Alf's Escape (level)

Alf's Escape is the DLC chapter in Oddworld: New 'n' Tasty. It features Abe travelling through new areas of Ruptures farms, including a new Zulag, slaughter house, security office and a curious bar operated by a very familiar Mudokon.

Summary
This chapter features two acts, the first is finding Alf, the second is getting him out. The first act features rather standard Oddworld gameplay, but there are no Mudokons to find, so gamespeak becomes rather useless. Once you have reached Alf's bar, two new mechanics are introduced. The first is the penalty for letting Alf die. Once Alf is dead, the screen will fade and a message saying 'Alf is dead' will appear, upon which you will be respawned at the last checkpoint. The second is the dreg chute. In order to progress, you must send Alf down a dreg chute, which will send him to the next area. This will either open a nearby door, or open up another chute which you can use to follow Alf.

Opening
Abe will hop out of a bird portal. Run right to be encountered with a soft tutorial regarding jumping and rolling. You will then find a platform on top of another platform with a slig. Once the slig steps over the trap door, pull the lever to send him into the depths. Run to the right, encounter a lift, press the button to move down and go into the door.

The next room features a few motion detectors. Sneak past the first one to reach a platform, then jump over the second motion detector to reach a yellow leaver. Pull it as the motion detector approaches you, then run to the left plat form to avoid the slig the comes down with the platform. Once the slig is over the trap door, pull the red leaver to send the slig to his doom.

Bombing Range (Far Left)
Go right through the motion detector to get a bomb from the vendo. Throw a grenade and have it explode near the motion detector on the far right of the screen to deactivate the lightning gate. Jump up to the platform that you entered on and throw an extra grenade if there are still mines on the bottom right hand corner. Jump on over to the bottom right hand platform. While running over the trap door drop a grenade then jump up to pull the red leaver, allowing the grenade to blow up the land mines. If that fails, then pull the lever then throw an grenade to the land mines. Go through the trap door, past the checkpoint and up to the platform with two red leavers. Pull the right lever, crouch, throw a grenade and pull the left lever to destroy the chant suppressor, then possess the slig. Get him to pull the lever to raise the lift, make him explode and hoists Abe up to the area with the checkpoint. Pull the yellow lever to lower the lift, throw a grenade, pull the lever again to raise the grenade up in order to trigger the UXBs and kill the sligs. Right on the door lock a three sligs which you can kill with a grenade or by possession. Pull the lock lever, roll throguh the pipe and jump when you exit to make the landing and leave the area.

Roasting Room (Near Right)
Go to the left and jump to the platform over the slig. Run to to the right platform, making sure that the slig chases you. Possess the slig, kill two slogs, and recruit the other. Run over to the left and command the slog to kill the other slig. Kill the slog, then the slig your possessing. Run to the left and jump up to the checkpoint platform. Pull the lever, the run over to the right, pull the lever, drop down, run to the left and jump up. Pull the lock lever and run back to the entrance door.

Slig Guard Post (Far Right)
Sneak through the motion detector and use the lift while avoiding the active slig. Drop down to the area with the tube connecting to the blue lever while not being shot by the active slig. Pull the lever then sneak out just behind the slig, then jump up to the checkpoint platform. Possess a slig, shoot the other, then pull the red lever just before the bottom trap door closes. Run to the left, kill a slig, pull the red lever, run across, then kill every slig in sight until Abe can mae it safely back to the door. Pull the lock lever, then kill the possessed slig, then run back to the door.

Slaughter House
Run to the left and drop down, run past the grinders to the blue lever. Roll under the grinders (it is suggested that you switch movement to a dpad for this and other tough grinders) and hoist back up. Run to the right and drop down to the platform above the slig and next to some meat saws. Jump across to the platform, but do not hoist up until the slig is looking the other way. Roll quickly to the right and hoist up to the checkpoint.

Run to the right and jump up to avoid the scrab, but sneak over to the blue lever. Pull it from the right side, then when the slig looks your way, run as fast as you can back over to the left scrab pen. Pull the red lever to close the barriers, and run past to the right while the scrabs are fighting. Jump up, past the grinders and jump up to the next platform. Pull the red lever as the trapdoor below is closing, drop through the adjacent trapdoor and run to the next checkpoint.

Jump over the paramite, run to the right platform with the grinder, jump back over the paramite, run to the red lever, pull it, hoist up to the checkpoint platform, jump back over the paramite and run over to the grinder platform. Run past the platform and over the paramite and rush to the platform with the meat sack. Collect meat and throw it as far left as you can. Wait until both paramites are distracted before dropping down and pulling the lever. Collect more meat, and run to the right. Throw meat to the far right of the paramite pen below, drop down and pull the lever and hope that the paramite is killed by the falling rib cage. Regardless, jump over to the next platform. Nudge the meat sack and watch it fall down to the next paramite pen. Pull the red lever to close the trap door, and watch the paramite fall to its doom as the trapdoor opens beneath its feet. Pull the lever within the pen, and then run to the last challenge. Pull the lever, then quickly roll under the grinder to escape the paramites. Now run to the exit door.

Security Room
Run over to the security office and possess the slig. Pull the lever and prepare for the gauntlet.

3 will come form the right, then two form the left, then one form the right, one form the left, two from the right, one from the left, one from the right, then one from each side at once. Then the left trap door will close.

Kill all the slogs that come out from the sloghut, being careful not to step back too far and kill Abe. The one slig will come from the left, then three from the right, then the right trapdoor will close.

The slog hut will bring out slogs on the right, but at the same time a few sligs will wander in from the left. Kill as many slogs at once as possible, so that you have enough time to shoot an incoming slig and get back to protecting Abe. Once the slogs stop coming, kill the possessed slig, then run to the right to the door.

Slig Bunks and Bar
Once you exit the door, jump up to the right and roll under the first grinder. The next grinder has a UXB infront of it that will always be set to 2 beeps regardless of difficulty. As long as the green beep does not happen at the same time as the grinder coming down, you can safely deactivate the UXB. The 1st and 5th electric gates are not too difficult. The inner gates alternate between the 2nd and 4th gates and the 3rd gate. It is advised to use the horizontal hop to get past an electric gate, but be careful to readjust yourself to be within the middle of the two gates to avoid your next jump being into another gate.

The next area features a number of sligs patrolling around steam. Jump into steam when the first slig is looking towards the checkpoint platform and sneak to the right to guarantee your stealthy safety. Wait for the slig to walk to the right, then back to the left. Sneak just behind him as he walks out of the steam while walking left, then activate the UXB, and sneak back into the steam, then run to the next platform. The slig should die from the UXB, wich will be important later. Do the same thing with the next two sligs, but you can use either UXB. Jump up to the next checkpoint platform. The run to the right and pull the lock.

Say hello to Alf. Then run to the right with him in tow. Sneak to allow Alf to sneak between the steam clouds and avoid the slig. Throughout the rest of this paragraph it is a good idea to hold sneak. Once you get to the area with the sleeping slig and trapdoors, you do not need to worry about the trapdoors (Alf will not willingly walk into a pit while he is sneaking) as long as he doesn't stand on one. Disarm the UXB, don't jump over them and sneak on over to the motion detectors.

You can now let go of sneak once Alf has dropped down to the disarmed electric gates. Make sure to keep moving to stay away from the floating mine, while still being mindful of the motion detectors. Once you have gotten past the motion detectors, tell Alf to wait over the dreg chute, then pull the yellow lever, then go through the door.

Security Room (Alf)
Re-recruit Alf, then run back to the platform below the security office. No slig this time, but instead a blue lever. Pull the lever to unlock the slog huts. Pull the lever again to defend yourself from two slogs approaching from the left. After that, it's mostly slogs approaching from alternating sides. Once both slogs huts stop releasing slogs, run to the left.

Tell Alf to wait far away from the mines. Jump over the mines, then activate the UXB. Once all the mines are gone, get Alf to follow you again and tell him to wait over the dreg chute. Pull the lever, then walk back to the door.

Slaughter House (Alf)
Say hello to Alf again. Move him onto the lift, then pull the next lever. Beware that Alf does not run into any grinders in the above passage as you move across. Jump up to the platform and run under the grinder, and then roll under the next one. Watch Alf carefully as you jump across the next gap. Nudge the meat sack, then run past the distracted paramites, making sure doesn't get minced. Jump up to the next platform, roll underneath the grinder, get more meat, distract the paramites, then pull the red lever to drop you and Alf down. Run to the left to the checkpoint.

Run to the left to save Alf from the saw, while being mindful of the pits and grinders. Once you are at the furthest point, pull the yellow lever to drop Alf down to your level. Tell him to wait over the chute with the yellow arrow above it, then re-pull the yellow lever to drop him down, then drop down to a different chute that has opened beneath your feet.

Slig Guard Post (Alf)
Tell Alf to wait near the lightning gate, then drop yourslef down to the platform below just when the trapdoor is just closing. Sneak over to the area with the patrolling sig. Drop down and pull the red lever when the slig is walking away from you and on the far platform. Then pull the yellow lever. Start running as the lift is half Abe's height away from Abe's feet. Repeat the process for the slig before with this slig. Pull the lift up to the checkpoint platform.

Quickly run on over to deactivate the lightning gate. Run on over to Alf, say hello but don't get him to follow you, then drop back down. Now tell him to follow you. Pull the red lever, then, as the two trapdoors that are on your level are hutting run to the left to get Alf to fall down to your level. Call the lift back down, then run over to the chutes. Get Alf over the dreg chute, pull the lever then go down the other chute.

Roasting Room (Alf)
Get Alf to follow you, pull the blue lever, and move over to the left. Get Alf to wait over the dreg chute, then jump to the yellow lever platform. Use the lift to go up to the checkpoint platform and get a grenade. Pull the yellow lever to drop Alf down the chute, crouch and then throw a grenade in order to kill the slig. Roll over to the right to the blue lever, drop down, then run left to drop down the open chute.

Ending
Say hello to Alf, then sneak over to the left, while being mindful of the motion detectors. Tell Alf to wait over the final dreg chute, then pull the yellow lever. Sneak on over back to the hub area, then use the elevator to go downwards. Cling onto the platform with the slig on it. When the slig looks away, hoist up then run jump to the left. Sneak over to the left, the jump up to the platform with the door.

Get Alf to follow you again, then use the elevator to bring you and Alf up when the patrolling slig looks to the left. Sneak over to the steam to the right and tell Alf to wait. When the slig comes back, sneak behind him when he walks to the left. Jump up to the next platform, then chant to get the sig to run across the disarmed lightning gate, then pull the blue lever to kill the slig. Make sure to deactivate the right side lightning gate, then get Alf, and come back to the platform, then use the blue lever to get yourself over to the left. Roll over to the checkpoint, then run to the right to drop down to where Alf is. Run back to the left to where the bare rock is and finally rescue Alf. Possess the slig above and pull the blue lever. Kill the possessed slig. Hoist up, and use the blue bird ring to finish the chapter.