Exile by Jeremy Smith and Peter Irvin (c) Audiogenic -------------------------------- THE STORY SO FAR After yet another dangerous mission on yet another inhospitable alien planet, you lie back in the commander's seat on the deck of your space-craft and look forward to being warm and comfortable on planet Earth once again. In your heart of hearts you know that one day soon you will get the calling, that indescribable urge to explore new galaxies, discovering new planets and naming them after your favourite cartoon characters. But for now, you tell your commander's seat to recline to near-horizontal, call up 'Earth Sound Effects - Babbling Brooks IV' on the ship's hi-fi, close your eyes and think of home. The relaxed harmonious environment of your ship is suddenly interrupted by a crackling on the speakers. The ***Incoming Distress Signal*** message is projected onto the main display screen, along with hundreds of seemingly random statistics. Suddenly the sub-ether comms link is activated... "This is Commander Sprake of the Columbus Force Ship Pericles, on a mission to colonise the planet Phoebus. Here's the data..." The screen in front of you fills with even more numbers. You'll analyse them later, you think to yourself. Of course, you know all about the Columbus Force. After all, they gave you the training and experience that has kept you alive so far. They perform the most dangerous part of any colonisation procedure - the initial seting up of a base. The rewards are immense, but they work with little, if any, back-up. You continue to listen to the disembodied voice extracted from the ether. "We're in real trouble down here. You must help. Not for our sake - we may be dead by the time anyone picks this up - but you MUST stop Triax! Please read this information..." The screen flickers. It now shows an old news bulletin about a genetic engineer who was found to be tampering with the brains and bodies of helpless victims, turning them into ruthless terminators. He called himself Triax. He was convicted and sent into space for punishment, destined to drift helplessly in the infinite void for the remainder of his life. You look at the date of the report. It is over a century old - surely Triax should be long dead by now. Your thoughts are almost immediately answered by the Commander's voice. "He somehow managed to land here and start his experiments again. He has extended his own life - although he looks under 40, he is actually over 150 years old. "We didn't initially realise that anything was wrong, since he had hidden himself in the Western tunnel system, beneath a seemingly impenetrable door. The planet is riddled with caves and tunnels, excavated by an ancient civilisation now reduced to some pitiful imp-like creatures. We set up base in some of the caves, away from the vicious winds on the surface. "We dismantled a large section of the Pericles for materials, as standard procedure for colonising a new planet. It seemed safe for us to do so. The worst things we found were some kind of giant wasps, but they usually seem to stay out of the way, close to their nests." You shudder with revulsion - you have always hated wasps! For the first time you regret losing all of your weapons in your close escape from the Acid Creatures of Ravinox 5. But you will have to try to help. After all, where would humnanity be without having the explorers and colonists of the Columbus Force to satisfy its insatiable appetite for expansion? And they'd pay good money too - you wouldn't need to sell your valuable personal transporter if you could rescue the Columbus Force personnel, or avenge their deaths! You listen on intently... "We knew something was terribly wrong when our Destinator went missing, leaving us no choice but to stay and explore further. We found that the mysterious western door had opened - the entrance to Triax's domain. the screams of the doomed exploration party still seem to be echoing around this hateful place. They had our plasma gun and the latest PX312 Blaster weapon with them, but it did them no good against the sheer magnitude of Triax's evil creations." You have heard of the PX312, but have only dreamed of possessing one. It emits a blast of energy in all directions without affecting the user. If only you could find it, and the plasma gun too. You'd have to get through that western door first, though. "There are terrible creatures down there, the result of Triax's vile experimentation. His lab is very deep down. He is creating a race of maggot creatures to infest the universe. He has a giant machine manufacturing them. You must destroy it! He must be stopped! Anyone! You must come! For pity's sake...!" Sprake's voice, up to now the unnaturally calm voice of a condemned man, seems to lose control. There are confused noises in the background, panicked voices intermingled with sporadic icer shots. Sprake barks out some futile orders in desperation, then there is a loud crashing sound, followed by a still silence. You hear the distinctive sound of a Transporter materialisation, then a new voice, filled with evil and malice. "Finally I have you, Sprake. You and your surviving crew will make fine fodder for my experiments. Humans are so much more interesting than the stupid imps and maggots I've been forced to use for the last hundred years. Come, we will now go to my laboratory." All thoughts of the warmth and comfort of Earth are now forgotten. You are heading for Phoebus... THE AIM OF THE GAME When the game begins, you will find yourself in your spacecraft above the planet Phoebus. You will see Triax materialise and steal your Destinator. Your ship is helpless without the Destinator - there is no other way of tracking the sub-space fractures which make intergalactic travel possible. The ultimate aim of the game is to destroy Triax's Maggot Machine, recover your Destinator, and bring it back to your ship, at which point you will blast away from Phoebus. You will get a large bonus for each member of the original landing party that you rescue from captivity in the process. Before you can complete the task, there are many problems to overcome and puzzles to solve. There are often several ways of doing something. You must explore as much as possible, and you may experiment freely with anything in the environment. If you find yourself stuck, go back and explore - there may be something that you missed the first time. You could also try reading this manual again, since it does include many helpful hints. GETTING STARTED This section describes how to complete the first part of the game. This may seem unusual, but it is an insignificantly small part of the whole game, and is a good way to painlessly introduce you to some of the main control methods used in EXILE. It is not the definitive method of completing this part of the game - you can, for example, get more grenades before going underground. Feel free to miss out this section if you want to explore by yourself. When you arrive at Phoebus, you will see Triax teleport into your ship, steal your Destinator and then teleport away again. That is the last you will see of the Destinator for a long time! Without it your spaceship is stranded, so you need to get out and explore. To manoeuvre, you may use either the directional thrust keys or the eight usual joystick directions. You can see the pair of airlock doors, but they are locked. To unlock the doors, you need to press the switch near the front of the ship - just bump yourself against it. You may accidentally press the switch a second time, which will lock the doors again. Once unlocked, the doors will open when you touch them. So just stand on the top door, fall through, wait for the second door to open, fall through that, and you are out! If you now just drop straight down, you will land on the partially dismantled spaceship Pericles. Now press the REMEMBER TELEPORT POSITION key (R). Nothing seems to have happened, but your teleport circuitry (your "valuable personal transporter") has remembered your position - this will be demonstrated later. Move to the right, off the end of the ship, down onto the ground, and remember your position again. Watch out for the occasional meteorite showers! Keep walking east (to the right) and you will find an irritating (but harmless) bird. Keep moving, and you will see a grenade. If you walk or fly against it, you will push it along the ground. You need to pick it up, not play football with it! Hold down the PICK UP key (<) and carry on pushing against the grenade until it jumps into your hand. Put the grenade into your pocket by pressing the STORE OBJECT key (S). The bird may knock you around a bit, but it doesn't actually harm you (you will encounter much nastier birds later on!). However, you will want to get away from the bird since it hampers you. You haven't any weapons yet. I know you have a grenade, but you need to keep that until later and it's a waste using it to blast a harmless bird. so you can't kill it, you can't grab it (some animals you will be able to pick up and carry) and if you fly back to the Pericles it will probably just follow you. Here is where you can use your personal transporter... Lead the bird to the east, until it can't fly into the wind and further, then press the TELEPORT key (T). You will be teleported back to the last position you REMEMBERED (on the ground by the Pericles, well away from the bird). If you teleport again, you will end up at the position before that (on top of the Pericles). So, teleporting takes you back through the positions you have remembered with the R key. Only the last four positions are stored, though. If you were to teleport again, you would end up in your own spaceship, which is permanently stored as the "last resort" position, which you can always get back to in case of a dire emergency. You will also be automatically teleported if your health is very low (it never lets you die - a valuable piece of equipment indeed!) - Read the TELEPORTING section of this manual for more details. Now fly back onto the ground to the east of the Pericles, press R, then fly to the left, under the ship. You will see a passage down into the ground, protected by a defence gun. If you are quick, you will be able to get down the hole without getting "killed" (i.e. teleported back to the surface). If you are killed, you should re-REMEMBER your position (making sure you are in a safe place), and let your health recover before trying again. Since the gun takes a while to turn it's barrel to face you, it might be a good idea to try approaching from the other direction. When you get down the hole, move quickly to the left hand end of the cave, out of sight of the gun. To the right you will see another horizontal door blocking your path down. It is locked and there is no switch to open it, but you can blow open this door with your grenade (some doors are stronger than others - this is a weak one). REMEMBER your position (R) and GET out your grenade (G). Now fly over to the door, press M to drop the grenade onto the door, then go back to the left to shield yourself from the blast. After a few seconds the grenade will explode, blasting the way clear. If you are caught in the aftershock you will "die", but the only result of this is that you will be automatically teleported (having REMEMBERED your position). Wait for your health to recover, re-REMEMBER your position, and then carry on down into the depths of the planet. Good luck... THE CONSOLE At the bottom of the screen, you will see the console (or control panel). This console shows the current status of all your vital equipment, as well as your health, score and elapsed time. It also displays important messages throughout the game. On the far left of the console are the six horizontal Equipment Status Indicators. The top indicator shows the amount of Jetpack Fuel remaining. The next four bars are your Weapons Status Indicators (numbered 1 through to 4). The sixth indicator shows your Space Suit protection field status. On the far right of the console, you will see the six pass-key slots. As you collect the keys from around the game, the relevant slots are filled. When you come into contact with a door or transporter the corresponding indicator will pulsate to show which pass-key is required. Below the pass-key status area is your Health Indicator, shown in white. This indicator reduces as you get injured, until finally you are so badly hurt that you are automatically teleported away. In the centre of the console is the EXILE panel. It will begin to glow if you are injured, and also if your jetpack becomes clogged up with mushroom spores (see later in the manual for more information on the mushrooms). To the right of the EXILE panel is an indicator which illuminates when your Jetpack Booster is activated. Below the EXILE panel you will see your score and underneath that is the elapsed game time, shown in days, hours, minutes and seconds. Below the elapsed time panel is the scrolling massage area and to the left are the joystick control icons (accessed by pressing the Space Bar) THE CONTROL SYSTEMS The following section of this manual describes all the controls used in EXILE. You have greatest flexibility when you use the keyboard, but you can use a joystick for thrusting and firing, together with the keyboard for extra functions (throwing, dropping, etc...). At first the number of keys available may seem daunting, but if you persist it will soon become second nature. If you prefer not to use the keyboard at all you can use the joystick for everything (however, you always keep the opportunity of using the keyboard whenever you like). The joystick control system is icon driven. You need to press the Space Bar to get the first icon set, press it again for the second set, then a third time to return to normal thrust control. Move the joystick to highlight the required icon, and then press the fire button to select it. For many functions, you need to keep the fire button held down while you use the joystick to complete a selection. When you release the fire button, the joystick will revert to normal "thrusting" mode. Note:- If you have an auto-fire feature on your joystick, it should be turned OFF. THRUSTING Function:- Key:- Joystick:- ---------------------------------- Left Q Push left Right W Push right Up P Push up Down L Push down Thrusting causes a pressurised jet of air (or water, if you are underwater) to be blasted from your jetpack. You will see this jet as a stream of particles. The jetpack uses energy - its energy bar on the console shows how much energy remains. If you are standing on the ground, thrusting sideways causes you to walk or run, using no energy. If you thrust up while standing on the ground, you get an extra upward impulse by jumping. If your jetpack is out of fuel, or temporarily blocked (e.g. with mushroom spores), you can still run and jump. AIMING AND FIRING Joystick Control ---------------------------------------- Aiming Mode Icon set 2, centre right Keyboard Control ----------------- Raise Aim O Lower Aim K Aim Sideways I Once you have found, picked up, and selected a weapon you can then fire it. It is fired in the direction you have chosen using the aiming controls (see below). Additionally, the fire key/button can affect some held objects - for example, if you are holding a grenade, you can use it to start and stop the countdown to detonation. Holding down the fire key/button gives auto-fire on the missiles but you can fire more rapidly by repeatedly pressing it quickly yourself. NOTE: If you are using the joystick for thrusting, the Space Bar is used for icon selection, but if you are using the keyboard for thrusting, the Space Bar functions as the fire key. The Aiming function controls the trajectory of firing and throwing. You can raise and lower the direction (a stream of particles shows the direction of aim as you do this), and by holding the RAISE AIM and LOWER AIM keys together, you can show the current aiming direction without altering it. To aim using the joystick, select the icon and keep the fire button held down. You will see a stream of particles showing your current aiming direction. Move the joystick up and down to direct it, or sideways to centralise it. When you release the button, you will return to normal thrusting mode. PICKING UP/THROWING/DROPPING Joystick Control ------------------------------------- Pick Up Icon set 1, top centre Throw Icon set 1, centre right Drop Icon set 1, bottom right Keyboard Control ---------------- Pick Up < Throw > Drop M To pick up an object, you must hold the PICK UP key as you touch the object in front of you by moving into it. You may also be able to grab an object that is on your head, or under your feet, as long as it is not actually behind you. To use the joystick, select the PICK UP icon, and keep the fire button held down while you thrust against the object, until you have succeeded in picking it up. Not all objects can be held, and some objects will hurt you if they are carried (e.g. radioactive crystals - until you gain radioactive immunity). On the other hand, some creatures can be held, thus stopping them hurting you (try grabbing a wasp). /````````\ /`/ / o ````` \/ / \_ `````/\ \ \________/ \_\ Try picking up the big fish... Once you are holding something, you can drop or throw it. Pressing the THROW key launches the object in the direction defined by your aiming trajectory. Realistically, light objects are thrown further than heavy ones. Also, thrusting and walking are slower if you are carrying a heavy object. If you select the THROW or DROP icon with the joystick, you won't actually throw or drop the object until you release the fire button. This enables you to manoeuvre whilst you drop or throw. This can be very important, because you can throw objects faster by thrusting and throwing at the same time. *********************************************************************** (E-TEXTER'S NOTE: The 'Exile' manual I have suddenly becomes French at this point, before reverting to English two pages later. Thankfully, almost all of the French instructions are repeated on the English pages, but there is still one paragraph I am unable to translate. I have included this (without accents) for completeness. Perhaps someone with the English version (or who can speak French) could update this text file?) *********************************************************************** SELECTION DES ARMES ET CONTROLE DE L'ENERGIE Joystick Control ----------------------------------------------- Selection de l'arme Icon set 1, centre left Keyboard Control ------------------------------------ The Gun 1 The Icer 2 The PX312 Blaster 3 The Plasma Gun 4 Protection Suit 5 Jetpack [Back Arrow] Certaines armes et objets (listes en dessous) que vous ramasses sont automatiquement attaches a votre vaisseau, et ne peuvent plus etre jetes. Au depart vous avez uniquement votre siege (a ne pas confondre avec votre reacteur). Ces objets utilisent l'energie de leurs propres batteries et vous pouvez tranferrer de l'energie de l'un a l'autre. Vous pouvez voir quelle est la repartition de votre energie en regardant les indicateurs d'energie de votre panneau de controle. La selection des armes et les fonctions de chargement n'ont d'effet que lorsque vous etez en possession de votre premiere arme, et lorsque vous l'avez ramassee vous devez la selectioner pour pouvoir l'utiliser. KEYBOARD WEAPON SELECTION To select a particular piece of equipment you need to press the relevant key. You can transfer energy to the selected weapon by pressing Shift together with the key corresponding to the item from which you want energy to be taken. For examply, if you have Weapon 1 selected, you can transfer energy to it from the jetpack by pressing Shift together with the jetpack key. You will see the energy transferred on the console. If you need to recharge your jetpack from a weapon, you need to select the jetpack first, and then press Shift together with the weapon key. JOYSTICK WEAPON SELECTION Firstly, select the WEAPON icon (Icon set 1, centre left icon) and keep the fire button held down. You can now choose your weapon by moving the joystick up and down, or you can charge/discharge the weapon by moving the joystick left and right. Release the fire button to return to normal thrust mode. When a weapon (or the jetpack) is low on energy it will function intermittently. To gain extra energy, you need to pick up Power Pods. These are released when robots or gun turrets are destroyed, and they supply energy to the jetpack battery (from which you can charge the other items). Power pods become unstable and begin to pulsate if they are disturbed, so you should pick them up quickly before they burst into flame and self-destruct. THE GUN This is the first weapon you will find, and fits into slot 1. It fires bullets which cause damage on impact and are quite light. It is quite a feeble weapon, but capable (with lots of shots) of stunning robots and turrets temporarily. THE ICER This fits into slot 2, and fires explosive energy packets which do more damage than bullets. Not surprisingly, it uses more energy than the gun. It is carried by a hovering robot, which you need to destroy to get at the Icer. THE PX312 BLASTER This weapon (slot 3) causes a blast of energy away from your suit, damaging and pushing away anything that is close to you. It uses a lot of energy, though. Just watch the energy drain away as you use it! THE PLASMA GUN The weapon in slot 4 launches plasma balls (very hot charged gas), using about 10 times the energy of the gun. THE PROTECTION SUIT This item (a green protection suit) gives you greater protection from anything that hurts you. In doing so it uses up energy, and when it is low in energy it will lose its effectiveness, so you will revert to your normal strength. Watch the console to see when it needs recharging. The more you are being hurt, the more quickly energy will be used in trying to protect you. SCREEN OFFSET Joystick Control ------------------------------------------- Scroll screen Icon set 1, bottom right Keyboard Control ---------------------------- Scroll left Left arrow Scroll right Right arrow Scroll Up Up arrow Scroll Down Down arrow To enable you to see more of your surrounding environment, you can move the screen by using the cursor control (arrow) keys, or by selecting the screen offset icon and moving the joystick (with the fire button held down). BOOST Joystick Control ------------------------------------- Booster On/Off Icon set 1, top right Keyboard Control ------------------ Booster On/Off @ These functions are only applicable once you have picked up the jetpack booster attachment. The booster gives you the capability of doubling the amount of thrust from your jetpack, although it uses four times the amount of power in the process (you can see it's status on the console). Once installed, you can switch it on or off as required. The booster is particularly useful (if not essential) when you are trying to carry a heavy object. WHISTLES Joystick Control ----------------------------------------- Whistle 1 Icon set 2, top centre Whistle 2 Icon set 2, bottom centre Keyboard Control ---------------- Whistle 1 Y Whistle 2 U There are two whistles to find and pick up. They are needed to control the friendly robot "Chatter", who is initially deactivated. When you are able to, try feeding Chatter some Coronium crystals, and then using the whistles. LIE DOWN Joystick Control --------------------------------------- Lie Down Icon set 2, bottom left Keyboard Control ------------------------ Lie Down RUN/STOP This option forces you to lie down on the ground - useful for getting through small gaps, or ducking enemy fire. To stand up again, release the key or joystick fire button. TURN AROUND Keyboard Control ------------------ Turn around CTRL This option makes the spaceman turn around to face in the opposite direction. If he is lying down, he will turn to face upwards. REPEAT LAST MESSAGE Joystick Control ----------------------------------------------- Repeat Last Message Icon set 2, centre left Keyboard Control -------------------------------- Repeat Last Message CLR/HOME You will occaisionally see messages scrolling along the bottom of the console. They are usually initiated when you touch something for the first time, telling you what it is. Sometimes there is a queue of pending messages waiting for you. This option will repeat the last message for you. MENU Joystick Control ----------------------------------- Menu Icon set 2, bottom right Keyboard Control ---------------- Menu f7 The menu screen gives you the option of loading and saving positions. This is described in detail later on in this manual. PAUSE GAME Keyboard Control ------------------------ Pause/Unpause INST/DEL There is no visual indicator to show that the game has been paused, so if the game seems to have "frozen", try pressing this key! SCORING Below the EXILE logo on the console is your current score. You gain points for killing enemy creatures, and you also score bonuses for completing certain tasks, such as destroying Triax's Maggot Machine, and rescuing crew members. If you are injured badly enough to be automatically teleported, you will lose points. Also displayed on the console is the elapsed time. This is the actual playing time taken to reach this point in the game. You lose one point per second from your score, so it doesn't pay to hang around for too long doing nothing! SOME THINGS YOU WILL SEE ------------------------ DOORS There are doors to be found throughout the game, hindering your progress. An unlocked door is easy to pass through - all you have to do is touch it and it will open. If a door is locked, however, you will need to either find a way of unlocking it, or you may be able to blast it open with a grenade (there is only one type of door that can be blasted in this way). You can lock or unlock a door by using the RCD (see below), but only if you possess the key corresponding to that door. Sometimes there will be a switch that controls a door, or there might be an invisible trigger-point nearby which activates its mechanism. Different doors have different strengths - weak doors can be destroyed with a grenade, for instance, while the other doors require either the Cannon or a Coronium blast to destroy them. Ancient rock-doors cannot be affected by the RCD, even if you have all the keys. TURRETS AND ROBOTS These are easy to spot, since they shoot at you at every opportunity! If you manage to damage a robot or turret badly enough, it will start flashing, indicating that it is 'stunned'. This puts it temporarily out of action. If your weapon is strong enough you should be able to destroy it completely with a few more quick shots. It may release a power pack, or maybe something more useful when it expires. IMPS Imps evolved from the remnants of the ancient civilisation which originally built the underground system of Phoebus. They are not very friendly - they bite you and throw mushrooms or other things at you given half a chance. However, if you give an imp something it likes (or even if it steals something) it may give you something useful in return. SWITCHES AND TRIGGER POINTS You have already encountered a switch in your spaceship. Switches can lock and unlock doors, open and close doors, enable and disable transporters, and even change transporter destination. You may be walking or flying through what seems like an empty tunnel, then suddenly there is a sparkling effect, and a door opens or closes. You have encountered an invisible trigger-point. You can sometimes leave an object in the trigger area to keep the effect going (e.g. keeping a door open). TRANSPORTERS Transporters are teleport booths. Any object that touches the scan-beam gets transported to the location programmed into it. The scan-beam stops if the transporter is deactivated - either with a switch, or the RCD (if you have the correct key). GRENADES When a grenade is thrown or dropped, it will become "live", exploding a few seconds after the countdown begins. You can start the countdown without dropping the grenade by pressing the FIRE key. Press it again to stop the countdown. If you are quick, you can grab a live grenade, press the FIRE key to deactivate it, and then keep it for your own use. THE REMOTE CONTROL DEVICE (RCD) The RCD is a vital piece of equipment that you need to locate and recover. It was dropped by a member of the Pericles down through a trap door, into a fire. it is used to lock and unlock doors, or activate and deactivate some transporters. To use it, aim it at the centre of the door or transporter (using the AIM keys), and press the FIRE key. You will hear a sound and see it emit a particle stream, showing that it is functioning. Each door and transporter has its own activation code, which means you need the correct pass-key in order for the RCD to have any effect. You must be close enough for this to work, and the further you are away the more care you need to take to aim it (just like old-fashioned TV remote controls found on Earth). There are two pass-keys which you can find in the early stages of the game. If you use the RCD on a door or transporter, or touch a door or transporter beam, the corresponding pass-key slot will flash in the console. If you don't already possess it, this shows which pass-key (if any) will control that door or transporter. The doors and transporters are colour coded to their pass-keys, so for example if you have a green key, you can lock and unlock any green door and any green transporter with the RCD. THE CANNON RCD There is a second RCD which operates similarly to the first, except that this one fires the cannon (no pass-key is required). AIM it at the cannon, then press FIRE. Watch out for the blast! FLUFFY Originally a pet of one of the colonists, Fluffy is a strange alien creature who has a tendency to squeak repeatedly when frightened by loud noises such as gunfire. Once he's befriended you, he'll stick by your side through thick and thin. Fluffy is extremely agile, and can squeeze through very tight gaps to retrieve objects for you... MUSHROOMS Mushrooms on Phoebus are really annoying, since their spores temporarily block up your jetpack nozzles. There are two types of mushrooms. Some are of a hallucinatory nature, making you fall over helplessly when you are affected by them. The others just block your jetpack - you can walk through areas of these mushrooms. After a while your jetpack will automatically unblock itself. You can eventually protect yourself from these effects by finding and storing away a special immunity filter. Even without immunity, you can still PICK UP and STORE AWAY mushrooms, since they don't always disintegrate on impact. CORONIUM Coronium is a glowing, radio-active substance. There are small, unstable Coronium crystals, and large Coronium rocks. Touching any two of these together causes an explosion, the most powerful explosion being when two Coronium rocks collide. You can manufacture Coronium crystals by burning the mushrooms. Initially you get badly hurt if you touch Coronium, but eventually you will find a radiation protection pill which stops this happening. You will need to get a Coronium rock from the Eastern tunnel system to blow open the entrance to the Western tunnel system. Hint: There is a two-stage method of converting "Slimes" into Coronium rocks. SUCKING CLAMS There are giant clams scattered around the lower regions of the tunnel system. Each clam can generate a powerful force, attracting or repelling anything in its sight (including you!). Some are fussy eaters, and only suck when they see their particular food. USING GUNS AS TOOLS Everything in EXILE has mass, varying from light wasps to large heavy boulders. Winds have less effect on heavy objects than light ones. Conservation of momentum applies on all impacts, so that a fast, light object may move something as much as a slow, heavy one. Because of this, you can use your guns as tools to move heavy objects around. The second gun (the Icer) has heavier projectiles than the first, so it wil move things more effectively. Note, however, that this uses up energy very quickly. Most pieces of equipment you will find (keys, RCDs, Guns, Whistles, the Cannon, the Booster, the Protection Suit, the Destinator) are indestructible, so don't be afraid of damaging them. Feel free to shoot at them or blow them up in order to move them. If you are trying to move something heavy along the ground, it helps to aim slightly upwards as you shoot. This tends to lift the object off the ground, thus reducing friction. Aiming straight upwards as you shoot is an effective way of lifting something up into the air. SAVING AND LOADING POSITIONS When you enter the menu screen (by pressing F7) you will be given a menu choice. The first thing to do is to select your filing system by pressing F5. You can choose RAM, TAPE or DISK. If you have RAM selected, you can use the computer's memory to save and load positions temporarily. This is very useful during gameplay, as it is advisable to save your position before trying something dangerous or tricky. There is room for two positions, labelled RAM1 and RAM2. Select LOAD POSITION or SAVE POSITION (F1 or F3) then choose RAM1 or RAM2. If you have TAPE selected, you can use the datacorder to save and load positions to a blank tape. You will be asked to type in a filename. To get a catalogue of the tape, select LOAD POSITION then type a filename which doesn't exist (e.g. "ZZZZ"). Press the RUN/STOP key to return to the main menu. Make sure you don't use the program tape to save game positions! If you have DISK selected, the LOAD and SAVE options will use the disk drive. You must have a formatted disk ready before you run the game (do NOT use the program disk to save positions!). Press D to get a directory of the disk. CREDITS EXILE was designed and written by Jeremy Smith and Peter Irvin. 68000 Coding was assisted by William Reeve. The graphics were designed by Herman Serrano (Amiga/Atari ST), Paul "Dokk" Docherty (Commodore 64) and the Authors. The Amiga/Atari ST title music was composed by Henry Jackman, and reproduced on the Atari usind TCB Tracker by MPH. The sound effects are by the Authors. Instructions by the Authors, Edited and typeset by Gary Sheinwald, Illustrations by Herman Serrano. We would also like to thank the following for their useful involvement in the EXILE project to date:- Audiogenic Software Limited (Gary Sheinwald, Peter Calver, Mike Wollistion et al), for turning EXILE into a real product. Jacqui Lyons, our agent. David Braben, Jonathan Griffiths and Mark Lomas for occasional useful suggestions. Colin Fuidge, for his playtesting and encouragement. Mike Wolliston, for more playtesting. Mark Cullen, for creative help with the original storyline. Amanda, for cakes and biscuits and cups of tea. William says "Thanks to LAN for everything". And thanks to YOU for buying this game. Unless, of course, you didn't. /````\`\``\ / \ \ \ / __ / /__/ \ \ / \/\ \ \ \ \ \ ` ` /_/// \ ¬¬¬¬ /___/ / ****/ \ \ \ \ \ \ \ \ / / / / SUMMARY OF EXILE KEYBOARD CONTROLS FUNCTION C64 KEY PC EQUIVALENT ----------------------------------------------------------------- Thrust Left Q Q Thrust Right W W Thrust Up P P Thrust Down L L Jetpack Booster @ @ Lie Down (disables jetpack) [RUN/STOP] ESC Turn Around [CTRL] [TAB] ------------------------------------------------------------------ Raise Aim O O Lower Aim K K Aim Sideways I I Fire Weapon/Activate Object [SPACE] [SPACE] ------------------------------------------------------------------ Pick Up Object (If touching) < < Throw Object > > Drop Object M M ------------------------------------------------------------------ Store Object in pockets S S Get Object from pockets G G ------------------------------------------------------------------ Remember Teleport Position R R Teleport T T ------------------------------------------------------------------ Weapon 1 (The Gun) 1 1 Weapon 2 (The Icer) 2 2 Weapon 3 (The PX312 Blaster) 3 3 Weapon 4 (The Plasma Gun) 4 4 Protection Suit 5 5 Jetpack [BACK ARROW] ` ------------------------------------------------------------------ Whistle 1 Y Y Whistle 2 U U Repeat last message [CLR/HOME] [HOME] Menu F7 F7 Scroll Around The Screen Centre [Cursor Keys] [Cursor Keys] Pause Game [INST/DEL] [Back Arrow Delete] AUDIOGENIC SOFTWARE LTD Unit 27 Christchurch Industrial Centre Wealdstone, Harrow HA3 8NT England -END-