EXILE WALKTHROUGH *General Notes:* It's in any case better to save too frequently than to miss one save operation; in particular, RAM savings should be performed before any puzzle in order to be on the safe shore by saving on disk afterwards. The position or location where you're currently at should also be saved frequently in order to be able to beam yourself back to a place with no dangers or hazards. The save points mentioned as follows are merely a couple of important ones amongst lots of other useful spots. There too are lying around grenades lining the paths here and there which you would typically pick up as a beginner. But since there's not much room left for other items, better refrain from picking them up. Moreover, as those bangers are scarcely needed, it's generally sufficient to carry around one or, at most, two of them. *The Game:* Grab the grenade lying on the surface and use it for flying underneath the turret towards the chasm with the barrier. Destroy it by letting the grenade drop on it, and get the hell out of there immediately! Drop down through the newly-created opening and push the robot over the cliff. The robot explodes instantly and gives way for an energy pod you should snatch promptly. Now, on the upper left, you can see your first weapon, so select it and try to get a bit more familiar with targeting. Now destroy the flying drones and collect the grenade you found. Your next destination is the main cave, where you can blow up a door by skilfully placing the explosive and set free a floating robot thereupon. Lure it in eastward direction until you arrive at an entrance of a smaller cave, featuring a rapidly and fiercely firing tower. Don't forget to save your teleport position while being at this place! As soon as the cannons open fire on you, the blasts will destroy the robot, whereas you're teleporting yourself away at the very same instant. Your trusty tin-buddy will leave behind the second weapon for you, the Icer, which you pick up, of course. SAVE your game and fly upwards through the duct above the fire, then, with your thumb firmly on the fire button, whizz past the hornet's nest as fast as you can. There, you grab the key and beam back. Now fill your bags with the frogs from the pond (YUCK!) and feed them to the Imps, one after another. The stuff the natives will throw at you isn't that essential for your quest, but well, if it's lying around there, you may as well grab it anyway. Now fly into the right wing of the cave (above the tower you visited before), open the unsealed door and pick up the Booster, then move to the loose flag left of the Imp nest and hit the switch until the stone barrier above the fire opens up. Now push the flag aside and fly into the room with the empty bottle. Don't forget to remember your teleport position, and, after throwing the bottle through the door that closes again immediately afterwards, teleport towards the outside. In case it didn't work the first time: the door can be reopened anytime by pushing the switch two times. The bottle is now filled with water from the pond with the frogs and put with EXTREME care onto the closed stone barrier above the fire. (Save your game!) As soon as you touch the switch to your right, the barrier will open and the bottle will drop into the fire and cause the fire to be extinguished immediately. Beam to the spot, pocket the RCD and don't forget to pick up the bottle again, which, preferably, should be deposited at an easily-remembered place. Once you get hold of the Imps' torch, carefully light it at the fire and fly into the duct above the pond with the frogs. Take out the birds residing there using the torch or the Icer, and hush along the long corridor to the left, past a non-operational transporter and a likewise non-operational robot named "Chatter". Get rid of those birds: the simplest way by far to do it is by using the torch, but likewise, the Icer will do its duty after a while. Drop the torch. From this place, you can get to the western section of the cave structure later on. Again, make your way to the surface and look for another key lying somewhere in that storm-riddled area. Destroy the first watchtower using your Icer and, just as you did it in the beginning, drop down to the ground. This time, however, use the RCD to unlock the door on the right-hand side, shoot the first robot so that it slides over the cliff and take it out subsequently. Then, step on the table on the further right and aim your weapon in southwestern direction to force it into leaving its regular place. You can use it as a shield for pushing the other robot on the far left, in order to get it conveyed by the transporter, using the switch on the ceiling. Now make your way down through the hole to deal with the floating spheres. The switch will activate Chatter, but you cannot control him yet at this stage. Do remember the room with the two transporters because it can be reached from almost anywhere. Try out the teleporters now, but remember to beam back every time. You should be able to push the object located on the grid by simply aiming a few precise shots at it, then fire some more shots to push it into the transporter on the right. Follow it and take care to have the rubber dinghy with you. The left transporter leads you to the "Pericles", but if you shoot at the switch determining the targets of the Beam-O-Mats, you can get to a tower (level it with your Icer), together with some flying spheres. Fire some shots through the transporter and thus, cause the key to get drawn straightaway into the wind tunnel, then go to the upper right and save your game shortly before you arrive at the duct. Let yourself draw into by the suction of air, grab the key and teleport back. Make your way across the channel with the aid of your Booster and use the rubber dinghy for blocking the switch in order to permanently keep open the door in the tunnel downstairs. As you have this key as well, you go to the transporter you previously pushed the robot into, then from this spot directly to the room upstairs, with the robot killing the birds in the one downstairs in the meantime (provided it hasn't done that already before). The door can be opened using your RCD, and the tower instantly opening fire on you should cause the robot to be taken to the happy hunting ground, by dint of some manoeuvering skills. Well-hidden behind a safe wall projection, you now aim diagonally at the Protection Device to make it drop from the ceiling; it might be that you're required to go back to the cave where the booster was located to pick it up, though. Now beam back to the room with the twin transporters, make sure that you're carrying a grenade in your backpack, and enter the left transporter. After it has reached its destination, switch off the right teleporter, go across the wind tunnel and go through the doorway still kept open by your rubber dinghy. Now run fast through the auto-closing doors and use the switch on the ground to collect the Energy Pods, then fly outside and upwards until you can't go up any further, and save your game. Make your way through the mushrooms towards the left, then go down, where you can pick up "Fluffy". Throw him towards the area with the mushrooms, teleport and pick him up again. Take him to the rightmost room, towards the loose flag near the fire. There you push him through the hole, so that he drops into the fire, and wait until he activates the switch and sets free the cup located on the lower right. Fly all the way up now, then left and again down, where you take out the beehive by throwing a grenade at it. Now you can pick up the cup, fill it with water and go back cautiously to the flag you use for throwing the cup into the fire. Now up, left and to the lower right, past the extinguished fire and when picking up the key, don't miss the rock either, which is located next to the key. Make your way back to the rubber dinghy by means of your Booster and against the air draft, straightaway down into the wind tunnel. At the bottom of the duct, go past the Imps to a large egg that you smashed on the ground. Let loose the hatched bird towards the fish so that you can reach another key by diving. After bagging that, you can get through the duct back to the place where the beehive was previously located, and through the gap past the shell in order to take out the spiders with the Icer. Now go further right, down, right and again downhill towards the small mushroom field. Save your position and fly quickly through the mushrooms. After recreating yourself, you pick up some maggots you can use as a bait to lure the "companionable" frog creature out of its cave. Then, trail it across the mushroom field and the underlying wind tunnel and push it to the right, while shooting down all worms crawling around there. Your "companion" will now push all others into the devastating fire lurking on the left side. Push the big block onto the water, where it can swim. If the fire creature attacks you, try to drag it into the water. You can now safely drop any "spare" maggots you might still have in your inventory. After this action, dive down at first (save your game!), then further onward to the upper left, where you will get involved into a fierce fight with small fish. But don't take all of them out at a time! Instead, bag some of them. On the ground, turn to the right and free a fish, so it will drag you through the mushrooms. Then bag it again, which will make you drift to the surface again automatically. As soon as the shell there sees a fish, it will release a Radiation Pill from its hole, which you should pick up immediately. Now teleport back on the double, killing ALL remaining fishes this time (also the ones you bagged before!) to make it possible to safely salvage the chunk of Coronium. Leave this chunk in the small corridor above the swimming block and back out of this place for now in order to replenish your energy reserves. This works as follows: First, drop everything from your inventory except the RCD and collect a couple of mushrooms from a field (act quickly, don't wait until they dissolve!) You can burn them up by placing yourself close to a fire and pressing the "G" key until all of them are burnt up, which causes new Coronium crystals to be produced. Now you go back to the twin transporters, where you save your game at once. Push the crystals into the sleeping Chatter one after another, switch off the left teleporter by aid of your RCD and quickly fly up in the air between these two ones. Remember to pick up the whistle near the tower before you beam back. Your next task is to look for Fluffy and deposit him next to Chatter. Again, save your game and, after pushing the switch, enter the right of the two transporters. Blast the watchtower with your Icer, unlock the door and take out the drones upstairs. Beam back and, this time, take Fluffy with you into the transporter. Throw him through the gap at the upper end and wait until he has pushed the button for you and returns back to you, then unlock the door to the (now defunct) turret and again, shove Fluffy into a small cave which contains the second whistle. Shoot at him to make him jump; otherwise, just wait for him to hand you over the whistle. Abandon your sonny now and fly out of the room on the opposite side, up, again right and past the other defunct turret. As long as Energy Pods appear, keep pressing that switch. Now teleport back towards the two transporters. You are finally able to control Chatter now! One whistle awakes him, the other lets him spit out one energy ration after another. You can now keep feeding him with crystals which he turns into energy until you consider yourself to have gained enough energy eventually. Having had enough of that thing, you go back to the swimming block, and from there, to the up and right where you should place yourself exactly between the switch and the dome and save your game immediately, too. Drop the RCD at this very spot and place yourself directly before the door. Aim your weapon above the RCD at the switch and shoot, which will cause the door to open, you will be catapulted straightaway through the doorway, the RCD will hit the switch, and the door will slam shut behind you. Pick up the chunk of Coronium and place it next to the slab. Teleport back, bag the RCD and again, shoot at the switch while waiting before the door. You're catapulted against the rock, whereupon you fire at the invisible trigger on the right, which will cause the slab to move to the left. In this very instant, teleport to bump against the switch and close the door. Pick up the Coronium that now should be located on the left-hand side of the vertically-operating door, then place it onto the swimming block near the door and let the other one drop on it: the detonation that follows will destroy the door leading to the left. Looking around, you can see some drops of acid, a solid door and two crabs emerging from their hideout near the door. Two more chunks of Coronium are now required to destroy both the door and the crabs, but this time you will have to produce them all by yourself. Make use of the mushrooms and the fire to generate more Coronium crystals. Just repeat that procedure again with the switch and the dome, but this time you will encounter a slime creature you'll have to feed with a crystal first, which will thereupon grow stiff so you can take it with you and hold it underneath an acid drop, causing it to be changed to a crag of Coronium! Fantastic isn't it, this one can now be taken to the door that's to be blown up where you may need to throw it OVER that horde of crabs. A second block of Coronium can be found near the bird's nest, so just place this one onto the other by an exact throw, get the hell out of there in time by teleporting, and ... this door is history, too. Your way leads you further westwards and through the next security transporter, where you need the CODE from the MANUAL. On your way back, press the switch and take the big fish. Now you can make your way to the west, across the ground of the wind tunnel, through the two caves and the newly-opened doors near the Imps towards the very last cave. Keep the fish in your hand throughout your walk. Manoeuvre it through the underwater jungle, to enable it to keep away the nasty small fish from you so they can't pester you, then go back and get some more Coronium crystals. Having bagged the crystals, go back to the tarn where you used the rubber dinghy before, and hustle it towards the left into the next cave. Place yourself on the very east end and make sure to save both your position and your current game. Again, use shots to manoeuver the boat through the gap underneath the water surface area and follow it, whereas the raft prevents you from getting a freebie meet-and-greet with a shell that would have enjoyed to suck you inside. Now go to the lower right, where another slime creature is lured from inside the ground by a couple of noisy shots. The stiff-grown dude is put onto the boat, then push the switch, which makes the two buddies be drifted upwards: if it doesn't work the first time, just restore your saved game and try again. Now teleport upwards again, catch the emerging slime creature and drag it to the left, where the big fish is supposed to be still on piranha patrol. While repeatedly pushing and pushing "Slimy" before you and shooting, you make your way further onward through the leftmost hole and eventually, upwards again. Then get that thing through the opening, behind which acid drops make him change to another Coronium chunk, even while still up in the air. Jam the RCD beneath the switch on the left, so that the door is opened and closed in definite intervals. Snatch the block (and then the RCD again, too) and make your way back to the air duct. Drop the thing, save your game and ... you guessed it, get some more crystals once again. Beam back, fly to the surface with your Coronium chunk and progress to the western cave, where that mysterious "rune door" can now be burst open eventually. Now go back again to the twin teleporters and feed the attending Chatter guy with the crystals you brought along for him. The lever must be pulled in such way to make the transporter on the right lead to the west passage. Then use the RCD to deactivate it, lure Chatter into the beaming station (just use your whistle again) and switch it on. Trudge left with Chatter until you arrive at the entrance into the western cave structure. Save your game. Now go down, past the pond on the right, down the duct and right at the third fork. Push Chatter upwards through the pipe, which makes him start to fight a whole nest full of invisible birds, whereupon you could (rather: should) lend him a hand by making use of your Icer. It's actually similar to real life: invisible things and, of course, birds too may become visible temporarily by an impact of mushrooms! On your way to the right, a patrolling robot can be taken out easily by just luring him towards the canyon with the high-voltage generator and teleport yourself out of there in the VERY last instant. Hopefully, you remembered the spot where you left the bottle behind before, because that puppy will now be needed again. Fill it with water near the fireball generator and drop it carefully underneath the pipe. Fly up through that previously mentioned pipe, save your game, return back to the bottle and throw it high into the air. Teleport and immediately, catch it again! Use the bottle to extinguish the fire on the lower right and likewise, grab the fire protection. After you have saved your game, throw your "hip flask" straightaway towards that spark-spraying thingie. This beast should now hardly have a stitch on you anymore, so you can go past it and finish it off easily using the Plasma Gun you can pick up from here as well. With this weapon, you can now also destroy the fireball generator by the lake at the entrance, which you should do on the spot now. Then make your way down again, where you must remember to save your game first before taking out the flying spheres. The switch is for closing a slightly distant door, which will protect you from a shell from now on. Now walk upstairs, left, down, left again, past the aforementioned shell and down. Here is located another shell sucking wasps from a vespiary, which you can destroy with your plasma gun. Wait until the shell has calmed down again before picking up the PX312. Now walk left through the cave, up, left again and down and make sure to keep collecting mushrooms from the ceiling throughout. These mushrooms can be changed to Coronium crystals by shooting straightway down with the Plasma Gun and holding them into the flame that emerges. Having created the crystals, you now make your way further downward to a shell sucking in sleeping slime creatures and Coronium chunks. Use your PX312 to bump a slime creature PAST the shell and the acid and immediately after that, feed it with a crystal, then use the weapon again to place a drop of acid onto the poor chap and change him into one of the known explosive rocks! Drag that rock on the opposite side of the cave, upwards and right until you arrive at a door you can blast with another explosive rock you can produce the same way you did it with the first one; ideally though, try to blow up the appearing robot at the same time you blow up the door. Having both your spore protection and the Plasma Gun with you, you can now produce new Coronium crystals whenever and wherever you want it. From the entrance tarn, follow the tunnel again past the shell to the right, where you can just give full scope to your baser human instincts by taking out all frog manikins, maggots ... and maybe even Imps, too. You can even make the bouncing bombs destroy their own launching base by just repelling them with your PX312. Now you can pick up the RCD for the heavy ordnance from your ship. The next droid you encounter should ideally be got rid of with the aid of the Pericles' rocket propulsion. In order to do that, use the right one of the twin transporters to teleport you to the western passage, where you directly activate the next transporter. The switch behind the door of the engine room needs to be adjusted in such way that, when switched on, it both triggers the engine and shuts the door. Save your game near this switch and your position when standing on the engine itself. As soon as the tin-buddy is approaching you, you can teleport and make it scrap itself by the flame of the rocket propulsion, whereas some plasma shots shouldn't be too bad either ... From the location you picked up the PX312 before you can also acquire a snail further upward that is released on the ground of the cave towards the sunflowers and (in case of emergency: by a couple of skilful pushes), forced to eat them all up. Beyond the location of the mushroom field on the far right, you take out the explosive rabbit by avoiding the unstable ground at the same time, and follow along an air duct downstairs, whilst taking out the flying scourges with your Plasma Gun. As soon as you arrive above the tower, save your game, then aim at the door by shooting diagonally down at it. The missile will open fire at the spheres, destroying the doors! Now throw the Coronium crystal downwards, behind the tower, to make it blast the rock inside the shell far below, which will calm down immediately again, so continue flying left, picking up the very last key. Make your way upwards, left and down to the final cave, where you can throw a first glance at the recharging station. Teleport all the way back to the ship, right into the armoury. Switch on the transporter, push the cannon inside and follow its way. Continue the same way, conveying everything to the teleport by means of the lift and save your game. Use the lift as a pulley to hoist the ordnance into the transporter, go in yourself, and as soon as you arrive at the destination, finally use the Plasma Gun to shoot it to the right, taking care that your shots are pointed above the turret. Now point the cannon directly at the turret and fire it using your RCD, which will cause the turret to get levelled eventually. Now head into the transporter with your giant gun and switch it on using the switch below. Push the cannon down the slope and underneath the machinery. Just a few shots later, the door beyond the big chasm doesn't form an obstacle anymore either. Use your PX312 at this point to shove the cannon over the hole into the transporter, then teleport back to the lift-transporter device. Proceed the same way as described with the table. Now you are close to the shell, which had the Coronium chunk within its mouth before. Blast the turret located beyond the small opening by jockeying your well-proven fire-spitter onto the table and aiming a couple of skilful shots at it. The Energy Pod dropping down triggers a switch on the ground which opens the previously locked door for you. Again, save your game. Deal with the robots on your way down and blast away the twin-doors on the left. Open fire on the switch and make the cannon get conveyed through the trap door, save your game near the door, shooting again at the switch and teleporting out of there. Now it should be possible to get through the door very quickly. The door near the waterfall can now be destroyed using the same well-proven method. Take the heavy rock with you and upwards, where it is thrown onto the raft, which works as a sort of watergate controlling the inflow. This makes the water level rise, which on its part slows down the flow of the waterfall, so that you can now pass it easily. A little bit further upstairs, you can already see the Destinator behind a locked door, but at first you're forced to deal with an extremely intractable robot at the lower left of the room. This dude can be repelled using your PX319, whereupon you save your game in its vicinity. After having advanced backward even more again, it's easy to just teleport behind him and make him get pushed into the water by firing a decent lot of shots at him. Back in the room with the transporter, save your game before you get into the robots' recharging room via the Beam-O-Mat in the center. There you damage the droid currently worked at and drag the sphere into the teleporter to your right. Block its way back to the transporter leading to the recharging station by dragging it towards the upper left. Now the robots can't recharge anymore, which is going to make the whole thing a lot easier from now one, doesn't it. Beam back to the transporter room and enter the right transporter. Take the rock off the controlling raft and push up the raft, which will cause the the water level to rise at lightning speed, and as the two Coronium chunks explode, it will cause the maggot generator to get blasted likewise at the very same time. The valve closes, and the caves fill with water, which makes lots of special doors get opened all of a sudden. Again, teleport to the transporter room and climb up towards the Destinator, which, due to the unsealed door, can now easily be carried into the transporter on the left side. As soon as it's inside the transporter, throw it into the teleporter on the ceiling, free the two crew members and convey them upwards. Save your game there. Follow the air duct upstairs, the slope upward to the left, towards the transporter. Activate it and enter it, then continue right into another airflow taking you back to the surface. Fly into the main cave and use the teleporter to the west cave, which is located above the first Imp nest. Now place yourself left of this transporter and switch it on using your RCD. The two beaming stations will now produce a deadend loop, which you (after saving your game, of course!) try out instantly. After a short while, Triax appears himself, in person, and walks straightaway into our prepared deadly trap. You merely need to get back to your crew now, get them and the Destinator back on board and put the latter one into its designated place in the cockpit: Now you're again on your way, trying to reach the borders of infinity and maybe even many, many more... CONGRATULATIONS! YOU'VE MADE IT! ( Author: Gunther Off - translated to English by A. Eibach (andi3@gmx.net))