to SoulStorm brewery and find I've missed one Mudokon! I think I got all the Muds in the Mines (I rescued 75, anyway... are there any secret areas there leading to different environments?). I'm in the Mudanchee Vaults ATM, been to the SoulStorm kennels several times. Please PM me with any secret areas with no bottles... I normally check in all shadowy corners or when there's objects in front of the path, but nevertheless.
~must rescue... all 300... Enchilado |