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  #901  
11-08-2007, 07:28 AM
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Thak you. Anyway a won't start a thread ofr it, I think it exist one. But there is question: in AE there were some natives Mudokons in the SoulStorm Brewery, who gave to Abe the power to heal the drunks Mudokon. But when the Brewery exploded, where did those Mudokons go? Did they die? And why didn't the Sligs kill them?
They'd have most likely teleported to the Monsaic Lines safely. After all, if they can give healing powers, surely they can warp themselves?
  #902  
11-08-2007, 10:31 AM
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Yeah, they're likely some of the more powerful ones there to assist Abe, though after he's left the area they're in, they would either teleport or find other means to escape, being the brewery hardly exploded immediately afterwards, they would have had time.
  #903  
11-08-2007, 03:33 PM
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That's the Chronicler, a race of lawyers and accountants and probably bureaucrats who were cut from MO. Their staff is an abacus, see? Beats me how the beads stay in position at that angle.
They’re magnetic. You of all members should have had that occur to you.

:
Using noclip mode (the ability unlocked by using the ‘ddcheat’ or ‘it_is_me_your_father’ commands), it is possible to kill any given Mudokon slave in Abe’s Exoddus as well as one of the three helper Mudokons, but it is impossible to kill all 300 Mudokons in a singe game, because you need to rescue a couple in order to open doors and progress through the game.
Apologies, there are actually three of these Mudokons that must be rescued to open doors.
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  #904  
11-08-2007, 03:49 PM
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They’re magnetic. You of all members should have had that occur to you.
If it had, I would have also discovered their canonical use in offensive ballistics.
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  #905  
11-09-2007, 08:20 AM
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Ok, thank you. I thought it because in AO some Mudokons disappear after a "conversation" with Abe . But why can't they follow Abe and they interact only for give him the rings, and they don't help him for example to kill some Slig?
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  #906  
11-09-2007, 11:41 AM
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Ok, thank you. I thought it because in AO some Mudokons disappear after a "conversation" with Abe . But why can't they follow Abe and they interact only for give him the rings, and they don't help him for example to kill some Slig?
These Muds have been slaving away in a meat processing plant for goodness knows how many years. The last thing they'd want to do is more work. And how would they kill a Slig with their bare hands?
  #907  
11-09-2007, 01:25 PM
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Like they do in Munch’s Oddysee?
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  #908  
11-09-2007, 04:07 PM
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Like they do in Munch’s Oddysee?
If you remember some of them had been living in the Native lands for quite a while and would be ready to help Abe out.
  #909  
11-09-2007, 04:31 PM
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But the Scrubs also fight Slig guards with their bare hands. Also, I thought abe is now! is talking about the Helper Mudokons, who must be free Mudokons.
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  #910  
11-10-2007, 01:19 AM
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Okay, you win. I was wrong.
  #911  
11-10-2007, 02:48 AM
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But the Scrubs also fight Slig guards with their bare hands. Also, I thought abe is now! is talking about the Helper Mudokons, who must be free Mudokons.
Yes, I was. Excue me if I didn't specify well. But the question was, why can't they follow Abe? At least in AE. Why?
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  #912  
11-10-2007, 04:52 AM
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They're free Mudokons anyway, they don't need rescuing. They are there out of their own free will to help Abe. And obviously they're always stuck in some pit in the bakground or something, too, though I'd assume they did that deliberately for their own safety from Sligs etc. that would be in the factory.
  #913  
11-10-2007, 04:59 AM
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More practically, OWI decided not to have this as part of the gameplay. Apart from Elum, Abe doesn’t have any assistance in what he does. He gets the occassion power up, like healing rings. The Helper Mudokons are only there to make the sudden acquisition of a power up more believable. They perform much the same role as Shrykull Portals and vendos.
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  #914  
11-10-2007, 09:50 AM
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Ok, thank you. But I think the gameplay would be the best with the following Mudokons ! A question: in the Italian version of AE there are some leds with a strange word: the "Vixinex" Labs, but that isn't in any description and I think nobody can't find it. If does anyone know what is it, can he answer me? Thank you!
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  #915  
11-10-2007, 10:54 AM
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wow, I really would like to see a screenshot of that

  #916  
11-10-2007, 11:21 AM
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I’m guessing it’s just a translator’s Italian interpretation of ‘Vykkers’.
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  #917  
11-10-2007, 11:44 AM
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wow, I really would like to see a screenshot of that
I really want to show you one but I don't have AE for PC and I don't know how to make a screeshot using my PS1. Have anyone a solution?
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  #918  
11-10-2007, 12:39 PM
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Well, you can always do it the old fashion way, and photograph it.
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  #919  
11-14-2007, 11:21 AM
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I searched for my question but I didn't find the answer that I am asking: what does Nod look like and what are the Squeek's and Nod's Oddysees?
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  #920  
11-14-2007, 12:13 PM
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Squeek's Oddysee was the planned third title in the Oddworld Quintology. Nod's is supposed to be the fourth, but I don't know if that was ever confirmed.

We do not know what either characters look like.
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  #921  
11-14-2007, 04:22 PM
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It's generally assumed that Nod is a myth.
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Spending as long as I do here, it's easy to forget that Oddworld has actual fans.

  #922  
11-14-2007, 04:39 PM
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Damnit, I know what I read.
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  #923  
11-15-2007, 02:19 AM
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Oh, it was you who introduced us to that little concept? Where did you read that?
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  #924  
11-15-2007, 03:55 AM
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An interview with an Oddworld Inhabitant, which I first read before the turn of the millennium, and has never been recovered. The earliest reference to it I can find is by myself, asking (in February 2000) the other members of the Exoddus Club if they knew anything about it (they didn’t). If it all sounds rather tenuous, I’ll forgive anyone for not believing it, especially since the only other person who thought he remembered it (George T Gimp, calling himself enversi on OWF) left Oddworld years ago and never came back to our wholesome community.
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  #925  
11-15-2007, 04:45 AM
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Ok, it was a very quickly question. But I have a curiosity: when in the Rupture Farms you get a Mudokon or a Slig in the hole (I can't explain well, I post a screen) they die. But where do they go? Is there anything that kill them or do they fall down to the floor?
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  #926  
11-15-2007, 07:51 AM
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To answer this particular question, I engaged in painstaking scientific research.

First of all, what does it sound like when they land? There are only a few death drops where we know there are meat grinders at the bottom, such as those featuring falling carcasses of nondescript species as obstacles. But it does sound like ground. Maybe not flat, uncluttered ground, but an impact with some sort of floor nonetheless.

Is this fall alone enough to kill something? By timing the fall, we can calculate the distance of the average Oddworldian death-drop using the formula:

d = ½ gt^2

In which d is distance in meters, g is the gravitational constant and t is time in seconds.

But we must first make an assumption: that Oddworld's gravity is the same strength as our own. Based upon various interpretations of the planet's given size, this should not be the case. But, for whatever reason, in practice there appears to be very little difference, if any, between the strength of gravity on Earth and Oddworld. For convenience's sake, we shall assume it is the same.

By timing the time various characters fall for and taking an avergae, I make their free-fall approximately 2·6 seconds long. So:

½ (9·81*2·6^2) = ~33

Due to errors with the timing I will accept an accuracy of ±5 meters

So, both falls of 28 meters and 38 meters are known to be pretty devastating, especially if impact is made with a hard surface.

We also know that they die anyway, which makes the above charade completely pointless showing off.

Perhaps their remains are gathered up and put into various Rupture Farms products. That might explain the careless provision of deadly trap-doors and their controls: increased accidents=increased output. Rather counter-intuitive, but since when has the Magog Cartel been anything less than short-sighted?
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Last edited by Bullet Magnet; 11-15-2007 at 07:54 AM..
  #927  
11-15-2007, 08:32 AM
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That might explain why RuptureFarms has so many employees compared with any other factory we’ve seen. Not only would all those trap door accidents cause a huge mess that needs cleaning, the Mudokons are essentially just left to die of their own accord, like some kind of accidental livestock. But then if Mudokons are already put into meat products, Molluck’s new retirement plan for the Mudokons isn’t really as big a stretch as it first seems.
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  #928  
11-15-2007, 10:40 AM
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The wholesale slaughter and marketing of their race is a tad more extreme than discreetly recycling clumsy employees. We all know the Cartel is wasteful, but even Molluck would not let scraps of free, fresh meat go wasted, regardless of their origin.
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  #929  
11-15-2007, 11:54 AM
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Ok, thank you. But why in the Rupture Farms, talking about the game and not about the movies, there aren't many slicers? There are only the slicers that can kill you, but they don't slice the meat. Why? There is only a Grinding Area in the Zulag 1. Why this? I think the "Rupture Farms" should have more slicers ! And why there aren't so many?
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  #930  
11-15-2007, 12:30 PM
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They do exist in other zulags. But firstly: they were used as a game element, nothing more, as an obstacle to make the game interesting, but made to match the environment. Grinders that deal with meat regularly (such as on a conveyor belt) did not feature heavily, because Abe never needed to go there.
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