Oddworld: Abe's Oddysee

Oddworld: Abe's Oddysee

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Barebones walkthrough
By Montinevra
This is not an in-depth guide. I'm just going to highlight the tricky parts or secrets you might have missed. If you haven't at least seen what's going on in a level, the instructions here will be too vague to be useful.

Let's go!
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Paths? Cams? Which section should I skip to?
Hit pause. You'll see a string at the bottom that looks like this: R1P15C01. The first two characters are the level code. P15 is the path number. A path is just a subdivision of a level. When travelling between paths, you'll hit some loading lag or see a cutscene. This game came out in 1997 and had to run on a machine with 2 MB of RAM, so yeah, there's gonna be load times within a level.

C01 is the cam (camera) number i.e. the individual room.

This is the notation I'll be using for the different sections of the guide.
One more thing...
1. At the top of each relevant section, I'll be including a screenshot of the "point of no return". Make sure you've rescued all the Mudokons in the current path or level before moving on.
2. Here's some cool maps! I didn't make them but they're still pretty great. https://www.vgmaps.com/Atlas/PSX/index.htm#OddworldAbesOddysee
3. Oh, that's two things.
R1 RuptureFarms
PoNR - P20C03
Not a threat; a promi- well, more like a friendly reminder
Like it says on the sign, make sure you have 28 Mudokons rescued before you leave.

P15 - Before packaging
Yeah, the game starts on path 15, so GET OVER IT.

C01 - A barrel
There's a secret in the very first room. Crouch behind the barrel.

C15 (Secret) - Grinders and electric fences
First pull the left lever once, then just use the right lever whenever you want to toggle the fences and grinders.

You can "follow me" to get an already-following Mudokon to take one step towards you. To get the right Mudokon past the right grinder, make sure he's one step behind you, then walk under. Stop on the lever, then quickly "follow me" if he stops under the grinder (though he shouldn't).

C02 - Directory
No secret here. Don't crouch behind the barrel.

C03 - Pits with mines
Secret here, but don't crouch behind the barrel yet or you'll explode. Come back when you have grenades.

C04 - Slig sleeping behind a barrel
Secret here. Crouch behind the barrel.

C17 (Secret) - Grenades and things to throw them at
Blow up the chant suppressor (cook the grenade for 5 clicks before you throw), then use a Slig to kill the Slig downstairs.

C11 (Secret) - Below the mine pit
There's a checkpoint in the room above (C03) on the left ledge. You might want to hit that before doing this part.

C06 - Pull ring
Secret here. Pull the ring then run into the trapdoor.

C13 (Secret) - Below the pull ring
Crouch in front of the grenade button, face left, throw left.

C14 (Secret) - Below below the pull ring
Stand in front of the Mudokon, face right, throw down.

P16 - Packaging
C03 - Slig, suppressor, and trapdoor
Secret here. Pull the lever and run into the trapdoor. Slig won't hit you if you make it in.

C09 (Secret) - Shadows below the trapdoor
Get a grenade from downstairs. Cook it for 5 clicks.

C10 (Secret) - Grenades and empty Slog hut
Cook your grenade for five and a half clicks.

P18 - After packaging
C11 - Single pillar in shadow
There's a Mudokon working in the shadows here. Don't forget him.

C06 - Status board and empty Slog hut
There's another Mudokon in the shadows.

C20 - Zulag 2
Door's locked. Come back later.

P19 - Down the shaft
C02 - Electric fence
Can't go this way without cheating. Go left

P20 - To the Stockyards
C01 - Slig, suppressor, status
The screen should say 25 rescued the first time you get here.

C03 - Warning sign
Secret here. Kill the sleeping Slig, then go right.
This is also the final room of the first level. Make sure you have saved 28 Mudokons before continuing.
E1 Stockyard Escape
PoNR - P03C05
My Moon, My Slig
This Slig always faces left when you enter the room, and there's no way to kill him. Before this point, there are 4 secret areas with a total of 10 Mudokons and no way of confirming that you got them all unless you backtrack all the way to the status panel in the first room.

P06 - The Stockyards
C01 - Motion sensors
Chant as soon as you enter.
The bomb that's summoned won't hit you if you roll.

C02 - Empty pit, Scrab pit
There's a door in the empty pit that leads to a secret.

C07 (Secret)
You can open the exit portal right away and it will stay open even if you move off screen.
After you rescue one Mudokon, you can backtrack to the checkpoint at the start so you don't have to run the gauntlet twice in a row.

P01 - Free-Fire Zone
C03 - Moon in the clouds
You have to crouch by the lower rock or the patrols will see you.

C05 - Security orb and UXB
Secret here. Chant.

C08 (Secret)
Hop as soon as you enter.

C06 - Two Sligs with security orb
You can exploit an engine quirk to get past here. Start from the spawn point in the previous room (C05, next to the UXB), and hold run-leap.
Or do it the "right" way:
To get one patrol to chase you into the previous room, wait until both are facing away, then sneak one step outside the shadows. Run when they see you.

P02 - Free-Fire Zone part 2
C01 - Big pit with bats
Climb down to get to a secret. If this path proves too difficult, there's an alternative path to the same secret via C03.

C05 - Bat and sleeping Slig
Bat won't hit you if you hang from the left ledge.

C06 - Security orb and portal
Just run and jump past the Slig. Portal leads to a secret.

C08 (Secret) - 2 Sligs, 2 Mudokons
"Look out!" makes Mudokons duck to avoid gunfire.

C10 (Secret) - Slig above, Mudokon below
Lead the Mudokon left and off the ledge.

C09 (Secret) - Orb above, Mudokon below
This one too.

C03 - Orb, bats, and rock sack
Drop down here to get to the same secret.

P03 - Free-Fire Zone chapter 3
C03 - Rock sack and flies
Go right for a secret.

C07 (Secret) - 3 Sligs, 1 Mudokon
Immediately run right and roll.

C08 (Secret)- Sligs and mines
You can crouch on a ledge by using your dedicated crouch button (default X).

P04 - Free-Fire Zone episode 4
PoNR - C08
Shoot for the moon. If you miss... you'll asphyxiate in the cold vacuum of space, so, you know, double-check your math.
2 more secrets and 2 more Mudokons.

C01 - Fire, flies, and rocks
Roll past the campfire to get to a secret.

C13 - Slog, mines, and portal
Skip a step by opening the portal before leading the Slog away.

C11 (Secret) - Mployee Lo
Open the return portal from above.

C03 - Slog above, bats below
Drop down here to get to a secret.

C09 (Secret) - Mployee Lounge
Open the return portal from afar.

C06 - Slog and mines
If you need rocks, the room below has a shortcut.
L1 Monsaic Lines
This level is pretty straightforward. No secrets; no one to rescue.
F1 Paramonia
P01 - The bell tower
C05 - Big gap and mine
Stand one step behind the lever and throw up.

P06 - Sorry, I'm not home right now
C02 - Pull ring and a big web
Climb down and pull the lever first, then come back up and pull the ring.

P08 - The info tower
C04 - Slig in the corner
Here you can find a unique way to kill yourself if you want.

P09 - Outside the temple
C01 - Lots of mines and a Slig
Here you can find a way to kill Elum, you monster.
F2 Paramonian Temple
PoNR - P02C08

This level consists of several paths connected to a central hub (P08). They can be completed in any order but cannot be revisited. Lighting the temple fire and leaving the area locks the door behind you. P02 is the only path with any Mudokons in it.

P01 - Temple entrance
C07 - Hint flies
Chant here. The message is super important.

P08 - The trials
C01 - Many doors

This is the central hub of the level. Each door will lock behind you when you complete the area. If not, it means you forgot the flintlock. I labeled which door leads to which path, in case it wasn't intuitive.

P02 - Trial of the Rolling Boulder
PoNR - C08

Putting these here again as a reminder.

C05 - Bees?
The boulder (C12) will block the hive. There's a bug where if you die, the boulder will despawn even if you checkpointed after releasing it. If that happens, poke your head in the boulder room again and it will respawn on the hive.

C12 - Boulder
Secret here. There's a pressure plate on the floor (hard to see in the shadows) that will release the boulder. Doing so will open a tunnel to the right that leads to a secret.

C14 (Secret) - Paramite Packaging
You don't have enough time to rescue each Mudokon individually, so lead them all here first, then rescue them all at once.

P03 - Trial of the Swinging Boulder
C02 - Swings
Hanging from ledges is safe. Take this time to plan. Your next moves will be:
  1. Watch the bat.
  2. When it passes, watch the boulder above.
  3. When it passes, hoist.
  4. Watch the boulder in front.
  5. When it passes, run.
Don't dilly-dally.

C05 - Flintlock and UXBs
Only need to disarm one to reach the lever and jump over.

C04 - Slog and ring
Face the direction you want to run before you pull.

P04 - Trial of the Rolling Boulder II
C02 - Lever and boulder
The boulder starts moving when you step next to the lever.

P05 - Trial of the Falling Boulder
C04 - Flintlock
Don't jump to the platform when they spawn. Just run.

C07 - Bellsong
Run past the pressure plate in C02, or use the platform to re-position the Paramite to your right.

P06 - Trial of the No Boulder
C05 - Hint flies under a support beam
Chant here. The message is super important.

P07 - Trial of the Swinging Boulder II
C03 - Swings
Hanging from any but the far left ledge is safe. Otherwise the same strategy from P03C02 applies here.
F4 Paramonian Nests
Not much strategy here. Keep trying until you get it right. You can use the well to get a preview of the ♥♥♥♥♥♥♥♥♥ you're going to face.
D1 Scrabania
P01 - The bell tower
C05 - Bat pit
Levers work in either direction. You have to pull this one to change the well destination.

P02 - The rings
C06 - Floating mines
Get the guy to move them, then blow them up when they're far enough away. You can backtrack to the checkpoint in the previous path before trying this.

P07 - Mine run
C09 - Pit and floating mine
You can climb down from here.

P09 - Outside the temple
C07 - Portal and Slog
Chant first to open the portal, then retreat and jump into the well when the Slog starts chasing.
D2 Scrabanian Temple
PoNR - P01C05

This door locks behind you when you go through. Rescue the 2 Mudokons in the secret area off of the entrance first.

P01 - Temple entrance
C01 - Sunshaft
Secret here. Go left.

C07 (Secret) - Slig and shadows
Disarm the bomb so you can use the Slig in the next room.

C08 (Secret) - Secret Vault
The Slogs are not infinite. You're supposed to stand in the middle while turning and shooting, but you can stand all the way on the right and shoot left. Fire in bursts, otherwise your Slig will take a step backwards after a few seconds of continuous shooting.

P10 - The trials
PoNR - P06C04 & P08C04

Because the nonlinear nature of hub levels, there're two to watch out for. Both P06 and P08 have secrets with Mudokons to rescue.

C01 - Many Doors
This is the central hub of the level. Each door will lock behind you when you complete the area. If not, it means you forgot the flintlock. I labeled which door leads to which path, in case it wasn't intuitive.

P02 - Underground
C03 - Flintlock
Run-roll to the right. Scrab can't reach the lever.

C02 - Scrab with no flintlock
When coming up from below, wait until the Scrab is all the way to the right.

P03 - Bullet run
C03 - Security orb and Sligs
Wait until the Slig in the background is facing away.

P04 - Carol of the wells
C04 - Wells
Use the well below the lift to get the Scrab to fall.

P05 - Bat run
C04 - Lift and Scrab
Use the lift and the Scrab will fall.

P06 - Scrab battle royale
PoNR - C04

Putting these here again as a reminder.

C01 - Flintlock
Secret. Roll left (foreground).

P07 - Scrab run
C02 - Bellsong
Scrab will walk left. Follow it.

P08 - Scrab battle royale II
PoNR - C04

Putting these here again as a reminder.

C05 - Bellsong
Secret here. Take the Scrab's lift down.

P09 - Carol of the wells II
C02 - Bellsong
Practice your jump-into-well-while-running move while you're in the background here.
D7 Scrabanian Nests
Not much strategy here. Keep trying until you get it right. You can use the well to get a preview of the ♥♥♥♥♥♥♥♥♥ you're going to face.
E2 Stockyards
P04 - Free-Fire Zone episode 4 book 2
C04 - Planets
Run left and let the Slog hit the bomb.

P03 - Free-Fire Zone chapter 3 series 2
C01 - Moon by the cliff
Bat blocked. Go down and right.

C02 - Portal and mines.
Chant first. If you don't have a leftover rock from the last puzzle, you'll have to run back and get some.

P02 - Free-Fire Zone part 2 volume 2
C04 - Lots of mines
Disable the bomb to give yourself room to run-jump away. Trigger the alarm as you do. Chanting will make the Slig freak out and run, even if the drone stops you.

C01 - Slig and pit
Slig blocked. Go left and down.
R2 Rescue Zulag 1
Make sure to explore all of the secret areas again.

PoNR - P13C05

This one's all the way at the entrance to Zulag 3, and it's not even accessible until you've cleared Zulag 2. Your Mudokon count should be at 83.

P18 - After Packaging revisited
C07 - Flintlock
Not strictly a PoNR, but if you have 74 Mudokons before proceeding to Zulag 2, you'll save yourself a lot of backtracking. Pull the lever and work your way through the level backwards.

C10 - Spirit rings
The lock at C07 also shuts off the fence here.

P16 - Packaging revisited
C07 - Slig, mine, and 2 UXBs
New "secret" here. Drop down the hole.

C03 - Trapdoor
"Secret" here. Pull the lever and run into the trapdoor.

C09 "Secret" - Sligs and shadows
Throw a grenade from the shadows when the Slig is turned away. Boom machine downstairs.

P15 - Before Packaging revisited
PoNR - C09

When you leave this room to the left, the door will lock, and the electric fence at P18C10 (spirit rings) will turn back on, blocking off this whole section of the level.
You should have 69 Mudokons at this point, if you include the 4 on P18.

C06 - Pull ring
"Secret" here. Pull the ring then run into the trapdoor.

C04 - Sligs patrolling behind a barrel
"Secret" here. Crouch behind the barrel.

C03 - Pits without mines
"Secret" here. Crouch behind the barrel.

PoNR - C02

This portal will bring you back to P18C10 where the electric fence will be turned back on. Rescue the 5 Mudokons in the next rooms before you jump through.

C02 - No directory
No secret here. Don't crouch behind the barrel.

C01 - A barrel
"Secret" here. Crouch behind the barrel.
R2 Rescue Zulag 2
P01 - Zulag 2 Lobby
C03 - Three doors up
Another hub level. Each wing has Mudokons to rescue, so consider each entrance a PoNR.

P02 - Moloch Suks
PoNR - C04 and C01

Once you hit the flintlock, exiting the door will cause the door to lock behind you. There are 5 Mudokons to rescue here.

C06 - Mudokons, Slig, and portal
"Look out!" makes Mudokons duck.

P03 - Death from above
PoNR - C05 and C01

Two Mudokons in this wing.

C03 - Boom machine
Stand to the right of the upper lever, face left, throw down, pull lever.

P10 - Slog run
PoNR - C05 and C01

Two more Mudokons.

C03 - Tunnel Slig
Sligs can sic Slogs on enemies ("'Ere boy!", "Get 'em!").
Alternatively, you can blow up the suppressor, which makes the next part easier. Get grenades from P03 or Zulag 1.
R2 Rescue Zulag 3
PoNR - P14C05

Escapee count: 93.

P13 - Zulag 3 Foyer
C04 - Some doors
Hub level. Again.

P05 - Mine!
PoNR - C04 & C01

Just one Mudokon in this path.

C01 - Fences and flying mines
This room (and this whole path) is a lot easier if you saved some grenades from earlier.

P07 - The pillars
PoNR - C10 & C01

Six Mudokons here. It's a large area, so step outside (without hitting the flintlock) to checkpoint every so often (either in one of the other paths or back by the ball car entrance).

P12 - Something upstairs
PoNR - P09C02 & P12C01

3 Mudokons. This wing is composed of two paths: P12 and P09.

C02 - The Sligs upstairs
Use the Slig in the next room to pull the lever.

P09 - Something downstairs
C03 - Alarm
Single-fire your weapon to minimize the number of Sligs you need to possess.

C05 - Mudokons and portal
"Look out!" makes Mudokons duck.

R2 Rescue Zulag 4
P14 - Zulag 4 Vestibule
C03 - Very few doors
The last hub level. This time, there's only one wing.

C02 - T-intersection
If you need to backtrack through the top part of this room, run until you reach the shadows.

C04 - Hidey-hole
Slig can't hit you when you're in the tunnel.
Can't possess the top Slig. Just sneak past. If you'd rather kill him, climb the ledge, then throw a grenade down when you hear him turn around in the other room.

P04 - Before Slog kennels
PoNR - P04C01

Save 5 Mudokons before you leave the area, bringing your total to 98.

C05 - Tunnel section
Quickly roll in, slap the bomb, roll out. Alternatively, have the Mudokon take a few steps towards you ("Wait!" before he hits the fence), then grenade the suppressor.

P08 - Slog kennels
C03 - Flintlock
You'll need the Slig in the next room to do this part (or a lot of grenades).

P11 - Shutdown
There are a lot of ways to get through this section. Experiment and have fun!

PoNR - C04

No Mudokons here, but once you enter this door, the fence at C03 will turn back on, and the Slig and Slogs will respawn.

C01 - Order bombs and Slog huts
It's not necessary for your Slig to survive the Slog onslaught in order to proceed.
"Secret" here. Roll bottom-left for spirit rings.

C02 - Order bombs, Slog huts, and Slig
Use the Slig to take care of the Slogs, or be prepared to use a lot of grenades. Remember to burst fire to avoid stepping backwards.

C03 - DO NOT TOUCH
The lever in C01 deactivates the fence here, but if you leave it on and trigger the Slogs.... The trigger point is under one of the mines, so remove them first.
R6 The Boardroom
P06 - To The Boardroom
PoNR - C07

Save the Mudokon in the next room before pulling the ring. It makes the next part easier/awesomer.

C04 - UXB and mines
Don't bother disarming the UXB, just hop over it. And if you just hold hop...

C05 - Grinders and mines
...you will safely pass the grinders, but only the first time you visit this room.
When you're on top, it's safe to roll above the saws.

C06 - Mudokon #99
The UXB pattern is RGRRGRRRG. It's hard to hear over the alarms.
Gameplay basics (sections are stupid)
People who put gameplay basics sections in their guides are morons who don't value your time or respect your intelligence. They clutter their guide with info that's already in the manual and/or first level. And they put it at the top. Before any info that might actually be useful. It's like, "Oh, did you click on 'walkthrough' and expect a walkthrough? Tough ♥♥♥♥, loser! First, you're gonna have to scroll past this story synopsis, these descriptions of all of the weapons and enemies, and a list of what all the buttons do. Then maybe you'll see a walkthrough, assuming I didn't just tag this as a walkthrough for the hell of it."

Don't get me started on mis-tagged guides.
2 Comments
Montinevra  [author] 30 May, 2022 @ 10:12am 
I don't like the fact that you added this comment, so I guess we'll both just have to be disappointed in each other.
Spud097 30 May, 2022 @ 9:01am 
i don't like the fact you added an exploit into your walk-through, i know some people exploit the game but if they exploit the game then they don't need a walk-through.