
The Complete Guide to Exile 2
Version .20
By: Magus999
Sections:

I.   General Information about this walkthrough and Exile 2
II.  General Tips
III. Characters
IV.  Spells
V.   Walkthrough


--I. General Information--

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



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 
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

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 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
Answers to puzzles in Erika's Tower
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?


--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 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, 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.  Some missions require you to go somewhere you would 
have to go anyways.  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.
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.

--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.


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.

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

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

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.

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

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

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.

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

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.

Flame: Shoots a flame at an enemy.  Used only for conserving MP.

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.

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

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

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.

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.

Lvl.3

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

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.

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.

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

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

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.

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.

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).

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.

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

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.

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.

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.

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.

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

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

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.

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.

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.

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.





--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!

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 sailing

