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  #1  
07-14-2002, 01:10 PM
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OddFiles 2

HI' and welcome back to the Oddfiles were you can post any questions you like and hopefully it will be answered by somebody on the fourms.

My first Oddfile is, Why on AO when Abe is in the stockyards and the free fire zone is it night time but when he gets to Scrabania or Paramania it is day it can't change just like that can it?
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  #2  
07-14-2002, 01:52 PM
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Of course it can change, although it's not as 'just like that' as you might think.

You see, Oddworld: Abe's Oddysee takes place during one day. Here's roughly how the game pans out:

Abe first discovers that Molluck plans to make Mudokon Pops late evening.

By the end of the Free-Fire Zone it's early morning. (Note that the Stockyards have a light sky because of all the search lights, motion detectors etc.)

By the time Abe reaches Paramonia, it's only just daylight.

By the end of Scrabania, it's dusk.

When Abe infiltrates the boardroom, it's approximately one day since his discovery.
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  #3  
07-14-2002, 02:08 PM
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HERE IS MY COOLFILE

Why is it that GABBIT VENDING machines are inside the structures in places that no-one else can reach
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  #4  
07-14-2002, 02:54 PM
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Well, there'd be no point in other characters getting to those Vendos, since only Gabbits can drink from them.
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  #5  
07-14-2002, 06:32 PM
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Aren't Gabbits suppose to be extinct...? Even then, why would evil Gluks or Vykkers want to have Gabbits freely swimming around the facilities? Maybe their just stupid...
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  #6  
07-14-2002, 07:02 PM
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Let's just say that vendos are something we wont see used in a possible oddworld movie. They are there mainly for the game to be playable... not to make the story (game) accurate to the "real" oddworld.
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  #7  
07-14-2002, 07:36 PM
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:
Maybe their just stupid...
You mean having bird portals that let Mudokons and Fuzzles escape, leaving unatended trains hanging about during an emergency and hiding in the toilet without a chant suppresser isn't considered sensible? Oh, darn it, I thought I'd made good of myself...
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  #8  
07-16-2002, 09:13 PM
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It makes you wonder if Sligs are too stupid to defy Glukkons, or do they just not have enough guts. I mean...Sligs have guns, Glukkons don't.
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  #9  
07-17-2002, 12:19 PM
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Originally posted by Armed Slig
It makes you wonder if Sligs are too stupid to defy Glukkons, or do they just not have enough guts. I mean...Sligs have guns, Glukkons don't.
Actually glukkons can control the sligs, in MO when a slig tries to run too far away from its post. A orb zaps the slig and makes it return to its post!
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  #10  
07-17-2002, 04:33 PM
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Theres always a stradegy involving brute force... Shoot the orb, run around, shoot the wildlife, run around some more, shoot the Mud, run around and find the Glukkon, shoot the Glukkon. Take the moolah (which is shown so easily stored on hand in MO), run around, shoot the Glukkon queen, and by then all the sligs have started rampaging. I think even sligs could understand that plan.
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  #11  
07-18-2002, 07:12 AM
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Actually glukkons can control the sligs, in MO when a slig tries to run too far away from its post. A orb zaps the slig and makes it return to its post!
Really? The only place I've seen anything like that happen is The Mudokon Fortress...and then the Sligs are getting zapped by native Zappers - industrial Zappers kill instantly.

And just why would the Sligs shoot the Glukkons? What would they get? They'd lose their guns and pants eventually, and they're not smart enough to make Moolah in Oddworld's industrial society.
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  #12  
07-18-2002, 10:52 PM
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I think ODDBODD was talking about the native orbs. Max are you talking about the orbs in the shape of a glukkon that zap you to death if you go near them?

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