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  #1681  
05-24-2012, 10:48 PM
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:
Are you referring to Operation Lightning Bolt? Because I assumed that meeting between Aslik and the others actually took place in Soulstorm Brewery (based on the color scheme and giant logo on the floor plate). They were referring to locking up the Brewery, not Feeco. All the other terminals in Feeco are still accessible. Soulstorm Brewery's gate is the only one that's totally blocked off.

I also assumed Aslik returned to Feeco sometime during your expeditions to Bonewerkz and Slig Barracks.
I always assumed that the line "That Abe guy would have to be invisible to get in" was meant as a hint/joke about how to get through the area they're located.

It's been a while since I played AE so I can't remember exactly, but according to Sinjin's walkthrough you need the invisibility power 2 out of the 3 times you're in Feeco; when you're making your way to the Slig Barracks and when you're going through Baggage Claim to possess V.P. Aslik. I don't think there's any invisibility in the brewery at all.
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  #1682  
05-24-2012, 10:53 PM
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I don't think there would be many civilian passengers in the Feeco Depot, I thought that it was just the centre of a network of industrial workplaces that are out in the wild/native area of Mudos, nowhere near the "civilized" world. The trains are probably mostly carrying supplies and workers/guards, as well as the glukkons whenever they need to get around.

Last edited by Hazz-JB; 05-24-2012 at 10:59 PM..
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  #1683  
05-25-2012, 12:14 AM
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Talking of invisibility, what I didn't understand in AE was that scrabs and Paramites don't see anyway, so how does using invisibility stop them from knowing you're there?
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  #1684  
05-25-2012, 01:40 AM
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Presumably by also masking your smell/echolocation-opacity.
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  #1685  
05-25-2012, 01:53 AM
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Magic.
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  #1686  
05-25-2012, 03:16 AM
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Hamburger.

I've been wanting to say that again for at least 2 years now.
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  #1687  
05-25-2012, 04:21 AM
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  #1688  
05-25-2012, 04:34 AM
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Well, now that I've said that I see no reason to stay on this forum any longer. It's been nice knowing you guys.

Bye.

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  #1689  
05-25-2012, 04:36 AM
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  #1690  
05-25-2012, 05:57 AM
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Ok, Phylum left... quick, we can now say mean things about him without him noticing!
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  #1691  
05-25-2012, 06:02 AM
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That Sucks I liked Phylum.

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  #1692  
05-25-2012, 06:08 AM
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What a player of the pink flute.
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  #1693  
05-25-2012, 06:12 AM
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Phylum's so dumb, he hasn't even got his Cutie Mark yet.

OH GOD WHAT'S HAPPENING

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  #1694  
05-25-2012, 06:18 AM
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  #1695  
05-25-2012, 06:29 AM
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I'ma be boring as usual and keep the topic on track. Here is the remainder of the stuff I pointed out during my Let's Play, although there are some things listed here that I thought of while going through the videos which I don't talk about during the LP.

=====


* What do the Glukkons keep in the hidden vault? (Or did, considering it's condemned). Moolah?

* Wells are like a big tube - How does Abe jump in one end and come out the other end without being upside-down? Unless he curls up into a ball or something like he does in MO while jumping.

* If you do Scrabania first before Paramonia, the FMVs at the end of Scrabania clearly show that Abe already has the hand scar from Paramonia even though he hasn't done it yet. I assume that since new FMVs will be rendered in the game engine, that won't be a problem in Abe HD.

* Perhaps to add a reason to re-play Abe HD, perhaps the times of day could be different in Scrabania and Paramonia depending on the order that the player does the levels in. Or Scrabania could be done during the early morning rather than the evening, but perhaps if the sun is visible in the sky you could flip the skymap around to reflect the different times of day.

* Add autosaves to the start of levels in Abe HD! Crashes happen and are annoying! :P

* I like how, when you first enter Rupture Farms, there's some rocks left in the basement with mudokon art on them, as if the factory was built around them - A reminder that the place used to be natural once.

* Shouldn't the native mudokons that help Abe look a bit different (perhaps with body art, different hairstyles) from the ones you're meant to save?

* The first area where you get the Shyrkul in Rupture Farms by saving 2 mudokons in Zulag 1 - You go down into a pit filled
with carcasses. It must really stink down there! Maybe as part of the added Abe HD detail you could add flies to that area or something.

* Why does Abe get knocked over by explosions, but other Mudokons don't?

* Considering Sligs get guns and mechanical limbs, and that Molluck wants to feed Mudokons into his factory, Sligs really seem to be much, much less important and more expendable than Mudokons considering how many Sligs are used to gaurd a few mudokons, particuarly in the later stages of the game. Then again, Molluck really wants Abe dead...

* If Mudokon Pops are meant to be "New" ('n tasty!), why is there a seemingly worn poster pasted into a pillar in Zulag 3?

* In Abe HD, it should be easy to add a blast decal to surfaces after something has exploded on them.

* No wonder Rupture Farms is going out of buisiness! Look at the stream of carcasses falling from the ceiling! That's a LOT of creatures!

* What creatures are they from anyway? Even for Paramites, those rib cages look huge. Maybe in Abe HD, the carcasses should look like they belong to Scrabs and Paramites.

* Rupture Farms has a lot of pipes but apart from the barrels, ocassional meat grinders and falling carcasses, there doesn't seem to be a lot of machinary inside it which resembles a meat processing plant apart from what's seen in the intro... At least Soulstorm Brewery had lots of vats visible in the background and tear extractors, likewise with Feeco with its trains, Bonewerks with its piles of bone dust...

* ... But the many, many pipes visible in RF's background don't seem to serve a purpose other than to look generally industrial. What are both they and the chimneys with big flames coming out of them for? I know Glukkons like to build stuff in ways which waste resources, but does the plant refine oil as well or something?

* I wonder where guns and pants go when Sligs die? And why the pants also decompose with them? Game limitations? You gotta admit that's a bit weird in the nonsensical way, though.

* How do 99 slogs fit into a tiny little kennel? Must be a clown kennel. But yeah I agree with the people who said that having to kill a long stream of slogs seemed to be a bit pointless.

* I think one game mechanic that could be improved on is that sneak should also stop Abe from automatically walking off the edge of a platform. That's what I keep thinking it does for some reason, even though it doesn't.

* As I said much earlier, the scene where the factory halts should be made a little more destructive - Rather than everything simply stopping, perhaps carcasses on conveyors should back up, etc...

* I kind of found the FMV selection to be a little dissapointing as a reward for saving all 99 - There ought to be more rewards for this such as also a level select or cheat mode or something.
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  #1696  
05-25-2012, 06:38 AM
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I like the idea of level select reward, and i really love (for some reasin) the idea of going through scrabania in the morning, I'd like it to have more 'blue' than 'red'. But then again, that suits paramonia more.
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  #1697  
05-25-2012, 06:45 AM
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It would be nice to have a consistent day/night cycle over the course of the game. We've already got one to some degree, but currently:

1. Paramonia and Scrabania both take place at midday -> sunset.
2. When you go back to Monsaic Lines, it's morning again.
3. Then it jerks straight back to midnight as you go back into the Freefire Zone.

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  #1698  
05-25-2012, 06:49 AM
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No, I think when you return to the stockyards, its either early morning or late night, same for the monsaic lines. But I may be wrong.
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  #1699  
05-25-2012, 07:00 AM
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I'd say the escape through FFZ is 23:45 - 2:45, maybe. You reach the Monsaic Lines after a brief spiritual interlude, putting you at maybe 5:45 AM. The morning until, say, 7:45 is spent in ML. You then spend the rest of the day in Scrabania until sunset.

The scarring ritual takes place overnight. You then come back to ML in the morning (presumably after deep meditation and a good rest). You go through the same process in Paramonia.

But on the way back, you've just come from the perpetual morning of ML, straight into the perpetual midnight of FFZ for the Return to RuptureFarms. By my times given, 7:45 AM and 23:45 PM, that's a lapse of at least 16 hours in a journey that's supposedly instantaneous.

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  #1700  
05-25-2012, 07:02 AM
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those 99 slogs
OH GOD THAT LAST ONE CAN GO DIE!

also about the stoping rupture farms cutscene
1.) you can just skip the hand switch without even touching it and just move on.(I think)
2.) you can activate the cut scene multiple times
the cut scene where everything stops should be fixed
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  #1701  
05-25-2012, 07:03 AM
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^ That is a good point, and easily fixed.

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  #1702  
05-25-2012, 08:09 AM
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The slog killing streak is a good test of endurance, but maybe just 1 of them is enough otherwise you end up falling asleep with your finger on the O button
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  #1703  
05-25-2012, 08:26 AM
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Not necessarily, I remember a part where you have to keep turning round and shooting one. It was suprisingly hard to keep the pattern going, and you only get one shot at it. If your slig dies, you're fucked. Unlike in AE where you can just possess a new one.
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  #1704  
05-25-2012, 08:36 AM
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If your slig dies, you're fucked.
Not so. The more you know...
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  #1705  
05-25-2012, 09:38 AM
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Oh yeah, I forgot about that. I always try to do it properly though.
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  #1706  
05-25-2012, 10:22 AM
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Well it's OWI's fault for being sloppy with their level design at the end. :P
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  #1707  
05-25-2012, 10:28 AM
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And it could have been easily fixed by making that a shoot-on-sight slig.
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  #1708  
05-25-2012, 10:41 AM
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:
I always assumed that the line "That Abe guy would have to be invisible to get in" was meant as a hint/joke about how to get through the area they're located.

It's been a while since I played AE so I can't remember exactly, but according to Sinjin's walkthrough you need the invisibility power 2 out of the 3 times you're in Feeco; when you're making your way to the Slig Barracks and when you're going through Baggage Claim to possess V.P. Aslik. I don't think there's any invisibility in the brewery at all.
True, but you could still interpret it that Abe uses invisibility to ultimately gain access to Soulstorm Brewery, by accessing the other executives first. I don't remember any invisibility in the brewery either, but he's also already in the brewery by that point, so...

As for Feeco Depot, I think it's more than just for industrialist cargo. Evidenced by the posters advertising tourism hot spots and the ornateness of the place itself.
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Last edited by Sekto Springs; 05-25-2012 at 10:44 AM..
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  #1709  
05-25-2012, 11:58 AM
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:
those 99 slogs
OH GOD THAT LAST ONE CAN GO DIE!

also about the stoping rupture farms cutscene
1.) you can just skip the hand switch without even touching it and just move on.(I think)
2.) you can activate the cut scene multiple times
the cut scene where everything stops should be fixed
I hate those slogs, That last one should have a trollface. Seriously, That was one of the biggest pisstakes in gaming
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  #1710  
05-25-2012, 12:06 PM
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I thought you had to push the hand switch to open the door to the final gauntlet.
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