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    FAQ/Hints and Tips by MLeSauvage

    Updated: 06/19/01 | Search Guide | Bookmark Guide

    Evil Islands: Curse of the Lost Soul Tips and Strategies
         The point of this document is to provide some guidance to 
    players of Evil Islands.  While a terrific game, Evil Islands 
    has its share of frustrations and 'quirks' which I hope to 
    mitigate with some advice.
    INITIAL ADVICE (no spoilers)
         This is for those of you who have just started the game.  
    Evil Islands, while an old-school RPG, does have some 
    differences from other games you're probably familiar with.  
    Here are some tips to help you along and prevent you from 
    spending time trying to accomplish things that simply cannot be 
         Unless you're a hard-core gamer or a sucker for punishment, 
    turn the difficulty to 'Novice'.  Don't worry about the name; in 
    my opinion the difficulty levels should have been titled 
    'Normal' and 'Difficult' rather than 'Novice' and 'Normal'.  Due 
    to the game's "Critical" hit feature, you will still find 
    yourself dying and the game will present a challenge.
         Believe it or not, there is no way to access your inventory 
    once you're in the game zone.  You won't be in a place to do so 
    until you make it to the first village in Gipath.  Once there, 
    talk to the merchant and choose the "Buy, Sell..." choice to 
    equip and so on.  Yes, this does mean that if you pick up some 
    armour or a weapon that you'll have to leave the game zone to 
    put it on.
         However, don't worry about picking everything up.  Your 
    only weight concerns in Evil Islands come from what equipment 
    you are currently wielding (ie: armour you wear and the weapons 
    you carry).  All other items are treated as if they are stored 
    elsewhere...even right after you pick them up!
         Don't bother taking your ceremonial knife apart in Gipath.  
    Although you would have access to the metal, there are no other 
    blueprints that would make use of it and you'll simply waste 
    your money doing so (especially because you'll have to put it 
    back together!)
         Don't spend any experience on skills (and particularly, the 
    "knife" skill) until you've read the "Experience Allotment" 
    section of this document.
         This is extremely important.  The skill-building system in 
    Evil Islands is very powerful, but can also cause serious 
    problems if you don't think ahead.  Note that every time you 
    select a skill, the cost for all the other skills doubles (while 
    the cost of the skill you selected jumps considerably as not 
    only did its cost increase from level one to level two...but 
    that level two cost doubled as well!)  Consider then, two skills 
    you want that are 50 and 200 XP (experience points) 
    respectively.  If you start with the 50 point skill, the 200 
    point skill will now cost 400 points.  Overall, to have level 
    one in both skills it will cost you 450 points.  But if you 
    start with the 200 point skill, the 50 point one will double to 
    only 100 points.  You get both for a total of 300 points.  This 
    may not seem like much of a difference, but after acquiring a 
    few skills the cost can be as high as 140,000 for one increase!
         With that in mind, two concepts become critical: 1. Select 
    only the abilities you need.  2. Select skills in an order to 
    minimize the cost (ie: most expensive first).  Based on what I 
    needed at the end of the game, I recommend the following order:
     - Backstab (level one - you start with this)
     - Encumbrance (level two)
     - Health (level one)
     - Weapon of choice (preferably sword, level three)
         You'll need Encumbrance to at least level two by the middle 
    of the game to carry all your equipment (armour is the main 
    culprit here).  You may not need level three as better materials 
    begin to weigh less as the game progresses.
         I recommend the Sword skill as swords come with a defence 
    as well as an attack bonus.  This will make Zak considerably 
    harder to hit and you will find yourself orienting attacks so 
    that the enemies are trying to hit him while your other two 
    characters pound on the enemies from the sides or behind.
         If you are finding that Zak isn't hitting enough, invest in 
    the Melee section.  The "basic" skills of melee, archery, 
    use/steal, and the three magics aren't linked to the other 
    abilities.  Increasing them only results in a progressively 
    higher cost for the next jump.  If this isn't sufficient, take a 
    specific weapon skill before you have the others, but realize 
    that this will cost you.
         Once you have the above skills, feel free to invest 
    wherever you want, but with the following caveats:
     - You shouldn't need a different weapon unless you want Zak to 
    be a skilled ranged fighter as well.  This would be useful in 
    killing a few of the dragons around the landscape, but I didn't 
    find it necessary to kill them.
     - The magic skills are not needed.  I was able to achieve a 
    sufficient skill simply by using the "basic" magic increases.  
    If you need an extra 5 skill points, just buy them one by one.
     - Night Vision is not needed as you can add this as a 
    continually cast spell in your armour.  Even without it, you'll 
    find a helmet with Eagle Sight in it early in the game that 
    mitigates the effects of darkness.
         Generally, people shouldn't need too much assistance with 
    this.  Basically, make the best items for the materials that you 
    have/can afford/can wear.
         For armour spell infusion, you should add Haste, Healing, 
    and Strength.  Haste and Strength should be linked to a Trigger 
    rune (except if you have an archer as she won't be hit as often 
    in which case link them to Continuous) while Healing to a 
    Continuous rune.  Note that this will not really be feasible 
    until you have much better armour on the second Island (due to 
    low item complexity).
         For weapon spell infusion, a three-pronged approach between 
    your characters of Weaken, Deceleration, and an elemental attack 
    will make short work of your enemies.  Add duration increasing 
    or multiple target runes (not forgetting to put an enemy filter 
    in there) wherever possible.  Again, to have the better spells, 
    your weapons will generally not be complex enough until the 
    third Island.  Until then, consider a wand with the spell you 
    want (Weaken was my favourite).
         As for the Continuous Rune, there is no easy way to 
    determine if the item will recharge quick enough to keep a spell 
    continually cast.  Well, maybe there is, but I didn't figure it 
    out.  If you have a good method, write me at the address below 
    and I'll update this guide.
    GENERAL TIPS (some spoilers in this section)
         If you bought this game and typically enjoy playing RPGs as 
    a magic-user, I'm sorry, but it won't really be possible.  Magic 
    in Evil Islands is much more used in a support role rather than 
    as a sole method of adventuring.  Concentrate more on building 
    your character as a fighter.  If you find you need more spell-
    casting abilities (as you may in some areas near the end of the 
    game...see below) or to build a specific spell they can quickly 
    be raised for little cost.
         At the start of the game you'll be stuck with that knife.  
    It's a fine weapon and you should be in no hurry to replace it 
    (as cool as the item building system is).  You should only start 
    considering it once you have a better material, such as silicon, 
    available and you're thinking about making a sword.
         If the game starts seeming too large, don't worry: although 
    there are three Islands in total, Gipath represents a hefty 50% 
    of the game (or more, depending upon how you play).
         When you travel from the first to the second Island, and 
    from the second to the third, you'll be given a chance to say 
    goodbye to your companions.  Use this chance to strip them of 
    everything they're worth!  Travel from one zone to another 
    (through the yellow shroud) and enter the inventory screen.  
    Take off ALL of their clothes and then travel back to where you 
    were.  Say goodbye to your near-naked partners and you can the 
    use their stuff to either equip your new partners directly, or 
    just to sell them for cash.
         When travelling through the caves after Death Canyon (third 
    Island) search out and kill as many of the Lords of the Dungeon 
    as you can.  They carry a metal called Meteorite which is 
    exceedingly strong, and you cannot re-enter the caves after you 
    leave.  The Fireworks spell can be very useful here for luring 
    out the creatures one at a time to make a fair fight.
         After you've received the "Portal" quest in the third 
    Island, ensure you have two characters who can cast the 
    Fireworks spell with double area and one who can cast 
    Clairvoyance for a mix of the max duration and area possible.  I 
    won't tell you why, but this will prevent much frustration and 
    aimless walking about on your part.
         ***Larger Spoiler*** If you want to win the final battle on 
    your first attempt, don't worry so much about having Zak in the 
    fight.  This is his chance to use some magic.  Equip yourself 
    with the strongest Protection from Lightning spell you can cast, 
    as well as a strong healing spell (one target) and the longest 
    duration Feeblemind spell you can cast.  Use these to support 
    the magician by protecting him, healing him, and preventing the 
    Curse from casting spells.  Incidentally, there is a door with a 
    hand on it on the far side of the room.  I opened it, but 
    couldn't figure out what to do with it.  If anyone knows, I 
    would appreciate an email at the address below.
    ABOUT THE AUTHOR AND THIS DOCUMENT (Current version: 1.0)
         At the time of this writing, there was no information about 
    Evil Islands on the net except for a list of cheat codes (which 
    I didn't need but if you do you can find them at 
    www.gamefaqs.com).  Playing through was occasionally frustrating 
    for myself so as soon as I finished the game I threw this guide 
    together.  When referencing it, keep in mind that, since I 
    didn't have this as a plan from the start, some things have 
    grown a little fuzzy in my mind.  However, I expect that I got 
    most of it right.  If you find any errors, please send them to 
    the email address I've listed below.
         I've also never attempted any sort of guide before (and 
    have no intention of writing a walk-through...people who do that 
    must be CRAZY) so I would appreciate it if you have any feedback 
    on the game: positive, negative, or even just "meh" to let me 
         I hope this guide has helped.  Good luck in your quest!
    Michael LeSauvage
    19 Jun '01
    This document Copyright 2000 Michael LeSauvage and may be 
    redistributed and copied from freely as long as credit is given 
    to myself for all references used.

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