The Complete Guide to Exile 2 Version .67 By: Magus999 Sections: I. General Information about this walkthrough and Exile 2 II. General Tips III. Characters IV. Spells V. Walkthrough VI. Credits --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: .67 Version .67 The big update that I promised has arrived! I have gotten the walkthrough up to the end of Chapter 3. NEXT VERSION: I will have finished listing and rating the priest spells. I will also do a little of Chapter 4. Please be patient as I currently have several important things in my life that need doing. Figure around the middle of May. 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. 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. INFORMATION I CURRENTLY NEED: Where to find the Lvl.5 Mage and Priest Spells General Tips Recommended Weapons and Armor and the locations Anything else you think I need to add ----------------------------------------------------------------------- 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 lost GP cost. You will regret it later on. 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. 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: -Formello (easy, gets a lot of EXP, available in chapter 1) -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) {Get Mage Clearance} -Fort Remote (you have to get the blue pass anyway, so why not complete a mission for doing it?) -Silvar (easy mission) -Fort Dranlon (hard mission, but you get Dispel Barrier) {Get Royal Clearance} 10. Never go below 100 food, with the exception of one place where you lose most of your food. 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. 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 be able to spend quickly enough to fully drain yourself of cash. 12. While money can be gotten 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, 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. 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. ----------------------------------------------------------------------- --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 130 and 140. 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. 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) - Human Toughness Magically Apt Ambidextrous Frail A spellcaster who can fight (130 EXP per level) - Human Magically Apt Ambidextrous Cave Lore Frail A spellcaster who can handle attacking and has cave lore (125 EXP per level) 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. Add points every so often. This skill needs to be added to quickly. 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. 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. 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. 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. My Party Recommendation: Fighter 1 -Slithzerikai -Toughness -Frail Raise Strength, Dexterity, Pole Weapons, and Assassination. Fighter 2 -Slithzerikai -Toughness -Frail Raise Strength, Dexterity, Pole Weapons, and Assassination. Thief -Nephilim -Toughness -Nimble Fingers -Ambidextrous -Frail Raise Strength, Dexterity, Edged Weapons, Assassination, Lockpicking, and Traps. 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. Mage 2 -Human -Toughness -Magically Apt -Ambidextrous -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 -Ambidextrous 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. --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 Lvl.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. Lvl.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, 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. 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. 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. 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 Lvl.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. 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. Lvl.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 Lvl.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. 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. 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. 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 Dolthar 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. Summoning: Like Weak Summoning, but the monsters are stronger. Use instead of Weak Summoning because the monsters last longer and do more damage. Shockstorm: Fills a radius 2 circle with force walls. Good for blocking passageways and entrances. 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. Lvl.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. Group Fear: All monsters within 12 spaces get hit with Fear spell. Because Fear is useless, this spell is too. 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. 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! 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 blessing summons many more monsters. 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. 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. 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). Lvl.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. 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: Solberg's Tower 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. 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 Gnass mission Major Summoning: Like Weak Summoning and Summoning, but with more powerful creatures. Use in the same ways as these two spells. 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. 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. ----------------------------------------------------------------------- PRIEST SPELLS Lvl.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. However, food is usually plentiful, so this spell isn't used that much. Ritual-Sanctify: Cleanse a space of evil power. This is a spell which is incredibly expensive and used only in special situations. This spell will purify evil alters and is needed to complete a couple 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 Lvl.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. 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. 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 Lvl.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. Forcefield: Creates a 3 by 3 square of force walls. Somewhat useful in narrow passageways. 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. Lvl.4 --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. Dangerous enemies or important things are in all CAPITAL LETTERS. -CHAPTER 1- *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 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. When you leave the fort, Nephilim will attack. 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. Talk to everybody to learn about the magic barriers. West of the north gate, there is a store that sells lockpicks ant 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. 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. 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. Make sure everybody has either leather armor or a leather jerkin (if you picked up all the treasure so far, they should). 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. 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 Formello 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 which raises defense by 4. Equip this on one of your weaker (less HP or weaker armor) fighters. Now, check your cash supply. If you are really lucky in the items you have acquired and sold, you'll have over 500 gold yet. Chances are, though, that you won't have that much cash. Don't worry, there's another dungeon we're going to. 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. -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. 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 porticullus. 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, 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 porticullus 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 porticullus. 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. Do NOT open the door. Through the door is a deadly Vampire, who will most likely destroy you unless you are very strong. Return to the circular room and head south. Explore the area south of the circular room and you will find another porticullus, which is now open. There are a number of traps in this passage. To bypass them, search the north wall just left of the porticullus. There is a hidden door which 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 which 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 enterance. Go through the door and walk south around the structure. You will reach another wall which will fall away. Keep in battle mode (recaste 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. Go to Olgai (it is southeast from Avit). Talk to everyone. There is someone who will train you, someone who will buy your items and someone who will tell you where to store items and rest. The council chamber is also here. If you have passed 2 of the tests, you may enter. Submit to their brain 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! --VI. Credits-- Thanks very much to: 1.) Jeff Vogel and Spiderweb Software, for creating this excellent game. 2.) CjayC, for being the first person to post this FAQ. 3.) The websites that host this FAQ, for putting this up and following my rules. 4.) You, for being nice enough to read this FAQ. 5.) My family, for helping proofread this.