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  #1141  
12-29-2007, 06:22 AM
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The religious theme was more than just æsthetic. Oldgers were priests, Abe was a monk taking an enforced vow of silence, and RuptureFarms was full of chapels and pipe organs. How this would have worked as a part of Oddworld is not known, and the anti–organized religion ideas may be used for a different Oddworld story in the future.
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  #1142  
12-29-2007, 09:20 AM
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So, also Glukkon are religious. But the cathedral was Rupture Farms anyway, the processing area and the "sacred" area.
I have a little indecision about MO: Munch was designed to tell to Abe what was going on in Vykkers Labs and how was Sam. But how could Munch know how was Sam if she was in Nolybab?
  #1143  
12-29-2007, 09:59 AM
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Sam's in Vykker Labs, not Nolybab
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  #1144  
12-29-2007, 10:07 AM
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Sam's in Vykker Labs, not Nolybab
She isn't. It's not possible: so when Vykkers Labs have been destroyed, Sam died? No, it's not possible. When I asked it before in a previous thread, everybody answered me she was in Nolybab.
  #1145  
12-29-2007, 10:28 AM
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She isn't. It's not possible: so when Vykkers Labs have been destroyed, Sam died? No, it's not possible. When I asked it before in a previous thread, everybody answered me she was in Nolybab.
We assume there was another Vykker Lab that she was in.
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  #1146  
12-29-2007, 11:12 AM
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Before the story was changed so that the game could be completed in time for the Xbox’s launch, Sam was in the same Vykkers Labs that Munch was in. Production paintings of this facility show that it is Vykkers Labs 13, so there must be or have been at least 12 other Vykkers Labs facilities, any of which could house Sam.

Alcar has limited the Forums’ search feature to words greater than three letters, so I can’t easily find the time you asked about Sam. Searching for occasions where you’ve referred to Nolybab returns only results referring to Maggie living in Nolybab. The last time somebody asked whether Sam went down with Vykkers Labs in the Q&A thread, I gave the same answer we have for you now.
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  #1147  
12-29-2007, 11:38 AM
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So, also Glukkon are religious. But the cathedral was Rupture Farms anyway, the processing area and the "sacred" area.
Not necassarily. Note that these examples were early ideas that didn't make it into the final game. We can't be sure hat the future holds though either. At the moment, not exactly though. At the very least Glukkons were religious in their past, though, though based on given information I'd have thought they may have lost alot of it.
  #1148  
12-29-2007, 11:47 AM
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Here's my question; how exactly do you pronounce Vykker? Sorry for not playing the game, but I do not know. I always thought it was pronounced the same way someone pronounces Viker.
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  #1149  
12-29-2007, 12:00 PM
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It rhymes with ‘biker’ and is not a homophone of ‘vicar’.

Glukkons aren’t religious folks. They boycotted any kind of spirituality a long time ago.
:
As far as religion goes … well, Glukkons worship Moolah, while Mudokons keep their religious feelings to themselves.
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  #1150  
12-29-2007, 01:22 PM
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Yes, but it is written: the cathedral was the old conception of Rupture Farms... do you agree?
  #1151  
12-29-2007, 01:33 PM
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Conception does not represent the final product; they represent ideas at the time that were part of considered storyline at the time. The conception ideas grow and change to fit what the creator(s) would like to see in the story. The ideas of the Glukkons had changed, enough that they no longer are part of a religious community.
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  #1152  
12-30-2007, 03:40 AM
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Ok, but if Sam wasn't in Nolybab but in another Vykkers Labs, what is Nolybab? And is there any image of a Mudokon's egg?
  #1153  
12-30-2007, 03:58 AM
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Nolybab is the capital city of the Glukkons and the base for the Magog Cartel. It is where Queen Margaret lives and passes judgement on her children.

Here is a box of Mudokon eggs:
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  #1154  
12-30-2007, 04:09 AM
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Can you post the link to the image?
A question about the conception of MO: I saw a lot of strange industrial tools and vehicles, for example the recycler of Sligs, the tank, and natives, for example a Storme Circle connected to another Storme Circle, a mega Ratz building! What are these things?
  #1155  
12-30-2007, 05:41 AM
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http://www.oddworld.com/whatsnew_assets/egg.jpg
Or you could get the link by pressing the quote button on my post.
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  #1156  
12-30-2007, 07:24 AM
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Can you post the link to the image?
A question about the conception of MO: I saw a lot of strange industrial tools and vehicles, for example the recycler of Sligs, the tank, and natives, for example a Storme Circle connected to another Storme Circle, a mega Ratz building! What are these things?
All old concepts that didn't make it into the game, either because they were trashed for various reasons or (far more likely) the time contraints that throttled the game completely.
  #1157  
12-30-2007, 08:24 AM
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Can Abe possess anything? I mean I know he possess Sligs, Slogs, Glukkons etc. But what about other Mudokons and Gabbits?
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  #1158  
12-30-2007, 04:35 PM
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I think native mudokons were possesable in Munch's Oddysee, so I heard.
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  #1159  
12-30-2007, 06:07 PM
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Um, no they weren't. I don't see any good reason why they would need to be possessed .

I have a question, can Abe control whether or not the creatures he posses can explode or not? For example, in the first two oddworld games, excluding wildlife which I'm guessing since they were sacred creatures, they had some sort of immunity. But glukkons still blew up!

Yet in MO when you possessed glukkons, they wouldn't blow up, they just faint.
  #1160  
12-31-2007, 09:19 AM
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Can you post the link to the image?
You could have right‐clicked on the image and looked at its properties or copied its location.

:
Can Abe possess anything? I mean I know he possess Sligs, Slogs, Glukkons etc. But what about other Mudokons and Gabbits?
Abe can’t possess other Mudokons. That was decided against for being too weird.

:
I have a question, can Abe control whether or not the creatures he posses can explode or not? For example, in the first two oddworld games, excluding wildlife which I'm guessing since they were sacred creatures, they had some sort of immunity. But glukkons still blew up!

Yet in MO when you possessed glukkons, they wouldn't blow up, they just faint.
An early intention for Munch’s Oddysee was that the player could control how violently he depossesses characters by how hard they push/pull the depossession control. A gentle tap would leave the possessee standing, something harder would knock it unconscious, a harder press still would kill the victim, and the most violent depossession would cause the familiar explosion. So yes, Abe has learnt how to control depossession carefully.
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  #1161  
12-31-2007, 10:10 AM
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Question: when Rupture Farms has been shoot down, what was the building used for?
In a MO's newpaper I read: "Rupture farms big reopening". And it wasn't the newspaper after the bad ending, but the newspaper after Sloghut! So, has Rupture Farms really reopened or is it now disused?
  #1162  
12-31-2007, 03:25 PM
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Okay, I'm gonna try to answer this, but I would suggest waiting for Max .

It's possible the industrialists would want to reopen Rupture Farms again just because it was so successful before. I mean, if it worked before, it can work again! Also since the slog huts were closed down maybe they needed to make another factory to keep meet process up?

Again, I don't give the best answers, this is mostly speculation from my point of view.
  #1163  
01-01-2008, 08:45 AM
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The Magog Cartel suffered a huge loss when RuptureFarms was shut down (we never saw it destroyed, but its ruins were supposed to appear in the first level of Munch’s Oddysee) not just because of the loss of income it generated. It also wasted the Moolah of a lot of stockholders and investors, and in the absence of Molluck responsibility for this rests firmly on Lady Margaret. Any Glukkon would love to step up and assume control of RuptureFarms, but he’d need to take the rap for the factory’s massive financial and totalitarian failuresm and no Glukkon is both willing and able to do this. For RuptureFarms to reopen, Maggie needs a wealthy but stupid fall guy. Someone like Lulu.
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  #1164  
01-01-2008, 01:36 PM
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Do we know why we go into Rupture Farms on the assumed first level of MO?
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  #1165  
01-02-2008, 06:37 AM
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Do we know why we go into Rupture Farms on the assumed first level of MO?
But isn't the first level of MO the Raisin Cave? I don't remember Rupture Farms at the beginning of MO? What's it?
  #1166  
01-02-2008, 08:05 AM
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Rupture Farms was SUPPOSED to be the first level of MO. At least that's what Max says.
  #1167  
01-02-2008, 08:13 AM
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Rupture Farms was SUPPOSED to be the first level of MO. At least that's what Max says.
So, I agree with Slaveless's question. And I add: have we any information abou Rupture farms in MO or any image?
  #1168  
01-02-2008, 10:24 AM
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have we any information abou Rupture farms in MO or any image?
.
i dont think so. i couldnt find any info or images on rupture farms in MO.
  #1169  
01-02-2008, 01:26 PM
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Can't remember it was supposed to be the first level but it was definitely supposed to be included in the game.

  #1170  
01-02-2008, 02:23 PM
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I have a question. What is this? I mean it's in an Oddworld site but in these two videos(well the first one anyway)what's with the people? It's called GameOver.

-hits self in the head- http://oddworldlibrary.net/archives/cinema/OS01.htm here. <.<
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