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-Proud winner of GameFAQs' June 2004 FAQ of the Month Contest-
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/--------------------------------------------------------------------------\
|Game Name: Exile III: Ruined World |
|Game Maker: SpiderWeb Software |
|Game System: Computer (Macintosh or PC) |
|FAQ Author: Paul "headbanger" |
|FAQ Version: 1.08 |
|E-Mail: headbanger1547 [at] gmail [dot] com |
\--------------------------------------------------------------------------/
/-----------------\
|Table of Contents|
\-----------------/
I. Introduction
A. What is Exile III?
B. Where Can I Find Exile III?
C. Using this Guide
II. Walkthrough
A. Getting Started
B. Emerging onto the Surface
C. Defeating the Plagues
1. Slimes
2. Cockroaches
3. Giants & Troglodytes
4. Golems
D. Side Things
1. Recovering the Orb of Thralni
2. New Formello Murders
3. The Tower of Magi Ordeal
E. The Endgame
1. Dealing with the Evidence
2. The Bunker & Blackcrag Fortress
3. Footracer Province
4. Vahnatai Lands
5. Ending the Game
III. Help Files
A. Party Creation
1. Creating a Warrior
2. Creating a Thief
3. Creating a Mage
4. Creating a Priest
5. Creating a Mutual Spellcaster
6. Good Party Combinations
7. The Perfect Party (need registered editor)
B. Spell Archive
1. Mage Spells
2. Priest Spells
C. Alchemy Recipes
D. Unique Items
1. The Ring of Endless Magery
2. The Black Halberd
3. Pachtar's Plate
4. Fury Crossbow
5. The Recipe for Knowledge Brew
E. Combat Help
1. Single Tough Enemies
2. Multiple Enemies
3. Conditions
4. Misc. Monsters
F. Statistics and Traits
1. Statistic Descriptions
2. Trait Descriptions
IV. Other Information
A. Exile Characters
B. Exile Terminology
C. The Complete Exile Story
V. Closing Words
A. Contacting Me
B. About Me
C. Version History
D. Legal Information
E. Credits
F. Special Thanks
What do you say that we get started?
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I. Introduction
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. What is Exile III?><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Exile III: Ruined World is the third and final game of the Exile Trilogy. It
is a 2-D RPG in which you are a group of one to six characters sent to explore
the surface after fighting a war with the rulers of the surface (the complete
storyline is later on in this document). Exile III is an old game, but the
great storyline and great gameplay make it a great and classic game. Although
this game can be confusing at times, it will always be great, and you should
never give up on it.
I recommend that you play the other games of the Exile Trilogy before playing
this game. That will add to the fun of it and you will better understand the
storyline that this game follows. You will also have a much greater feel for
this game.
By the way, if you just cannot stand the graphics on this game, then I
recommend you download Avernum 3 from the same website as this game. They are
practically the same game, with a major change in the graphics and overall
look of the game. However, this guide is written for Exile III, not Avernum
III. But they are essentialy the same, and most of the info for Exile III will
work for Avernum III as well. But not everything will, however.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Where Can I Find Exile III?<><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Ruined World is available for download at
http://www.spiderwebsoftware.com/.
It comes complete with a package that includes the demo of this game and an
unregistered (demo) version of the Exile III Editor. Just so you know, the
Editor is used to make your party stronger or weaker. You can tweak many
things, like its stats, spells, and items. Although you may not want to cheat
by using the Editor, I advise that you download it anyways, as it will help
you get out of some rough situations.
If you happen to be debating as to whether or not you should register (that
means buy) this game, I recommend that you read the reviews written by me and
several other people. These reviews are posted at
http://www.gamefaqs.com/.
Also, you should get a good feel for this game before you decide whether or
not to buy it.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Using this Guide><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
First of all, you should make sure that you can read the words below:
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If you cannot clearly read the words in there (if you are confused, the words
are 'EXILE ROCKS'), then that means that you should switch your browser's font
to a fixed-width font (Courier New is an example of a fixed-width font). If
you do not switch the font, you will not be able to understand many parts of
the guide (especially the ASCII charts), and some of the text will look really
funky.
Also, here are some common things I use in my guide and what they mean. Let's
start with the abbreviations:
PC: Stands for 'Party Character'. Refers to a member of your party.
SP: Spell Points
HP: Health Points
AP: Action Points
slith: slithzeraki
nephil: nephillim
nephar: nepharium
Also, some times you will hear a location referred to by a number!
For example, I might say.... '......that ring can be found at (24, 36).'.
Those to numbers are your party's X-Y location in the current town.
The first number is the X (24 in my example). It refers to your horizontal
location. So let's say that you walk in a town and go dead east, and never
north or south. Only your X location will change because you are moving
horizontally. The X value increases as you walk to the east and decreases as
you walk to the west.
The second number is the Y (36 in my example). It refers to your vertical
location. So let's say that you walk in a town and go dead north, and never
east or west. Only your Y location will change because you are moving
vertically. The Y value increases as you walk to the south and decreases as
you walk to the north.
Right now you are probably thinking 'Well that's all good and well, but how do
I find out my X-Y location?'.
Simple. All that you have to do is cast the Level 1 Priest spell 'Location'.
That will display your X-Y location in the text window in the lower-right part
of the screen.
Also, some of you may be wondering why you should read this guide when you
already own the hint book for the game (the hint book is for sale from
SpiderWeb Software. It also contains a walkthrough on the game). Well, one
thing that seperates my walkthrough from theirs is that mine is much more in-
depth. Although their's is good, it has some gaps and can be a little bit
confusing at times. Also, this guide contains info on several other aspects of
Ruined World, such as a Spell Archive and Combat Help.
And, to top it all off, my guide is free of cost.
But I am not trying to knock the hint booklet. It is very helpful and contains
a simpler form of the walkthrough, if you should feel that my walkthrough is
too in-depth.
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Walkthrough
Just so you know, the walkthrough section does not cover the creation of a
party. If you want help with that, then you will have to find that section
later on in the guide.
Also, the walkthrough is, pretty much, one giant spoiler. If you do not want
to find out what happens in the story and at the end of this game, than be
very careful as to what you read.
Anyways, on with the walkthrough.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Getting Started<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
The game starts you off in Fort Emergence. Just so that you know, Fort
Emergence has been set up as the gateway between the surface world and Upper
Exile.
Anyways, the game tells you to go see Anamaxinder. That guy is up in the
northwest corner of the fort (you start in the northeast corner of the fort).
To get there, leave your room and head west (which is left on the screen).
Keep going west until you cannot go west anymore, and then go north into the
offices. Anamaxinder is in the far northwest office.
You should get used to this place, as this is where you go to check in. There
are many times in the game in which you will be coming here.
By the way, the map that Anamaxinder mentions? That is in one of the
bookshelves in the room right across the hall. You should probably get this
map, as its not hard to find and will be fairly useful to you.
Well, the rest of this section is pretty much based on ways to make your party
stronger than they start off. When you feel that you are ready to go up onto
the surface (which I feel is probably around level 5), then advance on towards
the next section.
Anyways, if you wish to strengthen your party, then leave Fort Emergence to
the south. You will now be in Upper Exile.
In Upper Exile, there are several towns: New Cotra, Erika's Tower, New
Formello, Portal Fortress, and Ghikra. The first of those four are human
towns, and the last one is a Vahnatai town. Other than things like spells and
weapons, there is not really much to do in these towns right now. On top of
that, you also cannot enter Erika's tower yet.
There are also several areas where you can practice your combat skills and
make your party stronger.
First of all, there is a goblin lair a ways north of Fort Emergence. I
recommend that you go there first and kill some goblins. This is a good way to
get some easy experience and loot. You should probably stay around in the
goblin caves for a while, mainly until either you have finished off a lot of
monsters in the fort or your party needs healing very badly. Either way, just
leave the fort the way you came in. Rest a bit and put your new loot to use in
one of the towns stated above. If any of your characters have leveled up,
train them using the gold before you buy anything. You should continue this
process for a little while, either until your party is relatively strong or
you just want a change.
Also in Upper Exile, a little bit north of the goblin fort, is a fort of
bandits. The bandits are a little stronger than the goblins, but they also
yield more experience and loot for you. Also, by exploring this fort, you will
soon see that the goblin and bandit forts are connected.
If you still need a bit more experience, there are a lot of chitrach special
encounters in a nook in the western wall of Upper Exile. This will give you a
fair bit of experience, but not a lot of loot.
You can continue doing these methods until you feel your party is strong
enough to go out onto the surface. When you feel that that time has come, read
on.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Emerging onto the Surface<><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
This is the main point of your party: to walk out onto the surface, and to see
just what is up.
So, when you are ready, leave Fort Emergence to the north. You will now be
outside! Now, here are some important things to know about where you now are:
1) You are in the Empire continent of Valorim. It is the newest expansion to
the Empire, and also the most untamed.
2) Valorim is big. It is about 20 times the size of Upper Exile, and so it is
very vital that you know where everything is.
3) Valorim is divided into five main provinces:
/-----------------------------------------------------------------------\
| PROVINCE NAME | MAIN CITY | DIRECTION FROM FORT EMERGENCE |
|----------------|------------------|-----------------------------------|
|Midori | Gale | North and east a little bit |
|----------------|------------------|-----------------------------------|
|Krizsan | Krizsan | South |
|----------------|------------------|-----------------------------------|
|Karnold | Sharimik, Lorelei| Northeast a fair bit |
|----------------|------------------|-----------------------------------|
|Isle of Bisgail | Shayder | Arrive by ports (north from start)|
|----------------|------------------|-----------------------------------|
|Footracer | Keep of Tinraya | Way to the north of you |
\-----------------------------------------------------------------------/
As you can see, each province has a main city, and each province is in a
certain direction from where you emerge onto the surface. I recommend that
you explore the areas around each province (except Footracer, because it is
quaranteened, but you can at least walk up to the walls). Get a good feel
for where everything is. Try to avoid combats as much as you can right now
because your party isn't that strong yet.
As you walk around and explore Valorim, you will come to notice that the
landscape seems to be infested with monsters. Whenever you first see the
monster, a message will pop up telling you how odd that this is.
As you might be able to guess, it is your mission to deal with and end these
plagues. Read on in the next section about how to eliminate each and every one
of the plagues troubling Valorim.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Defeating the Plagues<><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
As you have noticed by now, the surface is riddled with plagues of monsters.
There are four plagues: the slimes, the cockroaches, the giants & troglodytes,
and the golems (there is actually another plague, but more about that fifth
plague later on). You do not have to beat every single plague to beat the
game, but it is recommended, as that adds to the fun, and it will prepare your
party better for the endgame, where you will need a very powerful party. Each
plague has its own unique difficulty level. Some are a lot harder than others,
and some are a lot easier than others. I have listed the plagues in order of
difficulty, from easiest to hardest. You can do it in another order, but it
will be very hard to do that.
/---------\
|1. Slimes|
\---------/
The slimes have infested Krizsan province, and are actually being quite
destructive. This is a relatively easy plague to deal with, and any party
above level 7 should have no real trouble coping with these monsters.
First of all, walk towards the town of Krizsan. Don't enter it, just stand
outside of it. Go west along the road until you near the town of Delan. From
there, go south to the coastline, and then go east (you should end up right
alongside a mountain).
There will be several encounters here where you will have to fight some slimes
and bandits. Take them out. Walk into the tower on the peninsula. You will now
be in the Agate Tower. Here lives a mage named Jordan, who, by the looks of
those combats with the slimes and the bandits, seems to know something about
the slimes you are trying to get rid of.
Upon entering, walk straight south, and through the open portcullis. As you
continue to go south, the portcullis will close behind you, trapping you. You
will now have no choice but to go down the stairway.
On the second level, you should start off by casting a light spell. That will
enable you to see where in the heck you are going. After that, go north and
take the second passage on the left. Follow this passage and go through the
first door you come to. It is at (12, 13). Leave this room through the door in
the southeast corner. In this next room is a monster capable of firing spines
at you. I advise that you enter combat mode right when you get the 'Monster
Saw You' message, and then go right up and attack it. Hit the monster with
Wound and Fireball spells, making sure not to hit your PCs. After killing the
monster, leave the cavern through the passage in the south. Bash the lock. At
the end of the short hallway, turn west and weave around the tables. Step
through the gap in the wall. In this next room, start by clearing out the
slimes. It will be a lot faster if you just cast Fireball on them, but you can
also kill them using Wound and hand-to-hand combat. After taking out the
slimes, go through a secret passage in the wall in the southwest corner of the
room. It is at (1, 43). In this next room, you are able to walk through the
magical barriers, although you will take some damage from them. Kill the two
slimes. Now, there is a mage past the next set of pillars. This is Jordan, and
you are to kill him. You can do this either by running through the next
barrier and hacking him to pieces, or you can cast spells like Wound and
Fireball on him (and, if you use an archer, you can shoot arrows at him)
through the pillars. Either way, finish off Jordan. Then, bash the lock on the
door in the southeast wall of the room. In this room, search one of the
bookshelves. It doesn't matter which. This will tell you the location of the
slime pit, and how Jordan made his slimes. It also tells you that the slimes
are grown in pools, and that the pools can be destroyed by casting Fireball on
them. If you want a map to the slime pits, search the desk in the room and
take the item named 'Piece of Paper'.
Now, go back through this building the way you came in, weaving through the
pillars and barriers, going into the throne room, and weaving through the
tables. At the entrance to the short hallway you came in, though, just keep on
going east, into the storage rooms. In these store rooms, kill the spiders and
go through the door in the east wall.
In this next room, you will see many sleep clouds, and in the center of them,
a green pit. On that pit, you are to cast any of the following three spells:
Fireball, Firestorm, or Flamestrike. Any one of those spells will destroy the
slime pool. After destroying the slime pit, go into the passage at the north
end of the cavern and go up the staircase.
Go south down the hallway you emerge in and pull the lever in the first room.
Then go through the door in the southwest part of the room. Go through the
rooms, and stick to the west side of the tower. This will get you out safely.
Walk out of the Agate Tower.
Now, you may have destroyed one slime pool, but the slimes are still not gone.
You will have to go to that slime pit the book in Jordan's laboratory
mentioned.
From outside of the Agate Tower, go back around the mountain and go north to
the road. Go east until you reach the city of Krizsan (but make sure that you
do not enter it).
Once at Krizsan, take the road that stretches out to the east. Keep on the
road, crossing the bridge when you reach it, and eventually you will reach the
wrecked town of Colchis. You do not have to enter the town, but there are some
things in the ruins, like loot and experience, that you can pick up if you
need them. Once you are right outside of Colchis, head southeast until you
reach the littlemountain grouping. Look for the gap in it and walk in it.
Fight off the two encounters with the slimes and walk into the dungeon. You
will now be in the Slime Pit.
In the Slime Pit, there are five slime pools you must destroy before you can
end the slime plague. They are covered individually. Upon entering, go west.
When you are ambushed by the slimes, kill them all. After that, go west until
you reach the pedastal with the buttons.
1. Push the button in the top-right corner. Then, leave the dialog box and
head to (50, 18). From there, go north and then turn east at the junction.
In the next room, go through the passage in the northeast corner. Go down
the stairway. If you wish to restore some spell points, then step on the
rune at (54, 11). However, you will have to fight a few slimes to use the
rune. Either way, go west through the open portcullis and cast Fireball on
the slime pit. Then go back through the stairway that you came down with.
Go back through the caverns and back to the pedestal with the buttons on
it.
2. This time push the button second from the top. Go back into the passage at
(50, 18), but this time, go east at the split up. Follow that passage and
go down the staircase. The room that the staircase puts you in is full of
slimes that cast spells on you, so be prepared for a fight.
To navigate through the room, just stick next to the chasm and follow it as
it wraps around itself. Follow the overall movement of the cavern and you
will arrive at yet another slime pool. Destroy it with Fireball or a spell
like that.
Backtrack through the cavern to the stairway and go up it. Now backtrack
through this cavern until you reach the pedestal with all of the buttons on
it.
3. This time, at the pedestal, press the button in the very bottom-left
corner.
Now, go through the passage south of the pedestal that leads out of the
main cavern. At every intersection you come to, choose south. If that is
not an option, then go west. This should lead to you to a room with some
slimes in it. Kill the slimes and go down the staircase.
In this new cavern, there are quite a few slimes, many of which cast
spells. You should take the cavern slow and kill all slimes you come
across. However, you do not have to go all the way to the north end of the
cavern, as there is nothing there. Instead, go through the passage at (7,
14). Follow it through until you reach the slime pool. Destroy the pool and
backtrack to the stairs., Go up them and go back to the pedestal with all
of the buttons on it.
4. This time, choose the button that is just a little bit above and to the
right of the button you chose last time. Click on it, and that one alone.
Now, go through the west passage leading out of this cavern. Follow this
passage until you reach the location (14, 35). In the fairly large room to
the south, go west. Follow this until you reach the room with the slimes in
it. Kill the slimes and go down the stairway in the corner of the room.
In this cavern, grab the boat and boat north, going past the islands with
all of the slimes on it. Just keep going north, and eventually you will
reach a small passage you should go through. Follow this passage until you
reach the slime pool. Destroy it and head back to the boat. Get in it and
backtrack all the way until you reach the staircase. From there, backtrack
to the pedestal that has all of the buttons on it.
5. By now, you may have noticed that when you press a button on the pedestal,
the corresponding portcullis at that approximate location opens. So, now
you can click on the one and only button you haven't already pressed(if you
have been following me the whole time, then it would be the one just a
little bit below the middle). After pressing the button, head south. At the
first two intersections you come to, head south. At the third, though, head
east instead. Then go south down the first passageway you come across, and
walk down the staircase.
On this level, walk north a few steps until you go through the portcullis.
You will now come to a fork in the road. It doesn't really matter which way
you go because through each lies an encounter with some Slime Zombies. Kill
them and head north until you reach the slime pool. Destroy it.
After you have destroyed the fifth slime pool, go west to reach the passageway
that is at (28, 21). Go north and get ready for a battle.
In this room, quickly kill the Alien Slime. It helps if you cast spells like
Fireball on it to really wear it down. It doesn't have much health (around
70), but it might be hard for a fairly weak party to defeat it. But after you
defeat the Alien Slime, go through the secret passage which is at (24, 3).
Step on the special encounter.
After doing that, just backtrack through the caves and up the staircase. Then
backtrack to the entrance to the Slime Pit, and leave this hell pit.
Congratulations! You have defeated the plague of the slimes! If you wish, now
you can go to Anamaxinder to get some more information. He will in turn send
you to the Tower of Magi to get your reward. Or you can just defeat several
plagues at once and then head down to the Tower of Magi to gain your rewards.
Also, remember that rune that you found and your character drew? If you want
to know what that is for, look in the section 'Dealing with the Evidence', but
I advise that you deal with it a lot later on to save time and trouble.
It is really up to you what you do, but, either way, you are now ready to move
on to the cockroach plague.
/--------------\
|2. Cockroaches|
\--------------/
The Isle of Bisgail is infested with cockroaches, and it is not very cool. I
feel that a party should be above level 10 to deal with this plague, but you
might think differently.
First of all, you might need to know how to get to the Isle of Bisgail. Of
course, you also might already have discovered through trial and error and
such, but, then again, maybe not. To get to the Isle of Bisgail, first exit
Fort Emergence (I'm gonna start from there as it is a standard and well-known
point on the surface). Go southeast to Krizsan. From Krizsan, go on the road
that goes north, and follow it until you have a large lake to the north (on
the way you will come across a Troglodyte toll booth. You can either pay them,
attack them, [if you attack them the toll booth will be gone] or hit 'Leave'
and walk around the mountain, it's not that far). Turn west and go that way
until you reach the town of Farport. In Farport, ask the man right by the
docks about 'port' and do what he says. You will now be in Port Townsend, on
the Isle of Bisgail.
Once you are on the Isle of Bisgail, the adventure really begins. Start right
outside the town of Bavner. Starting one square northwest of Bavner, here is
where you go (in this order):
13 spaces northwest
2 spaces west
4 spaces north
1 space northeast
3 spaces north
2 spaces north
Now go walk into that door you see.
You will now be inside the Spider Caves. Once inside, go north to (11, 5).
Follow that passage and ask the spider that blocks your way about 'spider'.
Ask the next spider you come across (which is the chief spider)about
'friendly'. He will give you some instructions. Now, leave the Spider Caves.
Once outdoors, step onto a square directly northwest of the Spider Cave, and
go directly northwest until you come across the spider combat. Choose to help
them and kill the roaches.
After you kill the roaches, go back to the chief spider in Spider Cave, and
ask him about 'friendly' again. He will tell you where the friendly roaches
lair is at.
Now, leave Spider Cave. Stand on the space that is three squares north of the
Spider Cave and go straight north. Eventually, you will come to a ring of
trees that seem to be blocking off something. In the eastern tree wall, there
is a secret passage. Walk through it and enter the Roach Lair.
Once inside, step on the special located at (7, 5) to get a map. Now leave the
roach lair and head back to Bavner (but don't enter).
Once outside Bavner, get on the road that heads east. Follow the road all the
way to the town of Kuper.
In Kuper, head to the docks (at the southern end of the town). When in
dialogue mode with the woman standing there, click on the 'buy' button and
then go to the middle dock. Get your ride over to the town of Kneece.
In Kneece, go through the open portcullis located at (16, 33). From here, it
doesn't matter if you go north or east, either way you will end up at the next
open portcullis located at (29, 22). Pass through the barrier and walk around
the building until you find the door. Go in and ask the wizard sitting there
about 'gift'. Now leave this town (by going back to the middle dock and
getting in when the woman comes around on her skiff), and then leave Kuper.
Go west on the road, following as it goes past the large town of Shayder.
The road makes a sharp turn to the east when it reaches a mountain range along
the coast. However, keep going north, alongside the coast and mountain. Kill
the roaches that are standing guard and walk right into the Filth Factory,
where the roaches are being created.
Upon entering, you find yourself face-to-face with a large wall. Just go
straight east, right through it. In the main entry hall, go through the door
in the north wall. Follow this passage into the room with the fungi in it. Go
north in this room to the passage at (19, 3).
Follow this passage east and kill the roaches that you come across. This path
eventually leads you into a much larger room. Go south to the locked door at
(52, 11). Pick, bash, or unlock the door and send your strongest PC on their
own into the control room.
In the control room, follow the passage around and kill all monsters that you
come across. Then walk down the corridor and unlock the locked door. Kill the
roaches in the control room. Step onto the special located at (42, 15). Press
the button that says 'Halt Slime Flow'.
From this point to a little while longer, you must hurry.
Quickly run back to rejoin your party. From the door leading into the control
room, go through the door that is directly southeast of you. Go south down
this corridor and then west. Unlock the locked door and walk through the open
portcullis. Go east down the slime tunnel and through the locked door.
Just so you know, once you make it through that door, you will no longer have
to hurry.
Go down the passageway and down the staircase.
On the second level of the Filth Factory, follow the passage through the door.
In the corridor, go south and turn west where the path splits up. Go through
the door in the south wall and pull the lever in there. Now, leave this room
and go north, back up the corridor. Go through the second door on the west
(going from the north). It should have three levers in it. Pull the middle
lever.
Now, go back into the hallway. Go back into the room that had the first lever
that you pulled. As you may have noticed, a passage has now been blown into
the wall. Go through that passageway and step into the portal.
From your new location, take the path the heads north. Follow the path as it
winds around the perimeter of the level until you reach (47, 1). Go through
the passage.
You will emerge in the heart of the roach factory. In here, you will destroy
the factory and end the plague. But first you have to arrive at that point.
From where you come out of the passage, head northwest and follow that as it
winds around. When you come to the gap in the western wall of the filth, go in
it. Take the path that goes north. When you come to another gap in the walls
of filth, go through it (the gap will be on the west side of you). Then go
south. Follow this path around, killing the roaches. Step on the special
located in this room at (26, 36) and take the scales. Then go north.
When you see another gap in the walls of filth (this one has a special dot
marking it), step on it and use the Phoenix Egg. Now you will have to
backtrack through this maze of filth.
From where you drop the egg, go north and follow this path until you meet a
gap in the east side of the filth wall. Go through it and take the path that
goes north. As it winds around, you will be faced with the exit of the filth
maze. It will be in the west wall of the filth. From there, go south into the
building and go up the stairs.
From the stairway, run west and out of the Filth Factory.
Congratulations! You have now defeated the plague of the cockroaches.
As with the slimes, you can either stay on the surface to deal with more
plagues, or you can go down to Upper Exile to claim your rewards. I will not
cover anything to do with those rewards or the scales that you found in the
heart of the Filth Factory. If you want to know what to do about that, look in
the section 'Dealing with the Evidence'. However, that invloves the endgame
and can easily be dealt with later on.
/-----------------------\
|3. Giants & Troglodytes|
\-----------------------/
The Troglodytes and the Giants, who are bitter and mortal enemies of each
other, have stopped waging war against each other and started ganging up on
the human inhabitants of Valorim! What has caused this to happen?
Unlike the other three plagues, this one is ended not by destroying the
creator of the two species, but by getting them to fight each other once more.
This plague is a bit harder and more in-depth than the previous two. Your
party should be at about level 16 or higher before starting on this plague.
You should start this quest in the massive town of Sharimik. Sharimik is
northeast of Fort Emergence.
Inside Sharimik, go the City Hall. It is in the southeastern corner of the
town. Go talk to Mayor Knight. He is at (46, 53), if you are having trouble
finding him.
Ask him about 'quest' and then 'problem'. He will tell you that, to begin this
quest, you need permission from two other people. Then end the conversation.
Then go back into the City Hall entrance hall. Go through the door in the
northeast part of the room. Ask the man sitting there about 'mission' twice.
You will pay him some gold, and he will in turn give you his permission.
Exit dialog mode and leave the City Hall. Then go into the barracks (they are
just a little bit east of the city's north gate). Work your way through the
rooms of the barracks until you come to the one with the Empire Dervish in it.
Ask her about 'mission' and then 'ritual'. In case you could not interpret it
from the dialogue, you will need the spell Ritual of Sanctification to go any
further. If you already have it, then you can skip this next paragraph.
Otherwise, go ahead and read it.
First of all, leave Sharimik and get on the road that is leading northwest,
away from Sharimik. This road will eventually lead you to the town of
Softport. When you reach that town, go in it. In the southwest corner of the
town is a temple (you will be able to tell that it is a temple because of the
dark-colored walls). Go in there and ask the priest about 'corie'. She will
force the conversation to end. After that, go ahead and leave the town of
Softport. Once outside of Softport, go north and cross the bridge. Eventually,
you will come to a mountain cropping. Walk around the perimeter of these
mountains until you reach the north side of them. There you should see a
passage leading towards the center of the mountains. Go down it and into the
hut you come to. Walk around the outside of the building until you come to the
door in the southwest corner. Break in and ask the priest about 'troglodytes'.
He will then teach you the Ritual of Santification, a level-one priest spell.
Then leave this hut and go back to Sharimik.
Once you have the Ritual of Sanctification, leave Sharimik and start heading
east. Do not follow any roads as you go along. Be warned, however, that this
next part is pretty tough and you will have to go through a lot of combats to
suceed in your mission. Make sure to save the game before going any further.
Also, you will need to have a spellcaster with AT LEAST 50 spell points. You
will need 50 spell points to cast the Ritual of Sanctification, and so you
will need to make sure to conserve them.
Continue on going east, past Angel's Rest. Keep going until you reach a
mountain range (the mountain range will be to the east of you). Look around
for a path leading up the mountains. Go up that path and into the dungeon you
come to.
You will now be in the Troglo Temple. This is a two-level dungeon. Your goal
is to destroy the dark altar on the second level. The stairway to the second
level is at the far east end of the first level (you start on the west end).
Here is what I recommend doing (if you have these spells):
1. Enter Combat Mode.
2. Cast Major Blessing, if you have it. Otherwise, cast Major Haste.
3. Cast Mass Sanctuary. If you don't have it, you are out of luck.
4. Never leave combat mode. On each PC's turn, have them run east towards the
way to the next level. Also, never attack any monsters, and renew the
hasting and shielding effect whenever it becomes necessary.
5. When you reach the way to the next level, exit combat mode and walk onto
it.
If you canot use that option, then you will have to fight your way to the
slope. It will be hard, but if you haste and bless the party and curse and
slow the enemy, it should be easier for you. All the while make sure to keep
your goal in sight, and not to waste any time by killing to many Troglodytes.
On the second level, you should immediately prepare for a massive combat.
Start by hasting and blessing your entire party or your strongest PCs.
Remember to conserve 50 spell points on one PC. To make this combat a lot
easier, start by taking out the Troglo Shamans first, and then work on the
warriors.
After you finish the combat, go east into the forcefield walls. Go east to the
altar (when it asks you if you want to kneel, say no). Then have your
spellcaster cast Ritual of Santification.
A bunch of demons will now spawn. You can easily take them out by sending in
your blessed and hasted warriors to attack them. Or you can duke it out with
spells and un-bonused attacks from your melee warriors.
After slaying all of the demons, you should take this time to heal your party.
Cast spells to cure them of their ailments, and use the 'wait' feature to gain
back some health and spell points.
When you feel that you are ready to go back to the lower level and flee from
this hellhole, go back down the stairway that you came up.
Back on the lower level, you should do the same thing to get out that you did
to go in. The only real difference is that now you can unleash the fury of
your spells as you no longer need to conserve your Spell Points. Just go crazy
on those damned troglodytes. Leave the Troglo Temple as quickly as you
possibly can.
After you have completed your mission, return to Sharimik. Go back into the
barracks and find your way back to the Empire Dervish. Ask her about
'mission', and she will give you permission to pursue your fight against the
Troglos. Now, go back to Mayor Knight (in the City Hall, remember?) and ask
him about 'quest'. After that, leave Sharimik and head east to Angel's Rest,
but don't enter it. Instead, go east a little about ten spaces and then go
north until you reach the mountains. You should see a passage leading into the
mountains. Go up that passage. When asked if you wish to approach the
troglodytes, say 'yes'. Then go north and into Castle Troglo. When asked, say
'yes' both times. You will then be transported into a jail cell.
In the jail cell, the door is already locked and you cannot open it. Just wait
around in the cell (by using the 'wait' feature, which is the 'w' key) for a
little while.
When you get the message about the door being unlocked, go ahead and walk
through the door and head north. You will then be sent back into your prison
cell.
However, the first PC in your party will now have a new item (check the text
bar at the bottom-right part of the screen to find out which PC) called 'Piece
of Paper'. Use that item to read it.
After reading the piece of paper, wait around for a little while longer.
Eventually the door will be unlocked again. Leave your cell and walk north,
turning west when the hallway does. You will eventually emerge into the throne
room. Talk to the troglodyte on the throne (this is King Vothkaro). When he
asks if you have read the scroll, say 'yes'. Ask King Vothkaro about 'heresy'. </pre><pre id="faqspan-2">
Then exit dialogue mode and walk back to your cell. Read the piece of paper
that is now on the table in your cell. It will give you some more information.
After reading the paper, search for a secret passage in the western wall of
your cell. Go through the passage and walk down the staircase.
When you are on the next level, you will be in a secret passage. Follow the
passage for its short distance and then go south, through the cave wall. You
will then emerge outside. Cast a light spell and follow the path as it goes,
killing any troglodytes that you come across.
When you come to the room where the path splits into three directions, choose
the path in the northwest corner. That one will get you where it is you want
to go. Follow that path until you reach the bridge. Cross the bridge when you
come to it.
After crossing the bridge, head onto the path southwest of the bridge. Follow
that until it splits up. Then veer to the north. Stay along the west wall of
the cave. When a passage opens up, take it.
In this cavern, head southwest and leave the cavern through the passage in the
west wall. Once outside, head north. You will come to a pedestal in this room.
Step on the special right by it. A puzzle will come up. To solve it, put the
numbers in this order (from left to right) 5, 4, 3, 2, 0, and 2. After solving
the puzzle, go through the open portcullis that is west of the pedestal. Weave
in and out of the walls until you go through the next portcullis. Then go
north up the hallway. Unlock the door and get ready for a battle.
Enter combat mode quickly and set your sights on Elhioc. He is in the
northeast corner of the room. Kill him quickly, and the battle will be much
easier. It helps if you slow and/or curse him first. Note that he doesn't have
too much health, but he has a high level and lots of spell points that he can
throw at you.
After killing Elhioc, finish of his henchmen, and you will be done. Now you
will have to backtrack.
First, weave back through the puzzle and start heading south down the passage.
When you come back to that one cavern you came through, go back through it.
Then head south, and turn east when you get the chance. Head northeast to the
bridge and cross it. Then head south, and follow the path as it rounds around
the underground lake. Eventually, you will come back to the secret passage
with the stairway. Go back up the staircase.
You will be back in your cell. Leave your cell and head south (note that you
can now also explore the rest of Castle Troglo if you head north) down the
hallway. At the end, there is a secret passage in the eastern wall. Go through
it and through the door south of you. Walk south and leave Castle Troglo.
Now, head back to Sharimik. Go talk to Mayor Knight in City Hall. Ask him
about 'mission' and then exit dialogue mode.
Then, leave his office and go through the southern door in the east wall of
the entrance hall. This is the library. Weave in and out of the books until
you get the message about the door being unlocked. Walk in and step on the
special to receive the 'Dispel Barrier' spell. Now, go ahead and leave
Sharimik.
Now you must go to the town of Lorelei to continue this quest. To get to
Lorelei, get on the path heading northwest from Sharimik (this is the same
path you took to get to Softport). Only instead of just walking into Softport,
get on the road that heads northeast of Softport. Follow that road a bit. When
you come to the fork in the road, take the path that heads northeast. It will
cross a mountain range. When asked if you allow your party to be searched, go
ahead and say 'yes'. Now follow the path right into the massive town of
Lorelei.
In Lorelei, head right to the barracks. There is little else to do here
(except obvious things like buying weapons, armor, etc.). The barracks are
just a little bit north of the center of the town. Walk into the barracks and
go into the southeastern room. Ask the Empire Dervish about 'mission', and
then leave Lorelei.
Once outside of Lorelei, head southeast until you find yourself alongside the
mountain range. Walk alongside the mountain range, curving when it does, until
you reach the wall with a road running down a gap in the center. Walk into
that gap. You will be forced to fight against the Giants, so make sure that
you attack them and kill them all before going any further.
After the combat, get back onto the road and follow it until you are right
outside the cave. Rest up to full health and then enter it.
This cave is a pain, mainly because of all the advantagous points the giants
get on you. Your best bet is to cast Stealth and quickly sneak through the
level.
Upon entering, follow the passageway as it turns towards the west. When you
come to the bridge that crosses the lava (it is heading south from you), cross
it. You will come to a cavern with some ogres and an ogre mage. Kill them and
then leave the cavern through the passage in the east wall. Walk across the
bridge and then head south. When it gives you a choice if you want to go to
the next level of this cave, say that you do.
You will now enter the Lower Caves of the Giants.
Upon entering, head east a little ways and then head north at the fork in the
road. Kill the giants that you come across and keep heading north. You will
find yourself on a distinguished pathway.
When a pathway opens up heading west, go in it and get ready for a huge fight
against some Nagas. Nagas are enormous snakes with magical powers. Your best
bet is to haste and bless your warriors and send them in immediately. Have
them all gang up on one snake, and then move on to another when that snake
dies. Don't try to attack the Nagas directly with spells. They have numerous
resistances, and your spells will not be very effective.
After defeating the Nagas and the giants, step onto the tile square in the
southwest corner. You see the narrow passage leading away from it to the
south? Go down that passageway. Search the eastern treasure chest to get some
loot. Then search the western one and make sure that you take the key in
there. You will need that key later on in this mission.
After you make sure that you picked up the key, go back into the Naga chamber
and leave it the way that you came in. At the passageway you walked up to get
there, go north this time and keep going north. Follow this path as it goes,
keeping on it as it passes the building.
When there becomes a fork available to the south, go down that path.
At the next fork in the road, go north. Follow that as you cross the lava on
the bridge. At the other side of the bridge, travel on the east-heading path
just a little bit to the north of you. As you may have noticed, this puts you
in a room full of Giant Shamans. Kill them all as quick as you can. Keep
following the path around until you come to the building on your east side.
Use they key you found in the Naga chambers to unlock the door. Once inside,
step on the rune. A puzzle appears. This is a simple puzzle, as all that you
have to do is press the two buttons in the bottom-left of the dialog box and
then the two on the right side of the dialog box. You should then see a small
message saying that the portcullis went up. Then exit the dialog box and go
through the open portcullis in the eastern side of the room.
Inside, beware. Black Shades wonder around the room, and they are invisible.
The best way for you to kill them is to cast spells that do damage to a large
area (like Fireball, Divine Thud, Firestorm, Flamestrike, etc.).
After the Black Shades are dead, then you can now loot the chests. The one you
especially want, though, is to the left of the one in the southeast corner. In
it is a Piece of Paper. That piece of paper is the whole reason you fought
through this dungeon. Find the PC that got the item and read it (by using it).
It will show you the entrance to the dungeon with the Great Barrier, which has
been blocking off the Giants and Troglodytes from fighting each other.
Now that you have the piece of paper, you will have to backtrack through the
dungeons, all the way back to where you entered it. This is relatively hard
and will take you just as long as it did to enter. Try to conserve your spell
points for healing and restoration as much as you can. Use the exact same path
you used to come in to get out of the tunnel. This path is effective and
avoids many monsters as well.
Once outside, rest up a bit to restore your health and spell points. Then head
northeast. Keep going northeast for quite a while. Eventually, you will reach
a mountain range. When you reach the mountain range, follow it as it heads
north. Eventually, you will reach the edge of the range. Go around it and
start heading south down the east side of the range. Cross the bridge when you
have to. Now, for this next part, it will be much easier if you stay alongside
the borderline of the mountain and the grass (the squares that are either
completely deep and solid brown or the spaces that are about half brown, half
green). Stay on this and follow it as it leads south. When the map becomes
sort of like this, read on:
MMMMMMMMWWGGGGG W = Walkable hills
MMMMMMWWWWGGGGG M = Mountains (blocked off to you)
MMMMWWWWWWGGGGG G = Grass
MMMWWWWWWGGGGGG
MMMMWWWWWWGGGGG
MMMMMMWWWWGGGGG
MMMMMMMMWWGGGGG
When the terrain around you is sort of like that, look around there and you
will see that there is a cave you can enter. Go into that cave.
Inside the cave, you will come to a pit with an obelisk by it. To go any
further in this dungeon (and in the mission), you will have to push all of the
barrels into that pit, or whatever pit they are near by. This is not too
tough, but you will have to go through the secret passage at (36, 32) and,
from inside of that passage, the one at (40, 35). Push those barrels in too.
There are a total of five barrels that need to be pushed into either water or
a pit.
After you have pushed in all of the barrels, then you can walk through the
door into the next room.
Be careful in this next room. The walls are moving, and if they smash you into
a wall, you will die. Make sure to think before you move. Your goal is to
reach a secret door in the western wall of the room. This door is a little bit
to the south of the middle of the wall.
Walk up that path and turn when the path turns west. But stop before turning
to the south.
There is another moving wall here. When the wall is moving north and goes to a
couple spaces north of you, then walk into the path and run south to the wall.
Go through the crack in the southwest corner and then step into the
teleporter.
Walk down this passage and you will be in the same situation as last time,
only now the passage is two spaces wide. Just wait again for the moving wall
to become one space north of you, and then go southwest to the opening in the
wall. You will come to another moving wall path, only this time you have to
head north. When the wall is one space to the south of you, walk northwest and
into the opening. You will then come to yet another moving wall trap. This
time is like the others, though. Wait for the wall to be one space above you
before moving south. Go through the opening.
You will now be in another large room with moving walls. Only this one is
harder because it summons up undead to fight against you. I recommend that you
charm them so they fight on your side. This will save a lot of time and
trouble. But in this room, your goal is to reach the secret door located at
(15, 24). That is along the south wall of the room. In this next room, go
through the passage in the west wall located at (13, 27). Pull the lever in
there.
After pulling the lever, head back through both secret doors and into the
large room. Head through the open portcullis northwest of you (make sure to
dodge the moving walls though).
In this next little room, you will see your path blocked once again by a
closed portcullis. So walk along the passageway heading north out of the room.
You will come to the third and final major wall-moving room. This one is the
worst, and, while writing the walkthrough, the only one I actually died on.
Your goal is to go through a secret passage in the northeast corner of the
room. That secret passage is blocked off by a wall. I believe that by
disrupting the boxes south of the wall, you can disrupt the wall as well. You
will have to cunningly weave in and out of the walls to get through that
secret passage. Once through the secret passage, pull the lever and go back
into the evil moving wall room. Weave in and out of the walls to reach the
passage you arrived here in. Go south down it and through the newly-opened
portcullis. Go down the sloped path when the dialog box asks you.
In this next level, head west. Eventually a doomguard will start attacking
you. Beware, as Doomguards are a real pain in the ass. They are resistant to
most forms of magic, and split when they are hit (and that is a 'when' because
they are not always the easiest thing to hit). The most effective way to kill
a Doomguard is to heavily bless and haste your party. Never have your
spellcasteres hit the doomguard. That way, your warriors will do a lot of
damage, lowering the number of times the doomguard can split. Once the
doomguard is dead, you are almost done with this quest.
Walk up to the crystal in the middle of the room. When the dialog box pops up,
choose to smash the crystal. That will remove the barrier, but it will also
summon up hoards of Troglodytes and Giants. Kill them all and loot the place.
After the monsters are dead, walk up to the crystal and grab a few of the
shards.
Now you will have to backtrack again. Backtrack the way you came in, going
through that annoying moving-wall maze all over again. Eventually, you will be
outside again, your quest complete.
Congratulations! By getting the Troglodytes and the Giants to start fighting
again, you have finished this plague!
As with the other plagues, you can either remain on the surface and move onto
the golem plague, or you can drop down into Fort Emergence and have a little
chat with Anamaxinder, who will send you to the Tower of Magi for your
rewards. Also, you can deal with those crystal shards you picked up (see
'Dealing With the Evidence' for more information on this). Either way, you are
now ready to move onto the golems, the hardest and most annoying of the
plagues.
/---------\
|4. Golems|
\---------/
Once you have defeated the other plagues on Valorim, you will be ready to deal
with the golems. Now, the golems are a real pain in the butt, as you will need
a very powerful party to beat this mission (I would say above level 28), and
you will also have to be cunning, as the puzzles in this part of the game are
harder than anywhere else. Bearing all that in mind, let's get started, shall
we?
Also, before beginning this mission, you will need the Orb of Thralni. See the
section 'Recovering the Orb of Thralni' a little ways below for more
information on how to get it.
Once you have the Orb of Thralni, head towards Midori Province (the area
around the massive city of Gale). I will start this quest off just outside of
Gale.
Head north along the road. When you reach the first bridge, you will be given
a choice of whether or not you wish to help the soldierse. I recommend that
you help them, but the choice is yours.
After crossing the bridge, continue going north on the road until you come to
the turnoff. Head east (NOT west, that was not an error) into the grass a few
spaces north. Keep heading in that general direction, weaving in and out of
the trees. Eventually you will come to some mountains. Go north a litle bit to
come to a place that will seem like this on your screen:
GGHHMM H = Hills (dark brown, you can walk on)
GGHHMM G = Grass (green, you can walk on)
HHHH*M M = Mountains (light brown, you cannot walk on)
HHHHMM * = Hills (dark brown, you can walk on)
GHHHMM
GHHHMM
Stand on the space where I put an astertik in the above diagram. Use the Orb
of Thralni and walk straight east. You will enter a hidden place in the
mountains. Pause until you land, and then enter the little cave known as the
Remote Aerie. In there, look around until you find Zalifar. Ask him about
'drake' and 'recently'. Then leave the Remote Aerie and fly west across the
mountains, to where you came from. Head back to the road. Now, at the one
turnoff, head west down the road. You will eventually come to the most likely
ruined town of Greendale. Don't enter it unless you want to. Your goal is to
find that drake that Zalifar mentioned.
Once outside of Greendale, head south and use the Orb of Thralni to cross the
river. Head south until you reach the field of rubble. When you are standing
right next to the mountain horizontally and one space south of the top of the
rubble field vertically, use the Orb of Thralni and head straight west. You
will eventually see a passage open up. Walk onto that passage and enter the
little cave thing.
In the cave, head east until you find the drake lord. A special will pop up
asking if you wish to surrender your food to him. If you wish to fight the
dragon to end this little part of your quest, then do not surrender your food.
If you wish to talk things out with the Drake Lord to avoid a combat, then
surrender your food to him. If you talk things out with him, say 'agree' to
him in dialogue mode.
If you decided to fight the Drake Lord, then you should prepare for a fight.
Dalakros is powerful with spels and can hurt you very badly.
Anyways, after dealing with the Drake Lord, head back to Zalifar in the Remote
Aerie. Ask him about 'spire' and then 'circles'. Then leave the Remote Aerie.
Head back to the road and go north at the turnoff this time. Fight against the
golems to gain entry to Tevrono.
There is little to do in Tevrono, and you are not required to go in there.
Instead, you will have to use the information that Zalifar gave you.
Zalifar mentioned that the golems have one central tower and four little
towers around it, supplying it with power. Before you can destroy the source
of this plague, you have to destroy the four surrounding towers. Here is how
they are layed out:
T2 | T1: Surrounded by low mountains, you can fly to it.
| T2: Surrounded by high mountains, you have to go through
| CT to get to it.
T1 CT T3 | T3: In the grass, you can walk to it.
| T4: In the grass, you can walk to it.
| CT: You can walk to it. A big tower with lots of golems.
T4 | Note that this tower is directly northwest of
| Tevrono.
First, you should head to T1, T3, and T4 before going into CT. Those three
towers are basically the same thing, just in a different place. Here is what
you do in those three towers upon entering:
First of all, dispel the barrier that blocks you from entering the tower.
Then, go on in. Enter combat mode and rush into the center of the area, where
the crystal is at. Quickly destroy the crystal and finish off the rest of the
golems in the little arena. Then leave the tower.
After taking out T1, T3, and T4, you will be ready to move on to CT. I know
what you're probably thinking right now: 'That was easy. He really
overestimates this plague.' Well, CT, or better known as the Tower of Shifting
Floors is probably one of the hardest dungeons in the game, and I bet you will
die many times before completing this plague.
Anyways, enter the Tower of Shifting Floors from the east. Get ready for a
huge fight. Assault all the golems that attack you and then head west, towards
the thick conveyor belt. Head west until that thick conveyor belt seems to
disappear and spread out everywhere. Then head north to (15, 7). Work your way
through the conveyor belt puzzle. Your goal is to head northwest, and then
weave through the passage. Go up the stairway located at (2,2).
On the second level of The Tower of Shifting Floors, head around the machinery
and kill the other golems up there. Then hop onto the southwestern conveyor
belt.
On the conveyor belt, head south, across the three-spaces-thick conveyor belt.
Keep going south and kill the golems in the Pillar Room. Hop back onto the
conveyor belt and stay on it until you see the little narrow walkway with the
special on it. Go down that walkway until you reach the next conveyor belt.
Get onto that belt. On this new belt, pass up the first turnoff. In the fork
in the belt, head east. Follow this around until you pass the area where the
golems look at you through the windows. Then get on the belt heading east.
When you can't go east any more, go north and then onto the short walkway that
is right on your west. There is a secret passage in the north wall of that
walkway. Go through it and kill the golems in there. Then pull the lever and
go back out to the conveyor belts.
On the conveyor belt, go north until you reach the area where the conveyor
belt is extremely thick. There, go along the north wall until you come to a
conveyor belt that you can go onto. Then go west when that turnoff pops up.
Keep going west until the conveyor belt turns south. After it veers south, get
on the first turnoff heading west. Follow that belt into a big room with a lot
of conveyor belts. Keep going north and onto the passage in the northeast
corner of the chamber. Follow this conveyor belt. Eventually, you will notice
that you meet up with the conveyor belt you started this on. Remember the
route you took to get here: this is the easiest way to circle around this
floor. From there, go south, crossing the massive conveyor belt again. Keep
going south, past the Pillar Room and back to that one narrow walkway. Go back
onto the conveyor belt at the east end of this passage and then go east down
the fork in the belt, after passing up the one turnoff. Go back around, past
the room with the golems in the windows. Go back onto the conveyor belt
heading east. When you cannot go east anymore, this time go SOUTH, not north.
You will be able to enter the room with the golems in the windows, better
known as the Control Room. Kill the golems in there.
In the control room, step on the special at the pedastals. One of them will
pop up a bunch of buttons. Push the buttons 'Belt Alpha' and 'Belt Beta', and
then leave the dialog box. After that, hop back onto the conveyor belt and
rejoin the main belt. Go back around to where you emerged onto this level.
Head south again, crossing the main conveyor belt when you reach it. Keep
going south, past the pillar room and the narrow passage, and eventually you
will reach the library. Search the four books to get some very useful
information that will be very helpful to you later on in this game.
After searching the library, get back on the conveyor belts and travel around
to the staircase you took to get up here. Go back down the staircase, to the
first level of this tower.
On the first level, head south to the main conveyor belt and get on it, on the
south part. Take the fifth turnoff on the south (going from the west), and
then take the second turnoff you come to. Follow that around and go down the
staircase that the conveyor belt leads you to. That staircase is located at
(23, 61).
On the basement of the tower, go through one of the two portcullis and follow
the path around until you reach the massive conveyor belt. Go north down the
center and eventually you will leave the Tower of Shifting Floors. You will
find yourself outside, right by the last of the golem spires! Enter the spire
and do the same thing you did at the other three: you know the drill by now.
After the crystal is destroyed, head back into the Tower of Shifting Floors.
Go up into the main level of the tower and then up to the second floor, where
the massive conveyor maze and the control room are located at.
On the second level, navigate around the level on the conveyor belts until you
reach the area on the way back that is in the middle of the fort (where you
cross the path that leads into the lava at the center of the tower). Right
past that point, before the path bends south, is a turnoff heading north. Go
on that turnoff and follow it around until you reach a new intersection with a
special right by it. Go north at this intersection and kill the golems in this
next room. Go up the stairway, and you will be on level 3 of this tower. Don't
worry: you are almost done with this damned plague.
On the third level of this tower, kill the golems that you start out right by.
Then, go into one of the passages heading either east or west out of the room.
It doesn't really matter which one you decide to take. Anyways, walk around
the wall and through one of the open portcullises. You will get a message
about a powerful crystal controlling the golems. You are to destroy that
crystal. But first you have to navigate your way through yet another conveyor
belt maze. Starting at (29, 32), you will want to head north and then work
your way generally northeast. Along the east wall is the conveyor belt that
will allow you to move on.
After navigating your way through the maze of conveyor belts, you will be
ready to assault the Mind Crystal. Start by hasting and blessing your party.
Have your hasted warriors wander around the lava and start hacking away at the
crystal (ignore the golems). Have your spellcasters continuously haste and
bless your party as well as slow and curse the enemys. Eventually, the Mind
Crystal will die and the golem plague will finally end.
Now, all that you have to do is backtrack out of the tower. This might take
some time, but it will be much easier now that the golems are gone.
Once you are outside, head back to Fort Emergence. Go talk to Anamaxinder. You
can now go to the Tower of Magi (assuming, of course, that it hasn't been
destroyed yet), or you can just move right along in the game. Either way, you
are now ready to begin work on the endgame, assuming that the first two
sidequests have been completed.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>D. Side Things<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
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After a set amount of time playing Ruined World, the following three events
will occur. Only the first two are necessary to beat the game, but, when each
one occurs, you are required to finish that mission. You must drop whatever
plague or side quest that you are working on to finish this real side quest.
/--------------------------------\
|1. Recovering the Orb of Thralni|
\--------------------------------/
One day, when speaking with Anamaxinder, you will recieve a message that the
precious Orb of Thralni has been stolen by thieves! He will then give you a
mission to retrieve it.
This will usually happen around Day 125, but it will be sooner if you have
already completed either the slime or cockroach quest. Beating this quest is
required if you wish to beat the game, which you probably do.
Open hearing of the theft of the orb, first leave Fort Emergence to the south
(so that you will be in Upper Exile) and head west to the Portal Fortress.
Inside the Portal Fortress, find your way to the massive portal in the
southwest corner, and enter it.
You will arrive on a platform. Quickly head south and leave this town, killing
the evil soldiers and spellcasters as you go.
Once outside the Arrival Platform, go ahead and head southwest. Eventually,
you will come to a large lake. Follow the edge of the lake around (start by
heading west). When the cave wall touches the edge of the lake, just go around
the cave wall. Then go back to the water. By the way, make sure to win all of
the combats that you are forced to fight.
Anyways, you will eventually come to a town. Enter the town and work your way
to the dock in the southern part of the town. If you want, you can kill the
evil soldiers, but you do not have to. You can also loot the place if you
wish. Whatever you choose to do, hop into one of the two boats and leave the
town to the south.
Once out on the water, head southeast down the waterfall. Then follow the
stream around until you are in the lake. Head north and eventually you will
see an island. Go onto the island and into the tower on the island from the
north.
Once inside the Cult of the Sacred Item, head south down the hallway. You will
occasionaly be zapped by a bolt of light, and there will be monsters shooting
at you from the other side of the wall. You can fight back at them, or you can
just keep heading south. Anyways, eventually you will reach a locked door.
Unlock the door and kill all of the monsters around you.
After killing all of the monsters in the Central Garden, head through the door
in the southeast corner. In this new hallway, head south, killing any soldiers
that you come across. When you reach the end of the hallway, head east. Go
through the door at the end of the hallway and make sure to search the
bookshelves. One of them contains a key that you need to complete this quest.
After you have the key, go back into the central courtyard. This time go
through the door in the southwest corner.
You will now be in a hallway with several pools of water. You must touch one
before you can go further, then touch another to go further, and so forth.
Eventually you will reach a door. Inside, there are six containers. Here is
what each contains (they are layed out here as they are in the game)
-Empty- -Empty-
-Orb of Thralni- -Uranium Bar-
-Empty- -Wand of Unusual Results-
You definitely need to grab the Orb of Thralni, and you can grab the Wand of
Unusual Results if you want it. But leave the Uranium Bar because its effect
is negative on you.
After grabbing the Orb of Thralni, backtrack to the central courtyard again.
This time go through the door in the northwest corner.
Head west and then north, into the room with the portal in it. Then head
through one of the doors in the southeast corner of the room. Push the button
on the pedastal. Now go back and try to enter the portal. You will be forced
to start a combat against a bladesman, two champions, and an evil high priest.
Kill the priest first and then take out the other three soldiers. Then push
the button on the pedastal again and go through the portal.
You will arrive in the bandit hideout that is just a little ways north of Fort
Emergence. Here is how you get out:
First, head through the door a little bit to the west of you. Follow this
hallway around, going through the two doors. You will come to a room with a
closed portcullis on the west wall and a lever in the southwest corner. Kill
the guards in this room and pull the lever. The portcullis will open. Now, go
through the portcullis and follow this path around until you leave this
dungeon. Now, head south and around to Fort Emergence. Go talk to Anamaxinder.
He will tell you that you can keep the Orb of Thralni.
Congratulations! You have now finished this side quest. You may now begin work
on defeating the golems and beating the game.
/-----------------------\
|2. New Formello Murders|
\-----------------------/
One day, when you are checking in with Anamaxinder, you will get a message
about some murders that happened up around New Formello.
Note that this side quest is mandatory if you wish to beat the game.
Anyways, once you get this message, leave Fort Emergence to the south and
enter Upper Exile. You are to head to New Formello. If you do not know where
that is, I will tell you how to get there going by roads:
1) Get on the road heading out of Fort Emergence. Follow that road across the
bridge.
2) At the fork, head west.
3) At the next turnoff, head north. You will eventually come to New Cotra.
4) Pass up New Cotra and stay on the road. You will eventually come to New
Formello.
Once in New Formello, wander over to the inn on the eastern side of the town.
In the inn, look for the man named Flannagan (he is wearing the blue outfit
that you expect to see on a mayor in this game). Ask him about 'murder'. Then
leave New Formello.
Once outside of New Formello, head north and then east. You will come to a
cave. Enter it and head north until you reach the dead bodies. Kill the
chitrachs in the room. After they are dead, go through the secret passage that
is one space northeast of the northern body.
Follow that path around until you come to the room with all of the stalagmites
in it. Loop around the stalagmites until you come to (15, 6). From that space,
head east, east, southeast, south, southwest, northwest. You will have gotten
around the stalagmites. Now, follow the path along, killing any monsters that
you come across. You will have fireball traps hit you several times, but
eventually you will cross a bridge over a chasm. After you go a little ways
past that, you will enter a combat with a lot of chitrachs, chitrach larvas,
and null bugs. Kill them all and then step on the special at the north end of
the cavern. You will get a key.
Now, backtrack out of Murder Cave. You have now finished this little side
quest.
/---------------------------\
|3. The Tower of Magi Ordeal|
\---------------------------/
Sometime after Day 175 (seeing as it is more than possible to beat the game
before this day, you might not have to do this quest at all), you will start
getting messages about 'terrible things happening' (the message box will show
a picture of a demon head). When you get the first of these messages, drop
whatever you are doing and talk to Anamaxinder right away. He will tell you
that the Tower of Magi has been destroyed, and that only you can do something
about it.
After he tells you that, head into the Portal Fortress and enter the massive
portal in the southwest corner. You will now be in the Tower of Magi, only now
it has been dominated by demons (thanks to that bitch Linda, who you can read
more about in the character guide later on in this FAQ).
Anyways, upon entering the Tower of Magi, head east. You will eventually get a
message about hearing a voice. Ignore that message and head through the gap in
the wall a little bit northeast of you. You will be in a room with tile
floors. In the northwest corner of the room is Solberg. Talk to him to find
out the whole story about what happened here. He will tell you that, in the
northwest corner of the tower, is a portal created by Linda where the
demonlord Grah-Hoth is going to force his way through. Your mission is to stop
this at all costs.
After you talk with Solberg, leave the tiled room and head east, along the
outskirts of the tower. When you can go east no longer, start heading north.
Kill any demons you come across (by the way, this is a great place to make use
of the 'Stealth' spell). Make your way to the door located at (60, 14). Then
cross the lava southwest of you and enter the door there.
In the holy temple, go south to the altar and grab the knife on it. Demons
will spawn all around you. Kill them and go back through the door at (60, 14).
If you need health badly, though, you can return to the altar and kneel. You
will gain some health and spell points. After you have the Blessed Athame (the
knife that was on the altar), resume your process of heading around the
perimeter of the tower. Stay along the outside wall, walking around, until you
reach the secret passage at (4, 10). Go through it. Cast Move Mountains or
Shatter on one of the moldy walls on the southern wall of this new room. If
you do not have Move Mountains or Shatter, talk to the ghost at (52, 40) to
learn it.
Anyways, head south a little bit and cross the square of lava one space east
of you. This will lead you into the room of the portal. Head north, across the
lava. Eventually, you will come to the portal. You will also get a message
about its guardians being spawned to stop you. Ignore the Haakai and the Mung
Demon and walk up to the portal. When the dialog box pops up, choose to
'Attack' the portal. Congratulations! You have saved Exile from being
dominated by demons!
However, the Tower of Magi has been completely destroyed. But key people that
were once in it (Solberg, X, etc.) can now be found either in Fort Emergence
or in the Portal Fortress. You just have to look around for them.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>E. The Endgame<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
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Once you have defeated all of the plagues on the surface, you will be ready to
move onto the endgame. If you do not wish to have any spoilers (like who is
causing the plagues, etc.), then do not read any further.
/----------------------------\
|1. Dealing with the Evidence|
\----------------------------/
After defeating the source of each plague, you got some kind of evidence. Here
is what you got:
Slime Plague: A drawing of a rune you found in a secret passage.
Cockroach Plague: Some odd scales you found in a trash wall.
Troglodyte/Giant Plague: A few bits of some crystal.
Golem Plague: Some shards from the Mind Crystal.
Anyways, it is now time to deal with all of that stuff. In the southeast
corner of Fort Emergence is a mage area. Sitting at (48, 40) is the man you
want to talk to. His name is Berra. Ask him about 'evidence' four times (trust
me). He will tell you who he believes is responsible for the plague the first
three times (Erika the archmage, the dragons, and the Vahnatai), and the
fourth time he will tell you who definitely is causing the plagues of monsters
on the surface.
After talking to Berra, go see Anamaxinder. He will tell you a bunch of stuff
regarding what Berra just said. Now it is time to deal with the evidence. Note
that you do not have to do any of the rest of this stuff, all you needed was
to find out the source of the monsters. But by talking with Erika and the
dragons, you will make the endgame so much easier for you. Also, in the rest
of the walkthrough, I will assume that you did talk with Erika and the
dragons.
As you know, you got evidence that suggested Erika the archmage might have
something to do with the plagues on the surface (even though now you know she
is not). Leave Fort Emergence to the south and go north, all the way. In the
northeast corner of Upper Exile is Erika's tower. Enter it and talk to Erika.
Ask her about 'amulet'. Then exit dialog mode.
Go west out of the room and through the locked door located at (8, 26). Walk
onto the special and grab the amulet. Then go back to Erika. Enter dialog mode
and ask her about 'activate'. Then, when the dialog box pops up, click on the
'yes' button. You will now have an amulet that Erika will use to help you
later on in the game.
As you also know, you got evidnce that suggested the dragons were responsible
for the plagues caused on the surface. Again, you now know that it is not
true, but you should still speak with the dragons.
The dragons dwell a little ways away from the town of Dorngas. If you already
know where Dorngas is, then you can go ahead and skip this next paragraph.
Otherwise, go ahead and read it.
Starting outside of Sharimik, head northwest on the road. Outside of Softport,
head northeast on the road heading away from it. On the fork in the road,
don't take the road that would normally take you to Lorelei. Instead, head
north, across the bridge. Follow the road along and use the signs to navigate
your way to the town of Dorngas.
Stand right outside of Dorngas. Then, head southwest. Eventually, you will
come to a mountain range. Head south, and follow alongside the moutains. Keep
on going until the mountains are on the east side of you instead of the west.
Keep going north, and eventually you will see a path heading east, into the
mountains. Go down that passage. You will see two dungeons. Go into the
northwestern one. Walk west into the cave, and, when you can go west no
longer, head north. Eventually you will get a message asking whether or not
you want to continue down the path. Say yes and go down into the Lair of
Sulfras.
In this dungeon, follow the path as it winds around. Eventually, you will get
a message telling you that Sulfras will speak with you. A set of three
portcullises will open nearby you. Cast Firewalk and then walk through them,
across the lava. You will go through another set of portcullises. Go through
them, onto the pathway. Follow the pathway around the lava. When it heads into
a peninsula in the lava, go north. You will come to Sulfras, the mighty
dragon. Luckily for you, she is not hostile and wishes to talk with you. Enter
dialogue mode with her and ask her about 'pests'. Then exit dialog mode and go
back through the double portcullis set. Outside of the portcullises, head east
and eventually you will see some magic barriers north of you. Dispel them and
walk into the cavern. You will be attacked by two Alien Beasts, which are some
of the worst monsters that are plaguing Valorim. They are powerful and hard to
damage. Anyways, kill the beasts and then head back to talk with Sulfras. Ask
her about 'pests' again and then 'sword'. Then go back outside of the
portcullises. Head east again, but keep going, past the barriers. When you get
the message asking you if you wish to go up the sloped passage, say that you
do. You will now be in the Lair of Khoth (by the way, remember how there were
two dungeons outside? This was the southeastern one).
In the Lair of Khoth, head south until you get the message telling you that
the portcullises have been opened. Then go west into the portcullises. Go
north, across the bridge over the lava. Then go through the northern set of
portcullises. Go north in this room, and then west. Go through the double
doors. You will now be in the same room as Khoth, another of the few dragons
left. Enter dialogue mode with Khoth and ask him about 'teach'. You will then
be forced to exit dialogue mode. After that, search the bookshelf located at
(22, 11) to find what you want (there are many other bookshelves in Khoth's
lair that can give you things like spells and such, you should probably check
them all). Then go back into the Lair of Sulfras the way you came down here.
Once in The Lair of Sulfras, head back into the Lair of Athron (the way you
first came into the Lair of Sulfras).
In the Lair of Athron, step on the special located near the red glowing
barriers, or at (9, 25). A way through the barriers will open up for you.
After that, go through the hidden passage located at (12, 25). Follow this
path into Athron's chamber. In Athron's chamber, head south until you see the
five treasure chests. Search the middle one and take the metal. Then head back
to Sulfras. Enter dialogue mode with her and ask her about 'sword' again. She
will make for you the Beastslayer Blade, which will be very handy in fighting
the Alien Beasts (something you will have to do a lot in the endgame). Leave
the dragon lair and get ready to move on to the next part of the endgame.
/----------------------------------\
|2. The Bunker & Blackcrag Fortress|
\----------------------------------/
I will start this section off with the Bunker.
In Fort Emergence, wander into the Mess Hall. It is south of Anamaxinder's
office and far west of the Mage area. In there, you will see a Champion
(that's the name of the monster if you were confused by that). Enter dialogue
mode with it and ask him about 'Sandra'. You will be told a password (don't
worry, you don't have to remember it). Then leave Fort Emergence to the south
and enter Upper Exile. Then, work your way to New Cotra (it's on the way to
New Formello, remember?). In New Cotra, head to the northwest corner of the
town. You should see a structure with dark purple walls. Wander around right
next to the east side of it. Eventually, you will get a message saying that an
entrance into it has opened up for you. Go down the passage and through the
southern door at the far east end of the hallway. Enter dialogue mode with the
man sitting in the chair. Ask him about 'vahnatai'. He will tell you to come
back in four days. Leave New Cotra, and, four days later, come back into the
Bunker. This time, go through the first door on the south (counting from where
you enter the Bunker). Search the treasure chest to get something that will
help you later on in your quest. It should show up as 'Thought Crystal' in
your special items list.
After you have the Thought Crystal, you should now get ready to head to speak
with Empress Prazac in the Blackcrag Fortress. There are several steps you
must complete before doing this, however. First of all, head to Lorelei.
In Lorelei, head through a secret door located at (53, 49). Walk down the
passage and into the next room through the secret passage in the west wall.
Enter dialogue mode with the man sitting there and ask him about 'empress'. He
will tell you that Empress Prazac is in the Blackcrag fortress, at the north
end of Valorim.
After getting that bit of info, exit dialogue mode and head through the door
at (18, 21). Ask the woman sitting there about 'guild'. She will make the
northern piece of the west wall a secret passage. Walk through that secret
passage. Ask the man sitting in there about 'permission' and pay him the 3,000
gold that he asks for. You will now have an easier passage to the Blackcrag
Fortress, and are now able to enter.
Leave Lorelei, and get on the road north, on the way to Moon. Only don't stop
at Moon. Keep on going north until you come to the Blackcrag Fortress, at the
far northern side of Valorim. You cannot enter directly, so just stand outside
of the fort. Now, you must walk EAST alongside the mountain, away from the
Blackcrag Fortress. Stay right next to the mountain (this is not required, but
it makes it really easy for you to find the dungeon you are looking for).
Eventually, you will come to a cavern. Enter it. It should be called 'Guarded
Tunnel'.
In the Guarded Tunnel, go into the inn, and then enter the southern door on
the west wall. In this next room, go through the secret passage in the west
wall and push the button. Then go outside the inn and head north.
When a path opens up to the west, take it. Unlock the door, dispel a barrier,
and unlock the next door. Then continue on down the path, crossing the bridge
over the chasm when you reach it. Kill the Spiny Worm when you come to it, and
walk on into the Doomguard chamber. Kill the doomguard as you have in previous
plagues. When one of its copies dies, the door will be opened. Go through the
gap in the wall and down the passage. Eventually you will reach the stairway
heading into the Blackcrag Fortress. Go up it.
In the Blackcrag Fortress, start by leaving the room you start in. Go down the
hall and into the massive room. There, go through a secret passage in the
southeast corner of the room. You should be outside now (still in the town,
but on grass instead of floor). Go south, and you will be attacked by Empire
soldiers. Bless and haste your party and strike quickly to win this battle.
Beware of the wizards.
After killing the soldiers, go south down the pathway and through the secret
door that is located at (59, 47). You will be back in the Blackcrag Fortress.
Unlock and go through the door that is holding you in this room. Then go
north. Ask the man dressed in blue about 'permission'. If you have defeated
most/all of the plagues on the surface, he will let you in. Otherwise, he will
not.
In this next room, head northeast and talk to the woman that is sitting on the
throne. Ask Empress Prazac (that is the woman in case you are confused) about
'diplomat'. She will give you a scroll. Return to Anamaxinder in Fort
Emergence. He will give you a scroll to send back to Prazac. Return to the
Blackcrag Fortress and speak with Empress Prazac again. This time you will not
have to fight the Empire soldiers and the doomguard again, which will make
things easier. Anyways, ask Prazac about 'diplomat'. You are now ready to
really end the game.
/---------------------\
|4. Footracer Province|
\---------------------/
This section marks the true beginning of the End Game. Also, I think that it
is the most fun part in the game. Before reading any further, make sure that
you are positive you are ready to end this game right now. Make sure that
there are no more quests you wish to accomplish, like maybe finding some
unique items or something like that.</pre><pre id="faqspan-3">
Start this part by leaving Blackcrag Fortress and walking southwest.
Eventually you will come to a big wall. Search around it and you will come to
a special that will allow you to enter. Be ready for a battle, because right
when you enter the Footrace Province, you will have several battles with Alien
Beasts.
Alien Beasts aren't the easiest creatures to defeat, and it will grind your
party down. Take it slow, conserve your spell points, and don't count on
resting to restore your party.
Work your way west, and eventually you will come to a river. Cross the bridge
and fight the blockade of Alien Beasts.
After crossing the bridge, work your way along the west side of the river.
Eventually you will see a large castle. It is the Keep of Tinraya. Enter it
from the east.
Once inside, go west through the portcullis. Then head south and through the
locked door located at (49, 46). Kill the Pack Leader inside there and dispel
the barrier. Beware, however. The rune will deal out around 80 damage to
everyone in your party. After crossing the rune, head down the staircase.
When you are under the Keep of Tinraya, head north and kill the Alien Beasts
in the cavern. Then search the western wall for a secret passage. Follow that
secret passage until you find the boat. Get in the boat and head north.
Go under the first bridge you come to, and dock at the second one. Head west,
killing the Alien Beasts as you go. Then go through the secret passage at (40,
16).
Walk across the stones. Then, head north, then east as the path wraps around.
Cross the bridge and kill the Alien Beasts.
Then head south and east, stepping diagnoally over the water. Head north and
then follow the path as it winds around. Use the key you got in Murder Cave to
unlock the door.
In this next room, head south and kill the Alien Beasts. Leave the room to the
south. Keep going down the path to the south, taking the south road at the
fork. Go through the door.
You will be sent to a jail cell. Wait for a little bit, and you will get a
message about being able to send out one PC. In the east wall of your jail
cell is a secret passage. Go into the portal and send your strongest PC
through.
In the next cavern, follow it around until you enter the building again.
Once inside, head west into the dining room. Kill the Vahnatai in there and
then head south through 2 doors. Then head east, then north at the end of the
hallway. Search the chest at (37, 47) and press the following buttons:
g
k
i
Then, leave the room to the south and enter the jail cells. Press the button
"2" on the pedastal and rejoin your party. Now it's time to kick some ass.
Leave the jail cells and head west down the hallway, going through the newly-
opened portcullises. Head outside through the double doors and into the next
chamber.
Upon walking in, the Thought Crystal that you picked up in the Bunker will be
activated, saving you from a huge fight. Some Vahnatai guards will live on,
though. Kill them.
Afterwards, head out through the northern door and go north up the passage.
Then go north up the staircase.
From here, head west and dispel the barrier. Kill the Alien Beasts and wrap
around the path. Go down the stairs. Head west and you will be outside again.
Rest and restore your strength.
/-----------------\
|5. Vahnatai Lands|
\-----------------/
Cast Firewalk once and search the northern mountain wall for a secret passage.
Go through the passage and kill any monsters you come across.
Head northeast. Along the mountain wall will be a dungeon. It will be called
"New Factory". Enter it.
Once inside, you will be in a tough maze that took me a very long time to
figure out. But I think that I have found the shortest way. Here is what you
do:
Start by going east along the path. When you see the first passageway breaking
off to the south, go down it and follow it. You will come to a machine. Step
on the rune and walk straight east and you will go through a secret
passageway. Get on the conbeyor belt. Step off at (6 19).
Head south to the bottom of the dungeon and go through the machinery at (6,
44). Walk west until you can't go west anymore and search the spot to the west
of you. Press the button. Then walk north, then east. You will be outside
again.
Once outside, head east. After some battles, you should come to a dungeon
called the "Great Walls".
Once inside, head east, into the structure. Kill anything that attacks you.
The amulet Erika gave you will blow a hole through the wall. Go through that
hole and keep heading east.
Once you re-enter the structure, head north, still killing any Vahnatai you
come across. When the hallway turns east, go with it back outside. Head south
and re-enter the structure from its west side.
At this part there are even harder monsters to fight. You will have to kill
what you can, and be aware of how much life you have left.
After most of the monsters are dead, go north and through the secret passage
at (50, 9). Step on the rune. Now go back to the entrance to the third wall
and head east through the portcullis and out into the underground Vahnatai
lands. You are almost done.
Once in the Vahnatai lands, follow the road, defeating all combats that you
enter. Eventually you will reach the Keep of Rentar-Ihrno. This is it. Rest
before entering, and try to restore your party to fighting-state as much as
you possibly can. This dungeon is real murder, but you're so close to the end.
Upon entering, head east and dispel the barriers. Enter combat mode and bless
and haste your party. Work your way north. Walk through the open portcullis on
your east side. Head east down the passage and go through the last door on the
southern wall. Go through the other door in this chamber and press the button.
Leave those two rooms and head north, pass up the double doors and go through
the single door. Go down the staircase. Kill the monsters in this next
chamber. Then press the button at (12, 13). Then walk around and press the
button at (13, 17). Then go back up the stairs.
Once back up on the main level, head through those double doors you just
passed up. Head east down the passage, into the training room. Head through
the door in the northeast corner and go down the stairs. Once downstairs, head
south. There are three crystals that need to be pushed. They are at:
1. (36, 9)
2. (41, 13)
3. (44, 19)
After pressing all three crystals, go back to the main level.
Once on the main level, leave the training room, then head south. Kill all
Vahnatai you come across. Eventually, you will make your way to the little
closet at (47, 57). Unlock the door and go through the secret passage in the
west wall. Kill the monsters and walk through (Quickfire is behind it. Don't
dispel the barrier!) the barriers in the northeast corner. Go down the stairs.
On the lower level, kill the Rakashas. It will be tough, but you have no
choice. Once they are all dead, go through the secret passages at: (44, 44),
(45, 29), and (33, 26) (respectively)and push the buttons. Then go back up to
the main level.
On the main level, leave your little closet and head north, then west,
following the hallway. Head south at the second turnoff and go through the
door at (26, 58). Go through the other door in this room and down the
staircase.
Head east and follow it around and push the crystal at (12, 40). Then go back
to the staircase, but head north this time. Maul the hell out of the lich and
its followers. Then continue on the hallway and push the final crystal in. By
now, all the crystals in the lower level should have been pushed in. If not,
then things are gonna be a lot harder.
Now, wait around a bit to restore some health and spell points (or, if you
want, use the Editor instead).
Then go back to the main level. You are extremely close to beating this game.
/------------------\
|6. Ending the Game|
\------------------/
Once back at the main level, head north to the entrance hall. Then walk
through the open portcullises into the courtyard-like room. This is it.
Immediately enter combat mode and bless and haste the whole party. Work your
way east, towards Rentar-Ihrno. When you are about halfway, the amulet Erika
gave you will explode, and Erika will appear and start to fight Rentar-Ihrno!
Now, use that as a distraction. Keep heading east.
Eventually, you will reach the dias. Step on the special right by the
pedastal.
You will get the tragic news about Erika's death, but now it all depends on
what buttons you press. THis is it. Hit the right buttons, and you beat the
game! Press these buttons IN THIS ORDER:
1. Release Slime Compounds
2. Power up Chargers
3. Begin Process
Now, the dungeon will be destroyed and a movie will play! Congratulations! You
have just beaten the final game of the Exile Trilogy!
When I beat the game for this walkthrough, here were some stats I found out:
PC Stats:
PC #1- Paul Level: 33 Experience: 7796
PC #2- Kavon Level: 22 Experience: 5258
PC #3- Brad Level: 20 Experience: 4823
PC #4- Dylan Level: 19 Experience: 4397
PC #5- David Level: 19 Experience: 4483
PC #6- Lance Level: 17 Experience: 3891
Averages- Level: 21.7 Experience: 5108
Party Stats:
Day Number: 32
Number of Kills: 2814
Total Experience: 30779
Total Damage Done: 71480
Total Damage Taken: 55260
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
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/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
III. Help Files
This section includes other information regarding the game, like spells,
alchemy recipes, party creation, etc. Most of this information has little to
do with directly beating the game, but it will help to make you better at
playing Ruined World.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Party Creation><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
/---------------------\
|1. Creating a Warrior|
\---------------------/
Warriors are the most common type of warrior in Exile III. They are used
mainly for hand-to-hand combat, and little else. But they are also one of the
more useful, as well as more powerful. Here is how you would go about making a
warrior in your party:
First of all, if you haven't done so already, make a new party.
Delete one of the default characters. Then click on the 'create' button.
You will now be choosing your character's traits. I would advise that you
select the following:
Species: Slithzeraki
Advantages: Toughness, Exceptional Strength, Good Constitution
Disadvantages: -None-
Optional Advantages: Cave Lore/Woodsman (if no character already has it),
Regeneration, Ambidextrous.
Optional Disadvantages: Magically Inept
Then click on the 'OK' button at the bottom of the screen.
You will now be modifying your new character's statistics. Here is what I
would recommend adding:
Health: 8
Strength: 7 (6 if using Exceptional Strength)
Dexterity: 5
Bashing, Pole, or Edged: 10
If you have any left over Skill Points, then use them either on Health, your
weapon type, or Defense.
So you have created your warrior. As he/she levels up, you should work up the
following:
Level 1:
Health, and only health.
Levels 2-10:
Strength, Dexterity
Levels 11-20:
Fill up the other two weapon types and Defense.
Levels 21-30:
Finish up Strength and Dexterity and work up Luck and Assassination.
Levels 31-50:
Work up Assassination and Luck, and work on Defense and your health as well.
/-------------------\
|2. Creating a Thief|
\-------------------/
Thieves are used more of for the dirty work in your party, like disarming
traps, picking locks, making alchemy potions, etc. Usually thieves are
archers, but exceptions can be made. I recommend using only one thief in your
party. Here is how you make a thief:
First of all, if you haven't done so already, make a new party.
Delete one of the default characters. Then click on the 'create' button.
You will now be choosing your character's traits. Here is what I recommend:
Species: Nephil (if your thief is an archer) or Slithzeraki (if your thief is
also hand-to-hand combat)
Advantages: Nimble Fingers, Toughness, Good Constitution, Highly Alert
Disadvantages: -None-
Optional Advantages: Ambidextrous, Cave Lore/Woodsman (if no character already
has it), Highly Alert, Regeneration
Optional Disadvantages: Magically Inept (not recommended, but maybe).
After you select your traits, then select the 'OK' button at the bottom of the
screen. You will now be choosing your character's statistical skills. Here is
what I recommend:
Health: 16
Strength: 5
Dexterity: 6 (if Nephil) or 7 (if Slithzeraki)
Bashing, Pole, Edged, Archery, or Thrown: 10
Disarm Traps: 5
If you have any left over Skill Points, then use them either on Health,
Dexterity, your weapon type, Disarm Traps, or Defense.
So now you have created your thief. As he/she levels up, you should work up
their stats using the following:
Level 1:
Health. Nothing else.
Levels 2-10:
Dexterity (if archer, put a lot here), Strength, Disarm Traps
Levels 11-20:
Lockpicking, Disarm Traps, and your weapon type.
Levels 21-30:
Alchemy, Strength, finish up Dexterity, and your weapon type.
Levels 31-50:
Finish up Disarm Traps, get Lockpicking around 10, Strength around 15, finish
up your weapon type and work on Luck.
/------------------\
|3. Creating a Mage|
\------------------/
A Mage is a spellcaster that speciallizes in casting Mage spells, especially
in the beginning. Mages are very useful, and very powerful. However, some
monsters are highly resistant to magic, and so it is a bad idea to overload
your party with Mages. But here is how to make one:
First of all, if you haven't done so already, make a new party.
Delete one of the default characters. Then click on the 'create' button.
You will now be choosing your character's traits. I would advise that you
select the following:
Species: Slithzeraki
Advantages: Magically Apt, Toughness.
Disadvantages: -None-
Optional Advantages: Recuperation, Cave Lore/Woodsman (if no characters
already have it), Good Constitution.
Optional Disadvantages: -None-
Click on the 'OK' button at the bottom of the screen.
You will now be editing your character's statistical skills. Here is what I
recommend:
Health: 10
Spell Points: 9 (trust me)
Strength: 4
Intelligence: 7
Mage Spells: 3
If you have any extra Spell Points, fill up on some Health.
Here is how I would upgrade a Mage as they level up:
Level 1:
Put everything into health.
Levels 2-10:
Work up Intelligence and Mage Spells. If you need it, also add some Health and
Spell Points.
Levels 11-20:
Add to your Spell Points and fill up Mage Spells. Maybe add some Health and
Intelligence.
Levels 21-30:
Fill up Intelligence. If you want to make your character eventually double as
a Priest (recommended), start working on Priest Spells. Otherwise work on
Luck.
Levels 31-50:
Add to your Health, Luck, and Mage Lore. Maybe add a little Item Lore here and
there. If you want your character to also double as a Priest, then fill up
Priest Spells first.
/--------------------\
|4. Creating a Priest|
\--------------------/
Similar to a Mage, Priests specialize in casting only the one type of spells.
The two character types are very similar, but you should read on anyways. Here
is how you would go about making a Priest:
First of all, if you haven't done so already, make a new party.
Delete one of the default characters. Then click on the 'create' button.
You will now be editing your character's traits. Here is what I recommend:
Species: Slithzeraki
Advantages: Magically Apt, Toughness.
Disadvantages: -None-
Optional Advantages: Recuperation, Cave Lore/Woodsman (if no characters
already have it).
Optional Disadvantages: -None-
Click on the 'OK' button at the bottom of the screen.
You will now be editing your character's statistical skills. Here is what I
recommend:
Health: 10
Spell Points: 9 (trust me)
Strength: 4
Intelligence: 7
Priest Spells: 3
If you have any extra Spell Points, fill up on some Health.
Here is how I would upgrade a Priest as they level up:
Level 1:
Put everything into health.
Levels 2-10:
Work up Intelligence and Priest Spells. If you need it, also add some Health
and Spell Points.
Levels 11-20:
Add to your Spell Points and fill up Priest Spells. Maybe add some Health and
Intelligence.
Levels 21-30:
Fill up Intelligence. If you want to make your character eventually double as
a Mage (recommended), start working on Mage Spells. Otherwise work on Luck.
Levels 31-50:
Add to your Health, Luck, and Mage Lore. Maybe add a little Item Lore here and
there. If you want your character to also double as a Mage, then fill up Mage
Spells first.
/--------------------------------\
|5. Creating a Mutual Spellcaster|
\--------------------------------/
A Mage and a Priest can later develop into the other type as well (they are
able to cast spells of both types). A Mutual Spellcaster ('MS' for short) is
able to cast spells of both types right from the beginning. However, these
character's spells will be weaker, but the combination of spell types will be
useful. Here is how you would make one of these characters:
First of all, if you haven't done so already, make a new party.
Delete one of the default characters. Then click on the 'create' button.
You will now be choosing your character's traits. I would advise the
following:
Species:
Advantages: Magically Apt, Toughness
Disadvantages: -NONE-
Optional Advantages: Recuperation, Cave Lore/Woodsman (if no characters
already have it), Good Constitution
Optional Disatvantages: -NONE-
Click on the 'OK' button, which is at the bottom of the screen. You will now
be editing your character's statistical skills. Here is what I advise that you
do:
Health: 8
Spell Points: 5
Strength: 2
Intelligence: 4
Mage Spells: 3
Priest Spells: 3
If you have any left over Skill Points, use them on Spell Points. Note that
you will gain more Strength, Spell Points and Intelligence after your
character is created.
Here is how I would train my new character as they level up:
Level 1:
Fill up health. You desperately need it.
Levels 2-10:
Add to your Spell Points and Health.
Levels 11-20:
Work up on your Mage and Priest Spells, and, if you can, fill them up.
Levels 21-30:
Finish up Mage and Priest Spells and work on Intelligence. If you have extra,
use it on Health and Spell Points.
Levels 31-50:
Work up Luck and get a little into Mage Lore. You can add to Item Lore. If you
need some, feel free to add Spell Points or Health.
/--------------------------\
|6. Good Party Combinations|
\--------------------------/
So, now that you know how to make the characters that you will use in your
party, you need to know which character types to use, and how many of each
should be in your party. What you choose is generally up to you, but some
combinations tend to be more effective than others, and some combinations are
just plain useless, and they will make the game a lot harder for you to beat.
Here are some common party combinations:
_____________
/Party Combo 1\
/----------------------------------------------------------------------------\
|Warrior | This is the type of party that I used to use all of the|
|Warrior |time, until I saw the light and used another type of |
|Warrior |party. This type is effective, but kind of overboard |
|Thief |warriors. Your spellcasters will be weak until around |
|Mutual Spellcaster |level 25. Then this party will be strong, but for the |
|Mutual Spellcaster |first few levels, you will be kind of disappointed. |
\----------------------------------------------------------------------------/
_____________
/Party Combo 2\
/----------------------------------------------------------------------------\
|Warrior |If you are one of those people that likes to have a lot of mages |
|Thief |and priests in your party, than this is a good party for you. But |
|Mage |when you fight monsters with a lot of magical resistances, you will|
|Priest |have a hard time achieving victory. |
|Mage | |
|Priest | |
\----------------------------------------------------------------------------/
_____________
/Party Combo 3\
/----------------------------------------------------------------------------\
|Warrior |This is a good party. You have three spellcasters, who |
|Warrior |can do a ton of damage. And if your priest/mage gets |
|Thief |taken out, you have a Mutual Spellcaster there to take |
|Priest |over. This is the party I used when writing the |
|Mage |walkthrough on this guide, and I recommend that you use |
|Mutual Spellcaster|this party as well. |
\----------------------------------------------------------------------------/
But whichever combination you choose, or even if you decide to create your own
combination, here are some general guidelines:
1. Only use one Thief. They do not contribute much to combat until they reach
a higher level, and you only need on PC to do the work that they specialize
in.
2. Never use more than four spellcasters. If you use more than four, then you
will have an extremely tough time fighting monsters with a lot of magical
resistances.
3. Never use more than three Warriors. If you use more than three, then you
will find yourself too low on spellcasters, and you will often run low on
Spell Points in tough times. You will also have less backup in combat for
your warriors, and tough combats will become even harder.
/---------------------------------------------\
|7. The Perfect Party (need registered editor)|
\---------------------------------------------/
I am sorry, but if you try to create this party without using the Editor, your
party will be very weak and you will lose all of your beginning battles, and
so your characters will never level up.
Also, I recommend that you do not build this party until you have beaten the
game at least once using a normal party. If you rush through the game with a
mighty party, you will miss out on a lot of the fun of the game (I should
know: I did that with the second Exile game, and still regret it). The only
real reason to use this party is to fly through the game again.
But, anyways, here is how you create the perfect party:
If you haven't already done so, begin the creation of a new party.
Then, delete all of the prefabricated characters.
After you do that, then decide what combination of warriors/spellcasters you
will use. Note that you do NOT need to include thieves (you'll see why later).
But, when you make your characters, go by these guidelines instead:
Warriors
--------
TRAITS
->Species: Slithzeraki
->Advantages: ALL
->Disadvantages: None
SKILLS
->Strength: 20
->Dexterity: 1
Spellcasters
------------
TRAITS
->Species: Slithzeraki
->Advantages: ALL
->Disadvantages: None
SKILLS
->Intelligence: 20
->Strength: 1
Now, you may be wondering why I just told you to put almost all of your Skill
Points into just one stat. Well, when your party is actually created, this is
what happens:
Warriors: You will gain a bonus of two to Strength (because you are a
Slithzeraki), putting you over the normal limit of 20 with 22! You will
also gain a bonus of one to Intelligence, but that is not needed. But
because of your high Strength stat, you will do more damage than normal!
Spellcasters: You will gain a bonus of one to Intelligence (because you are a
Slithzeraki), putting you over the normal limit of 20 with 21! You will
also gain a bonus of two to Strength, but that will not matter. But because
of your abnormally high Intelligence stat, your spells will be more
effective than they normally would be!
But this leaves your party with many holes. For example, your warriors will
miss nearly every swing, and they have little health. Your spellcasters cannot
cast any spells. So this is why you need the Editor.
Go into the Exile III Editor and load your party.
Edit their skills and fill up all of the stats on each PC. Just make sure that
you do not touch the Strength stat (if you are editing a warrior) or the
Intelligence stat (if you are a spellcaster). If you want, you can add to
their spells and items while you are in the Editor.
Now your party will be super powerful, and ready for action! This is how I
built my party when I wrote the walkthrough on this guide.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Spell Archive<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
/--------------\
|1. Mage Spells|
\--------------/
Exile III has sixty-four different Mage spells. Each one has a different
effect, and some are more useful than others. So how are you to know which
ones those are? Well, I'm going to tell you. Here is how they are described:
Spell Name: <-the name of the spell that this part is about
Casting Cost: <-how much SP it takes to cast the spell
Spell Range: <-if it applies, how many spaces away from the caster this spell
can be targeted. I found this out by using the document that
comes with Ruined World.
Description: <-what the spell actually does. Nothing else is put here.
Rating: <-my rating of the usefulness of the spell. Out of five.
Comments: <-my comments on the spell.
Location: <-where you can find the spell. If you start the game knowing it,
the location will be set to 'Beginning'.
Let's begin, shall we?
->Level 1:
Spell Name: Light
Casting Cost: 1
Spell Range: N/A
Description: Creates a weak light.
Rating: 1/5
Comments: I have never once used this spell. The only spell I use for light is
Long Light because it lasts longer. Just forget about this spell. It
sucks. A lot.
Location: Beginning
Spell Name: Spark
Casting Cost: 1
Spell Range: 6
Description: Does a small amount of damage to the selected monster.
Rating: 0/5
Comments: This spell really sucks. It does like 2 damage to the selected
monster, if even that. Never cast this spell because it is a waste
of Spell Points.
Location: Beginning
Spell Name: Minor Haste
Casting Cost: 1
Spell Range: N/A
Description: Weakly hastes the selected PC.
Rating: 1/5
Comments: The hasting effect is very weak, and doesn't last very long. I
recommend using Haste or Major Haste, or something better than this.
I find that this spell is very little help, and I can think of very
few instances in which I have used this spell.
Location: Beginning
Spell Name: Strength
Casting Cost: 1
Spell Range: N/A
Description: Blesses the selected PC.
Rating: 2/5
Comments: The bless is weak, and it wears off fast. I think that you would
have a lot better of luck casting the priest spell Bless. This spell
doesn't have enough of an effect to be really useful.
Location: Beginning
Spell Name: Scare
Casting Cost: 1
Spell Range: 6
Description: Reduces the morale of the selected monster. When the morale
becomes low enough, the monster will flee from your party.
Rating: 1/5
Comments: Since I prefer just to kill all of the monsters, I detest this spell
and anyone who uses it.
Location: Beginning
Spell Name: Flame Cloud
Casting Cost: 2
Spell Range: 7
Description: Creates a small field of flame.
Rating: 1/5
Comments: Yet another one of those spells that I have never really used. Don't
waste your time on weak spells like this.
Location: Beginning
Spell Name: Identify
Casting Cost: 50
Spell Range: N/A
Description: When cast, this spell identifies all of the items your party has.
Rating: 4/5
Comments: Good when you have like 50 unidentified items and you need to
identify them. Also good when you want to know if you have an item
of a certain kind when you are in the heart of some massive dungeon.
Location: Golddale
Spell Name: Scry Monster
Casting Cost: 2
Spell Range: 14
Description: When casted on a monster, a box appears showing the monsters
stats. The monster also appears in the "Monster" menu at the top
of the screen.
Rating: 5/5
Comments: When you are fighting a single hard enemy, this spell is useful as
it tells you just what you are up against, as well as how much
harder you will have to fight to win. Being able to see the monster
in the menu isn't a very big help, but it is pretty cool, actually.
Location: Beginning
Spell Name: Goo
Casting Cost: 1
Spell Range: 8
Description: Webs the selected area.
Rating: 1/5
Comments: Gosh, a lot of these low-level spells really suck. I hate this
spell. There are much better low-level spells out there, like
Fireball, that you could be using instead.
Location: Beginning
Spell Name: True Sight
Casting Cost: 3
Spell Range: N/A
Description: Displays all of the area within several spaces of the caster.
Rating: 3/5
Comments: Although this spell becomes useless with Magic Map, it is quite
useful to the low-level party. It is good for finding secret
passages and what not.
Location: Fort Emergence hidden spellbooks
->Level 2:
Spell Name: Minor Poison
Casting Cost: 2
Spell Range: 6
Description: Weakly poisons the selected monster.
Rating: 2/5
Comments: Weak, and the poison will have little (if any) effect. You will have
better luck by hacking the monster to pieces.
Location: Beginning
Spell Name: Flame
Casting Cost: 3
Spell Range: 8
Description: Does fire damage to the selected monster.
Rating: 4/5
Comments: The first good offensive Mage spell. This one isn't as good as
Fireball or Wound, but it is a start. The casting cost is a bit high
for the effect you get, but it is still better than nothing. Cast
this when you are fighting against a single monster.
Location: Beginning
Spell Name: Slow
Casting Cost: 2
Spell Range: 7
Description: Slows the selected monster
Rating: 3/5
Comments: Useful when fighting a single powerful monster. This is actually
useless against a lot of monsters. When fighting multiple monsters,
opt for Slow Group instead.
Location: Beginning
Spell Name: Dumbfound
Casting Cost: 2
Spell Range: 10
Description: Dumbfounds whatever monster you select.
Rating: 2/5
Comments: Useful against very high level and powerful mages and priests. Other
that, this spell has little real use, and you would be better of not
using it.
Location: Beginning
Spell Name: Envenom
Casting Cost: 2
Spell Range: N/A
Description: Poisons the weapon of the selected PC
Rating: 2/5
Comments: The only time I ever really bother with poisoned weapons is when I
cast Major Blessing. I find that Envenom has little use, and is a
prefect waste of a turn. I prefer to just cast Poison on the monster
I want poisoned.
Location: Beginning
Spell Name: Stinking Cloud
Casting Cost: 2
Spell Range: 8
Description: Creates an area that curses all monsters who walk into it.
Rating: 2/5
Comments: Sort of useful. There have actually been times when I have casted
this spell, although those occasions were admittedly rare. Don't
overlook this spell, but don't worship it either.
Location: Beginning
Spell Name: Summon Beast
Casting Cost: 4
Spell Range: N/A
Description: Summons a weak monster to fight on your side
Rating: 1/5
Comments: All I can say is that you should NEVER bother to cast this spell.
The monsters it generates are weak and you will find yourself
regretting that you ever casted this spell.
Location: Arion (Inn of Blades)
Spell Name: Conflagration
Casting Cost: 4
Spell Range: 8
Description: Creates Flame fields over a fairly large area.
Rating: 2/5
Comments: Sort of like an upgrade to Flame Cloud. But I still hate this spell
as it is weak and a waste of a turn.
Location: Velnas (Gale)
Spell Name: Dispel Field
Casting Cost: 2
Spell Range: 10
Description: Can dispel magical fields like fire, ice, blades, etc. Does NOT
work on magical barriers.
Rating: 1/5
Comments: Another one of those spells that I never use. I have little more to
say than that.
Location: Beginning
Spell Name: Sleep Cloud
Casting Cost: 6
Spell Range: N/A
Description: Creates a cloud that has a chance of putting any monsters who
enter it to sleep.
Rating: 1/5
Comments: Another one of those spells that I never use. I have little more to
say than that.
Location: Beginning
->Level 3:
Spell Name: Unlock
Casting Cost: 3
Spell Range: N/A
Description: Has a chance of unlocking locked doors.
Rating: 5/5
Comments: If a door is locked, this is the only way I try to unlock it. Forget
lockpick. Forget bashing the door. This spell is better than both of
those ways combined, and it becomes more effective the higher the
level that the caster is. If the door doesn't open the first time,
just try it a couple more times. That should tell you if the door
can be unlocked or not.
Location: Beginning
Spell Name: Haste
Casting Cost: 3
Spell Range: N/A
Description: Increases the Action Points of the selected PC for a short period
of time.
Rating: 3/5
Comments: There are better hasting spells out there, but, until you learn
them, this spell is pretty handy. I liked to haste my most powerful
warrior and then have him run in and wreak havoc. This is handy, but
there are, as I mentioned, better hasting spells out there like
Major Haste and Major Blessing.
Location: Beginning
Spell Name: Fireball
Casting Cost: 5
Spell Range: 12
Description: Does fire damage. Here is how it is layed out:
xxx +=targeted square
x+x x=damaged areas
xxx
Rating: 4/5
Comments: When you first start off with a new party, this spell will be the
best thing ever. It does a fair amount of damage for a fair casting
cost. It is a fairly low level and so you can practically always use
it. Once you learn more powerful spells like Divine Thud and Death
Arrows, though, this spell becomes sort of useless.
Location: Beginning
Spell Name: Long Light
Casting Cost: 3
Spell Range: N/A
Description: Identical to the level-one spell Light, but this spell lasts
longer.
Rating: 5/5
Comments: Considering its use, this spell is the best source of light. It
lasts for a good amount of time and has a low casting cost. This is
the only spell I ever use for light. Ignore the other light spells
and use this one instead.
Location: Beginning
Spell Name: Fear
Casting Cost: 3
Spell Range: 10
Description: Increases the fear (lowers the morale) of the selected monster
Rating: 1/5
Comments: As I've said, I detest fear-inducing spells and anyone who happens
to use them.
Location: Beginning
Spell Name: Wall of Force
Casting Cost: 5
Spell Range: 12
Description: Creates a force wall that affects monsters who walk through it.
Rating: 2/5
Comments: I never bother with any wall spell except Wall of Blades. I find
that Wall of Force is relatively effective, but it is not effective
enough to justify the use of it and the loss of a turn.
Location: Velnas (Gale)
Spell Name: Weak Summoning
Casting Cost: 6
Spell Range: 4
Description: Summons several weak monsters to fight for you. Monsters
disappear after a while.
Rating: 1/5
Comments: The monsters are so weak, this spell becomes practically pointless.
I have probably only used this spell once or twice, ever. Don't
waste your time with it.
Location: Velnas (Gale)
Spell Name: Flame Arrows
Casting Cost: 4
Spell Range: 10
Description: Casts multiple Flame spells.
Rating: 2/5
Comments: Of all of the arrow spells, I feel this one is the worst. The effect
is actually less than a Flame spell, and so I would rather just cast
Fireball or something like it to have a better and bigger effect.
This spell isn't terrible, but there are just better spells out
there to choose from.
Location: Velnas (Gale)
Spell Name: Web
Casting Cost: 6
Spell Range: 8
Description: Creates webs over a large area.
Rating: 2/5
Comments: This spell is effective, but once enough monsters come through your
webs, they will no longer do any good. This spell will eventually be
replaced by Slow Group.
Location: Beginning
Spell Name: Resist Magic
Casting Cost: 4
Spell Range: N/A
Description: Makes the selected PC magic resistant for a short while.
Rating: 2/5
Comments: Although this may sound like a useful spell, you will soon find that
there are few times when you will actually use it. When those happy
occasions come, though, this spell is pretty handy to have.
Location: Beginning
->Level 4:
Spell Name: Poison
Casting Cost: 4
Spell Range: 8
Description: Poisons the selected monster.
Rating: 2/5
Comments: I only poison my enemies by using poisoned weapons, not by spells. I
practically never use this spell anymore, but it is useful when you
are at a lower level and have little more firepower than this.
Location: Sara (Shayder)
Spell Name: Ice Bolt
Casting Cost: 5
Spell Range: 12
Description: Does cold damage to the selected monster.
Rating: 3/5
Comments: Few monsters are immune/resistant to cold, so there are some
monsters on whom this spell will be effective. But otherwise, cast
Fireball or Kill for damage. This spell is good, but I rarely use it
as I have more powerful spells in my arsenal.
Location: Sara (Shayder)
Spell Name: Slow Group
Casting Cost: 4
Spell Range: 12
Description: Casts a "Slow" spell on all monsters within 12 spaces of the
caster.
Rating: 4/5
Comments: Useful to make would-be long combats short. You can cut down the
attacks of your enemies and up yours with this. Not bad, but there
are a few better spells out there to make combat easier.
Location: Sara (Shayder)
Spell Name: Magic Map
Casting Cost: 8
Spell Range: N/A
Description: Completes the map for wherever you are. Know that you must have a
sapphire to cast this spell.
Rating: 5/5
Comments: Very useful. With the whole map, you can find secret passages,
locations where you might have a mission at, etc. This is one spell
to learn, and, once you learn it, you should always make sure you
have a steady supply of sapphires with you.
Location: The House on a Hill
Spell Name: Capture Soul
Casting Cost: 30
Spell Range: 10
Description: Preserves the selected monster into your party. It can then be
summoned up with the following spell. However, this spell isn't
guaranteed to succeed.
Rating: -Varies-
Comments: This spell can be useful or pointless. It all depends on which
monsters you capture.
Location: Koriba (Ghikra)
Spell Name: Simulacrum
Casting Cost: -Varies-
Spell Range: N/A
Description: Remember the monsters you captured with Capture Soul? Well, with
this spell, you can summon them. The casting cost depends on the
monster you are summoning.
Rating: -Varies-
Comments: As with Capture Soul, this spell all depends on which monsters you
capture. Capturing a rat will do you little good, but capturing
something like a Golem will do a lot of help. As long as you capture
good monsters, this spell is extremely great.
Location: Koriba (Ghikra)
Spell Name: Venom Arrows
Casting Cost: 8
Spell Range: 8
Description: Casts multiple Poison spells.
Rating: 3/5
Comments: A lot better than Flame Arrows. This spell is when you are fighting
a lot of hostile mages/priests. It will poison them all and so you
will have a much easier time of winning the battle.
Location: Reward from Solberg
Spell Name: Wall of Ice
Casting Cost: 6
Spell Range: 8
Description: Creates an ice wall. They are more damaging and last longer than
a wall of force.
Rating:
Comments: Even though this spell is one step up from the Wall of Force, I
still never really use it. If you want a wall spell, I recommend
Wall of Blades. But until you learn that spell, this spell should do
enough for you.
Location: ?
->Level 5:
Spell Name: Stealth
Casting Cost: 5
Spell Range: N/A
Description: Makes you sneaky for a little while. Monsters will see you less,
and so you can sneak by them and enter your destination a lot
faster.
Rating: 3/5
Comments: I use this in dungeons where I want/need to avoid combat. It saves
me a lot of pointless combat. This is yet another one of those
useful spells that I rarely use at all, mainly because I forget
about its existence.
Location: Spragins (Sharamik)
Spell Name: Major Haste
Casting Cost: 8
Spell Range: N/A
Description: Casts Haste on every PC in your party.
Rating: 4/5
Comments: Useful. The group-haste effect is extremely handy before entering
large combats. This is one spell that should be cast before every
battle, and never be overlooked. However, once you learn Major
Blessing, you can forget about ever using this spell again.
Location: Spragins (Sharamik)
Spell Name: Firestorm
Casting Cost: 8
Spell Range: 14
Description: Does fire damage like the following:
xxx
xxxxx
xx+xx +=Targeted Square
xxxxx x=Affected Area
xxx
Rating: 5/5
Comments: Pretty much an upgrade to Fireball. This spell does just as much
damage, just over a larger area. It is extremely useful, especially
when you just learn it and have no spells that are more powerful.
However, this spell loses practically all of its luster once you
learn Divine Thud, which is a lot better.
Location: Spragins (Sharamik)
Spell Name: Dispel Barrier
Casting Cost: 6
Spell Range: N/A
Description: Has a chance of dispelling magical barriers (fire or force) in
your path.
Rating: 5/5
Comments: Once you get this spell, you will immediately notice that a lot more
of the game is now available to you. This is a spell handy only
in that way.
Location: Finish Mayor Knight's (Sharamik) mission
Spell Name: Fire Barrier
Casting Cost: 9
Spell Range: N/A
Description: Creates a Fire Barrier. Fire Barriers last until you dispel them
or a monster breaks through it. You can also walk through Fire
Barriers.
Rating: 4/5
Comments: The only real use of this spell is to block Quickfire from killing
you. Fire Barriers are easy for monsters to break down, and so
useless from that respect. But as I said, they are useful for using
to stopping Quickfire.
Location: Spragins (Sharimik)
Spell Name: Summoning
Casting Cost: 10
Spell Range: N/A
Description: Like Weak Summoning, but the monsters that you summon will be
stronger.
Rating: 2/5
Comments: Better than Weak Summoning, but this spell still isn't anything
special. There are better spells for summoning out there.
Location: Spragins (Sharimik)
Spell Name: Shockstorm
Casting Cost: 6
Spell Range: 10
Description: Creates a lot of Force Walls in the shape of a circle.
Rating: 2/5
Comments: Pretty much just an upgrade to Forcefield. The increase in the
affected area is nice, though.
Location: Spragins (Sharamik)
Spell Name: Spray Fields
Casting Cost: 6
Spell Range: 12
Description: Like an arrow spell, but this one shoots out a randomly-selected
field.
Rating: 3/5
Comments: Sometimes useful. Sometimes not. It actually depends on which fields
are summoned.
Location: Spragins (Sharimik)
->Level 6:
Spell Name: Major Poison
Casting Cost: 7
Spell Range: 8
Description: Greatly poisons the selected monster.
Rating: 5/5
Comments: The effect of the poison is great and will do a lot of damage. A
great spell to cast on powerful enemies. Just make sure that they
are not resistant or immune to poison.
Location: Erika
Spell Name: Group Fear
Casting Cost: 6
Spell Range: 12
Description: Reduces the morale of all monsters within several spaces of the
caster.
Rating: 3/5
Comments: If you are going to use a fear spell, just make sure you use this
one. The effect will actually do some good, and you can avoid combat
pretty well using this spell. Still, I never use this spell.
Location: Erika
Spell Name: Kill
Casting Cost: 8
Spell Range: 6
Description: Does a good bit of damage to the selected monster
Rating: 5/5
Comments: Because this spell does like 70 damage, it is a great spell to cast
for damage. You should buy this spell the first chance you get. You
will not regret it. I promise.
Location: Erika
Spell Name: Paralyze
Casting Cost: 8
Spell Range: 6
Description: Like an arrows spell, but each monster you target has a chance of
being paralyzed.
Rating: 3/5
Comments: Useful against a ton of powerful monsters. In combats against weaker
monsters, this is a useless spell.
Location: Erika
Spell Name: Daemon
Casting Cost: 12
Spell Range: N/A
Description: Summons a demon to fight on your side.
Rating: 4/5
Comments: Preferable to Summon Guardian as you can see the demon. The demon
will cast a lot of spells and so help you in that respect.
Location: Reward from X
Spell Name: Antimagic Cloud
Casting Cost: 10
Spell Range: 12
Description: Creates an area where magic can not enter/exit.
Rating: 4/5
Comments: Useful when you are fighting a large group of enemy mages/priests.
But if the monsters you are fighting do not cast spells, make sure
that you do not use this spell!
Location: Gale Library
Spell Name: Mindduel
Casting Cost: 12 (I think)
Spell Range: N/A
Description: The caster enters a mindduel with the targeted monster. Leads to
loss/gain of Spell Points, and, eventually, death. Requires a
Smoky Crystal to cast.
Rating: 4/5
Comments: A great way to kill powerful monsters. If you are at a high enough
level, it will be easy, and you will find yourself victorious.
Location: Reward from X
Spell Name: Flight
Casting Cost: 20
Spell Range: N/A
Description: Allows the party to fly for about three spaces.
Rating: 1/5
Comments: Unless you are not given an item to allow you to fly, I find this
spell useless. The short flight distance almost guarantees that you
will not reach your goal in time. I usually do not use this spell.
Location: Moon library
->Level 7:
Spell Name: Shockwave
Casting Cost: 10
Spell Range: N/A
Description: Sends out a wave of power damaging all creatures, hostile, PC, or
friendly, within ten spaces of the caster. More damage is done
for the farther away the creature is from the caster.
Rating: 4/5
Comments: Useful in debug mode to clear out all of those annoying monsters.
Also useful when you enter combat and the entire party is on one
square. This spell is handy, but there are better combat spells out
there.
Location: Reward from X
Spell Name: Major Blessing
Casting Cost: 8
Spell Range: N/A
Description: Blesses, Hastes, and mildly poisons weapons for every PC.
Rating: 5/5
Comments: Another one of the greatest spells in the game. For only eight Spell
Points, you get the equivalent of: Six Haste spells, six Bless
spells, and six Envenom spells. Using this spell before a huge
combat will at least quadruple your chances of victory. It can also
shorten those annoying combats against weaker monsters. This is one
of those must-have spells. Get it the first chance you get it.
Location: Ghikra (enter from the west on a boat)
Spell Name: Mass Paralysis
Casting Cost: 20
Spell Range: 8
Description: Paralyzes all monsters within about 8 spaces of the caster.
Rating: 4/5
Comments: About as useful as Paralyze, but able to affect a lot more monsters.
Location: Gale library
Spell Name: Protection
Casting Cost: 10
Spell Range: N/A
Description: Makes the selected PC invulnerable for a little while, and the
entire party magically resistant.
Rating: 4/5
Comments: This is a useful spell, but I often find myself never using it. You
will sometimes find uses for it, though.
Location: Reward from X
Spell Name: Major Summoning
Casting Cost: 14
Spell Range: N/A
Description: Summons up several powerful monsters to fight on your side
temporarily.
Rating: 4/5
Comments: One of the few summoning spells I actually use. This one actually
gives you powerful monsters that will do some damage. It is great to
cast in large combats to make it go by faster.
Location: Tower of Magi
Spell Name: Force Barrier
Casting Cost: 10
Spell Range: N/A
Description: Creates a Force Barrier. Force Barriers cannot be walked through.
Rating: 5/5
Comments: Preferable to Fire Barriers (unless you are boxing in quickfire),
and are great for blocking the monsters from you. This is a useful
spell. Don't forget it exists.</pre><pre id="faqspan-4">
Location: Tower of Vahkohs
Spell Name: Quickfire
Casting Cost: 50
Spell Range: N/A
Description: Creates Quickfire, which will spread to cover almost all areas.
Rating: 5/5
Comments: Useful, so long as you don't ever touch the quickfire. Quickfire
will not travel diagonally or through Force or Fire barriers, so,
when you cast it, make sure you know what you are doing.
Location: Petrie (Blackcrag Fortress)
Spell Name: Death Arrows
Casting Cost: 10
Spell Range: 6
Description: Casts multiple Kill spells at once.
Rating: 5/5
Comments: It's Kill x2-6! This spell saves a lot of time, and the only other
offensive spell as good as this one is Divine Thud. Also, when you
cast this spell on monsters who take up more than one square, you
can place a target on each square, so they will get blasted more
than once! This is undoubtedly a must-have spell, and if ever you
get the chance to get it, go for it!
Location: Remote Cavern
Those are all of the mage spells available in Ruined World. Sorry, but if
there are any errors in the above spells (like maybe references to Blades of
Exile), then I'm sorry. I copied that spell section from my Blades of Exile
guide. But if there is anything like that, please let me know.
/----------------\
|2. Priest Spells|
\----------------/
Exile III has sixty-four different Priest spells. Each one has a different
effect, and some are more useful than others. So how are you to know which
ones those are? Well, I'm going to tell you. Here is how they are described:
Spell Name: <-the name of the spell that this part is about
Casting Cost: <-how much SP it takes to cast the spell
Spell Range: <-if it applies, how many spaces away from the caster this spell
can be targeted. I found this out by using the document that
comes with Ruined World.
Description: <-what the spell actually does. Nothing else is put here.
Rating: <-my rating of the usefulness of the spell. Out of five.
Comments: <-my comments on the spell.
Location: <-where you can find the spell. If you start the game knowing it,
the location will be set to 'Beginning'.
So, let's begin, shall we?
->Level 1:
Spell Name: Minor Bless
Casting Cost: 1
Spell Range: N/A
Description: Gives the selected PC a weak bless.
Rating: 2/5
Comments: Blessing is effective, but this spell doesn't give you a whole lot
of power. You will be much better off with the spell Bless.
Location: Beginning
Spell Name: Minor Heal
Casting Cost: 1
Spell Range: N/A
Description: Lightly heals the selected PC from anywhere from 1-25 HP.
Rating: 2/5
Comments: Useful when you really need to heal a PC and you have little Spell
Points left.
Location: Beginning
Spell Name: Weaken Poison
Casting Cost: 1
Spell Range: N/A
Description: Weakens the poison of the selected PC.
Rating: 1/5
Comments: Useless, considering you already have Cure Poison! I recommend that
over this any day, as the former is much more powerful and effective.
Location: Beginning
Spell Name: Turn Undead
Casting Cost: 2
Spell Range: 8
Description: Does damage to the monsters who are undead. If the monster is not
undead, the spell does no damage.
Rating: 3/5
Comments: The amount of damage is decent (though not as good as Dispel
Undead), and it can make your undead troubles a lot smaller. When
you are fighting undead, don't forget about the presence of this
spell.
Location: Beginning
Spell Name: Location
Casting Cost: 1
Spell Range: N/A
Description: Gives your party's coordinates. X is the horizontal location and
increases as you travel to the right (east). Y is the vertical
location and increases as you travel down (south). I use this
spell to describe locations in my walkthroughs.
Rating: 2/5
Comments: The only purpose of this spell is so that you can communicate with
people in real life where you went (like in my walkthrough). Other
than that, this spell has no use, no purpose.
Location: Beginning
Spell Name: Sanctuary
Casting Cost: 1
Spell Range: N/A
Description: Makes the selected PC invisible for a little while.
Rating: 2/5
Comments: Useful when one PC is nearly dead. Just remember that if they attack
a monster, they will be seen.
Location: Beginning
Spell Name: Symbiosis
Casting Cost: 3
Spell Range: N/A
Description: You heal the selected PC, but you end up taking some damage
yourself.
Rating: 0/5
Comments: Kill your caster to revive a PC?! For three spell points?! Forget
that! Don't waste your time with this spell.
Location: Fort Emergenve mage area
Spell Name: Minor Manna
Casting Cost: 5
Spell Range: N/A
Description: Gives the party a little food.
Rating: 3/5
Comments: Useful when you are extremely low on food, out in the middle of
nowhere, and have Spell Points to spare. The spell "Manna" is
better, though.
Location: Paulo (Pergies)
Spell Name: Ritual of Sanctification
Casting Cost: 50
Spell Range: N/A
Description: Sometimes, this spell must be casted on an area for you to do
something in the game.
Rating: 5/5
Comments: Only gets a five-out-of-five because some parts require that
this spell be cast on a certain area for you to pass that part.
Location: Hermit (Adobe Hut)
Spell Name: Stumble
Casting Cost: 1
Spell Range: N/A
Description: Webs the targeted monster.
Rating: 1/5
Comments: Weak. You will be better off with the Mage spell Slow.
Location: Beginning
->Level 2:
Spell Name: Bless
Casting Cost: 2
Spell Range: N/A
Description: Blesses the selected PC, making them more effective for a little
while.
Rating: 3/5
Comments: Blessing is useful, especially when done with this spell. The effect
here is good and will actually make a difference. Cast this on your
most powerful PC and watch them unleash some hell!
Location: Beginning
Spell Name: Cure Poison
Casting Cost: 2
Spell Range: N/A
Description: Cures the poison of the selected PC
Rating: 4/5
Comments: Poison is a pain, and can easily kill a PC. With this spell, you can
eliminate poison quickly. It is a great thing that you start off
knowing this spell, otherwise you would be screwed over.
Location: Beginning
Spell Name: Curse
Casting Cost: 2
Spell Range: 10
Description: Makes the selected enemy less effective in all ways for a little
while.
Rating: 3/5
Comments: Good when fighting a single tough enemy and you have hardly any SP
left. If you do have a lot of SP left, cast Holy Scourge. It is a
lot more effective.
Location: Beginning
Spell Name: Light
Casting Cost: 2
Spell Range: N/A
Description: Does the same thing of the Mage spell of the same name.
Rating: 1/5
Comments: I never really use this spell. I only use Long Light to create
light.
Location: Beginning
Spell Name: Wound
Casting Cost: 3
Spell Range: 5
Description: Does damage of no kind to an enemy.
Rating: 4/5
Comments: Because the damage is of no kind, it damages all enemies that don't
have the trait "Invulnerable". Very handy against enemies with tons
of resistances, despite the fact that it only does like 20 damage.
Location: Beginning
Spell Name: Summon Spirit
Casting Cost: 5
Spell Range: N/A
Description: Summons a shade to fight alongside you.
Rating: 1/5
Comments: Shades are pretty weak and die quick. You will have more luck with
Summon Host.
Location: Paulo (Pergies)
Spell Name: Move Mountains
Casting Cost: 8
Spell Range: N/A
Description: Some terrains are weak/crumbling/moldy and can be destroyed. This
spell blasts the targeted area, and if it can be destroyed, it
will be.
Rating: 4/5
Comments: Useful to allow you to access hidden areas that are usually very
hard to access. This is a handy spell, but rarely is it required to
reach certain areas.
Location: Paulo (Pergies)
Spell Name: Charm Foe
Casting Cost: 6
Spell Range: 6
Description: Has a chance of getting the targeted monster to join your side.
Rating: 2/5
Comments: Charming is useful, but only being able to charm one monster is
little help (unless the monster you are charming is very powerful).
Location: Anama
Spell Name: Disease
Casting Cost: 4
Spell Range: N/A
Description: Diseases the selected monster.
Rating: 1/5
Comments: I prefer not to bother with disease, as by the time it starts to
truly take effect, I have usually killed the monster. You will
probably quickly discover this if you try out this spell.
Location: Beginning
Spell Name: Awaken
Casting Cost: 2
Spell Range: N/A
Description: Wakes the selected PC from their snoozing.
Rating: 1/5
Comments: I just wait out sleep, and never cast this spell.
Location: Beginning
->Level 3:
Spell Name: Heal
Casting Cost: 3
Spell Range: N/A
Description: Restores some of the Hit Points on the selected PC. Has an effect
greater than that of Minor Heal.
Rating: 3/5
Comments: Heals about 20-40 damage. Useful, but usually you will have more
than one damaged PC.
Location: Beginning
Spell Name: Minor Heal All
Casting Cost: 4
Spell Range: N/A
Description: Casts "Minor Heal" on ever PC in your party.
Rating: 4/5
Comments: Whenever I cast this spell, it heals as much damage as the spell
"Heal" does, and it does it on every member of the party. This is
one useful spell when all PCs are damaged.
Location: Anama
Spell Name: Holy Scourge
Casting Cost: 3
Spell Range: 8
Description: Heavily curses the selected monster.
Rating: 4/5
Comments: Great to cast on a single very powerful monster. It will make things
a lot easier because they will be weaker and less effective.
Location: Beginning
Spell Name: Detect Life
Casting Cost: 3
Spell Range: N/A
Description: Displays, for a short time, all of the monsters in regions you
have explored on your map.
Rating: 4/5
Comments: Useful after you cast Magic Map to find out the best way to get to
your destination. Also helps you find that one crucial monster that
got away from you.
Location: Beginning
Spell Name: Cure Paralysis
Casting Cost: 3
Spell Range: N/A
Description: Cures the paralysis of the selected PC.
Rating: 1/5
Comments: I cannot think of very many occasions where I have been paralyzed.
And I can guarantee you I didn't use this spell then.
Location: Anama
Spell Name: Manna
Casting Cost: 10
Spell Range: N/A
Description: Identical to the spell "Minor Manna", but the casting cost is
greater and so is the effect.
Rating: 4/5
Comments: Yes! Now you will practically never have to buy food again. This
spell is useful, especially to parties who have a lot of
spellcasters.
Location: Anama
Spell Name: Forcefield
Casting Cost: 5
Spell Range: 8
Description: Creates a 3x3 area of Force Walls.
Rating: 3/5
Comments: Good because it continues to remain there even after you place it.
Fairly useful.
Location: Anama
Spell Name: Cure Disease
Casting Cost: 3
Spell Range: N/A
Description: Cures the disease on the selected PC.
Rating: 5/5
Comments: The easiest way to get rid of disease. This is one of those spells
that you need, and will use often. Being diseased is a pain in the
ass, and you can avoid/end it with this spell.
Location: Beginning
Spell Name: Restore Mind
Casting Cost: 4
Spell Range: N/A
Description: Helps to remove Dumbfounding from the selected character.
Rating: 5/5
Comments: I can only think of one really bad thing about this spell: It has a
high spell level, so sometimes you will not be able to cast it due
to the condition you are trying to remove! That can cause some real
headaches sometimes, and can suck. But otherwise, this spell is very
useful to your party as it is the only spell that removes
dumbfounding. Otherwise, you need a potion, a healer, or the Editor
to get rid of dumbfounding.
Location: Tekora-Tel (Ghikra)
Spell Name: Smite
Casting Cost: 6
Spell Range: 8
Description: Should be called "Ice Arrows". This spell just fires cold damage
at several targets.
Rating: 2/5
Comments: As bad as Flame Arrows. I didn't even know what this spell did until
I wrote this part of the guide. Just goes to show that you can live
without this spell.
Location: Tekora-Tel (Ghikra)
->Level 4:
Spell Name: Cure All Poison
Casting Cost: 5
Spell Range: N/A
Description: Cures the poison from the entire party
Rating: 4/5
Comments: Great when your entire party is heavily poisoned. Saves a lot of
time and Spell Points. For its class, this is a great spell to use.
Location: Ahonar (Shayder)
Spell Name: Curse All
Casting Cost: 5
Spell Range: 10
Description: Curses all enemies within about eight spaces of the caster.
Rating: 4/5
Comments: Handy in massive combat against a lot of enemies. But when fighting
against only like 2 or 3 enemies, do not cast this spell.
Location: Ahonar (Shayder)
Spell Name: Dispel Undead
Casting Cost: 5
Spell Range: 8
Description: Like Turn Undead, but with a much stronger effect.
Rating: 4/5
Comments: In difficult situations, undead are not common, but in lower-level
areas where you are most likely low-level, this spell will be
quite handy. Don't overlook its presence.
Location: Ahonar (Shayder)
Spell Name: Remove Curse
Casting Cost: 15
Spell Range: N/A
Description: Has a chance of removing the curse from a cursed item.
Rating: 2/5
Comments: I always just toss/sell my cursed item, so I can't really talk too
much about this spell....
Location: Ahonar (Shayder)
Spell Name: Sticks to Snakes
Casting Cost: 6
Spell Range: N/A
Description: Summons a lot of snakes and asps
Rating: 4/5
Comments: Another one of the useful summoning spells. This one is good because
it creates a lot of monsters, and you can use those monsters as a
distraction, and so sneak by/kill easier your enemy.
Location: Ahonar (Shayer)
Spell Name: Martyr's Shield
Casting Cost: 5
Spell Range: N/A
Description: Puts a Martyr's Shield on the selected PC (see the Conditions
section for more info.)
Rating: 4/5
Comments: The effect is useful, yes, but there are few occasions when it is
"right" to cast this spell. If you want a Martyr's Shield, you will
have better luck casting Avatar.
Location: Ahonar (Shayder)
Spell Name: Cleanse
Casting Cost: 5
Spell Range: N/A
Description: Cleans the selected PC of disease and webs.
Rating: 1/5
Comments: Disease can be easier removed by "Cure Disease", and webs can be
removed by pausing in place. This is one spell to ignore. Major
Cleansing is a lot better, and actually useful.
Location: Ahonar (Shayder)
Spell Name: Firewalk
Casting Cost: 8
Spell Range: N/A
Description: Allows the party to walk over lava without taking damage for a
short while.
Rating: 5/5
Comments: Saves you A LOT of damage for little Spell Points. This is a spell
that will make the game a lot easier.
Location: Ahonar (Shayder)
->Level 5:
Spell Name: Bless Party
Casting Cost: 6
Spell Range: N/A
Description: Blesses your entire party.
Rating: 4/5
Comments: Handy when you only know spells up to level 6. The bless effect is
noticeable, and it will actually help you out. The Mage spell Major
Blessing is better, though.
Location: Ellyn (Sharimik)
Spell Name: Major Heal
Casting Cost: 7
Spell Range: N/A
Description: Greatly heals the selected PC.
Rating: 3/5
Comments: Useful when only one PC in your party is in need of healing. The
effect is good, and you will actually find it useful.
Location: Ellyn (Sharimik)
Spell Name: Raise Dead
Casting Cost: 25
Spell Range: N/A
Description: With a Resurrection Balm, has a chance of reviving a dead person.
If it fails, the person will be reduced to dust, and then they
cannot be revived with this spell.
Rating: 1/5
Comments: My PCs rarely die anymore (being humble :D), so this spell is never
used by me. If my PCs do die, and I decide to use a spell to revive
them, then I will cast Resurrection instead.
Location: Moon library
Spell Name: Flamestrike
Casting Cost: 8
Spell Range: 9
Description: Identical to the Mage Spell "Fireball", but more powerful.
Rating: 5/5
Comments: The first great offensive Priest Spell. This is better than Fireball
because it does about 20-30 more damage.
Location: Ellyn (Sharimik)
Spell Name: Mass Sanctuary
Casting Cost: 10
Spell Range: N/A
Description: Makes the entire party invisible for a period of time.
Rating: From 2/5 to 5/5
Comments: If you combine this spell with Major Blessing and enter combat mode,
this spell kicks enough ass to earn its five-out-of-five rating. If
you just cast this and walk straight through the dungeon, it will
only get a two-out-of-five. This spell is handy as your entire party
will not be attacked by monsters for a while. Just remember that
attacking a monster removes the Invisible effect.
Location: Ellyn (Sharimik)
Spell Name: Summon Host
Casting Cost: 12
Spell Range: N/A
Description: Summons up a Deva and 4 Spirits to fight for you.
Rating: 4/5
Comments: Useful for low-level spellcasters as this spell always summons the
same amount of monsters.
Location: Ellyn (Sharimik)
Spell Name: Shatter
Casting Cost: 12
Spell Range: N/A
Description: Casts Move Mountains on all areas immediately next to your party.
Rating: 4/5
Comments: Just saves the time of casting Move Mountains on all the areas next
to you. That's all this spell really does.
Location: Ellyn (Sharimik)
Spell Name: Dispel Fields
Casting Cost: 6
Spell Range: N/A
Description: Dispels the magical fields in a large area.
Rating: 2/5
Comments: I usually just tough the magical fields out. Using this spell is a
waste of a turn and SP.
Location: Ellyn (Sharimik)
->Level 6:
Spell Name: Heal All
Casting Cost: 8
Spell Range: N/A
Description: Casts "Heal" on the entire party.
Rating: 4/5
Comments: Useful, but becomes redundant when you learn Revive All. However,
until that happy day comes, this spell is amazingly useful for
healing your party.
Location: Clarisse (Tower of Magi)
Spell Name: Revive
Casting Cost: 7
Spell Range: N/A
Description: Completely heals and cures the selected PC of damage and most
conditions.
Rating: 4/5
Comments: Extremely awesome for one-PC parties or parties where only one
character is in need of healing. Good because it completely heals
them, saving a lot of worry.
Location: Clarisse (Tower of Magi)
Spell Name: Hyperactivity
Casting Cost: 8
Spell Range: N/A
Description: Wakes up all sleeping characters and, if any PCs are slowed, sets
them back to normal.
Rating: 2/5
Comments: If my whole party is slowed, I will counter-act it with a Major
Haste/Blessing! But, if my whole party is asleep, I will cast this
spell.
Location: Clarisse (Tower of Magi)
Spell Name: Destone
Casting Cost: 8
Spell Range: N/A
Description: If one of your PCs has been turned to stone by a Basilisk or
something else, this spell will turn them back to normal.
Rating: 4/5
Comments: It is rare that you become stoned (not talking about wasted :D), but
when you do, this is a handy spell to know as it will help to
restore you immediately.
Location: Clarisse (Tower of Magi)
Spell Name: Summon Guardian
Casting Cost: 14
Spell Range: N/A
Description: Summons one Guardian (who are invisible) to fight on your side.
Rating: 3/5
Comments: It is, in my opinion, a bad idea to summon guardians. This is
because they are invisible, and, by accident, you could attack them
physically or hit them with a spell. If you are sure that this will
not happen, this spell is fine to cast as Guardians are quite
effective as bodyguards.
Location: Clarisse (Tower of Magi)
Spell Name: Mass Charm
Casting Cost: 17
Spell Range: N/A
Description: Has a chance of getting all hostile monsters within close
proximity to your party to become friendly and fight on your
side.
Rating: 4/5
Comments: I very rarely use this spell, but when I have used it, I have had no
bad experiences. This is just one of those spells that are actually
quite useful, but you just forget about its presence. One thing I
have used it for, though, is in an outdoor combat with weaker
monsters. I cast it, and, since all monsters become on my side, I
can than end the combat. This is a good spell; make sure you don't
forget it like I do.
Location: Clarisse (Tower of Magi)
Spell Name: Protective Circle
Casting Cost: 8
Spell Range: N/A
Description: Creates a circle in which you will not take damage, so long as
you do not attack any monsters.
Rating: 1/5
Comments: Very useless. You are only protected in the circle, so, seeing as
this spell is used primarily to avoid/escape combat, the moment you
leave the circle as you escape or whatever, you will be vulnerable
to attack. Never, ever use this spell.
Location: Clarisse (Tower of Magi)
Spell Name: Pestilence
Casting Cost: 7
Spell Range: N/A
Description: Inflicts a powerful disease on all monsters within eight spaces
of the caster.
Rating: 1/5
Comments: I never bother with this spell, primarily because by the time the
disease starts to take effect, the combat is almost finished. I
suppose this spell has its uses, but I do not know them...
Location: Clarisse (Tower of Magi)
->Level 7:
Spell Name: Revive All
Casting Cost: 10
Spell Range: N/A
Description: Despite the name, this spell does not cast Revive on the entire
party. Instead, it has the effect of several Healing spells
casted on each member of the party.
Rating: 5/5
Comments: Useful after things where the entire party was massively damaged,
like large combats or walking through a huge pool of lava. The
effect is great.
Location: Moon library
Spell Name: Ravage Spirit
Casting Cost: 10
Spell Range: 4
Description: Does like 70-150 damage to all members of demonkind
Rating: 4/5
Comments: Finally a spell that works on demonkind! Useful against the
pain-in-the-ass Haakai's and all of there henchmen. Saves a lot of
time and hard combat. However, if you are not at high enough level,
the demons will resist the spell and no damage will be done to them.
Location: Khoth's library
Spell Name: Resurrect
Casting Cost: 35
Spell Range: N/A
Description: This spell requires a Resurrection Balm to cast. It revives the
selected dead member of your party, even if they were reduced to
dust.
Rating: 3/5
Comments: It has been a very long time since I have used a low-level party,
and so my PCs rarely die. When they do, I just go to a healer. I
have no real comments on this spell.
Location: Torria
Spell Name: Divine Thud
Casting Cost: 10
Spell Range: 12
Description: This spell does Magic damage in the following pattern:
xxx
xxxxx +=targeted space
xx+xx x=affected areas
xxxxx
xxx
Rating: 5/5
Comments: Arguably the best damage spell in the game, Divine Thud is very
handy. Fewer monsters are resistant to magic than fire, so more
monsters will be affected by this spell. It has a high range and
does anywhere from 20-70 damage, and does more when you are at a
higher level. If ever you have an opportunity to get this spell, go
for it.
Location: Tower of Shifting Floors (library)
Spell Name: Avatar
Casting Cost: 12
Spell Range: N/A
Description: In one spell, you are blessed, made invulnerable, hasted, given
magic resistance, and given a martyr's shield.
Rating: 5/5
Comments: Very useful for single-PC parties, Avatar is like the super-boost
spell that is great for your spellcasters to cast before a large
combat. A lot is done for a mere 12 Spell Points, and the effects =
last a good amount of time. With single-PC parties, they find
themselves completely prepared for a huge battle, and will have a
much easier time than normal.
Location: Khoth's library
Spell Name: Wall of Blades
Casting Cost: 12
Spell Range: 10
Description: Creates a Wall of Blades, the most damaging of all of the wall
types.
Rating: 3/5
Comments: Good to cast when a lot of monsters are coming after you. The spell
will weaken them before they even touch you. I rarely use the wall
spells, and so I know little about tactics with this spell. I do
know that it has its uses and does a fair bit of damage.
Location: Elhioc's library (Castle Troglo)
Spell Name: Word of Recall
Casting Cost: 30
Spell Range: N/A
Description: Returns the party to the starting location of the game they
are in, which is Fort Emergence.
Rating: 4/5
Comments: A useful spell, yes, but it becomes useless once you get the Amulet
of Rapid Returning.
Location: Bohen-Ihrno (Defiled Crypt)
Spell Name: Major Cleansing
Casting Cost: 10
Spell Range: N/A
Description: Cleans the entire party of webbing and disease.
Rating: 4/5
Comments: Useful unless you are dumbfounded. Tossing everybody's disease at
once saves both Spell Points and time, and tossing webs is just an
added bonus. This is a handy spell to buy.
Location: Elhioc's library (Castle Troglo)
Those are all of the priest spells available in Ruined World. Sorry, but if
there are any errors in the above spells (like maybe references to Blades of
Exile), then I'm sorry. I copied that spell section from my Blades of Exile
guide. But if there is anything like that, please let me know.
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<>C. Alchemy Recipes<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
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Ruined World contains several alchemy recipes. Each one has a different
effect. However, I do not ever bother with alchemy as it is a pain to
accumulate all of the necessary things needed to make a potion. Just to make a
simple potion, you need:
1) The ingredients. These are at different locations in the outdoors, and are
sometimes hard to find.
2) The recipe. You have to find the recipe from someone in the game, and, when
you do, you have to pay for it!
3) The required amount of the Alchemy stat (shown in parenthesis next to the
recipe name).
One might argue that you also need stuff like that for spells (Spell
Points=Ingredients, Recipe-Spell, Alchemy stat=Mage/Priest Spell stat), but
almost every recipe has an equivalent spell. Plus, the effects are generally
weaker, along with the chance that you might mess up when making the potion.
But if you have a really good strategy regarding Alchemy, please, let me know.
Weak Healing
Description: Restores a little HP of the drinker of this potion
Needed Ingredients: Comfrey Root
Location: Walner (Portal Fortress)
Weak Curing
Description: Weakly cures your poison. If you are heavily poisoned, this will
have little effect.
Needed Ingredients: Holly
Location: Walner (Portal Fortress)
Weak Poison
Description: A weak poison that can be used on weapons.
Needed Ingredients: Holly
Location: Piglet (Tower of Magi)
Weak Speed
Description: Weakly hastes your character.
Needed Ingredients: Asp Fangs and Comfrey Root
Location: Kurtz (Fenris Port)
Medium Poison
Description: A little stronger than Weak Poison.
Needed Ingredients: Wormgrass
Location: Kurtz (Fenris Port)
Medium Healing
Description: Heals you, but the effect is stronger than Weak Healing.
Needed Ingredients: Glowing Nettle
Location: Grossi (Sharimik)
Strong Curing
Description: Completely cures you of disease.
Needed Ingredients: Glowing Nettle
Location: Grossi (Sharimik)
Medium Speed
Description: Hastes the drinker of the potion.
Needed Ingredients: Asp Fangs and Glowing Nettle
Location: Carlos (Lorelei)
Graymold Salve
Description: Cures the drinker of disease completely.
Needed Ingredients: Graymold
Location: Carlos (Lorelei)
Weak Power
Description: Restores a few spell points of the drinker.
Needed Ingredients: Asp Fangs and Glowing Nettle
Location: Carlos (Lorelei)
Potion of Clarity
Description: Removes dumbfounding from the drinker of the potion.
Needed Ingredients: Graymold and Holly
Location: The library in Moon
Strong Poison
Description: A powerful poison to use on your weapons.
Needed Ingredients: Asp Fangs and Holly
Location: Nantier (Gale)
Strong Healing
Description: Greatly heals the drinker of the potion.
Needed Ingredients: Graymold and Comfrey Root
Location: Nantier (Gale)
Killer Poison
Description: A very powerful poison to be used on weapons.
Needed Ingredients: Mandrake Root
Location: The library in Gale
Ressurrection Balm
Description: Needed to cast the spells Resurrect or Raise Dead.
Needed Ingredients: Ember Flowers
Location: Zalifar (Remote Aerie)
Medium Power
Description: Restores a good bit of the drinker's Spell Points.
Needed Ingredients: Asp Fangs and Mandrake Root
Location: Howar (Blackrag Fortress)
Knowledge Brew
Description: Gives the drinker 2 Skill Points. A great way to get your PCs
full stats.
Needed Ingredients: Mandrake Root and Ember Flowers
Location: See 'Unique Items' section.
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<>D. Unique Items><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
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Exile III contains several powerful and unique items that each have their own
side-quest. Each one of these five items (and one recipe) are useful, and I
recommend that you get them all. It will make the endgame easier, and it is
fun to find each item.
Before you go off to complete these quests, I advise you to have already dealt
with the plagues on the surface. This will help you to avoid any unnecessary
combat, and thus you can finish your mission quicker.
Some credit goes to the Exile III Hint Booklet and its author. It gave me some
information where I was in doubt, and helped me to figure which items actually
had quests. Thank you very much.
/-----------------------------\
|1. The Ring of Endless Magery|
\-----------------------------/
The way to start this quest is by finding the Mage With No Name. He can be
found either at (56, 15) in Krizsan and (9, 30) in Delan (<-thanks goes out to
the Hint Booklet for the exact figures. Thank you). He switches off between
those points. When you find him, enter dialogue mode with him and ask him
about 'location'. You will fork over 2,500 gold to him, and he will tell you
of the location of the Ring.
Next, head to Gale. Enter Gale (if you do not know how to enter, talk to the
man outside of the town in the northeast corner. He will smuggle you into the
town). In Gale, walk into the southern inn of the town (you emerge in the
northern inn). Talk to the Nephillim sitting at the bar and hit the 'buy'
button. You will get a skiff.
Then, walk out onto Gale's central dock. At the end, a dialogue box will pop
up asking if you want to go to the island to the south. Obviously, you do.
On the island that is south of Gale, start by leaving the town it puts you in.
Then meander south to the Tower of Zkal, killing any undead that cross your
path. The tower is at the far south end of the island, not one of the two
towns you will pass on your way to it.
Enter the tower, and hurry as you go. Start by heading north, along the
eastern wall of the tower. Go through the secret passage at (41, 1) and pull
the lever.
Go out of the secret passage and back into the fairly large room. Just two
spaces south of the open portcullis is a secret passage. Go through it and
kill the Ghast in there. Go down the passageway. In the fungus cavern, go
through a secret door in the north wall. Go down this passageway. At the fork,
go north.
In the fairly large room that you come to, head through the western passage.
At the next fork, head north. Search the southern walls of this pathway for
secret passages. When you find it, go through it and head south. Go through
the portal in the next room (by the way, as you may have noticed, this place
absorbs your Spell Points. At this point, all of my characters had zero Spell
Points. They had all been absorbed at this point).
In this next room, head east, killing the monsters. Head through the southern
barrier and go through a secret passage in the east wall. Kill the monsters in
the next room and go through the secret passage in the north wall. Go through
the portal in this hidden hallway.
Now, you should be at an intersection of four portals. It doesn't really
matter as they are all blocked off to you by water, except for the one that
you just came out of. Anyways, go through the only way open to you, and then
go through the secret passage due north of you. Follow this hallway around
until you reach the staircase. Go down it.
On the second level, enter the big room that you emerge right outside of and
go south after killing the monsters in it. Then, in the next room, go south to
the end of it and then head east. After killing the monsters in this new
cavern go through the southeast pathway. Then go into the next room. In one of
the little nooks extending off of the main room is a secret passage. Go
through it to be led to a portal at (12, 31). Go through that portal.
In this next room, there are four portals. Start by going through the eastern
one. You will find yourself in the same room. Go through the portal right next
to you, the eastern one again. Again, you are in the same room. This time go
through the portal at the south end of the room. Still the same room. Now go
back through the portal at the east end. You are out of the room!
This next part is extremely evil and hard, and took me twenty minutes to
figure out.
You must use the spell Fire Barrier (to get spell points, drink an Energy
potion or use the Editor) to cast barriers to block off the moving walls. In
the western wall of the big room is a secret passage you must reach.
Upon entering the secret passage, you will get a message about the walls
closing in on you. Cast a Fire Barrier north of you and step on it. When the
northern wall collides with the barrier and bounces north, then you should
start heading north. When the moving wall reaches the north end of the
hallway, place a fire barrier right next to the door, blocking it from going
any further. Then walk through the door.
In this passage, take the eastern fork and go through the open portcullis. In
this room with four paths out of it, take the eastern one. Kill the Hraithes
and go north through the door. Now, another one of the moving-wall traps will
spring up. Start by creating two Fire Barriers--one north of you, one south of
you, to give you some space to work. Now, create barriers that will allow you
to access, reach, and return from the lever in the northeast corner. Pull that
lever and go through the newly-opened portcullis in the southwest corner of
this room.
In here, kill the Lich as fast as you can. Then take out the demons and the
poison fungi. Then walk around the chasm to where Zkal's throne was. Pull the
lever you see, and then go back around the chasm. Go through the southern
portcullis and walk south through the laboratory. In the four portcullis room,
go through the newly-opened western portcullis. Search all of the treasure
chests. One of them contains the Ring of Endless Magery.
Now you have to backtrack out of this evil fort. The best and simplest way is
to use the Editor to instantly leave. Don't be ashamed by using it--heck, I
used it to get back to save time and unnecessary fighting.
Anyways, the Ring (no I'm not talking about Lord of the Rings here people)
restores some spell points every time you use it. It comes with forty uses.
/--------------------\
|2. The Black Halberd|
\--------------------/
Start this quest off in Angel's Rest, assuming that it hasn't been destroyed
yet (if it has, then head to Softport, I believe that is where he goes). In
whatever town you go to, enter dialogue mode with the man named Masok (in
Angel's Rest he is in the inn) and hit the 'buy' button. You will pay 2000
gold for a map.
Then leave Angel's Rest and start heading towards the dragons live. If you do
not recall where that is, remember that it is on the far west side of Valorim,
where there are practically no towns. Go north and you will come to a mountain
range.
Around where the dragons live, head north a ways alongside the mountains. A
long ways. Eventually you will see a cave on your west. Enter it. If you are
in the correct cave, it will be called the 'Remote Cavern'.
Upon entering, go straight to the white mushrooms at (32, 1). Go straight
south, never going even one space off course (you will go through some
stalagmites, but that's okay though). Once you can go south no longer, then
head west, following the path. You will come to a door. Go through it and then
head south. Go west, and then north, weaving in and out of the chasms. After
that, go west a little ways more and then south until you are standing
directly at (3, 17). This next bit is a puzzle that involves pushing a crate
around that chasm maze thingie you just crossed. It is not too hard to figure
it out, but I will do a step-by-step walkthrough for it, just to make things
easier. Here is what to do:
1. Start at (3, 17).
2. Go south one space.
3. Go north fifteen spaces.
4. Go northwest one space.
5. Go east seven spaces.
6. Go northeast one space.
7. Go south two spaces.
8. Go southwest one space.
9. Go east one space.
10. Go west four spaces.
11. Go south one space.
12. Go northwest one space.
13. Go southeast one space.
14. Go south one space.
15. Go east three spaces.
16. Go south one space.
17. Go northeast one space.
18. Go southwest three spaces.
19. Go south one space.
20. Go west two spaces.
21. Go east four spaces.
22. Go south one space.
23. Go northeast one space.
24. Go southwest one space.
25. Go south one space.
26. Go west three spaces.
27. Go south one space.
28. Go northwest one space.
29. Go southeast two spaces.
30. Go south one space.
31. Go east five spaces.
32. Go southeast one space.
33. Go north sixteen spaces.
The crate should now be on the rune right by the door you entered through.
Now, search the crate. You will see a piece of paper. Take it and read it. Go
south and through the door at (8, 19). Go south down that passageway. At the
square at (8, 25), where you get the message about triangular tiles, here is
exactly what you do:
1. Go south twice.
2. Go east twice.
3. Go south twice.
4. Go east one time.
5. Go south twice.
6. Go west four times.
7. Go north twice.
8. Leave the room to the east.
In this next room, only step on one rune, and make sure that that rune is the
one second to the east. Then leave this room to the east. Follow this passage
as it goes north. When you see a single stalagmite on your east side, search
it. Then continue on going north down the pathway. When you come to the first
fork in the road, continue going west. When you come to the second one, which
is just a little bit past the first one, go south and follow that passage to
the stairway. Go down the stairway.
In the Rakasha Lair, start by going through the unlocked door to your east. In
this next room, unlock the northern door and go through it. Then go through
the eastern door in this next room after you unlock it. Go east down the
hallway and open the door at the end. Get ready to fight.
Immediately cast Major Blessing or a spell similar to that. Then have your
hasted fighters attack the Rakashas farthest away from you. Have your
spellcasters heal and haste your fighters. There are a total of seven
Rakashas, though three of them are in the room to the south. If they come to
fight you, kill them. If not, count yourself lucky. No matter what the
outcome, head through the door in the northeast corner of the library after
killing all of them. Kill the Rakasha in there, if there is one. Then go
through the western door in the northern wall. Follow this hallway to its end,
killing the Rakasha when you come to it. Then, go through the door farthest to
the west on the northern wall. Kill the Rakasha in there and go through the
secret passage west of the bed.
Follow this passageway down and into the next room. In the room with the
pillars, go north to the door. When you reach the door, monsters will appear.
Set your focus first upon killing the Gazer and the Ur-Basilisk. When they are
dead, your battle will be much easier for you. After the monsters are dead,
unlock the door to the north and go through it.
You will see three treasure chests in this next room. In the westernmost one
is the Black Halberd, the most damaging weapon in the game. Now you must
backtrack out of here. Just go the same way that you came in to leave, killing
any monsters that you come across.
/------------------\
|3. Pachtar's Plate|
\------------------/
Start this one off in Gale. If you do not know how to enter, talk to the man
outside of the town in the northeast corner. He will smuggle you in.
Inside of Gale, exit the inn in which you emerge from. Then, head north to the
walls of Gale and the portcullises that block off your exit. Then head
straight west. You should enter a secret passage. Go down this passage until
you reach the end. Then go south and into the Herb House. Ask the woman
dressed in green about 'ownership'. You will pay her 1,000 gold for a key that
will allow you to enter Gale's library.
To enter the library, go through the secret passage at (28, 54). To get to the
secret passage you will have to enter City Hall, then go through the two
western doors to the ramparts, and then go south and around.
In the library, search all of the bookshelves to get some very useful
information. Then leave Gale and make your way to the Isle of Bigail.
On the Isle of Bigail, head to Kuper and get yourself a ferry across to Kneece
(you can fly, if you prefer). You will remember this as the town where you
were given the Phoenix Egg. Whichever way you choose, leave Kneece and be
outdoors on the little island. Head to the east side of the island and enter
the little crypt from the west. Once you enter the town, head south, sticking
right next to the mountain. When it curves east, keep next to it. Now start
searching the mountain side for a secret passage. When you find it, go up it
and into the Lair of Drakos.
Once inside, head north. When you reach the lava, head across the western
pool. Walk around the tower, killing the monsters that attack you. Just past
the Ice Drakes is a lever at (37, 29) that you must pull. Kill the Gorgons
that are summoned and go to (21, 30). From there, go:
northwest
west
east
west
east (x4)
west
east
north
Then go down the stairs located at (27, 25).
On the second level, start by heading south, into the fungus room. Before
entering the fungus room, cast Stealth on your party several times. Then walk
to the southwest corner of this room, dodging as many of the Basilisks as you
can.
In the next cavern, head to the far west end, and then north, sticking
alongside the cave wall. Kill any undead who get in your way. After you pass
the wall of stalagmites, head east for a ways and then go north when you come
to the passageway.
You will now be forced to fight off against two Drake Lords. You start on a
pit of lava, with one Drake Lord northeast of you, the other southwest of you.
I advise that you send two warriors and a spellcaster to each one, and cast
Death Arrows on the them and smash them with your skilled warriors. When they
are dead, go through the passage heading west out of the room. Cast Firewalk
and then go north across the pool of lava. Search the body to get Pachtar's
Plate.
Now either use the Editor or backtrack to get out of this dungeon.
/----------------\
|4. Fury Crossbow|
\----------------/
Start this item quest on the Isle of Bigail. You are looking for Judith, who
alternates between Shayder and Hectar. When writing this walkthrough, I found
her wandering the streets around the dock in Shayder. She wears yellow and is
a witch.
Once you find her, ask her about 'location'. You will pay her one thousand
gold. Then leave the Isle of Bigail.
You now want to head towards Bremerton. Bremerton is a ways northeast of
Lorelei. You can get there by walking around the edge of the massive lake in
the heart of Valorim. Eventually you will see a town to your east. That is
Bremerton (you can check the text at the bottom of the screen to see if it is
really Bremerton).
Outside of Bremerton, head east. Fly across the river, and you will see a
cave. Go in it. It should be called the Pit of the Wyrm.
In the Pit of the Wyrm, start by heading along the passage. When you get the
message that you feel as if you are being watched, turn east, and go down that
path. Kill the mutant giants and then go on. Keep on going down this path, as
it curves to the west, and eventually you will come to a Mutant Shrine. Kill
all of the giants in this room. Then go through the passage in the northwest
corner.
This next part is a sort of confusing labrynth of passageways, but I will help
you navigate through it. Below are the directions to take, in order, when you
reach a fork in the road:
west
south
south
south
You should then come to a stairway heading down. If not, then you messed up
somewhere. Try again. Anyways, take the stairway down.
On the second level, head north. Note that any light you create will be
absorbed, and so it is useless to waste resources on light. When you can go
north no longer, start heading east. Make sure that you kill any monsters that
you happen to come across. When you can go east no more, head south. Continue
killing any monsters that you come to. When you reach the lighted area, head
southwest to the large platform-thing with all of the big worms on it. Kill
them all. The best way to do that is by casting spells like Death Arrows and
Divine Thud. After killing the Dark Wyrms, head northwest off of the platform.
You should see a path heading north, out of the cavern. Go up that path.
In this new cavern, head to the east nook of it. In the south wall is a secret
passage that you are to go through.
Follow this new path as it wraps around the cavern you were just in. When you
come to the locked door, unlock it and go straight down the hallway until you
step on the rune. After stepping on the rune, kill all of the monsters that
attack you. Then, go through the southernmost door in the hallway. Pull the
lever in there. Then backtrack through the secret passage to the large
platform where you fought the Dark Wyrms.
From the platform, head south to the wall. Then walk west alongside the wall.
You will enter a narrow passageway between the building and the cave wall.
Now, walk around the building. You will come to a door. Go in it.
This is a weird puzzle that took me a while to figure out, but I think I have
finally found the shortest way to solve it:
Start at the door.
1. Go east one space.
2. Go north two spaces.
3. Go east one space.
4. Go south one space.
5. Go east one space.
6. Go south one space.
7. Go east two spaces.
8. Go north two spaces.
9. Go east one space.
10. Go north one space. Go through the door.
You will see a crossbow on a table. Grab the crossbow. You now have the Fury
Crossbow, which is an extremely powerful crossbow. Now you must backtrack
through this dungeon. By now most of the monsters are gone, so it will be
easier, but you still have to go through the puzzle again. Here is how you get
by the puzzle:
1. Start at (21, 39)
2. Go south one space.
3. Go west one space.
4. Go south one space.
5. Go west two spaces.
6. Go north one space.
7. Go west one space.
8. Go south one space.
9. Go west one space.
10. Go south.
/--------------------------------\
|5. The Recipe for Knowledge Brew|
\--------------------------------/
Start off by finding Foxfire. She alternates between Malloc, Poulsbo, and
Bengaro. When those towns are destroyed, I believe that she moves to Dorngas.
Anyways, ask her about 'payment' to pay her the five hundred gold she asks
for.
After that, head to Storm Port, which is at the far southeast corner of
Valorim. Enter Storm Port and head to the docks at the southern end of town.
You should see a beggar. Enter dialogue mode with her and hit the 'buy'
button. Then, exit dialogue mode and head to the end of the southern dock. Hit
yes to go to the next island. Leave the town of Gebra. Outside, on the island,
step on the special. It will give you a chance to go to the next island. Go
for it.
On this next island, look for a special sending you on to the next island,
further away from the mainland.
On the third island, head to the southeast corner. You should see what seems
like a pathway of little pieces of land and rocks. Navigate it to get to the
fourth island. Here, look for a tower. Kill any monks you have to fight and
enter the tower.
In the Monastery of Madness, start by heading north into the tower. Then head </pre><pre id="faqspan-5">
east. Keep in the hallways. When the hallway veers north, go north. At the
northeast corner of the hallway is a little door. Go through it, and you
should see a special. Step on the special to go up a staircase to the next
level.
The second level is sort of a maze. Here is where you go, and the way you
turn, in order of the forks in the road you come to:
East
North
West
East
South
North
South
West
North North
West
If you followed it correctly, you should see a door nearby you, in the south
part of the wall. Go through it, and you should be in a library. Search all of
the bookshelves. One of them contains the recipe for Knowledge Brew.
After you have the recipe, you will have to backtrack through everything--the
tower, the islands, everything. When you get back on to the mainland of
Valorim, you will be safe and finished with this side quest.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>E. Combat Help<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Ruined World's challenges are based on two things: puzzles and combat. The
puzzle parts are covered in the walkthrough, but not the combat parts. Combat
is a key part of this game, and one that you must master if you wish to beat
Ruined World. However, seeing as I cannot provide a walkthrough for every
individual combat in the game, I will devote a section to covering it and
assisting you with combat.
The way I see it, there are two types of combat: combat against a lot of
enemies at once, or combat against one individual but powerful monster. I have
given advice and help on both.
/-----------------------\
|1. Single Tough Enemies|
\-----------------------/
Often times, when playing Ruined World, you will find yourself in the middle
of a combat against a single tough enemy. This enemy is usually a powerful
creature, capable of doing a lot of damage, either magical or physical.
Usually, these monsters are relatively easy to beat, and are usually
perferable to a lot of tough enemies. Here are some pointers on single tough
enemies:
1) First of, decide what it is. Is it a priest, is it a mage, or is it a
warrior?
2) Then, decide what major weaknesses it might have. For example, if it is a
demon, you can cast Ravage Spirit or hit it with the blade Demonslayer. If
the monster is undead, you can cast Dispel Undead on it. Just figure out
where this monster would fall under and how you can exploit its weaknesses,
if there are any that you can.
3) This is where you should enter combat mode and get ready to cause some
pain.
4) Once in combat mode, make all of your warriors wait. Make anyone who can
cast spells cast Major Blessing. If your spellcaster/spellcasters is/are
unable to cast Major Blessing, than have him/them cast either/both Bless
and/or Haste. Do this as much as you can on your first turn.
5) After your spellcasters have finished, send in your warriors to fight. Make
them surround the hostile monster on as many sides as possible.
6) On your second turn, again wait with your warriors. Use the spellcasters to
curse and slow the hostile monster two or three times. If you have any left
over Action Points, use it to renew the blessing and hasting on the party.
After your spellcasters are through, make your warriors hack away again.
7) As the combat progresses, slow/curse the enemy when it is necessary, as
well as bless/haste the party when it is needed. Use your spellcasters to
cast spells like Wound and Kill on the monster. Don't cast any spells that
will do damge to your party. Just play it out as the situation progresses.
Usually, if you keep this up, you will more than be able to defeat the
monster. However, it will take time, but it should work. Oh, and, sometimes,
when you follow these steps, you still will not be able to defeat the monster.
At times like these, it is most likely that your party just is not strong
enough. Even with the best strategy, a weak party will die before a powerful
foe.
/-------------------\
|2. Multiple Enemies|
\-------------------/
More often than fighting a single tough foe, you will fight many tough foes at
once. These battles can be either harder or easier, depending on the abilities
of your party and the level of the monsters.
Here is what I Recommend:
1) Consider the enemy you are fighting. Are they of any real type of species,
like demons or undead? If so, see if there is a way to take advantage of
that weakness.
2) Consider the position of the enemies. Are they all spread out, or are they
clumped together? If it is the latter, than spells like Divine Thud would
be more effective. If it is the former, than you should opt for spells like
Death Arrows and Shockwave (well, not always Shockwave).
3) At the start of every new turn, make your warriors wait. Then have your
spellcasters cast spells like Slow Group, Curse All, and Major Blessing (if
you do not have Major Blessing, than you would be fine with Bless Party or
Major Haste. If you don't have either of those two spells, than use Bless
or Haste).
4) After your spellcasters make their moves, then send out your warriors. Have
them attack any enemies that are threatining your spellcasters before they
attack anything else.
5) Target enemy mages and priests first. That way, the enemy can't cast spells
to restore health, bless them, haste them, or to summon monsters. Your
battle will be quicker than if you let the enemy spellcasters just walk in
and wreak havoc. Since most spellcasters are usually found near the back,
only send one or two warriors at a time to hunt for them. You still need a
PC or two to guard and protect your spellcasters.
6) After taking out the enemies' spellcasters, then work on the most powerful
opponent left. Finish them off, either by having the entire party gang up
on them or by wearing them down with powerful spells.
/-------------\
|3. Conditions|
\-------------/
Aside from just having HP and Spell points, your character also can gain a
condition. Each condition has a different effect on your character. Some of
these effects are positive, and others are negative.
Poisoned: Your character takes damage every couple of turns. This can be cured
by waiting for it to go away, or by casting Cure Poison. Its icon is green goo
with a white P in the middle.
Very Poisoned: This is similar to Poisoned, but your character takes more
damage more often. It is also harder to get rid of. If you are waiting around,
it will take a lot longer, and if you are casting a spell, it may take 2. Its
icon is a red P in the middle of green goo.
Hasted: Your PC gets more Action Points. I think the highest you can get
without any help is 12. What I mean by help is by wearing a ring of speed,
helmet of speed, boots of speed, etc. I think you can get up to around 18 this
way. By hasting your party, you can shorten many would-be long battles to just
a few turns. Casting multiple times makes the hasting last longer. Wears off
after a while, though. Notice the icon (when your PC is normal) where there is
a person with two arrows coming out of it. When hasted, it turns yellow and
three arrows come out of it.
Slowed: The opposite of haste. Your PC has fewer action points if hasted, and
otherwise they will miss a turn. Counter with Haste. Being slowed several
times makes your PC miss more turns in a row. Wears off after a while, though.
The icon is like Haste's, but with one arrow and a brown body.
Blessed: This is handy, and the more times it is casted, the more the effect.
Basically, being blessed has several benefits: In physical combat, you hit
your target more and do more damage, your spells are better, and your enemies
can't hit you as well. Plus, I think this also boosts all of your stats
(except the things like Mage/Priest Spells, HP, and Spell Points) by 1.
Combine with Haste to wreak major havoc. A bless wears off after a while. The
icon is a blue B with a yellow # right next to it.
Cursed: The opposite of a bless. Your spells are worse, your stats get worse
(I think), you do less damage, and hit your foe less. Also wears off, and
multiple curses have a greater effect. The icon is the same as Bless, but with
a C instead of a B.
Webbed: This, unlike the above conditions, does not wear off after a while.
The only way to eliminate it is to cast Cleanse, or just pause where you are.
Your PC's will clean there webs. It usually takes several times, though. When
webbed, your PC will have less AP's, one less for each time you are webbed.
Your spell's range also is reduced. The icon is a spider web.
Disease: This is like a combination. When diseased, it acts on a time basis,
like Poison. When it acts, you might be Dumbfounded, Cursed, Slowed, or
Poisoned. The only way to get rid of this is to cast Cure Disease; but I think
it wears off in time. The icon is a frowny face.
Dumbfounded: This condition only affects people who are casting spells. When
dumbfounded, you cannot cast spells of high level. More levels become
off-limits to you when you get dumbfounded worse. The only cure is to cast
Restore Mind or drink a Potion of Clarity. I think (don't take my word) that
this wears off after a LONG time. The icon is a gray question mark.
Invulnerable: When invulnerable, you cannot take damage. Obviously, its very
handy because of that. You can get this, among others, when casting Avatar.
Invulnerability can also come to you by the way of a scroll. Unfortunately, it
does wear off fast. Way too fast. The icon is an I with a gray shield around
it.
Invisible: When invisible, you cannot take physical damage. This wears off
with time and also if you attack someone else. Useful for sneaking through
dungeons. The icon is a gray body.
Weapon Poisoned: When this is present, your weapon is poisoned. This means
that it may poisoned the attacked monster. I don't use this much except for
when I cast Major Blessing. I usually just cast Poison on the monster. The
only exception is that the spell Poison has bad range. So I poison my archer's
arrows and shoot the person, which poisons them. The icon is a PW with a blade
dripping poison.
Magic Resistant: When Magic Resistant, you cannot take damage from Magic. I
don't use this much, so I can't really say anything about it. The icon is a
body leaving a yellow shadow.
Martyr's Shield: If you have this, when you are attacked, the person who
attacked you will receive as much damage as they did to you. Useful on golems.
The icon is a M with a red shield behind it.
Asleep: To be perfectly honest, I do not know just what this one does. Please
let me know if you should find out.
/-----------------\
|4. Misc. Monsters|
\-----------------/
This section just contains info on how to beat various monsters you encounter
while playing the game.
DOOMGUARDS (sent in courtesy of Rich):
"All you have to do is this:
Don't attack the doom guard right away. Don't even be in combat mode. Be
in normal mode and go against a wall. Move around until you get the doom
guard to go against the wall too. You will take a couple hits, but
nowhere near as much as you would take fighting 15 doom guard clones.
Once the doom guard is against a wall or in a corner, then enter combat
mode. Surround the doom guard with your warriors, and with your other PCs
too - the key is to have him totally surrounded, even diagonally, by
either a PC or a wall. You should be able to surround him with only five
PCs (or less if you got him in a corner, but that means less turns
attacking him). Don't attack him yet! The extra PC whom you didn't need
to surround him should be a spellcaster who knows antimagic cloud. Have
this PC stand back.
Cast Antimagic Cloud two or three times, spreading it out so that a cloud
bigger than usual is surrounding the doom guard. Have your spellcaster
standing back outside of the antimagic cloud so that he can cast it again
to fill in any spaces that should appear. The reason the antimagic cloud
needs to be larger than normal is because I've found that a normal size
one isn't *quite* large enough to hold the doom guard in.
This sounds like a lot of work just to set up a strategy, but it's a lot
easier than it appears. Just a lot of words to describe it the right way.
Once this is all set up, start attacking the doom guard with the PCs that
you have surrounded him with. You will notice, that when you attack the
doom guard, he is not cloning himself! He will not clone himself as long
as he cannot move (surrounded) and the antimagic cloud is maintained. Hit
him a few times, and he's gone. And you only had to fight one of them.
So easy!
Or here's the short version: Get the doom guard to go against the wall
then enter combat mode. Don't hit him, but surround him on all sides
except for a spellcaster who will stay back to cast antimagic cloud. Cast
antimagic cloud two or three times to make the cloud around the doom guard
large, and keep the spellcaster back to cast again to fill any holes that
may appear in the cloud. Once this is set up, start attacking the doom
guard with the PCs you surrounded him with. If you set it up right, he
won't be able to clone, and after a couple rounds, he's dead.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>F. Statistics and Traits<><><><><><><><><><><><><><><><><><><><><><><><><><>
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When it comes to describing the abilities of your character, Ruined World uses
two things: statistics and traits. Statistics are ways of measuring talent.
They can change over time. Traits are ways of measuring the actual
characteristics of your character, and the only way to change them is to use
the Editor.
/-------------------------\
|1. Statistic Descriptions|
\-------------------------/
Here is a description of all of the different statistics used to measure your
character's abilities that are used in Ruined World. Use them as you need
them.
Health Points (HP): This is how much damage your character can take before
being mortally wounded. The higher this is, the more damage you can
withstand before dying. This regenerates over time. Maxes out at 250.
Spell Points (SP): This is how many magic power you have at your discretion.
Each spell uses up a certain amount of this. When you do not have enough SP
left, you cannot cast any spells without a wand or scroll of that spell.
Only people who cast spells should invest in this, because otherwise it is
pointless. Regenerates over time. Maxes out at 150.
Strength: A measure of how much base damage you do. The higher this is, the
more damage you will be guaranteed for every blow that connects (the weapon
you are using affects your damage a lot too). Also, based on how high this
is, more HP is added per each level you gain. This is a key stat and should
not be overlooked by any class of adventurer. Maxes out at 20.
Dexterity: A measure of accuracy. Needs to be high for archers and anyone who
must lockpick, disarm traps, etc. Warriors will only ever need 10, and even
that might be too much. Anyone who participates in hand-to-hand combat
should have this at least at 5. Anyone who uses missile weapons should have
this at at least 10, and anyone who disarms traps and all that good stuff
needs this at least at 15. This stat maxes out at 20.
Intelligence: Does two things: Increases the effectiveness of spells and the
skill of all thievery stats. Any spellcaster should have this at a minimum
of 15 by the time they reach level 50. Any thief should work this up to at
least 10. This stat maxes out at 20.
Pole, Bashing, Edged: Those are the three types of melee weapons. Edged
weapons are weapons with a true blade, like swords and sabres. Bashing
weapons are like maces and axes. Pole weapons are like spears and halberds
and tend to be the most powerful type of weapon. Anyways, these three stats
tell your skill and accuracy with these types of weapons. The higher it is,
the more likely you are to hit your mark with one of those types of weapons
equipped. Anyone who uses hand-to-hand combat should at least have ten in
the type of weapon they are using. Each of these stats max out at twenty.
Archery, Thrown: These two are missile weapons, which means they are
thrown/launched from one place to another. They tend to be weaker and less
accurate than the melee weapons. These stats are to missile weapons what the
melee stats are to hand-to-hand combat. These two stats max out at 20.
Defense: A very useful skill. This does three things:
1) When parrying (dodging), your chance of evading blows is increased by
having a high number in this stat.
2) It increases your chances of dodging attacks when you are not parrying.
3) Gives you a chance of casting Mage spells when your encumberance is at 2.
This skill is handy, and thus necessary to be at least at five on all of
your characters. It reaches its top at 20.
Mage Spells, Priest Spells: These two stats allow you to use Mage/Priest
spells of the level that your stat is. (ex: If you have a 6 in Mage Spells,
you can use all level 6 Mage Spells you know). You need to know that you
must have learned the spells to be able to use them also. This skill just
allows you to use your knowledge. Obviously, these skills are necessary for
all spellcasters, and should always reach 7, its max, eventually.
Mage Lore: Sometimes, Ruined World uses specials that give you spells or other
magical knowledge/items. The higher this is, the better your chances of
getting that item/knowledge. Basically, this skill tells of your magical
knowledge of the world. This skill is very important to the 'free-upgrading'
of your PC. This skill should be spread out rather evenly throughtout the
entire party. It maxes out at 20.
Alchemy: Sort of like Mage and Priest Spells, Alchemy determines what potions
you can make. The higher this is, the more potions you will be able to
create. Only one character in your party should be given this stat. I never
really bother with alchemy, but since there are people who do, I guess I can
say it does have its uses. Alchemy reaches its highest level at 20.
Item Lore: Most items in Ruine World come to you as unidentified, and you have
to cast a spell or pay for them to be identified. The higher this skill, the
more likely your character will be able to interpret what the item is when
you come across it, and so you will not have to pay/cast anything for the
identification of your items. I only recommend this stat in 6-PC parties
where you have extra Skill Points to spread around. Maxes out at 10.
Disarm Traps: This skill, which should only be given to thieves, determines,
along with Dexterity and Intelligence, your talent at disarming traps. At
times, this skill is crucial, and so your thief should have at least 10 in
this. Disarm Traps maxes out at 20.
Lockpicking: I never really bother with this skill as I usually just unlock
doors by using the Unlock spell. Anyone whose party has a Mage Level 3
spellcaster should not bother with this skill either. What this skill does,
though, is increase your talent at picking the locks on doors. Your chance
of unlocking the doors depends on several things: Your IQ, your Dexterity,
the lockpicks you are using, the door you are picking the lock of, and, of
course, this stat. If you decide to give this stat to anyone in your party,
give it to the thief. Lockpicking is at its highest level at 20.
Poison Use: I have never once used this. What it does, though, is increase
your ability to self-poison your weapons. I think that it is far easier to
just cast Envenom on your weapons if you want to poision them. However, this
skill is, I believe, used by some people. Only give this max-out-at-20 skill
to thieves.
Assassination: A handy skill that can help eliminate and shorten many tiresome
combats. Assassination gives you a chance of doing extra damage to monsters.
The chance depends on the following:
1) The level of your PC. Your level needs to be higher than the enemy for
Assassination to work.
2) The level of the monster. The lower it is, the better the chance
Assassination will occur.
3) The level of this stat. The higher it is, the better the chance of
Assassination and the higher the level of the monsters you can use it on.
This is a skill that should only be given to PCs that use hand-to-hand
combat. It is a waste of Skill Points for all other characters. But know
that this skill is extremely useful and that it maxes out at 20.
Luck: Arguably the most useful skill, Luck minimizes your chance of dying.
When you are hit with your would-be death blow, Luck lowers the chances that
that blow will kill you. The higher that Luck is, the more that chance of
death is lowered. When this skill is at 20, its top, it will take about
twenty near-deaths before even one of your PCs is killed. But don't invest
in Luck until other stats have been supported enough. Skill Points should go
elsewhere first.
/---------------------\
|2. Trait Descriptions|
\---------------------/
When you create a character in Ruined World, you will first be forced to
choose between that character's traits. It is important to make sure you know
exactly what each one does, seeing as once you make your selections you are
stuck with them. Of course, you could always follow my guide to creating a
party, but maybe you want to try it on your own. And what's wrong with that?
Here is an in-depth list of all of the possible traits in BoE.
You must first choose what species your character is to be. You may only
select one.
Human (adds 0% to experience to the next level): Nothing special, just keeps
the traits it is given. Not recommended because the bonuses in the beginning
are actually very helpful.
Nephilim (adds 12% to experience to the next level): After you create your
character, your Dexterity is boosted by one. Any thieves or archers in your
party should probably be chosen as Nephils. But don't make spellcasters and
warriors Nephil.
Slithzeraki (adds 20% to experience to the next level): All spellcasters and
warriors should be sliths, despite the high experience requirement boost. All
slithzeraki gain a boost of two to Strength and one to Intelligence after the
character is created.
The next section of traits are your character's bonuses. You may select as
many as you want.
Toughness (adds 10% to the required experience for the next level): Nothing
hurts you as much as it would normally because you are more resistant to
damage. In my opinion, everybody in your party should possess this attribute,
the warriors in particular.
Magically Apt (adds 20% to the required experience for the next level): If
your character is most likely not going to cast spells at all, then do not
bother to give them this trait, as it is pointless. Magically Apt boosts the
power of your spells. In my opinion, any character who is fully a spellcaster
should possess this trait to boost their power.
Ambidextrous (adds 8% to the required experience for the next level):
Normally, you can equip two one-handed weapons at a time. But there is a
penalty to the damage you do because of that. If you select Ambidextrous,
there will be no penalty. This is handy for the most 'hardcore' warrior in
your party, but no one else really. Most of the weapons you use will be
two-handed, making this kind of useless and a waste of experience.
Nimble Fingers (adds 10% to the required experience for the next level): Only
one character in your party should have this trait, and that character is
your party's thief. Nimble Fingers boosts your effectiveness at disarming
traps and picking locks, and these boosts can be quite handy at times. Just
make sure than no more than one character in your party has this stat.
Cave Lore (adds 4% to the required experience for the next level): Cave Lore
tells of how well you know how to survive and of the life in the caves. This
attribute has no direct effect, but it can be helpful. In some special nodes,
you will not recieve the desired effect without this trait. Example of what
might happen with Cave Lore: 'Your Cave Lore comes in handy as you find an
alchemy ingredient underground.'. Example of what might happen without Cave
Lore: 'You find an odd, familiar-looking plant lying on the ground, but you
cannot remember if it is safe or dangerous, so you walk on.' At least one
person in your party should have this trait. Cave Lore generally affects only
specials that are underground.
Woodsman (adds 6% to the required number of experience for the next level):
This skill is identical to Cave Lore in every way but two: (1) It affects
what is above ground instead of what is below ground, and (2) the experience
per level is added to more than with Cave Lore. As with Cave Lore, only one
person in your party should possess this, but it is crucial that one person
possess it.
Good Constitution (adds 10% to the required number of experience for the next
level): Helps the PC who possesses this trait to resist Poisoning and
Disease. It is generally up to you if you should add this to a PC or not, but
I think you should judge it by how much exp. it looks like they will need to
the next level. Play it as you feel. But know that this trait is useful.
Highly Alert (adds 7% to the required number of experience for the next
level): All I know is that this trait helps you to resist sleep. I never
select it, but maybe you will.
Exceptional Strength (adds 12% to the required number of experience for the
next level): This trait increases the amount of damage you do with melee
weapons. I find it useful to give to all of my warriors because it makes
combat a lot faster.
Recuperation (adds 15% to the required number of experience for the next
level): This stat increases your PCs ability to regenerate health (I don't
think it gives you a boost on regenerating SP). It is useful to give to
spellcasters because when you create them, they will have little health to
spare.
Now choose the negative bonuses for your character. In my opinion, you should
never select any of these, so I will give no recommendations for these traits.
Sluggish (decreases the amount of experience to the next level by 10%): Your
character gets one less action point each turn.
Magically Inept (decreases the amount of experience to the next level by 8%):
The PC this is used on can never cast spells or use certain magical items.
Frail (decreases the amount of experience to the next level by 8%): Your
character is more sensitive to damage and dies easier.
Chronic Disease (decreases the amount of experience to the next level by 20%):
Disease and poison are a lot more effective on your PC.
Bad Back (decreases the amount of experience to the next level by 8%): Your PC
cannot carry as much weight as they would normally be able to carry.
Always remember that once you choose a trait, you are stuck with it. The only
way to switch between traits is by using the Editor that comes with the game.
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IV. Other Information
The stuff in this section generally has to do with the storyline of the Exile
Trilogy. Beware. This entire section contains MANY spoilers. Read at your own
caution, risk, discretion, whatever.
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<>A. Exile Characters><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
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Note that these characters are in no order whatsoever, so if you are looking
for a certain character, you should search for it. Also note that this section
contains spoilers.
Emperor Hawthorne
Exile Games Involved In: 1
Bio: The evil ruler of the Empire. He was the one who gave the order for
people he did not want in his nation to be sent to Exile. Many of the
Exiles hated him and thirsted for vengeance. So great was this hatred
that it led to his assassination by Erika the archmage.
Rentar-Ihrno
Exile Games Involved In: 2, 3
Bio: The most powerful archmage of the Vahnatai people, Rentar-Ihrno has great
hatred for the Empire and all who serve in it. She was also allied with
Exile until they ended the plagues on Valorim. Now she despises all of
humanity. She commands magics that are on a level equal to Erika.
Rentar-Ihrno, when fighting Erika in a tremendous battle of magery, would
have been defeated, but she utilized Erika's curse and killed her.
Erika
Exile Games Involved In: 1, 2, 3
Bio: Arguably the most powerful mage of the Exile people. Erika and several of
her colleagues were sent down to Exile as the result of a failed power
struggle with Garzhad. She was also cursed, so that if she ever saw light
again, she would be killed. She helped to create a society underground
using her great powers, and she built a tower in eastern Exile. So great
was her desire for revenge against the Empire that she led a successful
assassination on Emperor Hawthorne. She also proved her loyalty to the
Exiles when dueling with the Vahnatai archmage Rentar-Ihrno. She
sacrificed her life so that her people could return to the surface.
Solberg
Exile Games Involved In: 1, 2, parts of 3
Bio: Solberg was sent down to Exile along with Erika, and for the same reason
that she was. He notably helped a band of adventurers to defeat the
powerful demon Adze-Haakai. For several years he lived alone in a tower
deep in the heart of Exile because he feared that he would be
assassinated by the people who tried to finish him off on the surface. He
later moved into the Tower of Magi after the Empire War. When the Tower
of Magi was overtaken by demons, he moved into Fort Emergence to stay.
Aimee
Exile Games Involved In: -Only for Plot-
Bio: Another one of the mages Exiled with Erika, little is known about Aimee
except that she was a short, curly-haired mage with great power. Also,
she eventually sacrificed her body so that she could travel around in
spirit only. Early on, she provided a group of adventurers with part of
the password that they needed to return themselves to the surface.
Patrick
Exile Games Involved In: 1, 2
Bio: The last of the four great mages that were Exiled from the power struggle
with Garzhad, Patrick built a tower in the southern part of the Great
Cave. One day, his wife became very sick, until a band of adventurers
restored her to health. Patrick was the oldest of the four great mages,
and died a couple of years after the Empire War.
King Micah
Exile Games Involved In: 1, 2
Bio: Little is known about how or why this man was Exiled, but Micah became
the ruler of Exile. He was known for his greatness, even though he had
little resources. He helped lead Exile to victory in the Empire War, even
though Erika brought the war upon Exile.
Caffren-Bok
Exile Games Involved In: 2, 3
Bio: One of the Crystal Souls of the Vahnatai people that was stolen by the
Empire. So great was its desire for revenge that it became the lead
Crystal Soul that started the plagues on Valorim. Also helped the group
of adventurers to slay Garzhad.
Empress Prazac
Exile Games Involved In: 3
Bio: Daughter of Emperor Hawthorne, Prazac was never really hated like her
father was. She was known for being fair and just, and she rewarded the
people of Exile the lands of southeastern Valorim after they helped to
defeat the plagues on Valorim and destroyed Rentar-Ihrno's fort.
Anamaxinder
Exile Games Involved In: 3
Bio: Mainly just a simple politician, Anamaxinder played the key role of
advisor when the Exiles sent a band of adventurers up to explore the
surface. Anamaxinder also helped to haggle with Empress Prazac to gain
Exile a home on the surface.
Garzhad
Exile Games Involved In: 2
Bio: The lead mage of the Empire and also the victor of a political struggle
for Hawthorne's favor. Garzhad also led the forces of the Empire army
during the Empire War. He was always paranoid, and so he spent much of
his time casting spells on himself to give himself protections to many
forms of assault. However, those protections were not enough to save him
from death when a band of adventurers came in and defeated him.
Khoth
Exile Games Involved In: 1, 2, 3
Bio: One of Exile's dragons, Khoth was very interested in increasing his
knowledge. He was known for keeping extensive libraries. His hatred for
humanity increased when the Empire attempted to capture him during the
Empire War.
Motrax
Exile Games Involved In: 1, 2
Bio: Motrax was one of the odd dragons. He, unlike his siblings, liked having
humans for company. He helped many adventurers by giving them
information. But his love for humanity led to his downfall. A band of
Empire soldiers rushed in and attacked him. He won the battle, but
eventually died of his wounds.
Pyrog
Exile Games Involved In: 1
Bio: By far the most evil of the dragons. Pyrog killed all who dared to enter
his lair, and wreaked havoc on nearby areas. He was greedy and
bloodthirsty for riches and power. But a band of adventurers slayed him
when he tried to kill them like he had so many others.
Athron
Exile Games Involved In: 1, 2, 3
Bio: Athron, one of the more secluded dragons, has a hatred for humanity
typical to her kind. She gave adventurers much information that helped
them to bring about much destruction to the Empire. Also, she had a
broodling of young dragons so that her species could live on.
Sulfras
Exile Games Involved In: 1, 2, 3
Bio: Most powerful of the dragons, Sulfras's hatred for the Empire is amazing.
During the Empire War, they locked her up and took all of her loot. When
a band of adventurers freed her, she quickly killed her captors by a
large amount of Quickfire and destruction. She also helped to forge a
sword that helped adventurers to slay the dreaded Alien Beasts.
Linda
Exile Games Involved In: 1, 3
Bio: Probably the most hated mage in Exile. Linda was very fascinated with
Dark Magic and summoned up a demon (Adze-Haakai) to dwell in the Tower of
Magi. This mighty demon could not be controlled, but, fortunately, a band
of adventurers came to finish off the demon-lieutenant. After this act
she was kicked out of the Triad. But she was not yet done causing
trouble. Eventually, her desire and fascination for the Dark Arts led to
her summoning up a portal to Grah-Hoth, the king of demonkind. This
portal led to demons overwhelming the Tower of Magi, and thus the mighty
tower was destroyed. But a band of adventurers teleported down to the
tower and destroyed the portal. But, seeing as the portal was created
through Linda's spirit, Linda's miserable life and existence terminated
when that of the portal did.
Grah-Hoth
Exile Games Involved In: 1, 3
Bio: The king of demonkind was eliminated from the physical world when a group
of adventurers slayed him. But he regained his power, and was eventually
given a chance to return when the mage Linda attempted to summon him from
the Underworld. But, fortunately, a different band of adventurers put a
stop to this.
Sss-Thsss
Exile Games Involved In: 1
Bio: Sss-Thsss was an evil Slithzeraki ruler whose only goal was to wipe
humanity out of Exile. Although not all sliths supported him, he became a
tyrant king and led much destruction. However, an early band of
adventurers came in and attacked him, finishing him off. The sliths soon
dispersed and so became a much smaller threat to the Exile people after
his death.
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<>B. Exile Terminology<><><><><><><><><><><><><><><><><><><><><><><><><><><><>
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The Exile Trilogy contains many confusing and odd terms that will leave you
wondering what the heck they are talking about. Fortunately, this section
covers many of these terms. If you have any questions regarding the meaning of
a term, see the 'Contacting Me' section for information on how to ask me about
it.
Mage: Someone who uses magical powers to do tasks, such as hurting or helping
someone or something. Your basic spellcaster.
Archmage: Basically a more powerful mage who has years of experience and skill
and has proven themselves a great mage through their deeds.
Priest: Someone who calls upon he divine powers for their spells instead of
using complex rituals. Their power comes from the Heavens above (or in
some cases the Hells below), and their spells generally involve healing
and helping people, even if the people they help and heal are evil.
Dervish: A rank bestowed from the Empire to a soldier who has proved themself
quite useful. The highest rank a soldier can earn in the Empire army.
Spell: A method of accomplishing a task through magical, not physical, forces.
Exile: The network of caverns many miles below the world's surface where
Hawthorne sent people he disliked to.
Empire: The complete ruler of the surface, and the most dominant nation
existing. Their control and power is completely and totally undisputed.
Vahnatai: A race of humanoids who live below the surface. Their magical powers
are great, and they focus on the crystals. Every so many years they
rest, and so they did not know of Exile and the power of humanity until
they awoke. One of the oldest species alive.
Slithzeraki: A race of reptillian humanoids who mainly dwell below the
surface. They have caused Exile much pain and lives, but their numbers
are a lot lower than they used to be.
Nephillim: A race of feline humanoids who used to dwell on the surface, but
have since moved below. They are not as strong as the Slithzeraki. One
branch of Nephillim is the Nepharium.
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<>C. The Complete Exile Story><><><><><><><><><><><><><><><><><><><><><><><><>
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Here is the complete story for all three games in the Exile Trilogy. If you
haven't played both of the other games of the Exile Trilogy, or are just plain
curious as to what happens, then read on. Be warned that this entire section
is one HUGE spoiler, so here is a warning, for those of you who need it:
-------------------------->BEGINNING OF SPOILER<------------------------------
It all began with the discovery of Exile.
'Exile' is a large underground cavern that is spread out over thousands of
miles. Hawthorne, the emperor of the ruling nation of the surface, or the
Empire, was intrigued by this place, so he sent down a large group of people
to explore the area. This group of people is known as the 'First Expedition'
because they were the first ones to really explore Exile. The five commanders
of this expedition each wore their own magical brooches that they used to
communicate with the surface world. One of them also brought down a Royal Seal
of the Empire from the surface.
However, the First Expedition was a complete failure. All of them perished
eventually. One by one they were killed: by disease, monsters, and evil
demons.
As Hawthorne had no real use for a place that was completely filled with
death, he soon had an idea:
Use the place as a dumping ground for people he didn't want in the world
that he had dominated.
And so Hawthorne began to send everybody who was different down there.
People who were rebellious, people who were weird, and people who were not
very social were all sent through a one-way portal down into Exile. There they
had to fight for survival against the monsters that had infested the place:
the sliths, the nephils, the giants, and several others. It seemed like the
Exiles were doomed.
Until Hawthorne made a mistake.
Emperor Hawthorne sent down several mages who were too powerful and
influential for him to keep around safely. Their names were Erika, Patrick,
Solberg, and Aimee. Erika, in particular, was the most angered by this. You
see, before she was sent underground, she was cursed. If ever a single ray of
light were to hit her body, she would die. And so Erika began to seek revenge.
These powerful mages began to build a society underground. They helped to
create and sustain life below the surface, and they helped to set up a
government.
Eventually, Exile became its own thriving little nation.
But not without problems, though.
There were still monsters underground. The nephillim, the slithzeraki, and
the giants wreaked havoc on the Exiles. Exile may not have been losing, but
they weren't winning either. Exile was also outnumbered by the monsters. It
looked as if Exile only had a set amount of time to live before the monsters
overwhelmed them.
Until the adventurers came.
A band of adventurers were sent down to Exile one day. They sought revenge
for their punishment.
First, they slayed the Slith king Sss-Thsss, and followed that up by
slaying the demon lord Grah-Hoth.
And then they met the archmage Erika.
Erika convinced them into getting their (and her) revenge on Hawthorne for
being sent down into Exile. She had a plan to assassinate Emperor Hawthorne.
She used the brooches that the members of the First Expedition wore to
teleport the adventurers into Hawthorne's castle. The adventurers struck
quickly and slayed the evil ruler.
For several years, nothing was heard from the Empire after this massive
twist of the tide.
Until they attacked one day.
The Empire began to send down her troops to destroy all in Exile. Thus was
their goal. They were leaded by an evil and powerful archmage by the name of
Garzhad.
All hope looked lost for the Exiles.
Until the Vahnatai made their appearance.
The Vahnatai were angry because the Empire had stolen three of their
beloved Crystal Souls. Crystal Souls are the equivalent of a god to the
Vahnatai. The Vahnatai mistakenly blamed all humans for this theft. This is
because the Vahnatai hibernate for about five hundred years once every
millenium or two. And so they did not know about the Empire, or Exile, for
that matter. They had no knowledge that humans lived in the caves.
Anyway, the Vahnatai placed up barriers all around Exile, and were planning
to destroy all of the humans that lived in Exile.
But Bon-Ihrno struggled for justice.
He led a group of adventurers into the Vahnatai lands to tell their story.
After hearing the story of the Exiles, the Vahnatai council decided to remove
the barriers, for a while. They then believed that it was the Empire that
stole the Crystal Souls, and gave those adventurers a mission to retrieve the
three stolen Crystal Souls.
Which the adventurers did. They returned the Crystal Souls of Jeknol-Bok,
Caffren-Bok, and Vvynas-Bok. So great was the Vahnatai's appreciation of this
that they decided to ally themselves with the Exiles to help them fight off
the Empire.
But that one group of adventurers were not done helping out Exile.
The only reason the Empire was unable to eliminate Exile quickly was that
it took great energy to teleport troops down to Exile. And so they had to send
supplies and troops little by little, and so Exile was able to hold them off a
little bit.
So the Empire started to build a mass-teleporter that could transport goods
and troops in large number. If this portal were to be completed, then the
Exiles would surely be doomed.
But the adventurers snuck into this portal fort and destroyed the
construction of the portal. And so they helped to save Exile from total
annihilation.
But even still they were not done.
Garzhad, the archmage and leader of the Empire troops in Exile, foolishly
decided to challenge these adventurers to a battle. He did not win.
And so this small group of only six adventurers secured the Exiles victory
against the Empire through gaining an ally, destroying the leader of the
military, and forcing the Empire to send troops and supplies little by little.
The Exiles won the Empire War.
After five years had passed and nothing was heard from the surface, the
Exiles decided to check things out, and maybe at the same time try to
establish themselves on the surface world once again.
They sent a new group of adventurers up to the surface to see what things
were like.
What they found was not good.
Valorim, the continent that the adventurers emerged onto, has been
quaranteened! This was unusual as the Empire had eliminated nearly every
creature on the surface and had total control of life above the soil.
After a little more exploration, the adventurers discovered that Valorim
was actually suffering from several plagues of monsters. Slimes had appeared
in Krizsan Province. Cockroaches on the Isle of Bisgail. The Troglodytes and
Giants had appeared again, and had started fighting humans instead of each
other, like they had used to. Golems had appeared near Gale. And, in Footracer
Province, strange and powerful beasts had appeared and were destroying
everything they could.
The group of adventurers slowly took out the slimes, the roaches, and the
golems. They got the troglodytes and the giants to start fighting again. But
every time they discovered the source of the plague, one thing was obvious:
Something had created it. Something with power and hatred for all of those on
the surface. Something who wanted little more to do than to get revenge on the
Empire.
At first, the adventurers found evidence implicting the archmage Erika and
the dragons of Exile in the matter. When asked, the two denied any knowledge
of it and proved their claim by assisting the adventurers. Apparently, they
had been framed.
After a little bit more exploring, they discovered the source of the
plagues: It was the Vahnatai! The same creatures who helped the Exiles defeat
the Empire were also responsible for the destruction of the surface! So great </pre><pre id="faqspan-6">
was their desire for vengeance against the theft the Empire commited that the
Vahnatai wished for all of the Empire, innocent people included, to be killed.
Upon hearing this, the adventurers took matters into their own hands.
They rushed into the barricaded Footracer Province, prepared for battle.
There they fought there way into the Keep of Tinraya. They raced through and
into the lands the Vahnatai had been using. They worked their way underground.
Once underground, the adventurers came across Bon-Ihrno, the Vahnatai who
first tried to make peace between the Exiles and the Vahnatai. He wished to do
so again by helping the humans. He gave them information on how to destroy
Rentar-Ihrno's, the greatest of the Vahnatai mages, fort where she was
creating these monsters.
The adventurers rushed into the Keep of Rentar-Ihrno and started the
process that would lead to destruction. But only one thing would truly finish
off the Vahnatai and Rentar-Ihrno. That was the control pedastal. And only one
thing was standing between the adventurers and complete victory: Rentar-Ihrno
herself.
But the adventurers were prepared. The archmage Erika had bestowed upon
them an amulet that would aid them in times of need. The amulet pulled
through.
The amulet summoned Erika all the way from her tower to help out the
adventurers in their need. Erika and Rentar-Ihrno then began a massive battle
where they both showed off their extensive magery skills. In the mean time,
the adventurers took out Rentar-Ihrno's minions and worked their way closer to
the pedastal.
The battle of the mages waged on, but eventually Erika gained the upper
hand. Just when it looked as if Erika would defeat Rentar-Ihrno, Rentar-Ihrno
unleashed her final card. She shot a bolt of power through the ceiling and up
through the mountain that her fort was in. Through the hole the bolt made, a
single ray of light shown right onto Erika. Because of her curse, Erika
instantly melted.
But, even though all hope should have looked lost, the adventurers had
already reached the control panel. They pressed all of the right buttons and
caused a mishap that led to the destruction of Rentar-Ihrno's fort.
The adventurers looked doomed. All hope seemed to be lost for them. They
would die with the fort. But, after Rentar-Ihrno teleported away, the
adventurers found themselves also magically transported as well.
It was Empress Prazac, daughter of Emperor Hawthorne, who saved them. She
was most thrilled that the adventurers ended the plagues. In fact, she and
Anamaxinder worked out a deal. The Exiles would be given the lands of
southeastern Valorim in return for their deed.
Although Erika died, the Exiles finally got their goal: To return to the
surface in peace.
But Rentar-Ihrno lived on.......
--------------------->END OF SPOILER<-----------------------------------------
That's the whole story, or at least what I know and remember of it. But what
happens next, with Rentar-Ihrno? Well, the only real way you can find that out
is to play Blades of Exile, another game from SpiderWeb Software.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
V. Closing Words
Although none of this section has anything to do with the game whatsoever, it
is still one of the more important sections contained in this document, and I
ask that you read it over.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>A. Contacting Me<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
If you have a question, send it to headbanger1547 [at] gmail [dot] com.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>B. Version History<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Current Version of Guide: 1.08
-------------------------
Version Number: 1.08
Date: 1/8/2006
Size (k): 256? Beats me.
Comments: Added contributed info on Doomguards, updated legal info.
Version Number: 1.07
Date: 2/9/2005
Size (k): Probably 255 still.
Comments: Updated legal info to reflect 2005.
Version Number: 1.06
Date: 9/23/04
Size (k): 255 (no change)
Comments: Once again, I find myself changing my e-mail address. My apologies.
Perhaps this will be the last time... I sure hope so.
Version Number: 1.05
Date: 9/4/04
Size (k): 255 (+1)
Comments: Updated e-mail address and added in the newest method of contacting
me: My message boards. No new content yet, and probably none for a while.
Version Number: 1.04
Date: 8/16/04
Size (k): 254 (no change)
Comments: Made my e-mail address a little more discreet to avoid spam bots.
Also threw in the information about this guide winning FAQ of the Month
on GameFAQs, something I'm really glad about.
Version Number: 1.03
Date: 7/6/04
Size (k): 254 (+22)
Comments: Updated my AIM/MSN screen names and the Legal Information sections.
Version Number: 1.02
Date: 6/14/04
Size (k): UNKNOWN
Comments: DAMMIT I messed up already... I got the dates wrong in the original
Had to fix it. My bad. Also fixed my e-mail address.
Version Number: 1.01
Date: 6/14/04
Size (k): UNKNOWN
Comments: I DID IT! I finally finished! I added the line breaks and got some
ASCII art. I'm gonna upload it to my website now and submit it to
GameFAQs. My fourth FAQ! Finished!
Version Number: 1.00
Date: 6/14/04
Size (k): UNKNOWN
Comments: Man, its been a while since I last worked on this. I've had so much
going on. I bought a new computer, and was just too lazy to work on it
again. But today I finished the walkthrough up. Tomorrow I plan to work on
all the finishing touches (line breaks, ASCII, etc.). I'm pumped. I want to
be done.
Version Number: 0.85
Date: 2/22/04
Size (k): 232 (+23)
Comments: Finished up all of the Unique Item quests and did the Exile
Terminology section. All that is left is finishing up the endgame.
Version Number: 0.80
Date: 2/18/04
Size (k): 209 (+5)
Comments: Finished up the Bunker & Blackcrag Fortress section. I would have
done more, but I had to do update our laptop to OS X before I could do any
more work. This weekend I should get more done.
Version Number: 0.79
Date: 2/16/04
Size (k): 204 (+29)
Comments: Wrote the Orb of Thralni, Tower of Magi, and New Formello Murders
side quests. I also finished the Golem plague today, as well as Dealing With
the Evidence and I started on the Bunker & Blackrag Fortress. Wednesday I
plan to get a lot more done on the walkthrough. I'm almost done!
Version Number: 0.69
Date: 2/11/04
Size (k): 175 (+11)
Comments: I know I haven't worked on this for a while, but I've been busy
lately (well not really). Anyways, I finished up the Giants & Troglodytes
plague, and I may start on the golem plague tomorrow.
Version Number: 0.66
Date: 2/6/04
Size (k): 164 (+6)
Comments: Got the Giants & Troglodytes plague up to where you start working on
the giants. My computer seems to have slowed down again, making things worse
than ever.
Version Number: 0.66
Date: 2/5/04
Size (k): 158 (+7)
Comments: I didn't completely finish any sections, so I'm not going to update
the version number. However, I did start on the Giants & Troglodytes plague,
and am up to where you enter Castle Troglo. Added a few things here and
there also.
Version Number: 0.66
Date: 2/2/04
Size (k): 151 (+10)
Comments: Wrote the walkthrough for defeating the Roach plague. Things are
coming along a lot faster than I thought they would. So far so good.
Version Number: 0.63
Date: 2/1/04
Size (k): 141 (+6)
Comments: Added in the link to the Rate This FAQ! section and finished that
up. I also completed the walkthrough on the slime plague. Took two hours on
this really slow computer.
Version Number: 0.59
Date: 1/29/04
Size (k): 135 (+8)
Comments: Finished up the Combat Help section. I also got started on the
walkthrough (the slime plague), and it seems to be going along nicely. It
might be faster if my computer weren't running Ruined World so slow, but,
hey, oh well. That's life.
Version Number: 0.55
Date: 1/28/04
Size (k): 127 (+7)
Comments: Well, I finally finished making the party that I'll be using on the
walkthrough. It took forever on this slow computer. Anyways, I did two
sections today: Getting Started and Emerging Onto the Surface. Tomorrow
I'll really start on the walkthroughs.
Version Number: 0.47
Date: 1/26/04
Size (k): 120 (+25)
Comments: Added the following sections: Alchemy Recipes, Creating a Thief,
Creating a Mage, Creating a Priest, Creating a Mutual Spellcaster, Good
Party Combinations, The Perfect Party (need registered editor), and Exile
Characters.
Version Number: 0.31
Date: 1/25/04
Size (k): 95 (+95)
Comments: Began this FAQ. Wrote the Table of Contents, the complete Exile
Trilogy story, imported all applicable text from my Blades of Exile guide,
wrote Contacting Me, About Me, Legal Information, and Special Thanks. Also
wrote the Introduction section and how to create a warrior.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>C. Legal Information<><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
This document copyright 2003-2006 Paul Buzbee.
Well, after thinking things out a bit, I decided to lax up my rules on letting
other sites post this guide. I decided that I'm not running a business with
these FAQs, so why should I be demanding in who can use them? There are a lot
of gamers out there who need help, and they should be able to get that help.
So, I decided that ANY site may post this, or any of my other FAQs, so long as
they follow the following guidelines:
1. Try to keep this guide updated the best you are able to. It's a real pain
receiving e-mails asking questions that you have answered already. So, if you
want to post this guide on your site, try to keep it updated. The most recent
version can always be found at
http://www.gamefaqs.com/.
2. Post this guide as a .txt page, not as a .html page. Also, the whole guide
should be on one page. If you are unsure as to what this means, check out the
version of this guide posted at
http://www.gamefaqs.com/. That is what I mean
by a .txt page.
3. Give me full credit. Honestly, it's not that hard to do. All you really have
to do is just post the full guide, not clip it or anything. In this guide it
says I wrote it, and that's all that I'm asking for. Sure, if you give me
credit in a bigger way I will be grateful, but you don't have to do that. Just
give me credit. My guide, my work, so give me my credit. That's the only reason
I write FAQs anyways. Don't take away my hobby from me.
4. If you plan to make any sort of profit from this guide, ask for my
permission first. I will say yes, almost guaranteed.
These regulations are not hard to follow. I'm not asking a lot. So, please,
just follow them. And thank you.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>D. Credits<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
To earn a spot in the Credits section, you must somehow directly contribute to
this guide. Usually, the only way to do this is to contribute information to
me in one form or another.
1. The program ASCII Generator
For the cool ASCII introductory text. Thank you.
2. The Exile III Hint Booklet and its author.
Gave me a little bit of help with the Unique Item quests. Thank you very
much.
3. Rich
Information on how to beat Doomguards. Very much appreciated. :)
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<>E. Special Thanks><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Just so you know, people can only enter the Special Thanks section if they
have somehow helped me to write this guide, by things like inspiration,
motivation, and support and crap like that.
1. CJayC (or whoever at GameFAQs): For taking this guide
2. Jeff Vogel: Thanks for making such a great game!
3. You: For reading this guide.
--------------------------->END OF GUIDE<-------------------------------------