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Reunion at the Old Trellis is the eighth level in Oddworld: Soulstorm, and the only level to take place at the Old Trellis. In this level, Abe must load his fellow former Rupture Farms employees into the train he hijacked in the previous level.

Walkthrough[]

While getting a good Quarma score on this level is not difficult, getting every single Mudokon to the end alive requires a lot of preparation, especially on hard mode. This guide will recommend looting every locker, bin and pocket you come across, but be aware that this is not necessary for most playthroughs.

Star off by running to the right, calling the elevator and looting the lockers to the right while you wait. Get some Rock Candies, then sneak down to the slig and apply tape. Then call over the worker, and give them some Candy. It’ll make knocking out sligs quicker and safer. Case in point, the one below you right now. Make sure to hoist down while the slig is facing away and ideally while the alert level is at medium, then apply Rock Candies. Be aware that doing this will raise the alert level to high, activating the patrol post below. This slig below usually only looks down and not up, but if he hears a sound then we will look to where the sound comes from, so duck for a second before restraining the one you just knocked out. Then you should be free to apply rock candies to his head, giving you the space needed to take the elevator.

Make sure to push the button when the slig below is looking away. Don’t worry if your follower throws something at hum, he wont react fast enough for it to matter. Do apply some candies to his face so you can clear the way for another follower. Tell both followers to wait, then rush over a grab that royal jelly. Go back to where you left your followers, then craft a Bouncy Candy. Throw it at the edge of the platform to your right so that it hits the slig below you, then rush down to restrict and pickpocket him. Use another Bouncy Candy on the slig below in more or less the same way. You should now be free to take the elevator.

Run to the right until you find a mineshaft entrance and some lockers. Take the contents of the lockers, but don’t use the flares, they’ll be very important later. Navigating without them through the darkness in the cave can be made easier by using the Chi orb created by chanting to scout ahead. Sneak around whenever you hear snoring slogs. Getting chased by them means missing out on some lockers. Once you see a neon sign indicating an exit, run in the other direction to find a secret area. Cash in your bottles, obtain the Royal Jelly, and buy at least six batteries from the relevant vendo. Depending on the difficulty and how much you’ve scavenged, you may want more, as IED Stun Mines are an invaluable tool in the upcoming challenge. Leave yourself at least 10 moolah. Now run to the right an unlock the door.

Now outside, pull the lever to your right, double jump up to get a Royal Jelly, then run all the way to the left, picking up the other two potential followers along the way. Pull the lever that operates the pen door lock. While the elevator is descending, run to the right, and make some double jumps to find yourself another Royal Jelly. By now the elevator should have come all the way down, so hop on with your followers and ride it to the next pen.

This pen is guarded by three guard houses, one at the top left, one at the bottom left and one at the bottom right. First go to the top left, and while you’re going there pick up some Fizzy Pop. Once there, try and gather all your followers as close to the wall as you can get. Tell them to wait, then hand them your Fizzy Pow. Then go down to the bottom left, gather resources, then drop a flare by selecting it, then selecting another item. This will drop a single flare at your feet. Then, throw some brew bottles at the flare to create a fire trap. The go over to the lock lever, and  the position yourself so that you can throw an item at a slig who has climbed to the top of the pole without being seen. You will have to try and balance knocking out and tying up the sligs coming out of the bottom right guard house, and tying up the sligs coming out of the top left, who are being knocked out by your followers. Only go up to the top left if you have just knocked out a slig on bottom right. There is a glitch that can happen here where followers will just throw things endlessly. If this happens, just set them to passive whenever they’ve knocked a slig out, and only put them back into aggressive if there’s a conscious slig. Regardless, this method should guarantee 100% survival rate.

The next pen is the hardest. Keep your workers out of the way near the elevator to the next pen. They only really work when attacking from behind. There’s not enough space between the climbing poles and walls for the Mudokons to attack safely anywhere here, so don’t bother. Collect all the item you want, then go over to the climbing pole for the guard house on the right side, then use the same flare-brew bottle technique described earlier. Go to the top left platform and place an IED Stun Mine, an upgraded one if possible. Then pull the pen door lever. Rush to the left middle platform and lay a couple of brew bottles. This manoeuvre is difficult, but it will make this pen much easier. When the slig climbs to the top of the pole, let it see you, then hoist down so his bullets hit the floor as he tries to track you. If you’ve laid the brew correctly, the bullets will strike the puddle and the sparks will create a fire trap without the need of a flare. The slig on the top platform will have triggered the mine. If it was a Super Stun Mine, all you need to do is plant another Super Stun Mine to the right of the slig so he will be caught in its explosion but not close enough to be sensed by the mine’s proximity sensors. If you only have standard mines, you’ll need to tie the slig up now as well. Rush back down and catch the slig coming out of the centre-left guard house letting go of the pole at the lowest platform. You can trick the slig to go into the fire by making noise on the middle platform, but throwing something at him on the lowest platform is more reliable (although you do need to remember to tie him up). Stay down there to catch the next slig, then rush up to the top left platform and throw a Fizzy Pop to reset the two slig’s consciousness meters back to zero. Tie them up if you want, but by now most Mudokons have already made it, so you may not need to. Call back your followers, and ride the elevator to the next area.

Gather resources, then park your followers in front of the Rock Candy vendo (make sure they are set to passive). Set another fire trap using a flare on the top right, plant an IED (Super) Stun Mine on the top left and pull the lock lever. Watch the bottom left for sligs. Try and catch the slig coming out of the bottom right, but if you miss him, he will climb to the top right, and begin apprehending your followers. This distraction will give you time to catch up and knock him out. Take the time to tie up the slig to the top left, then continue to monitor the bottom left and right guard posts until all the Mudokons are safe. Pull the last lever, send your followers through the bird portal, then ride the elevator up and re-enter the train to end the level.