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Exile 2 (walkthrough)

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Pomoć - Walkthroughs | Autor Miloš Vučić | 27 mart 2008
Exile 2

Version 2.0
By: Magus999 (Joe Sura)
Sections:

I.    General Information about this walkthrough and Exile
II.   General Tips
III.  Characters
IV.   Spells
V.    Walkthrough
VI.   Other Things
VII.  Unique Items
VIII. Credits

Current Information needed:
Location of Graymold Salve besides alchemy.
Information about any Unique Item not listed.
Location of mage spell 'Force Barrier'

--I. General Information--

This guide is for Exile 2: Crystal Souls for the PC.  Feel free to read
this guide and e-mail suggestions.


Version History:
The most recent version can be found at www.gamefaqs.com
CURRENT VERSION: 2.0

Version 2.0
Walkthrough is now finished!  Added virtually all other spell
locations.  Added more unique items.

NEXT VERSION:  Add location of Force Barrier and anything else that
people suggest.  Aside from adding more Unique items, there isn't
really much else to be done.  Some minor mission information might be
added also.

Version 1.4
Added a lot of Chapter 1 and 4 information about optional things to do
to gain levels.  Several new spell locations.  Moved the section about
information I need to a more visible location.

Version 1.3
Got Jekknol-Bok, added several spell locations.  Added unique item
section and other stuff sections.  Also got Orb of Thralni and the last
pass.

Version 1.2
Got up to Royal Clearance and Dispel Barrier.  Finished Priest Spell
section, revised spell and skill section to look better.

Version .87
I got up to Magi Clearance on Chapter 4.

Version .67
The big update that I promised has arrived!  I have gotten the
walkthrough up to the end of Chapter 3.

Version .35
Finished the mage spells section and added a very little part to the
Walkthrough.

Version .21
This is just a minor revision.  I added my e-mail address (can you
believe I forgot it?) and added this section.

Version .20
The first version of this guide is finally finished!  I have a mage
spell section, a section on skills and traits, and a short starting
walkthrough.

-----------------------------------------------------------------------

This guide is copyrighted and the author (Magus999) grants you these
privileges:
A. You may read this guide
B. You may download this guide and keep it on your PC.
C. Send it to others as long as there is no modification or profit.

You are not allowed to:
A. Sell this guide for profit.
B. Take any information from this guide without giving me FULL credit
for all of my work.

Websites are allowed to post this guide under the following conditions:
A. This guide will not be changed in any way.
B. I get FULL credit for this guide.
C. This guide is not displayed on a page with any advertisements.
D. You send me an e-mail that tells me you are posting the guide and
gives the web address of the site.


There are several things I assume about you in this walkthrough:

1. You have the game or the demo.
2. You are not using the editor to make your characters invincible with
maximum stats and spells.  This ruins the fun of the game.  But there
are several ways to use the editor without ruining the game.  An
example is reviving characters or getting Graymold Salve.
3. You know the interface in the game.


About the author
This FAQ is written by Magus999.  If you want to contact me:

E-mail
Geniusjoe2001@yahoo.com
MY E-MAIL POLICY IS
 Make the subject "Exile 2"
 Put all information in the text of the message
 No attachments
 Contributing information is great
 If you contribute, list what name you want in the credits section
 Constructive criticism is accepted
 Non-constructive criticism is not accepted
 It may take some time for me to respond
 Don't send the same message multiple times

I can also be contacted in the Exile 2: Crystal Souls Message Board at
www.gamefaqs.com
At gamefaqs, I am in the message boards as Magus999.

-----------------------------------------------------------------------

Exile 2 is an RPG for the computer.  It was made around 1994.  You
create a party and lead them through a large, complex adventure.  This
game is only available by going to the publisher, Spiderweb Software,
and ordering it from www.spidweb.com.

Abbreviations used in this FAQ:
Slithzerikai:       Slith
Level:              Lvl.
Hit points:         HP
Spell points:       MP
Skill points:       SP
Experience points:  EXP
Gold pieces:        GP
Action points:      AP

Storyline
******WARNING: DO NOT READ THE FOLLOWING SECTION IF YOU DON'T WISH TO
KNOW ABOUT THE STORYLINE OF EXILE 1******



The Empire completely ruled the surface world.  A series of underground
caves were discovered and the Empire decided to use the caves as a
prison.  The Empire made a teleporter and sent anybody who didn't
conform down to the caves.  The caves are called Exile and the people
sent down are called Exiles.  The Exiles built up their strength.
Hawthorne was the ruler of the Empire.  He sent several powerful mages
down to Exile.  The leader of the mages, Erika, wanted revenge.  She
helped to create her own portal and sent a group of adventurers to
Hawthorne's palace. The adventurers assassinated Hawthorne.  The Empire
suddenly realized the power of the Exiles and responded.  Immediately,
people were no longer teleported into Exile.  Four years later, it was
clear that Exile was surviving fine without new people from the
surface.  The Empire started making portals and sent down soldiers and
mages to destroy Exile.  Your group was one of the last groups sent to
Exile.  How are you going to help win the war?



******WARNING: END OF EXILE 1 STORY SPOILER******

--II. General Tips-

	These are a list of tips about the game.

1. Money will be scarce early in the game.  Do not waste skill points
on crappy skills like luck, merely because luck has a low GP cost.  You
will regret it later on.  A good source of cash is random encounters.
2. If possible, dual-class spellcasters.  What I mean is your mage
looks like this:
  7 Mage Spell (or however many Mage Spell you have)
  3 Priest Spell
and the numbers would be switched for your priest.  When you reach a
high level, you could max both at 7.  Why do I recommend this?  Because
late in the game, it becomes a major pain when your priest dies or runs
out of MP and nobody else can heal the party.  For the priests in the
party, I recommend getting to 3 Mage Spell as soon as possible because
Fireball greatly helps priests kill enemies (and gain EXP)
3. There are several ways to open doors, but not all are equal.
Bashing doors should only be used until you get lockpicks because you
take a lot of damage bashing doors.  Lockpicking is a good way to open
doors because lockpick skill is cheap (1 SP) and lockpicks don't cost
much money.  If you find or buy magic lockpicks, you will never need to
buy any type of lockpicks again because magic lockpicks cannot break.
Unlock should be used after you try lockpicking the door.  Unlock is a
very useful spell, but costs MP.  There are 3 types of locked doors.
Type 1 is a weak lock and can be broken using any of the ways
(Lockpicking, bashing, or unlock).  Type 2 is a magic lock and only the
unlock spell will open this door.  Type 3 is a special lock and cannot
be opened normally.  Type 3 doors usually require keys or hitting some
sort of switch.  If you find a door, start by lockpicking it a couple
times, then switch to unlock.  Don't really worry about Type 3 doors
because a clue is usually given (something like, "There is a bronze
keyhole" indicating you need the bronze key)
4. Never forget to use your mages in a fight.  Even if the monster is
immune to all types of magic, you can always heal, bless, or haste your
fighters.  If you are really in a jam, remember the Lvl.2 Priest Spell
wound has no damage type and works against all monsters.  It only does
between 10-40 damage, but that might save your neck.  Also the majority
of monsters that are immune to all magic types are weak fighters, but
strong spellcasters.  Use Antimagic field and if the monster casts
spells, it will stop dead and not even attack with weapons.  That means
even your mages can come in and help fight the monsters.  Be careful
with the mages, though.
5. If a large section of the game seems hard, you probably need to gain
levels.  Go outside of a town and walk around.  Kill all monsters that
you see.  If you have to go in the town to heal, than you are pretty
close to the town, so it isn't a problem.  If just one dungeon or enemy
is hard, you need a new tactic.  Look in the walkthrough and see how to
beat the dungeon.  If it is just one enemy, start by casting Scry
Monster.  This spell gives all information about the monster, so you
know what spells to use.
6. Save before entering specials outside.  While most will allow you a
chance to leave without fighting or disturbing anything, several will
not.  This also applies to specials inside dungeons, although
problematic specials inside dungeons are less common.
7. Save before fighting large battles or dangerous enemies.  This way
if you lose, you can easily try again.
8. Save whenever you gain levels.  It is incredibly annoying to gain 2
levels, run into trouble and have to gain those levels again.
9. Raise your clearance as soon as you can.  You start at soldier, but
you can raise it to mage clearance and royal clearance.  You have to do
3 missions to raise your clearance.  One mission can be done in chapter
1, and the rest are done in chapter 4.  Higher clearance allows you to
talk to more people and gain spells from certain places.  You also gain
the benefits of the mission including the EXP and items from enemies
and any other rewards of the mission.  Accept all missions, but be
selective in the order you do them.  Some missions are harder than
others are.  Some missions require you to go somewhere you would have
to go anywise.  My recommended quest order:
-Blosk (complex, but all you need to do is look around town, no
fighting required)
-Patrick's Tower (requires a lot of running around, but little actual
combat)
-Almeria if possible, Fort Remote if you're too weak for the Trapped
Halls.
{Get Mage Clearance}
-Silvar (easy mission)
-either Formello, Fort Remote or Almeria
-Fort Dranlon (hard mission, but you get Dispel Barrier)
{Get Royal Clearance}
10. Never go below 50 food, with the exception of a couple places where
you lose most of your food.  I recommend buying extra food before going
on any long journey away from town.  Early on, you will end up buying
food with money, but by the middle of the game, you can just cast Manna
or Minor Manna to gain food.  The best way to use these spells is to
have a few MP left when you finish a random encounter.  Use all your
remaining MP on casting Manna or Minor Manna.  You probably have to
rest anyways after an encounter, and your MP will probably fully refill
by resting.  Lack of food means whenever you normally would eat, you
lose a certain amount of HP.  This can really hurt in the long run.
11. Try to keep some money on hand always.  It doesn't have to be a lot
of money (a couple hundred gold is more than enough), but the money
allows you to rest at inns, buy emergency food if needed, or pay
identification fees.  Beyond chapter 1, you will probably have enough
money that you won't need to worry about keeping money on hand, because
you won't have things you need to buy instantly.  The only time you
will run out of money is when you buy spells or training.
12. While money can be gotten fairly easily after chapter 1, be
selective in your purchases, especially spells.  Spells are very
expensive and you will rarely have enough money to buy all the spells
of a level immediately.  Buy the most needed ones first, followed by
useful spells later on, and ignore all the worthless spells.  Only a
few spells fit into the first category.  First category spells include:
heal spells, firestorm, kill, ravage enemy, Antimagic cloud, slow
group, curse all, and all spells that improve the entire party.  Second
category are spells that have value, but are only useful in certain
situations or are not going to be used that much.  Third category
spells just flat-out suck.  Also remember that you shouldn't waste your
money on spells that your Mage or Priest Spell level is too low for you
to cast anyways.
13. Don't be afraid to flee.  In outdoor battles, you can move the
party members to the border of the battlefield and try to move off the
battlefield and the member will run away.  In dungeon battles, you can
try to lose the monster in a corridor (Haste and Slow are very useful
here).  If you see an enemy before it sees you in a dungeon, you can
close doors to hide before it sees you.  If a monster doesn't growl, it
hasn't seen you.  You can also block off a corridor with webs or
(better) barriers.  Enemies cannot see through webs or barriers.  Force
Barriers can block enemies even if they have seen you, as in this
example:
       M is for your mage
       F is a fighter
       X is a barrier
       * is the enemy
       # is a fighter standing on a barrier
|   |
|M M|
|   |
|FFF|
|***|

Cast a barrier on a fighter

|   |
|M M|
|   |
|#FF|
|***|

Move the fighter back a space

|   |
|M M|
|F  |
|XFF|
|***|

Repeat until you fill the hallway

|   |
|M M|
|FFF|
|XXX|
|***|

The enemies are trapped, but be careful because some enemies can break
barriers.
14. When talking, you don't need to type out the whole work to ask
someone about something.  The text finder only reads the first four
letters that you type.  So typing "slit" is the same as typing
"Slitherzakai".  You can also always type "help", "name", "look", "job"
to get some sort of response.  You can usually figure out what to ask
about based on the response that you get from "job".  If someone says,
'I farm', asking about "farm" would probably get a response.
15. If you are lost in a dungeon, cast Magic Map.  This will show you
the layout of the dungeon (in most cases, some dungeons will not allow
you to cast Magic Map).  You can then view the dungeon and see the path
to get where you want to go.  Also, combining Detect Life with Magic
Map will show you approximately how many monsters you have to fight to
get to your destination.
15. Always carry at least one Potion of Clarity.  It sucks when all
your priests get dumbfounded at once and nobody can cast 'Restore
Mind'.  The potion can then heal the Dumbfound.
16. (Suggested by B'Nank).  If you know both Force Barrier and Dispel
Barrier, you can wall yourself in and use the long wait feature to
restore your MP.  Then just cast Dispel Barrier when ready to leave.
17. Most Wands are more useful if you keep them instead of selling them
for cash.  While a Wand of Death may seem pointless when you've got a
Kill spell, when you run out of MP in a dungeon, that wand is going to
be priceless.  This especially applies to Wands of Nullity, as
Antimagic Cloud is one of the most important spells in the game.
18. There are many many hidden doors and false walls in this game.
Especially outside in Exile.  In dungeons, there is usually a hidden
wall in the commander/leader's room.

-----------------------------------------------------------------------

--III. Characters--

    You have no set characters in Exile 2.  At the start of the
adventure you create a group of characters and stick with them until
the end of the game.  While it is possible to create new characters
during the game, it is a bad idea because they start with none of the
experience, spells, or items you acquired during the game.
    Make sure there is a good mix of characters in a party.  A great
setup is to create 2 fighters, a fighter-thief, and several mages or
priests.
    The default party can be used easily with only a few modifications.
    Although it is possible to have all advantages and be the best
race, doing this causes you to need over 200 EXP per level!  I usually
try to keep EXP per level between 120 and 130.  Fighters need a lower
EXP requirement than mages, because mages normally get more kills.


RACE:

Human: No advantages, +0 EXP per level
    Humans are good for keeping EXP requirements low.  Your mages
should be human because they have a long list of other traits needed.
Fighters should not be human, so they get benefits.

Nephilim: +1 Dexterity, Better with missile weapons, +12 EXP per level
    Nephilim are great for thieves because of the +1 dexterity.  The
missile bonus doesn't help much.

Slithzerikai: +1 Strength, +1 Intelligence, Better with pole weapons, +20 EXP per level.
    Sliths are excellent fighters. They do better with pole weapons and
pole weapons do the most damage out of all weapon types.  Therefore,
sliths do the most damage.  The strength bonus adds extra HP per level
and damage.  The intelligence doesn't help fighters, and I never use
sliths as mages because of the +20 EXP.

Toughness: Takes less damage, +10 EXP per level.
    This helps lessen physical damage.  Give this to as many of your
fighters as you can.  If also helps to have mages have this skill as
well (balance the exp. out by taking 'Frail' as well).

Magically Apt: Spells more effective, +20 EXP per level.
    Spells do a lot more damage to enemies, or last longer, or heal
more HP.  This improves both Mage and Priest spells.  Give this to all
your spellcasters.

Ambidextrous: Use two weapons at once, +8 EXP per level.
    Use two one-handed weapons at a time.  It is possible to use two
weapons without this trait, but there is a large drop in hit
percentage.  Two broadswords or wave blades allow a Nephilim thief to
do as much damage as a slith fighter.  Give this trait to your thief
and priest.  Do not give this to sliths because sliths use pole weapons
and pole weapons are two-handed.  The sliths, therefore, get no
benefit.

Nimble Fingers: Increases success with thief skills, +12 EXP per level.
    This increases the ability to pick locks and disarm traps.  There
is no difference on the stats screen, but you can tell the difference
when you actually use the skills.  Give this to your thief.

Cave Lore: Helps in caves, +6 EXP per level.
    I only know of one use for this skill.  Sometimes, there are
specials where you find food in the wilderness.  This skill tells
whether the food is safe to eat.  I don't know of any other effects.
If anybody knows what this skill does, e-mail me.  I usually give this
to one of my mages.

Good Constitution: Resist poison and disease, +10 EXP per level.
    This skill sounds useful, but really isn't.  Poison and disease are
rare in Exile 2.  Poison usually wears off, but if it doesn't just cast
Cure Poison.  Disease doesn't wear off, so cast Cure Disease.  This
skill isn't worth adding the EXP.

Sluggish: -1 AP, -10 EXP per level.
    Even though you get -10 EXP required, the AP cost isn't worth it.
Don't give this skill to anybody.

Magically Inept: Can't use magic, -8 EXP per level.
    The person cannot use magic or potions.  Completely and totally
useless.

Frail: More vulnerable to poison and disease, -8 EXP per level.
    The only disadvantage I ever use.  Poison and disease are easily
cured with a spell and using this disadvantage allows for another
advantage.  Give this to anybody who has too much EXP per level.

Pacifist: Cannot attack, -40 EXP per level.
    Pacifist prevents the character from fighting and casting attack
spells.  Because of this the person will almost never gain levels.  The
character doesn't get kills and without kills the only EXP acquired is
through other people's kills.  That means about 1 EXP for every monster
killed by another character.  This disadvantage makes the character
useless.  This trait should never be picked.


Good skill setups:
-
Slithzerikai
Toughness
Frail

The ultimate fighter with a low requirement (121 EXP per level)

-
Nephilim
Toughness
Ambidextrous
Nimble Fingers
Frail

A great thief who can also fight pretty well (135 EXP per level).  I
choose to use Ambidextrous and swords instead of pole weapons because
the damage adds up.

-
Human
Toughness
Magically Apt
Ambidextrous
Frail

A spellcaster who can fight (130 EXP per level).  If you want, ditch
Ambidextrous and have him/her carry a shield.  This also lowers EXP to
121 per level.

-
Human
Magically Apt
Ambidextrous
Cave Lore
Frail

A spellcaster who can handle attacking and has cave lore (125 EXP per
level).

-
Human
Magically Apt
Frail
Toughness

Probably the most useful pure spellcaster of the three.  While this
mage will not be able to fight, his defense (with both Toughness and a
shield) will be the best of the three (121 EXP).


SKILLS:

Health: Adds 2 HP for every 1 SP.  Maximum of 201.
    Have fighters start with about 20, mages with 10.  You shouldn't
need to add after the beginning because when you level up, your
strength adds a number of HP without spending any SP.

Spell Points: Adds 1 MP for every 1 SP.  Maximum of 99.
    Mages need about 15 to start with.  Mages get some free MP at the
start of a game based on Mage or Priest skill (3 MP per spell level).
Add points every so often.  This skill needs to be added to fairly
quickly.  By the way, the thing about MP is, the most expensive spell
costs 50 MP (and it isn't something you'd use often), but what costs a
lot is casting several spells.  So if you can afford to buy a lot of
energy potions and carry them around, you can actually get away with
only 50-60 MP.

Strength: Boosts damage in battle and HP gained per level. Maximum of 20.
    Fighters need this at 6-8 to start and Mages need it at 2-3.  Boost
this at the same rate as dexterity for fighters.  Mages need this
boosted to at least 4 as soon as possible.  If you are going with an
altered version of the default party, lower dexterity to 1 and raise
this using the SP.

Dexterity: Boosts hit percentage in battle, improves thief skills.  Maximum of 20.
    Fighters need to start at 6-8 and add at the same rate as Strength.
Mages should neglect this stat until they start using weapons.  At the
start, lower this stat to 1 and put the extra points into Strength to
raise the HP of your mages.

Intelligence: Effectiveness with spells.  Maximum of 20.
    Fighters should keep this at 1 and leave it at 1 the entire game.
Mages should start with 5-6 and raise it whenever possible.  This stat
is only useful to spellcasters.

Edged Weapons: Effectiveness with edged weapons.  Maximum of 20.
    Fighters who aren't sliths should start at 4-5.  Raise only this
weapon stat and only use edged weapons.

Bashing Weapons: Effectiveness with bashing weapons.  Maximum of 20.
    I don't really use this stat.  Edged weapons are more common and
cheaper, but do the same damage.  Until someone proves otherwise, use
edged weapons.

Pole Weapons: Effectiveness with pole weapons.  Maximum of 20.
    This stat should start at 4-5 for slith fighters.  Raise only this
weapon stat and only use pole weapons.  Non sliths should use edged
weapons instead.

Thrown Missiles: Effectiveness with thrown weapons.  Maximum of 20.
    Don't bother with this stat.  Thrown missiles have too low of
damage to be of any use.  If you need a ranged attack, cast attack
spells.

Archery: Effectiveness with bows and arrows.  Maximum of 20.
    Don't bother with this stat either.  Archery has low damage and is
worthless beyond the first chapter.

Defense: Ability to move with armor on.  Maximum of 20.
    This stat should start at 1 for all mages and 2 for all fighters.
It is key in reducing encumbrance.  Encumbrance is the weight of the
armor worn by a character.  Encumbrance reduces the amount of AP per
turn.  If you have an encumbrance of 2, you have 2 less AP.  If
encumbrance is over 1, the character cannot cast Mage spells (priest
spells have no encumbrance restriction).  Defense subtracts a number of
encumbrance in combat.  Every point of defense subtracts a point of
encumbrance in combat.  I think defense only works up to 3 points of
encumbrance. This allows you to equip heavier (better) armor and still
have the same number of AP.  Raise this stat up to 3 for fighters, 2
for mages.

Mage Spells: Ability to cast Mage spells.  Maximum of 7.
    This allows you to cast Mage spells.  Characters automatically know
most spells up to Lvl.3.  Beyond that, the spells must be found or
bought.  Raise this when you get spells that require higher ability.
Start with 3 for mages, none for fighters.

Priest Spells: Ability to cast priest spells.  Maximum of 7.
    This allows you to cast priest spells.  Character automatically
know most spells up to Lvl.3.  Higher spells must be bought or found.
Raise when needed.  Have one Mage start with this at 3, the other mages
raise it up to 3 ASAP. Fighters don't need this.

Mage Lore: Ability to learn new spells.  Maximum of 20.
    Mage Lore lets you read spells books that you find.  This is
crucial to learning higher level spells.  This doesn't matter if you
are buying the spell from a shop, only if you find the spell in a spell
book.  Whether you can read the book and learn the spell depends on the
total number of Mage Lore the party has.  I recommend starting at 3 for
mages and adding a couple points every 3-4 levels.  You only need about
20 for the entire party.

Alchemy: Ability to make potions.  Maximum of 20.
    Useless.  Alchemy is worthless because you need to carry the
ingredients around.  Why not just carry the potion you need instead of
the ingredients?  Keep this skill at 0 for the entire party.

 I've gotten a good argument by B'Nank about this.  He said, "Alchemy
is a good money maker.  Especially in the first chapter where money is
scarce.  And most of all, it is needed to get Resurrection Balm to cast
Raise Dead or Resurrection."  He's right about the Resurrection Balm,
but personally I still don't like alchemy.  It just doesn't fit with my
style because I find the potions are usually easier to find than the
ingredients, plus potions don't require skill points to get.  Although,
I will admit he is right about the value of Resurrection Balm, they CAN
be found after defeating enemies.

Item Lore: Knowledge of items dropped by enemies.  Maximum of 10.
    It can be good at high numbers.  If a dead enemy drops an item, the
game checks your item lore.  If item lore is high enough, the dropped
item is automatically identified.  This takes the sum of all the points
of item lore in the party.  Start with 0, but raise when you get to
high levels and are low on other things to invest SP in.  This skill
only makes a difference when the total of Item Lore in your party is
greater than about 5-6.

Disarm Traps: Talent in disarming traps.  Maximum of 20.
    This is a key stat because there are many traps in Exile 2.  Have
the thief start with this at 3 and raise every 2-3 levels.  Stop at
about 7-8.  The skill can be less useful because Exile 2 usually will
warn you before you step on a trap and are forced to disarm it.  For
example, the game will say, "The floor ahead looks suspicious."

Lockpicking: Skill at picking locks.  Maximum of 20.
    This is a stat for your thief that is very useful.  Picking locks
allows you to enter places without the use of the Unlock spell.  Start
at 3-5 and raise a point every other level.  Stop at 6.  Beyond 6, the
SP don't help because you can usually pick the lock in one try and if
you can't, just try again.

Assassination: Chance to do double damage.  Maximum of 20.
    Great skill for fighting.  It represents your chance to assassinate
and do double damage.  At skill 2, you can only assassinate against
weak enemies, but at 10 you can assassinate against medium strength
enemies, and at 20 you can assassinate against almost anybody.  Have
your fighters start at 1-2 and add points whenever possible.  There is
also an element of random chance, so even with low skill, you might be
able to assassinate on strong enemies.

Poison: Skill at using poison.  Maximum of 20.
    With this skill, you can put poison on your weapon stronger and
without damaging yourself.  This can be useful, but usually I never use
poison on my weapons.  Instead, I have a spellcaster use the Mage Spell
Poison.

Luck: How lucky a person is.  Maximum of 20.
    This affects whether you can survive a killing blow.  If you get
hit hard, your HP will drop to 0.  Get hit again and you die.  With
luck, you might "luck out" and survive.  This stat is a waste of SP
that would be better spent on useful skills.  This also has a slight
effect on items dropped, but I'd prefer to raise my attack skills.


My Party Recommendation:

Fighter 1
-Slithzerikai
-Toughness
-Frail

Raise Strength, Dexterity, Pole Weapons, and Assassination.  Start with
2 points of Defense also, and add one point somewhere in the game.  121
EXP per level.

Fighter 2
-Slithzerikai
-Toughness
-Frail

Raise Strength, Dexterity, Pole Weapons, and Assassination.  121 EXP
per level.  Basically identical to Fighter 1, because the type works so
well.

Thief
-Nephilim
-Toughness
-Nimble Fingers
-Ambidextrous
-Frail

Raise Strength, Dexterity, Edged Weapons, Assassination, Lockpicking,
and Traps.  I chose swords over axes because they are more common, but
have similar damage stats.

Mage 1
-Human
-Magically Apt
-Cave Lore

Raise Strength, Mage Spells, Priest Spells, MP, and Mage Lore.  Starts
with 3 Magic Spells, 0 Priest Spells.  As an idea, you can pick up
Frail and Toughness (they cancel each other out), but I prefer to have
one spellcaster without Frail (in case my party gets diseased, I have
someone whom will resist longer).

Mage 2
-Human
-Toughness
-Magically Apt
-Frail

Raise Strength, Dexterity, Mage Spells, Priest Spells, MP, and Mage
Lore.  Make sure to raise Magic skills before fighting skills.  This
character starts with 3 Priest Spells, 0 Magic Spells.

Mage 3
-Human
-Magically Apt
-Toughness
-Frail

Raise Strength, Dexterity, Mage Spells, Priest Spells, MP and Mage
Lore.  Make sure to raise Magic skills before fighting skills.  Starts
with 3 Magic Spells, 0 Priest Spells.  Again this is a valuable type of
mage, so I have two similar skill setups.  If you want, drop both
Toughness and Frail.


--IV. Spells--

This is a listing of the spells and my recommendations on usefulness
and suggested ways to use the spell.  I also list the location of each
spell.  If the location is Start, then you start with the spell.  If
there is no location listed, I do not know where to find the spell yet
(I update this section with new locations as I find the spells during
my current time playing the game).  If you know the location of a spell
that is not listed, please email "geniusjoe2001@yahoo.com".  I will be
most appreciative.


MAGE SPELLS

Level 1

Light: Creates light.  This allows you to see further than 1 space in
dark dungeons.  This would be useful, except for Long Light.  LOCATION:
Start

Spark: Fires a weak electric bolt.  Worthless because of the low
damage.  LOCATION: Start

Minor Haste: Speeds up a character.  Good for improving fighters, but I
usually use Haste instead. LOCATION: Start

Strength: Makes a character more skilled and the character does
everything better.  This is essentially the same as the Priest Spell,
Bless.  Useful for improving fighters.  LOCATION: Start

Scare: Decreases morale of the victim.  I have never found a use for
this. LOCATION: Start

Flame Cloud: Creates a fire cloud over a space.  Not very good, use
Wall of Ice, Wall of Force, or Wall of Blades instead. LOCATION: Start

Identify: This identifies one item.  Very useful for saving money on
identification fees.

Scry Monster: Find out information about a monster, including HP, MP,
Skill at combat and ability with Mage and Priest Spells. LOCATION:
Start

Goo: Covers target with goo.  I never use this spell, use Web instead.
LOCATION: Start

True Sight: See everything in a 3*3 radius.  Valuable for finding
hidden passages.  LOCATION: Center of Aranea Cave

Level 2

Minor Poison: A light poison on an enemy creature.  Good for mages who
resist all other elements. LOCATION: Start

Flame: Shoots a flame at an enemy.  Used only for conserving MP or very
early in the game. LOCATION: Start

Slow: Victim gets only half as many turns as normal.  Great for holding
off an enemy until later in the battle.  Also good for allowing you to
run from an enemy. LOCATION: Start

Dumbfound: Makes victim easier to hit and damage.  It never seems to
work well when I cast it. LOCATION: Start

Envenom: Puts poison on a character's weapon.  Pointless, just poison
the monster yourself with Minor Poison. LOCATION: Start

Stinking Cloud: Creates a cloud of gas.  Anyone entering is cursed
(lower attack, lower hit percentage, and lower defense).  Valuable for
weakening enemies.  Becomes obsolete when you get Curse All or Ravage
Enemy. LOCATION: Start

Summon Beast: Summons a weak monster to fight on your side.  Don't
bother with this spell.  Use Weak Summoning instead or just charm an
existing enemy.  LOCATION: Buy from a special north of Fort Duvno for
125 gold.

Conflagration: Creates a radius 2 circle of flame clouds.  Not used
much because Fireball or Firestorm do group fire damage and don't block
your fighters from attacking.  LOCATION: Buy from a special north of
Fort Duvno for 150 gold.

Dispel Field: Erases a magical field (flame cloud, ice wall, force
wall, blade wall).  Not used because it only erases 1 square and most
of these fields are long walls or large areas.  LOCATION: Buy in Fort
Dranlon for 100 gold or buy from a special north of Fort Duvno for 100
gold.

Invisibility: Makes a character invisible.  The character becomes
visible when they attack or use a spell.  Good way to protect a weak
character or a mage who has run out of MP. LOCATION: Start

Level 3

Unlock: Unlocks a door.  Invaluable because many doors can only be
opened with this spell. LOCATION: Start

Haste: Speeds up a character.  Valuable for allowing a fighter to
attack more often in a turn or allowing a mage to cast 2 spells in a
turn. LOCATION: Start

Fireball: Hits a 3*3 area with a fire spell.  Incredible damage and
with the large area, lets mages kill several enemies in a turn.
LOCATION: Start

Long Light: Like Light, but lasts much longer.  Required for dungeon
crawling.  After all, if you need to cast several spells to kill
somebody, you better see him before he's right next to you. LOCATION:
Start

Fear: More powerful version of Scare.  I never use this spell, either.
LOCATION: Start

Wall of Force: Creates a long wall of force.  Hit space to rotate.
This can be used to block off areas because enemies will rarely walk
into or through a wall.  LOCATION: Verdant Valley or buy in Fort
Dranlon for 200 gold.

Weak Summoning: Creates up to 8 monsters, which fight on your side for
a while.  Good for distracting the enemies. LOCATION: Start

Flame Arrows: Casts flame on several targets.  Each arrow seems to do
less damage than a flame spell.  Useful for targeting several enemies
that are spread far apart. LOCATION: Start

Web: Creates a radius 2 circle of webs.  Webs slow down anyone walking
through them.  This can be used to weaken enemies or to block off
vision of enemies (they cannot see through webs). LOCATION: Start

Resist Magic: Improves a character's resistance to general magic.  This
has little use because the only spells that enemies use that are
general magic are Kill, Forcefield and Wall of Force. By the time
enemies start using Kill, you will have enough HP to survive several
spells.

Level 4

Poison: Better than Minor Poison.  Take the same advice as Minor
Poison, except this is more useful due to the higher damage.  LOCATION:
Buy in Formello

Ice Bolt: Shoots a bolt of ice.  Identical to flame, except this spell
does Ice type damage. LOCATION: Buy in Formello

Slow Group: Slows all enemies within 12 spaces.  Exceptional for
weakening enemies.  This spell halves the movement of all monsters in
12 spaces.  This is a great spell to start a fight with. LOCATION: Buy
in Formello

Magic Map: See a vision of the entire map of the current location in
town or dungeons.  Requires a sapphire.  Very helpful for locating
secret rooms and finding your way through mazes. LOCATION: Buy in
Formello

Capture Soul: Attempts to create a copy of the monster inside your soul
crystal.  Requires a soul crystal.  This adds a copy of the monster
inside your soul crystal.  The monster can then be summoned with
Simulacrum.  Use this on powerful monsters to get great allies.  The
soul crystal can only hold 4 monsters at a time, though.  LOCATION: Buy
in Elgi

Simulacrum: Uses captured souls to create a monster to fight for you.
Requires a soul crystal.  Capture a monster with Capture Soul and then
summon it with Simulacrum.  Valuable for creating good monsters to
fight for you.  LOCATION: Buy in Elgi

Venom Arrows: Similar to flame arrows, except casts Poison on all
enemies hit by the "arrows".  Useful for Poisoning a group of enemy
spellcasters. LOCATION: Buy in Formello

Wall of Ice: Creates a long wall of ice.  Used like Wall of Force,
except ice walls last longer and do more damage. LOCATION: Buy in
Formello

Level 5

Stealth: Lowers the chance enemies will see you.  Only used to sneak by
powerful monsters.  It doesn't help if the enemy has already spotted
you.  LOCATION: Buy in the Tower of Magi laboratory for 200 gold

Major Haste: Casts Haste on all party members.  This is used similar to
haste, but works better.  Use at the start of battles to improve your
group's fighting ability. LOCATION: Buy in the Tower of Magi laboratory
for 250 gold

Firestorm: Hits a radius 2 circle with a fire spell.  More powerful
than Fireball, and can hit more enemies.  This spell is invaluable for
killing large numbers of enemies.  LOCATION: Buy in the Tower of Magi
laboratory for 500 gold

Dispel Barrier: Removes a magic barrier.  Works on both Fire Barriers
and Force Barriers.  Used often to remove pesky barriers.  Very
important for beating Exile 2.  LOCATION: Complete Fort Emerald Mission

Fire Barrier: Creates a fire barrier at a space.  Fire barriers damage
anybody walking through them.  Good to force enemies into a narrow
passageway.  Once they have to enter the passageway, blast them with
Firestorm, Fireball and other spells that hit enemy groups.  LOCATION:
Buy in the Tower of Magi laboratory for 300 gold

Summoning: Like Weak Summoning, but the monsters are stronger.  Use
instead of Weak Summoning because the monsters last longer and do more
damage.  LOCATION: Buy in the Tower of Magi laboratory for 350 gold

Shockstorm: Fills a radius 2 circle with force walls.  Good for
blocking passageways and entrances.  LOCATION: Buy in the Tower of Magi
laboratory for 350 gold

Spray Fields: Create a number of randomly chosen fields.  Useless
because you could randomly get fire walls, force walls, ice walls,
Antimagic walls, or blade walls.  LOCATION: Buy in the Tower of Magi
laboratory for 250 gold

Level 6

Major Poison: Like Poison, but much more powerful.  Use on same enemies
as Minor Poison and Poison, but this spell does tons of damage.  Very
valuable for dealing with enemy mages.  LOCATION: Buy in the hidden
Tower of Magi library for 400 gold

Group Fear: All monsters within 12 spaces get hit with  Fear spell.
Because Fear is useless, this spell is too.  LOCATION: Buy in the
hidden Tower of Magi library for 450 gold

Kill: Does a lot of magic damage to one target.  Does the most damage
in the game to enemies.  Unfortunately, later in the game, many
monsters are resistant or immune to magic.  LOCATION: Buy in the hidden
Tower of Magi library for 800 gold

Ravage Enemy: All monsters within 8 spaces are hit with a Slow spell
and a Curse spell.  Incredibly useful.  Battles that would normally be
hard are simple with this spell.  If you combine this spell with Major
Blessing, your party is close to invincible!  LOCATION: Buy in the
hidden Tower of Magi library for 600 gold

Daemon: Summons a demon.  With Simulacrum and Major Summoning, I rarely
use this spell.  Simulacrum is better because you can choose the
monster and Major Summoning summons many more monsters.  LOCATION: Buy
in the hidden Tower of Magi library for 700 gold

Antimagic Cloud: Creates a radius 2 circle of Antimagic.  Antimagic
prevents spells from being targeted into or cast out of the field.
Using this spell can take enemy spellcasters completely out of the
fight.  Without mages, your fighters shred through the enemy fighters
and move on to attack the mages.  This spell eventually fades (like all
wall spells), but while an enemy mage is standing inside the cloud, the
mage will do nothing.  They won't cast spells, attack, or even move out
of the cloud.  If used correctly, this spell is definitely one of the
best spells in the game.  LOCATION: Buy in the hidden Tower of Magi
library for 600 gold

Mindduel: Cast on an enemy who can use magic and a mental battle
begins.  The loser gets MP drained, dumbfounded, or killed.  Requires a
Smoky Crystal.  This spell stinks because you will probably lose the
mental battle.  Even if you win, the spell isn't effective enough to be
useful.  Don't bother buying this spell.  LOCATION: Buy from a mage
wandering the outer halls of the Tower of Magi for either 7500 (!) gold
or 500 gold with a Fire Lizard Egg

Flight: Party flies for 3 spaces.  Valuable to cross rivers, lava, or
pits.  This spell becomes obsolete once you get the Orb of Thralni
(which allows you to fly for 5 spaces and never requires magic).
LOCATION: Pyrog Labs in Pyrog's Cave.

Level 7

Shockwave: Sends out a wave of damage that hits everybody (your party
included) within 10 spaces.  This spell does far too little damage to
be useful.  Don't waste your time with this spell.  LOCATION: Empire
Archives.

Major Blessing: Casts Bless, Haste, and Envenom on the entire party.
This spell increases fighting ability, doubles or triples AP and puts
poison on your weapon.  This spell is great to start battles with
because it improves your party so much.  This is great when combined
with Ravage Enemy.  Get this spell as soon as possible.  LOCATION:
Bookshelf in Solberg's Tower, Royal Clearance needed.

Recharge: Adds a charge to a wand, staff, or rod.  Useless because you
can destroy the item and one charge isn't all that useful.  LOCATION:
Found on the highest floor of the Tower of Elderan.

Protection: Casts Resist Magic on the party and makes one character
invincible.  Resist Magic still isn't very useful, but the
invincibility is a great benefit.  A tough call on the overall
usefulness.  LOCATION: Complete mission in Gnass.

Major Summoning: Like Weak Summoning and Summoning, but with more
powerful creatures.  Use in the same ways as these two spells.
LOCATION: Found on the highest floor of Tower of Elderan.

Force Barrier: Creates a force barrier at a space.  This is a permanent
barrier that cannot be walked through.  The only way to get rid of the
barrier is Dispel Barrier.  Make sure you don't trap yourself.  This is
used like Fire Barrier, except you can barricade creatures in with
Force Barrier.  Some enemies can break through the barrier, though.

Quickfire: A fire, which burns through the current town, dungeon, or
battlefield.  Only Fire Barrier, Force Barrier and solid walls stop the
fire.  This spell sounds better than it is.  The high cost (50 MP)
prevents it from being used commonly in battles and the lack of control
over the fire makes it worthless in dungeons.  LOCATION: Give Rentar-
Ihrno the Mica Tome.

Death Arrows: Like the other arrow spells, but shoots targets with a
kill spell.  Like Flame Arrows, these spells do less damage.  The
damage is about half of a kill spell, but the number of targets makes
it valuable.  It should be used against a number of enemies vulnerable
to magic.  LOCATION: Sail south from the Empire Archives.  At a special
space, choose wait.  Also found in Akhronath Wizard chamber.

-----------------------------------------------------------------------
 PRIEST SPELLS

Level 1

Minor Bless: Increase hit percentage and attack damage and dodge more
attacks and decrease damage taken.  A good overall spell, but rarely
used because Bless is more effective and you get both Bless and Minor
Bless at the start of the game.  LOCATION: Start

Minor Heal: Recover a small amount of HP.  A good spell because of its
low MP cost.  This spell is used rarely, because I usually am injured
enough to need to cast Heal. LOCATION: Start

Weaken Poison: Lessen amount of poison in a character's body.  In
practical terms, this spell can be cast twice for the same effect as
Cure Poison.  Very rarely used, because poison isn't that deadly and I
can use Cure Poison instead. LOCATION: Start

Turn Undead: Does decent amount of damage to undead.  Not as useful as
you would think.  While the damage is okay, you will run into few, if
any undead monsters before Formello, and in Formello you can buy the
more powerful Dispel Undead. LOCATION: Start

Location: Gives the party's x-y location in town.  I have never used
this because I don't really see the point of this spell. LOCATION:
Start

Sanctuary: Hides a party member.  This makes you invisible, but when
you attack, the effect wears off.  This spell isn't all that useful
because the invisibility wears off.  I use this spell rarely. LOCATION:
Start

Symbiosis: The caster of the spell can absorb someone else's damage.
This is one of the stupidest spells in the game.  Why would I want my
priest, who has low HP and weak armor to take damage instead of my
powerful fighter?  I have never and will never use this spell.
LOCATION: Start

Minor Manna: Gives the party a bit of food.  A nice spell, because it
saves you from paying for food.  The best thing to do with this (and
the improvement of this spell, Manna) is to use up all your MP casting
it before you rest outside.  LOCATION: Center of Aranea Cave.

Ritual-Sanctify: Cleanse a space of evil power.  This is a spell that
is incredibly expensive and used only in special situations.  This
spell will purify evil altars and is needed to complete a missions.
LOCATION: Formello Old Library

Stumble: Slower attacks and less attack damage.  I can't comment
because I have never tested this spell. LOCATION: Start

Level 2

Bless: This is the same as Minor Bless, but with a stronger, longer-
lasting effect.  This is a spell that I use frequently. LOCATION: Start

Cure Poison: Removes poison from a character's body.  Quite useful,
especially since my party is pretty weak against poison. LOCATION:
Start

Curse: Opposite of bless.  Victim takes more damage, hits less often,
does less attack damage, and dodges less attacks.  Very good to weaken
a strong enemy. LOCATION: Start

Light: Creates light.  Use long light instead, because this spell lasts
for a very short time. LOCATION: Start

Wound: Damage to one target.  This spell rocks!  You may not think so,
but this spell can be useful even near the end of the game.  The reason
is because enemies cannot be immune or resistant to Wound.  Wound also
does decent damage for a low MP cost.  This spell is used very often
against all types of enemies. LOCATION: Start

Summon Spirit: Summons a spirit to fight for you.  I don't really like
this spell because spirits are generally weak and don't do a lot of
damage.  Cast minor summoning instead. LOCATION: Start

Move Mountains: Shatters a cracked wall.  This spell also works on
walls with moss on them.  This spell is often used and can be used to
create a nice back entrance.  This spell is very important.  LOCATION:
Found in Nephilim Fortress.

Charm Foe: This causes an enemy to fight for you.  The charm lasts
until the battle is over or you attack the charmed foe.  This spell is
quite useful if used on powerful enemy creatures.  LOCATION: Buy in
Mancuso for 175 gold.

Disease: Gives a target a disease.  Disease will eventually give the
target other status effects, such as slow or poison.  The problem with
disease is that in the time it takes for disease, you could've killed
the monster.  This spell is never used. LOCATION: Start

Dispel Field: Dispels walls.  This spell can be used to get a wall out
of your way.  Not used very often because I place walls so they don't
get in my way. LOCATION: Start

Level 3

Heal: Like Minor Heal, but restores more HP.  A good spell that is used
quite frequently. LOCATION: Start

Minor Heal All: This spell is useful because it casts Minor Heal on
your entire party.  Great for recovering from area effect spells.  The
disadvantage is that Minor Heal doesn't recover much HP.  Still a good
spell. LOCATION: Start

Holy Scourge: A more powerful version of Curse.  Strangely, this spell
also casts slow when cast on your party members, but doesn't slow
enemies.  Still a useful spell for weakening enemies. LOCATION: Start

Detect Life: Shows all enemies, people and monsters on the town map.
This spell can be invaluable when combined with Magic Map, so you can
find out how many monsters are between you and your goal. LOCATION:
Start

Repel: Tries to make victim flee.  No real point to casting this spell
because it rarely works.  LOCATION: Start

Manna: Creates a lot of food.  Like Minor Manna, but stronger.  With
this spell and decent intelligence, you will never have to buy food
again.  Used often.  LOCATION: Buy in Mancuso for 100 gold.

Forcefield: Creates a 3 by 3 square of force walls.  Somewhat useful in
narrow passageways.  LOCATION: Buy in Mancuso for 200 gold.

Cure Disease: Cures disease for one party member.  Cast this spell
whenever someone gets diseased because disease leads to more deadly
conditions, such as dumbfound and poison. LOCATION: Start

Restore Mind: Cures dumbfound.  This spell should be cast as soon as
possible if your spellcasters get dumbfounded.  If the target of
dumbfound was a fighter, then you can wait until after battle to cure
dumbfound.  Fortunately, your party members are rarely dumbfounded.
LOCATION: Start

Smite: Fires a number of arrows that do Ice damage.  Like all arrow
spells, Smite is a weak, mostly worthless spell.  LOCATION: Buy in
Mertis for 350 gold

Level 4

Cure All Poison: Removes poison from the entire party (actually just
casts Cure Poison on every party member).  Quite useful when going
through swamps.  Especially if your party members have the attribute
'Frail'.  LOCATION: Buy in Formello church for 100 gold.

Curse All: Casts Curse on all enemies within 10 squares.  Incredibly
useful.  This, in addition to Slow Group, makes a powerful combination
that vastly weakens enemies.  Add in Bless All and Major Haste (or just
Major Blessing) and your party can take out vastly superior numbers of
enemies.  In case you haven't seen the message yet, buy this spell!
LOCATION: Buy in Formello church for 150 gold.

Dispel Undead: Does a lot of damage to undead enemies.  The chance of
working is based on your level.  Quite useful against undead and pretty
low MP cost for the amount of damage.  Well worth the cost.  LOCATION:
Buy in Formello for 75 gold.

Remove Curse: Removes the curse on an item.  Very few items are cursed,
and cursed items are shown when you examine them after the item is
identified, so this spell is worthless if you're careful.  Don't waste
your money.  LOCATION: Buy in Formello for 400 gold.

Sticks to Snakes: Creates several snakes.  These are weak fighters, but
they have a good purpose.  This spell creates many snakes even at
relatively low levels.  These snakes are only good for delaying the
enemy and making the enemy target the snakes instead of party members.
Still worthwhile to distract enemy fighters.  LOCATION: Buy in Formello
for 200 gold.

Martyr's Shield: When one specific target takes damage in combat, the
attacker takes half of the damage dealt.  Nice, but unless you are
swarmed, this is of little use because it doesn't lessen the damage
taken.  Little value.  LOCATION: Buy in Formello for 100 gold.

Cleanse: Removes all webs and disease from a target.  Useful if going
through an area with webs or against enemy priests casting 'Web' or
'Disease'.  Worth the money, although if you are low on cash at the
time, you can teach this to only one person and still be okay.
LOCATION: Buy in Formello for 80 gold.

Firewalk: Allows your entire party to walk through lava for a while
(between 2 and 10 steps, depending on caster's level).  The way to
avoid casting this several times is by casting it, then going into
combat mode.  In combat mode, you can walk 4 steps a turn, so the spell
lasts 4 times as long.  Necessary for going through several dungeons.
LOCATION: Buy in Formello for 250 gold.

Level 5

Bless Party: Casts Bless on the entire party.  An excellent spell.
Although Major Blessing makes this spell obsolete, combining Bless
Party and Major Haste will be an excellent combo until you get Royal
Clearance.  An extremely good buy.  LOCATION: Buy in the Tower of Magi
temple for 400 gold

Major Heal: Casts a stronger version of Heal on one person.  Nice,
although Revive is better.  Personally, I prefer to only use this in
battle if one person is hurt.  If 2 or 3 people are hurt, Minor Heal
All is still quite useful.  LOCATION: Buy in Tower of Magi temple for
400 gold

Raise Dead: Has a chance to revive one dead person.  Requires a
Resurrection Balm.  Nice spell, but the Resurrection Balm requirement
drops the usefulness.  LOCATION: Find in a hidden room of the Tower of
Magi temple, need Dispel Barrier or Piercing Crystals.

Flamestrike: Exactly the same as the mage spell Fireball, but costs
more MP.  No value, unless you have a pure priest with no mage skill.
LOCATION: Buy in the Tower of Magi temple for 600 gold

Mass Sanctuary: Casts Sanctuary on all members of your party.  This is
excellent for escaping because you just run and don't cast spells or
attack.  Combine with Stealth to create an excellent combo for escaping
or sneaking by enemies.  LOCATION: Buy in the Tower of Magi temple for
300 gold

Summon Host: Summons 4 Spirits and a Deva.  At low levels, this is
better than other summon spells because you are guaranteed to have 5
monsters, regardless of level.  LOCATION: Buy in the Tower of Magi
temple for 600 gold

Shatter: Casts Move Mountains on every square surrounding you.  If you
haven't found Move Mountains yet, this is quite useful.  Also more
valuable if you have to destroy multiple blocks next to you.  Not as
good as Move Mountains overall because you rarely need to destroy
multiple blocks at once.  Still a good buy though.  LOCATION: Buy in
the Tower of Magi temple for 350 gold

Dispel Fields: Removes walls.  Doesn't remove barriers.  Worthless
because most walls either regenerate or disappear with time.  And the
damage from all walls except Wall of Swords is low.  LOCATION: Buy in
the Tower of Magi temple for 250 gold

Level 6

Heal All: Casts two Heal spells on every party member.  Forget Major
Heal, use this instead.  Similar MP cost, but much more healing and it
heals the entire party.  Very valuable until you get Revive All.
LOCATION: Buy in Dharmon from a priest for 500 gold.

Revive: Fully heals one person and removes all poison from that person.
Extremely important.  Use this if someone takes a lot of damage, and
the poison cure is a side benefit.  LOCATION: Buy in Dharmon for 500
gold.

Holy Ravaging: Very strong curse.  I think this is something like 3
times the power of Curse, plus with Slow thrown in.  Only targets a
single enemy though, so has much less use than Ravage Enemy or Curse
All.  LOCATION: Buy in Dharmon for 600 gold.

Destone: Just what the name says.  If someone is turned to stone by a
Basilisk/Ur-Basilisk, this heals them back to normal.  Not likely to
have much use, but needed as a backup just in case.  LOCATION: Buy in
Dharmon for 800 gold.

Get Guardian: Summons a Guardian to help fight for you.  A strong
fighter, but impractical because you can't see the guardian, so if you
use Firestorm or Divine Thud, you'll probably end up hitting your own
ally by mistake.  LOCATION: Buy in Dharmon for 1000 gold.

Mass Charm: Casts Charm on all enemies within 8 squares.  Excellent for
turning a battle around or dealing with monsters that an enemy mage
summoned.  Like Charm, this lasts until the enemy dies or disappears if
it is a summon.  Very useful, but doesn't work on strong enemies.
LOCATION: Buy in Dharmon for 900 gold.

Protective Circle: Creates a lot of walls around the caster.  This
makes a mage unable to flee if necessary or cast spells because
Antimagic is also cast.  Totally worthless.  LOCATION: Buy in Dharmon
for 400 gold.

Pestilence: Casts Disease on every enemy within 8 squares.  Not very
practical because disease requires many turns to take effect and the
effects of disease aren't that threatening.  LOCATION: Buy in Dharmon
for 600 gold.

Level 7

Revive All: Casts two Major Heals on every party member, despite what
the name says.  Also cures all poison.  Quite useful, although Revive
is still useful on single party members.  LOCATION: Fort Kothar, second
floor.

Ravage Spirit: Does a lot of damage to demons.  The chance of this
working is level based, but when it does work it does tons of damage.
Quite useful.  LOCATION:  Middle right bookshelf in the library in
Akhronath.

Resurrect: Revives people who are turned to Dust or Dead.  Again,
requires a Resurrection Balm to work.  LOCATION: Buy in The Castle
temple for 2000 gold.

Divine Thud: Has a circular pattern like Firestorm, but does Magic-type
damage.  Useful, but many enemies resist Magic.  Still a valuable area
effect spell.  LOCATION: Buy in The Castle temple for 2000 gold.

Avatar: Makes caster very powerful, by casting Bless, Haste, Martyr's
Shield, Revive, Cleanse, and Magic Resist.  Also makes the caster
invulnerable to all damage.  Very useful, and turns a decent priest
into a killer fighter.  LOCATION: In the Crystal soul shrine, ask
Wilvron-Bok about 'magic'.

Wall of Blades: Creates a blade wall similar in size to Wall of Ice.
Blade walls do good physical damage and are the longest lasting wall.
Nice way to trap enemies because they will not enter a blade wall.

Word of Recall: Teleports party back to Fort Ganrick, where you start
the game.  Cannot be cast in town.  Not that useful, but can bail you
out if you get trapped by several powerful monsters or can save you a
long walk back from several places.  LOCATION: Bookshelf in The Castle
mage chambers.

Major Cleansing: Removes webs and disease from all party members.  At 8
MP, it is quite a bargain.  Very valuable if walking through webs or if
the enemy casts Pestilence.  LOCATION:  Bookshelf in Tiger Den.

--V. Walkthrough--

Note: Exile 2 is a very non-linear game.  Feel free to explore and do
things in another order.  I chose the order that seemed easiest, but
there are other ways to complete the game.  Good luck!  I have put
_*CAPITAL LETTERS*_ to easily show the location of spells and key
items. A few important reminders or dangerous enemies are in all
CAPITAL LETTERS.  Words to say to someone are shown like this 'word'.
I've split the chapters into logical parts by using -This font-.  Here's
an overview of the Walkthrough, as viewed in Word using the fonts that
I used.  If you use different fonts or view it on the Internet, some of
the page numbers might be incorrect, but the order and relative length
will be the same.

-Chapter 1-
Page 26-Fort Ganrick and Fort Draco
Page 27-The First Dungeon
Page 27-Salamanders and Verdant Valley
Page 27-Nephilim Castle
Page 28-Spiders (Aranea Lair)
Page 28-Fire Lizard Eggs and Sliths
Page 29-Formello
Page 29-Ruined Town

-Chapter 2-
Page 30-Waterfalls and Ruined Fort
Page 31-Vahnatai Crypt
Page 32-More Waterfalls

-Chapter 3-
Page 32-Avit and the Tests
Page 33-Optional things to do in Vahnatai Lands
Page 34-Olgai and the Council

Chapter 4-
Page 34-Tower of Magi
Page 35-Improving your clearance
Page 36-Tower of Sixus
Page 38-Leveling Up
Page 38-Getting a Blue Pass
Page 40-What you can do with Magi Clearance
Page 40-Finish the Formello and Silvar missions
Page 41-Limoncelli
Page 43-Dispel Barrier, Royal Clearance and Major Blessing
Page 43-Fighting Giants and the Mithril Helm
Page 43-Entering Pyrog's Fort
Page 44-Inside Pyrog's Fort
Page 45-Returning Jekknol-Bok
Page 45-Fort Kothar and a Gray Empire Pass
Page 47-Proof of the location of Caffren-Bok
Page 48-Erika's Tower
Page 49-Athron's Lair
Page 50-Getting ready to enter Akhronath
Page 51-Inside Akhronath
Page 52-Returning Vyvnas and Demonslayer
Page 53-Tower of Elderan
Page 53-Fort Legov (Empire Archives)
Page 55-Lair of Sulfras
Page 56-Heading to the Teleporter Fort
Page 57-Teleporter Fortress
Page 58-Rewards and the Lava Dome
Page 59-Delrin, Fort Haledon, and the Guardian Plains
Page 60-Ornotha Ziggurat
Page 61-The Halls of Chaos and Blessed Athame
Page 63-Locating Garzahd's Fortress and Abusive Trickery
Page 64-Garzahd's Fortress

Page 65-The Ending

-CHAPTER 1: The Barriers-
*Note: everything in this chapter before Formello is totally optional.
I just list everything that you can do because you will probably need
the levels, experience and gold to survive chapter 2.

-Fort Ganrick and Fort Draco-
    Set up your party and leave your room.  Explore the fort and talk
to the commander.  Make sure to ask about your mission.  There are
supplies in the east rooms.  The northeast room that has supplies has a
hidden door on the north wall.  Pick up everything and equip yourself.
In the barracks, there is a nice Bronze Broadsword.  You can get this
without fighting by using what I call the 'Web Trick'.  Enter the door
and take one step inside.  Wait till the soldiers are on the other side
of the barracks.  Save in case you screw up the web placement.  Close
the door by hitting the 'use' command on the door.  Go into battle and
cast the mage spell Web between the soldiers and you.  Now have one of
your characters get the broadsword (choose to steal it).  Exit battle
mode, then walk inside the fort to find the nearest soldier or
townsperson.  If they don't attack you, you got away clean.  Give the
broadsword to your fighter using Edged Weapons.
  When you leave the fort, Nephilim will attack.  You can avoid this
fight by walking through the kitchen.  Defeat them with you fighters
attacking, mages casting Fireball, and priests casting Wound.  Grab all
the loot they dropped and look at the map the Nephil Chief was
carrying.
    You could go to the Nephilim Fort now, but it would be hard to
survive.  Head a little ways south on the road and you will see a sign
directing the way to Fort Draco. Buy a Leather Jerkin for anyone who
doesn't have armor yet.  Buy everyone a Leather Helm, then buy your
fighters each a pair of Boots.  You'll probably be broke now.  If not,
buy more pairs of boots for your mages.  Then head to the foundry.
Steal the Steel Saber, then give it to your Ambidextrous Edged Weapon
fighter.  This, combined with the Bronze Broadsword you got earlier,
makes a good group of weapons.  See what the steelmaker is selling.
The Steel Spears are nice and you should return to buy these as soon as
you get enough money (one for each Slith fighter).  The Steel
Broadsword is also nice, but only buy it after you have bought the
Steel Spears and training (you probably should also buy a boat
beforehand).
   Go outside and look around for fights.  Ideally, you will fight
Goblins or Bandits because they drop money or items.  Talk to everybody
to learn about the magic barriers.  West of the north gate, there is a
store that sells lockpicks and torches.  Buy some lockpicks for your
thief and talk to the shopkeeper.  She will tell you things like,
"Don't go near the ore piles behind the shop.  They are perfectly
normal."  Walk behind the shop through the ore piles to find a
staircase to a dungeon.

-The First Dungeon-
    The fights are easy if you remember to use magic and your fighters.
Search the area and you will find information about the enemies in a
dresser.  The room with the dresser and information about Black Saber
has a hidden passage on the right side of the room.  The locked doors
can be easily opened with a lockpick or Unlock spell.  Search the right
wall of the Captain's room.  You'll find a hidden passage with a couple
traps and a chest.  In the rightmost room (the one located under the
inn) there is a secret passage in the wall.  You can fight several rats
for easy experience.  There is an exit from Fort Draco in the upper
right of the rat cave.  After you finish this dungeon, go to the armor
seller and buy enough leather helms for your entire party.  If you have
the money, buy some boots too. Train a little bit if you can afford it
and have the SP.  If you don't have the money for a good skill, don't
waste the SP on a cheaper, worse skill.  Instead, either go to another
dungeon or fight random encounters.  The soldiers and brigands you can
fight around Formello give up pretty good money.
   Now leave Fort Draco.  You can either go east or west from Fort
Draco to find some fights and EXP, but I recommend east.  The fights to
the west include some Aranea who have strong magic.  If you choose to
go west first, skip down to the section "Spider Wars".  If you choose
to go east continue reading.

-Salamanders and Verdant Valley-
    Go east to the Gunston Homestead.  There you will find a small,
narrow passage in the upper right from the main area.  Save before
entering because there is a tough fight with Salamanders.  You should
be able to win if you follow my combat tips and have semi-decent armor.
Kill both salamanders and go to one of the buildings.  Talk to Tor
about "Salamanders".  You will get an Ivory Charm, an item that raises
defense by 4.  Equip this on one of your weaker (less HP or weaker
armor) fighters.
   After cleaning out the salamanders, continue heading east.  You will
reach a place called the Verdant Valley.  Enter from the north.  Head
south onto the ledges, but enter the first building on the west you
see.  Kill the enemies within, then head up to the second floor.  Clean
out your opposition, then search the bookshelves in the north room.
One of them has the Mage spell *_*WALL OF FORCE*_*.  There is a hidden
passage in the lower left of the room with bookshelves.  Inside are
four Hordlings (weak demons), 100 gold, and several potions.  Go back
to the first floor.  If you need to rest, leave, then return.  Walk
through the center section, killing the enemies.  Be careful of the
Fire Lizards and Lava Bats.  If you get in trouble, flee.  Nothing here
is valuable enough to risk losing a character and having to pay for
revival.
   Now we're ready for the Nephilim Castle.  Return to Fort Ganrick,
then head east.  Check the map you got from the Nephil Chief in Fort
Ganrick to see the location of a nice back entrance.  Search the walls
north of the fort to find the entrance.

-Nephilim Castle- (contributed by Dark, with several additions)
   Enter through the north.  Make sure to pick up the treasure from the
Giant Spiders' portion, especially the unique and semi-valuable
Electrum Ring (150 gold value, nothing else).  Head through the gate
(password it asks for is 'ghath').  Head through the back gate, then
east.  You'll find a large building.  Head through it to find the
Nephil Chief you're have to kill.  Then go to the northeast portion of
the building.  There is a room with a Nephil Chief and a bookshelf.
Open the north door, then search the left-hand wall to find a hidden
passage.  Go through it and disarm the traps, then Unlock the next
door.  Open all the chests to find a good amount of money, and a nice
Bronze Broadsword +1.  Give this to your Edged Weapons fighter (give
his old Bronze Broadsword to someone else).  Go south.  There is a
cursed halberd here (halberds have great damage, but the to-hit penalty
will destroy your accuracy).  South of that is a jail.  Talk to the
prisoner and ask about 'password'.  He'll tell you the password is
ghath, but we knew that.  Ask about 'escape' and he'll leave the
Castle.  I don't think there is any reward for this.
   Head west, then north.  There are two more buildings here, the red
brick church with 3 Nephil Shamans, and just south of it, another brown
building with bookshelves in it.  Search the bookshelves to learn
*_*MOVE MOUNTAINS*_*.  This is a very useful and important spell.  Now
you can continue searching for fights or leave.  Leave through the back
exit, then return to Fort Ganrick.  Ask the commander about 'reward',
then travel to Fort Draco to sell all the stuff you've got.  If you
don't have the Steel Spears yet, you should have more than enough money
now.

-Spiders (Aranea Lair)-
   West of Fort Draco you can find a spider cave.  Don't worry, they're
friendly.  Talk to them and look around.  In the cave is a special with
'sticky fluid' (you have to walk through a spider web to get to it.
Choose to dip your hand in the fluid.  Go to the upper part of the cave
and talk to the spider that isn't moving (don't have to walk through
webs).  Ask about 'babies'.  Leave the cave and head south.  There is
an aranea cave.  Enter and fight your way through.  In the very center
is an Aranea Lord, plus several minor Aranea, plus *_*TRUE SIGHT and
MINOR MANNA*_*.  In the northwest though is the Aranea lab, where a
special has the babies.  Take them and you can return to the friendly
spiders.  Talk to the leader again and he'll let you go into the
treasure horde behind him (before there were webs blocking, but now its
clear).  Make sure you pick up the _*Red Scroll*_ because it is a _*RED
EMPIRE PASS*_.  Nice!  There is also a Bronze Greatsword, Drakeskin
Boots, Leather Boots, a Cavewood Bow, Magic Arrows and 8 regular
Arrows.

-Fire Lizard Eggs and Sliths-  (contributed by Dark)
   Not really -NEEDED- at the moment, but you will want them, north of
Motrax's Cave you'll find a cave with lizards (or around Motrax's Cave,
I get lost there so I don't know exactly.) Kill lizards, get treasure,
in the northeast corner are the eggs, one is needed, but grab more and
sell them at Formello, a good 15 apiece is OK for that time of the
game. Save one egg, when you go to the Tower of Magi later, talk to a
wizard wandering the halls, he'll sell you Mindduel for 7500 gold! but
he's looking for the eggs...so make a deal, save 7000 gold and get
Mindduel for 500 and the egg.
   Also there is a Slith Village south all the way from the friendly
spiders place.  You'll find a small place there, with a bunch of
sliths, use this as a test arena, after you can beat them without much
of a problem, then you're about ready for Chapter 2.  However, there is
nothing really valuable here, just some money and treasure that the
Sliths drop.  Feel free to skip it if you want.

-Formello-
    East of Gunston, the road turns south.  You can, if you wish, head
north and reach Motrax's Cave, but we don't need to go there yet.
Instead, head south.  The road will end, but continue in a roughly
southeast direction.  You will find the road again.  Continue south
along the road, following the signs, and you will reach Formello.  You
can buy the _*_*LEVEL 4 MAGE AND PRIEST SPELLS*_*_ here.  When you walk
into the main courtyard, a story event will occur.  Talk to everyone in
the area, but don't go into the crevasse just yet.  If you head south
from the main courtyard, you'll reach a barracks.  The commander in
there will offer a mission and explain the clearance system.  Unless
you used the editor to give yourself extra MP, you will not have enough
MP to cast Ritual of Sanctification.  Without it, the mission cannot be
"officially" completed, but you may still visit the dungeon, and kill
the monsters for experience.  The ritual may be found by walking around
the perimeter of the city (just outside the wall).  There is a hidden
door on the west wall that lets you into the old library.  Examine the
books and you will learn *_*RITUAL OF SANCTIFICATION*_*.
    Leave Formello.  There are 2 things to notice around Formello.
Directly south of Formello is a strange, red barrier.  Try to walk next
to it and you will be told of the power of the barrier.  This is one of
the barriers that the people you have met complain about.  You will
deal with these later.
    West of Formello is another bridge.  Cross the bridge and you will
find a fort.  This fort is the goal of the mission you were given in
Formello.  Be very careful where you go.  While you should be up to the
task of dealing with undead (especially if you had enough money to buy
Dispel Undead), there is a greater danger.  In the west of the fort is
a group of statues.  There will be a special that says how realistic
the statues are.  This is a warning of a BASILISK.  Basilisks are
incredibly dangerous because they can turn you into stone.  Save before
you enter the Basilisk's Lair.  Just north of the Basilisk's Lair is a
room completely surrounded by walls.  Some of the walls are moldy or
cracked and can be broken with a Move Mountain spell.  Inside, there is
a Demon and the _*BRONZE KEY*_ to pick up.  The key is not necessary
until Chapter 4, and you can return to get the key then.  Just remember
that the key is there.  In the north of the fort is an EVIL ALTAR.
This is what you have been sent to destroy.  Casting Ritual of
Sanctification completes the mission and you can return to Formello for
the reward.  However, it is unlikely you have enough MP to cast Ritual
in Chapter 1.
   (Contributed by Dark)  If you want a challenge and 1000 gold, head
to the Mayor's house in Formello, open his door into the next room.
Then, open the door and fight invisible Guardians!  Kill them and rob
the treasury, but only once!  Otherwise you'll take major damage which
will not stop until you are dead.  However, at this point, I don't
recommend it because the Guardians will probably kill you.

-Ruined Town-
    Return to Formello.  Make sure you have a fairly good party and
have bought all the spells or equipment you want from Formello.  You
will not be returning to Formello for a while.  REPEAT: YOU WILL NOT BE
ABLE TO RETURN HERE UNTIL CHAPTER 4.  MAKE SURE YOU HAVE DONE
EVERYTHING YOU WANT TO. Make sure you have adequate amounts of food.
Don't buy too much food because in a short while, a large amount of
your food will be lost.  I'd say about 200 units would be plenty.
    Once you have finished buying everything, go into the newly created
path in the east side of Formello.  This is the path blown open by the
mysterious creature in the cutscene earlier.  You will fight a short
combat, then arrive at a special spot.  The special spot is a pathway
to a ruined town.  The buildings here are all cracked and in one
building, the wall will fall on you, causing damage.  There is a boat
in the southern part of the town.  Sail out of town.
    Sail to the east and you will find crystal formation.  This is
actually a town.  Enter and talk to the resident, Bentis-Ka.  She
explains the Vahnatai and where you must go.  Be sure to ask about
"Vahnatai", "journey", "route" and "assistance".  Pick up the food in
her room (80 food, very helpful).  Sail to the south and you will see a
waterfall.  Make sure you are 100% sure you have everything you want
and did everything you want to in Formello and northeastern Exile.
Once you go down the waterfall, there is no returning.  When you do go
down the waterfall, there will be another waterfall.  Go down this and
a screen will pop up.

--CHAPTER 2: DARK WATERS-

-Waterfall Maze and the Ruined Fort-
    You are now in a maze of waterfalls.  Don't bother exploring until
you reach the bottom of the waterfall maze.  You should find yourself
in a larger, water-filled tunnel.  You can go either east or west.  To
the east is land with several specials.  If you have someone with the
Cave Lore skill, you can pick up a bit of food here.  Be careful
because some of the food will make you sick later, some is safe to eat.
Head west, then north.  You will be in a lake with several swampy
islands.  In the very north of the lake, there is a tower.  This tower
is called the Barrier Tower.  There is a hidden entrance in the
southwest corner.  One of the barriers there is a fire barrier that you
can walk through.  All that you can find is the tower walls, a door and
a marking.  The door is permanently locked and you cannot open it ever.
The marking is 'Ell Pit Esk'.  These are coordinates for reaching the
Barrier Tower through a teleporter.  You will be back here later in
chapter 4.
    Go south and you will reach another lake.  Explore this lake on
your boat.  Go east and you will reach a fork.  You can head north or
south from here.  Explore south first.  There will be a small lake with
a number of islands, making boat travel difficult.  There will be
another of those crystal towns.  This one, however, is a dungeon.
Enter first by docking outside of town and walking in on your feet.
Defeat the hydras in here.  You can pick up some razordisks and rations
in a cache that you can walk to.  Pick up the disks and food.  Now,
leave and enter riding the boat.  Sail to the northwest and there will
be a special.  Pick up at least one HEXAGONAL ROD (you can get more and
sell them later if you wish). Now return to the fork in the river and
head north.  You will reach a fort.
    First walk in and fight all the monsters.  There is a locked door
that you can bash open in the northern part of the fort, but be careful
of the Spectre in there.  Also be careful of the Quickghasts.  If they
all target the same person, the damage will add up very quickly.  Other
than that, there isn't much trouble here.  In the room that has green
carpeting, a broken table and a special space, hit the special and
choose to try.  You will need a hexagonal bar.
    Leave, rest and reenter riding the boat.  You will find an open
door on the right just after you pass an underwater portcullis.  Save
your game, then enter the door.  You will get into a fight with
Vahnatai here.  The shapers are the worst because they are skilled
mages.  Take them out early, then deal with the Vahnatai Warriors.  The
regular Vahnatai aren't much of a threat. Once you defeat the main
force right in the entrance, search.  The first room has a locked door.
Go through and find a hidden passage in the north wall of the locked
room.  There is a cup that will heal you.  In the second room, the
northern door is locked.  Pick the lock and enter.  There is a secret
passage in the right wall of this new room.  There is a trap, but your
thief should be able to deal with them.  Read the book to gain a point
of Mage Lore (only once though), then continue searching this place.
To the south, there is a dock with boats on it and another place to
insert the hexagonal bar.  You can either insert the bar and return to
your boat, or just take one of the boats that is at the dock.  Sail
south out of the fort.

-Vahnatai Crypts-
    Go south and you will fall down several more waterfalls.  You will
eventually reach a lake.  In the southwest of the lake are more
waterfalls.  Fall down them and you will reach another crystal
formation dungeon, the coffin caves.  Basically here you need to awaken
the sleeping Vahnatai.  You may skip this dungeon if you wish.  Explore
here and you will find 2 pieces of paper.  They will reveal the
combination you have to input in the control panel in the eastern part
of the dungeon.  The combination you have to enter is BLWLB.  After
entering this, you should return and talk to the Vahnatai in the
southern part of the dungeon.  Then leave.  Fall down the waterfall
south of the dungeon and you will be back on the lake.  Go to the
southeast corner of the lake.  Follow the river and you will reach a
cutscene and a crypt.
    Welcome to a pain in the neck dungeon.  The tomb of Dahris-Bok is
quite tough.  First, choose who you will send into the teleporter.  You
may only select one party member.  I recommend choosing a fighter who
has your best armor, weapons and a number of torches.  Healing potions
are also quite helpful.  Follow the path and you will reach a circular
room with three porticulli.  Go through the open one to the right.  If
you brought someone other than a thief (likely), go through the door
and fight the monsters.  Pick up the torches and head up and to the
right.  Follow the obvious path, hit the switch and a portion of the
wall will disappear.  A shortcut, how nice!  Now you can easily return
to the circular room.  This time, the north portcullis will have
opened.  Be careful.  Take exactly enough steps north so you can see
the three porticulli on the top of the screen.  You will essentially be
in a 3 by 3 room.  This puzzle is quite complex.  Head one step north,
one step northwest, then one step south.  All porticulli will be open.
Go 2 steps to the right, then head southeast through a hidden door.
Walk up, through the porticulli, and to the switch.  Pull the lever and
return to the circular room.
    Go through the left portcullis.  You will reach a room with four
pillars.  Don't bother with the door.  Search the south wall for a
hidden door.  Follow the passage.  There is a false wall on the north
wall, just left of the 2 stalagmites.  Head north.  You will arrive
right at the lever.  Save before opening the door.  Through the door is
a deadly VAMPIRE, who has strong magic.  But if you beat him and go
through the door in his chamber, you can find a good treasure horde,
including a very nice Steel Wave Blade.  Return to the circular room
and head south.  Explore the area south of the circular room and you
will find another portcullis, which is now open.  There are a number of
traps in this passage.  To bypass them, search the north wall just left
of the portcullis.  There is a hidden door that leads to a square room.
Walk to the southwest corner and you will find a room with lava and a
special.  Dahris-Bok will ask you to kneel.  Do it.  In the northwest
corner of this room is a hidden passage.  This leads to the grave of
Dahris-Bok.  Take the things if you wish, but be prepared for serious
combat.  I recommend you just leave and return to the room you
teleported in from.  Reenter the teleporter and leave this terrible
place.

-More Waterfalls-
    Head around the island with Dahris-Bok's tomb and guess what you
find? More waterfalls!  I bet you're pretty sick of these things.
Unfortunately, these waterfalls are set up so you lose most or all of
your food.  Keep going and eventually you will reach the end of the
river.  Now I hope you're pretty strong.  Head north.  You have 2
groups of Vahnatai appear.  Go straight west from the point where they
appear.  There will be a little 3-square depression into the wall.
Walk through the middle square of the 3 and keep going to a hidden
supply cache with much-needed food.  Continue north into the cave.
Find the path through the cave (its quite straightforward).

--CHAPTER 3: TESTING--

-Avit and the Tests-
    Head into the town you see.  This is Avit.  Talk to everyone here
to learn several important things.  First, head to the north part of
town.  One of the buildings has a sign 'Chamber of Meditations'.  Enter
this building and talk to the Vahnatai.  PERFORM THE RITUAL, touching
the pools in order from left to right.  Make absolutely sure a screen
comes up, saying that you performed the ritual.  Near the Meditation
Chamber is a small island.  Talk to the Vahnatai Keeper there to learn
about the background and get a general idea of what you must do.  Then
find the Vahnatai Keeper wandering around.  Talk to him and ask about
"trick" and "test".  Go to the southern building (the barracks).  Talk
to the red Vahnatai Warrior inside the barracks and ask about "test"
and "number".  Search the east wall of the barracks.  Behind the
barracks, there are several trees.  Search the dark brown tree in the
middle to get the _*VAHNATAI KEY*_.  You are now done here.  Make sure
you didn't forget to do the ritual of meditation.  Go past the 2
statues.  Several things to do once you leave.  First, go southeast to
the lake.  There is a ferry that will take you to Elgi.  Enter Elgi
from any direction but north.  Talk to people and you will be able to
buy *_*SIMULACRUM*_* and *_*CAPTURE SOUL*_* from a mage.  By talking to
people you will also learn that you need a soul crystal to cast these
spells and that someone in a cave to the southeast of the lake will
give you one.  You can see Rentar-Ihrno now, but there is nothing you
can do yet.
    Now you should do the tests.  The Test of Mind is east, the Test of
Strength is south, and the Test of Speed is further southeast than the
strength test.  I recommend you do the Test of Strength first and Test
of Speed second.  Ignore the Test of Mind (it is much more difficult
and you only need to pass 2 of the tests).  Go to the Test of Strength.
Select either a strong fighter or, preferably, your best spellcaster.
There is a hidden door in the north wall of the first room.  There is
another hidden door in the east wall of the room with the Poison Fungi.
A third hidden door is in the east wall of the Ruby Skeleton room.
Finally, there is a last hidden door in the east wall of the room with
Skeletons and Ghouls.  You just completed the test!
   Next, head further south and then east.  You will reach a river and
the entry to the Test of Speed.  Choose your best mage for this test.
Have the mage go in the portal.  Go into battle mode and cast Haste on
yourself.  Go north and leave battle mode when you reach the doors.
Cast unlock and enter.  Go back into battle mode and head up to the
switch.  Again, you will need to leave battle mode to hit the switch.
Return to battle mode and head east through the new entrance.  Go
through the door and walk south around the structure.  You will reach
another wall, which will fall away.  Keep in battle mode (recast haste
whenever needed) and head generally west, beat the Goblins and then
head south. Go west and you will eventually reach the exit and be
reunited with your party.
    You have now completed the necessary 2 tests and can go on to
Chapter 4, but I think its better to do a couple quests here because
you'll need the experience.  Feel free to skip these quests if you
want.

-Optional things in Vahnatai lands-
   In the southeast of the Vahnatai lands is the Valley of the Dead.
Head to the southeast of this place and follow the tunnel.  Kill the
two groups of undead, then you'll reach a special.  Save, then choose
to open the door at the special.  You'll fight a lot of undead,
including a powerful Lich.  Then go back in and you can find a nice
Wand of Death and 900 gold.  If you don't feel ready to take this fight
on, you can come back later.
   Head west from the Valley of the Dead to reach a cave with two
Vahnatai standing in it.  Talk to the Shaper.  He'll tell you that you
should kill the two Ice Hydras and then talk to him.  Head in
carefully.  The Ice Hydras are near the back of the cave.  There are a
lot of Hydras and Baby Hydras, but the mission isn't that tough.  Ask
the Shaper about 'reward' after killing the Ice Hydras to get a
valuable _*SOUL CRYSTAL*_.  This is necessary to cast Simulacrum and
Capture Soul.
   Head north to Mancuso and talk to the weapon master, Tokor-Te.  He
will sell you *_*MANNA*_*, *_*CHARM FOE*_*, and *_*FORCEFIELD*_*.  Buy
Manna now and Charm Foe as soon as you get the money.  Tokor-Te can
also enchant your weapons with a (P) enchantment, which gives the
weapon +2 defense.  Nice for mages if you have the money.
   Next, go to Elgi, which is in the middle of the central lake.  You
can get boat service on the upper left hand side of the lake.  Enter
from any side but the north, then start exploring.  In the west are two
shops, one which sells *_*SIMULACRUM*_* and *_*CAPTURE SOUL*_*.  The
other shops sells various things, including very important Piercing
Crystals.  Buy at least two Piercing Crystals and remember where this
shop is.  Also take note of the Vahnatai wandering around in the
kitchen.  He has importance in a quest later.
   Now head to Olgai (west of the boat to Elgi or southwest from Avit).
West of Olgai is the Ominous Crypt.  Enter and cast Move Mountains to
get in.  There is a secret passage on the east wall.  Disarm the traps
and get to the puzzle.  If you want a hint, notice that the same 8
letters are in all lines.  So you have to use the letters 'L I N A' in
your answer.  Think about it.  If you can't get it, the answer is
'nail'.  Disarm the next tripwires.  You can head south and through the
door, but all you'll find is a few undead.  If you go there, there is a
secret door leading out of the trap in one of the north facing
passages.
   But we want to head north at the intersection.  From the next
passage, you can head west to pick up a Wand of Carrunos, but be
careful as some bodies disease your party if you walk across them.
Continue north from the intersection and passageway till you run into a
lava filled room with a small passageway.  Unlock the door on the left,
then kill the Vahnavoi and Hraithes.  There is a secret passage in the
northwest part of the room.  Go in and destroy the two Spirits.  Follow
the passage to the burial ground.  Go to all the specials, one of them
has a Brass Necklace inside.  Kill the monsters that appear, then leave
and return to Olgai.

-Olgai and the Council-
   Talk to everyone.  There is someone who will train you, someone who
will buy and identify your items and someone who will tell you where to
store items and rest.  Near the north side is a weapon seller, who
sells Steel Wave Blades.  Wave blades are excellent weapons, because
they are the strongest one-handed Edged Weapon.  The council chamber is
also here.  If you have passed 2 of the tests, you may enter.  Agree to
their scan and watch what happens.  They will tell you that you are to
find the crystal souls and then they will help Exile in its fight.
They also tell you to bring any proof of the location of the crystal
souls to them, so that they may help you.  Go to the teleporter to the
east, and watch another long cutscene.  Now chapter 4 begins!

-Chapter 4: -

Note: This chapter has very little order.  I am placing the items in
the order I think is easiest, but feel free to choose your own path for
added challenge.

-Tower of Magi-
    After watching the cutscenes, you will wake up in a small room.
This is your room at the Tower of Magi and you may return to rest here
for free at any time.  Just across the hall from your room is Ostoth's
Chamber.  If you have the Feldspar Key you will be able to open the
locked door and find a teleporter combination.  South of your room is
another hall.  The eastmost door has a room with many boxes and crates.
Talk to the mage and you will be able to buy random things and sell any
identified item.  Leave the hall and you will reach a north-south
hallway.  In the room with guards near it is a mage.  Talk to her and
ask about "mission".  You will be told about a snake cult to the north.
    In the center of the tower is a garden with a lake.  The southwest
door requires Magi Clearance and leads to the teleporter.  The left
door from the garden leads to a hall.  In one of the rooms is a
laboratory with a wizard.  You can buy the *_*LEVEL 5 MAGE SPELLS*_*
here.  North of the garden is another hallway.  The lower right door
leads to yet another hall.  In this hall is a potion seller, a person
who will identify items and sell alchemy recipes, and a priest who will
sell the *_*LEVEL 5 PRIEST SPELLS*_*.  Wandering around the tower
(probably in the circular hallway on the outside) is a mage.  She will
sell *_*MINDDUEL*_* for 7500 (!) gold per person.  If you can't pay
this price, she will drastically reduce the price (500 gold) if you
give her _*FIRE LIZARD EGGS*_.  Once you have seen everyone and bought
what you wanted, leave.
   From here, you have several choices.  First, you must raise your
level and clearance.  You do this by finishing missions.  Beat a
mission and talk to the person who offered the mission.  You need to do
3 missions to raise your clearance to *Magi Clearance* and 3 more
missions to raise your clearance to *Royal Clearance*.  Once you
complete 3 missions, go to the Castle and talk to a person located in
the southwestern part of the Castle.  Ask about "Clearance" and they
will grant you a new clearance if you have done enough missions.
   For just general leveling up, here's a list of things to do.  These
are all optional, and most only reward you with cash.

-Improving your clearance-
   You need Magi Clearance to beat the game.  Although it is possible
to beat the game without Royal Clearance if you know what you are
doing, I would not recommend it (among other things, you need Royal
Clearance to get Demonslayer and Major Blessing).  But Royal Clearance
can be put off for a short time while we power up a bit.  First, we
will do easy missions.  The easiest mission is probably Blosk.  You can
get a hint by going into the storerooms of Almeria.  I'll just give you
the solution though.  First, goto Blosk (its west of the Tower of Magi,
and then northwest of Almeria.  Follow the signs and the road).
   In Almeria, you can buy a boat for 200 gold from a commander in the
northern storerooms.  Also make sure to ask the mayor and Abby about
'Sixus'.
   Be careful one you pass Almeria because there are strong Empire
troops and possibly Mutant Giants wandering around (how did they get by
all those patrols?)  There is a training hall in Blosk, if you need it.
Talk to the mayor and ask about "mission".  She'll tell you to talk to
Bruce (the archer by the table), who will guide you to Leith, the
innkeeper.  Ask him about "search".  Now look at the set of four houses
in the northeast area of Blosk.  You want to enter the one labeled
'Leith and Allesandre'.  Pick the lock and enter.  Search the
bookshelves for information about the Wand of Carrunos and an attack on
the Almeria storehouses.  But the middle bookshelf has the most
important information.  It says that burning a paper doesn't make it
forever unreadable.  An Identify spell can show what was written.
Hmmmmmm.  Get the hint?  If not, here's another.  Search the Braziers
in the rooms for pieces of paper.  One of them will have a piece of
paper in it.  Bruce's will have the evidence.  Identify the piece of
paper, either with the spell if you have it, or by going to a mage and
paying the Identify fee.  Read the piece of paper and it will be the
clue you need.  Go talk to the mayor and ask about 'evidence'.  See
what happens and she'll thank you.  Another important thing in Blosk is
just west of the group of houses.  There's a roughly U-shaped building.
Enter and talk to the mage.  This is Bartholomew.  Search the dresser
in the north room of the east wing of the house to discover a hint
about Thompson.  This will be important later.  One mission down, two
to go!
   Next is Patrick's Tower.  Go there (its southeast of Blosk, or
southwest of Almeria).  Talk to the priest (he's in the southwest area
of the Tower).  He'll tell you that he wants 'Borgia Toadstools'.  Go
back to the Tower of Magi and enter the Vahnatai Teleporter to return
to Olgai.  Head over to Elgi and ask a student in the kitchen about
"Borgia Toadstools".  He'll tell you to look in the north storeroom.
First though, you need to buy some Piercing Crystals if you don't
already have any.  Talk to the store owner and buy several.  They are
well worth it until you learn Dispel Barrier.  Head north in town and
you'll find a hallway with several doors.  The top right one is the one
you should lockpick.  There should be a bunch of crates plus one square
blocked off by barriers.  Use the Piercing Crystal on the barrier (it
might take a couple) and then go look at the square.  Search the
cupboard and you'll get the Toadstool.  Return to Patrick's Tower and
the priest will now ask for Graymold Salve.  I have no clue how to find
this legitly until MUCH later on, unfortunately.  If anyone can help,
email me, but until then, I recommend just using the editor and giving
yourself the Graymold Salve.  YAY! Only one more!
   Now I recommend trying the Almeria mission.  You will probably only
be able to do the first half of it (in the first half you can go
outside and rest or use the Long Wait, you can't in the second half).
However, you will gain considerable experience and money from the
mission, so you should at least go through the first half of the
mission.

-Tower of Sixus-
   Sail your boat north from Almeria , then follow the southern coast.
Land at a place with a rock just above you.  On this landing should be
an empty space, with a space with yellow mushrooms below it.  Head
generally east till you reach a place you can't go east any further.
There should be a southern passage with a large rock in it.  Search the
south wall here to find a hidden passage.  Take the passage west, then
search the southern wall again.  Head west again to find a giant pit
and a special space.  The special has a fight with some Ice Drakes and
Ice Lizards if you'd like to fight.  Then head south from the special
to find yet another hidden wall.  Continue south in the hidden passage
and you'll find Sixus' hidden tower.  Just a general note, until you
reach the square rooms, you can always leave to rest with no penalty
and you can always use the Long Wait feature safely, because none of
the monsters regenerate.
Once inside, head a little west, then south through the blasted wall.
There are torches to the left, then enter the two doors.  Kill the
soldiers using Bless Party, Major Haste, Slow Group and Curse All.
Look at the special to find out about the troops.  It says the tower
has many magical traps.  Leave the tower, then rest and save.  Now look
around the hallway.  In the upper right room is a Prismatic Wand (casts
Ravage Spirit) and several Imps.  There's a free Leather Jerkin in the
upper left hand room.  If you used a lot of MP while fighting the Imps,
go rest outside.  Now return and head through either the lower right
door.  In the next hallway, head right and step on the special space in
front of the shrine.  I don't know what this does, but better safe than
sorry.  Go through the other door in the hallway leading to the shrine
and you'll reach a room with a small pond and a set of double doors
leading south.  Examine the sign to get a warning that the intense
traps are starting, so save your game now.  There are two Golems and a
Black Shade in the next room.  If you open the door then walk in front
of it, a Golem will see you and you can lure the Golems out one by one.
There are magic barriers in here, but you can cheat your way around
here. On the east side of the room, just north of the second pillar is
a secret door.  Enter it and head south through all the walls and caves
to end up on the other side of the door and barriers.  You are now in a
long east-west hallway.  At the left end is a door that cannot be
opened by spells, south of the door you entered is a small worthless
storeroom, and east is a square room.
   This is a set of 9 square rooms.  Make it to the upper right room,
then search the upper right wall.  Pull the lever.  Head south two
rooms, then west one room, then north two rooms, then west one room,
then south two rooms to return to your starting point (you end up going
through every single room because the direct path has doors that can't
be unlocked).  In each room you'll face some enemies, which get tougher
as you get closer to the end.  Cave Giants and Demons are in the last 4
rooms.  Note that as long as you have enough food, you can safely use
the Long Wait feature to recover MP, because the enemies do not
regenerate.  If you start running low on food, cast Minor Manna until
you run out of MP, then Long Wait till you recover all the MP back.
   Once back in the first square room, search the south wall.  Pull the
lever you find, then notice the door closed.  Walk back to the upper
right room, pull that lever again, then return to the first room.  Pull
the lever in the lower left room again, then the door leading back to
the east-west hallway will be unlocked.  Finally you can enter the door
at the very left end of the long hallway.  There are three Spirits
waiting in a northern hallway to greet you.  There's nothing else of
value in the hallway, so head west to find a door leading north.
Inside this door is a large green-tile room.  Search the west wall to
find a living statue.  Talk to him and make sure to ask about 'Sixus'.
When the statue asks who sent you, say 'Abby'.  He'll tell you to head
north.  So search the north wall to find a pedestal and a "Rough Map".
Pick up the map and look at it.  Seems Sixus fled elsewhere.
   Leave and return to your boat.  Sail to the west shore, then north.
About halfway between the Almeria passage and the mainland is place
where you can land, then walk a few steps to reach a big swamp.  Head
north from the swamp to find yet another swamp.  This second swamp has
a Pedestal labeled 'SX'.  On the north part of this swamp is a hidden
tower.  Enter the 'Trapped Halls'.
   Walk until you find a little hallway with several levers on the
bottom wall and hallways magically blocked on the northern wall.
First, enter the room near the levers and search to find a free Scroll.
Then start messing with the levers.  Look at the Rough Map.  Notice how
the levers can be left or right?  The arrows show which way each lever
should face.  In case you didn't get the map or lost it, here's the way
each lever should face (from the left lever to the right lever):
Right, Right, Left, Right, Right, Left.  Note that the map looks like
the levers should go the other way, but oh well.  You can now enter all
the hallways.  They all lead to sections of the same room.  The room is
split by two pits and has several Cave Giants inside.  Note that random
enemies do appear here, and at a fast pace.  There are hidden passages
at the top of each section of the room, all leading to the same place.
Follow the tunnel until you reach an open area with the normal cave
floor look.  Head down the east tunnel, then north until you reach a
fire pit.  West from there and search the space just left of the
stalagmites to find a secret door.  These statues will not let you pass
until they take ALL of your food.  Go through, kill the 2 drakes and
follow the corridor.  In the special in the kitchen is food, but it
poisons the party.  Northwest of the kitchen is a room with 3 Mages and
a Wizard.  A couple Golems and Null Bugs will appear as you begin to
walk through the room.  Antimagic Field works wonders here.
   There is a secret door in the north wall of the Guarded Chamber.
Step on the rune, then leave the secret room to find a passage has
opened.  Enter the doors here to find a Flame Scroll and a Potion of
Bliss (in the locked room near the southern end).  Make sure to cast
Unlock on the door surrounded by runes to find Sixus himself.  He
commits suicide and burns the valuable papers.  Go south to find a
large library.  Search through it to find several interesting things.
One tells you to cast Quickfire to destroy barriers that cannot be
dispelled.  This will be important later on.  Also you find a note
saying that a mage near Formello (Solberg) knows how to defeat Garzahd,
the Empire leader.  Finally, one tome describes the Empire forts that
are west of Fort Remote.  The forts are Akhronath, a tower filled with
mages performing strange experiments (Fort Kothar) and the prison of
Sulfras.  Head south from the library to find an exit.  Go to Almeria
and talk to the mayor about your reward.

-Leveling Up-
   If you couldn't survive the Trapped Halls, you now have several
options on what mission to take.  If you have 50 SP on your priest
(very unlikely), go back and finish the mission from Formello.  If you
feel strong or lucky, you can do the Blue Pass mission now.  But if
not, then go fight some battles.  I recommend fighting north of the
Tower of Magi, in the area around Silvar and Cotra. You can also pick
up the *_*IDENTIFY*_* spell by taking your boat southeast of Cotra.  A
second place to level up is the Great Cave west of Almeria.  The
battles are hard though, so I'd recommend waiting.
   In these level up battles, start by casting Major Haste and Slow
Group.  Follow up with Bless Party and Curse All.  The more times you
cast Curse All or Bless Party, the easier the fighting will be.  I
recommend gaining at least 2-3 levels because assaulting an enemy fort
without being strong will probably result in your death.  You can also
get some nice stuff dropped this way.
   While fighting near Cotra, take some time to head in.  You'll
probably want to leave your boat near Silvar and walk over to Cotra to
pick up the free boat in Cotra. Once near Cotra, I recommend you enter
from the right.  Enter, then head south to the Empire barracks.  Kill
everyone, then go into the lower right room of the barracks and walk
onto the special space and choose to destroy the forge.  Take the stuff
by the forge, then head north from the barracks.  You'll see a body
standing by the door.  Unlock the door and kill the vampire.  Step on
the special and read the book to learn *_*RESIST MAGIC*_*.  Next, head
to the northeast section.  Kill all the Gazers first, followed by the
lesser enemies.  Search the chests to find several useful items and
some cash.  Head to the southern part of town and take the boat.  Sail
out of town, as there is nothing else here except a few minor treasures
and battles.

-Getting a Blue Pass-
Once you get strong enough, go to your boat.  Sail west along the coast
until you find Cotra.  South and two steps east is an 'Isolated Island'
which has a hidden fort on it.  The fort is on the westernmost row,
north square. You can find a Blue Pass here or go elsewhere.
Personally, I recommend going here, unless you have the Red Pass from
completing the spider mission (the other Blue Pass location is in an
area where you will probably not get attacked if you carry a Red Pass).
Sail in with the boat (go towards the fort while in the boat), because
then you will start close enough to the enemy wizard to easily
eliminate him or delay his spellcasting.  This will be a tough fight.
Start by casting Bless Party, Slow Group and Major Haste.  Cast Curse
All next turn (it is more important to get Slow and Haste off NOW then
Bless and Curse).  Firestorm is an excellent spell for clearing crowds.
A hint for surviving is that you can cast Bless Party and Curse All
multiple times for added effect.  Two casts of Bless Party and Curse
All will probably make even your mages able to fight and kill enemies.
And make sure to take out magic users, either with Antimagic Cloud or
by beating them up.  Summon spells are also useful to draw attacks away
from you.  Good luck.  If you win, search the box in the lower right
hand corner of the fort for 900 gold (you'll get blasted with magic, so
make sure the fort's already clear).  Cast Unlock to open the door in
the upper right hand corner of the fort.  Search the bookshelf and the
desk for a *_*BLUE PASS*_* and a wand.  Pick up any dropped loot and
leave.  Rest on the island to recover after the fight.
   If you have trouble with this fight, then go fight the spiders (if
you didn't do so back in Chapter 1), get the red pass, then follow
these directions riding in your boat outside Cotra.  Head west until
you reach a 'wall' of land, with many swamps.  Head north from here.
You will eventually reach a fort on the right side.  This is Fort
Dranlon.  Remember where this is, as I use Fort Dranlon as a center
point for my directions into Empire lands.  This will be the starting
point for a mission.  Enter.  Talk to the commander inside.  Ask about
'mission' and he'll offer a lot of cash plus credit for a mission
towards a higher clearance.  He'll also tell you about Fort Emerald
teaching Dispel Barrier.  But this requires you to enter a very hard
tower, which is north of Fort Dranlon.  If you couldn't take out the
Hidden Fort south of Cotra, you have no prayer of making it through
this place alive.  So just head west and remember where this is for
possible leveling later.  West, there is a large sea.  There are
several things of importance here.
   First, in the southern part of the lake is a town that looks like a
stone house.  Enter and you find a large basalt cube.  If you want in,
the entrance is one step down from the northwest corner.  Head south
and follow the passage until you're standing almost near the entrance
to the cube, but on the other side of a wall (location X=7, Y=5).
Search the south wall to find a lever.  Pull it, then head to the
southeast corner and search the walls leading to the southeast corner.
Beat up the enemies, then step on the special in front of the crystal.
Look into the crystal to find out what it