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

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