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  #1  
12-28-2002, 11:07 PM
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Oddworld Going beyond perfect quarma

I know that a similar thread was created quite some time ago, I think some where in the Spoiler Forum, but it was only related to Munch's Oddsyee.

Basically, if you want to achieve the highest status in all the games; AO, AE, MO. There are things you can do to go above the Perfect Quarma status. While, the actual games do not acknowledge them, at least you can yourself acknowledge them. Yes, I'm ranting on, and you probably don't understand me. So i'll cut to the chase

Basically, you also have to have achieved Perfect Quarma status, as well as:

Abe's Oddsyee

Abe's Exoddus

  • Don't kill any wildlife creatures, including slurgs and fleeches!



Munch's Oddsyee

  • Regrowing all spooce so that there is none left ungrown, so as to leave it for later inhabitants to use. This doesn't include the spooce collected in the first few levels with Munch in Vykker's Labs, as there is no way of regrowing them

  • All Native Mudokons are alive, not dead inside a Resurrection Totem



Please reply to this thread with more ideas for each game if you can And reply as well, if you have done some of the things.

I am currently doing all the things listed for Munch's Oddysee. So far, so good!

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  #2  
12-28-2002, 11:43 PM
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Perhaps kill every Industialist possible even if if you don't need to to get past.
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  #3  
12-29-2002, 04:47 AM
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well I get perfect quarma for each game but not with everything you say such as leave the places like the were, I fact I don't see why I would do it but it seems to be a hard chalenge

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  #4  
12-29-2002, 05:14 AM
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Yeah, its basically for more of a challenge.

I've just remembered some I should have posted earlier:

Abe's Oddysee

  • Don't die at all during whole game. You can go back to your last save and start over to rid yourself of that death. But if you continue after a death, you basically loose.



Abe's Exoddus

  • Don't die at all during whole game. You can go back to your last save/quicksave and start over to rid yourself of that death. But if you continue after a death, you basically loose.



Munch's Oddysee

  • Don't die at all during whole game. You can go back to your last save/quicksave and start over to rid yourself of that death. But if you continue after a death, you basically loose.



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  #5  
12-29-2002, 06:10 AM
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:
Originally posted by Alcar
Munch's Oddysee

  • Don't die at all during whole game. You can go back to your last save/quicksave and start over to rid yourself of that death. But if you continue after a death, you basically loose.



Alcar...
this last one is pretty simple for the other I think it's more boring then chalenging...

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  #6  
12-29-2002, 07:43 AM
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i might try these if i have nothing better to do!
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  #7  
12-29-2002, 05:33 PM
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Hmmm...
...I think it's kinda hard not to kill any Slurgs you know...
I mean, they're everywhere! (Eep!)
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  #8  
12-29-2002, 09:45 PM
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:
Originally posted by The Red Muse
Hmmm...
...I think it's kinda hard not to kill any Slurgs you know...
I mean, they're everywhere! (Eep!)
That's why it's so challenging!

You can always quicksave before starting an area with slurgs, and if you kill any then you can load from that quicksave to correct your mistakes

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  #9  
12-30-2002, 12:23 AM
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Hmm interesting regrowing all the Spooce shrubs in the native enviorments. You know I was actually thinking about doing that I just never got to it. But here is one problem what about the spooce that grows on sides of cliffs and walls?
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  #10  
12-30-2002, 03:43 AM
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what about all the SpooseShrubs in the water
plus I allways ressurected every mudokon of the level before leaving it

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  #11  
12-30-2002, 03:59 AM
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Spooce that grows on water or on the sides of cliffs you just shouldn't get. That's what I've done.

I used two spooceshrubs and went back and forth regrowing them because I knew that I wouldn't be able to get the ones on the walls. I also remember in Paramite run, I did the exact same thing, because I didn't want to have to get Abe to run through and regrow them all, also because the Paramites would kill me. Forcing me to quickload, so as too not loose my not dieing once status.

These are things to extend the length of the game, some boring and some challenging. But, I'm up all for it

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  #12  
12-30-2002, 04:08 AM
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I have an other advise... buy an other game
OWI made MO to be fun, and it is.
can you telll me what it nice about playing the game that way?
Sorry but I don't understand

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  #13  
12-30-2002, 04:47 AM
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Well, basically once you've played the game and had fun with it (which I did ), if you want to extend it's reply value as well as adding challenges.

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  #14  
12-30-2002, 10:41 AM
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I see... OWI can add some mini quests at the end of the game for each level so you can win bonuses and maybe an extra movie

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  #15  
12-30-2002, 11:04 AM
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Well I read along time ago in an interview that thier are secret movies in MO but you've gotta find certain hidden area's in a level to find em? I OWI employee said that one such level was the Meep Hearder one, however I have tried to find something hidded but couldn't?

Mabye you have to possess one of the slogs and find some really small place?
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  #16  
12-30-2002, 11:08 AM
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I saw that too... but the only "hidden" movie I saw is the slig march (from the pre-rend video of the official site), nothing else

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  #17  
12-30-2002, 12:12 PM
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Hehe, well.. I could probably do it in MO but I wouldn't be able to do it in AO. I found MO a lot easier that AO. Hehehe... even though I had AO for like 5 years.

-OFF TOPIC-
Btw, hello everybody. This is my first post(reply) in Oddworld Forums. I usually hang around on Blizzforums but I just got so addicted to MO that I decided to become a little more involved. Boy.. this place looks nearly the same as Blizzforums.
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  #18  
12-30-2002, 03:59 PM
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:
Originally posted by Xavier
I see... OWI can add some mini quests at the end of the game for each level so you can win bonuses and maybe an extra movie
If they do that it better not end up how Spyro did, with stupid silly stuff. I'd rather mini quests be imbeded in the levels though. Kind of like Crash Bandicoot.
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  #19  
01-02-2003, 03:15 PM
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Gah! I had this idea for TOE! You thieving little scumbag.

I've still got all the files for it on my computer, and I've got some advice. I also thought of doing a 'demonic quarma' where you basically kill and annihilate everything in the level. Here are my contributions:

Super Angelic Quarma:
  • If you can, don't pick SpooceShrubs if there are still Fuzzles to rescue, because rescued Fuzzles give you Spooce.
  • In the Mudokon Pens, pick Sligs up with the crane and put them on a ledge.
  • At the end of the Mudokon Fortress, use Abe Babe's method of luring Sligs away from the Sloghut and using the crane to put them on the two platforms.
  • In Sloghuts, put Sligs and Slogs into separate pens, rather than the recycler.
  • In Sloghut 1027, you can use the crane to put Sligs and Slogs in the cage where the bonepowder kegs are kept.
  • In the Paramite Run, don't blow up any of the Paramites - might take a few tries, though.
  • Don't take Mudokons into the Meep Ranch caves. That way you can run past the Slogs without killing them.
  • Around the Windmill Temple, sneak behind the three Sligs and throw them off the plateau. If you keep away from them on the floor, they won't spot you.
  • When you've finished Dead River, take the Natives back to their village (I'm not sure if that's possible) instead of stranding them.
  • In the Boiler Room, use the cranes to put Sligs in safe places. I've gotten through this level only killing the three Big Bro Sligs.
  • If I remember correctly, someone on the Forums got through Reservoir Row only taking Moolah from 5/6 Glukkons. I don't know how, but do it - you don't want to screw up the economy, after all...

Demonic Quarma:
  • At the end of the SpooceShrub Forest, you can slap all the Slogs in the Slog Run to death while standing on the platforms.
  • Use Interns to kill Fuzzles. Just keep distracting the Fuzz-heads with 'All o' ya!', then kill the Interns with Zap!
  • You can't kill the Sogs in the Hydroponic Vats, but you can use Zap! to kill all 26 in the Flouride Tanks. Keep runnng around the Flouride Testing at the end to wipe out all the Interns.
  • Zap all the Interns to death in the Snoozie Lab, but only after you've used them to kill the Fuzzles.
  • In Sloghut 1027, you can drop down on the shooting Sligs and slap them all to death.
  • In the Paramite Run, destroy all the Paramites. I find the quickest way is to possess a Paramite, attack another Paramite to get a chase going, then lead them all into an area with landmines...and the rest writes itself.
  • Release all the Meeps from the pen when you've finished. If you're feeling rather malevolent, you can kill them all so they return to exactly the same position they were in when you started.
  • Kill all the Scrabs by possessing one and attacking another Scrab - frenzy!
  • And of course, kill every Slig you can, and reap every last SpooceShrub.
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  #20  
01-02-2003, 04:58 PM
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nice to see you again Max, it was some time you didn't post anymore...

anyway this are... nice ideas even if I will never do it

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  #21  
01-02-2003, 07:43 PM
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[QUOTE]Originally posted by Max the Mug
[[*]Don't take Mudokons into the Meep Ranch caves. That way you can run past the Slogs without killing them.

To spare all slogs in the tunnels, lure them up the ramp and over to that place that has only some spooceshrubs and well. there is a partial ramp Abe can jump to as well. Sometimes the slogs will fall in on their own or wait near that ramp and Abe can jump over tham and pick them up to throw down there...I got the whole pack of em safely on that ledge from the little sloggies to those big mama slogs.
Be sure to have Munch near a nest as Abe will get killed plenty. and make sure you've tossed all muds back over the fence after they open the door for you.
[*]Around the Windmill Temple, sneak behind the three Sligs and throw them off the plateau. If you keep away from them on the floor, they won't spot you.

ILured the sligs into one of the pens after managing to pen all the scrabs in one pen.
You can even spare the two sligs inside the windmill by running past them, picking up the scrub and running to the well, throw him in, then jump in, sometimes you can even sneak up on them and throw them so they're down in the section where Abe first enters but make sure you don't leave any scrubs down there.
Move fast when you exit.

In fuel fields, the 'water hop' move and 'health up your partner' got Abe through those platforms on the water but later all those sligs disappeared except for the trio on the large island...
Had to kill the guards in front of the door but once the natives open it revealing more guards, you can take the natives to a safe place, then simply pick up munch and rush to the transport pad.
Magog motors, can get through that only killing a single slig.

Demonic Quarma:[list][*]You can't kill the Sogs in the Hydroponic Vats, but you can use Zap! to kill all 26 in the Flouride Tanks. Keep runnng around the Flouride Testing at the end to wipe out all the Interns.

To kill all slogs in hydroponic vats, use Munch as bait to lure them into falling off their platforms by having Munch skirt the edge of a platform. I've even killed sewer slogs in this way but it's much harder- there is an area of deep water that works quite nicely.
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  #22  
01-03-2003, 08:02 AM
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I've just played through the Mudokon Pens killed just 4 of the 21 Sligs, although I'm sure it's possible to just kill 3. The Slig that guards the 3 chant circles that unlock the well that gets Munch to the crane remote control - get Munch to leap about in the water and get his attention, then use Abe to sneak up behind, pick him up, and toss his onto one of the platforms near the first wheelchair pad.

Don't destroy the wall of explosives, instead leave it one box high so Abe can jumpy over. That way he can lure all the Sligs in the level into that area, and deposit them safely. Only do 1 or 2 at once, otherwise they get bored and wander off towards the mines...

Yeah, I haven't left again, I've just been banned from the Internet, so my visits will have to be few and far between I'm afraid. Nice to Niteowl is still around, too.
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  #23  
01-03-2003, 06:01 PM
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Mudokon pens

You know just before the first sloghut, there's that low fence and well? it makes a nifty sligpen...the first batch of sligs were the easiest. The crane can reach Abe standing just outside of the boom crates and deposit him on the ledge that leads to that cove with a mudokon's hut...just conceal Abe, have Munch drop a slig on that ledge and then have Abe sneak over, pick him up and walk a short distance and pitch em into that pen...
some of the others were very cagey- running around like chickens with their heads cut off when Abe was on the other side of the boom crates,made em real stinkas to catch. Some of those stupid sligs insist on killing themselves by walking into those land mines.
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  #24  
01-06-2003, 08:12 AM
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Woah, you got through Splinterz Manufacturing only killing one Big Bro? How'd you do that?
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  #25  
01-06-2003, 01:25 PM
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The slurgs are impossible. There is this place in AE, were you roll out of a cliff (one of theese "run, no time to stop" levels were you are alwase chassed) you fall a bit and land on some slurgs, in order to get some scrabs atention.

So you have to kill some.

And then there are a few in necrum, when they are introduced, they patroll the tunnels were you roll.

And you have to kill some fleeches in a void level at Soulstorm, (that is accsessed from scrabania) or they will eat some fellow Mudokons.
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  #26  
01-06-2003, 01:45 PM
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In Splinterz Manufacturing........
I ran around, got every slig to follow me, then ran into the back area....the one with the exploding crate wall.
One of the sligs shot at me, blew up the wall, and every slig with it...including himself.
this left a couple up around the 'balcony' that runs around the level, and the few in the ceo's office.
The only one I killed was the big bro you have to posses to open the door.
Do sligs killing each other count, or is it a safe case to say that if theyre stupid enough to blow themselves up then they deserve it?
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  #27  
01-06-2003, 02:42 PM
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Thats a good question.

I'd say, if they run of a cliff without you doing anything, then they blotty well deserv it.

But are you allowed to trick them into killing themselfs?
(I.e, you chant so a slig get's scared and runs into a mine)

Oh, and when all the rules are done Alcar, please put them all into the list at the top.
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  #28  
01-06-2003, 08:42 PM
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Okays, I was also going to add something similar to OWUniverse v4 Max...

But I thought I'd get more ideas by posting 'em here. I hate you and our identical brains!

Alcar...
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  #29  
01-07-2003, 02:22 AM
Niteowl
Fuzzle
 
: Apr 2001
: 135
Rep Power: 24
Niteowl  (10)
Splinterz Manufacturing

I managed to spare all the sligs but the bigbro in the CEOs office.
I'd have Abe jump over the railing and go over to the other ladder to the other deck, climb up, quicly drink some bounce and jump up to that ledge in front of the door leading to the ceo's office. I discovered that when the guards go back to their position I could carefully tiptoe so Abe would fall between the bounce machine and the wall- sometimes the sligs would not notice and I could sneak up, pick em up and toss em off the deck so they'd be on the floor below.
From there would set about grabbing scrubs one at a time and throwing them over near the levers with sligs in hot pursuit slapping Abe- if the sligs are preoccupied with Abe, they'll leave the scrubs alone so long as you don't talk to them. Got killed a lot but with munch near the nest, could hatch Abe out as fast as he got killed.
Grabbed the furthest muds first. But there is one little fool that will return to his post near the pistons- collect him when you've got access to the bird portal.
If a slig is chasing you, you can get him to shoot the wall of boom crates- even if Abe gets killed- when you have collected enough muds for the levers, lead all the sligs to the far nook and let em kill Abe, it takes some time for them to come back. Hatch him out and call the gathered muds, have them open the door and call them to the bird portal- make sure thay all hear you. Send them through the portal even if Abe gets killed.
Then you grab the remaining muds one at a time and rescue them.
If you need to rest a moment, the place where the caged pistons coming throughthe floor has a low fence around it. Abe can get into there easily.
I managed to spare every slig on that floor- then when I possesed the big bro in front of the CEO's office, there were boom crates but no sligs.
Noticed a similar effect in reservoir row.
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