View Single Post
  #3  
06-23-2005, 01:39 PM
Doublehex's Avatar
Doublehex
Zappfly
 
: Jun 2005
: North Carolina
: 14
Rep Power: 0
Doublehex  (10)

Environments



Scrabania A trackless wasteland and test of courage, Scrabania is truly Oddworld’s back of beyond. Even an Elum will be hard-pressed to find food in this sun-blasted wilderness (and Elums aren’t picky). There are Sligs her, guarding God-knows-what, and the usual assortement of vicious Oddworld flora and fauna, but the main attraction – for pilgrims, in any case – are those symbols of a long-vanished Mudokon High Civilization: exotic rock art and colossal statues sometimes glimpsed in the distance.



Paramonia Part of Oddworld’s vanishing wilderness, Paramonia is a densely wooded region home to Paramites, the Paramonian Temple, and a lost Slig or two. Ancient builders blazed a path through this wilderness, linking rocky outcroppings with rough-hewn wooden platforms, sometimes suspended hundreds of feet above the forest floor. Faster transit can be had using Mudokon wells … but you can never be sure if you’ll wind up in a Mudokon sanctuary or the webs of some hidden Paramite nest.


Necrum Across the barren wasteland is the lost land of Necrum, home to the sacred Mudokon necropolis, as well as the bone mine the Glukkons have perched atop this holy ground. Uncharted lands lay beyond the city itself, and most of Necrum remains untouched by the Glukkons…but for how long?



Mudokon Vaults Mudokon Tribal Vault that is infested with Paramites. Dwelling in the dark forest of Oddworld, the peaceful Mudomo built mighty stone monuments and great villages. Betrayed by the glukkons, only their guardian paramites remain to watch over their spirits



Mudanchee Vaults The eastern wing of Necrum has been overrun by Scrabs, animals sacred to the ancient Mudanchee tribe. Before the Glukkons came, the Mudanchee were fearsome Mudokon warriors and took the mighty Scrab as their sacred symbol. Now, their ancient bones are protected by the Scrabs they worshipped.



Monsiac Sanctrum Where did you think all those rescued Mudokons went? Deep within the winding caverns of the Monsaic Lines, the holy chamber known as the Monsaic Sanctum is the port-of-entry for Mudokons liberated from Glukkon slavery by way of mystic bird portals. Within the Sanctum, rescued Mudokons can mingle with others of their kind, find lost friends and family members, and for the first time glimpse elements of their forgotten past.



SpooceShrub Forest This ancient and magical area is one of the last reminants of the origin forests. Native Mudokons travel here to meditate and regenerate. SpooceShrubs grow wild and can be found all over the landscape. SpooceShrubs provide Spooce to Munch and Abe. While Spooce is earned for creating spiritual works, in game terms it is essentially Mudokon currency.
In this first outdoor level game, Abe has to round up his Mudokon brethren, convince them to get their lazy butts in gear and help him activate doors, the Zap Henge, and beat the crap out of a rent-a-slig and his pack of ferocious slogs.



Necrum Mines Deep below the earth, in lightless shafts sunk at haphazard angles without regard for safety or efficiency, Blind Mudokons ceaselessly labor in the Bone Mines of Necrum. Their mission: collect the bones that Glukkons use to make SoulStorm Brew. The deepest shafts open up onto secret vaults and hidden realms populated by creatures long thought extinct, and other terrors from the days when Oddworld was young.



Stockyards Scrabs and Paramites may be on the brink of extinction, but you’d never know it to judge by the stockyards surrounding any Glukkon processing facility. Here the creatures are penned, naked to the sky and elements, awaiting their turn in the slaughter tunnel. Glukkon stockyards are old, rusty, muddy, and knee-deep in filth – if you’re downwind from a stockyards, you’ll smell it from miles away.


Last edited by Doublehex; 06-24-2005 at 10:39 AM..
Reply With Quote