******************************************************************************* Neopets: The Darkest Faerie for PS2 Release Date: November 2005 Walkthrough/FAQ Version 3.0 (Last Updated March 30, 2006) Copyright (c) 2006 Cisee Prince ******************************************************************************* --Table of Contents-- 1. Contact Information 2. Version History 3. Introduction 4. The Story 5. Controls 6. Characters *Important Characters *Somewhat Important Characters *Altadorian Characters 7. Walkthrough *Act 1: Tormund's Story *Act 2: Roberta's Story *Act 3: Heroes United 8. Side Quests 9. Petpets 10. Monsters *Air *Earth *Dark *Fire *Water 11. Bosses *Juppie Monster (Act 1) *Ixi Chieftan (Act 1) *Gnarfas *Plauge Serpent *Werelupe King 12. Items *Regular Items *Motes 13. Money Making 14. Shops 15. Equipment *Tormund's *Roberta's 16. Treasure Maps 17. Hints & Tips 18. Coming Soon 19. Credits/Sites 20. Copyright Information ******************************************************************************* --1. Contact Information-- *Email prinisse@yahoo.com ONLY for the following...suggestions, error spotting, NICE comments, or the idea of something being "stolen" work *Neomail me at the username princisee ONLY to discuss anything situated around TDF, such as plot speculation ******************************************************************************* --2. Version History-- *Version 1.0 March 7, 2006 --First version completed, still missing alot of components. Sections 1-6 are complete, walkthrough finished up until close of Act 1. Sections 8-13 are started, and everything else is done. *Version 1.1 March 9, 2006 --Added more equipment, monsters, and started Act 2. Edited some info on several sections. Added new section, "Coming Soon". The somewhat new section Credits/Sites has some sites of interest, such as neoseeker.com. --Some info may be a little off in the walkthrough. I have to start a new game so that I get the info right. Don't expect a new update for at least a week or two. *Version 2.0 March 12, 2006 --With many new additions, I just had to make it version 2.0. =] --Made new sections, Shops and Treasure Maps --Made new sub-section, Altadorian Characters --Walkthrough up until the first meet with the Gelert Assassin. --Added/edited several sections including Equipment, Monsters, and Petpets *Version 3.0 March 30, 2006 --Sorry for the long wait, but I made sure it was worth it! --New section: Side Quests, to make the walkthrough very straightforward w/o any "interruptions" (Side quests featured in the walkthrough have moved to this section). --New Section: Money Making--ways to make the most money --Walkthrough updated, through saving Bogshot and Werelupe Woods --Added more bosses, monsters, treasure maps, mostly all sections. --Ooh missed a credit or two. Updated. --Yeah I'm missing a lot of stuff on a number of sections, but I just wanted to update it...=]] Please do not email me saying I am missing some stuff, I am trying my best to find some time to update this guide. ******************************************************************************* --3. Introduction-- "The Darkest Faerie has escaped and all of Neopia is in peril!" This game is based on the upcoming plot "The Darkest Faerie" on neopets.com. If you do not know anything about neopets, then obviously this game will be hard to understand. But hopefully, with this guide to walk you through the whole way (HINT: Walkthrough =), you will be on your way to understanding Neopia and its contents without even seeing neopets.com. HOORAY. ON A MORE PERSONAL NOTE: I'm still in the process of adding, editing, and deleting some stuff. This means I might add more sections, depending on your emails. This also means I might take out some useless stuff to make this a shorter, simpler guide. This is my first guide, so I'm always up for suggestions. There are plenty of plot spoilers if you read the entire guide. This is just a heads-up, so I won't be drowning in a pool of complaints. ******************************************************************************* --4. The Story-- BEFORE YOU READ ANY FURTHER... This section contains plot spoilers, so continue at your own risk! It all started a long time ago, about 1,000 years, in an ancient land called Altador. Altador had 12 protectors, all with different positions in life. They all helped rule Altador and maintain its friendliness. But, one protector that had gained so much power, tried to overthrow Altador and its protectors. Of course, she had failed. This protector of Altador was none other than the Darkest Faerie (her name is not known). I have no idea as to why Altador had a Dark Faerie become one of their protectors, but, they learned their mistakes AFTER what she had tried to do. It was said that she has destroyed Altador, but the truth was that she had put it under a curse of some sort, and the legendary protectors were put into some kind of deep sleep. That is, but only some of them. In order to hide it from the current world, it was either the King of Altador made it vanish from the world, or the Darkest Faerie. Too late to come and defend Altador, Queen Fyora had to fight the Darkest Faerie herself. She trapped the Darkest Faerie's soul or something in Jerdana's Orb, for an eternity. However, an eternity DOESN'T last for ever. It was more like 1,000 years. =O The Darkest Faerie had been trapped under the sea for a thousand years, and that was just about enough time to plan her revenge. She has many minions to serve her into taking Neopia once and for all! But can she be stopped by two young heroes? ******************************************************************************* --5. Controls-- *Menu Controls --Start/Pause Game/Access Pause Men...Select Button --Highlight Menu Item...Left analog stick or directional buttons --Select Menu Item...X button --Previous Menu...Triangle button *Movement --Move...Left analog stick --Camera Rotate/Pan/Tilt...Right Analog Stick --Jump...X button --Run...R1 (Hold) --Sneak...Hold the Square button --Strafe...L2 (Hold) *Combat --Attack...o button --Block with Shield...L1 (Hold) Must first have a shield. Only with Tormund --Jump Attack... X,o --Combo Attack...o,o,o -Watch for the flashes, or count 1-2-3 when pressing --Rapid Attack...o -Press repeatedly --Spin Attack...Rotate left analog in a full circle then press the o button --Dash Attack...Left analog stick down away from enemy, then up and o button --Power-Up Attack...Hold the o button and wait for the flash on the weapon before releasing (Uses up the power of the mote if assigned, or 100 of it) --Aimed Attack...R2 (Use to fire while looking around with the right analog stick) *Other Actions --Use Activated Item...Triangle button (Activate an item through the Quick Select menu) --Talk/Feed/Use...Square Button --Switch Heroes...L1+R1 (Both heroes have to be consious or active) --Show Map Info...Left directional button --View Quest Log...Right directional button --Quick Inventory...Up directional button --Mote Inventory...Down directional button --Show HUD...L3 (press the left analog stick) --Orient Camera Behind Hero...R3 (press the right analog stick) --Fire RopeGun...R2 (Can only fire at valid RopeGun points, and ONLY when you recieve from Tor's Dad) *Quick Inventory --Select Item...Any directional button --Use Item...X button --Activate Item...Square Button --Close Quick Inventory...Triangle Button *Mote Inventory --Select Mote...Any directional Button --Assign Mote to Weapon...o button --Assign mote to Armor...X button --Assign Mote to Shield...Square button --Close Mote Inventory...Triangle button *Inventory --Display inventory...Start button --Select/Highlight Inventory Item...Left analog stick or any directional button --Cycle Inventory Menu...L1 and R1 --Use Inventory Item...X button --Activate Inventory Item...o button --Exit Inventory...Triangle button ******************************************************************************* --6. Characters-- A brief description of characters to be mentioned. They are explained more descriptively in the walkthrough. I paraphrased some info here from the instruction booklet. *Important Characters --Tormund, The Lupe Knight... Tormund is one of the main characters you get to play. He wounds up becoming a knight for Meridell after delivering a package for his father. What he didn't know was that he was going to become more then just a knight. --Roberta, The Acara Sorceress... Roberta is niece to King Hagan and King Skarl. She is secretly skilled in becoming a sorceress, guided by King Hagan's Royal Sorcerer. She is the other main character you get to play. --King Skarl... Rough around the edges, King Skarl is the king who would choose brons over brains. He rules over the Kingdom of Meridell with much pride, despite the fact it falls to the Darkest Faerie's rule. --King Hagan... All around knowledge-loving skeith, King Hagan is the king that would choose brains over brons. It is shown in the game that brains had triumphed over brons, but this is only because of distance. He rules over the Kingdom of Brightvale, and unlike Skarl, is well liked by his people. --Illusen, The Earth Faerie... This powerful Earth Faerie has made her home in the Lightwater Forest, coming to Meridell's aid in many a time. She has a long time rivalry with the Werelupe King, and is a great help in your quest. --Queen Fyora... Ruler of all the Faeries, she resides in Faerieland watching all that goes on below her in Neopia. --The Darkest Faerie... The whole cause of this game, she was banished from Neopia for a 1,000 years; but she was actually under the sea. Whatever her crime was, you have to stop her evil deeds! *Somewhat Important Characters --Solarin... The Royal White Uni which King Hagan had entrusted into the upmost safety of Roberta, and if it wasn't for him, Roberta and Tor would've never met --Gelert Assassin (AKA The Assassin)... Hired by the Darkest Faerie to deal with Tor and Roberta, he does not really appreciate the fact that she sent him after children. But before he actually kills them, he makes their quest even more difficult. --Sophie the Swamp Witch Found in Werelupe Woods, the Werelupes leave her alone for fear of her creepy powers. Although a villain in her TCG card, she is actually a big help in assissting our heroes to defeat the Werelupe King. --Lucy... Tor's little sister, she is actually a very nice. If she didn't wander off into Shadowglen Woods, Tor maybe would've never been one of our heroes. --Heermedjet and Meerouladen... WHAT?! Yes, the thieves that stole the package from you are actually a big help. They tell you the way to Meridell's Treasure Vault, but they didn't say it was going to take a LONG time. And of course, they want something in return, so they are really a pain to deal with. --Seradar... The Royal Sorcerer of Brightvale. He is the advisor to the throne-loyal and honoroable to a fault. He has sensed great magical potential in the King's niece, Roberta, and has been secretly tutoring her in the mystical arts *Altadorian Characters BEFORE YOU READ ANY FURTHER... This sub-section contains plot spoilers, so continue at your own risk! --King Altador... Obviously the King of Altador, since that is his name. He helps our young heroes along the way in their quest to stop the Darkest Faerie. His true identity is the Old Knight who had given Tor advice once so many times. --Jerdana... Once a ruler of Altador, her name was first brought into Neopia in the first TCG deck. However, it was first known as Talador. She allowed Fyora to use her powerful orb to keep the Darkest Faerie within it for an eternity. She is seen as the Old Aisha who had given Roberta the amulet, and to the DF, only a slight memory. She is perhaps the protector with the most responsibilites. --Gordos... AKA Gord the Merchant, he is seen on roads between the two kingdoms selling his goods. His true identity is the treasurer of Altador; no surprise there. He becomes a bigger role once you get to Act 4, only because he is one of the 12 protectors. --Fauna... Here we meet Faun the head maid servant lady, who is none mistakly very gentle hearted. This shows in your squire chore, when she says calls Miamice little darlings. Just like Gordos, she is a protector too. --Torakar... It seems Neopets has been planning this for quite sometime now; Torakar AKA Grarrl Gladiator (TCG)had also first shown up in Neopia in 2003, 2 years ago. If you haven't guessed by now, he is your Master-At-Arms Torak. He also becomes more involved in the story, Act 4. --Kelland You might not see him at first in the game, but he is the old techo you first come upon in Act 1. Since Tor's and Roberta's amulets are "siblings", Kelland and Jerdana must've been some kind of close aqcuintances, as the two amulets seem to ward off powerful Dark magic. --Florin "Cleverly" disguised as Florindil, he is found in Illusen's Glade Negg Shop. He doesn't show much importance at first, but becomes more important in Act 4, when you have to awaken him. Just like all other "disguised" characters, they all hide when dark clouds come over the area they were in, explaining why his shop was no longer open when the dark clouds first appeared. *Note how only the legends you have to awaken are in the game, with the exception of King Altador and Jerdana. ******************************************************************************* --7. Walkthrough-- BEFORE YOU READ ANY FURTHER... This section contains plot spoilers, so continue at your own risk! *Act 1: Tormund's Story A short scene shows you and your sister playing as Lord Darigan and a Meridell knight. Smooth move, genius. While trying to brag, you accidentally free the Whinnies. Your first quest ever! Hooray. It's never a bad thing to practice. And YES, herding Whinnies does come useful in the future. --HERDING WHINNIES-- 'Herd the three Winnies back into their corral.' Sounds simple enough, right? WRONG. They tend to run away from you, but eventually they go back into the corral. Just chase them around a bit by walking behind them and they should go into the corral. After you are done, your 'mum' calls you for some help. Walk over to her in the garden patch to see what she wants, located behind your house. --DRAWING WATER-- She wants you to get some water for her plants. You'll need the bucket, which is found on your house's porch. After you get the empty bucket, you're going to have to go fill it up. DUH. Go up to the barn and on the left side is the water pump. Pressing the square button will automatically fill it up. But lucky for you, you BREAK THE PUMP. Another smooth move. Or maybe it's just your dad that doesn't know how to fix things. Anyway, you got your water, so head back to 'mum'. --FIXING THE WATER PUMP-- Lucky for you, you don't actually have to fix it. All you need to do is get the tool for it. Mmkay, so go back to the barn, and enter it. Your dad is in there, so talk to him. The pliers are on top of the barn. Oh wow that's a good place to keep them. Reading the on screen tutorial tells you what to do next, so this is a no brainer. Climb up the ladder, and follow the wood beams to the upper part of the barn. Jump across the gap with the X button, and climb up the ladder. Walk over to the weather vane, and on the right side of it is the pliers. Although it is never a smart idea to jump from a rooftop, go ahead and jump down to give the pliers to your dad. He'll fix them and mention he has a "special" job for you. Go into your house, and talk to him. Surely you know the way to your own house...right? --A JOB FROM DAD?-- Guess what. He wants you to deliver a package. Well, it may not be exciting for you, but it's exciting for Tor. He gets to go to Meridell, and not Farmer Addison's! Oh well, but still. He gives you the key to the chest up-stairs, and inside is none other then the wonderful and oh-so-powerful wooden sword! Remember, it is NOT a toy. Ha. Like it can do anything but give you splinters. Head downstairs and look closely at the fireplace. Walk up to it, and you get a Fire Mote! Motes are very useful items because they are needed in order to win. You don't need to equip it now, so just keep it for a while. Talk to your father to recieve the package. You are now well on the way to becoming a squire but we need to find some treasure. TREASURE =) After your parents bid you good luck and all, go down the left lane from your home. On the fork pathed, go right and through the corn fields. You can cut some down for some extra NP, but just continue until you get to the green part. There are some harmless Flower Monsters here, so defeat them for fun. There is some golden grass here, and whenever there's golden grass, that means money! And sometimes a good bunch of it, too. However, it's only 44 NP, but it's better then nothing. Head back to the forked path, and this time, go on the other path. The garden of your mum's has some juppie plants, so go ahead and chop them up. Juppie plants are found everywhere, so get used to identifying them. Sometimes they won't have any, and sometimes they'll have a load of em. Continue up the path into another corn field. On the end there is a shed with a treasure. 103 NP, and counting. Back to the road to your house, go straight and there is another corn field with another treasure! Head down the hole, and within the treasure is about 101 NP. Jump up the ledges, sidle on the little ledge, and climb up the vines. Behind the tree when you climb out is a Leaf Mote! Yay, we're done collecting items, so let's finally set out for Meridell! --DELIVER THE PACKAGE-- Go straight from the path leading to your house, through the gate. Use the save altar to save your game, as I would. Continue down the path and you'll witness a short scene were bandits are trying to rob a poor old begger...why would you rob a beggar? Honestly, that's pretty sad, so go in and save the old man! Attack only one, since there's no point in getting all of them. The beggar thanks you, and in return gives you a special amulet. What does it do? HA. You're going to have to wait a little while to figure out. He also gives you a Light Mote, very useful since a lot of monsters are dark. Equip it now, and fight off the thieves. Be wary of fighting with thieves, since some of their attacks let change come out of you. Welcome to the Farm Road, a road...with farms! There are a few side quests to complete, so make sure you are ready. By the way, let me tell you the different kinds of quests. Open up your quest log, and when you recieve new quests, such as the ones you are about to do now, they will be marked with a medal. A gold medal symobolizes a must do quest, a silver medal indicates a completely optional side-quest, and a bronze medal is a treasure map, marked with its location. After you're all done with that, continue down the path. After what may seem a long time, you'll come across a Gelert Prince (He's pretty ugly) Kill the Crokabeks, and speak to him. It seems that thieves took his precious Golden Rose for his beloved, so just let that quest wait for now. Continue on the small road to his left, and you should come to a lillypad in the water. Don't jump off it, because you'll end up back on land. Only jump from lillypad to lillypad, and from it to land. You'll come to a clover patch, run around it a bit, and a 4-leaf clover will pop up. Go back to the road, and over to the broken bridge. Cross the zipline, go down, and jump on the under part of the bridge. Before climbing the ladder, go to the right of it and climb up the vines to claim the Fog Mote. Climb up the ladder, and walk off the bridge. Continue down to the forked path. Welcome to Meridell! Home to King Skarl and all of his knights and peasants and other stuff. Upon your arrival, two speeding meercas bump into you making you drop your package! Well, there's no surprise, because they are none other then Heermedjet and Meerouladen. Shoot, you're not going to let them get away, right? Well you better go get them! Chase the meerca until he stops in a dark alleyway. Oh, yeah the perfect place. Strangely enough, it reminds me of the Thieves District. Anywho, a mysterious knight comes to your rescue, saving you and your package. All this for a package and you don't even know what it's contents are. The knight inspires Tor to become a knight even more. Check you map, and where that kind of circlish part is where you will get your first ever shield, for free! Of course, you can always buy it, but this is the fun way. =) The arena has a thief defending it's 3rd place, so quickly dispatch him and claim your shield. Or you could always get it for 400 NP. But, like I said, this IS the easier way. The only thing is, you can't use any healing or magic items, so make sure youre ready for this. He's a bit hard, so make sure you know your battle strategies. Remember, there is no loss here, but only of the motes if you use any. If you can't defeat him, then just wait a little bit. We'll come back for our shield once we have a better sword. Go down the road, and a shady kacheek will sell you treasure maps. Get every one of them, as they come in use later on. Make sure you have 500 NP, as you have to buy a sword! Back on the main road, to the the Recruitment Centre. What's this? He thinks you want to be a squire? Well, Tor really cannot hold back, so you now have a new quest! --NEED A SHIELD-- Mmkay there are two ways--you can buy a shield for 400 NP, or win one from the arena. I would take the arena, but that's just me. Mmkay, just buy a Squire Sword to fit you better. It's 500 NP, and if you haven't gone on a shopping spree, you should have enough NP. Go back to the arena to finally get the shield. Once you have your shield, head back to the Recruitment Center for the next phase of becoming a squire. (You can continue and fight in the arena for extra change. The next challenger is an Ixi Spearman, aligned Earth) There is a save portal in the middle of Meridell, so use it often if you think you are going to die all of a sudden. --NEED A SPONSOR-- So you need someone to sponsor you. For all I care, you could sign the papers yourself! LoLz you can't really do that, so let's head over to the tavern! It's on a culdasac, so follow the road to the Blacksmith, and go all the way past it For my sake, use your map. Once there, talk to the sitting blue grarrl. And whaddayano? The fool breaks his sword. Eh, but he HAS to sign those papers, so might as well help him. Go over to the drawbridge guards, standing guard outside Meridell Castle. Oooh, you have to go find those pieces. Go right from here, and there are pieces of wood called scaffolding. Climb up those and across the rope to retrieve all the pieces. Once you are done, go back to Recruitment Centre for the hilt (the handle) of the sword. Go through the little walkway on the rightside and talk to the thief. He said he'll give you the hilt for either 100 NP or your sword. Trust me on this one, try to give him the sword. The guard will take it as him stealing the sword from you, so he gives it back to you. See? You just saved 100 NP. =) OK, you can't just show up with a pieces of broken sword, so head over to the Smith to have it re-forged. Now that you have that done, deliver it to Master Torak, and BOOM! You got your papers signed! --BECOMING A SQUIRE-- Now you got your papers, head back to the Officer! Oh, but wait. You need your letter of consent, signed by your parents. Well, just hope they'll be willing to have you become a squire! --NEED PARENT'S PERMISSION-- Head out of Meridell Village the way you came first came in, and head all the way back to the now fixed bridge. The mysterious old knight is there again to talk to you about being responsible to prove to your parents that you are capable of gaining their trust. After talking to him, continue down the road, through Farm Roads, and back to Ellis Family Farm. Upon your arrival, your parents say that your little sister Lucy has wandered off in hopes of beginning her own adventure. And where to? The so called haunted Shadowglen Woods. Not a very good place to start your adventure. After you're done speaking to your parents, head all the way past Farm Road, and back at Meridell Outskirts. This time, take the left path all the way up until you reach a tunnel. After emerging from the tunnel, you will be in Shadowglen Woods. I would save my game at the save altar to be on the safe side Continue down the path to complete a side quest. (HINT:Cut down mushrooms for juppies and coins) --FIND YOUR SISTER!-- Continue on this dirt path until you come to a bridge made up of trees. Jump across them, and from where you landed, head up the path. Defeat the Spore Monster or Gunner, and walk across the river. If you look close enough, there will be a small little cave enclosed with tree branches. Smash them away, and in the mini island is a plant contains a starry negg, increasing your magic meter! Open the magic treasure chest with a dark mote. Exit the mini cave, and cross the rope. Defeat all the monsters in this area, but do not cross any other ropes. Continue up the ramp to the right, and defeat the monsters in this area. Go all the way left to a large clearing. Somewhere there should be a 12-leaf clover. Take it, and make your way to a little cave enclosed with tree branches (use your map to help you find your way). You should find a Nova mote, aligned with all magic =). Go back to your original place, and if you look around you should see some climbable vines on top of some elevated land. Defeat the monster here, and climb the vines. From where you stand, head left on the road and smash away the branches. In this cave are Ergyfruit plants; once done, return outside and head straight. Follow the path, up the stairs, and collect some juppies from the plants. Quickly cross the fallen log and take out the monsters. Cross the rope, and go on. There should be some golden grass. Defeat any monsters, and collect a 4-leaf clover. Under the waterfall and near the edge of the cliff are 2 motes. Press forward to the save altar. Now comes the fun part =) Go through the cave and walk forward. A short scene occurs where sister is shown being trapped by a Juppie Monster! Quick, you must save her! Lazy at it may seem, I am not going to re-explain how to defeat this boss. Scroll down, if you would =P. Once defeated, you are reunited with your sister, so go through the tunnel and you'll find yourself in you farm. Cut down the bush here for a Red Negg, increasing your health! Return back to your house to have your parents sign the form! A scene will occur where you sister shows how brave you were. Luckily for you, that was just the thing to prove to your parents you were brave enough They sign the letter, and you're on your way! Return to the Meridell Army Recruitment Centre to recieve your armor! --BECOMING A SQUIRE-- After recieving your armor, head for the castle. Once inside, speak to Master Torak. Your official training will start tomorrow,so get some sleep. Save your game. Take the left corridor, then turn right, left again, and your bed is the last one on the right. You will witness a short scene were you see the Darkest Faerie emerging from the sea. --SQUIRE CHORES-- After talking to Grayson, head out the door close to your bed. Go through the archway to your left, and you should spot Master Torak from a distance. Speak to him, and let the training begin! --WEAPON TRAINING-- This training is very important if 1) you have never played before, or 2)you have trouble defeating opponents. Listen to Master Torak's battle tips, and you'll learn how to chain attacks. Or as I did it, count 1-2-3 for every time you attacked. Once done with that, head back to the castle for your first chore --CHORES-- Head back to the front of the castle. Go straight, or if you're facing the way you came in, take the right corridor. Open the left door, and follow the carpet on the left side. The last room on your right is where you will find Faun. --CATCH THE MIAMICE-- Catching them is very simple. When they are not facing you, sneak up from be- hind, pushing down the square button, and pressing it again. Drop them in the cage close to the door. Once you are done catching all 5, exit through th door on you right. Head on the left path, all the way back to the training grounds. Save your game if you wish to. --MORE WEAPON TRAINING-- To me, this is easier then last time. Rotate your left analog stick then strike all 3 dummies at once. After that, head back into the castle for your next chore. --CLOG DUTY-- Head back to the hallway, and when you intersect with the corridor, head right Take the right door, and speak to the draik in the adjoining room. Go through the door on your left. Smash up any barrels for juppies, and open the hatch to the sewers. Enter the hole, and equip the proper mote for the enemies. Scour the area here for items and motes, and press forward. Go to the room in the rightward direction, collect the motes, and head back to your original starting point. Head straight, and keep going straight. Go through the tunnel, jump down, and climb up the ladder. Destroy the clog, and continue forward to the treasure chest. Open it, and search the area for a lever. The path is pretty straight forward, so continue until you come to your next clog. Destroy it, and use, the lever to open ip the metal grate. Jump down and go straight, left, defeat the monsters here and jump down again to defeat more monsters. Destroy the clog to your right. Climb the ladder, go straight, climb another ladder, and destroy the clog. Defeat the slorg, and collect your mote. Use the lever, take the left tunnel, and go left again to destroy the last clog. Once done, exit the sewer. Head back outside to the training area. --MOTE TRAINING-- Attach the fire mote to your sword, and attack the dummy. Charge up and attack the dummy again. Once done with that, head back inside the castly for your next chore. Head up any set of stairs in the front of the castle, and speak to the neopet standing in the middle of everything. --CROKABEK NESTS-- Yes, we al hate those overgrown crows, and well, if you want to be promoted to a knight, this is a good opportunity to have your name be heard. Anyways, head downstairds, and back to the courtyard through any exit. From here, I will tell you how to get to all locations counter-clockwise starting from the farthest right (use your map). In a fenced area there will be a turtum. Hit it, jump on its shell, and wait for it to launch you up to the rooftops. Destroy the Crokabek and its nest on the other side of the rooftop. Over at the next location, climb the scaffolding and destroy the nest. To reach the next location, you have to climb the vines next to the door. The next place is where you had your previous training. Jump from roof to roof to reach the nest. The place where Grayson is has a ladder. Distract the Crokabek, and then climb the ladder to destroy the last nest. Head back to the castle to tell Lazlo, and then back to Torak. --ADVANCED MOTE TRAINING-- Equip the fire mote to your shield, stand in the charred spot, and deflect the fireballs that will come at you. Once done, head into the castle and get some sleep. Upon your awake, Grayson will announce that Master Torak calls you. Head to the main hall and speak to him. --MISSION TO COGHAM-- Apparently, you've been chosen to aid a rescue mission in a village called Cogham. Anyways, in the Dining Hall, look for the green grarrl. He's not going to fight with you because he's offended, so you're going to have to head off to Cogham by yourself. The regular old squire would never do this, but since you are the hero and all...exit the castle, and leave Meridell through the southern exit near the Recruitment Centre. Make your way through the winding path, and take the left one. You should come across a mote shop. If you speak to the shopowner, she gives you a side quest to have all 12 regular motes. If you don't already, you can either return later when you do have them all, or buy them in her shop. Once you get them all, she rewards you with a nova mote. Go back outside and continue down the road. It would be wise to open up any treasure chests that are in the area. Once done with all that, cross the bridge and get ready for battle! --IXI RAIDERS-- Work your way around the village defeating the Ixi Raiders. They are all earth aligned, so use an air mote. Once done, climb up the steppes and defeat the 2 ones next to the mayor's house. Some guards will run off to tell the chief what happened. Well, kinda sucks, because the mayor wants you to drive them away TOTALLY. So, head past him into the cave. The path from here is pretty much straight-forward, so continue on until you get to the steppes with the 1st archer. Climb up the ladder to your right to get a mote. Keep going until you get to your next ladder for the next treasure. Go down the steppes, and watch out that you don't fall into the river. After crossing a bridge next to a waterfall, you will come across a hidden mine(HINT: Look for the golden grass to reach this place) Loot the area of its numerous treasures, and destroy the gems and barrels for some extra NP. Back outside, continue your way through the steppes. Save your game, then climb the series of ladders. After making it to the top, continue forward and jump to the platform. Defeat the Crokabeks after jumping to the platform with the Air Mote. Once done, head left to the next platform, and to the lowest steppe to your right. Climb up the ramps, and defeat the 2 archers. Continue along the path, and climb the ladder. Pull the lever to operate the windmill. Head all the way back to where you had defeated the Crokabeks, and climb the ladders. Defeat all Ixis in this area. Ignore the mine for now, and continue towards the watermill. Wait for the moving platform to come, and jump on top. Contine forward, and climb up the steppes for a mote if you like. Back on the main path jump across the broken bridge, and you'll come to a railroad track. The cart on the hill is stopped by some 'clogs'. Destroy the clog and the cart will break the wood for you to continue on. Emerge from the tunnel and defeat the Ixi. Climb up the ladder, and defeat the remaining Ixis. Cross the bridge, ascend the ladder, climb the steppes, ascend another ladder, and jump to the platform. I would try to get the floating mote. Get the Sun Mote, and cross over to other platform. Save your game, and proceed to the Boss! (Just as usual, scroll down to the bosses section to see how to defeat him) When you're done, collect the eye patch sitting on the ground. On your way out open the treasure chest. Save your game, and "fly" down the steppes. You could fall into the river and end up closer to the village, but you might die/lose some health. I dunno. Some parts of the river kill you. Anyways, back at the village, the mayor rewards you with a red negg, meaning more health! By now you should have more then enough NP to buy new equipment, meaning a new sword and shield! As to what Tor's TCG card says, "Each sword he held and suit of armour was shinier and more impressive than the last", it is really true. =) Also, buy any treasure maps, and the Starry Negg in the gift shop for 800 NP, raising your magic.Once done here, leave Cogham, and straight back to Meridell! --AUDIENCE WITH THE KING-- Back at the castle, head straight into the King's Court. A scene will occur where King Skarl promotes Tormund to a knight! All thanks to you, his dreams have finally come true! When leaving the court, another scene occurs where a peasant claims that the Werelupe King has attacked Illusen and her Glade. Well, guess who has a mission? Oh well, we'll see tomorrow. Head back to the barracks and get some sleep. Another scene occurs, one showing the Darkest Faerie with that evil laugh of hers. Ooh...scary. --LEFT BEHIND-- Looks like you weren't chosen to aid the rescue mission. The halls are quite empty, but not the entrance hall. The Old Knight is there once more, and quite frankly, he is worried about the knights. He says YOU must help aid them! I dunno bout you, but this guy is right. As knight, we must help defend our King- dom! Save your game, and leave Meridell from the northern exit. --ILLUSEN'S GLADE-- In Meridell Plains, cross the bridge once more and take the left path leading to Illusen's Glade. Along the way is a Negg shop. After crossing a bridge, save your game and continue on the main path, defeating any and every Werelupe Basher in your path. Just try to focus on heading straight or north ormwhatever, and don't take any fork paths. After a while you will see your Master Torak in a cage guarded by a Werelupe. Defeat it, and destroy the lock. He says you must save the other knights, so let's get to it. --RESCUE THE KNIGHTS-- From where the cage was, head left and over the two bridges. Head left past the tree in front of you, and the ledges/tree stump. The little cave to your right is where you will find your first knight. Kill the Werelupe, save the knight, and jump down. Go back to the tree stump, climb the steppe then the vines. Jump to the little area of land, defeat the Werelupe, and save knight #2. From a distance you can see the little island with the save point; head over there and go right. Near a small ledge is your next knight saving point, in the cave. After defeating the 2 Werelupes, head back to the little island where Torak's cage was, and over to the little island on your left. --ILLUSEN'S GLADE-- Defeat the Werelupe here, and climb into the little transportation thingy to get into the treetops (where Torak is). There are a couple of pick-me-ups in this treetop village, so don't feel like you're completely lost. It's straight- forward, so when you get to a save point, you know that you are on course. Head straight, and watch a scene where the Werelupe King defies Tor, and sends out Gnarfas against him! (Scroll down to Bosses section to see how to defeat Gnarfas) After another scene, you will see the Werelupe King snatch Illusen's Charm. Head over to Illusen for another scene. Once that is done, you can defeat the Archers, or not, race out of the Glade. The rest of Meridell is in complete darkness, but we must inform Skarl of the takeover, if he hasn't seen it him- self! --INFORM THE KING-- The village is empty, dark, and well, scary. Just run into the castle and avoid all the minions. The castle is filled with Dark Knights, so just ignore them and head up the right set of stairs. In this room, look for the switch to open the door to the Court Room. Go out the room on your left, and over to the balcony. Yet another scene occurs, and this one is a particularly bad one. --ESCAPE THE CASTLE-- This is your first encounter with the Darkest Faerie. And well, third time's a charm. So, that mean's you're not going to win. But you're not going to lose either...it doesn't make sense...ANYWAYS. Try to attack the faeries, but you should know that force doesn't stand a chance against magic. A little scene explains that to you, saying you have to RUN. So, if they haven't already, wait for the faeries to blast the door open and run out. Fires will block your path, so wait for them to break some columns down. Once done, climb the columns and jump over to the other side of the fire. Run out to main hall, and you'll be surrounded by more barriers. Wait for them to break the columns, and then climb over to jump over the fire. You'll be in the dining hall, and they block the exits. Stand where the kitchen "windows" are, and they should blast one of them. Run out of there to where you helped save the Miamice for the maid. A scene will occur showing you the conclusion of Tor's Story. Congratz on getting through Act 1, and prepare for Act 2! *Act 2: Roberta's Story A scene occurs showing Solarin the Uni driving the cart holding our other main character Roberta, and Seradar. After landing, Roberta complains about having to be a scholar and wanting to be a sorceress and all, and Seradar just says what every elderly person would say...work before play. Yes, we already have a quest to do, but we need to get some stuff needed for some later quests. After crossing the save point, head into the rightmost maze. Not to difficult to navigate, you should come across a Stone of Illumination soon enough. Once done, head over to the other maze and find the Meowclops. Feed it a juppie; we'll need it later. Head up the stairs, and when you cross over the little bridge, head over to the scholarly looking people. He says a court is already in process, so we're going to have to wait a little while. Something of interest...an old aisha gives you this mysterious amulet. Sound familiar...? Anyways, take the leftmost staircase. On top of the stairs is a painter. He needs some faerie dust to complete his painting, but we won't be getting it just yet. Descend the stairs the other way, and over to the gardens. There should be a circlish area, and if you have the Meowclops, you'll witness the Hidden Tower being revealed. You can go in if you like; everything is too expensive to buy. Now, find the tree here. Climbable vines are on the tree; climb it and one of the branches is a Faerie Wood Stick, also used for a later quest. After doing all of this, go back to the stairs with the painter and over to the other set of stairs. --FAERIE DUST PAINT-- After descending from the other side of the stairs, take the main path and then over a cobblestone path to where there will be some kind of altar holding some Faerie Dust. Just walk up to it and your bottle will automatically be filled with the Dust. --WAIT FOR THE COUNCIL-- You would think after all that, the council would be finished. Apparently not. Anyways, from where you saved the Harris, head into the nearest door. You'll be in the grand library...blah blah blah. Seradar is in the middle, and what better oppurtunity then now to ask for some magic training? So, when you speak to him, he agrees, but GREAT you left your wand back at home. But, since this game is so totally unpredictable, you are already ready. You should be. You have all the "ingredients" to make a makeshift wand, and once you do, you'll start your magic training. --MAGIC TRAINING-- Luckily for us, Act 2 is notoriously short due to the fact we don't have to save anybody or do annoying chores. Ey, she is a princess after all. However, the game does not refer to her as Princess Roberta. =] You should follow along with the instructions; they are quite similar to Tor's sword controls, to make things easier. Once done with everything, one of the scholars comes in and says that Fyora is finally done with her council. A scene will automatically play showing you what you talk about and all. Yeah... --A BRIEF RESPITE-- When the council is over, take the stairs where the painter is. Past the tree where you got your wand handle, head into the building. Once inside, climb the steps, through the halls, til you meet Kekou. He will show you to your room; follow him. If you wander off/slow down, he will wait for you until you start following him again, so you won't get lost. When you reach your room, save, then go to sleep. A scene will occur; what is the Darkest Faerie planning to do here? You're about to find out. Head into the room across from yours and speak to Seradar. He's under the curse...OH NO! Run out of there; you're still too weak to fight the minions. Go down the hall until you hard someone's voice. --WHAT'S GOING ON HERE?-- From where you were, go left and into the rightmost door. Keep going until you come to a room with a table. Climb the boxes to the metal grating. Here you see the Darkest Faerie (I'm just going to abbreviate her DF from now on) with the Old Aisha, getting ready to torture her. We have to help her; she's a bigger help to us then you might know. --MAKE A DISTRACTION-- Go back the way you came in and down the steps. Use the map to help find where you need to go next. Enter the door; you'll be in the Clocktower. Go down the stairs. In front of you should be a block thingy; go up to it and pull it over the circle on the floor. Go over to the other side and do the same. Now, go up the stairs closest to you. There are 3 blocks; drag them all to the pulleys. Once done, the bells will start to chime. Hurry back to the leftmost room where the Old Aisha is. A scene will occur where Roberta saves the Aisha. However, she says you must find the one with the identical amulet. Anywho, we have to escape, and quick. --ESCAPE FROM FAERIELAND-- If you remember how to get to the West Staircase, hooray. If not...go right and to the left doorway. Go all the way to the stairs, but GREAT an overweight skeith crashes and blocks your path. We have to leave via the Endless Staircase. Go back all the way, and use your map if you get lost. If you come to a room with a save point, you know you're right on track. Another scene occurs where the DF returns the room, and quite frankly, she ain't a happy camper at this point. Navigating the Endless Staircase can be a pain if you have no idea what you're doing. Simply reach the 2nd Quiggle stature. If he is pointing up, go up. If he is pointing down, then continue going down. Continue this process until you come to a door. Leave the library. A scene occurs...you're running for your life and outcomes the DF, trying to stop you, but you jump onto Solarin's back just on time. I seriously have no idea how those humongous skeiths get to fly like that, but they end up knocking poor Roberta from Solarin's back, and she falls a long way down. *Act 3: Heroes United Here we welcome Act 3. Finally an Act with some challenge to it! A scene shows Roberta falling from the sky right when Tor washes up on the shore. Some luck, huh? There's a first for everything...we now get to play as both Tormund and Roberta. The minions seem to have followed Roberta, meaning we're going to have to use Tor's and Roberta's abilities to defeat this bunch. First of all, equip water mote to sword, and fire to shield and armour. Tor should get the Brute, and Roberta should get the minions (do the same to wand and robes). My advice to you; use Tor for land-based monsters OR ones that have a hell lot of health. Use Roberta for flying monsters, missile based monsters, or to weaken an enemy and then let Tor finish it off. After defeating these monsters, a scene shows were they realize they have the identical amulets (Coincidence, no?) and they talk some more...and finally join forces to venture to King Hagan. Scour the area for treasures, and leave via the steppes. --BRIGHTVALE-- Once you come to a road, Roberta mentions that she's from Brightvale and to get there all you need to do is follow the right road all the way, which is what you should do, since you might wander off to dig up some treasure or something. For the first time, light appears once you come upon Brightvale. Enter the main gate to get into Brightvale. A scene shows the DF hiring the Gelert Assassin to kill Roberta and Tormund. When you delve a bit deeper into the game you can tell that he becomes a quiet a pest rather than a threat. --AUDIENCE WITH THE KING-- We have to meet with Hagan, but hey, let's explore a bit, shall we? Go to the armoury and pick up both the shield and robes for a total of 3,500 NP. If you don't have that much, go to the obstacle course and win. (My advice to winning: The first round is 3 minutes. Use this time to collect the clover here and position the box so in future rounds, you won't have to reposition it) Try your luck at the wheel while in this area. Pick up the 2 side quests: speak to the little kau near the wheel. Apparently she wants a little noil. Next, the food shop owner wants to her from her sister in Bogshot. That can wait for now. Once you're done exploring, head into the castle. Go straight into the King's Courtroom and watch the scene where Roberta and Tor tell Hagan of what has happened in both Meridell and Faerieland. It seems that Hagan has given up, but then our heroes persuade Hagan into letting them fight the DF's forces. Leave the court, and another scene occurs explaining that we have to do some research to learn more about the DF. However, we have a couple of things to do. Head up the right set of stairs and do not leave this area until you have done the following: Given the princess her rose, getting a red negg, and finding Roberta's Training Wand. After that, you can finish getting any treasures. Go back downstairs and into the library. --NEED RESEARCH-- We need to get to the topmost books, because that is where all our information we need is. But how? Head right and on the floor is a white tile. Step on it and some shelves will move. Head straight and climb the ladder on the shelf. Jump from shelf to shelf and read the book. This one talks about the DF and a place called Altador. Jump down and go to the leftmost shelves from the entrance. Behind the shelf is the ladder, so climb it and go from shelf to shelf to the next book. This one explains how Fyora fought the DF, but with the power of Fyora's Rod. Head over to the set of shelves in the far right back corner. This book explains how Fyora gave the wand to a Meridell King, meaning her wand is in Meridell. Try to hump to the shelf from here, or climb the same ladder you used to get to the final book. Finally we can summarize what we have learned... The DF once tried to take over a place called Altador that existed 1,000 years ago. Too late to stop her, Queen Fyora had to defeat her in hand-to-hand combat with the help of her Rod. After defeating the DF, she gave the Rod to the King of Meridell back at that time as a gift. The King put the wand in the Meridell Treasure Vault, which is now somewhere deep, deep, DEEP under Meridell Castle. --THE DARKEST FAERIE-- OK, so now we know how it all happened, and we got our plan underway, so let's get the hell out of here. Once you leave Brightvale, a scene occurs where our heroes first encounter the Assassin. Now, this battle doesn't really count as a boss battle since we don't defeat him, so just continue on your way after the scence that shows his fleeing. Use your map to follow the Meridell crests. OHNO. Once you get to the bridge, it comes apparent that it's broken, and there is no way you can cross it. We have to go to Bogshot, where Bridge Builder Brendel is. Go back towards Bright- vale. In Crossroads, the road before Brightvale will take you to Bogshot. Take this road, and then the right (when you reach the forked path) You'll soon come upon Bogshot Village. Enter Brendel and Sons Bridge Repair Service (the hammer). Speak to Brendel, and he says he's not doing a thing unless you find a cure for the Swamp Plague. So, head on over to the Apothecary. The shop owner says you need 3 bogberries, found in the swamp. Hey, whateer it takes to get the bridge repaired. Using your map, leave the village to the south. (NOTE: Try to remember this-dark green water=bad, light green water=good) Find the square in the middle of you map (refer to the controls list, as I'm going to use the controls a lot). We will now call it homebase. Now, looking at the map, you should go to the bottom middle part. Once you leave homebase, the Gelert Assassin appears, but as usual, doesn't really do anything. Find your way through this part of the swamp, until you come upon a small islet. Here are the White Bogberries! OoooHHhhh...what's that lurking in the water? We're going to find out soon enough. Return to homebase, and go to the upper middle section. Once again, work your way to the next islet. Whoo hoo, Red Bogberries! We're almost done-just Black ones and we're all set here. But seriously, what is watching us? I dunno bout you...but I don't like the look of it. Now, check your map for one last time-the top right corner is your next destination. WARNING: SAVE YOUR GAME!!! So jump from pieces of wood to pieces of wood until you you come upon the center of rocks. Well...looky here. I guess this Plauge Serpent is holding the last Bogberries we need. What luck you have, huh? Refer to the Bosses section on how to kill him. After the battle, a scene occurs showing that the clouds have cleared, meaning the boss in the area was causing the clouds. So, the get rid of the clouds, we need to get rid of the creator. Ha. Anywho, collect the Black Bogberries. Feel free to explore the rest of the swamp, or leave the way you entered. Speak to the Apothecary owner. You'll have most of them cured. Go back to Brendel. He says he feels so much better now that you had him cured/healed. He also mentions that he's going to ge to work on the Brightvale Bridge. Leave the village, and if you're smart, head back to Meridell. Purple clouds block your way; a scene occurs where the Gelert Assassin note that you won't be able to get through Dark Magic just by walking through it. Sucks really... So, this is what we need to do--first, we get into Werelupe Woods, find where the Werelupe King is residing, get to him, and get Illusen's Charm back. A good plan; better then nothing. =] And then we have to get to Illusen in her Glade, and hopefully, the charm will revive her. And hopefully she'll have a way to get into Meridell. Let's take a trip to Werelupe Woods! --GET ILLUSEN'S CHARM-- Once you emerge from the tunnel (use your map if you got lost along the way). Use your map once you're in the actual woods to help you find the shop in the middle. Hey, it's Sophie the Swamp Witch! And there's more...speak to her. She knows you're looking for the Werelupe King--not a very good idea. She mentions a giant skull guarding the entrance to the WK's lair. She'll tell you, for a favor... Back outside, wade through the water and look for some bubbles-these are the entrances to the sinkholes. Check the map here. The southwestern part is where you can find some Raw Wartroot, if I'm not mistaken. Find an exit (some vines) and back to Sophie. She tells a story of how she made this necklace to get into the Werelupe Burrows for this young kid. He used this necklace to try and steal the Werelupe King's treasue; he got buried alive...Tor asks her to make another one, but she says you can just use the old one. And guess where it's at...buried with the dead guy in his crypt! MWAHAHAHAHAAH!!! Anyways. Find the entrance to the Graveyard. Now, let me get this out of the way. There are 4 crypts. Correct me if I'm wrong, but the charm is in the Crypt of the Fallen (feel free to visit the other crypts for treasures after getting the charm). Once you enter the graveyard from the save point, a scene occurs where the Gelert Assassin had been waiting for you (STALKER). Again, he doesn't do anything, so just enter the gates nearest the save point. On your way to the Crypt, there reads a tombstone saying 'Neoschools'. Did Neopets really change their mind about Neoschools? =[ So, here we are...step on the blue pedestal to open the door. Go straight... you'll come to a pretty empty room. Move the block to the yellow pedestal. Go to the yellow room, and move this block to the yellow. Back in the main room, move the block to the purple. Head into the leftmost room on that side. Now, move the block to the green. Explore these rooms, then go down the stairs. Move the block to the blue. (Yes my directions sound completely lost, but if you're playing the game at the same time, you'll get it) Fully explore this crypt before heading into the main blue room. You'll be fighting a Death Knight. He'll drop the necklace. Leave the crypt and the graveyard. Now, use your map to find your way to the giant skull. Walk towards it, and it'll open. After your first couple steps, Tor and Roberta decide to split up. You'll be playing Roberta first. Explore this upper area. Then go up the ramp. If you see a wall of bones, you'll know you're in the right place. Keep going forward. Once you come to some water, jump in and reach for the charm. Unfortunately, it turns out to be a trap =[ After this, you come to play Tor. From the save point, head right. Soon enough you'll end up in the Middle part. Go through the bone archway in the middle, to the big room (INTHEMIDDLE), and take the topmost part. Find the Earth Treasure Chest, open it, and then backtrack to go straight. Take the right side path, save your game again, and contine on to the Lower Part. From here, go left and through the bone archway. (I know, I know, my directions suck, but sorry, that is the best I can explain it). Take a look at your map; if you're lost, aim to get at the northwest corner. A scene occurs when you meet him. He says he's going to eat you!!! Anywho, he remembers you from Illusen's Glade...Prepare to battle! Scroll down to Bosses Section...=]. When you're done here, he falls, and all the Werelupes run away, scared. ha. Exit through the waterfall. When you get out, the skull will close. Leave here, but make sure to buy the now lower priced wand from Sophie. --FREE ILLUSEN'S VILLAGE-- Now, we are one step closer to helping Illusen and her Glade. Once out of the Woods, I don't care how, just get to Illusen. Find/fight you way to the pulley, but hey, who is that? Oh yeah. It's my good ol' buddy Mr. Gelert Assassin. He cuts the rope for us, yay, meaning more walking around looking for a way to get up there. Leave the Glade. We'll talk to our "little buddy" later, after a talk with Hubert. Hubert?, you may wonder. Yes...Tor's Dad. ******************************************************************************* --8. Side Quests-- This section was created to make the walkthrough simpler, without any worries of missing a side quest. I organized by which act you could get them in. *Act 1 --Farm Road Hide and Seek This doesn't count as a side quest, but, I'm putting it for fun. Across the lake is a small aisha who is willing to play hide-and-seek for a prize, which is a mote. She is in a number of places, including behind the house with the swamp-like garden, behind the tower, and several other places. It's random when she gives out prizes, so don't be mad if she doesn't give you anything. Dangerous Weeds Continue on the main path towards the farmhouse on your left and speak to the aisha. Sheesh these farmers don't really care about your life, huh? Oh well. Go through the opening in the trees and you should see some walking plant thing, which is the dangerous weed. It is a little toughie, because it can slow you down and send out little Flower Monsters on the ground to throw out nasty... blobs. Just keep attacking, and finish off the monsters he left behind. Go back and speak to the aisha to claim your reward, a 4-leaf clover. 4-leaf clovers increase your luck, and you can check how many you have in your inventory screen. Noises in the Root Cellar Another quest where you are risking your life for simple farmers. OK, so walk up to the root cellar door and enter it. The place is pretty straight-forward, so walk forward. To this day, I still am not sure what alignment Spyders are, so just attack them recklessly. You can also bust up barrels and pots for items and neopoints. However, if you do get lost, press the left directional button to check your map. Since this place is small, make sure to fully explore it. You know your job is done when you defeat the Giant Spyder and its little cronies. Using the Air Mote you recieved from the Giant Spyder, equip it to your sword and bust open that fancy looking chest. If you get poisoned, eat a Bagguss. EW. Work your way out of the cellar the way you came in, and talk to the farmer. He gives you 100 NP for a job well done. Protect Boggs' Field The last house before the road leaves...the Farm Road, is the next side quest. All you have to do is defeat the Crokabeks, the crow like petpets. After raiding his field if there are any Chokatos left, go back to talk to him to recieve a chokato. --Meridell Outskirts The Gelert Prince Kill the Crokabeks, and speak to him. It seems that thieves took his precious Golden Rose for his beloved, so let's take it back from them. Take the left road and jump down. Continue down the path, and you'll come to a cave. Best to equip your sword with a Light Mote and your armor with a Dark Mote. The guys with the clubs take more effort to defeat them then regular thieves, so put up a strong fight. Work your way until you come to the middle of the cave with lots of Clubmen. That's not their real name, but I prefer to call them that. Once you are done there, go into the room on the right side. Fight all the thieves here, and when you are done, climb up the box to fight the ones on the woodbeams. Jump from chest to chest to claim the sitting Sun Mote. Jump down and open the brown chest for a random mote or item. Continue up the path to a shaky bridge. If you run across it, you will fall through to a den with Drackonacks. You are no match for them, so just run away from them. Go back up and open the chests with your newly acquired Sun Mote. Jump across the bridge and back to the middle of the cave. This time, take the other room on the left side. Defeat the thief in here and claim the Golden Rose in the brown chest. Make your way out of the cave and back to the Prince. He gives you 350 NP, and asks you to deliver the rose to his beloved back in Brightvale. This quest has to wait for now, since the bridge to Brightvale is broken right now. --Shadowglen Woods The Arbendus Flower Upon coming on the bottom of the road, there will be some steppes to the left of you, with a couple of Flower Monsters. Defeat them, and continue up the steppes. If you go deep into the area, there will be a Plant Gunner. After that, continue to the right, up the ramp and more monsters await you. Defeat the Spore Monster, and any Flower Monsters it might have unleashed. Continue up the path, and when you hit the rope, go right bewteen the two rocks and there will be a hidden path. Defeat any monsters along the way, and jump down to the little island. Jump across the next one, and in the middle of all the baggusses will be the Arbendus Flower. From there, go up the fallen tree trunk, and take the Light Mote. (HINT: When bagguss plants open, a poisonous gas will unleash. Be wary of this, but the effect will die soon, and usually little damage is taken). Return to Angus' Apothecary and get your reward of 500 NP. --Drackon Ridge Spyder Venom Before crossing the bridge to Cogham, go a little beyond that to some rocks with some poisonous spyders. Kill 5 to get the 5 vials of their poison. Back at the Curious Wonders shop, Gamon will give you 500 NP --Cogham Steppes Growth Pod If you happened to get one of these in the first couple steppes, talk to the food shoppe owner in the village. She'll give you a Red Negg if you do! If you haven't, dont freak; we'll come back, Act 3. --Meridell Plains Magic Skull You'll be out in Meridell Plains. Use your map to help find your way toward Brightvale. Cross after a bridge, and you'll come to a sign. Head past it, and a little along the way to Brightvale are some steppes. Climb them, and on top is a zipline rope thing. After the long cross, head into the Haunted Tomb. Head down the stairs, and save your game. The path here on is straightforward, so I'm not going to fully explain it. However, when you come across a Skeleton Archer, you'll defeat it for the Magic Skull. You don't need to go any further after that, however, I do recommend it since you'll get a Red Negg and a 4-leaf clover if you fully explore the tomb. After emerging from here, head back to Meridell real quickly since you might not have another chance in a long time. Morag will give you 750 NP in return for the skull. *Act 2 --Faerieland Harris Rescue From where the old aisha is, head over to the library entrance. There are some vines you can climb to reach the tree branch. After doing so, walk over to the Harris. Even if you fall from the tree after talking to the Harris, you will still get it. The Old Aisha gives you a potion of power in return. ******************************************************************************* --9. Petpets-- Petpets are very useful, from restoring your health to powering up your attacks You have to feed them any kind of food in order for them to be "activated". Other petpets are monsters, parts of quests, and just...decoration. *Doglefox... --These adorable little dog-foxes increase your attack power. *Gallion... --These dragonlike things help increase your defense/armor. *Meowclops... --These one eyed kitties slowly increase restore magic. They also reveal hidden things.(HINT:HIDDEN TOWER!) *Miamouse... --These mice are used for quests, meaning you have to catch them. *Mortog... --Do you have to kiss them, or what? =] *Noil... --These little lions slowly increase restore health. *Turmac... --Every petpet in one! Although it excludes the Turtum, Miamouse, and Whinny, they are the best petpet to have, which is why they are rare. *Turtum --Used to jump to higher ground. Hit shell, jump onto it, and wait for it to launch. *Whinny... --These horselike things are used for quests; you have to round them up. ******************************************************************************* --10. Monsters-- Monsters are the enemies that appear more then once. They are listed by their magic alignment. Air vs Earth, Dark vs Light, and Fire vs Water. It is essential to have the right mote attached to defeat them easily. *Air --Crokabek --Minion Archer (Blue) --Minion Grunt (Blue) --Mountain Crokabek --Swamp Crokabek *Earth --Flower Monster --Flower Monster (Walking) --Ixi Spearman --Ixi Archer --Ixi Henchman --Minion Archer (Yellow) --Minion Brute (Yellow) --Minion Warrior (Light Blue) --Plant Gunner --Poison Flower Monster --Poison Flower Monster (Walking) --Poison Spyder --Spore Monster *Dark --Bandit --Dumb Skeleton --Poisonous Spyder --Rogue --Skeleton Wizard --Skeleton Fighter --Spyder --Thief *Fire --Drackonack --Giant Drackonack --Minion Archer (Red) --Minion Artillery --Minion Brute (Red) --Minion Magician (Red) --Werelupe Basher --Werelupe Bone Thrower --Werelupe Elite *Light --Minion Magician (Yellow) *Water --Minion Brute (Blue) --Slorg --Sludgy --Swamp Tentacle --Tentacle *NOTE: A lot of monsters' alignments are not known, so please email me telling me the right alignment. Also, I have trouble remembering the Minions' names and alignments. (EX. Minion Archer:Fire?) And another thing. I am missing a lot of monsters, so please do not hesitate to email me. ******************************************************************************* --11. Bosses-- This section contains info on each boss in the game, and how to defeat them without using so much as 10 juppies. *Juppie Monster (Act 1) --Location: Shadowglen Woods --Difficulty: Easy --Alignment: Earth (Use an Air Mote on your Sword and Earth for both Shield and Armor) --How to Defeat: For every tentacle you defeat, a juppie from the ceiling falls. The Juppie Monster doesn't really like his precious gigantic juppies falling, so he attacks you everytime you get near it or stand on top of it. When he does attack you, quickly run away and he'll be the one to smash the juppies. He'll be stunned, so quickly attack him. Hit him several times before he regains his power. Everytime you get the chance to hit him, he'll get faster and send more tentacles. Juppie plants are located near the entrance in which you came through, so get them if you're running low on magic or health. *Ixi Chieftan (Act 1) --Location: Cogham Steppes --Difficulty: Easy --Alignment: Earth (Use an Air Mote on your Sword and Earth for both Shield and Armor) --How to Defeat: The two henchman that reported to him in Cogham Village will be his first defense, so quickly defeat them. He really is weak, so just attack him when he's not really trying to attack you or when he's powering up. You should know when it's a good time to go and attack him, and when not to. Some- time in the battle he'll send some Ixi Archers out to come and help him, but if you're constantly moving, they won't be able to get a clear shot at you. He is no big deal, so finish him off quickly. Congrats, you defeated your 2nd boss! *Gnarfas --Location: Illusen's Glade/Lightwater Forest --Difficulty: Medium --Alignment: Fire (Use a Water Mote on your Sword and Fire for both Shield and Armor) --How to Defeat: Gnarfas is a bit tricky to defeat. It's hard to try and hit him, since he is barely open for attacks. He'll jump up to the trees and try to jump on you, and whip you with his chains when you get too close to him. The only time you'll get to hit him is when he is stunned. If you take too long to kill Gnarfas, the Werelupe King will attack you with his boomerang. Some point in your battle, the Old Knight will try to aid you, but falls to the Werelupe King. This devastates Tor, but makes no difference to your battle. *Plague Serpent --Location: Bogshot Swamp --Difficulty: Medium --Alignment: Water (Use a Fire Mote on your sword/wand and a Water Mote for Shield and Robes/Armor) --How to Defeat: Now the only reasons why his difficulty is medium is 1)He takes a hell lot of time to kill and 2)He is just plain tedious. Otherwise then that, he would be easy. Anywho, climb one of the platforms, preferably the highest one possible. He'll dive in the water, appear in the front or behind you. Now, the only attacks you should run away from is the poison breath and hypnosis. However, when he's about to headbutt you, use your shield, but if you do it too early, he'll use another attack (obviously you won't be using Roberta here). Once he falls from the blow, jump down and attack at him until he goes back up. The more health you cut from him, the more platforms will get crushed. After like 5 hours, he'll fall =] *Werelupe King --Location: Werelupe Burrows --Difficulty: Easy --Alignment: Fire (Use a Water Mote on your sword and Fire for both Shield and Armour) --How to Defeat: You would think the Werelupe King, King of all Werelupes, would know a few tricks up his sleeve. Surprisingly, he is actually a lot like the Ixi Chieftan. He is no challenge, really; the only thing difficult is well he...actually I can't think of anything. Although Torak told you not to, hacking recklessly at him might be a good strategy. I said MIGHT. ******************************************************************************* --12. Items-- *Regular Items --Health Restoration Items Red Juppie... Restores a small amount of health. Very common. Chokato... Restores a large amount of health. Somewhat uncommon. Peachpa... Restores a huge amount of health. A little rare. Kauvara's Potion... Restores all lost health and prevents you from taking damage for a little while "The most rare potion" --Magic Restoration Items Purple Juppie... Restores a small amount of magic. Very common. Starberry... Restores a large amount of magic. Somewhat uncommon. Ergyfruit... Restores a huge amount of magic. A little rare. Fyora's Potion... Restores all lost magic and regenerates magic energy for a little while. Very rare. --Curative Items Bagguss... Cures poison...but tastes nasty! Spyder Juice Elixir... Use for temporary immunity to poisons. Dispelling Potion... Removes all curses, and temporarily makes you impervious to new ones. Ointment of Curing... Use of temporary immunity to slow-down effects. Unguent of Curing... Instantly cures poisons, curses, and slow-down effects. --Neggs Speckled Negg... Rejuvanates a small amount of health and magic Striped Negg... Rejuvanates a large amount of health and magic Silver Negg... Rejuvanates all lost health and magic! Red Negg... Increases maximum amount of health (Used automatically) Starry Negg... Increases maximum amount of magic (Used automatically) Golden Negg... Increases both magic and health (Used automatically) --Other Potions Potion of Revival... Use to immediately revive a fainted hero Potion of Heroism... All attacks will do more damage instantly Potion of Meerca Speed... Use to run as fast as a speeding meerca *Motes --Earth Leaf Mote/Rock Mote Found basically everywhere where there is land, used for poisonous magic toxins --Air Fog Mote/Wind Mote Mostly in mountainous areas, used to push with force and shocking effects --Dark Smoke Mote/Shadow Mote Hidden or dark places is where it's at, used to absorb energy from enemies --Light Light Mote/Sun Mote Wherever there is light is where it's found, used to cause confusion --Fire Fire Mote/Lava Mote As long as it's warm, it's out there, used to set things on fire --Water Bubble Mote/Water Mote Rivers, Lakes, and watery places, this is used to freeze things --Every Alignment Nova Mote/Supernova Mote Rare and very valuable, this is every mote in one! ******************************************************************************* --13. Money Making-- Money makes the world go round! Literally. It actually keeps it in tact. Or whatever you spell it. Yes, it buys your sword, juppie, negg, mote, courage... ha! That should already be there. Places of interest to try out... *Meridell --Meridell Arena 1) Rogue: Wooden Shield 2) Ixi Henchman: 500 NP 3) Sludgy: 750 NP 4) Skeleton Fighter: 1,000 NP 5) Werelupe Elite: 2,000 NP --Wheel of Chance Spin the wheel to earn the grand prize of 170 NP? Time your stops. I find it much easier to stop the wheel after the first spin. ******************************************************************************* --14. Shops-- *Bogshot Village --Sunnyfields Fine Foods Red Juppie: 28 NP Purple Juppie: 22 NP Ergyfruit: 125 NP Speckled Negg: 100 NP Bagguss: 25 NP --Curios Curios Meridell Farms Treasure Map: 375 NP Red Negg: 1,000 NP Starlight Potion: 300 NP Werelupe Woods Treasure Map: 200 NP Tone of Warding: 2,500 NP --Bogshot Apothecary Spyder Juice Elixir: 150 NP Potion of Revival: 100 NP *Brightvale --Fruits of Brightvale Bagguss: 50 NP Red Juppie: 25 NP Purple Juppie: 20 NP Starberry: 40 NP Chokato: 60 NP --Brightvale Motery Smoke Mote: 120 NP Light Mote: 130 NP Fire Mote: 110 NP Wind Mote: 80 NP Leaf Mote: 90 NP Nova Mote: 400 NP --Matkin's Maps Bogshot Treasure Map: 220 NP Brightvale Treasure Map: 200 NP Brightvale Road Treasure Map: 240 NP Crossroads Treasure Map: 280 NP Werelupe Woods Treasure Map: 300 NP --The Royal Potionry Spyder Juice Elixir: 150 NP Potion of Power: 400 NP --Brightvale Armoury Knight's Shield: 1,500 NP Magic Robes: 2,000 NP *Cogham Village --The Peachpa Hut Purple Juppie: 20 NP Red Juppie: 25 NP Peachpa: 150 NP --Brennan's Anvil Knight's Sword: 1,500 NP Enchanter's Wand: 2,000 NP --Treasures and Trinkets Starlight Potion: 300 NP Potion of Revival: 100 NP Starry Negg: 800 NP Shadowglen Treasure Map: 225 NP Meridell Farms Treasure Map: 260 NP --Ingmar's Armoury Iron Shield: 800 NP *Drackon Ridge --Motara's Marvelous Motes Sun Mote: 280 NP Lava Mote: 260 NP Shadow Mote: 240 NP Wind Mote: 250 NP Rock Mote: 230 NP Wizard's Gown: 6,000 NP *Faerieland --Potionmaker Fizlar Potion of Meerca Speed: 500 NP Dispelling Potion: 180 NP Spyder Juice Elixir: 150 NP --Shopkeep Visal Purple Juppie: 20 NP Speckled Negg: 75 NP Starberry: 40 NP Red Juppie: 25 NP Chokato: 60 NP --Hidden Tower Sorcerer's Wand: 7,000 NP Faerie Dress: 8,000 NP Golden Shield: 4,000 NP Silver Negg: 1,500 NP Golden Negg: 5,000 NP Fyora's Potion: 1,500 NP Kauvara's Potion: 2,000 NP *Illusen's Glade --Nothin but Neggs! Speckled Negg: 75 NP Silver Negg: 600 NP Golden Negg: 2,000 NP Striped Negg: 250 NP *Gord the Merchant Starberry: 50 NP Bagguss: 60 NP Striped Negg: 300 NP Bogshot Treasure Map x2: 200, 250 NP Chokato: 75 NP 4-Leaf Clover: 500 NP Potion of Revival: 150 NP Starlight Potion: 400 NP Meriload Mine Treasure Map: 250 NP Meridell Farms Treasure Map: 250 NP Steppe Plateau Treasure Map: 300 NP Lightwater Treasure Map: 400 NP Bogshot Swamp Treasure Map: 300 NP Brightvale Treasure Map: 300 NP Crossroads Treasure Map: 400 NP Brightvale Road Treasure Map: 300 NP *Meridell --Rory the Shady Guy Drackon Ridge Treasure Map x2: 200 NP Meridell Plains Treasure Map: 200 NP Meri Acres Farm Treasure Map: 200 NP Illusen's Glade Treasure Map: 300 NP Meridell Farms Treasure Map: 200 NP --Angus' Apothecary Spyder Juice Elixir: 125 NP Potion of Power: 400 NP Potion of Meerca Speed: 500 NP --Meridell Food 'n Slop Red Juppie: 22 NP Starberry: 40 NP Bagguss: 40 NP Chokato: 50 NP Purple Juppie: 20 NP --Mistress Morag's Magical Merchandise Light Mote: 130 NP Fire Mote: 110 NP Smoke Mote: 120 NP Bubble Mote: 80 NP Leaf Mote: 90 NP Sorcerer's Wand: 7,000 NP --Meridell Smithy Squire Sword: 500 NP --The Village Armoury Wooden Shield: 400 NP --Shoppe of Curious Wonders Speckled Negg: 70 NP Ointment of Quickness: 125 NP Dispelling Potion: 125 NP Meridell Castle Treasure Map: 200 NP *Sophie the Swamp Witch Lava Mote: 250 NP Smoke Mote: 100 NP Starry Negg: 800 NP Fire Mote: 120 NP Witch's Wand: 10,000 NP (after: 3,000 NP) ******************************************************************************* --15. Equipment-- *Tormund's --Swords Wood Sword: Meriacres Farm (AKA Ellis Family Farm) Squire's Sword: Meridell Village Smithy, 500 NP Knight's Sword: Cogham Village Breenan's Anvil, 1,500 NP Kreludan Blade: From Kreludan Blade Side Quest --Shields Wooden Shield: Meridell Arena First Round or Village Armoury for 400 NP Iron Shield: Cogham Village Ingmar's Armoury, 800 NP Knight's Shield: Brightvale Armoury, 1,500 NP Golden Shield: Hidden Tower, 4,000 NP --Armor Farm Clothing: Meriacres Farm (AKA Ellis Family Farm) Squire's Plate: Meridell Army Recruitment Centre Knight's Plate: Meridell Village Armoury, 2,500 NP *Roberta's --Wands Makeshift Wand: Made in Faerieland Training Wand: Brightvale Castle, 2nd Floor Enchanter's Wand: Cogham Village Brennan's Anvil, 2,000 NP Sorcerer's Wand: Hidden Tower/Meridell Mistress Morag's Magical Merchandise, 7,000 NP Witch's Wand: Sophie the Swamp Witch, 10,000 NP (3,000 NP, after) --Robes Diplomat's Robes: Faerieland Courtyard Gardens Training Robes: Recieved from Serader in Faerieland Library Magic Robes: Brightvale Armoury, 2,000 NP Wizard's Gown: Drackonack Ridge Mortara's Marvelous Motes, 6,000 NP Faerie Dress: Hidden Tower, 8,000 NP --Shield Spells Tome of Warding: Bogshot Village Curios Curios, 2,500 NP ******************************************************************************* --16. Treasure Maps-- This section explains only where to find the treasure MAPS and not the treasure location. This does not include what the actual treasue is, because the prize varies from NP, to potions, and to other items of high value. They are listed in the order they are found. *Shadowglen: Found in Root Cellar *Drackon Ridge x2: Bought from Rory the Shady Guy for 200 NP *Meridell Plains: Bought from Rory the Shady Guy for 200 NP *Meri Acres Farm: Bought from Rory the Shady Guy for 200 NP *Illusen's Glade: Bought from Rory the Shady Guy for 300 NP *Meridell Farms: Bought from Rory the Shady Guy for 200 NP *Meridell Castle: Bought from Shoppe of Curious Wonders for 200 NP *Shadowglen: Bought from Treasures and Trinkets for 225 NP *Meridell Farms: Bought from Treasures and Trinkents for 260 NP *Bogshot: Bought from Gord the Merchant for 250 NP *Meriload Mine: Bought from Gord the Merchant for 250 NP *Meridell Farms: Bought from Gord the Merchant for 250 NP *Steppe Plateau: Bought from Gord the Merchant for 300 NP *Lightwater: Bought from Gord the Merchant for 400 NP *Bogshot Swamp: Bought from Gord the Merchant for 300 NP *Brightvale: Bought from Gord the Merchant for 300 NP *Crossroads: Bought from Gord the Merchant for 400 NP *Bogshot: Bought from Matkin's Maps for 200 NP *Brightvale: Bought from Matkin's Maps for 200 NP *Brightvale Roads: Bought from Matkin's Maps for 240 NP *Crossroads: Bought from Matkin's Maps for 280 NP *Werelupe Woods: Bought from Matkin's Maps for 300 NP *Brightvale Road: Bought from Gord the Merchant for 300 NP ******************************************************************************* --17. Hints & Tips-- *When exploring the land, always look for sources of health and magic restorive items, even if they are not mentioned in the guide *Petpets will always be useful to you. Check the Petpets section to learn more *Always buy Treasure Maps. Most of the time, the treasure is always worth your money *Do the side quests. They can result in extra NP, equipment, items, etc *Talk to everyone you see. Some info may come in handy, and others for just plain old fun *If you're running low on money, try your luck at the wheels, compete in areas, do side quests, and cut up grass. My main income in the game was from digging up treasure chests, which is way I included the section on where to buy them. *Never buy food items from stores. Stock up your juppies, because the more you have, the less you'll have to rely on Ergyfruits and Chokatos. *Save often. You never know when your game will crash, and trust me, its better to be on the safe side. You might also want to save your game on a different memory card if you fear your careless little brother or evil older sister will mess it all up for you. ******************************************************************************* --18. Coming Soon-- Yes, we all love it when something just keeps on getting better and better. So, my plan is to make this a super guide, packed with as much information in one page. With time and patience, expect to see the following soon...and as always, suggestions are always welcome. Don't expect everything to be done. =] *More Boss info, meaning more detail on them, etc. *A new organized way for the Monsters section *A complete walkthrough of all 4 acts *A NQII Guide =] ******************************************************************************* --19. Credits/Sites-- *Neopets, for starting Neopets.com and all related information on it *Sony Computer Entertainment America for "hosting" the game and all other companies for helping them publish the game *Myself, for buying the game =) *And everyone who has helped me with the errors and asking me for permission before posting information on their site. To keep my promise, I have made a list of sites to check out my guide and some related info. If you want to see your site here, email me! *cheatcc.com *neopets.com *neoseeker.com *playstation.com Those random kind people that just happen to point out errors: *Yanzhong Wong (yanzhong_94@yahoo.com.sg) For a multitude of info on a number of sections, including equipment, items, monsters. =] *The Doves (dovesfly@netpluscom.com) For info on petpets, neggs, and a side quest I missed. ******************************************************************************* --20. Copyright Information-- *This Walkthrough/FAQ is copyrighted by me, Cisee Prince (c). This file may not be copied, redistributed, or in any way rewritten, or stolen. *Request to post partial info BUT not whole can be asked via through email, with SOME credit to me for publishing this guide *If you decide to post anyway after I declined your request, I WILL take action *******************************************************************************