Outcast Manual

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Contents
1 - GETTING STARTED
Minimum system requirements + recommended 4
Installing the game 5
2 - OPTIONS
The start-up Menu 5
The general Menu 7
3 - CUTTER SLADE'S GEAR
Head Up Display 8
Advisor 8
Map and scanner 9
Aiming and weapon management 9
Miniaturisation backpack 10
Notepad 11
Lexicon 11
4 - CONTROLS
5 - ACTIONS

11
14

6 - SAVING AND LIFE MANAGEMENT
The Gaamsavv
15
The healing power of the Shamaz 16
Cutter's death 16
7 - WEAPONS & OBJETS
Weapons & Ammunition
Gadgets 18

16

8 - QUICK START, TRICKS AND HINTS
9 - THE BOOK OF ADELPHA
10 - BIOGRAPHY

30

20

20

In the year 2007, the US government successfully deploys a probe designed to prove the Existence
of a parallel universe. Minutes into the mission, an intelligent life form damages the probe. On
Earth, an unforeseen backlash of energy is created by this action and the result is a black hole,
which threatens the very existence of our planet.
You are Cutter Slade, US Navy S.E.A.L. Commander, charged with the safety of the three scientists
who have been chosen to travel to this new world, Adelpha. Your mission:
face the dangers of a mysterious and hostile world in order to recover the probe and close the black
hole.
The Earth's destiny is in your hands.

Getting Started
MINIMUM SYSTEM REQUIREMENTS
-200 MHz Pentium MMX IBM PC computer or 100 % compatible.
-At least 600 MB of free space on the hard drive.
-32 MB RAM.
-4x CD-ROM drive.
-Sound card compatible with Windows 95 or Windows 98.
-Video card with 2 MB of memory.
-Windows 95
RECOMMENDED SYSTEM
-300 MHz Pentium II IBM PC computer or 100% compatible.
-At least 600 MB of free space on the hard drive.
-64 MB RAM.
-8x CD-ROM drive.
-Sound card compatible with Windows 95/98.
-Video card with 4 MB of memory.
-4-axis joystick.
-Windows" 98

HARDWARE ALSO –COMPATIBLE
Pentium III
AM D- K6- Processor with 3D Now!
128 MB RAM.
3D sound card.
Compatible Sound Card EAX
Microsoft Force Feedback Joystick.

Installing the game
Insert the OUTCAST CD 1 in your CD-ROM drive. Wait until the installation window appears. To
install OUTCAST, follow the on- screen instructions.
Note : If this window does not appear on screen after having inserted the OUTCAST CD 1 in the
CD-ROM drive, simply double-click on the "Work station" icon on the desktop, then double click
on the OUTCAST icon (or the CD's icon) then on the "Outcast" file to reach the installation menu.
At the end of the installation, you will he asked to allow the program to install DirectX 6. lf your
computer already has these file managers, it is not necessary to reinstall them, unless you are
uncertain of the version you have, in which case the reinstallation is recommended.
Warning:
The CD OUTCAST 2 must be in the CD-ROM drive before launching OUTCAST.

Options
THE START-UP MENU
When you launch the game, you will get the following menu.

New Game
Start a new game with the selected parameters.

Load Game
To launch a saved game. Choose the game to which you would like to return. Click on the red cross
to cancel and return to the main menu.
Settings
This will access to all of the game's setting options.

Quit
To quit the game and return to Windows.

Screen options
Several settings are proposed in this menu. The icons at the top right allow you to move from one category of settings to
another. The arrows at the top left allow you to move from one screen to another:

Observation:
To obtain a description of the proposed seffings, move Me mouse pointer over the boxes to he
checked.
Click on the "OK" button to confirm your choice or on "CANCEL" to return to the main menu
without validating your choices.

Performance settings
Click on the " A " icon at the top right to change the resolution and the level of detail displayed in
the game.. You can either set all of the options yourself or choose among the different settings
proposed (in relation to the speed of your processor). The setting of the game's options will thus
automatically adapt to your machine's performance. For this, use the arrows to choose settings that
correspond to the power of your microprocessor.
However, we suggest that you do not change the configuration since it is automatically defined
during the game's installation.

Game settings
The game starts by default with the "Voices" option (spoken dialogue) without subtitles. If you
check the subtitle box, the dialogue will be displayed on your screen (you can play with the voices
and the sub- titles). If you don't check the "Voices" box, the subtitles will be selected automatically.
If you would like to play using the mouse, use the "Mouse Sensitivity" setting.
The 3D Sound option allows you to activate the 3D sounds (Warning, you will diminish the game's
performance if you activate 3D sound and your card doesn't support this option).
if you own a SoundBlaster sound card which supports Environmental Audio Xperience"
effects,
checking
the "EAX" option allows you to take advantage of advanced sound options. You can

adjust the balance of volume between the music and the sound effects by using the "Mix CD <->
sfx" setting: move the cursor towards the left to favour the music or towards the right to highlight
the sound effects.
This option is very useful since it allows you, for example to make up for the volume level
differences between CD-ROM drives.
The "Volume" button allows you to adjust the general volume of the game (music, voices, sound
effects).
The "Force feedback joystick" option allows you to activate the force feed back possibilities for
joysticks offering this alternative.
The "frame" option allows you to reduce the size of the pixels by placing a black frame around the
image

Configure Control
This menu allows you to reassign the but- tons of your choice for each of the actions.
To assign a new button (or a button of the mouse or the joystick), click on the action to be set then
press the corresponding keyboard button (or one of the buttons of the mouse or joystick). Three
different buttons can be assigned to the same action.

The general menu

You can access this menu while playing the game by pressing "Esc."
You will have the choice:
- to return to the game,
- to restart a new game from scratch, to load a game,
- to modify the general volume of the game, the balance of the volume between the music and the
sound effects or the sensitivity of the mouse and the display modes.
To navigate in this menu, use the keyboard arrows (or joystick) to highlight the desired option then
click on the primary action button to confirm your choices. Select the central box to leave this
menu.

Cutter slade’s gear
Cutter Slade has state of the art equipment for this mission. The majority of his gad- gets and
weapons were transferred inside a technical pod freighter transported to Adelpha before the Rescue
Team. Upon departure, Cutter only has his Head-Up Display (HUD) which functions as a direct
bio-neural interface with all his gear.

Head Up Display

The HUD, reacting to neural impulses, allows Cutter to use all his equipment: advisor,
miniaturisation backpack, aiming system, map and scanner.. A holo-visor appears in front of
Cutter's eyes each time he wishes to consult an assortment of information... (map, notepad ... ).

Advisor
The Advisor provides Cutter with an assortment of information permanently appearing on screen or
displayed according to the actions carried out by Cutter.

The life bar
At the top right screen,Cutter represents Slade's general state of health. This bar will shrink each
time the hero is hit while fighting; each time he falls from too high up... Cutter dies when the life
bar drops to zero (cf. § 6 - Life Management).

The Contextual icon
Permanently displayed at the op left of the screen, this icon represents the action the hero an carry
out at this exact moment by pressing on the primary action button (cf. § 5, Actions).

The oxygen bar
When Cutter swims under water, his level of oxygen is displayed as an oxygen tank slowly
emptying itself under the life bar. Once the oxygen reserve is depleted, Cutter will die.

Detection and accumulation of new objects
The first time that Cutter comes near an unknown object the HUD detects it and the CPU Advisor
transmits a message. To put an object inside the miniaturisation backpack, Cutter must just move
over it and the object will be collected immediately. An image identifying the object will be
displayed in the holovisor.

Likewise, the CPU Advisor is able to detect new energy sources, particularly those released from
Talan soldiers' weapons.

Map and Scanner

The HUD allows you to scan and memorise the terrain and to reproduce it later as a map in the
holovisor. As the data is automatically memorised in the HUD the first time Cutter scans a
landscape, you only need to scan the map once in each of the worlds. Afterwards, the map will be
superimposed and directly displayed.
Activate or deactivate the map: TAB.
Use the + and - buttons of the numeric keypad to zoom / zoom out on the map.
Use the * button on the numeric keypad to change the map's display size on screen.

Aiming and weapon management
The aiming system of each weapon as well as the management of ammunition are directly linked to
the HUD which can provide assistance with tiring and a viewer. Once in combat mode, the image of
the selected weapon as well as the available quantity of ammunition and the upgrade level
(presented as Iv0, lv1, lv2) are displayed in place of the contextual icon. A magazine also appears
for the first two weapons. When this turns red, Cutter is close to having to reload (cf. § 7, Weapons
and Objects for more information).

Miniaturization backpack
Piloted by the HUD, the miniaturisation backpack allows you to collect and store a great number of
assorted objects by shrinking them with the use of nanotechnology as they are placed inside the
pack.

Management of the backpack is obtained by the INVENTORY menu, available by pressing the "i"
button and then clicking on the icon at the bottom (or just by pressing the "b" button).
Use the arrows to move around inside the inventory then use the primary action button to select the
object: Cutter will then take it out from the backpack.
Click again on the primary action button to use the object in Cutter's hands. Press the "0" button to
put the object away.

Observation: It's possible to assign a function key (from F2 to F12) to an object by pressing the
desired function key once the object is selected in the inventory. Then all you have to do is press the
selected function key for Cutter to immediately take the object
Observation: Objects are assigned to the function keys by default at the beginning of the game (cf §
4, Controls)

Weapons and Ammunition menu
A section of the backpack is especially reserved for the storage of weapons and ammunition. You
access it by pressing the "i" button and then by selecting the left icon (the gun).
A space is set aside for each of the weapons, though only the weapons in your possession are
displayed. The quantity of available ammunition is given by the number to the right of the weapon
(you can gather ammunition even it you don't already have the corresponding weapon). You have a
picture of the weapon, its name as well as its upgrade level (0 by default) in the right- hand frame.
Use the arrows, then the primary action button on the weapon of your choice for Cutter to take it.

Notepad
The Notepad automatically updates the missions you must complete (or have already completed),
and this is done world by world. It is accessed directly by the "n" button (Notepad) or by going
through the INVENTORY menu ("i") then by clicking on the icon at the top. Then click on the
world of your choice to get the list of the corresponding missions. The missions not yet carried out
appear in bold.
NB: Direct access through the "n" button immediately gives you the missions of the world in which
you find yourself.

Lexicon
Each time you learn a word of the Talan language, it will automatically be inscribed with its
explanation in your glossary. You will thus be able to understand little by little what the Talans are
saying among them- selves and this could prove to be very useful. You can access the lexicon
through the INFO menu ("i") then by selecting the right icon (or directly by pressing the "I" button).

Controls
You can play Outcast with a joystick, a mouse, a keyboard or a combination of all of these
peripheral devices.
However, it you don't own a 4-axis joystick, we suggest that you play with the mouse to guide your
actions and the keyboard to move Cutter.
Keyboard / MOUSE (standard buttons by default)

•

Hit the button several times to move from one upgrade of the weapon to another Ex. press 2
once and you will have the tracer gun with a level 0 upgrade, press a second time on 2 and it
will be with a level 1 upgrade .. the weapon returns to 0 upgrade the fourth time.

Keyboard shortcut to take an object

The F2 to F12 function keys allow you to instantly take an object it it is in your backpack.
It is possible to assign a key to an object from the inventory by selec- ting the object and pressing
the function key that you wish to assign.
At the start of the game, the function keys are assigned to the following objects by default:
F2 ..... Gaamsavv
F3 ..... Medikit
F4 ..... PPS (invisibility)
F5 ..... C4-PE (Explosive)
F6 ..... E.V.D. (Binoculars)
F7 ..... Ubik-OA (Hologram)
F8 ..... 02 (Oxygen)
F9 ..... Energy plant
F10 .... Hoti
F11 ....
F12 ....

Actions
Cutter Slade can perform numerous actions according to the context.

Crawl
If you press the space bar, Cutter will drop to the ground to crawl. Use this capacity to get close to
places guarded by soldiers: this way you can avoid fights that you are not sure of winning.
Observation: When Cutter is lying on the ground, only the binoculars and Dart Gun are operational.

Aim-Fire
When Cutter has a weapon in his hands, hold down the secondary action button to switch to combat
mode.
Press the primary action button to fire. Warning, certain weapons like the perforator and boomer
gun require several seconds to load: hold down the primary action button and then release it to tire
in this case.

Fight Barehanded
When Cutter doesn't have a weapon in his hands, he can still fight barehanded. This combat mode
can prove to be useful if you wish to remain discreet. To use it hold down the secondary action
button (Cutter puts his guard up) then press the primary action button to strike.

JUMP - CLIMB
Press the primary action button when this icon is displayed on screen to make Cutter Slade jump or
to make him climb a wall or an obstacle within his range.

DIVE
Press the primary action button when this icon is displayed on screen to make Cutter Slade dive.

Swim under water
Hold down the primary action button when the icon is displayed on screen for Cutter to swim in
deep water. Once you release this button, Cutter swims at the same depth. Use the secondary action
button to rise.
Observation Cutter can't use a weapon or an object when he is in the water.

SPEAK
This icon is displayed on screen when Cutter Slade is found standing near a character who can
speak to him.
Press the primary action button at this point and the game switches to the dialogue mode. Select the
subject about which you want to speak then press the primary action button. Select the box at the
centre of the screen to exit the dialogue mode.

OBSERVATION. If the person to whom Cutter is speaking is seated, our hero must stand precisely
in front of him.
You can exit the dialogue by pushing the "ESC" button; it's also possible to skip a sentence by
using the primary action button.

Mount a Twon-Ha
Certain domestic Twon-Ha, used for a variety of tasks, can be mounted by Cutter Slade
This icon appears when Cutter is near a domestic or tamed Twon-Ha: all you have to do at this
point is press the primary action button to comfortably settle Cutter on the animal.
OBSERVATION: Cutter must he on the left side of the animal in order to mount it.

Dismount a Twon-Ha
Once settled on a Twon-Ha Cutter cannot dismount until it is at a halt Dismount by pressing the
primary action button (if you hit the primary action button while the Tw6n-Ha moves forward, the
animal will leap).

USE THE OBJECT IN CUTTER'S LEFT HAND
When Cutter holds an object in his left land, press the primary action button to use it.
OBSERVATION: Certain objects are only functional under certain conditions which Cutter will
have to discover.

USE A KEY
All throughout his voyage on Adelpha, Cutter Slade will find himself faced with different locks for
which he will have to find the corresponding key or keys. To use a key, select it in the inventory
and then place Cutter Slade near the receptacle until this icon appears then press the primary action
button to use the key.
OBSERVATION: Cutter will have the possibility of carrying out other actions all throughout his
adventure.

Saving and Life Management
The Gaamsaav
The game can be saved at all times by using the Gaamsavv crystal found in the backpack. However,
several seconds are needed before Gaamsavv reaches full power; so be careful to save in calm
places since Cutter is otherwise very vulnerable.

THE HEALING POWER OF THE SHAMAZ
The Shamaz have the power to heal the population thanks to their psychic regenerative capacities.
Once Cutter is physically weakened (deficient life bar), he will be able to ask any Shamaz to heal
him and thus fill up his life bar.

OBSERVATION:
The Shamaz need time to recuperate their energy after each healing,

CUTTER'S DEATH
When Cutter dies (life bar completely empty), he collapses on the ground or floats to the water's
surface! The general menu appears at this time and you can either reload a saved game or restart a
new game: we only live once!
OBSERVATION: When Cutter kills an important Talan, the Talon's essence leaves his body to go
float around Cutter and then to envelop him. This essence is not harmful to the other Talons, but it
is deadly for Cutter.

Weapons and Objects
Weapons and ammunition
Cutter will be able to use 6 weapons initially located in the freighter. Each of these weapons may be
equipped in three ways by adding elements which make them more effective: heightened power,
larger magazine...
The six weapons are:

GADGETS
In addition to weapons and ammunition, Cutter also has an array of technological "gadgets" designed to help him during this dangerous mission. Press the primary action button when Cutter has
one of these objects in his hand in order to use it.

Invisibility
(PPS: Proton Phase Shifter)
Cutter becomes invisible for a few dozen seconds. Warning: while he can use objects when
invisible, he cannot collect them, use a weapon or fight with his bare hands.

Hologram device
A hologram of Cutter appears then takes off running towards the enemy, thus leading the soldiers
far away from Cutter.

Field glasses
(EVR : Enhanced Vision Device)
Magnifying up to twelve times, the binoculars can also function in "X-ray" mode ("x" button by
default) allowing Cutter to see through walls. A "lock" function ("k" button by default) allows you
to lock onto a character and automatically follow his movements.

Explosives
(C4-PE)
While they lack a delayed-triggering device, these packs of dynamite will nonetheless be very
useful. You can set them off either by firing at them or by using a long-range detonator.

Detonator
(CLAPH-T)
Very handy, it allows you to stay away from danger by triggering the packs of dynamite (C4-pE)
placed in the active area: the first time you press the button you will see the activated U-PE, to
make it explode press immediately a second time.

Tripwire device
(THNDR-STP33)
Placed on the ground, this special detonator, with a presence detector, triggers the explosives
situated (C4-PE) within its range when someone passes nearby.

Transporter
(FLINK) It is comprised of a "departure" device and an arrival platform. Use this object a first time
to place the arrival platform on the ground. Then, when you activate the departure device, Cutter
will be transported to the arrival platform and the transporter will be recovered and automatically
returned to the backpack. Be careful, the energy beam of a transporter does not allow it to function
from one world to another.

Tracker
(PROXI-130 HF)
Once activated, the tracker informs Cutter of the direction of the closest enemy.

Oxygen
(02K- MINI)
This gadget allows Cutter greater freedom under water.

Medikit
This first-aid kit will allow Cutter to recover some of his strength.

Quick start – Tricks and Hints

•Upon your arrival on Adelpha (and especially in the world of Temples), be discreet and take the
time to evaluate the powers that be, before getting into a brawl.
•Don't walk around pointlessly with a weapon in your hand! You will frighten the population who
will then refuse to speak to you.
•The "gadgets" are at your disposal, use them! They will allow you to get out of dangerous
situations fairly unscathed.
•Keep well in mind that you have everything to learn from the Talans and the planet Adelpha in
general. Pay attention to the smallest details.
•You will be stronger if you have the population behind you. For this to happen, don't focus
exclusively on your mission and learn how to help those who ask you for it.
•The transporters are very useful... When you think you have identified an important spot that you
will have to come back to, think to put down an arrival platform.
•Don't threaten the Talans pointlessly or your reputation and your notoriety will drop and it will
then be difficult to acquire information.
•The population will possibly be able to provide you with precious help in your fight against the
soldiers.
•The more important characters (Shamaz, person responsible for the harvests ... ) are aware of
everything said about you and of all that happens in the region, including troop movements...

The book of Adelpha
THE 6 WORLDS
Adelpha is made up of 6 regions: they differ so greatly one from another that they are also called
"Worlds."

Ranzaar.
THE WHITE EARTH or WORLD OF SNOW

The White Earth is a little territory where winter is constant. This world is inhabited by the rebels
opposed to Fae Rhan's regime. They follow the teachings of Kazar, the prophet, and perpetuate the
memory of his prophecy while awaiting the proclaimed chosen one.
The rebel leader has just taken Cutter in at the beginning of the game. He explains the situation to
him and tells him of Kazar's prophecy. He convinces Cutter to seek out the sacred relics.
The world of snow is mostly without infra- structure since it is hardly inhabited. It is also a zone for
training and withdrawal.

Shamazaar.
World of Temples
This region is primarily one of Talan temples (inhabitants of Adelpha) and farmers. It is a place of
serenity, meditation and harmony with nature. At least before Fae Rhan started his career as a tyrant
and settled a significant military presence on this territory. The Talan priests, the Shamaz, have
been oppressed and put under close guard since, so as not to stir up the population against the new
power. It is therefore, despite its calm appearance, a tense zone: soldier patrols keep a close eye on
this world.
They notably occupy the great central temple. Besides the establishment of numerous temples,
Shamazaar is also a farming-intensive region (the land cultivated with riss crops covers 80% of the
habitable surface) which nourishes almost all of Adelpha.

Okasankaar
World of Marshes
This region is essentially composed of water. The landscape rises slowly from the water, becoming
gradually drier until it reaches the plain. Fishing communities here supply the city with fish, small
flat- bottomed boats are the only effective way of getting around in the marshes. They can be rented
from the fishermen in the area. These boats must be borrowed in order to reach the north-east island
(monster island) and the West island.

Talanzaar (Okriana),
World of the City and Hub of Adelpha
Okriana is Adelpha's only large city. The main part of Adelpha's Talan population lives here.
Okriana makes up the cultural and creative heart of this planet. The city is also Fae Rhan's
command centre (since he took control thanks to the Fa6kynn). It is therefore in this region that the
military's presence is the strongest. Okriana is ancient, more ancient then the Talans themselves
know. The current buildings were constructed on the foundations of a glorious city which belonged
to the ancient Talan civilisation. The fortress which now occupies Okriana's centre is recent: it was
built some thousand moons ago by order of Fae Rhan when the sand began to overcome the region.

Okaar
The Ancient forest World
This is the most wooded and wild region of the planet. It is covered by a magnificent forest where
creatures and vegetation abound. It is a forgotten and abandoned world where a small number of
Talans live. This world has remained largely mysterious and the legends about it are numerous.

Today, only primitive Oogoobar clans live in Okaar. Their clans are no larger than about ten
individuals and they live by hunting Twon-Ha, and less often Gamors, the forest's greatest
predators.

Motazaar,
The world of Mountains
This region is primarily made up of desert: plants grow here and there, but the landscape as a whole
is desolate. Due to its hostile character and the fact that it is difficult to access, the region of the
mountains houses Fae Rhan's prisons. This land is fraught with difficulty, the tracks are narrow and
dangerous and certain supplies are carried out with Ventilopes.
Moreover, it is the only region of Adelpha to have Helidium mines, thoroughly exploited by Fae
Rhan these days.

The Sacred gateways
The gateways (Daokas) are pockets of energy allowing you to directly move from world to world.
They were created in ancient times and are sacred. Most are accessed freely.
Fae Rhan recently succeeded in placing some of them under close guard to more easily control the
movements of the population.

LEGENDS
Numerous legends, circulate throughout Adelpha and spread amongst the Talans. Two of these are
often spoken of by the elders...
- Fae Rhan is said to be able to see the past and future, he could be a Kamon, but he hasn't been
seen for a long time; some even believe that he doesn't exist. It is, in fact, the followers of Fae Rhan
who speak on his behalf and carry out his commands in public.
- A sacred gateway, forgotten or hidden, is said to lead directly to the heavens ... the fact that the
expedition has arrived on Adelpha has proven this in a way...

RELIGION
The religion as well as the castes are founded on the principle of the essences. The universe is in a
state of profound harmony when the essences are balanced:
Fire (FAE),
Water (ELUEE),
Earth (GANDHA) and Air (KA).
If the harmony is broken by an imbalance amongst the essences, the gods or their gobetweens, the spirits, warn and help the Talans. When Cutler arrives, fire is the
omnipresent essence and Adelpha is heading for an imbalance, ruin and death...
The priests, called the Shamaz, represent the essence of air (KA). This is one of the
minority castes, but the most respected among the Talans.
The farmers and fishermen, as well as the workers and merchants, belong to the essence
of earth (Gandha). They are an extremely numerous section of the population and
represent the foundation of the Adelphian society.

The soldiers, a relatively large part of the population, as well as some rebels, bear the essence of fire
(Fae). This essence gives them an adventurous, and some times even hot-blooded, temperament.
The artists, bearing the essence of water (Eluee), are the smallest group. They are highly sensitive.
They are often musicians or involved in artisan crafts in which they invest all of their talent.
The Shamaz total seven and live in Shamazaar, the world of temples. There is a Shamaz for each
world who is supposed to take charge of the spirituality and the faith of the Talans. The seventh
Shamaz, called the KamShamaz, manages the overall work of the congregation.
These priests are feared and respected by all the clans and make up an opposing power to that of
Fae Rhan, who is unable to set the Talans against this religious order. In fact, the Shamaz started to
fight for the rebel cause several hundred moons after Fae Rhan had imposed his regime of oppression. They strengthened their ties to the tradition founded by Kazar and their belief in his prophecy.
They understood that there was clearly a common cause connecting the prophecy and the rebellion
against Fae Rhan...
The Shamaz attach a great deal of importance to the arrival of Fae Rhan and Kazar, for "those
coming from the heavens", the "beyond essence," completely disrupt Adelpha's equilibrium.

THE POPULATION
Several distinct castes, represented by the groups described below, can be identified with Adelphan
society.

The farmer and fisherman
The farmer of Adelpha is generally dressed with a simple tunic slipped over a colourful shirt and a
cone- shaped hat, his traditional headgear. Along with the farmer, there is the fisherman who often
wears green-coloured clothing.

The Merchant
He guarantees the economy and exchanges between Adelpha's different worlds. The merchant is
recognised by his figure, which is often pot-bellied, his colourful clothing and especially his turban
which, like the farmers', symbolises the caste he belongs to.

The Soldiers
There are three particular ranks amongst the soldiers.
First of all, the "rank and file" infantryman, a Talan christened guardian, more often than not the
guard of a building. Next are the captains, hardened soldiers who are primarily distinguished by a
metal tabard
Then there are the warriors who make up an elite order, a praetorian guard that Kroax (Fae Rhan's
right-hand man) rules with an iron fist.

The Smamaz

This priest primarily lives in the region of the temples. He wears a hooded blackish-brown- dyed
toga. The priest is also a healer in day-to-day life. He has the power of "laying on of hands" which
allows him to heal wounds.

The Hunter
Today, the remaining hunters and adventurers of Adelpha are old. They end up becoming
storytellers, telling the tales of their past exploits.

The Slave
On the fringes of the Talan society, the slaves are characters without aspiration, dedicated to hard
work. They are emaciated, their bones protruding, wearing a simple loincloth and a special metal
collar around their neck.

The beggar
In general, these are ex-slaves who have served their time in bondage.
They are found in Okriana where they beg for food from passers-by, telling stories in exchange for
a few Zorkins or providing small services.

The Ooboobar(Primitive talan)
This group does not belong to any caste. Long forgotten by the Talan civilisation, this primitive
lives within a tribe recognised by his stoutness and gross features.

The Recreators
These craftsmen belong to the Eluee essence and are the most skilful in creating objects of "Sacred
art." For Kroax and Fae Rhan they make the weapons used by soldier leaders and the very unique
ammunition they use. They can be found close to their workshops in the city. Their innate understanding of how sacred art works is also applied to the relics which they can repair and even copy,
to the tiniest detail if they have sufficient raw materials. It is from these activities that they derive
their name.

THE FAUNA
Warning! Adelpha's worlds are full of creatures which may be dangerous. Here are a few examples.
Some can be useful, like:

Twon-Ha
Their strength and speed are similar to that of an antelope and they can be tamed and mounted.

Ventilopes
These are winged bipeds, with a wing- span able of up to eight meters. They are sometimes used by
soldiers for surveillance missions, or even for aerial bombardments.
Others will attack you mercilessly without pity. In particular, you must beaware of the
following:
These are :

Gamors
Gamors are the predators of Adelpha. Power longlimbed beasts with muscular bodies and knotted
muscles, they are formidable hunters.

Sannegtas
These fish are real killers and are e s p e c i a l l y ferocious. They will not hesitate to attack every
small boat or swimmer venturing into troubled waters...

THE FLORA
Vegetation abounds throughout the rich land of Adelpha, take the time to discover it!

You will discover monumental trees like the Sanars, the Fae Trees whose grains explode when they
touch the ground...

... and plants like the Riss, the main source of nourishment for the Talans, the Magwa with healing
powers and the Sibole, a powerful hallucinogenic plant.

The Language
Word
Achondar
Adelpha
Ador
Afar
Agakam
Agazork
Am
Ate

Translation
Dragon-snake
The world of the Talans
Rock
After (Soon, tomorrow)
The language of the heavens
The Talan language
Insistence
How much

Barr
Bok
Boogot
Booyat
Botar

Evil (bad)
District
Toxic and explosive mushroom
Mushroom growing in hot areas
Before (Yesterday)

Cyana

City of the marshes

Dague
Daguerach
Dammenai
Dano,
(Nedano)
Daoka
Darosham
Dissem
Dolotar
Doo

Danger, problem
Poisonous plant
Common little rodent
Give (Return)
(steal)
Sacred gateway
Gateway where spirits are born
Different
Long time
Also (again)

Eissa
Eluee
Elueen
Eoth

Banzai(war cry)
Water Essence
Those born of Water
East (right)

Fae
Fae Rhan
Faekynn
Faenea
Fehane

Fire Essence
The Master of Adelpha
Those born of Fire
Fibres extracted from Gawarats which have healing properties
Moss

Gaeat
Gamor

To love
Carnivorous predator, a cross-between between a wolf and a tiger

Gaamsavv
Gandha
Gandahar
Ganele
Gemehar
Gizhaie
Gorgor
Gilita
Gwar
Gwarat
Gwarta

Stone (saving crystal)
Earth Essence
Those born of Earth
Seashell
Kind of Sanar tree
Essence Bearer
Big carnivorous animal
Feel
Wound
Cactus
To nurse (heal)

Ha
Hao
(Maya)

Yes (to be, there are, there is... )
Hi (Hello)
Goodbye

Hazadess
Hazifar
Heko
Helidium
Hokaza
Horr
Hoti

Ghost
Ventilope driver
Here
Ore specific to Adelpha
Thank you
HHmm, eh, ahem
Twon-ha fruits (sweets)

Iki
(ne iki)

Easy
(hard)

Jinat

To know

Ka
Kaar
Kaijin
Kamenai
Kamon
Kanoon
Kata
Kaza
Kazar
Kiakii(iii)
Ko
Koi
Kez
(Tar)
Krakit
Kroax
Labta
Lako
Lampre
Lepta

Air Essence
Life, Living
The tale of the heavens
Designate birds
Those born of air
Well (Good)
Bless
Please
Lost prophet
Fun
Who (and direct object, indirect object)
What (and direct object, indirect object)
Where (and adverbial phrase of place)
When (and adverbial phrase of time)
Spider-like animal
Leader of the Fae Talans
To go (travel, move)
There
Beer - alcohol
To help

Made
Mae
Mag
Magta
Mague
Magwa
Maorr
Mare
Meenai
Milea
Mon
Mool

House
Me
Hunger
To eat
Food
Plant with regenerative properties
Master
Important (very)
Several (a lot, all)
Harmony
Relics
Krakit's salivary gland

Motaz
Motazaar
Mote

Mountain
World of Mountains
Someone

Nani
Ne
Negta
Nekaar
Neogae
Noroth

Expensive
Non
To kill
Death
Woe
North (high)

Ogae
Okaar
Okasankaar
Okk
Okriana
On
Oogoobar
Oroth

Happiness
Forest World
World of Marshes
Old
Main city
One (number)
Living beings (primitives)
West (left)

Pigweet
Pok

Rodents
Belongings (thing)

Rammu
Ran
Ranzaar
Rembat
Riss

Toxic plant
White
White earth
To remember
Rice

San
Sanar
Sangta
Sankaar
Sankaari
Sankra
Sannegta
Sayat
Sem
Sayat
Shamaz
Sienole
Sodoth
Solam
Sota

Water
Common tree Essence
To drink
Fish
Fisherman
Chaos
Killer of the seas (sharks)
To say
Same
To see
Desinnates the Talan oriests
Rare plant with hallucinogenic properties
South (low)
Deference (Politeness)
To buy

Takta
Talan

To take (use)
Designates the inhabitants of Adelpha

Talanzaar
Todar
Trad
Tradta
Twon
Twon-Ha
Twon-Ha Gui

Populated world
Today
Merchant
To sell
Two (number)
Designates biped animals (milk-giving and wild)
Biped trap

Ulukai

Soul of the Essence

Ventilope

Large flying animal able to be domesticated

Wa
Wabta
Wanat
Wata

Work / occupation / class
To wait
To want
To work

Yo
Yod
Yod Eluee
Yod Fae
Yod Gandha
Yod Ka

You
Spirit of the Essence
Spirit of the Essence Water
Spirit of the Essence Fire
Spirit of the Essence Earth
Spirit of the Essence Air

Zae
Zaza
Zeedog
Zonn
Zark
Zorkin
Zorr
Zort

Sure
Twerp
Predatory animal, sedentary and lives in the marshes
Friend
Enemy
Monetary unit used on Adelpha
Soldier
Excrement

Biographies
Cutter Slade

Born an only child in the liberal 1960s San Francisco, Cutter Slade had anything but a normal
upbringing. His parents are Democrats with intellectual backgrounds: his father is a Professor of
English at the University of California, Berkeley. while his mother. originally from Norway, is a
translator. During the summer of 1968. they took an active part in the numerous dennonstrations
against Vietnam on the Berkeley campus.
With such progressive parents, Cutter had a very relaxed childhood. His parents put little pressure
on him to study. but they did impress upon him the importance of a number of values: frankness,
respect for the weak. tolerance, and justice. They also teach him to be extremely independent and
live life unconventionally. From his bilingual parents, Cutter also inheriteds a love of foreign
languages and a gift for learning them (in tact, this is the only area in which he excelled
academically).
Apart from his gift for foreign languages (and a liking for history), during his college years, Cutter
realizes his aptitude for sports. He is very good at athletics in general, but excels in American
Football. He quickly becomes indispensable as the quarterback in his college football team, so the
College authorities overlook his poor academic record.
In 1987, Cutter secretly joins the Navy. Although he is rather put off by the military discipline, only
the Navy can offer him the chance to experience the action and adventure he craves. His family,
particularly his father, find this totally incomprehensible.
Cutter excels during training and he is naturally selected to attend the Navy SEAL's training camp.
He is considered exceptionally talented there as well, and is noticed by Major Doug Dawson.

During the course of the next few still under the attentive, yet distant eyes of Major Dawson,
Cutter becomes one of the most well known members of the SEAL.
His career is a reflection of the shadier areas of American foreign policy; Panama, South America,
and the Middle East are frequently the scenes of his activities.
Cutter is able to indulge his love of adventure and action in the SEALs, but his various operations
leave him wondering whether the violence and reasoning behind his missions are justified. In the
months prior to his final mission, Cutter becomes more distant from the Navy, having no contact
with other SEALs outside of his missions. He begins to drink heavily in his off-hours.
This does not go unnoticed by his superior officers, including Cutter's mentor, Doug Dawson. No
one, however, intervenes.
Cutter returns to the SEAL camp after being injured during a mission.
While regaining his strength, Cutter is assigned to lead a public relations mission with reporter
Marion Wolfe, the daughter of Senator Clare Fitzgerald, and her photographer. During the mission,
the photographer dies in an accident.
Much to Cutter's surprise, Senator Fitzgerald blames the photographer's death on Cutter,
Cutter an irresponsible adventurer.

For two years the Senator conducts a investigation looking into Cutters activities. The picture she
paints is that of violent soldier who has gone AWOL and drinks heavily.
With the help of her lawyers, the Senator forces Cutter to resign at half-pay in September 2002
Cutter's abilities as a "war machine" slowly decline as his time away from the SEALs increases.
The only thing that pre- vents him from indulging in his love for Vodka is his friend Doug Dawson
(now an Admiral).
The President of the United States asks Admiral Dawson to create the PROWLERS. an unofficial
team of capable, anonymous and trained men who carry out a variety of secret and dangerous
missions.
The Admiral naturally recruits Cutter as Commander in charge of Operations

Marion Wolfe

Marion Wolfe was born an only child in 1974 in Philadelphia. Her mother, Clare Fitzgerald, is
the heiress to a local Philadelphia fortune - the Fitzgerald Bank. Her father, Sir Randolph Wolfe is
an Englishman whom her mother met in Monaco in 1972 and married in London in 1973. Marion's
parents divorce in 1975. In 1983, Marion's father dies in a plane crash in Kenya.
Clare Wolfe is Senator for the State of Pennsylvania (under the name of Clare Fitzgerald).
Marion is a brilliant student and early on shows great interest in the study of foreign civilizations as
well as a gift for science. After leaving high school, she studies biology at Yale, then ethnology in
Chicago where she obtains a Ph.D. in the year 2000.
Although she had intended to go into research, Marion's mother persuades her to enter a profession
in the media, and she becomes a journalist. She writes several reports on the threatened civilizations
of the world.

On her mother's recommendation yet again, she is commissioned by National Geographic to make
an important documentary on the last Indian civilizations in South America. Clare Wolfe uses her
connections to grant her daughter military protection due to the dangers of such an expedition.
Marion and her team participate in a month long intensive training programme at the SEALS camp.
One session includes a full week of parachuting practice with Cutter Slade as the main instructor.
One jump from the plane to reach an oil plat- form turns into a complete disaster. A sudden storm
unloads unexpected stress on the team. A gust of wind blows the cameraman out of the normal path.
His parachute becomes stuck on a nearby crane. Against Cutters' orders, the panicking rookie unties
the straps and finds a precarious refuge in the crane's transportation jaws 130 feet above the raging
waves.
Cutter stabilizes the jaws by holding two dangling steel chains. Sending the closest person to him Marion- out to move a lever on the control panel, which will return the crane's jaws to the platform
before lowering it to the ground, proves to be a disaster. Panicking, Marion pushes the wrong lever.
For a split second Cutter finds himself hopelessly looking at the slowly opening jaws and the
trainee's bewildered face as he slides from the crane into the sea. Mark Tilfont's lifeless body is
found the next morning and the whole operation cancelled on the spot.
When Marion returns to the United States, Clare accuses the Pentagon of deliberately endangering
the lives of the trainees. She finds out about Cutter Slade and vents her anger on him via a long
legal battle.
For the first time, Marion and her mother have a serious disagreement. Marion explains to her
mother Cutter's real role and how deeply she is in his debt, but her mother refuses to listen. Clare
refuses to allow Marion to see Cutter again, even though Marion only wants to explain that she does
not agree with her mother.
Marion moves away from her mother and gives up journalism. She becomes a bio-ethnological
researcher. She starts to travel widely again and in 2003 she publishes an Encyclopaedia of
Terrestrial Nutriments (Earth Feeds. Encyclopaedia Terrestrial Nutriments. Cutler & Merchand.
2003).
In 2007, Marion becomes Director of the Exobiology Laboratory of the University of Chicago and
is recognized as one of the leading specialists in her field.

William Kauffman

Kauffman comes from a good New England family. His grandmother, who was born a Van Den
Straaten, claims that her own grandparents came over on the Mayflower. His father was a professor

of science at Harvard.His mother died while giving birth to William, who was 3 months premature.
He grew up a sickly child.
While still in his teens, Kauffman served as a medic in Vietnam. There he is injured and sent home
having been awarded a Purple Heart. After attending Harvard, Kauffman begins research in
quantum physics, which at this time is a newly developing field of knowledge.
Kauffman was married twice and has two sons, one by each wife. He is a good father when he has
time to see his sons, but his involvement in his work relegates family life to a distant second place.
After completing "Supercord" theory, he wins the Nobel Prize for science.
He sits on many committees and on the Boards of some of the most powerful American companies
(particularly a merchant bank and a Life Sciences group).
After publishing a paper on the existence of an infinite number of parallel worlds, however, he is
not taken seriously.
The military approaches Kauffman and propose to fund his ideas and introduce him to Anthony
Xue.
Xue and Kauffman don't get along but they need each other to complete their research. The first
successful test of the "Sidestep" project goes wrong and generates a black hole.
Kauffman isn't sure of precisely which element has malfunctioned and wants only to fix the
problem so he can continue to further develop his theories.

Anthony Xue

Xue is born in 1970 into a poor family in the South.. His parents run a diner for truckers on the
highway to Tampa Florida.
From an early age, Xue shows an exceptional gift for anything scientific.
Although he is clever enough to win scholarships, his parents (to whom he is nothing but a source
of cheap labor, washing trucks for customers, and serving in the diner at busy times) will never let
him leave Tampa to study.
He graduates high school at 16 and heads to a town college. Xue obtains a BA in Physics (with the
highest possible grades) at the not very high-standing university in his home state.

Xue never goes any further with his studies.
The only way he can get away from his parents is by getting a job as soon as possible.
In 1993 he joins a research group headed by the successor of Professor Amato (Nobel Prize for
Physics 1969), a Dr Albert Ross.
Although only in the very minor capacity of a research assistant (a sort of information officer), for
the first time Xue enters the prestigious environment of the MIT and the numerous scientific
opportunities it offers.
During the first few months of his collaboration with Ross. despite his inexperience and lack of
qualifications. Xue clearly eclipses the rest of the researchers.
He quickly becomes an object of envy, as such.
Less well-meaning colleagues are obliged to, recognize his superior intelligence, and privately (or
more openly in front of influential members of the scientific com- munity) scorn his humble origins
and his efforts to conceal them.
Despite all the gossip. Xue continues to shine in his research work and is soon responsible for
managing a whole laboratory.
He starts experiments on matter/antimatter reactions. The results he achieves by 1999 are extremely
promising and for Xue the prospect of recognition by the whole of the Scientific Community now
seems to be within reach.
During 1999, Xue's thirst for recognition compels him carry out more and more experiments and to
take fewer and fewer precautions.
He is obsessed by a desire for more and more results. On 24 October 1999, catastrophe strikes.
The researchers lose control of the matter/antmatter reaction and 11 people are killed in an
explosion in the laboratory.
Although the law does not consider Xue responsible for this tragedy. the scientific community takes
its revenge for the previous success of this iconoclastic researcher, by accusing him of irresponsible
behavior in his work.
Life soon becomes impossible for Xue, and in April 2000, shunned by the research community, he
leaves MIT.
However, Xue is not going to be deprived of continuing his research for long. The American Army
has been interested in his work for years and soon provides him with a new laboratory and funding
... in return for absolute secrecy.
Although Xue can now carry on with his work, he is still condemned to remain unknown.

In 2003, after three years of work and further experiments, the army asks Xue to get into contact
with Professor Kauffman, who has been trying to demonstrate the existence of parallel worlds.
According to the Army's scienti- fic committee responsible for monitoring Xue's work (and
according to Xue himself), energy produced by matter/anti- matter reactions could provide access to
the parallel worlds described by Kauffman.
Overcoming his reticence and his distrust of Kauffman, who seems to Xue to be the incarnation of
the scientific establishment that has always rejected him, Xue meets Kauffman and suggests
that they work together.
Kauffman hesitates at first (he knows of course about Xue's past, and is wary of careless- ness in a
new scientific area such as the exploration of parallel worlds) but then agrees to work with Xue.
During the next four years the two men collaborate closely.
The combination of their skills produces results that exceed even the most optimistic forecasts (the
American Army has
not scheduled any life-size experiments before 2015 at the earliest). But no relationship, other than
a strictly professional one, is formed between the two men over the years.
On the contrary, every day Kauffman finds a new reason to deplore his colleague's exaggerated
haste, whilst Xue finds it increasingly hard to tolerate being considered by his employers as
Kauffman's assistant, a mere "sub-contractor" responsible for energy problems.



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