
The Complete Guide to Exile 2
Version .35
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.


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

NEXT VERSION: The next version will have a walkthrough for all of 
chapters 1 and 2.  I will also finish the spell section and add any 
information that is sent to me. 

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.

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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
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 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

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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.
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 you get from "job".  If someone says, 'I 
farm', asking about "farm" would probably get a response.

--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.


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 which 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!

-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 sailing
    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, 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.
