Sunday Software's Teaching Guide & Outline to
EXODUS ADVENTURES CD
(About 6 pages to print. Please allow page graphics to fully load before printing.)

Other links of interest:  www.sundaysoftware.com/Exodus    www.sundaysoftware.com/support

New: View and print the Monastery Map printout w/game helps
www.sundaysoftware.com/Exodus/monasterymap-big.jpg

New:  View and Print 2 Student Guide Handouts Mission 1 | Mission 2  (pdfs)
or go to www.sundaysoftware.com/tips

Caution: This guide contains "spoiler" details about the gameplay!

For Exodus CD Version 0.9
Guide updated: November 21, 2007

This guide will be updated in the near future.
www.sundaysoftware.com/Exodus

In this Document:
1. Stuff Teacher's Should Read First
2.
Outline
3.
Technical Notes
 

1.  Stuff Teachers Should Read First ...

This guide contains "spoiler" information, and most of the secrets to successfully navigating each of the games. We'd love your feedback on the game and this guide. Email Neil at neil@sundaysoftware.com

Brief Program Description

Exodus Adventures CD version 0.9 installs 2 lesson-games about the Exodus story on your harddrive. We call them "lessons" but the kids will call them "games." The game follows the order of the Exodus stories. Content must be played and completed in order. For example, in Game 2 you cannot skip to the Rock of Horeb level without first completing the Red Sea and Manna levels. Levels build on each other. **Please note: in the first release of Exodus, there is no 'game 3'. It will be available as a free download later in 2007. That's why we're calling this "0.9".

The main player is "Robin MacTavish" --teenage archaeologist. The main "teacher" in the program is Sir Dabney MacTavish, Robin's eccentric British grandfather. He is assisted by two monks.  In each level there are things which Robin must accomplish in order to proceed to the next part of the story. Listen carefully to Sir Dabney and the monks for instructions.

We designed this CD with the expectation that an adult/older student helper would be guiding younger students in the use of this program. This is a lesson-designed CD, and not merely a game in which the user is to be left on their own. For best use and learning, go on the journey with them!

The Story Premise

Think of each game as a "Scavenger Hunt" through the Exodus story. Working behind the scenes, Dabney has recreated parts of the story for Robin to explore at the dig sites for which he is famously responsible for. At times, the re-creations get out of hand. We don't know why Pharaoh's Palace traps Robin, it just does! Just enough danger to keep it interesting.

The Monastery is the main base of operations. It is a faithful 3-D re-creation of the real St. Catherine's monastery located at the foot of Mt. Sinai. Perhaps you've seen the real monastery in our Ten Commandments CD. The Monks there have had a lot of time to create learning experiences for pilgrims. Their "Red Sea Holographic Experience" is pure monastic imagination.

Moses is discussed in the game, but does not appear in the game. This is a CD "about the story". Sir Dabney and the monk "Brother Deni" condense the story and explain it, offering observations and asking questions throughout.

Introducing the Game to your Students

The game does have a learning curve. If you're not familiar with 3D games, or not adept at controlling action through the keyboard, it may be challenging for you. Kids adapt to it pretty quickly and will help each other. But as with all our more "gamey" programs, we recommend that you introduce the game to your students before the lesson date during a test run in the weeks prior to teaching with it. Let them run around a bit and get familiar with the controls.  Save a level, such as Goshen, and let them jump ahead to fly the helicopter.

Each game should take about 35-45 minutes to play through, assuming the teachers have previewed content and can guide students where necessary. Time will vary depending on age, and ability of students. Listen to Dabney!  Print this guide and the Monastery Map graphic to help teachers or students.

Beginning Tech Notes

This program fully installs on your hard drive and installs a startup icon on your desktop. Archive the CD after installation. Unless you have specifically purchased a site license (and have the certificate from us) you must purchase one CD for each computer on which you wish to install the game.

To start the game, click the installed desktop icon. A test box appears with info about your computer. If you get an error, slide the error msg box to the side and copy the text in the test box. Then go to www.sundaysoftware.com/support and look up our tech notes for Exodus. If you get an error while starting the game on an older computer, you may need to update the graphic card, graphic driver or other system resource. There is a brief tech note in the Exodus folder and on the CD. The latest notes and updates are at sundaysoftware.com/Exodus.

NAVIGATE Robin using the arrow keys.
HOLD the SHIFT KEY to make Robin run faster.
TO MAKE ROBIN JUMP -press the 'home' key while pressing the forward arrow.

At the beginning of a lesson, show your students how to SAVE their game, and save often.

CAUTION: Pressing the spacebar will bypass some if not most of the videos, however, it is NOT recommended that you do so!  In some cases, the videos contain important "what to do next" information. And in most cases, you cannot replay the videos. Additional caution --running around while an audio narration plays can sometimes cause irregular game actions. When Dabney or one of the monks is talking, wait.

If you need technical help, or have suggestions for this program, go to www.sundaysoftware.com/support, or email neil@sundaysoftware.com

IMPORTANT Game Play "Activation" Tips:

In each game there are things which Robin must "trigger" to happen. For example, in Game 1's Goshen Village she must approach several laptop computers to activate a videoclip. Sometimes you must back Robin up and approach the 'trigger' point again directly in front of the laptop. The proximity and angle of approach to the laptop is somewhat critical in order to properly trigger a video event. (just a vagary of the authoring tool). This can also apply to crates which Robin can automatically climb up in the Monastery. It can also apply to JUMPING up onto things. Just realize that Robin's model sometimes needs to adjust herself a step or two one way or the other to get over/past/up on things.

With other "triggers" timing is everything. For example, the guard in Goshen Village will not bother Robin until it is time to play the "Collect Straw" game. Then he will make her drop the straw if she gets in his way. Same thing with Sir Dabney and the Monks in Game 2. When approached they sometimes have important things to say. At other times they are silent.

At certain points in the game Robin must find her Archaeo-Air Blaster to fend off spiders and scorpions. They are harmless, but don't tell the kids!  AIMING the archaeo-blaster can be done with the mouse or pageup/pagedown keys. To FIRE an electric airblast use either the mouse button or the Ctrl key on your keyboard. Three blasts and they're out.

With a first-release, your feedback on gameplay is important to us. Please always feel free to give us constructive feedback by emailing neil@sundaysoftware.com

Important Save Game Tip:   
Always remember to
SAVE YOUR GAME as you play. Then you can LOAD a saved game at a later time, or use the Load game feature to return to a spot in the game ~just in case something happens and you are stuck. To Save/Load, press your Esc key and follow the Main Menu prompts.

How to Teach with Exodus Adventures CD

Each of the three lessons will take between 35 to 45 minutes to finish, depending on the age of your students, their playing skill and the length of time they stop to discuss/review content.

We have designed this CD to teach the scope and sequence of the major events of the Exodus story.  We expect that a teacher or parent will be at the computer with the students, or nearby, and want to discuss material in the game which the students may otherwise want to anxiously get past. There is more to the Exodus story than we could ever put into one CD. We hope you'll use this CD in conjunction with other teaching media and Bible study.  We hope you'll find content in this CD as a starting point for further discussion and Bible study.

Most of the scripture needed to understand the story is included in the storytelling. Scripture may be presented through video, narration or onscreen graphics. In most cases, we have used a modified version of the New Revised Standard, with minor changes for the sake of clarity of storytelling.

Age Range

This CD was designed for optimal use by older elementary and younger youth. However, early readers and preschoolers will enjoy the program immensely, and will need help completing it.

Navigational Advice

Listen carefully to Sir Dabney and the other characters in the program. They tell Robin what to do. If you do things out of order, stuff won't work. We have also put various notes and maps around the levels to remind the players. However, we recommend that adventurers take notes!  We have purposely put "what to do next" details within the Bible information videos and narrations so that students get used to paying attention!  We have also put "what to do next" info on the various signs and graphics throughout the program. Look around.  In some cases, the "what next" info is a clue, such as where to find the staff of Moses. A parchment by the Rock of Horeb has a cryptic message reminding Dabney to return the staff to the Tower of Masah (the big white tower in the monastery).

Robin begins each game in St. Catherine's Monastery. Depending on the game, she will travel on foot or by helicopter (or both) to various locations in the Exodus terrain. In Game 1, Robin travels extensively by helicopter. In each game, LISTEN CAREFULLY to Sir Dabney's instructions about "what to do next". In Game 1,  Robin is also guided "what to do next" by the helicopter's compass -which displays pictures of locations she can fly to, depending on the direct she is pointing. Match the clipboard image to the compass image and you'll be headed in the right direction. Remember to SAVE your game location every few minutes so you can get back to it if something dreadful happens.

Things must be done in order for the game to unfold. You cannot skip activities, clues or area. We are telling and explaining the story in order (not running around mindlessly "collecting points")

Game Boundaries:
Each "level" in the game that Robin walks or flys through has boundaries. She'll bounce back from them, or scrape up against them. The terrains are not as big as they look!

Print the Monastery Map from www.sundaysoftware.com/Exodus/monasterymap-big.jpg  It will help you in each game. Most of the doors in the Monastery will not open. They are there for looks.

CREATE JUMP TO POINTS:  While previewing the game, save your game at various locations, such as "in the Village" and "At the Burning Bush" just in case you need to give students a jump up to a location.

About the Video Clips in the Game

Located throughout the game are video clips which Robin's grandfather has assembled to teach her the story. These clips are courtesy of the TaLaCa  productiona~~    The video clips feature actual footage of all the Exodus locations, re-enactments, and narration from the scriptures. (These clips can also be played 'outside' the program by locating them in the c:Exodus folder on your harddrive and playing them with Windows Media Player). Pressing the spacebar will bypass the videos, however this is NOT recommended as often the narrations contain vital clues about what to do next!

Helicopter Controls:  
HOME key = Start/Up.  END key = Stop/Down.
ARROW keys = Left/Right/Up/Down.
You can use the mouse, but we don't recommend it. Avoid holding down the left or right arrow. You'll get dizzy.

At several points in each game Robin flies her helicopter to move to the next location/level in the game. "Where" to fly to is often advised by Sir Dabney, or shown on the clipboard. Most often she must land on a helipad to advance to the next level. In some cases, however, the helicopter only needs to encounter the correct sign, location or object to trigger a level change. For example, in the Monastery terrain she must fly into the Nile River sign by the trees. At the Burning Bush, she must contact the pylon in the landscape.  Each level in the game has outer boundaries which the helicopter cannot cross. The helicopter will appear to "bounce" or scrape against boundaries, invisible or visible.

Advice about how to land at a landing point: Press the forward (down) arrow and End Key simultaneously. This will both pitch the helicopter downward and slow it down. If you contact the ground and stop and are not in the right location for a "level change" to occur, press the Home key to fly back up and move to the correct location.

In Game 1, Moses and Pharaoh, Robin must visit the Library and then find the key to the helicopter before she can take off. See game notes below for location of the key. 

You can only get back IN the helicopter once you have completed all the tasks in a level. When flying across the Nile, you must go to the locations in order -according to what the clipboard image says to do next. You can't skip.

Detailed Outline to Exodus Adventures

Do not read this if you don't want to know all the playing secrets!

GAME 1: Moses & Pharaoh
Enslaved in Egypt, Birth of Moses, Burning Bush, Confrontation with Pharaoh

The game begins in the Monastery. Robin finds Brother Deni who gives her a recorded message from her grandfather. He tells her to go to the Library, view the laptop video on the Bible stand in the Library, then go find the key to the helicopter and fly to the Goshen Dig Site. You must view the video before looking for the key. To find the key... exit the Library and climb up the boxes and plank (located on the wall opposite where Deni first met her), cross the roof, and look for the pink stucco-area door where Dabney has left a key to the helicopter. She grabs the key and heads to the Helicopter down by the main courtyard. Note: Robin will automatically climb the boxes when you move her forward squarely against the edge. If she doesn't climb, step her back and try again. (fyi...there's a wall sign in the Library with a clue to the key's whereabouts. There's another sign on a wall in the monastery grounds with a clue as well).

    

Once in the helicopter... Robin needs to fly up over the wall (use the HOME key to rise up) and GO WEST toward the Nile River Trail Sign. A level change takes place here and Robin enters Nile River level. Now looking at her clipboard, she matches the Goshen Village image to that on her compass, and lands on the Goshen Helipad.

Press the down arrow and END key to slow the helicopter in for a landing.

Note About the Compass: The clipboard in the helicopter always tells you where you need to fly next.  As you steer the helicopter, you'll notice various images appear in the compass. When the image in the compass matches the image on your clipboard, you know you're headed in the right direction.

Pay no attention to the direction of the compass arrow...it will not point to the correct location. Keep the image in view in the compass that matches your clipboard graphic.

The Goshen Dig Site is a recreation of an actual archaeological site in Goshen. It features a re-created Hebrew home. Robin must first meet her grandfather down in the dig.

Glitch Warning:  Do not go to the Dig Tent before you meet with Dabney down in the digsite. If you go to the Tent first, and try to play the video, the game will freeze. This will be corrected in an update.

Use your HOME key to JUMP over the canals as you also press your forward arrow key. If you fall into a canal, jump out. Dabney tells Robin about the digsite and gives her instructions to grab her Archaeo-Blaster (located in the dig behind Dabney) and go view the Dig Tent video. In the video, Dabney tells the story of how the Hebrews came to live and become slaves in the land of Egypt and about the birth of Moses. After viewing the video, Robin can blast spiders. Dabney told Robin to meet her again after the video. Look for him.

How to use the Air-Blaster: Aim with the mouse or arrow keys and press the mouse button -or Ctrl key, to fire an air blast. Three blasts makes the spiders disappear. You do not have to blast them if you don't want to.

Robin then goes down into the dig to hear from Dabney again. He tells her to go view his DVD. The DVD is found on the laptop inside the Hebrew house. After exiting the house, an Egyptian soldier appears and forces Robin to collect straw and take it to the mud pits. Press the "Enter" key at the straw pile to pick up one bundle. Robin must then get to the drop off point as fast as she can, pressing Enter again to drop the bundle. Four bundles and she's done. Allow the soldier to get too close and he barks out an insult to her.

Pictured right: the questions found in the mud-hut for further study.

Then Robin needs to approach Dabney who tells her to watch one more video. The video is located on a laptop behind him. Then Dabney tells her to fly to Pharaoh's Palace to learn the story of Moses' confrontation with Pharaoh.  Before entering the helicopter, perhaps you will want to look at the study questions found on the table in the brick-making hut (pictured here). Or you can come BACK to this level to discuss the questions after finishing the game.

If Robin falls in the mudpits, she will move very slowly until she comes to an edge where she can climb out. Press Home key to help her jump out. You might have to find the right 'edge' of the pit to get out. If she falls in the CANAL, face her to the edge and press the Home key while holding the forward arrow.

Robin then flies her helicopter to Midian where she encounters God in the Burning Bush, just like Moses did. Look for the "ruins" sitting in the landscape. There's a stone inscription on the hill explaining what to do.

In these Midian ruins, Robin must FIRST find the Burning Bush. It looks like a tree in the middle of the level. After the bush is done... Robin must find IN ORDER the three other additional locations where God will talk to Robin. He asks questions too, so be prepared to discuss. These discussion question appear on the screen as well. Clue: the "God pylons" appear at the base of the three tall stone structures. They must be activated in the correct order. You might want to save your game as you enter this level, so you can come back to it and listen to God once more at a later time.

Midian is a good place to stop and consider what God is saying to Robin. "What excuses do we use to avoid doing what God tells us to do?" After the three "God pylons" are finished, Dabney appears and tells Robin to fly to Pharaoh's Palace. Enter the helicopter.

Land at Pharaoh's Palace and enter the Palace. Inside Robin discovers that her grandfather's company has prepared a presentation for pilgrims about the Plagues on Egypt. Robin must first view a video on the laptop. Robin will then need to find the Archaeo-Blaster to stop the Egyptian soldier who has begun to insult the Israelites. (It's in the bushes). Next, a Hebrew Slave appears to narrate a 6 question quiz about the Plagues. The doors to the Palace do not open until the questions are answered. Outside the Palace is a note from Dabney telling her to return to the Monastery. Fly toward the monastery and into the pylon sitting in front of it to change the level. Now you're in the monastery and need to land. It's tight! ...so hit your End key to slow down, and Down arrow to aim for the pad.

END OF THE GAME: When Robin lands at the Monastery she needs to CLIMB THE TOWER and visit Sir Dabney. He has one final thing to say, and then a menu appears with the option to view the following discussion graphic (pictured right) with comments and follow-up questions.

Note: Game 1 has the most video clips in it.

GAME 2: Red Sea to Marah & Rock of Horeb
Red Sea, Library/Miriam's Song, Bitters waters at Marah, Manna, and Rock of Horeb

Reminder: Things must be done in order for the game to unfold. You cannot skip activities, clues or area. The story elements are designed to be told in order.

Robin first meets Brother Deni who has a message from Sir Dabney. Robin goes to meet Dabney in the Library. He then tells her to go to the Red Sea room across the monastery compound (see monastery map). Robin will need to head down the grandstaircase, then up the skinny side- staircase at the bottom-right of the main staircase, then up the boxes to the red-carpeted zigzag staircase that leads to the Red Sea Room.  The Red Sea door opens and leads into a terrain with a viewing platform and pyramid. The scorpions are harmless, but can be blasted away with the air-blaster which is located on the ground near a pillar. The pyramid can be climbed (use the home key while pressing the forward arrow to make Robin jump). (In a later version of this game, we may expand this level.) In the Red Sea area Robin needs to find Brother Magdi, who tells her to go back to the pillars and watch a video about CROSSING THE RED SEA, then return to the Library for the Miriam's Song game. Note: This list of "what to do" was first given to Robin by Brother Deni. It also appears on the chalkboard outside the Red Sea room, AND whenever you press the F1 key it also appears!

Back in the Library... Robin meets Dabney who tells her to play the Miriam's Song game. We suggest you write down the correct order of colored tiles from the Song game notes that are found on the chest inside the Library. Before you exit the Library, don't forget to look at the picture of Miriam.

The song maze can only be "solved" by listening to and correctly ordering the song verses. If you want to bypass the Library, step on a colored tile, then run out of the central bookshelves and find Dabney. He'll tell you there's a switch you can throw. ACTUALLY, the switch is a book on one of the outer wall bookshelves. Walk along them and look carefully and you'll see one titled: "DENI" at eye level. Step Robin up to the book and press Enter to open the secret passageway to Marrah. Technical Note: Don't step her TOO close to the bookshelf. In 0.9 there's a glitch where she can get stuck on that book. Try standing back from the book and pressing Enter. SAVE your game before you press Enter! (not after).

Once the song maze is complete, a secret door to the Marah Trail opens on the main wall of the Library. (Load time can be long for this level).  The trail leads out into the Sinai Desert to discover the rest of the Sinai crossing story of the Exodus.

Robin first comes to Marah: Bitter Waters made Sweet. She encounters a Hebrew dieing of thirst. There's a scroll on the sign by the bitter waters with a clue about how to solve the problem. Robin must read the scroll then find a tree branch. (The tree is located behind the well, it will glow green when you approach it). She breaks off a branch from the tree, carries it to the well, and throws the branch into the well (by pressing 'enter').  The Hebrew praises God and goes swimming. [Warning: If Robin decides to go in the well with him, it can be hard to jump out. Try it at the far left corner (as seen from within the well). Press Home and forward arrow keys at the same time repeatedly so she can catch her footing.]  

Night falls and Robin says she must get to Rephedim -in the Wilderness of Sin. Find the big sign beyond the well. This takes Robin to the Cave level where she must find the hidden cave entrance and meet with Brother Deni, a monk from the monastery. This nighttime cave level is essentially a large square bounded by rocks. The CAVE is in the center of the level within it's own rock outcropping. The entrance to the cave is found by walking through the bushes blocking the entrance. If you walk up to the bushes around the central rocks, you should be able to see the campfire glowing through the entrance to the cave. No one is home at the house near the cave.

Once in the cave, sit on the stump, listen, then get up and go to bed. In the morning, just as in the story, Robin collects manna in a game. Once she has enough, Deni bids her farewell.

Listen carefully to Brother Deni. He says things which your students can discuss.

Dabney's message heard at this point says that the helicopter is UP TOP on the Cave outcropping. Robin finds a rope hanging over the side and climbs up. Then she's off to the Monastery once again. After landing at the Monastery, Robin must go find Sir Dabney walking nearby. He tells her to "go find the Staff which Moses" used to bring forth water from the Rock of Horeb. When Robin finds it (in the Tower of Masah on the monastery grounds) she goes to the Rock and strikes it. Water fills the lower courtyard, and a swim party ensues!  (Note: the staff does not appear in the tower until Robin meets Sir Dabney down by the rock.)

END OF THE GAME:  Swim up to listen to Deni and Dabney in the pool. They have a few interesting (and humorous) things to say, including questions for discussion. Swim up to them several times. Press your Home and End keys to go up and down in the water. Press your shift key underwater to swim faster.

After you're done listening to and discussing what Dabney and Deni have to say, Robin can dive into the water from the buildings if she wants to. Climb up Masah tower and jump into the water. It's fun.

Miriam's Song Detail:
The correct order of tiles is listed in the Miriam's Library booklet, which can be viewed as you enter the Library shelves area.

Order of Tiles in the Library:

1. Green 2. Yellow  3. Orange  4. Purple  5. Red  6. Pink  7. Blue

If you step on a tile out of order, you must go back and step on the RESET tile. Don't confuse Red and pink. The pink is really pinkish-purple. Once you have completed the tiles in order, go out into the library and look for the newly opened secret entrance to the Marah Trail. It's easy to accidentally step on the wrong tile while running around. Don't!  Also, for technical reasons, we recommend you don't stand on the edge of the tile TOO CLOSE to the bookshelves. Stand in the center or away from the bookshelves to activate each tile, otherwise occasionally Robin's model gets stuck on a shelf. It is recommended that you SAVE YOUR GAME before starting the Song Game.

Note about the Miriam's Song: Miriam's Song is considered to be some of the oldest 'original' texts in the Bible. Many scholars believe that it was later expanded and credited to Moses, as "Moses' Song". That's why you'll see TWO songs in Exodus 15. We've returned credit where it is due: pulling images from Miriam & Moses' song into a short pithy Monk Chant in the style that would have been used in St. Catherines.

Important Note: The LOAD time for the Marah Trail level is long. Please be patient.

Stuck in the Library Song Game? Want to bypass it? After stepping onto a colored tile in Miriam's Library, go find Sir Dabney. He'll tell you there's a "switch". Actually, it's a book titled "Deni." Go up to that book (it's a bit hard to find), Save Your Game at this point, THEN press "Enter" and the Secret Passageway to Marah will be automatically opened on another wall. The book trigger can't open the passageway until you step on a tile. Technical Glitch: Don't stand too close to the book when you press enter, or it may make Robin unable to move. Save first! - then press enter. Note: we don't want the kids to bypass the Library. The Deni book switch is really just for teachers.

 

Helpful Graphics from Game 2:

 

Entrance to Red Sea Room is at end of red carpet.
Tower of Masah can only be climbed one way as shown.

If you'd like to print one of these for a handout, right click it, select 'copy' and then paste into a wordprocessing document.

Game 3:   Journey Beyond Sinai -toward the Promised Land 
(to be released Late 2007/Early 2008 as a free download at sundaysoftware.com)

The Monks of St. Catherines Monastery have had several centuries to build a lesson about the Israelites' difficult trek from Mt. Sinai to the Promised Land.  Robin will be flying across the desert to answer their questions. Your students will need a Bible in hand to help her! 


3. TECHNICAL NOTES

These notes will be continually updated at www.sundaysoftware.com/support

Things to note:

  1. When the game starts up, a white box appears to load your files and test your system. If you get an error message, please report it to us in its exact wording.

  2. This game requires Windows Media Player 9 or higher to be installed. If you have Windows MP 8, the videos may not display correctly (or show at all). If you do not see the opening video with Dabney introducing the game (right after the white text box), then you need to go to www.microsoft.com and download the free Windows Media Player. A copy of it 'may' be on the original Exodus CD. We'll see! 

  3. This game requires 16mb 3-D capable modern good quality videocard or chip. If the 3-D game play is whacked, it's probably your computer's quality that suffers. If you have Windows Me, your computer's video controller may be too old or low-quality to enjoy this game fully. XP era computers should be fine!

  4. If you have an older computer and are experiencing video display problems with this program, try updating your videochip/card's video driver. Go to your computer manufacturer's website to get their updated videodriver (something they update regularly!)

  5. If you get "stuck" in the game, ie, Robin can't move... try nudging her in different directions, then try pressing the HOME key and forward arrow at the same time in different directions. Sometimes she just needs to jump away from a crack or object.

  6. Sometimes "triggers" in the program need approached in a certain way. If you walk up to a laptop and don't see the "play" button, back up and try again. Depending on whatever, it might take a try or two.

  7. STUCK?  SAVE SAVE SAVE your game locations as you play so you can restart at recent location if you get stuck.

  8. Stuck in the Well of Marah?  If you decide to swim in the Marah Well, then just about the only location you can JUMP out from is the far left corner (as seen while standing IN the well). Home/Forward arrow a couple of times. And try for a bit of a running start. Same idea in the mupits and other water hazards. Sometimes Robin just needs to find the right "step" to get out.

  9. In the Marah Nighttime terrain, there is a hole in the outer rock wall you can step through by accident. We recommend you step right back into the game terrain or you'll fall off into oblivion.

  10. Game Save Info:  At this time, there are only six game save slots, and you can't really tell the difference between game 1 or game 2 saved slots (we hope to remedy this in the future). So pay attention to the slot picture you create and which game it came from. You can erase saved game info by deleting the >>>.sav file in the directory.

  11. OPTIONS MENU:   You can adjust the relative sound volumes of the Music and Voices in the game by accessing the OPTIONS menu at the main menu. If you are experiencing BAD volumes, look there. Different computers handle sound a bit different, so play with the balances.  Set the "View Distance" all the way to the right IF you have a really nice computer. It will make distant graphics appear sooner.

  12. Pressing F1 brings up Dabney's list of what to do in each game.

  13. Here's a weird anomaly: In the Marah Nighttime Cave level, Robin can climb the outer bushes/rock walls if you run her against them while pressing the HOME key. She can get up on the boundary rocks, and even jump behind them. But be careful, if you run off the terrain too far you will fall into oblivion. Re-enter the same way you escaped.

  14. W I D E screen issues. Many new monitors are wide aspect and not the standard 4:3 ratio. Exodus will stretch to fill the screen causing the width of the game images to be disproportionate to the height. Here's how you solve that... Press ALT-ENTER and the game will turn into a window. Now you can grab the sides of the windows with your mouse point and resize it to your preferred width and height.

  15. Turn off "Sticky Keys" feature if you have it enabled on your system. It's in the Control Panel and can cause certain keys to repeat themselves and interfere with play.

A reminder: Purchasing one copy of the Exodus CD entitles you to install that program on only one computer. Installing it on more computers is illegal. The only exception is if you purchased the program direct from Sunday Software WITH a site license, and have the site certificate from us. Please remember to obey the 8th Commandment, and do not inappropriately install this program. Thanks! ~ Neil MacQueen, Sundaysoftware.com Inc.

Go to the Exodus Adventures Website at www.sundaysoftware.com/Exodus


This Guide Copyright Sunday Software Inc. 2007. All Rights Reserved