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  .___________________
O--|__________________/ Table of Contents
  '
I. The Exile Series
II. Mechanics
III. Walkthrough
IV. Plot Analysis
V. Copyrights

The first section covers some general information on the series. The second
offers a guide to the magic system, usable items, and equipment spread through
Exile. The third section is a full walkthrough, from beginning to end. The
fourth section offers some analysis on the plot and who the characters you
encounter are supposed to be. Finally, the fifth section is the copyright
information for this title.

  .___________________
O--|__________________/ The Exile Series
  '
The Exile series is a controversial series of three action RPGs appearing on
the MSX, Sega Genesis, and Turbo CD. Due to it's heavy use of religious themes,
all releases of the titles underwent censorship of one form or another in their
transition to English for release in the United States. For information on the
plot of the series, refer to the final section of this guide.

The first title in the series, XZR, was released on the MSX in 1988. The title
introduced Saddler, a member of the Hashshashin who sets out to kill the Caliph
in the Twelfth Century. Gameplay mechanics featured healing items being
composed of narcotics and other drugs, which in turn could have adverse effects
if overused.

The second title in the series, Exile (or XZR II on the MSX), was released on
the MSX, Sega Genesis, and Turbo CD. The story picks up shortly after the first
game and finds Saddler journeying around the world with the Grand Master of the
Knights Templar to try and end religious strife, one way or another, that is
covering the world in warfare. The Sega Genesis version underwent far more
censorship than the Turbo CD version. This guide covers the US release of the
Turbo CD version, an early publishing effort by Working Designs.

The third title in the series, Exile: Wicked Phenomenom, was released on the
Turbo CD in 1992. Again the US release was done by Working Designs. This title
is very rare, fetching over $100 apiece on eBay. The third entry is also the
only to allow you to play as someone other than Saddler.

  .___________________
O--|__________________/ Mechanics
  '
Upon acquiring the Stone of Kamuri at Homis Shrine, Saddler can cast a number
of spells. You have all of these in your menu from this time onwards, but are
limited by your current level as to which you can cast. These spells are as
follows:

() Fire Blast
Saddler fires a burning crescent from his sword at his opponents. This crescent
will deal ten, thirty, or fifty damage, based on the level. The damage dealt to
mana used becomes more efficient with the higher the level of the spell.

() Ice Storm
Saddler generates an ice field around himself that damages nearby opponents for
ten, thirty, or fifty damage, based on the level. Like with the Fire Blast, the
efficiency of this attack is higher at higher levels.

() Restoration
Saddler heals himself at a rate of one MP to one HP. This happens continuously,
so if you want it to stop you need to shut the magic off.

Spell Chart
______________________________________________________________________________
| Spell       | Level | Effect                                                 |
|-------------|-------|--------------------------------------------------------|
| Fire Blast  |   1   | Fires a burning crescent that does ten damage.         |
| Fire Blast  |   2   | Fires a burning crescent that does thirty damage.      |
| Fire Blast  |   3   | Fires a burning crescent that does fifty damage.       |
|-------------|-------|--------------------------------------------------------|
| Ice Storm   |   1   | Fires a blast of freezing air that does ten damage.    |
| Ice Storm   |   2   | Fires a blast of freezing air that does twenty damage. |
| Ice Storm   |   3   | Fires a blast of freezing air that does fifty damage.  |
|-------------|-------|--------------------------------------------------------|
| Restoration |  n/a  | Heals at a continuous rate of one MP to one HP.        |
|_____________|_______|________________________________________________________|

Items can be bought from Tonic Shops at friendly towns and a few can be found in
dungeons throughout the game. The game does not tell you what these items do in-
game, which is somewhat odd. The chart below describes all items that can be
found in Exile:
______________________________________________________________________________
| Item          | Cost | Effect                                                |
|---------------|------|-------------------------------------------------------|
| Convalsants   | 100  | Heals for ten hit points.                             |
| Somnifacients | 200  | Heals for twenty hit points.                          |
| Heart Poisons | 300  | Heals for thirty hit points.                          |
|---------------|------|-------------------------------------------------------|
| Coca          | 200  | Recovers for ten magic points.                        |
| Kava          | 400  | Recovers for twenty magic points.                     |
| Piper Betle   | 800  | Recovers for thirty magic points.                     |
|---------------|------|-------------------------------------------------------|
| Snake Poison  | 300  | Adds ten to your attack power for twenty seconds.     |
| Spider Poison | 600  | Adds twenty to your attack power for twenty seconds.  |
| Cantharos     | 1200 | Adds forty to your attack power for twenty seconds.   |
|---------------|------|-------------------------------------------------------|
| Ipoh Dok      | 400  | Adds ten to your defense for twenty seconds.          |
| Kayu          | 800  | Adds forty to your defense for twenty seconds.        |
| Aconitum      | 2400 | Adds sixty to your defense for twenty seconds.        |
|_______________|______|_______________________________________________________|

Saddler can also equip four pieces of equipment, specifically one sword, one
shield, one turban, and one set of clothing. Swords increase his attack power,
while the other three increase his defensive power (called AC in the game). All
of these items, save one, are bought from the weapons shops scattered throughout
the game. There are none to be found anywhere else, except for the Void Sword
located in the Shrine of Backos. Like the regular items, the game itself never
states what these items do. The stats they increase are as follows:
________________________________   ________________________________
| Weapon         | Cost | Effect | | Shield         | Cost | Effect |
|----------------|------|--------| |----------------|------|--------|
| Bat's Sword    | 10   | +2 AP  | | Bat's Shield   | 50   | +1 AC  |
| Gaze's Sword   | 25   | +4 AP  | | Sem's Shield   | 120  | +2 AC  |
| Abel's Sword   | 110  | +6 AP  | | Egon's Shield  | 360  | +3 AC  |
| Blueno's Sword | 250  | +8 AP  | | Lana's Shield  | 790  | +4 AC  |
| Arleni's Sword | 880  | +10 AP | | Syaka's Shield | 1490 | +5 AC  |
| Syaka's Sword  | 1660 | +12 AP | | Pasth's Shield | 2430 | +6 AC  |
| Pasth's Sword  | 2710 | +14 AP | | Sumpa's Shield | 3620 | +7 AC  |
| Azala's Sword  | 4050 | +16 AP | |________________|______|________|
| Void Sword     | n/a  | +24 AP |
|________________|______|________|
________________________________   ________________________________
| Turban         | Cost | Effect | | Clothing       | Cost | Effect |
|----------------|------|--------| |----------------|------|--------|
| Hemp Turban    | 60   | +1 AC  | | Hemp Clothes   | 12   | +4 AC  |
| Cotton Turban  | 500  | +2 AC  | | Cotton Clothes | 480  | +5 AC  |
| Silk Turban    | 1230 | +3 AC  | | Silk Clothes   | 1470 | +6 AC  |
|________________|______|________| |________________|______|________|

Saddler can level up to a maximum of level seventeen, which you will probably
reach a couple of dungeons before the final boss. This walkthrough offers the
recommended experience levels before each boss, although higher is always
better, but not necessarily worth spending excess time on given the low level
cap of Exile.
  .___________________
O--|__________________/ Walkthrough
 _'_______________
/ Assassi Village \___________________________________________________________
|------------------------------------------------------------------------------|
| Tonic Shop:     | Weapon Shop:                                               |
|  Convalsants    |  Bat's Sword     Hemp Clothes                              |
|  Somnifacients  |  Gaze's Sword    Cotton Clothes                            |
|  Coca           |  Bat's Shield                                              |
|  Snake Poison   |  Sem's Shield                                              |
|  Ipoh Dok       |  Hemp Turban                                               |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Recruit Rumi                                                             |
|  () Speak with the man who saw the Templar spy in the Desert                 |
|  () Recruit Kindi and Fakhyle                                                |
|______________________________________________________________________________|
As the game begins Saddler stands outside the village mosque. Rumi will come
running up and welcome him home to Assassi. From here move southeast, then up
to the north and to the isolated hut. Enter to hear about a mysterious spy
seen in the desert outside the village. Leave the hut and go to the village
entrance in the south and talk to the guard. He warns you that you need a
larger party of adventurers to continue. Head to parade grounds near the mosque
and talk to the big guy in the fez and the man in the robes that cover his
whole body. The first is Kindi and the second is Fakhyle, both of whom will
join your party.

Before leaving town, I highly recommend you go to the weapon shop in the
southwest and buy Gaze's Sword. This will make the first dungeon much easier.
If you wish you can also go to the item shop in the southeast and buy some
healing items. Once you are ready, leave town and access the map to go to the
Desert.
 ________________________
/ Desert & Ant Lion Cave \____________________________________________________
|------------------------------------------------------------------------------|
| Enemies Encountered:  | Boss Encountered:                                    |
|  Ant (2 EXP)          |  Ant Lion (11 EXP)                                   |
|  Dragonfly (3 EXP)    |                                                      |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Approach the oasis and gain access to the Ant Lion's cave                |
|  () Defeat the Ant Lion and recover the letter from Yuug D'Payne             |
|______________________________________________________________________________|
Journey north and to the oasis, stopping to talk to the man wandering in the
south if you wish, although he says nothing of consequence. When you touch the
oasis, Saddler will be pulled down into a cave.

This is your first action sequence. Journey to the right, killing the ants as
you go. Drop through the hole and into the next room. You can either jump over
the sand hole near the beginning or drop into it. I recommend dropping into it
so you can fight some more ants and dragonflies and gain experience. Either
way, the platforms lead upwards and split. Go to the right first and enter the
room that is at the upper right of this large area. Follow the corridor to find
a chest containing a heart poison. Return to the second room and take the path
up to the left and enter that door.

Boss Battle: Ant Lion
Recommended Level: 1
Here Saddler will utter a warning before an ant lion bursts from the floor and
tries to attack you. Immediately leap into the air and slash downwards (hit
down and attack). You will slash it once as you land, avoiding damage and
hurting it. You need to land on its back and not its mandibles. The mandibles
are the only part of the beetle that will hurt you. The ant lion will burst
from the ground when it nears you, mandible first. Leap over its moving form
below the surface as it approaches and slash down as you are above it to hit
it. It has a lot more hit points that the enemies before now, so you will do
this about nineteen times if you bought Gaze's Sword like I recommended, or
about twenty-five plus if you did not.

With the ant lion destroyed, enter the next room and approach the dead man at
the end of the corridor. Saddler will examine him and find that he is an
emmissary of Yuug D'Payne, lord of the Knights Templar, and carries a letter
addressed to Saddler beckoning him to come to Homis Shrine. Saddler will then
make his way back to the surface and discuss it with the others. Once they are
done talking, head south and leave the desert. You can go back to Assassi if
you need supplies or want to upgrade your weapons and armor, but your next
objective lies at the fortress of El-in.
 _______
/ El-in \_____________________________________________________________________
|------------------------------------------------------------------------------|
| Enemies Encountered:      | Boss Encountered:                                |
|  Klispin Archer (5 EXP)   |  Klispin Cavalryman (19 EXP)                     |
|  Klispin Crusader (4 EXP) |                                                  |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Fight your way through the Klispin stronghold at El-in to access Homis   |
|______________________________________________________________________________|
Head north and enter the walls of El-in. Saddler will tell Rumi and the others
to wait outside for him as he journies in alone. This starts your second action
sequence.

Just off the screen to the left is a Klispin archer. Approach until you see an
arrow, then duck under it. Make your way to the archer and crouch in front of
him and slash away until he dies. In general this is the safest way to handle
these foes. Continue to the left, dealing with the Klispin archers and crusaders
as they appear. It is best to simply take a few steps and duck, waiting to see
if an arrow comes your way, then repeating this through the city. When you come
to the building at the edge of town, enter it and immediately duck down.

An archer waits just inside the door, so approach and take him out. Climb the
stairs and take the platforms to the right just up them. Enter the room this
leads to for 900 gold. Return to the stairs and continue up them. If you like
to farm experience, this is a good place to do so up to level four or five.
When you are satisfied, enter the room at the top of the stairs.

Continue to the left and ignore the first two doors. They lead to a hallway
that connects the two, but has nothing else in it. Enter the third doorway and
drop to the ground floor. Exit the fortress and cross the alley. Enter the
second door. The first door will take you back to the beginning of the first
fortress, so skip it.

Boss Battle: Klispin Cavalryman
Recommended Level: 5
This Klispin officer is not so much hard as annoying. He charges back and forth
along the ground floor, so leap to the platforms as soon as the plot begins.
You need to jump off the platforms and downward slash him as he passes under
you, which is made somewhat difficult by his speed and tendency to just stop at
random times. He is easy enough to avoid, you just have to focus on hitting him
as he charges by. Once he is defeated, enter the door behind him to continue to
Homis Shrine.
 ______________
/ Homis Shrine \______________________________________________________________
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Speak with Yuug D'Payne and learn of his plan to unite the world         |
|______________________________________________________________________________|
Speak with the guards at the gate to enter the shrine. Walk up the stairs and
enter the central door at the top. The other doors lead to some interesting
dialogue, but do not offer anything else. Inside the central door Yuug D'Payne
will tell you of the Holimax and his desire to unite the world. After the
cinematic ends, Yuug will join your party and both Kindi and Fakhyle will stay
behind, but not before Fakhyle grants you the Stone of Kamuri, which will
unlock the game's magic system for you. For details on this, see the magic
section of this guide.
 __________
/ Grunoble \__________________________________________________________________
|------------------------------------------------------------------------------|
| Tonic Shop:     | Weapon Shop:                                               |
|  Somnifacients  |  Abel's Sword    Hemp Clothes                              |
|  Kava           |  Blueno's Sword  Cotton Clothes                            |
|  Spider Poison  |  Sem's Shield                                              |
|  Cantharos      |  Egon's Shield                                             |
|  Kayu           |  Hemp Turban                                               |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Talk to Andre and learn of his missing sheep                             |
|  () Buy new gear and head for Mosnee Pass                                    |
|______________________________________________________________________________|
Saddler, Yuug, and Rumi will now be in Grunoble. Just to the north of you is a
young shepherd boy named Andre. Talk to him to learn about his missing sheep.

The weapon and tonic shops are in the southwest of town. Go there and upgrade
your gear. Once you do, head to the northeast and enter the forested path there.
When you do, Rumi will be kidnapped by Druids, forcing you to go after them at
Mosnee Pass.
 _____________
/ Mosnee Pass \_______________________________________________________________
|------------------------------------------------------------------------------|
| Enemies Encountered:          | Boss Encountered:                            |
|  Druid Brown Priest (9 EXP)   |  Druid High Priest (26 EXP)                  |
|  Druid Green Priest (8 EXP)   |                                              |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Find Andre's missing sheep                                               |
|  () Find Rumi's Necklace and bring it to Yuug                                |
|  () Stop the Druids from sacrificing Rumi                                    |
|______________________________________________________________________________|
Your first objective is to find Andre's sheep so you can get the Prism item.
Follow the trail past the stonehendge-ish place and to the cathedral. Do not
enter, instead go north of it and talk to the sheep there. Return to Grunoble
and talk to Andre. He will briefly join you so you can return here and recover
his sheep with him. When you do, you will be granted the Prism, which will be
helpful later.

With this complete, enter the cathedral. Yuug will remain outside to try and
decipher the stone circle while you battle the Druids inside to try and rescue
Rumi. The stationary Druid priests will not attack you until you attack them.
If you are at least level five this will mean they probably will not attack at
all since they will only take one or two hits. If they do attack, however, be
wary as they launch a streaming fireball at a rather decent speed at you if
they get the chance. In some of the other rooms of the cathedral you will
encounter Druids already in motion which will attack automatically, but those
that are stationary will not.

I have provided a map of this dungeon on GameFAQs. Open it in a seperate window
to navigate this with these instructions. From either entrance make your way up
to the door marked "F". Enter here and go to the door marked "J". Inside is
Rumi's Necklace. With this in hand, go back outside and talk to Yuug. Using the
Prism, Yuug will shatter a stainglass window inside the cathedral.

Return to the cathedral and go to door "N". Fight your way up this room and
enter door "O". From here go to door "Q". Follow suit with door "R". Enter
either door "M" or "L" to emerge next to the shattered stainglass window. Enter
this and follow the only route available to the boss and a Cosmic Fantasy
reference.

Boss Battle: Druid High Priest
Recommended Level: 7
The Druid high priest alternates between two different attack styles. His first
is to simply float around trying to ram into you. Slash away at him when he is
like this as he is easy to dodge. His second is to emerge from his cloak as a
ball of energy and hover high on the screen as his cloak swings from left to
right trying to hit you. When he does this, jump on the altar and jump up to
hit the energy ball. When the cloak swings towards you, leap over it and hit
the Druid again. If it comes back low, do this again, while if it comes back
high, drop off the altar and crouch on the ground as it passes.

When the Druid high priest is destroyed, enter the far door. This leads to a
room with nine additional doors. Enter door "4" first to claim a piper betle.
Return to the nine door room and enter door "8" to find Rumi and clear this
dungeon. Leave Mosnee and return to the main map to access Albee.
 _______
/ Albee \_____________________________________________________________________
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Speak with the Katari worshipper being burnt at the stake                |
|  () Locate the underground passage out of Albee                              |
|______________________________________________________________________________|
Albee is a pretty grisly sight. The houses are all ablaze, blood covers their
interiors, and a number of Crusaders are burning villagers at the stake. Speak
with the villager being burnt on the westernmost stake to learn of a secret
underground passage somewhere in the village.

Go to the northeasternmost building. Once inside, walk into the blaze on the
southside of the house to find the underground passage. Follow this path down
and into the water. Keep going left to find the village elders. They will tell
you that the scouts they sent never returned, then the Crusaders arrived and
killed everyone else.

Return to Yuug to learn that he had dispatched scouts to Caira to find the
Manichi, the founder of the Katari religion. Once you do, all three of you will
set out for Ayodoya.
 _________
/ Ayodoya \___________________________________________________________________
|------------------------------------------------------------------------------|
| Tonic Shop:     | Weapon Shop:                                               |
|  Heart Poisons  |  Blueno's Sword   Hemp Clothes                             |
|  Piper Betle    |  Arleni's Sword   Cotton Clothes                           |
|  Cantharos      |  Egon's Shield                                             |
|  Kayu           |  Lana's Shield                                             |
|  Aconitum       |  Cotton Turban                                             |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Learn about Larma and his flight to Lanker Isle                          |
|______________________________________________________________________________|
The tonic and weapon "shops" are two people standing in the southwestern part
of town. The weapon lady is near a pile of dung, while the tonic seller is near
the Frobar Temple. Once you have what you need, enter the castle to the north
to learn about the missing Prince Larma. Once you do, exit town and head for
Lanker Isle.
 ___________________________
/ Lanker Isle & Kishuk Woods\_________________________________________________
|------------------------------------------------------------------------------|
| Enemies Encountered:  | Boss Encountered:                                    |
|  Butterfly (8 EXP)    |  Guruda (33 EXP)                                     |
|  Mushroom (9 EXP)     |                                                      |
|  Stick Bug (8 EXP)    |                                                      |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Speak with Larma and discover the fate of the Katari scouts              |
|  () Speak with Jofre and recover the Diary of Mani for him                   |
|  () Travel through Kishuk Woods and defeat Guruda                            |
|______________________________________________________________________________|
Head to the north and enter the cave almost directly north of the entrance to
Lanker Isle. Inside you will find Larma. Speak to him to hear the fate of the
Katari scouts and of Yuug's sister, Mireyu. After this conversation, leave the
cave and go to the southwest. Talk to the man blocking the way to Kishuk Woods
to gain entry.

Kishuk Woods has a sneaky group of enemies. The stick bugs like to drop out of
the trees overhead as you pass. The butterflies will fly onto the screen at
high speeds and try to ram you. Their destroyed remains that float aimlessly
upon their deaths will also cause damage to you. Inside the caves of the forest
you will find mushrooms that explode as you approach.

Do not bother climbing up into the trees yet. Head left and go underground.
Enter the cave and work your way down to the second room. Pass through the
second room and into the third. Leap across the pit and to the other ledge
and slash downward as you do to eliminate the mushrooms below.

If you miss, you will end up in an area that will take you out into the woods,
but above the underground route you took. If you do fall, follow the path out
and go right once outside until it hooks in with where you headed underground.

Once you enter this door, continue right to meet Jofre Ryudel of the Katari
scouts. He will inform you that in order to defeat Guruda, you need the Diary
of Mani. He says it is back in one of the caves of Lanker Isle. Return there
and go to the cave Larma is in. Approach the blue Mani statue and talk to it
to retrieve the Diary. Bring it back to Jofre and he will unlock the path to
Guruda.

Go outside by falling off the ledge outside Jofre's room. Once there, find the
first low branch you can get to and start jumping up. Climb all the way to the
top of the screen and go all the way left. There is an entrance to a cave way
up there. Enter here to face Guruda.

Boss Battle: Guruda
Recommended Level: 10
Guruda flies back and forth through its domain, attempting to slam into you.
Couple this with a projectile attack and you have the hardest boss thus far.
Only Guruda's underside can be damaged, so stay on the ground floor as much as
possible, jumping up only to dodge a charge or volley of feathers. Use Fire
Blast (Level 2) to hit him from a distance and avoid having to get in close.

Once Guruda is slain you will gain Mani's components. Enter the far door to
find Mireyu. Talk to her to return to Lanker's Isle. Go and speak with Larma
once more. Once the conversation has been completed, approach the Mani statue
and talk to it. Once you discover that you are missing the final page of the
book, return to Ayodoya and enter the palace. This will open the next area.
 ________
/ Baiyon \____________________________________________________________________
|------------------------------------------------------------------------------|
| Enemies Encountered:             | Boss Encountered:                         |
|  Ganesha Red Soldier (10 EXP)    |  Brahma Idol (45 EXP)                     |
|  Ganesha Yellow Soldier (11 EXP) |                                           |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Recover the Ritual Book from the abandoned Tower of Baiyon               |
|______________________________________________________________________________|
Head north and enter Baiyon proper. Like the cathedral, this dungeon is very
maze-like. As such, I have provided a map for here as well. Please open it in
another window and follow the instructions here to guide yourself through.

The quickest way to the boss is to go through door "A" and then "B". From here
climb all the way to the top enter door "Q". Go into door "O" to claim 2000
gold, then go to door "M". Follow this to door "S" and into the boss room.
Approach the broken pillar and hit up to claim the Ritual Book. When you do,
the boss will come to life.

Boss Battle: Brahma Idol
Recommended Level: 10
This boss will spin in place, stopping occaisionally to launch fireballs at you
before rotating back forth. Just stand in front of it and spam the attack
button. It will crumble in no time, making it by far the easiest boss of Exile.

Once the pillar is destroyed, exit the tower by going through door "S". Next go
to door "M", then on to "Q". Follow this path back down to door "B" and then to
"A" and back outside. A cinematic will play, leaving Saddler alone. Return to
Ayodoya and talk to Larma in the palace. With the new information gleaned from
the book, return to Lanker Isle and talk to the blue Mani statue. Mani will
explain some things to you, then send you to Tachikawa.
 ___________
/ Tachikawa \_________________________________________________________________
|------------------------------------------------------------------------------|
| Tonic Shop:     | Weapon Shop:                                               |
|  Heart Poisons  |  Syaka's Sword    Cotton Turban                            |
|  Piper Betle    |  Pasth's Sword    Cotton Clothes                           |
|  Cantharos      |  Syaka's Shield   Silk Clothes                             |
|  Aconitum       |  Pasth's Shield                                            |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Learn Ninkan's whereabouts                                               |
|______________________________________________________________________________|
Enter the building in the central area of Tachikawa to learn Ninkan is being
held captive. The shops, as usual, are on the east side of town. Buy whatever
you need, and upgrade your armor and weapons, then head for Oniga Isle.
 ____________
/ Oniga Isle \________________________________________________________________
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Speak with Ninkan to gain access to Mount Koya                           |
|______________________________________________________________________________|
Head south until the guard stops you. After he warns you to leave, head to the
west and talk to the man in the first cell you come to. This is Ninkan. He will
direct you to go to Mount Koya to recover the key to his cell. Leave Oniga and
head for Koya.
 _____________________________
/ Mount Koya & Kongobu Temple \_______________________________________________
|------------------------------------------------------------------------------|
| Enemies Encountered:             | Boss Encountered:                         |
|  Fire Wheel (12 EXP)             |  Kekkai Demon (80 EXP)                    |
|  Lost Soul (13 EXP)              |                                           |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Recover the key to Ninkan's cell                                         |
|  () Free Ninkan and recover the mandala from the western tower               |
|  () Destroy the force blocking the path in Kongobu Temple                    |
|  () Defeat the Kekkai Demon and get the Holy Torch                           |
|  () Light the candles in the Hall of Light                                   |
|______________________________________________________________________________|
Head south, then follow the path as it curves to the east. Follow this, ignoring
the other turns, until you come to a small building in a clearing near the very
end of the path. Walk inside to find the key to Ninkan's cell. Return to Oniga
Isle and speak with Ninkan. After the key fails and he imparts the wisdom of the
ages upon you, go to the eastern pit and talk to the man with the pick. Go back
to Ninkan to spring him and he will join your party. Leave Oniga Isle and go
back to Mount Koya.

Go south and around the bend. Go north at the first path and enter the building
on the east side of the clearing. Ninkan will explain some more to you about
the purpose of these towers, then you will be in an action sequence. There is
only one path for several screens, so just follow it. When you come to the room
with three doors, take the last one and follow it to the end to get a cantharos
in the second room. Return to the three door room and take the righthand door
(to the left of the door you came in to get to this room initially). From here,
enter the first door you come to in every subsequent room. About four rooms in,
you will come to a meditation room with the mandala. Collect it and leave the
tower.

Head north and follow the path across the bridge. Loop around the large wall
here and enter the courtyard. Enter the temple here. I have a map for this as
well, so follow it to find the time mandala. Go right and enter door "A". In
the next room go all the way left and enter door "C". Go right and enter the
upper door "E". On the left in front of one of the statues is the time mandala.
Leave the temple and head south. Loop to the east and then go north into the
main pavilion. Pass the first building and enter the northermost tower. Ninkan
will now weaken the Kekkai force in the Kongobu Temple.

Return to the temple and go left and enter door "H". From here enter door "I".
Enter door "M" immediately to the left. You will be in a small room. Enter the
next door ("O") to face the boss.

Boss Battle: Kekkai Demon
Recommended Level: 15
Move all the way to the left and crouch in the corner. The monkey creature will
leap towards you, but usually will hit the wall and bounce back next to you.
Slash at it whenever it is close. This boss only attack by jumping at you, so
in this corner you will avoid it three out of four times. Just keep slashing at
it until it goes down.

Leave the temple the way you came in and go back to Ninkan. He will give you the
Holy Torch and bid you to enter the building directly south of you. Do so and
watch the cinematic before going back to the beginning...

Head north and enter the castle. Approach Yuug D'Payne's throne to speak with
him. He will tell you that both Rumi and Jofre are now dead, but bid you to
follow him through a mysterious door.
 ____________________________
/ Eleusis & Shrine of Backos \________________________________________________
|------------------------------------------------------------------------------|
| Tonic Shop:     | Weapon Shop:                                               |
|  Heart Poisons  |  Pasth's Sword    Silk Turban                              |
|  Piper Betle    |  Azala's Sword    Cotton Clothes                           |
|  Cantharos      |  Pasth's Shield   Silk Clothes                             |
|  Aconitum       |  Sumpa's Shield                                            |
|------------------------------------------------------------------------------|
| Enemies Encountered:             | Boss Encountered:                         |
|  Hydra (16 EXP)                  |  Backos High Priest (150 EXP)             |
|  Lillith (16 EXP)                |                                           |
|  Medusa (17 EXP)                 |                                           |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Find the girl that is to be sacrificed to Backos                         |
|  () Speak with Pythagoras to try and discern where you are                   |
|  () Visit the Homis Shrine construction site                                 |
|  () Claim the Void Sword                                                     |
|______________________________________________________________________________|
You will appear on an island filled with naked women. One of them tells you it
is the Festival of Backos. The first building you see is the weapon shop and
contains all the final equipment you will need. Go the west and enter the north
house to learn the fate of a young girl of this island. Head north and enter
the Shrine of Backos.

The Shrine of Backos only has one route, so just blaze ahead. The enemies all
shoot projectiles, so be wary as you approach. You will eventually come to
Pythagoras. After he speaks with you, walk past him and continue through the
shrine to the altar to Backos.

Boss Battle: Backos High Priest
Recommended Level: 17
The Backos high priest will attack you by splitting into three and flying at you
as the copies rotate. Slash him when he is on either side of the altar, then
when he splits drop off the altar to the ground floor. Climb back up and repeat
this strategy until he is defeated. At your current level he will offer very
little resistance.

The girl you have rescued is named Simone. Escort her back to her mother's, but
stop along the way to talk to Pythagoras for a little foreshadowing of events to
come. Leave Eleusis and head for the site of Homis Shrine.

Approach the bloodstain, then speak with the workers around you to learn about
its odd properties. Enter the castle and try to use the door by the throne. Now
return to Eleusis and talk to the girl partway up the hill to learn where
Pythagoras has gone to.

At any time after this you can return to the Shrine of Backos and fight all the
way to the altar room. Enter the room beyond this to find the Void Sword, the
most powerful weapon in the game (offering +24 AP). Once you have it, go to
Croton Acadmey.
 ________________
/ Croton Academy \____________________________________________________________
|------------------------------------------------------------------------------|
| Enemies Encountered:             | Boss Encountered:                         |
|  Harpy (20 EXP)                  |  Yubelum (180 EXP)                        |
|  Taurus (19 EXP)                 |                                           |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Speak with Pythagoras and learn Hyram's importance                       |
|  () Track down Hyram's killers                                               |
|  () Have Pythagoras activate the Holimax                                     |
|______________________________________________________________________________|
Pythagoras is to the west, south of the triangular lake. Speak with him to find
that he is the one you were to find all along. He will tell you that the three
who killed Hyram are somewhere in Croton. Enter the central structure to track
them down.

Again I have a map on GameFAQs for you to use here. From the beginning enter
door "C". Climb up and enter door "D" in the next room. Go all the way left in
the third room and enter door "I". Take the lefthand door "K" here. Jump across
the platforms to the right and enter door "O". Speak with Yubelo, then enter
door "P" to face Yubelum.

Boss Battle: Yubelum
Recommended Level: 17
Drop to the bottom floor and position yourself to the right of the lowest face
platforms. Yubelum will leap on to these try to whip you, but keep slashing
him and he will be unable to hit you from here.

With Yubelum defeated you can enter the door behind him to talk to Yubela, but
it is not required. To leave, exit door "P" and then door "O". Drop off the
ledge and enter door "M". Climb up and enter door "A", then go to the exit.

Once outside, speak with Pythagoras. Enter the triangular lake once you finish
and walk over to Yuug and Pythagoras. Yuug will transform in Shimbatha and
force you on one last journey.
 ________________
/ Garden of Eden \____________________________________________________________
|------------------------------------------------------------------------------|
| Bosses Encountered:                                                          |
|  Dark Saddler (250 EXP)                                                      |
|  Shimbatha (0 EXP)                                                           |
|------------------------------------------------------------------------------|
| Objectives:                                                                  |
|  () Stop Shimbatha from covering the world in darkness                       |
|______________________________________________________________________________|
Return to Homis Shrine and enter the castle. Enter the door by the throne and
follow the path down to the Garden of Eden, or what's left of it. Approach the
tree to begin the final battles.

Boss Battle: Dark Saddler
Recommended Level: 17
Dark Saddler is only vulnerable when he is on the ground. The best way to tackle
him is to move back and forth in a small spot in front of the tree, forcing him
to leap. Avoid his downward thrust, if he performs one, and be next to him as he
lands. Slash and move back, forcing him to leap again. Repeat this until he is
destroyed.

A slightly disturbing cinematic will play showing you what is in that tree.
Shimbatha will then appear and reveal that he is indeed both Yuug and Hyram and
that he has orchestrated over several lives his plan to bring the world under
his rule, seeing creation as an utter failure. Naturally, there is only one way
to resolve this sort of situation.

Boss Battle: Shimbatha
Recommended Level: 17
Equip Fire Blast (Level 3) and fire at Shimbatha once he materializes above
Yuug's body. This should knock the demon off the screen. When you see his sword
enter the screen, fire again to hurt him (off screen). Repeat this as many times
as necessary. If he fires a fire pillar at you, leap over it and continue to
fire at him. If he teleports behind you, move so he is once again just off the
screen.

Once Shimbatha is defeated, the ending will play. Rumi's visage will haunt
Saddler's mind, wishing for a better world. Saddler sighs and bemoans that no
such world can come to exist. Alone, he wanders back into the desert.

  .___________________
O--|__________________/ Plot Analysis
  '
Exile opens with Saddler returning to the Hashshashin village (called Assassi
in the US release) after slaying his father the Caliph, probably intended to be
Al-Afdal Shahanshah a famous victim of the Hashshashin killed in 1121 AD. He
was, historically, not a Caliph but the grand vizier, but the events of the
series seem to indicate this is who Saddler's father is intended to be. His
death can be seen in the opening cinematic of Exile.

As Saddler arrives home, he is greeted by Rumi, who according to the manual is
versed in knife fighting and nine different languages. Together they learn that
a Klispin Crusader spy has apparently been sighted outside the village. They
recruit Kindi and Fakhyle to accompany them to search for this spy. Given that
the game seems to take place during the Fifth Crusade, the "Klispin Crusaders"
are probably supposed to be the Knights Hospitaller.

The party sets out into the desert and the oasis where the spy was sighted. As
Saddler approaches, he is sucked underground and into a cave where he is
acosted by giant insects. After making his way through the cave, slaying the
large ant lion who makes the cave his home, he finds the body of the "spy" and
discovers he is actually a messenger from the Knights Templar. Although he is
now dead, Saddler decides to follow the message from this warrior and journies
to Homis Shrine, home of Yuug D'Payne, the leader of the Knights Templar. Yuug
D'Payne is clearly Hughes de Payne, the famous leader of the Knights Templar.
Also, although it is not initially clear, Homis Shrine is eventually revealed
to be the Temple of Solomon, still interestingly intact despite it's razing by
the Babylonians.

Saddler must fight through the Klispins to get to Yuug D'Payne. When he does,
he listens as Yuug tells him of an artifact called the Holimax, possibly a
reference to the Holy Grail, that he wishes to use to end the religious wars
that cover the Earth. Leaving Fakhyle and Kindi behind, Saddler, Yuug, and Rumi
journey to Britain together to meet with allies of Yuug called the Katari. Upon
arrival, however, Rumi is kidnapped by Druids, forcing Saddler to journey to a
cathedral near Stonehenge that they have occupied. After slaying their high
priest, Saddler rescues Rumi and they continue to the Katari village.

The Katari village is under the control of the Klispins, who are burning the
inhabitants at the stake. Saddler investigates the ruins of a burning home and
finds the surviving elders of the village. They direct him to India, where they
have sent scouts loyal to Yuug in search of the Holimax. The party journies
there.

They arrive in India and find that Yuug's scouts and the country's prince,
Larma, are missing in the south. Following the trail they find they have been
attacked by a creature called Guruda. They also tell them of their plan to
ressurect a man named Mani. I have read that Mani is supposed to be Noah, but
there is no clear indication of this in the game. Guruda, however, might be a
reference to Gunda, a king defeated by the Indian King Prola II at about the
time this game takes place. Saddler meets one of the scouts, Jofre Ryudel, who
tells him Guruda's weakness. Saddler defeats the creature and must go to an
abandoned temple to find the ritual book necessary for ressurecting Mani. In
the temple he finds the book, then must defeat an idol to Brahma. As the party
escapes the temple, a collapse traps Yuug, Joffre, and Rumi inside.

Saddler is forced to continue alone, ressurecting Mani. Mani tells him to go to
Japan and find a monk named Ninkan. Ninkan is possibly based on the Zen monk
Nichiren, although he lived a century later, but both are depicted as figures
of controversy in their time. Saddler must free Ninkan from prison, then
together they seek to discover the secret of enlightenment that will lead them
to the Holimax. They accomplish this, but Ninkan is lost in the process.

Saddler returns to Homis Shrine to find Yuug, minus Rumi and Joffre, who beckons
him to enter a mysterious door in the shrine that has been sealed for centuries.
They enter and find themselves in ancient Greece during the Festival of Backos.
Given the presence of excessive drunkeness and naked women, it is safe to
assume that this is the Festival of Bacchus. They learn that a young girl is
soon to be sacrified to Bacchus, prompting Saddler to enter their temple and
slay their high priest to save her. Along the way they meet Pythagoras, one of
the only historical figures in the translation to keep his real name. He tells
them they have gone back in time to the Sixth Century.

Saddler and Yuug journey to the construction site of Homis Shrine and find a
pool of blood at the entrance. It seems the supervisor of the construction,
Hyram Abiff, has been slain by three of his subordinates. This is a part of the
central legend to Freemasonry and surprisingly makes it through the translation
intact. They track the killers to Croton and meet with Pythagoras again. He
directs them to the academy where the killers are holed up. Saddler enters and
kills their leader, Yubelum, who fights a lot like Simon Belmont. He recovers
the Holimax from him. Saddler, Yuug, and Pythagoras journey under a triangular
lake. Activating the Holimax, Yuug transforms into the demon Shimbatha and
beckons Saddler to follow him to Homis Shrine. Shimbatha may be a reference to
Samyaza in the Book of Enoch, who in turn is possibly a reference to Satan.

Saddler follows the demon and journies into the bowels of the shrine. Below the
ground he discovers that the shrine, clearly the Temple of Solomon, is built
atop the Garden of Eden. The Tree of the Knowledge of Good and Evil still
stands, but has the heads of those who sought the Holimax hanging from it.
Shimbatha reveals he is both Yuug and Hyram and has sought to ressurect hiself
into his full power for many lifetimes. He forces Saddler to fight a dark clone
of himself, then faces him in battle. Shimbatha falls before Saddler and ceases
to exist. Saddler recalls the visage of Rumi who wished for peace in the world.
Saddler, however, concludes that there can never be peace and wanders back out
into the desert.

  .___________________
O--|__________________/ Copyrights
  '
Exile is (c) Telenet and Working Designs