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FAQ/Walkthrough

by MaemiH

*****************
Neopets: The Darkest Faerie, a walkthrough
System: Playstation 2
Release date: November �05
Walkthrough last updated: 12/29/06
By Maemi H
This file is copyright � 2006 by Maemi H
*****************

Table of Contents:

1. Notes from the author
2. Version updates
3. Introduction
4. Controls
5. Characters
6. Walkthrough
    (6.1) Act 1: Tormund�s Story
     (6.1a) On Tor�s Farm
     (6.1b) Meridell City
     (6.1c) Road to Squireship
     (6.1d) Shadowglen Woods
     (6.1e) Meridell Castle and a Bunch of Menial Chores
     (6.1f) Your First Mission
     (6.1g) Cogham Village and Climbing a Mountain
     (6.1h) Knighthood and a Messenger With a Message
     (6.1i) The Road to the Lightwater Forest
     (6.1j) Aiding Knights and Faeries Alike
     (6.1k) Inform the King!
     (6.1L) A Mysterious Faerie and Escaping Meridell
    (6.2) Act 2: Roberta�s Story
     (6.2a) Introducing Roberta
     (6.2b) Crafting a Wand for Lessons
     (6.2c) Magic Lessons
     (6.2d) Audience With Fyora
     (6.2e) A Good Night�s Sleep
     (6.2f) A Disturbance
     (6.2g) Save That Poor Aisha!
     (6.2h) Escaping Faerieland
    (6.3) Act 3: Heroes United
     (6.3a) The Heroes Meet and Team Up
     (6.3b) An Audience with King Hagan
     (6.3c) Doing Research
     (6.3d) Enter the Gelert Assassin
     (6.3e) Bogshot Village
     (6.3f) Bogshot Swamp
     (6.3g) The Dark Barrier
     (6.3h) Going Back Home
     (6.3i) Shadowglen Woods Revisited
     (6.3j) Heading To Cogham Again
     (6.3k) Villagers and Mines
    (6.4) Act 4: Legends of Altador
7. Side Quests
8. Items
    (8.1) Health Restorative Food
    (8.2) Magic Restorative Food
    (8.3) Healing Food
    (8.4) Neggs
    (8.5) Potions
9. Shops Directory
10. Enemies
    (9.1) Bosses
    (9.2) Minor Enemies
11. Equipment and Armor
    (10.1) Tor
    (10.2) Roberta
12. Credits
13. Copyright information
14. Contact information
*****************
1. Notes from the Author
*****************
Greetings.  I�m Maemi H, and this is a walkthrough for Neopets: The Darkest
Faerie for the PS2.  This is the first real walkthrough that I�ve done, so
please bear in mind that it could and will contain errors.  If you find any,
feel free to contact me using the contact information I provide at the bottom
of this document.

So, the much anticipated Neopets game has come out after almost three years of
teasers.  I�ve seen plenty of people shooting it down for its graphics (well,
duh, it was originally supposed to be for the PS1, so it makes sense the
graphics aren�t as good as they could be) or other petty things like that, but
I personally love the game.  It�s challenging, fun, and I could play it for
hours without even realizing it.  But, I�m not here to give my opinion about
the game, I�m here to tell you how to beat it.

And so with that, on to the next section.
*****************
2. Version Updates
*****************
Version 1.0: First put this up.  Got through the walkthrough as far as getting
into Meridell City. Also put in a few Neggs, items, finished controls section,
and put up main and side characters as far as I�ve played into the game.

Version 1.1: Added more to the guide; am planning to add more to the other
sections with the next update

Version 1.2: Updated the guide all the way through Squire Chores, changed the
Darkest Faerie�s profile in Main characters, added more to Illusen, Fyora,
Gelert Assassin and changed Old Knight to King of Altador and updated his
profile in Side Characters, and added Side Quests through helping the Gelert
Prince.

Version 1.3: Updated the walkthrough as far as going to sleep after becoming a
knight.  Updated the side characters section to include the four major Heroes
of Altador and also added in The Darkest Faerie Sisters.  Added the last of the
information about Neggs in the Items section.  Added my Neopets username to the
Contacts section, and added a note after my e-mails.  Corrected a few spelling
errors.  With the next update, I intend to finish out Act 1.

Version 2.0: Updated the walkthrough all the way to the end of Act 2.

Version 3.0: Updated the walkthrough all the way through to getting to Bogshot
Swamp and changed the Enemies section to Bosses and added Juppie Monster, Ixi
Chieftan, Gnarfas, Plague Serpent and The Black Knight.

Version 3.1: Updated the walkthrough all the way to the end of the Bogshot
quest and finished the Bosses section.

Version 3.1.2: Updated the living daylights out of this thing.  Added in minor
enemies and re-arranged the bosses section in Enemies.  Added in Shop Directory
and Equipment and Armor sections and organized the guide so that it was a lot
easier to find a specific part that you�re looking for.  Minor update in the
credits section.  Got through the walkthrough all the way to the end of the
second Shadowglen Woods mission.

Version 3.2: Finally updated, even if it�s just one dungeon.  Sorry about the
long wait, but I�ll try to finish up this guide as quickly as possible!
Updated to the end of the second Cogham mission.


*****************
3. Introduction
*****************
Neopets: The Darkest Faerie is the story of two young Neopets, Tormund the Lupe
and Roberta the Acara, and their fight against the Darkest Faerie.  The Darkest
Faerie, who�s given name was stricken from all memory, terrorized Neopia 1,000
years ago, only to, in the end, be turned into a stone statue by Fyora and sunk
into the ocean (presumably near where the first Maraqua sunk, because you
can see the statue of her if you look at the Old Maraqua map on the
Neopets website).  She freed herself and continued her reign of terror over
Neopia.  Obviously, that�s where you come in.  First as Tor, then as Roberta,
and finally as both, you have to stop the Darkest Faerie.  I�d tell more, but
I�ll save the spoilers for the walkthrough.
*****************
4. Controls
*****************

Menu Controls-

Start- Pause game/ Access Pause Menu

Highlight Menu Item- Left analog stick or D-pad

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- (Hold) R1

Sneak- (Hold) Square button

Strafe- (Hold) L2

Combat-

Attack- Circle Button

Block- (Hold) L1  (Must have shield. Hero automatically blocks when standing
still.)

Jump Attack- X button + Circle Button

Combo Attack- Circle, Circle, Circle (Watch flashes on sword, to time your
attack)

Rapid Attack- Circle button(Press repeatedly)

Spin Attack- left analog stick (Rotate in a full circle) then Circle Button

Dash Attack- Left analog stick (Down) away from enemy, then (up) and Circle
button.

Power-Up Attack- Hold Circle button and wait for the flash on the weapon before
releasing. (This uses the power of any mote assigned to the weapon.)

Aimed Attack- R2 (Use to fire while looking around with the right analog stick)

Other Actions-

Use Activated item- Triangle

Talk/Feed/Use- Square button.

Switch heroes- L1+R1 (Only when both heroes active)

Show Map- Directional button Left

View Quest Log- Directional button Right

Quick Inventory- Directional button Up

Mote Inventory- Directional button Down

Show HUD- L3

Orient Camera behind Hero- R3

Fire Ropegun- R2 (Can only fire at valid targets)

Quick Inventory-

Select Item- D-pad (Up, Down, Left, or Right)

Use Item- X button

Active Item- Circle button

Close Quick Inventory- Triangle button

Mote Inventory-

Select Mote- D-pad (Up, Down, Left, or Right)

Assign Mote to Weapon- Circle 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 directional
Cycle Inventory Item- X button

Activate Inventory Item- Circle button

Exit Inventory- Triangle button

*****************
5. Characters
*****************

Yes, this is the character section, however I won�t be copying out of the
instruction manual word-for-word.  Anyway, here goes:

Main characters:

Tormund (Tor) the Lupe

Tor grew up on a farm on Meri Acres with his mother, father, and sister Lucy.
He has an extremely honorable nature and can�t help but� well� help anyone that
he sees needs it.  He aspires to become a knight of Meridell some day, and he
just may get the chance when his father asks him to deliver a package to
Meridell.  Tor�s weapon of choice is the sword, which allows him to attack at
close distances.  He can also equip motes to his sword for specific magical
effects.

Roberta the Acara

Roberta is niece to King Hagan and King Skarl, and she lives in Brightvale
with Hagan.  She was raised to be a diplomat, however she hates it and wishes
to be a sorceress.  The Royal Sorcerer of Brightvale, Seradar, has secretly
been teaching her in magic, and she�s gotten skilled in it enough to fend for
herself.  King Hagan sent Roberta and Seradar to Faerieland one day to meet with
Queen Fyora about the mysterious purple clouds gathering over Meridell, and
Roberta ended up getting a real chance to test out her magic skills.  Robert�s
weapon of choice is, as I�ve stated, magic.  She can fire bolts from her wand
at a distance, and if you get up close to an enemy, she can whack them with her
wand.  As with Tor, you can equip Motes for specific effects.

The Darkest Faerie

Her real name stripped from memory, everyone just calls her The Darkest Faerie.
She was one of the twelve heroes that helped build Altador, however she went
mad with power and tried to destroy it.  Another one of the Heroes, Jerdana,
used her magic to seal Altador (though everyone thinks the Darkest Faerie
destroyed it), and Fyora disposed of the Darkest Faerie by way of an
enchantment that turned her into stone.  She lay dormant at the bottom of the
ocean for a thousand years, but finally managed to escape and continue her evil
schemes on Neopia.

Side characters:

Lucy the Lupe

Lucy is Tor�s younger sister.  She�s extremely adventurous (sometimes too much
for her own good), and is very excited about the prospect of her older brother
becoming a Knight of Meridell.

Kelland the Quick (Kell the Beggar)

Tor saved this rather shaggy-looking Techo from bandits.  As thanks, he gave
Tor a mysterious amulet that ended up being what saved Tor from the Darkest
Faerie�s influence.  The Techo is one of the twelve Heroes of Altador who
Roberta and Tor have to awaken.  Kelland is rather clever and sneaky.  He�s a
master of the dark arts, for he feels that using dark magic isn�t a bad thing,
so much as who uses it.  Kelland was the one who invited the Darkest Faerie
into the group of Heroes, impressed with her power.  His shrine is the sewer
under the city, where he has built an elaborate maze of traps that only the
most skilled thieves are able to get through.  Well, until Tor and Roberta get
there.

King of Altador (Old Knight)

He was posing as a knight of Meridell, and helped Tor out a few times (more
morally than anything, but whatever).  He was injured by the Werelupe King when
he tried to aid Tor in Illusen's village, and just disappeared after that.  He,
however, revealed himself to Tor and Roberta after they escaped Faerieland and
ended up in the Altadorian Hall of Heroes.  His real name is actually just
Altador.  When Tor and Roberta ended up in Altador after the epic fight between
the Darkest Faerie and Queen Fyora, he explains to them that the only way left
to defeat the Darkest Faerie is to obtain Jerdana�s orb.  But first, they must
awaken her�

Torakar, the Gladiator Legend (Torak the Man-At-Arms)

Torakar is one of the twelve Heroes of Altador that Roberta and Tor must
awaken.  Before the Darkest Faerie escaped and started wreaking havoc again, he
posed as Sir Torak, the Man-At-Arms for Meridell Castle, and Tor�s trainer.
After the Darkest Faerie took over Illusen and plunged Meridell into darkness,
Torakar disappeared, most likely having fled to Altador.  Torakar is extremely
noble and enjoys a good fight.  In Altador, an arena was built in his honor,
which serves as the Gladiator Shrine and in which can be fought in after
freeing Torakar.

Fauna, the Park Legend (Faun)

Fauna is a very kind soul that loves PetPets, and just life in general.  Before
being called back to Altador, she was posing as Faun, a servant in Meridell
Castle.  Tor first met her when he was assigned to help her capture the Miamice
that had infested the storage room.  When Tor came back from the Lightwater
Forest and found the castle had been taken over, Fauna helped him escape from
the Darkest Faerie Sisters.  She then fled herself, presumably to Altador.  Her
shrine is a large building in the Altador Park district that is full of plant
life.

King Skarl

This Skeith is king of Meridell.  Fat and oafish most of the time, many people
don�t seem to have much respect for him.  However, he is an excellent king and
does what is best for Meridell.  The Darkest Faerie possessed him and had the
Darkest Faerie Sisters watch over him to make sure nothing happened.  After Tor
and Roberta defeated the Sisters, Roberta used Fyora's Rod to free King Skarl
of the Darkest Faerie's influence, and Skarl promptly used the Rod himself to
get rid of the last of the dark clouds over Meridell.

Illusen the Earth Faerie

Illusen is a powerful Earth Faerie that has made her home in the Lightwater
Forest in Meridell.  She takes enjoyment in helping travelers in any way that
she�s able.  When going to investigate why the rest of the Knights of Meridell
hadn�t come back from their mission to Illusen�s glen, Tor found that she had
been taken over by the Darkest Faerie, and the Werelupe King had stolen
Illusen�s charm, which, according to the Earth Faerie, was the only defense
against The Darkest Faerie.  Tor and Roberta got the charm back, and Illusen
bequeathed to them the Faerie Orb, which would get them through the dark
barrier around Meridell.

The Darkest Faerie Sisters

Known as Vanity, Malice and Spite, these sisters are the Darkest Faerie's most
faithful servants.  After Tor was spotted when he snuck into the castle, these
sisters chased him through most of the building, trying to kill him.  Because
they had invulnerability, though, Tor couldn't hurt them, so he was forced to
flee, with the aid of Fauna.  The Sisters had thought they killed him, so were
suprised when he showed up again with Roberta.  Roberta used Fyora's Rod to
steal their invulnerability, and the two heroes promptly disposed of them.

Seradar

Seradar is the Royal Sorcerer of Brightvale.  Extremely wise, he started to
train Roberta in the art of magic when he saw great potential in her.  He went
with her to Faerieland to converse with Queen Fyora, however he was driven mad
by the evil purple clouds that materialized over Faerieland when the Darkest
Faerie attacked.

Jerdana (Old Lady)

Roberta originally met this aged Aisha in Faerieland, where Roberta saved her
Harris from a tree.  As thanks, Jerdana gave Roberta a strange amulet. She was
captured by the Darkest Faerie, but Roberta freed her.  Jerdana commanded
Roberta to escape and find the one that possessed the amulet�s twin, saying she
had her own escape route.  Jerdana is one of the twelve Heroes of Altador, and
is an extremely powerful sorceress.  After the Darkest Faerie tricked Roberta
out of Fyora�s Rod, Fyora told Tor and Roberta that the only way to defeat her
now was to find Jerdana.

Fyora

This wise (and old, though you wouldn�t know it) Faerie is queen of the
Faeries.  Residing in her palace on the top-most cloud of Faerieland, Fyora
watches over Neopia.  A thousand years ago, she ended up being the Darkest
Faerie�s undoing, however, she also ended up being one of the dark Faerie�s
first targets when she escaped.  After Fyora fell to the Darkest Faerie, the
palace was over-run with monsters, and Faerieland ultimately fell. When Tor and
Roberta went back to help after obtaining Fyora�s Rod, Fyora and the Darkest
Faerie got into an incredible battle.  Fyora told Tor and Roberta to escape,
and ended up being imprisoned in a bottle just as they did so.

Gordus, the Treasury Legend (Gord the Merchant)

Gordus� first appearance is as Gord the Merchant.  He shows up on some roads
with his cart of goods to sell.  Mysteriously, any monsters that are around
don�t seem to like his cart very much.  Gordus is one of the twelve Altadorian
legends that Tor and Roberta must awaken.  His shrine is the treasury building
in the Altador Money District.  Gordus was one of the few Heroes who didn�t
fight, however his goods always came in handy, and were often vital to his
fellow Legends.

King Hagan

King of Brightvale, uncle to Roberta and brother to Skarl, Hagan is extremely
wise and respected by his people.  He was the one that ultimately sent Tor and
Roberta on their mission to save Neopia from the Darkest Faerie.  The purple
clouds hadn�t gotten to Brightvale by the time Tor and Roberta got there, but
Hagan feared they would be there soon, and so he gave in to the request of his
niece and her new friend.

Gelert Assassin

This assassin was once good, but was driven mad by the loss of his love.  The
Darkest Faerie hired him to get rid of Tor and Roberta, but everything he sent
at them failed.  The heroes ultimately faced off against him in Illusen�s
tree-top village, but the Gelert slunk away when he realized he couldn�t win.
*****************
6. Walkthrough
*****************
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.1 Tormund�s Story

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(6.1a) On Tor�s Farm

(Ellis Family Farm)

Our story begins on Tor�s farm, where Tor and Lucy are playing with some of the
local kids.  Things end up getting out of hand, and the kids accidentally open
the gate to the corral they were playing near.  The Whinnies housed in it
escape, and Tor and Lucy�s friends promptly high-tail it.  But the good news
for you is that this triggers your very first mission.

Herding the Whinnies
With the local kids gone and Lucy refusing to help, it�s up to you to return
the Whinnies into the corral before your mother finds out (don�t worry, she
never does; that�s just a fear Lucy has).  In order to do so, simply get up
behind a Whinnie and start towards the corral.  This can be somewhat difficult,
as the Whinnies seem to be stubborn, but fear not, for they will all go in
eventually.  Once all three are in, Lucy will close the gate, and sigh in
relief, commenting that �that was a close one�, and that she was glad Mom
didn�t see.

Luck doesn�t seem to be on your side, however, because your mother promptly
calls to you from the garden.  Lucy will groan and say that you�re in trouble.
She of course doesn�t go with you, however.  So just head towards your mother;
she�s in the garden near the house.  You can get to it by simply heading
straight down the path (go to the right if you�re facing the path from the
corral), and you�ll probably recognize it once you get there.

Once you get there, you find out that your mother doesn�t want to scold you,
but simply has a small job for you.  She�ll tell you to get water for her from
the pump, since your father should�ve fixed it right this time.  So we shall do
that, but first, we must retrieve the bucket to carry said water.

Drawing Water
The bucket we need is right over on the porch of the house.  The house is near
you.  Just head down the steps of the garden and walk straight ahead; you�ll
soon come to it.  As I said, it�s right on the porch, so just walk up to it and
you�ll automatically get it.

Now, we must head over to the water pump to get that water.  The pump is right
next to the barn, so head over there; it�s right across the path from the
garden.  Jump up onto the ledge (or keep walking left until you come to the
part where the hill dips down, if you wish) and head over to the left side of
the barn; that�s where the water pump is.  To use it, simply walk up to it and
hit the square button.  The bucket will fill with water.  Simple enough, right?

Wrong, unfortunately.  You�ll get your water, but the pump will break (again).
Disregard it for now and head back to the garden so that you can give your
mother the water.  When she finds out that the pump broke again, she�ll send
you to find your father in the barn and give him the message that if he doesn�t
fix the pump right this time, he�s sleeping in the barn again.  Wow, these kids
have some great influences, don�t they?

Fixing the Water Pump
Well, regardless of the level of ability of their parents, you still need to
head over to the barn and deliver the message to your father.  Simply head in
through the front doors and he�ll be right there.  Walk up and talk to him, and
he�ll tell you that it should be easy.  Assuming he has his pliers, which he
apparently doesn�t.  So he requests of you that you get them for him; he thinks
they should be on the roof of the barn.  I�d like to know WHY they�re up there
in the first place, but I guess that�s not important.

After a short cut scene showing your father walking up to the water pump and
checking it out, head left.  You should see a ladder with a box near it.  Grab
hold of the box and pull it in front of the ladder.  After doing so, get onto
the box, then jump up onto the ladder and climb onto the second level of the
barn.  From there, head right and head out through the door that you�ll
eventually come to.  Face to Tor�s right and jump over the gap, then head right
again until you see another ladder.  Climb up that one, then walk across the
roof of the barn until you find the weather vane.  The pliers will be near
(they�ll be sparkling, which is the game�s way of making it easier to find
things).  Simply head over to them and you�ll automatically pick them up.

From there, jump off of the roof and head back over towards the water pump.
Talk to your father, and he�ll fix the pump (hopefully once and for all,
because your mother seemed serious when she said that he�d be sleeping in the
barn again).  After he does so, your father will tell you to meet him in the
house, because he has a special job for you.

A Job From Dad?
Head back down towards the house and enter it through the front door.  There,
your father will be waiting for you.  He�ll tell you that he�d like you to
deliver a package to Meridell.  However, you can�t go unarmed, so he gives you
the key to a chest upstairs, which will have a wooden sword in it.  To get to
the chest, simply head all the way upstairs and into the room you come to; the
chest will be there.  Simply walk up to it and open it with the square button,
and you�ll receive your very first sword.

After this, head back downstairs and talk to your father again; he�ll give you
the package and tell you that it needs to go to the Army Recruitment Centre.
You�ll be free after that, so, if you wish, head over to the fire; there will
be your very first Mote there, waiting for you.  After doing that, head back
outside, and there will be a short cut-scene that just simply shows Tor walking
towards the gate of the farm (rather dramatically, I might add) before you will
be off on your first major mission.

(Farm Road)

Deliver Package
Once you emerge out onto the Farm Road, simply follow the path.  After a bit,
you�ll come to the first save point; I recommend you take advantage of it.
After saving, keep following the path until you come to a rather disturbing
scene; some bandits are trying to rob a beggar.  Honestly, what has this world
come to?

Regardless, follow Tor�s suggestion of helping the beggar.  Walk up to any one
of the bandits and attack them with your sword; you don�t have to defeat them,
just scare them.  After a bit, the bandits will abandon their efforts and run
off, saying that this wasn�t over yet (oh, it�s never over, is it?).

After the bandits run off, the beggar will thank you by giving you a strange
necklace.  It doesn�t look like much, but the man assures you that it is
special and implores you to never take it off.  He�ll also give you a Light
Mote before letting you go on your way.

So, simply continue on down the path, hacking away at the grass you find in
order to get Neopoints (I highly recommend this; you�ll need them later if you
want to make matters easier for yourself).  There are plenty of side-quests
that you can do on your way to Meridell, however I won�t cover them here; those
will be in the Side Quests section.

(Meridell Outskirts)

Anyway, once you get far enough down the path, you should see a broken bridge
(there�s also a save point, which you may use if you wish).  To get across,
first walk across the narrow path on the left of the bridge, then walk over and
jump so that you�ll slide down the cable.  You�ll then land on a small island.
From the island, jump onto a small platform under the bridge and climb up the
ladder you see.  From there, just keep heading down the path, continuing to
collect Neopoints from the grass.  There�s also a dancing leaf that you should
see.  Collect it, as it�s a Leaf Mote and will probably come in handy later (it
also seems to regenerate, so you�ll be able to collect one each time you pass
by).

Eventually, and thankfully, you�ll enter the city of Meridell.

(6.1b) Meridell City

(Meridell City)

Once you enter Meridell city, there should be a cut-scene of Tor just looking
around in amazement, and look at some shady-looking Meercas.  One will knock
into you, causing the package to go flying.  The Meerca apologizes profusely
and offers to help you.  When you refuse, the Meerca�s accomplice will come in
and swipe the package.

First, you will probably want to save at the Save Point near you.  After that,
just chase after the Meerca.  He�ll eventually lead you into an alleyway, where
he and the other Meerca will attempt to ambush you along with some other
thieves.  However, luck isn�t on their side, as an old knight comes to your aid
and scares them off.  You�ll get your package back, and the knight will commend
you for being so brave, and suggest that you would be a great knight of
Meridell.

After this cut scene, head all the way back in the direction that you had
gotten there.  Save once you get to the save point if you wish.  Now it�s
finally time to deliver the package.

To get to the Army Recruitment Centre, simply follow your inventory map; it�s
the one with the shield and swords symbol.  Once you get there, head in and
walk up to the main desk on the opposite side of the building.  Talk to the man
sitting there, and you�ll finally deliver the package.

Afterwards, he�ll ask if you want to become a squire.  Tor answers yes, of
course.  However, you first need a shield.  So, head out again.

(6.1c) Road to Squireship

Becoming a Knight

You�re on your way to becoming a knight, but to even become a squire, you
apparently need a shield.  There are two ways to obtain a shield; one is buying
it, which will be easier if you followed my earlier suggestion of getting all
the Neopoints that you could get. Another way is winning in the Arena.  I�ll
list out all the Arena fights in the side-quests section, though, so I�ll just
assume that you�re going to buy a shield.

From where you are, head left (or look on your map again; the shop you need is
labeled with a shield icon).  Once you�re there, head inside and walk up to the
wooden shield that you see; it�ll set you back 400 Neopoints.  But like I said,
if you�ve collected all the Neopoints you could on the way to the city, that
shouldn�t be a problem.

Now that we�ve obtained the shield, head out of the shop and back to the Army
Recruitment Centre.  The guy will then request to see your sponsorship papers.
When you tell him you don�t have any, he�ll give you some and tell you to find
Torak, the man-at-arms, because he sometimes sponsors squires.  He�ll tell you
that Torak can often be found in the tavern, so that�s where we�ll look.

Need a Sponsor-

After heading back out of the Army Recruitment Centre, head all the way left
until you can see the entrance to the city, then keep heading left until you
enter a small circle of buildings.  The tavern is the one with the sign that
has a beer mug on it.  Once you head in, talk to the bartender and he�ll tell
you that Torak has been sulking for a while.  Head over to Torak; he�s the
Grarrl.  Torak will tell you the story about how he had been chasing after a
thief, and his sword broke in the scuffle.  Which will trigger the second part
of the Need a Sponsor quest; you must find the pieces of Torak�s sword and have
them put back together.

If you wish, you can follow the suggestion of one of the other people in the
bar and talk to the guards at the entrance to the castle.  They�ll tell you
more of the story, and give you a clue as to where three of the four pieces of
the sword are.  From there, head over to the Repair Scaffolding, which is to
the left of the Save Point if you�re facing the castle.  The Repair Scaffolding
just looks like a bunch of wooden towers with wooden platforms on the top.

Once you get to them, go past the first one and head right into an alley.
Climb up the ladder of the second scaffolding, and jump onto the narrow board
that connects the first scaffold with another one. Carefully walk to the left
on the board until you get to the first scaffold that you saw.  There, you�ll
pick up your first piece of Torak�s sword. From there, climb back onto the
board and go to the other scaffold, where you�ll collect the second piece.
After that, you should see a rope leading to the final scaffold; slide down
that, where you�ll collect the third piece of the sword.

However, that�s not every piece of the sword; there�s just one more, which was
picked up by the thief Torak had been chasing before the guy was dragged off to
jail.  So, in order to get it, head back to the Army Recruitment Centre.  Once
inside, head right and walk along the wall until you see an open door leading
down into a prison; the thief is in one of the cells to the left of the stairs.

Talk to the thief, and he�ll tell you that he�ll give you the sword piece for a
hundred Neopoints.  You can either answer yes and pay him, or answer no and
he�ll ask for your sword instead.  I recommend that you answer no to him when
he asks you to pay him and yes when he asks for your sword, because you�ll get
it back when the guard sees what happened, while still getting the piece of the
sword.

Afterward, head back out of the Army Recruitment Centre and head left until you
get to the shop that has a sign with a sword outside (it�s also the Sword
symbol on the map, if you wanna follow that).  Head inside there and talk to
the guy at the counter; he�ll agree to re-weld the pieces of Torak�s sword
together, and at no cost, too.  Sounds like a nice guy.

Anyway, after he fixes Torak�s sword, feel free to buy the Squire�s Sword if
you have enough Neopoints; believe me, it�s a lot better than that wooden
sword.  After doing that (should you CHOOSE to do that) head back outside and
go back to the bar.  Talk to Torak again, and he�ll be really happy that you
fixed his sword, and be more than willing to sponsor you to become a squire.
With that task down, head out of the bar and back to the Army Recruitment
Centre again.

Unfortunately, you�re not done yet.  After showing him the sponsorship papers,
the officer will request that you show him the letter of consent from your
parents. Not having one, he�ll give you one and tell you that you can�t become
a squire until you get permission from your parents. Just peachy, isn�t it?

Need Parent�s Permission-

Well, the rules are apparently the rules, so head back out of the Army
Recruitment Centre and through the city gate to get back into the Meridell
Outskirts (you may want to save first, just in case)

(Meridell Outskirts)

Head back along the path that you came on to get into Meridell.  Eventually
you�ll get to the bridge, which has apparently been fixed.  Walk up to it and
you�ll get into a conversation with the Old Knight you met earlier, who helped
you get the package back.  He�ll tell you that if your parents don�t want you
to become a knight, then they have their reasons.  But he also hints that you
could earn their trust somehow, but he won�t tell you how.  With that
mysterious message, he�ll let you go.  So simply continue along.

(Farm Road)

Once you get onto the Farm Road, you can talk to the local farmers to find out
that something has gone wrong, but they won�t tell you what.  To find out, keep
going along the path until you get back to Tor�s farm.

(Ellis Family Farm)

Once you�re far enough into the farm, there will be a cut scene in which your
parents tell you that Lucy, jealous that you got to go to Meridell and she
didn�t, decided to go on an adventure of her own.  Mom and Dad are worried that
she had wandered into Shadowglen Woods, and they ask you to get her before
something awful happens.  Mayhap this was what the Old Knight was hinting at?
I guess we�ll never know, but obey your parents� wishes, anyway.

Head out of the farm and along the path until you get to the Meridell Outskirts
again.

(Meridell Outskirts)

Save Your Sister-

To get to the Shadowglen Woods from here, head left instead right when you get
near the bridge.  From there, just head straight along the path and into the
dark, foreboding tunnel that you come to.

(6.1d) Shadowglen Woods

(Shadowglen Woods)

It�s dark, it�s dank, and I bet it smells of mushrooms.  And it�s your first
dungeon.  First things first; take advantage of that save point you come
across.  After that, head right and down.  Ahead of you, you should see a rope
bridge with wooden platforms.  Climb up that (be careful; you could fall
through into the water, and apparently, Tor can�t swim).  Then head left and up
onto the ledges.  Equip a Fire Mote to your sword if you wish, and defeat the
monster up on the some-what high ledge.  After that, jump onto said ledge if
you�re not already up there.  Head through the small patch of water (don�t
worry; it�s shallow) and jump onto the circular wooden platform ahead of you.
Use the rope to slide down onto some land that would otherwise be unreachable.

From there, head right and up the ramp.  Once past that, head past a couple of
boulders and jump onto the ledge straight ahead of you, then climb up the vines
you come to.

After you�ve finished climbing the vines, head to your right under a log that�s
being kept up by two ledges and head up the steps.  From there, walk across the
log, doing everything in your power to not be hit by the plant monster�s
attacks (though it is a good idea have some healing items with you, because
it�s impossible to avoid them all).  Once you�re there, kill the monsters if
you wish, then head towards the wooden platform opposite the log and slide
along on the rope.

Once you�re on the ground again, head towards a small river you should see and
walk across it to the other side.  Head right until you hit a save point.  Save
there; believe me, you�ll want to.  From there, simply head right along the
ledge until you get to a cave.  Head in there.

*BOSS 1: JUPPIE MONSTER*

*Finally, a real boss battle.  Well, this one�s pretty simple, really.
Firstly, he�ll send out vines at you; kill them and a huge Juppie plant will
fall from the ceiling.  After that, get against the wall, but make sure you�re
in line with the Juppie fruit.  The monster will then do a head butt, and if he
smashes through the fruit, he�ll be dazed and hit the ground, leaving him open
for an attack.  Attack him, and he�ll go back into the ground and send vines at
you again.  This process will repeat until you kill him.*

After he�s gone, Lucy will be free, and you can finally escape out of the woods
with a clear conscious.  To get out quickly, just go into a cave that�s in back
of where the Juppie monster was.  That is apparently how Lucy got in.  When you
come back out, you�ll be in the farm again.  Slash the grass in front of you
and you�ll get a Red Negg, which will increase your health.

(Ellis Family Farm)

After you�ve gotten the Red Negg, jump down through the ledge and head
through the field back towards the house.  When you head in, there will
be a cut scene in which you see Lucy describing how cool you were when
you were fighting the Juppie Monster.  Your parents will then noticed
you, and, after you tell them about it, they�ll sign the permission
paper for you to become a squire.  From there, simply head out of the
house and back to Meridell.  There�s nothing new on the Farm Road or in
the Meridell Outskirts.

(Meridell)

Once you get back into the city, head straight to the Army Recruitment Centre.
There, the guy will finally acknowledge you as a squire.  He�ll give you a
spiffy suit of armor and send you on your way to the castle.

Becoming a Knight-

To get to the castle, simply head over to the Save Point (you may want to save)
then head to the drawbridge where you talked to the two guards about Sir
Torak�s sword.  From there, just head straight across the drawbridge and enter
the castle.

(6.1e) Meridell Castle and a Bunch of Menial Chores

(Meridell Castle)

Once inside, you�ll see a save point, and Sir Torak standing near it.  Go and
talk to him.  He�ll just give a lecture about how life isn�t going to be all
fun and games now, then send you off to bed.  I don�t know about you, but that
certainly sounds like a parent to me.

But whatever.  From there, head left and down the carpet until you get to
another hall on your right.  Go down that almost until you�re to the two wooden
doors, then head into the room on your left, which is the barracks in which all
the knights and squires sleep.  Your bed is in the top right corner.  So just
head over to that and go to sleep.

When you go to bed, a cut-scene will play showing a dark Faerie crawling out of
the ocean, coughing.  After regaining composure, she proceeds to complain that
the world is too pleasant, but she�ll take care of that.  Who could she be?
Well, we�ll find out in due time.

After a good night�s (knight�s?) rest, you�ll be awoken by Grayson, another
squire, who will tell you that Master Torak wants you to report to the
courtyard immediately.  So, to get to the courtyard, simply head through the
doors on the wall to your right.

(Castle Courtyard)

Squire Chores-

And now your first tasks as a fully certified squire.  Excited yet?  Anyway,
head past the save point and left down the path until you get to Sir Torak;
he�s inside a fenced-in area with a couple straw dummies.  Talk to Torak and
he�ll give you your first task: pull off a three-hit combo on the dummy.  I
honestly have not really figured out how it works, to tell the absolute truth,
but you�re supposed to hit the circle button three times while counting 1� 2� 3
in your head.  Anyway, once you�ve done that (Torak will let you know when
you�ve mastered it), you�ll be told to head into the castle for your next chore.

(Meridell Castle)

From the barracks, head back down the hallway and into the entranceway.  From
there, head left down the carpet and into the last door on your left.  You�ll
be in the dining room then; head to the left (again) into the hallway and into
the second room that you see.

Once in there, Faun will give you your chore: You have to round up the Miamice
so that she can let them out in the garden.  It seems that the other members of
the castle staff don�t exactly appreciate them the way she does.  Anyway, to
get them, you have to sneak up behind the little buggers and pick them up with
the square button when it signals you to.  There�s a little pen against the
right wall (if you�re facing from the doorway, that is; it�s left if you�re
facing the other way).  After you catch a Miamouse, walk over to the pen and
drop it in there.  Do this with all five of them, and Faun will thank you and
assure you that she�ll tell Torak what a great job you did.

With that chore down, head back to the courtyard.

(Castle Courtyard)

This time, head right down the path instead of left, and you�ll meet Torak in
the arena past the stairs.  He has more training for you: this time he wants
you to master the Spin Attack.  I�m sure you�ve done it before without
realizing how you did it, and now you�ll learn.

Head into the middle of the three straw dummies.  Once there, walk around in a
full circle, then hit the circle button.  If you did it right, you should
release a Spin Attack and strike all three at once.

After you�ve done this successfully, Torak will give you yet another chore:
Clog duty.  Though, for some reason, he won�t explain what it is� anyway, head
back into the castle.

(Meridell Castle)

Clog Duty?-
From the barracks, head into the hall and right down the carpet.  From there,
head right again then into the door on your right.  Once in that room, head
forward until you meet a knight; he�ll explain about clog duty.  Apparently you
need to basically clean out the sewers.  That is so many levels of yuck that I
won�t even go into it.  Anyway, head left and through the door, then right down
the stairs until you see a large lid.  There�s a switch on the wall to your
left.  Hit it, and the lid will open.  Walk up to it, and you�ll enter the
sewers.

(Meridell Sewers)

Clog Duty-

This mini-dungeon is rather complicated (not to mention gross).  Well, first
things first.  Head forward and climb down the ladder (or just jump off the
ledge) onto the level below you.  From there, keep heading straight until you
see another path to your left.  Head down it until you see a huge pile of wood
and gunk; that�s the first clog.  To remove it, simply whack at it a few times
with your sword.

From there, head back down the path and leave the tunnel, head left. Continue
on through the tunnel until you get to another ledge; jump down off of it to
the level below, then head straight and up the ladder.  And voila, you should
see the second clog right in front of you; hack at it to remove it, then
continue straight ahead.

In this next room, there�s a switch on the wall to your right; flip it, and
there will be a short cut scene showing the grate in the previous room opening.
From here, head into the next room, along the path that it showed in the cut
scene.  You�ll eventually come to another clog; destroy it, then head through
the opened path.  Another grate will be in your way, so head to the wall to
your right, and there will be another switch.  Flip it, and the grate will open.

After it does so, jump down from the ledge and head forward; since that grate
opened because of the first switch, you can enter this part now. As with any
other part of this, be careful of monsters.  Anyway, head straight, then jump
down into the next room, but be careful; it�s riddled with Tentacles. Once
you�ve taken care of them, the clog should be easy pickings.

Once you�ve destroyed it, head up the ladder to the left, then head through
that room and climb the next ladder to your left. The clog will be right there
in front of you. After you destroy it, flip the switch on the wall to your
right.  The grate in your way will raise, and you�ll be back in the beginning.
Go back the way you came in, and head out of the dungeon.  After you talk to
Malcolm, we�re FINALLY done with Clog Duty.

So, head back through the castle and into the Courtyard.

(Castle Courtyard)

Once here, head towards the practice area in which you did the Spin attack
drill, but this time, head up the stairs.  Master Torak will be here getting
ready to demonstrate the proper use of Motes.

Mote Training-

After Torak picks you as the demonstrator, pick up the Fire Mote and equip it
to your sword, then attack the dummy.  Do a few more drills that Torak will
instruct you through, and you�ll be done.

Seems like Master Torak has your next chore; head back into the castle.

(Meridell Castle)

Head to the main hall where the Save Point is and head up either staircase,
then head towards the windows.  Talk to Chamberlain Lazlo, who�s standing
facing the windows, and he�ll tell you that King Skarl can�t take his nap
because it seems Crokabeks have infested the courtyard again.  Your job is to
kill them and destroy their nests.  Wow, it sounds kind of like mass murder on
a small scale, but whatever.  Head back into the courtyard.

(Castle Courtyard)

Crokabek Nests-

From the save point, head left and up some stairs to your right, and you should
soon see a gap in the fence. Jump onto the canopy, then onto the next one, and
you�ll eventually bounce up onto the roof.  Head forward a little and you
should see your first nest.  Kill the Crokabek first, then hack at the nest a
few times, and it shall be no more.

From there, head to the area where you did the spin attack drill, and you
should see a tower; head up the ladder, being careful of the Crokabek.  If he
knocks you down, he�ll fly low and you can get rid of him.  Anyway, once you�ve
killed him and are on top of the tower, jump onto the near-by canopy and onto a
brick platform in front of you.  Turn to your left and jump onto another brick
platform, and your next nest shall be there.  Destroy it, and we�ve got two
down.

Jump down and head back towards the save point and past it, then head down the
steps and veer right.  Walk along the wall past some large windows, and you
should see a climbable part.  Climb up it, then walk along the roof for a bit
and you�ll see the next nest.  As always, kill the Crokabek, then hack up the
nest.

From there, jump down and walk past the fountain, then head right and you
should see a scaffolding.  Go past the first guy and hop up onto two stones,
then carefully walk across the narrow plank of wood (when going across
something narrow, Tor is automatically careful, anyway, but still).  From
there, jump up and you should grab onto some vines.  Make your way across the
gap using them, then head up once you get to the end and continue climbing the
vines.  Once you�re on the platform, your nest is there.  Kill the Crokabek,
then eliminate the nest.

For the final nest, jump down from the scaffolding.  Head left past the stairs
and just go straight.  You should come to a corral-type-thingy with a little
Turtum.  Tor will comment how a kid at home would make a Turtum go in its shell
by whacking it with a stick.  Well, here, we must whack it with your sword,
then quickly jump onto its shell.  When it pops out, it�ll send you flying;
direct yourself towards the canopy.  Once on there, head straight and right,
and there�s the nest.  Kill the Crokabek, destroy the nest, and you�re a life
saver.

(Meridell Castle)

Once you�ve destroyed the final nest, jump down and head back to the castle,
then up the stairs to talk to Chamberlain Lazlo again.  He�ll thank you, say it
was a close call, etcetera, etcetera and so forth.  After that�s over, head
downstairs and back into the courtyard.

(Castle Courtyard)

Once again, head towards the area where you did the spin attack drill, but this
time, head into another practice area to your left.  In there, Master Torak has
more training for you.

Advanced Mote Training-

Here, you learn more about Motes.  For this drill, you must equip a
fire-aligned mote to your shield, then head into the circle near you.  Hold up
your shield, and a ball of fire will be shot at you.  However, if you did
everything right, it�ll just bounce off.

Torak will congratulate you, and we�re FINALLY done for the day.  Head back
into the barracks and into your bed for a good night�s sleep, soldier.

(6.1f) Your First Mission

(Meridell Castle)

You�ll be awoken by Squire Grayson the next morning, and the Lupe will tell you
that you�ve been called on a mission.  Sounds like fun, no?

So, head back to the entrance hall where the Save Point is, and there you�ll
meet Sir Torak.  He�ll tell you that you need to team up with Sir Harlag and
ride to Cogham.  It seems they�re having a bit of a problem with Ixis.

Mission to Cogham

To find Sir Harlag, head down the hall to your left if you�re facing the
entrance (it�s the opposite way from where you headed to do Clog Duty).  Head
into the room on your left, and you�ll be in the mess hall.  There will be a
Grarrl sitting at a table on your right; he�s Sir Harlag. When you talk to him,
though, he�ll scoff that Cogham is always in trouble, be insulted that they
only sent a Squire, then tell you he�ll set off as soon as he�s done eating.

Unfortunately, Sir Harlag seems to never stop eating, so he�s pretty much a
lost cause.  Head back out of the dining room and back to the entrance hall.

When you get there, the Old Knight will be there.  Talk to him, and he�ll tell
you that even though Sir Harlag isn�t coming with you, you should still go.
Since such an esteemed knight has so much faith in you, we should follow his
orders, no?

To get to Cogham, you have to head through Drackon Ridge.  But to get THERE,
head over to the shield shop, and there should be a path to the right of it.
Walk along it until you hit a fork in the road, and head left.

Continue along; you�ll know you�re headed in the right direction if you pass a
shop.  That�s a mote shop, and head in to buy some motes if you wish.  There�s
also clothes for sale, but you can�t buy them yet. If you decide to buy motes,
however, make sure that you still have plenty of Neopoints left, as you�ll
definitely want them.

Anyway, after our little shopping spree, keep going straight along the path
until you see a bridge.  There�s also a save point that you can use if you
want.  Anyway, head across the bridge and into the cave on the other side.
From here, it�s pretty straight-forward, so just head along, jumping ledges and
such when you need to, and you�ll eventually come into Cogham.

(6.1g) Cogham Village and Climbing a Mountain

Ixi Raiders-

When you get into Cogham, you�re greeted with screaming (well, not really, but
still) villagers being chased by some rather aggressive Ixis.  Save the
villagers by taking them all out, then head up the steps to the left of the
shield shop.  Up here will be two more Ixis: A Spearman and an Archer.  Take
them out, and you�ll be shown a cut scene of two Ixis escaping.  After that,
you�ll be taken into a conversation with the mayor.

Apparently, you just drove back the Ixis, not defeated, and they�ll be back
unless you go and take out the Chieftain. Which of course we�ll do, because
where would we be if we didn�t take the missions, huh?

Before you head up Cogham Steppes, however, you should head back down into the
village and into the Blacksmith�s and Armory to buy a new sword and shield,
respectively.

Once you�ve done that, head back up to where you met the mayor, and then head
across a bridge that you should see.  From there, head into a near by cave and
jump off the ledge (make sure you don�t land in the water because, as I hope
you didn�t have to discover first hand, Tor can�t swim).  Head across a bridge
that extends over that nasty stream, then head right and in a half-circle.
You�ll come to another bridge, which you should obviously cross, then climb up
the ladder before you and step out of the cave.

(Cogham Steppes)

Here, we�ll have to do some mountain-climbing.  Well, it�s good exercise, right?

Anyway, this mountain can seem a bit complicated, but it�s really rather
straight-forward up until a certain point.  Anyway, all you really have to do
is cross the bridge, then walk along the path up the mountain, jumping up onto
ledges more often than not.  However, it gets hard with all the Ixi Raiders in
your way.  They�re all Earth-type, so equip your sword with an Air-aligned mote
if you wish to fight them (I advise this, because they�ll continue to follow
you through the mountain if you don�t).  There is at least one treasure chest
that you can get to.  If you see a high ledge with a ladder, that just might be
it.

Eventually, after slaying more than enough Ixi Raiders, you should get to a
Save Point.  Use that, then head up the ladder to the left of the Save Point.

Straight ahead of you will be a bunch of little patches of land over what may
or may not be a lake� Across this death trap, you should see a patch of land
with a ladder.  You need to make your way over there.  To do this, first jump
onto a patch of land that has a mote on it (I forget what Mote it is, but
there�s only one piece of land with a Mote on it).  Watch out for Mountain
Crokabeks, as they�re just as annoying as those ones you had to take out in the
Castle Courtyard.

From that patch of land you can jump directly onto the one with the ladder.  It
may seem like you can�t make it, but if you time your jump right at the ledge
of the land you�re on right now, you�ll just barely make it.

But instead of heading up that ladder, we first need to get something started.
So, look to your right and there should be a ramp-shaped piece of land.  Jump
over onto that and head up.  At the top of the ramp there�s a piece of land
attached to the rest that you need to jump onto.  I don�t know about you, but
it didn�t look very safe; it�s kind of smooth and oval shaped.  Regardless, you
CAN jump onto it, and from there, just walk onto the rest of the land.

Once on level ground (or as level as it can be when you�re on a mountain)
continue to head straight, killing off any and all Ixis that you come to.
Eventually, you should see a wooden structure with a ladder, so head up the
ladder.  Once on top, walk over to the switch on the wall to your right and
activate it.  There will be a small cut scene showing water rising and making a
wheel with platforms to turn.

From there, head back the way you came, then jump onto a ledge that�s just
below the one with the ladder from before.  Climb a ladder back onto that
ledge, then head up that ladder.

Here, head across a bridge, slaying the Ixis in your way, and you�ll eventually
come to a fork in the road.  The options are obviously left and right, however,
for now, left is a dead end.  So, you obviously need to go right.  Head
straight down this path, and you�ll eventually come to the water-wheel you saw
in the earlier cut scene.  Jump onto one of the platforms, and it�ll carry you
up to an other-wise unreachable ledge.  Once high enough, jump off the platform
and onto the ledge.

From here, you should see a bridge of sorts made out of train track.  Be
careful, because it�s missing a few sections.  Anyway, head along it until you
come to a hill where the track splits, and one section heads up the hill.  Walk
up that section and you should see a mine cart that�s being held with a bunch
of debris that looks suspiciously like the clogs from earlier in the game.  As
with said clogs, the way to get rid of it is to whack at it with your sword.
When you�ve done this, there will be a cut scene in which Tor quickly gets out
of the way, and the cart goes careening down the track and smashes the wooden
planks that are blocking off the path.

Once that fun is over, head through the newly opened path.  Jump up a few
ledges until you come to one where there�s a ladder to your right leading up to
another ledge.  Climb up the ladder, then make a running jump forward, and
you�ll just barely make it onto the ledge above you.  Walk over to your right,
picking up the Sun Mote if you want.  Then walk to your right until the edge
ends, then jump over onto the next one.  From here, you should see a cave with
two ramps leading up to it and a Save Point.  Take advantage of the Save Point,
then head up one of the ramps and into the cave.

In here, you�ll see a giant gray Ixi with an eye patch.  When he sees you,
he�ll start cursing out the two Ixis who escaped your wrath earlier about being
beaten by one small squire.  They�ll make excuses like you had help, BIG help,
but he doesn�t want to hear it.  He�ll send the two Ixis to fight you, so jump
down from the ledge and into the fighting arena.

As with all the other Ixis you encountered, just hack and slash at them with an
air-Mote equipped sword, and they�ll go down.  After they do, the gray Ixi will
get mad and figure that he�ll have to deal with you himself.  And thus, our
second boss battle begins.

*BOSS 2: IXI CHIEFTAIN*

*The Ixi Chieftain is basically a push-over if you ask me.  Like with the minor
Ixis, equip an Air-aligned Mote to your sword.  Just in case, you might also
want an Earth-aligned one on your armor, as that will minimize any damage you
happen to take.

All he really does is swing at you with his sword or stomp the ground, sending
out a ring-shaped surge of power to cause damage.  Though it seems hard, all
you have to do is avoid this and hack/slash at him.  When you�ve gotten him
down to about half-health, he�ll call on his Ixi Archers, who will appear in
all the little alcoves.  For the rest of the battle, they�ll be sending arrows
at you, however this is a minor nuisance at best.  Just continue the
aforementioned strategy, and he�ll eventually go down.*

After he�s gone, head to the middle of the room, and you�ll pick up the Boss�s
Eye Patch, which Tor thinks will be a great way to show the villagers that the
Ixi Chieftain was defeated.  From there, there are a bunch of treasures and
such in the alcoves that the Ixi Archers were in.  Once you�ve gotten those,
head back down the mountain and into Cogham.

Once back, you�ll be lead into the village by one of the kids, and there will
be a cut scene in which you give the Chieftain�s eye path to the mayor.  He�ll
thank you and give you a Red Negg.  He�ll also promise that the story of your
exploits will reach King Skarl.

After that cut scene is done, leave Cogham and head back through Drackon Ridge
into Meridell City.  Head back into the castle.

(6.1h) Knighthood and a Messenger With a Message

(Meridell Castle)

Audience with the King-

There seems to be something going on� so head forward until you get to two
giant doors.  Head into them, and you�ll be entering the throne room.

You�ll be taken into a mini cut scene, and King Skarl will tell you that he�d
heard what happened in Cogham.  After a bit more dialogue, you�ll be taken into
your first full-blown, speech-and-all cut scene in a while.

King Skarl will command Tor to kneel, and he�ll dub him Sir� uh� Sir� well, he
doesn�t know Tor�s name, so he�ll have to tell Skarl.  After he does, Skarl
will dub him Sir Tormund, Defender of Meridell and Knight Third Class.

It seems that Tor has finally achieved his dream.  He�s a Knight of Meridell.
After the cut scene is over, it seems the only thing left to do is head back to
the barracks for a good night�s sleep.  However that doesn�t seem so.  As soon
as you try to head through the doors to the throne room, another speech
cut-scene will start.

A villager from the Lightwater Forest, where Illusen lives, has come.  It seems
the Werelupe King has captured Illusen.  King Skarl scoffs this off, saying
that the last time the Werelupe King tried to battle Illusen, she turned him
into a Dogglefox for a month.  He commands that this liar be taken to the
dungeons.  As he�s being dragged out of the throne room, he frantically tells
King Skarl that Illusen has not been herself lately.  She�s kept herself holed
up in her house, and dark purple clouds have materialized over the Forest.

The knights dragging the messenger stop.  One of them tells King Skarl that he,
too, has seen the clouds, but he assumed that they were Illusen�s work.  King
Skarl comments that Illusen isn�t known to do dark magic, and so he finally
takes the villager seriously.  In a rather dramatic gesture, he commands the
knights to ride to the Lightwater Forest and investigate just what has happened
to Illusen.

However, you�re not one of them.  Sir Torak tells you that since you saved
Cogham, you�ve done enough for the day, and tells you to just go to sleep.
Whether you want to or not, follow his orders and go back to the barracks.
Head to your bed and go to sleep.

After you go to sleep, there will be a cut scene of the dark Faerie from
earlier laughing evilly as dark purple clouds materialize in the sky.  Dark
purple clouds?  Remember, the villager mentioned those.  So what does this
Faerie have to do with it all?  Well, you probably know, but at this point in
the game, it�s supposed to remain a mystery.

(6.1i) The Road to the Lightwater Forest

Left Behind-

It seems every single knight in the castle left while you were sleeping.  It�s
kind of lonely� Anyway, after you wake up, go to the main entrance hall, and
the Old Knight will be there.  He�ll tell you that the knights haven�t returned
from Illusen�s Glen, and that he�s worried that something might have happened.

So, what will we do about this?  Why, go to Illusen�s Glen, of course!  The Old
Knight tells you to go on ahead; he�ll be there as soon as he can.  So, save,
then follow his orders.

Illusen�s Glade-

There are several ways onto the Meridell Plains that lead to Illusen�s place,
however one is the shortest.  Before that, though, you may want to go to the
Armoury, as they�ll have an upgrade for your Armor there.  After that, just
walk around the city until you see a flat path with a sign that says �Meridell
Plains�.  I�m pretty sure that it�s to the right of the magic shop.  Anyway,
once you do find it, just walk along it.

(Meridell Plains)

When you�re on the Meridell Plains, keep heading straight until you come to a
bridge on your left.  Cross that bridge, then head up the path there.  After a
bit, you should see a rather unnoticeable path with a sign to your left.  Head
up that path, as it leads to the Lightwater Forest, where Illusen lives.

(Illusen�s Glade)

Continue to walk along the path here.  There aren�t any forks, so I�m pretty
sure you shouldn�t be able to loose your way or anything.  There�s a Negg shop
on your way there, which you can, well, buy Neggs at.  If you have enough
money, feel free to get a few, however you�ll also be able to get a lot in the
Lightwater Forest, so you may want to save your Neopoints for other things.

Anyway, once you�re done at the shop, keep heading along the path and across a
small wooden bridge.  There�ll be a Save Point, so use it if you want.  After
you save, continue along the path again, and you�ll eventually come into the
forest.

When you enter the forest, just keep heading straight.  Do NOT take any of the
forks in the road; just keep heading straight.  There�ll be a bunch of
Werelupes here; defeat them so that they won�t keep bothering you.

Eventually, if you didn�t stray off the straight-and-narrow, you should come to
a cage.  In it will be Master Torak.  Is this what happened to all the knights?
Well, you won�t be able to find out yet, because there�s a Werelupe guarding
the poor Man-at-Arms.  Defeat him, then hack at the lock on the cage with your
sword, and Sir Torak will be free.

Torak will walk out of the cage after the door opens, and he�ll tell you that
yes, all the knights had been captured.  And you need to free them.  Of course,
he won�t help; he�s going over to the lift to prepare it for you.  Whatever,
though.

(6.1j) Aiding Knights and Faeries Alike

Rescue the Knights-

Facing the cage that Master Torak was in, head left over a bridge.  There�s a
Save Point that you can use if you want, then head over another bridge in front
of you.  There should be a tree basically in front of you; head left from
there, past a few ledges and around a stump that�s shaped like a flower.  Or
something; I don�t really know what the designers were going for with those
stumps.  Anyway, there should be a cave near you.  Head up into it.  After a
little bit, a Werelupe will come after you; defeat him and keep heading up.
When you get near the end of the cave, you should see a cage with a Knight in
it, guarded by a Werelupe.  Defeat said Werelupe, then smash the lock on the
cage with your sword.  The knight will thank you, then tell you that you must
hurry to Illusen.

Unfortunately, we can�t do that yet, as there are two more Knights to save.
Head back out of the cave the way you came and to your left to those ledges you
passed on your way to the cave.  First jump onto the lowest ledge, then climb
up some vines that are growing on the second ledge before you.  Head across
this patch of land and you�ll come to the second knight.  He�ll, of course, be
in a cage guarded by a Werelupe, so KO the Werelupe and smash the lock with
your sword.  This knight will also thank you and tell you to hurry to Illusen.

Before we can do that, we have one more knight to save.  To get to him, head
back to the bridge that leads to the Save Point and, facing the tree from
earlier, head right instead of left.  Walk along for a bit and you should see a
small alcove up on a ledge, so climb up to it, and your final knight will be
there.  There are two Werelupe guards here as apposed to the one with the
others, but it shouldn�t be a problem.  KO them, then smash the lock on the
cage to free the final Knight.  He�ll thank you and tell you to hurry to
Illusen.

Finally, we can actually listen to him.  Head back to the little hill where we
freed Master Torak and head straight ahead onto a bridge.  From there, head
across a bridge and to your right until you come to a bunch of ledges.  Climb
up them, and you�ll see Master Torak standing on a stump with what looks like
some kind of pulley system attached to it.  There will also be a little wooden
car near the tree, so head into that.  Torak will start cranking, and the cart
will go up� up� up into the tree-top village.

Basically up here, there�s almost always only one way to go, which is usually
straight.  There are a few Werelupes here.  They can be rather annoying,
especially the ones that throw bones at you.  Dispose of them as quick as you
can.  After you climb up one incline bridge, climb up the next instead of
heading right.  There will be yet another incline, and a Save Point in the hut
at its top.  Take advantage of the Save Point, then head straight.  Eventually,
you�ll get into an arena, and a cut scene will start in which the Werelupe King
says a few unimportant stuff, then will sic a giant, red, rather stupid-looking
Werelupe on us that he calls Gnarfas.

*BOSS 3: GNARFAS*

*Gnarfas seems big and scary, but he�s really not.  So long as you can get in
attacks before he starts jumping around, that is.  The first part of the
battle, he�ll do almost nothing but jump from tree-to-tree, occasionally
attacking you.

After a bit, he�ll come to the ground and attempt to go in for the kill,
however he won�t get to.

A speech cut scene will start in which the Old Knight jumps in the way and
throws back Gnarfas� attack.  Old Knight will scoff at Gnarfas and greet you,
but then the Werelupe King will attack Old Knight and throw him aside, saying
that he of all people should know not to turn his back on the enemy.  After
that, the fight will continue.

Tor will point out that Gnarfas looks like he�s Fire-aligned, so equip a
Water-aligned Mote to your sword.  There�s no real strategy to beating this
over-grown puppy except to avoid his attacks, then hit him hard and fast when
he looks tired out.  Repeat this process until he�s down for the count.

This might not even matter, but the second time I battled Gnarfas, there was
something weird.  When he had about three-fourths of his health, I went in to
attack him.  All-of-a-sudden, there was this ringing sound, and all of Gnarfas�
health was gone.  This is most likely a glitch in the game, however I think
it�s a rare one, as that was the first and last time I ever encountered it.*

When Gnarfas is down, a cut scene will start in which the Werelupe King quickly
runs up to Illusen, grabs her necklace and high-tails it out of there.  Illusen
will look offended, then promptly faints.

After that�s over, head straight over to the hut, and another speech cut scene
will start.

Tor will kneel before Illusen, and the Earth Faerie starts muttering about a
great power.  Tor will ask who she�s talking about, but Illusen will continue
to make no sense, talking about how she felt �her� hate, and how �she�ll� put
all the Faeries in a dark sleep.  She says that the only hope is� but then she
looks to her neck, and finally acknowledges that the Werelupe King stole her
charm.

It seems Illusen has lost all hope.  Her necklace was the only defense� but
then, Illusen will stop, and her eyes will glow purple.  In a strange voice
she�ll yell that this land is hers, then throw you out of the tree-top village.
Dark clouds will gather in the sky, and the cut scene ends.

Everything has grown dark and ominous, if I do say so myself.  Tor will spot a
Minion monster and comment about it also being Fire-aligned.  Ignore this for
now, though, because you have to get back to the castle and tell King Skarl
what�s happened!  Head all the way back from where you came.  When you get to
Meridell Plains, the same purple clouds that were over the Lightwater Forest
will be in the sky, and monsters are everywhere.  Do your best to avoid them
and head down the path, back to Meridell City.

(6.1k) Inform the King!

(Meridell City)

Inform the King-

It seems that the dark clouds have reached even here, and the city is crawling
with monsters.  Avoid them like the plague, because you can�t afford to battle
them right now.  Head through the city and into the castle.

(Meridell Castle)

The castle is dark and over-run with monsters, particularly Dark Knights.
While it�s possible to defeat the Dark Knights, it�ll take too much time and
Mote magic right now, so just avoid them as best you can, and equip a
Dark-aligned mote on your armor just in case.

Head up the stairs and into the room to your left.  Head forward a little and
left again.  When in a long hallway, head right, and there should be a switch
on the wall.  Activate it, and a gate leading to a balcony in the throne room
will go up.  From here, head through a door a little forward and to your right,
then head right down the hallway-balcony thingy and through the door that you
opened with the switch.  Once in the throne room, a speech cut scene will start.

(6.1L) A Mysterious Faerie and Escaping Meridell

The dark Faerie from those two cut scenes earlier in the game is there, sitting
on King Skarl�s throne.  King Skarl himself is standing nearby, looking kind of
out of it, and his eyes are glowing purple.  The dark Faerie is talking to
three other dark Faeries.  The Faerie on the throne, who is the Darkest Faerie,
says in a rather unbelieving voice that it�s been more than a thousand years,
and that everyone has forgotten her.  The three dark Faeries with her will nod,
and then the Darkest Faerie will smirk.  She�ll say that she�ll soon fix that,
and that taking over Meridell was rather easy.

But then she looks up to where Tor is hiding.  Tor attempts to get out of view,
but it�s too late.  The Darkest Faerie sends out of bolt of magic, and the
pillar holding up the balcony crumbles, and Tor falls down.  The Darkest Faerie
commands the three dark Faeries, who are the Darkest Faerie Sisters, to get rid
of him. They seem more than happy to, and the cut scene ends.  Uh-oh.

Escape the Castle-

As the subtitle for this mission says perfectly: RUN, RUN, RUN!  You can�t
escape the throne room at first, but the Sisters will eventually blast the
doors open.  When they do, run out into the hall.

Here, fire will appear around you, preventing you from escaping.  Don�t even
try to attack any of the Sisters; they�re all invulnerable.  Avoid their
attacks like the plague while trying to get them to hit the columns.
Eventually, a mini cut scene will occur that shows a column falling down.  When
it does, climb the column shown in the cut scene and jump onto the balcony.  It
should be to your right if you are facing with your back to the throne room.

From there, run left down the balcony past the fire barrier and jump down.
There will be a small cut scene showing Tor running for the doors, but then
more fire appears, preventing him from going anywhere, and the Sisters will
appear again.  Run over towards the hall that leads to the mess hall.  You of
course can�t go past the fire, but eventually, the Sisters will break another
column.  Climb up it and jump the barrier, then high-tail it down the hall and
into the mess hall.

The Sisters will appear and start trying to blast you again.  Look to the other
end of the room.  You see those windows with wooden shutters?  Yeah, run over
to the one on the far right.  Eventually, the Sisters� magic will blast it
open.  Jump through it and run to your left into the hall, then just keep going
straight.  Eventually, you�ll come to the storage room, and a speech cut scene
will start.

Faun will be there, and she�ll offer Tor an escape route.  She�ll tell Tor that
it leads to the moat, and he�ll walk over to it and jump in without a word.
Once he�s in, Faun will look nervous, then run off when she hears the Sisters
calling.

When she�s gone, the Sisters will walk in, wondering where Tor is.  One will
spot the open rubbish shoot and say he probably went in there.  Another will
refuse to go in, and so they all agree to �flush him out�.  The sister in the
middle creates a large ball of dark magic and sends it down the shoot.

Poor Tor will be sliding down the shoot, with the ball of magic close behind.
Eventually he comes to a drop, though, and he falls down into the sewers before
the ball of magic can get to him.  He�ll surface, then grab a piece of drift
wood and sigh unhappily as he floats along.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.2 Act 2: Roberta�s Story

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(6.2a) Introducing Roberta

(Faerieland)

And now to meet our second hero.  The act starts with a speech cut scene.  A
carriage pulled by a flying Uni will land on a platform, and out walk a Gelert
and an Acara.  The Acara, Roberta, will complain about having to do all this
diplomat stuff, how she wants to be a sorcerer.  The Gelert, Seradar, will
remind her that politics and magic are mutually exclusive.  If that weren�t so,
he would be the diplomat, and she would be the sorcerer.  Roberta sighs and
agrees, but then Seradar hints that he might be able to teach her some more
complicated magic.  Just one or two spells.  Then, the cut scene will end.

Audience With Fyora-

After it does, you�ll be in control of Roberta.  Walk forward until you come to
a Save Point.  Since you weren�t able to use one since Act 1 in the Meridell
Castle, you should probably take advantage of this.

After you do, continue to walk forward and up the steps.  Walk around the
fountain at the top and go and talk to the Neopets standing at the door to the
palace.  Roberta will inform him that she�s here to meet with Queen Fyora, and
the guard will tell her that Fyora�s council is in session, so, unfortunately,
she�ll have to wait.  But she should feel free to enjoy the palace gardens
while she does so.

With time on his hands, Seradar will decide to go to Fyora�s library, so he�ll
walk off.  There will be a scene showing Seradar walking up to the entrance of
the library and being overjoyed at the prospect of it.

An aged Aisha will then walk up to Roberta and ask if she can help.  It seems
Old Lady�s Harris has gotten itself stuck in a tree.  Roberta will agree, and
the Aisha will be happy.  As pay in advance, she�ll give Roberta a strange
amulet.  An amulet that looks suspiciously like the one Tor received from the
beggar.  Are they connected?  Well, we�ll see.  The Old Lady is shown walking
over to a tree.

Wait For the Council-

After this, you�re free to go.  Head to your right and up some stairs onto a
high platform, then down some more stairs and you�ll be down in the gardens.
Explore for a bit if you wish.  Somewhere there will be Old Lady, so you can
complete the Harris mission if you wish.  There�s also a guy selling food
somewhere in there, and you might want to buy some for later; you�ll have the
same amount of Neopoints that Tor ended with in Act 1.  After you�re done
exploring this part, head over towards the wall of the castle and walk along it
until you come to a door.  Head in, and you�ll be in Fyora�s library.

Walk forward until you come to Seradar again.  Roberta will ask him if he can
teach her more magic now.  Seradar will point out that that was intended for
after their meeting with Fyora, however they do have time now.  Seradar will
ask if Roberta has her Practice Wand, and Roberta will unhappily say that she
left it back in Brightvale.

No matter, as Seradar decides that Roberta�s first lesson will be to craft a
wand.  The mission screen will then be filled out with each thing you need, and
there will be gold medals on the map where you can find ingredients.

(6.2b) Crafting a Wand For Lessons

Magic Lessons-

Wand Amplifier-

The first thing we should get is the Amplifier for the wand.  To get it, head
back through the gardens and up and down the stairs, then down the steps
leading to Fyora�s Council chamber.  From there, there are two hedge mazes.
Head into the one to your left, then make your way over to the left upper
corner.  Eventually you should come to a Stone of Illumination.  Pick it up,
and you�ve got two more ingredients left.

Power Source-

Next is the actual magic power of the wand.  First, head back up the stairs
towards Fyora�s council chamber, then head up stairs to your left.  Here,
you�ll meet a painter.  He�ll request that should you meet any Faeries, you get
him some Faerie dust for his painting.  He�ll then give you a bottle to put it
in.

Faerie Dust Paint-

Head back down the stairs, then head right and back up the stairs to the high
platform and down the stairs into the garden again.  From here, head to your
right, and just before the bridge, veer left and over a cobblestone pathway.
Eventually you should get to a statue of a Faerie that�s sparkling.  Head over
to it, and you�ll get some Faerie Dust.

Head all the way back to the painter, and he�ll take some of the Dust.  He�ll
sprinkle it over the painting, and Roberta will be amazed that the tower in it
disappears.  The painter will tell Roberta that it�s just invisible; it is,
after all, a painting of the Hidden Tower.  He�ll also tell you that Meowclops
are rumored to be able to see that which is invisible.  After that, the painter
will tell you that you can keep the rest of the Faerie Dust.  Well, that covers
the power source.

Wand Handle-

From where you are, head down a set of stairs (not the ones leading down to
Fyora�s council chamber, but the other ones).  You should come to another part
of Fyora�s garden.  From here, circle around a bit.  Somewhere near you, you
should see a large purple platform.  That�s actually where the Hidden Tower is.
You can get a Meowclops if you wish and reveal it.  Anyway, cross the cloud
river, and you should see a little island with a tree on it.  On one of the
sides of that tree, there are climbable vines.  Climb up them (you might have
to circle around the tree as you�re climbing), and when you�re high enough, you
should see a branch.  Continue on the vines until you�re right over the branch,
then let go.  From here, carefully walk down the branch, and you should
eventually see what looks like a stick.  Walk over to it and pick it up.  This
happens to be a Faeriewood Stick; rather good as a wand handle.

(6.2c) Magic Lessons

Magic Lessons-

Now that you�ve gotten all the ingredients, jump down from the tree and go all
the way back to the library.  Talk to Seradar, and he�ll combine all the things
you gathered into a wand. It�s rather primitive and make-shift, but it�ll do
for now.

Now that you�ve got a wand, Seradar will finally start magic lessons.  It�ll
start pretty basic, with him just teaching you how to send magic bolts out.
Then he�ll teach you how to rapid-fire bolts, and how in doing so, you�ll
eventually lock onto your target (a.k.a, the nearest monster).  Finally, he�ll
teach you about Mote magic, and gathering energy to make it even more powerful.
He�ll then enchant a book, and you have to take it out.

Once that�s done, Seradar will congratulate you and give you some new clothes
as a reward for a job well-done.  Once Roberta�s original clothes are exchanged
for the new ones, the guy from earlier will come in and inform you that Fyora
will see you now, and you�ll be automatically brought there.

(6.2d) Audience With Fyora

Audience With Fyora-

Once in Fyora�s council chamber, a speech cut scene will start.  Roberta will
greet Fyora and introduce herself and Seradar.  Roberta says Hagan sends his
best wishes. Fyora says to tell him that she sends her best wishes, also, and
asks what they need to talk to her about.  Roberta will look to Seradar, and
the old Gelert will step forward.  He�ll explain to Fyora about the dark clouds
that have gathered over Meridell.  Fyora says that she, too, noticed the
clouds, and sent word to Illusen.  But Illusen has not replied, and she�s
rather worried.  Fyora promises that the next time Faerieland passes over
Meridell, she�ll go and check into the matter herself.  Roberta thanks Fyora
for her wise council, and the meeting is over.

(6.2e) A Good Night�s Rest

Moment�s Reprieve-

When the cut scene ends, you�ll be dropped off outside of the council chamber.
As it�s rather late at night, the only thing left to do is to go to sleep
before you and Seradar head back to Brightvale.  To get to your room, head to
your right up onto the platform where you met the painter, then down into the
garden where you got the Faeriewood Stick.  Walk over to the right and to the
wall on the other side of the garden.  Somewhere you should see a door.  Walk
up to it and enter.

Once in there, head up the long staircase (why there are so many steps is what
I�d like to know).  Once at the top, head through the first room, and in the
second, you should see a Neopet.  Talk to him, and he�ll tell you that he�ll
lead you to your room.  Easy enough; just follow him, and you�ll eventually
come to a group of rooms.  Walk into the one on your left.  There�s also a Save
Point there that you can use if you wish.  Once you�ve done everything that you
can, walk over to the bed and go to sleep.

When you go to sleep, a speech cut scene will start.  Fyora is sitting at a
vanity in her chamber combing her hair.  Everything seems peaceful, but
all-of-a-sudden, her mirror cracks, and Fyora gasps and whirls around to see
the Darkest Faerie.  The Darkest Faerie will talk about how Fyora was her
undoing last time, and how she�s had so long to plot her revenge.  Before Fyora
can do anything, the Darkest Faerie ties her to her chair and gags her.

(6.2f) A Disturbance

Back to Roberta, it seems she heard something, and so has awaken.  Walk over to
the room in the middle, and you�ll see that the sky has been covered in dark
purple clouds like Meridell, and Minion monsters are running around the castle.
Walk over to your right and through the halls.  I suggest you avoid the
monsters as best you can unless you took my advise and stalked up on food.
Eventually, you should come to a large room, and you�ll hear a cry for help.

What�s That?-

You need to find the source of the voice.  The place you need to go is marked
by a gold medal on the map, but from where you enter the room, head down the
stairs.  Under the stairs, you should see a narrow hall way.  Walk down it, and
you should see a door in front of you, a door to your left, and an open room to
your right.  Go into the room on your right and through it.  At the other end
is a hallway leading down; walk through that hallway.  At the end is a little
room with a table, a crate, and above the crate is a little barred window.
Jump onto the table, then over to the crate and finally, jump up in front of
the barred window to activate a speech cut scene.

The Old Lady from earlier will be chained up on the wall, and the Darkest
Faerie is talking to her.  It seems Old Lady defied her.  The Darkest Faerie
says that makes two, and in such short a time.  She then asks what makes her
and that young Lupe so special.  She also mentions that Old Lady looks
familiar� but that�s impossible, it�s been too long.  The Darkest Faerie then
shrugs it off, and says that if Old Lady won�t tell her why her power is no use
against her, she�ll just have to get it out the hard way.  She then waves her
hand and a cupboard appears.  The Darkest Faerie opens it, and a lot of torture
devices are in it.  And the Darkest Faerie plans to use all of them until Old
Lady talks.  Then the cut scene ends.

Roberta will say that she needs to find a way to get the Dark Faerie away from
that poor Aisha.

(6.2g) Save That Poor Aisha!

Create a Disturbance-

Run all the way through the narrow hallway, through the room, and back out into
the hallway with the two doors.  From there, head left and straight across the
room until you come to a door.  Enter, and you�ll be in the Clock Tower.
Roberta will say that she should be able to make enough noise in here.

First things first, head down the stairs and onto the floor.  When there, you
will see two giant bell-type things.  Walk up to the one closest to you and
move it onto a circle on the floor that looks sort of like a sun.  Then walk
over to the one on the other side of the room and move that one onto the second
sun-circle.

From there, walk up the stairs.  Not the ones you came down, but the other
ones.  Once on top, you should see three some-what large weights.  Push them
all forward onto their respective platforms.  Once that�s done, the clock will
start going, and it�ll sound rather loudly.  After that, a speech cut scene
will start.

The Darkest Faerie is about to try one of the torture devices on Old Lady, but
then she hears the clock tower ringing.  She rather angrily asks who�s making
that infernal racket, then puts down her� well, I�m not exactly sure what it
is.  But she puts down the thing she was holding and walks out to investigate.

Once the scene ends, high tail it down the stairs and back up the other set of
stairs and through the door into the previous room (don�t worry, you won�t meet
up with the Darkest Faerie).  Keep walking straight and into the hall from
earlier.  Instead of heading right, just keep heading straight.  Eventually,
another speech cut scene will start.

Roberta tells Old Lady to not worry, that it�s her; the one that saved her
Harris from the tree.  Roberta then goes on to unlatch Old Lady�s bindings.
Once Old Lady is free, Roberta starts to formulate an escape plan.  Old Lady
stops her, though.  She says that the Darkest Faerie will find them easily if
they�re together.  Old Lady then reaches forward and holds the amulet she gave
Roberta in her hand briefly.  She then tells Roberta to escape and find the
owner of that amulet�s twin; she has her own escape route.

(6.2h) Escape Faerieland

Escape the Palace-

Once the cut scene ends, you�ll be dropped off outside of the room you were in.
Now you need to escape before the Darkest Faerie finds you.  So head back up
the stairs.  There should be a gold medal on your map showing where you need to
go.  It�s actually back to the entrance where you came in to find your bedroom
earlier, so it shouldn�t be hard finding it.  Just walk along, looking at your
map every-so-often to make sure you�re on the right track.  Make sure to avoid
the monsters, too.

Once you�re at the top of that huge stair case, a speech cut scene will start
in which Roberta looks down at her exit.  Before she can get down there,
though, a monster comes flying and smashes through the wall.  The rubble blocks
the door, and so your escape route is gone.

Once that�s over, Roberta will realize that she can go to the Endless Staircase.

Endless Staircase-

There�ll be a gold medal showing you where it is, just in case.  But to get
there, head all the way back into that room that leads to the clock tower and
to your left.  You should come into a small room with another doorway.  Head
through that doorway, then continue this with the rest of the rooms until you
come to a hallway.  Head straight down it.  There�s a Save Point somewhere, so
use that.  After saving, just keep walking straight down the hallway until you
come to a door.  Enter it, and you�ll be in the Endless Staircase.

Meanwhile, a speech cut scene will start.  The Darkest Faerie is walking back
in the room after seeing what that noise was.  She goes to pick up the torture
device and says �where were we?�.  But then, she turns to where Old Lady was
bound, and sees that she�s not there anymore.  The Darkest Faerie will get
furious and demand to know who did this.

Once in control again, you�ll be in the Endless Staircase.  The first thing I
suggest you do is get rid of the evil Harris monsters, as they can be rather
annoying.

After you do this, walk down the staircase until you come to a Quiggle statue
in the pillar.  If it�s at least the second one you�ve encountered, it will be
pointing.  What exactly is it pointing to?  Why, your escape route, of course.
The Quiggle statue will be pointing either up the stairs or down, so go in the
direction it�s pointing.  There will be more statues you encounter, and go in
the direction each of these are pointing, as well.  Eventually, you�ll come to
a doorway.  Go through it, and you�ll be out of the Endless Staircase.

You�ll now be in the library.  Avoid the monsters here like the plague and run
straight through until you get to the doorway that leads out into the garden.
Go through this, and a speech cut scene will start.

Roberta will be running for her life past the two hedge mazes.  The Darkest
Faerie will then appear in a window, and demand that she stops.  Roberta looks
up at her but says nothing, continuing to run.  Eventually she�ll get to the
platform where the carriage landed.  Her Uni, Solarin, will appear.  Roberta
will jump onto Solarin�s back, and the Uni begins to fly away.  Unfortunately,
some monsters appear out of the clouds and try to attack them.  Solarin tries
to beat them off, but one of them ends up knocking Roberta.  She falls off
Solarin�s back and screams as she falls towards Neopia far below.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

6.3 Act 3: Heroes United

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(6.3a) The Heroes Meet and Team Up

Act 3 starts out with a speech cut scene.  Tor will be drifting in the ocean
towards a beach (how he made the transition from the sewers to the ocean, I�m
not sure I want to know).  He�ll land on the edge of the sand and just lay
there for a couple seconds.

However, his rest won�t last long.  Soon enough, screaming can be heard, and
Roberta will come falling from the sky.  Tor runs over to her, then asks her if
she�s okay.  She�ll say yes, and Tor will ask her where she came from.  Roberta
answers that she fell from Faerieland, and Tor looks rather surprised as he
looks up to the sky.

Suddenly, something can be heard descending from the heavens.  Roberta panics
when she realizes �they� followed her.  Tor asks who �they� are, but then
monsters appear, and you�re brought into a battle.

The first thing to do is to get rid of the flying monsters.  There will be a
comment that says Roberta�s magic is pretty good against them, so use her.
Just shoot bolts of magic at the flying monsters until they�re all gone.  When
they are, there will be another comment about how Tor�s swordsmanship is good
against the Minion Brute, so switch to Tor and take out the final monster.
When you do, another speech cut scene will start.

After Tor and Roberta are over the initial shock, they compliment each other
over their abilities and introduce themselves.  Roberta then sees the amulet
that the beggar gave Tor, and realizes that it�s her amulet�s twin.  When
Roberta tells him about the old Aisha, he�s surprised that there�s another
amulet like his.  They then go on to relate about their experiences with �the
darkest Faerie you�ve ever seen�.  Roberta says that they need to find out more
information about her.  Her uncle is the King of Brightvale, she says, so Tor
agrees that they�ll go there.

(6.3b) An Audience With King Hagan

Once you�re in control again, head up the ledges and just walk down the path.
Eventually, you�ll get to a fork in the road, and Roberta will comment that you
need to take the right-hand path, so do so.  From here, just keep walking along
the path; don�t go down any paths that branch off from here.  At least, not
yet.  Slash at the grass if you want to get some Neopoints, and there are also
a few Motes you can pick up.  After a while, the path will circle around, but
there�ll be a road that continues on straight; it has Brightvale flags marking
it.  This is the path that you need to go along.

And finally, after a bit more of walking, you�ll get to Brightvale. Village.

Once you enter, a speech cut scene should start in which the Darkest Faerie is
watching Tor and Roberta run along the road to Brightvale.  She seems irritated
at them, but she doesn�t think she needs to take care of them herself.  She
calls upon the help of the Gelert Assassin, offering him tons of Neopoints in
exchange.  The Gelert Assassin agrees to do the job, and then disappears.  Cue
the Darkest Faerie looking extremely pleased with herself, and then the cut
scene ends.

(Brightvale Village)

There are people walking around, and all seems pleasant because the dark clouds
haven�t gotten here yet.  Just walk along until you get to a wall where you can
go right or left, and go left.  Eventually you should come to a dirt path to
your right which will lead you to the castle.  Walk along it, and if you�re
going the right way, you�ll see the castle, of course.  Cross the stone bridge
and go into the castle.

(Brightvale Castle)

Just keep heading straight once you get inside and into the throne room.  Once
you get in, a speech cut scene will start.

Roberta will be introduced by one of the Neopets that was standing outside of
the throne room, and she�ll get a little annoyed at him and say that he know
who she is.  King Hagan will then greet Roberta and ask of news of Faerieland.
Roberta tells Hagan that Faerieland has fallen, and Seradar, too.  Roberta and
Tor then go on to convince Hagan to let them find a way to get rid of the
purple clouds, and eventually, Hagan gives in and tells them to do their best,
and tells Tor to protect Roberta.

Once that�s over, head back out of the throne room, and another speech cut
scene will start.

Roberta and Tor are walking along, trying to think of what to do next.  Roberta
thinks they need to do research, but Tor is skeptical.  Where would you find
information on purple clouds?  But Roberta is sure there�s something in the
Brightvale library, and so that�s our next destination.

Once the cut scene is over, walk along straight until you come to a door on
your right.  Head in there, and you�ll be in the Brightvale Library.

(6.3c) Doing Research

If you talk to a guy near you, he�ll tell you that there might be the
information you need in one of the rare books.  Unfortunately, they�re all up
on high shelves, and the ladders were recently taken out for cleaning.  Whose
bright idea was that, anyway?

Regardless, head back near the door and, if you�re facing the door, there
should be a button on the floor to your left.  Walk over onto it, and some book
shelves near you will move around, which means you now have access to the first
book.  Walk over to the bookshelf nearest to the side wall, and you should see
a ladder on one side or the other.  Climb it, then jump onto the next book
shelf.  Turn to your right, then jump onto the next bookshelf.  Finally, you
should be close enough to the shelf with the book, so carefully jump onto there.

Once you read the book, more shelves on the other side of the room will move,
and you�ll have access to the next book.  Jump down and walk over to those
shelves, climb the ladder that should be on one of them and jump across the
bookshelves until you�re on the next platform.

Read that book, and even more shelves will be moved over at the end of the
room, so jump down and walk over to those.  Climb up the ladder that will be on
the one closest to the end wall, then jump onto the bookshelf in front of you,
then turn right and jump onto the next shelf.  Walk right along the bookshelf,
and you should come within jumping distance of the next book platform, so jump.

Once you read that, the bookshelf you were just on will move, giving you access
to the final book.  Jump down from the platform, then climb back onto the first
bookshelf you used to get onto that platform, and do the same thing, only once
you get onto the bookshelf that moved, walk left instead of right.  You�ll come
to the final book, which is in the center of the room.  Be careful when jumping
onto it, though, because you�ll probably fall off since you�re jumping onto the
back of the platform instead of the front where you can read the book.  If you
do fall, try to have the character grab the edge, and carefully move the analog
stick to the left or right (it doesn�t matter).  They should move around the
edge of the platform.  Once you�re up front, move the analog stick up and
they�ll jump back up onto the platform.

Once you�ve read the book, Roberta and Tor will finally know what to do: They
need to get into the Meridell treasure vault and retrieve Fyora�s Rod.
Unfortunately, the vault was buried some time ago, so it�s not going to be easy.

You�ve done all you can in the library for now (unless you want to read some of
the books that are on the shelves), so head out.  If you walk up the stairs and
explore the rooms, you can pick up a few treasures, including Roberta�s
practice wand, which is a bit better than that make-shift one she was using.
You can also complete the second part of the Gelert Prince side quest if you
started that back in Meridell.  Once you�ve done all that, head out of the
castle.

(Brightvale Village)

There are a few shops that you can buy stuff in, including new clothes for
Roberta and a new shield for Tor.  Once you�ve shopped to your heart�s content,
head back out onto the road.

(6.3d) Enter the Gelert Assassin

(Brightvale)

Walk along for a bit, and a speech cut scene will start.

The Gelert Assassin will appear and talk about how he can�t believe that he was
hired to take out such small things, but a job is a job.  Tor will demand to
know who he is, but he won�t answer, and you�ll be taken into a battle.

This is actually not the time when you�re supposed to take out the Assassin.
Regardless, attack him as best you can and avoid his attacks.  Eventually,
another speech cut scene will start.

The guards standing post at the gate to Brightvale Village will finally notice
the trouble, and they�ll run to protect Roberta.  The Gelert Assassin will then
bid farewell, for even he can�t fight when he�s outnumbered, I guess.  Tor and
Roberta will wonder what just happened, and then the scene will end.

(6.3d) Bogshot Village

Your first mission on the road to beating the Darkest Faerie will be to have
the bridge between Brightvale and Meridell fixed.  While you can feel free to
head all the way down the road until you come to the broken bridge and pick up
the mission, it�s not necessary, so I�ll just be assuming you�re not doing that.

Walk along the road until you come to where it circles around again, and head
down the road you took to get to Brightvale Village in the first place.
Eventually you should come to a narrow dirt path on your right, and there will
be a sign that says it leads to Bogshot Swamp.  Follow the path.  When your
surroundings start to get gloomy, you know you�re in the right place.

(Bogshot Village)

Fix the Bridge-

Once you get here, the first thing you need to do is talk to the carpenter, so
walk past the Save Point and cross the bridge to where you can see a giant fire
with buildings surrounding it.  The carpenter�s place is the building with the
sign with a hammer on it out front.  Walk in there and talk to the carpenter,
and you�ll discover that he refuses to work because he, like all the other
villagers of Bogshot, is sick.  You�re basically expected to find the cure, so
head back out.

From here, you need to head to the Apothecary and talk to the shopkeeper in
there.  The Apothecary is the building with a sign with a cup on it out front,
so head in there.

When you go in, talk to the guy walking around and you�ll discover that he
knows the cure for the sickness, however he can�t go out into the bog to get
the ingredients himself.  Tor and Roberta (of course) volunteer to go get them,
and the shopkeeper will tell you what you need.

(6.3e) Bogshot Swamp

Bogberries-

To cure the villagers, you need to get three Bogberries.  Two of them will be
easy to get, but the final one will cause a bit of grief.  Well, first things
first, head outside and you should see two other bridges (other than the one
that leads back out onto the road).  One leads to a dead-end, which you should
be able to clearly see, but one doesn�t, so head onto that one.  Make sure your
stock of poison curing items is healthy, then cross the bridge, turn to your
left, and you�ll come into Bogshot Swamp.

(Bogshot Swamp)

You have to be careful in Bogshot, because there are Tentacles and Sludgies
waiting to attack you.  Also, though a lot of the water in the swamp is
shallow, there is the occasional deep patch.  If you accidentally sink into
one, it�ll be a game-over.

Anyway, once in the swamp, just keep heading straight across some water and a
few broken bridges.  Eventually you should come to a large stretch of muck with
lily pads in it.  The muck is deep, so you have to use the lily pads to cross
to the other side.  Use the ones to your far right, as the other ones move the
wrong way and won�t let you reach the other side.  Also, be careful because the
pads will sink down in the muck after a bit.

Once you�ve crossed the lily pads, you should have reached a large stone
structure with a Mote chest and a save point.  Save if you want, then keep
heading straight and back onto a path (if you can even call it that).

Keep heading straight, and once you�re as far as you can go (there�ll be some
deep muck that you can�t jump across) you should see something sparkling.  Walk
over to it, and you�ll pick up your first Bogberry.

Once you�ve picked it up and acknowledged what it is, there�ll be a short cut
scene in which you can see something moving through the muck.

Once that�s over, head all the way back to the stone structure and take the
third path (the one you haven�t gone on yet).  There�ll be another cut scene in
which Tor/Roberta (whichever one you happen to be using at this time) walks up.
All of a sudden, the Gelert Assassin will appear and talk about how Sludgies
love Bagguss.  And then he�ll promptly summon some Sludgies and disappear.

You don�t, however, have to deal with the Sludgies if you feel you can�t (or
just don�t want to).  If you don�t want to deal with them, just head to your
left and down the path.  Try to avoid popping the Bagguss fruits, because
they�ll send out poisonous gas, which kind of defeats the point of Bagguss
curing poison.  Anyway, cross the bridge, and you�ll eventually come to a
raised patch of land with shallow water, some weeds, and our second Bogberry.
Like the first one, it�ll be sparkling.

Once you�ve picked up the berry, there�ll be a cut scene similar the one
earlier in which you can see something slithering through the muck.

Once that�s over, jump down into the shallow water (if you�re standing on the
bridge facing the raised land mass, it�s to your right), and you should see
some lights off in the distance.  Walk towards them, and you�ll eventually come
to another stone structure that�s smaller than the other one.  There�ll be a
Save Point in it, so take advantage.

Once you�ve saved, head forward and skip across the pieces of wood.  All I can
say is, get ready for a boss fight.

*BOSS 4: PLAGUE SERPENT*

*This giant serpent (actually, it�s a Hissi, but whatever) seems hard, but he�s
really not.  Once you�ve gotten into the arena and he�s emerged, proceed to
jump up onto one of the stone platforms as Tor.  If a message shows up saying
that you need to get higher even when you�re up on one of the platforms, ignore
it.  Eventually, the Serpent will appear either in front or in back of you (if
he appears in back, Tor should turn his head and look).  Face him, but don�t
hold up your shield or anything until the last minute.  If you hold up your
shield the entire time, he�ll probably just send poison gas at you, which
doesn�t help at all.  If you wait until the last minute, though, he SHOULD do a
head butt, which is what we need.  Once he goes in for said head butt, quickly
hold up your shield.  If you do so in time, he should bounce off and fall onto
the ground, stunned.

From here, you can either stay as Tor and jump off the platform to attack the
monster or change to Roberta, stay on the platform, and use her magic to attack
from a distance.  If you stay as Tor, though, be careful, because one wrong
move and you�ll sink into the swamp gunk and get an immediate game over.

Anyway, repeat that process.  After you�ve gotten his health down a bit, he�ll
proceed to destroy two of the platforms, but don�t worry about this.  He�ll
also get a new attack in which he sends out circular ray thingys which will
freeze you, and then he�ll head butt you, but again, don�t worry too much and
just keep doing the strategy mentioned above.

Once you get his health down some more, he�ll destroy more platforms, and in
the final stretch of the battle, he�ll destroy all but one, but we still don�t
have a problem here.  However, when you get down to just one platform, you HAVE
to follow the strategy I gave you.  If you hold up your shield the entire time,
he won�t do a head butt even once, so wait until the last minute.  He should go
down eventually.*

When the Plague Serpent is down, a speech cut scene will start in which you can
see the dark clouds over Bogshot clearing away.  Tor and Roberta figure out
that the serpent was the cause of the clouds, and figure that if they can find
and defeat the causes of the clouds over the rest of the land, those clouds
will clear up, too.

Once that�s over, head into the middle of the arena and you�ll get the final
Bogberry.  With your mission accomplished, head out of the swamp and back into
the village.

(Bogshot Village)

Once back in the village, head to the Apothecary and talk to the shopkeeper
again.  He�ll take the three berries from you and brew a potion to hand out to
all the villagers.

After that, head to the blacksmith�s shop and talk to him, and he�ll say that
he�s feeling better and that he�ll go fix the bridge now.

Well, we�ve done all we can in Bogshot for now (besides any side missions you
wish to do), so head back out onto the road.  A bunch of missions should�ve
turned up on your Quest Status Subscreen, which are all the places you need to
go to get rid of the purple clouds.  The closest one is Market Town, but you
might not want to do that one until later, so what say we head back to Meridell
for a bit?

(6.3g) The Dark Barrier

Free Tor�s Farm-

The first mission we�ll be doing involves backtracking all the way to where it
all began- Ellis Family Farm, where Tor grew up.  Since you defeated the Plague
Serpent and brought the berries back to the village, the bridge builder will
have repaired the bridge between Brightvale and Meridell, so head all the way
there.

Cross the bridge and you�ll begin seeing familiar territory, a.k.a, the path to
the Lightwater Forest, Meridell Plains, etc.  However, you can�t head through
Meridell City to get to the Farm Road.  If you try to go there, you�ll see that
there�s a giant barrier of dark magic blocking your way, and the Gelert
Assassin will appear and taunt you about how you can�t get past.  But he says
that if you can manage to find a way, he�ll be waiting inside the barrier, and
proceeds to disappear.

After that, Tor and Roberta will try to think of a way to get past the barrier,
eventually thinking of Illusen.  Tor tells Roberta, though, that Illusen isn�t
doing so good, and that they should probably get her charm back from the
Werelupe King before they ask for her help.  After that, a bunch of quests will
be added to the Quest Subscreen, but just ignore them for now.

(6.3h) Going Back Home

After this, proceed to Drackon Ridge, which, if you�re heading back up the path
from the barrier, is on a little path to your right.  Your map should help
guide you if you get lost.  Eventually you�ll come out near the Cogham mines,
so head right until you hit a fork in the road, and go left from here.  At the
end of the road, you should be on the Meridell Outskirts, so just head along
the road all the way back to the farm.

When you get there, Lucy will be standing by the corral.  Walk up and talk to
her, and she�ll talk about how these weird tentacles came out of the ground and
took everyone but her away.  Sound a little familiar?  Once you�re done talking
to Lucy, our next destination is Shadowglen Woods

(6.3i) Shadowglen Woods Revisited

(Shadowglen Woods)

Save the Farmers-

Shadowglen Woods starts out exactly as it did the first time.  Just go on the
same path as you did in the first mission, however after a while, it starts to
get different.

Once you slide down the final rope and cross the river near where the Juppie
Monster�s lair was the first time, the Gelert Assassin will appear, laugh at
you, then open a trap door under you.  You will proceed to fall down into a
room that you hadn�t visited the first time around.

From here, hack and slash at the monsters that appear, making your way out of
the room and up the path in front of you.  Once you emerge from there, the lair
of the beast will be right in front of you, so hack away the vines covering it
and go in.

*BOSS 5: DARK JUPPIE MONSTER*

*The Darkest Faerie has revived a former boss to get in your way.  I�m pretty
sure that as a revived boss, he�s Dark aligned, so equip Motes accordingly.
Also, Roberta is definitely the better hero to use for this battle.

The battle will start the same as last time, with tentacles coming out of the
ground to attack you.  Kill them all and a Juppie fruit will fall and the
monster will appear out of the ground.

This is where everything is different, though.  He won�t automatically fall
onto the ground and make himself vulnerable.  Instead, he likes to send out
some kind of plant attack that deals damage and might just poison you, so run
around to avoid it.  Once he�s bored with that, he�ll attempt to body slam you,
so when you see it coming, make sure you�re in line with the Juppie fruit.

Once he smashes into the fruit, though, he won�t just lay there on the ground.
Instead, he�ll get back up, however he�s still vulnerable for a bit (you can
tell he�s vulnerable if he just sits there, slightly swinging his head and
looking wilted).  Take this advantage to blast at him with Roberta�s magic,
however when you can see that it�s starting to bounce off him, stop and run for
it, because the tentacles are starting up again.

This battle may take awhile, as the Juppie monster has a LOT more health than
last time, but it�s not impossible to get through.*

Once the monster goes down, go out the back exit of the cave like last time,
and you�ll be back on the farm.  A short cut scene will show Tor�s father
giving the heroes the Ropegun, which he says might come in handy for later
(hint HINT)

(6.3j) Heading To Cogham Again

After you talk to Tor�s parents, it�s time for the next quest: Save Cogham.
Obviously, you should head to Cogham Village for this one, so backtrack the way
you came and to where Drackonack Ridge starts, and instead of heading onto the
ridge, go across the bridge, which is the same bridge that led into Cogham
earlier in the game.  Just follow the same path as before.

(Cogham Village)

Once in Cogham Village, head up over to the ridge that leads up the mountain,
and a villager will stop you.  He�ll inform you that the Ixi Raiders have come
back, and that they kidnapped all of the villagers (Weird that he remains, but
maybe they just don�t like him)!  You obviously have no choice but to get the
villagers back, so just head your way up the mountain.

Save the Miners-

(Cogham Steppes)

Head the same way up the mountain as you did for the first mission here.  There
will again be Ixi Raiders, and they�re even basically in the same places, but
there�s one big exception: They�re now uber powered up, with more hit points,
tougher defenses, and a new Dark alignment to replace the previous Earth one.
Equip Motes accordingly and defeat them as they come at you, because like their
predecessors, these ones will mercilessly chase after you once you�ve been
spotted.

Continue up the mountain the same way until you get to the fork in the path
(the one that when you go right leads to a water wheel).  Instead of heading
right like before, however, head left.  Not too far up the path, you�ll
encounter two Dark Ixi Archers (I�d bet a thousand Neopoints they�re the same
Ixis that ratted you out on your last trip here).  They�ll yell about intruders
and proceed to charge at you, so promptly dispose of them and head up the path.
Enter the cave, and you�ll step onto an elevator that will bring you
underground.

(6.3k) Villagers and Mines

(Abandoned Mines)

It�s dark, dank, and a bit glowy in here.  Apparently this is a mine that was
used heavily in the days of yore, but has since been abandoned and re-occupied
by monsters.

Anyway, as you may have guessed, you�ll be needing to rescue the kidnapped
villagers in here.  There are six total villagers including the mayor, but
don�t worry about the mayor, as you can�t rescue him until after the boss
fight.  All of the villagers in needing of rescue have their own convenient
marks on your maps, which makes navigating a little bit easier.

To start off, you�ll be in a room with a save point in the middle and a little
item that you�ll almost automatically pick up (it�s a forging hammer that
belongs to the Cogham Village smithy; pick it up if you don�t want to have to
come back in here later to get it for a side quest).  From this room, head down
the path to your right, and you�ll come into another room.  Head down the left
path from here, and keep going straight until you find another save point.

From here, you�ll hit a fork in the road, and head down the path to your right.
Watch out for enemies here; they�ll be Drackonacks and Dark Ixi Spearmen and
Archers, all of which are extremely annoying.  At the end of the path is a
chamber which leads to three rooms, but the one we want is to the left
immediately after entering.  In there will be a small step and your first
villager: Smithy Brennan.  After disposing of the Dark Ixis that are guarding
him, jump up to him and he�ll thank you for saving him.  Before he goes on his
merry way (which I don�t get, because you�d think he�d just get captured again)
he tells you that the Ixi Chieftain has returned and is more insane than ever.

From here, head all the way back to that fork in the road you came upon, and
this time head left.  You�ll eventually come to a room with mine tracks and
carts zooming by (the name Abandoned Mines is apparently misleading in this
respect).  You�ll need to travel along the tracks later, but for now just head
across the room while avoiding the oncoming cars (they�ll deal some damage to
you if they hit you).  In the next room are some more tracks, but this time
they�re above your head.  Just keep heading forward, and in the next room will
be your second villager: Giovanni the Explorer.  Defeat the Dark Ixis guarding
him, then talk to him and he�ll thank you and leave.

After he�s gone, head all the way back into the first mine cart room.  Take
either of the paths in here, but just make sure that you head through the left
entrances for either.  Be careful of the mine carts that come zooming towards
you, as they�ll still deal damage.  If you�re still in a tunnel, you can just
press yourself up against either side to avoid them.  At one point, though, I
believe you�ll have to cross a lava pit, and there are sections of track that
actually go right above it (ooh, hot!).  You obviously can�t go to the sides to
avoid the carts, so you�ll have to carefully jump over them before you go on
your way.

After a long and perilous trip, you�ll come to a room with some Dark Ixis and
some weird machinery.  The track you�ll be standing on will actually be above
the room, so jump down.  There will be a Save Point, so you�ll probably want to
save before you head on your way.  After doing so, head through the archway
near-by.  Continue on down the path until you get to some rubble.  Destroy this
minor annoyance, then proceed down the path until you get to a fork.  Head
left, and your next villager, Elspeth, will be there waiting for you.

After she�s safely (again, I doubt how safe they are wondering around the Mines
alone, but whatever) headed back on her way to the village, head back into the
room that you dropped down into, but this time, head down the other path.  Jump
up the steps to get your fourth villager, Otto.

After he�s safe, go down the path to a save point and go on the path that we
passed over.  Head left and follow the mining carts into the next room, where
the fifth villager, Stanley, is stashed away.

After he�s safe, continue on following the carts.  You�ll be back in the room
with all the lava.  From here, just go to where it�s possible to jump onto a
land mass that has a save point on it.  Save, then cross the bridge, and a
short cut scene will start, and then you�ll be thrust into your next boss
battle.

*BOSS 6: DARK IXI CHIEFTAN*

*Yes, you have to face this guy AGAIN, however it�s not as horrible as you
might think.  He was revived by the Darkest Faerie to try to get in your way,
however he�s still a push-over.  The only difference between the first battle
and this one is that he has more health.

He still has the same attacks as last time; swing at you with his weapon and
send out ring-shaped surges of energy.  This time, I believe he�s Dark-aligned
(just assuming from the name, you know) so equip a Dark-aligned mote to your
armor and a Light-aligned mote to your weapon.  Attack at any and all openings
while avoiding his attacks, because even though this guy is still a big
push-over, he can do some pretty good damage if you let him.  Just do your
best, and he�ll go down eventually.*

After the Ixi Chieftain is down, jump across the land masses, and the cage that
Mayor Jurgin was being held in will lower.  He�ll thank you for saving
everyone, and you�ll be dropped off outside.  Use the zip lines or manually
climb down the mountain.

When you get out of the cave that leads back into the village, the child that
greeted you after your first Cogham mission will be there again.  He�ll bring
you down into the village, where the mayor will thank you by giving you the
Cloak of Heroes.  This nifty little piece of clothing, when put on, will make
you invisible to all Minion-type monsters (as long as you don�t get to close to
them) and will come in real handy later in the game.
*****************
7. Side Quests
*****************

(Meridell Side Quests)

Dangerous Weeds-

For our first side quest, head into the first farm you see while heading along
the Farm Road.  Talk to the Aisha, and she�ll tell about how killer weeds have
taken over her garden and ask you to take care of them.  So, head out back and
along the ledge until you can jump up and go into the garden.  There, you�ll
see a bunch of small plant monsters, with a large one running around somewhere,
too.  Seek out the large one and kill it first as it is the creator of the
small plants.  Once the big one is dead, kill all the little ones.  After every
single one is dead, talk to the Aisha again, and she�ll give you a Four Leaf
Clover.

**

Protect Bogg�s Field-

Still heading along the Farm Road, you should eventually come to Chokato Acres.
Head in and talk to Bogg, who complains about Crokabeks ruining his crops.  To
solve his woes, simply seek out said Crokabeks; they�re in the general area
around Bogg and/or the garden.  Once you killed both of them, talk to Bogg and
he�ll give you a free Chokato.

**

Noises in the Root Cellar:

From Chokato Acres, head slightly down the path, then head right and into
Juppie Farms.  It seems that there is something in the cellar of Farmer
Addison�s house that�s keeping him awake.  To get rid of it, head left from
Addison and into the cellar via some doors set into the ground.  From here,
simply wander around, killing all the Spyders you come across, and destroy any
sacks containing Spyders (they�ll be all webby and hanging from walls).
Eventually, you should come into a room in which you meet a Giant Spyder.  Kill
him, and Addison�s troubles will be solved. Head back out and talk to him, and
he�ll give you one-hundred Neopoints.

**

Gelert Prince-

When in the Meridell Outskirts and near the bridge, head to your left until you
see a broken down carriage and a Gelert.  Talk to him, and he�ll tell you of
his woes.  Seems bandits stole his precious Golden Rose, and can you please get
it back for him?  Well, fair enough.  Head forward and onto the path that leads
to the Shadowglen Woods, only head right when you get onto the path, and you�ll
come down into a fairly well hidden path.  Head along it and into a cave, which
happens to be the bandit�s hideout.  Head straight until you get into a room
with a fire in the middle.  Defeat the horde of bandits, then head into the
room that�s to the right of the fire, and open the Treasure Chest in there.
You have now obtained the Golden Rose.  There�s plenty of treasures in there,
so feel free to get them.  After you�ve wandered around to your heart�s
delight, head back out and talk to the Gelert Prince again.  He�ll thank you
profusely, reward you with 350 neopoints, then ask you to deliver the Rose to
his love in Brightvale, which you won�t be able to do until Act 3.

**

Meridell Arena-

In the middle of Meridell City is an arena in which you can fight for
Neopoints.  There are five opponents you can fight in here.

Opponent 1: Trump the Highwayman

To pay off his debt to society, Trump is evidently fighting in the arena� I�d
like to know who thought up THAT punishment.  Anyway, Trump doesn�t really seem
to have any magical alignment, and his only attack is to stab at you with his
sword.  This may sound easy enough, but it�s annoying as hell, because Trump
has excellent speed.  All you can really do is avoid his sword and strike when
he�s open.  The prize for defeating him is a shield or, if you already have a
shield, three-hundred Neopoints.

Opponent 2: Ixi Raider

This Ixi was evidently shunned from his people for being too nice.  Poor guy.
Anyway, like the Ixis you fight in Cogham and on the Cogham Steppes, he�s
Earth-aligned, so equip your sword with an Air-aligned mote (even though you
can�t use restorative items, you CAN, evidently, use motes).  Just whack at
him, avoiding his attacks, and he�ll eventually go down.  The prize for
defeating him is five-hundred Neopoints.

Opponent 3: Sludgy

Brought from the bile swamps of an area which we�ll visit later, it�s the
incomparable Sludgy!  Anyway, this guy is Water-aligned, so equip a
Fire-aligned mote to your sword.  He�s rather annoying, as are the rest of the
Sludgies in this game.  He can duck down to avoid attacks and hit at you, but
if you�re careful, he should go down in no time.  The prize for beating him is
seven-hundred Neopoints.

Opponent 4: Skeleton Warrior

The next opponent you�ll be facing.  Skeleton Warriors are annoying in general
to tell the truth.  Anyway, to beat him, equip a Light-aligned mote to your
sword and whack at him with three-hit-combos.  The prize for this fight is 1000
Neopoints.
*****************
8. Items
*****************

(8.1) Health Restorative Foods:

Red Juppie: Restores the smallest amount of health; good to have a lot of if
you�re just moving from place to place and don�t expect a lot of fights.  Can
be found in the wild as well as be bought from most food stores.

Chokato: Restores a good amount of magic; good for any situation, really.  Can
be found in the wild in some places, though not as common as the Red Juppie.
Can also be bought from most food stores.

Peachpa: Restores a huge amount of health, good for boss fights.  Can
occasionally be found in the wild and in some shops.

(8.2) Magic Restorative Foods:

Purple Juppie: Restores the smallest amount of magic.  As with the Red Juppie,
they�re good to have while moving from place to place when there will be no
huge battles. Can be found in the wild and in most food stores

Starberry: Restores a good amount of magic.  As with the Chokato, they�re good
for any situation.  Can be found in some places in the wild, and be bought from
most food stores.

Ergyfruit: Restores a huge amount of magic.  Good for boss battles.  Can be
found in the wild, but rarely.  Some stores have these, but not many.

(8.3) Curing Foods:

Bagguss: Cures poison, though is said to taste awful.  Can be found in the wild
as well as in most food stores.



(8.4) Neggs:

Speckled Negg: Restores a small amount of health and magic.  Can be found in
abundance in the Lightwater Forest.  Can also be bought from the Nothing But
Neggs store, as well as a few others.

Striped Negg: Restores a good amount of health and magic. Like the Speckled
Negg, these can be found in abundance in the Lightwater Forest, as well as be
bought from Nothing But Neggs and a few other stores.

Silver Negg: Restores all lost health and magic.  Can sometimes be found in the
Lightwater Forest,
and be bought from Nothing But Neggs and a few other stores.

Red Negg: Increases your maximum amount of health and restores any health that
was lost.  Can be received after some boss battles, as well as prizes for Side
Quests, very rarely in the wild, and in a few shops.

Starry Negg: Increases your maximum amount of magic.  Can sometimes be found in
the wild, be bought from specialty stores and might even be the prize of a
side-quest or two.

Golden Negg: I�m not exactly sure about this, but I think it increases the
maximum amount of both health and magic.  Extremely rare, only two shops in the
whole game sell these, as far as I know.

(8.5) Potions:

Spyder Juice Elixir: Cures you of poison and prevents you from getting poisoned
for a while.  Can be bought from most potion stores.

Dispelling Potion: Removes any curse that was put on you by an enemy and
prevents you from being cursed again for a while.  Can be bought in some potion
stores.

Ointment of Quickness: Use this to prevent yourself from being effected by
Slow-Down for a while.  Can be bought at the Shop of Curious Wonders in
Meridell, though I�m not sure where else.

Unguent of Curing: Can cure any condition you have.  Not sure where this one
can be found.

Kauvara�s Potion: Restores all lost health and prevents you from taking damage
for a while.  Can be bought in the Hidden Tower in Faerieland and in some shops
in Altador.

Fyora�s Potion: Restores all lost magic and will regenerate magic after you use
magic-consuming items for a while.

Potion of Revival: Will revive your partner (assuming there�s still an active
hero left).  Can be found in some potion shops, as well as treasure.

Potion of Meerca Speed: Temporarily allows you to run super-fast.  Can be found
in some potion shops.

Potion of Power: Powers up your attacks for a while.  Can be found in some
potion shops.

*****************
9. Shops Directory
*****************

Yes, you can come here for all your buying needs.  Shops are listed out by
area, and the areas will be in the order that they appear in the game.

(Meridell City)

Shop Name: The Village Armoury

Items:

Wooden Shield (400 Neopoints)
Knight�s Plate (2,500 Neopoints)


Shop Name: Meridell Smithy

Items:

Squire Sword (500 Neopoints)


Shop Name: Meridell Food �N Slop

Items:

Red Juppie (22 Neopoints)
Chokato (50 Neopoints)
Purple Juppie (20 Neopoints)
Starberry (40 Neopoints)
Bagguss (40 Neopoints)


Shop Name: Shoppe of Curious Wonders

Items:

Ointment of Quickness (125 Neopoints)
Dispelling Potion (125 Neopoints)
Speckled Negg (70 Neopoints)
Meridell Castle Treasure Map (200 Neopoints)


Shop Name: Mistress Morag�s Magical Merchandise

Items:

Sorcerer�s Wand (7,000 Neopoints)
Fire Mote (110 Neopoints)
Leaf Mote (90 Neopoints)
Smoke Mote (120 Neopoints)
Bubble Mote (80 Neopoints)
Light Mote (130 Neopoints)


Shop Name: Rory the Shady Guy

Items:

Drackon Ridge Treasure Maps (200 Neopoints each)
Meridell Plains Treasure Map (200 Neopoints)
Meri Acres Farm Treasure Map (200 Neopoints)
Illusen�s Glade Treasure Map (300 Neopoints)
Meridell Farms Treasure Map (200 Neopoints)


(Drackon Ridge)

Shop Name: Motara�s Marvelous Motes

Items:

Wizard�s Gown (6,000 Neopoints)
Sun Mote (280 Neopoints)
Shadow Mote (240 Neopoints)
Wind Mote (250 Neopoints)
Rock Mote (230 Neopoints)
Lava Mote (260 Neopoints)


(Cogham Village)

Shop Name: Brennan�s Anvil

Items:

Knight�s Sword (1,500 Neopoints)
Enchanter�s Wand (2,000 Neopoints)


Shop Name: Ingmar�s Armoury

Items:

Iron Shield (800 Neopoints)


Shop Name: The Peachpa Hut

Items:

Peachpa (150 Neopoints)
Red Juppie (25 Neopoints)
Purple Juppie (20 Neopoints)

Shop Name: Treasures and Trinkets

Items:

Shadowglen Treasure Map (225 Neopoints)
Meridell Farms Treasure Map (260 Neopoints)
Potion of Revival (100 Neopoints)
Starlight Potion (300 Neopoints)
Starry Negg (800 Neopoints)


(Illusen�s Glade)

Shop Name: Nothin� But Neggs!

Items:

Speckled Negg (75 Neopoints)
Striped Negg (250 Neopoints)
Silver Negg (600 Neopoints)
Gold Negg (2000 Neopoints)


(Faerieland)

Shop Name: Potionmaker Fizlar

Items:

Spyder Juice Elixer (150 Neopoints)
Potion of Meerca Speed (500 Neopoints)
Dispelling Potion (180 Neopoints)


Shop Name: Shopkeep Visal

Items:

Red Juppie (25 Neopoints)
Chokato (60 Neopoints)
Speckled Negg (75 Neopoints)
Purple Juppie (20 Neopoints)
Starberry (40 Neopoints)


Shop Name: The Hidden Tower

Items:

Fyora�s Potion (1,500 Neopoints)
Kauvara�s Potion (2,000 Neopoints)
Faerie Dress (8,000 Neopoints)
Golden Shield (4,000 Neopoints)
Sorcerer�s Wand (7,000 Neopoints)
Silver Negg (1,500)
Gold Negg (5,000 Neopoints)


(Brightvale Village)

Shop Name: Brightvale Armoury

Items:

Knight�s Shield (1,500 Neopoints)
Magic Robes (2,000 Neopoints)


Shop Name: Brightvale Motery

Items:

Nova Mote (400 Neopoints)
Wind Mote (80 Neopoints)
Smoke Mote (120 Neopoints)
Leaf Mote (90 Neopoints)
Fire Mote (110 Neopoints)
Light Mote (130 Neopoints)


Shop Name: The Royal Potionry

Items:

Spyder Juice Elixer (150 Neopoints)
Potion of Power (400 Neopoints)


Shop Name: Fruits of Brightvale

Items:

Red Juppie (25 Neopoints)
Chokato (60 Neopoints)
Purple Juppie (20 Neopoints)
Starberry (40 Neopoints)
Bagguss (50 Neopoints)

Shop Name: Matkin�s Maps

Items:

Bogshot Treasure Map (220 Neopoints)
Brightvale Treasure Map (200 Neopoints)
Brightvale Road Treasure Map (240 Neopoints)
Crossroads Treasure Map (280 Neopoints)
Werelupe Woods Treasure Map (300 Neopoints)


(Bogshot)

Shop Name: Bogshot Apothecary

Items:

Potion of Revival (100 Neopoints)
Spyder Juice Elixer (150 Neopoints)


Shop Name: Sunnyfield�s Fine Foods

Items:

Red Juppie (28 Neopoints)
Speckled Negg (100 Neopoints)
Purple Juppie (22 Neopoints)
Ergyfruit (125 Neopoints)
Bagguss (25 Neopoints)


Shop Name: Curious Curios

Items:

Tome of Warding (2,500 Neopoints)
Starlight Potion (300 Neopoints)
Werelupe Woods Treasure Map (200 Neopoints)
Meridell Farms Treasure Map (375 Neopoints)
Red Negg (1,000 Neopoints)

(Various Roads)

Shop Name: Gord the Merchant

Items:

Potion of Revival (150 Neopoints)
Starlight Potion (400 Neopoints)
Starberry (50 Neopoints)
Bagguss (60 Neopoints)
Chokato (75 Neopoints)
Striped Negg (300 Neopoints)
4 Leaf Clover (500 Neopoints)
Bogshot Treasure Map (200 Neopoints
Bogshot Treasure Map 2 (250 Neopoints)
Meriload Mine Treasure Map (250 Neopoints)
Meridell Farms Treasure Map (250 Neopoints)
Steppe Plateau Treasure Map (300 Neopoints)
Lightwater Treasure Map (400 Neopoints)
Bogshot Swamp Treasure Map (300 Neopoints)
Brightvale Treasure Map (300 Neopoints)
Crossroads Treasure Map (400 Neopoints)
Brightvale Road Treasure Map (300 Neopoints)


(Market Town) (please note that these prices are what they cost AFTER you beat
the Black Knight)

Shop Name: The Magic Anvil

Items:

Battle Blade (4,000 Neopoints)
Magician�s Wand (4,000 Neopoints)


Shop Name: Market Town Armourer

Items:

Golden Shield (2,000 Neopoints)
Royal Armor (4,500 Neopoints)
Noble Press (6,500 Neopoints)


Shop Name: Market Town Grocers

Items:

Peachpa (125 Neopoints)
Striped Negg (275 Neopoints)
Ergyfruit (125 Neopoints)


Shop Name: Even Curiouser Curios

Items:

Brightvale Treasure Map (325 Neopoints)
Steppe Plateau Treasure Map (350 Neopoints)
Werelupe Woods Treasure Map (425 Neopoints)
Starry Negg (1,000 Neopoints)
Red Negg (1,250 Neopoints)


*****************
10. Enemies
*****************

(9.1) Bosses

*BOSS 1: JUPPIE MONSTER*

*Finally, a real boss battle.  Well, this one�s pretty simple, really.
Firstly, he�ll send out vines at you; kill them and a huge Juppie plant will
fall from the ceiling.  After that, get against the wall, but make sure you�re
in line with the Juppie fruit.  The monster will then do a head butt, and if he
smashes through the fruit, he�ll be dazed and hit the ground, leaving him open
for an attack.  Attack him, and he�ll go back into the ground and send vines at
you again.  This process will repeat until you kill him.*



*BOSS 2: IXI CHIEFTAIN*

*The Ixi Chieftain is basically a push-over if you ask me.  Like with the minor
Ixis, equip an Air-aligned Mote to your sword.  Just in case, you might also
want an Earth-aligned one on your armor, as that will minimize any damage you
happen to take.

All he really does is swing at you with his sword or stomp the ground, sending
out a ring-shaped surge of power to cause damage.  Though it seems hard, all
you have to do is avoid this and hack/slash at him.  When you�ve gotten him
down to about half-health, he�ll call on his Ixi Archers, who will appear in
all the little alcoves.  For the rest of the battle, they�ll be sending arrows
at you, however this is a minor nuisance at best.  Just continue the
aforementioned strategy, and he�ll eventually go down.*



*BOSS 3: GNARFAS*

*Gnarfas seems big and scary, but he�s really not.  So long as you can get in
attacks before he starts jumping around, that is.  The first part of the
battle, he�ll do almost nothing but jump from tree-to-tree, occasionally
attacking you.

After a bit, he�ll come to the ground and attempt to go in for the kill,
however he won�t get to.

A speech cut scene will start in which the Old Knight jumps in the way and
throws back Gnarfas� attack.  Old Knight will scoff at Gnarfas and greet you,
but then the Werelupe King will attack Old Knight and throw him aside, saying
that he of all people should know not to turn his back on the enemy.  After
that, the fight will continue.

Tor will point out that Gnarfas looks like he�s Fire-aligned, so equip a
Water-aligned Mote to your sword.  There�s no real strategy to beating this
over-grown puppy except to avoid his attacks, then hit him hard and fast when
he looks tired out.  Repeat this process until he�s down for the count.

This might not even matter, but the second time I battled Gnarfas, there was
something weird.  When he had about three-fourths of his health, I went in to
attack him.  All-of-a-sudden, there was this ringing sound, and all of Gnarfas�
health was gone.  This is most likely a glitch in the game, however I think
it�s a rare one, as that was the first and last time I ever encountered it.*



*BOSS 4: PLAGUE SERPENT*

*This giant serpent (actually, it�s a Hissi, but whatever) seems hard, but he�s
really not.  Once you�ve gotten into the arena and he�s emerged, proceed to
jump up onto one of the stone platforms as Tor.  If a message shows up saying
that you need to get higher even when you�re up on one of the platforms, ignore
it.  Eventually, the Serpent will appear either in front or in back of you (if
he appears in back, Tor should turn his head and look).  Face him, but don�t
hold up your shield or anything until the last minute.  If you hold up your
shield the entire time, he�ll probably just send poison gas at you, which
doesn�t help at all.  If you wait until the last minute, though, he SHOULD do a
head butt, which is what we need.  Once he goes in for said head butt, quickly
hold up your shield.  If you do so in time, he should bounce off and fall onto
the ground, stunned.

From here, you can either stay as Tor and jump off the platform to attack the
monster or change to Roberta, stay on the platform, and use her magic to attack
from a distance.  If you stay as Tor, though, be careful, because one wrong
move and you�ll sink into the swamp gunk and get an immediate game over.

Anyway, repeat that process.  After you�ve gotten his health down a bit, he�ll
proceed to destroy two of the platforms, but don�t worry about this.  He�ll
also get a new attack in which he sends out circular ray thingys which will
freeze you, and then he�ll head butt you, but again, don�t worry too much and
just keep doing the strategy mentioned above.

Once you get his health down some more, he�ll destroy more platforms, and in
the final stretch of the battle, he�ll destroy all but one, but we still don�t
have a problem here.  However, when you get down to just one platform, you HAVE
to follow the strategy I gave you.  If you hold up your shield the entire time,
he won�t do a head butt even once, so wait until the last minute.  He should go
down eventually.*


*BOSS 5: DARK JUPPIE MONSTER*

*The Darkest Faerie has revived a former boss to get in your way.  I�m pretty
sure that as a revived boss, he�s Dark aligned, so equip Motes accordingly.
Also, Roberta is definitely the better hero to use for this battle.

The battle will start the same as last time, with tentacles coming out of the
ground to attack you.  Kill them all and a Juppie fruit will fall and the
monster will appear out of the ground.

This is where everything is different, though.  He won�t automatically fall
onto the ground and make himself vulnerable.  Instead, he likes to send out
some kind of plant attack that deals damage and might just poison you, so run
around to avoid it.  Once he�s bored with that, he�ll attempt to body slam you,
so when you see it coming, make sure you�re in line with the Juppie fruit.

Once he smashes into the fruit, though, he won�t just lay there on the ground.
Instead, he�ll get back up, however he�s still vulnerable for a bit (you can
tell he�s vulnerable if he just sits there, slightly swinging his head and
looking wilted).  Take this advantage to blast at him with Roberta�s magic,
however when you can see that it�s starting to bounce off him, stop and run for
it, because the tentacles are starting up again.

This battle may take awhile, as the Juppie monster has a LOT more health than
last time, but it�s not impossible to get through.*


*BOSS 6: DARK IXI CHIEFTAN*

*Yes, you have to face this guy AGAIN, however it�s not as horrible as you
might think.  He was revived by the Darkest Faerie to try to get in your way,
however he�s still a push-over.  The only difference between the first battle
and this one is that he has more health.

He still has the same attacks as last time; swing at you with his weapon and
send out ring-shaped surges of energy.  This time, I believe he�s Dark-aligned
(just assuming from the name, you know) so equip a Dark-aligned mote to your
armor and a Light-aligned mote to your weapon.  Attack at any and all openings
while avoiding his attacks, because even though this guy is still a big
push-over, he can do some pretty good damage if you let him.  Just do your
best, and he�ll go down eventually.*


*BOSS 7 THE BLACK KNIGHT*

This knight is completely covered in armor, so it seems like you can�t hurt
him.  That�s not the case, though.  First, though, you may want to make sure
that you�re Roberta for this, because it will make the battle that much easier.

Anyway, for most of the battle, the key to surviving is running like hell.  The
way to damage him is that sometimes his armor will move to expose weak spots.
The first one will show up if you run up onto one of the stairs.  If the Knight
goes to swing his sword at you, it should get stuck in the stairs, exposing the
first weak spot (it should be on his neck, I think; if not, just look for a
purplish-red spot where his armor breaks).  This isn�t in any particular order,
but the rest of the weak spots will be exposed when he gets his sword stuck in
a chandelier (one of his arm pits) he gets his sword stuck in the floor (his
neck) and, occasionally, I think he falls over, revealing a weak spot on the
back of his neck.  Whenever you see one appear, just use Roberta to blast at it
as much as you can before it�s covered up again.

So basically, run from him when he attacks and blast at him when he exposes a
weak spot, and he�ll eventually go down.*

*BOSS 8: WERELUPE KING*

Well, this guy is big, scary, and can be really hard.  Equip Rainbow-aligned
Motes to everything and be prepared to take some damage.  Also, since Roberta�s
kidnapped, you�ll obviously only have Tor to work with.

The King likes to jump around for a lot of the battle, and a lot of the time,
he�ll come up behind you, so watch out.  Also, there�s a glitch in the game
where he jumps out of the arena and runs off.  He won�t come back, and you
can�t get out, so the only thing to do is re-set the game and try again.  I
think this doesn�t happen often, though, because it�s never happened to me.

Another attack he has is pounding on the ground, sending out a circular wave of
energy.  This can be avoided by jumping, and the King will be vulnerable for a
bit just after he�s used this attack, so take this advantage to put the
smack-down on him.

His final attack is just simply attacking you with his claws, and this can be
easily avoided (assuming you know he�s there, because he likes to use this
attack after jumping up behind you).  If you can manage to attack him before he
damages you, you can get quite a bit of damage in before he does anything more.

As with the rest of the bosses, if you just do your hardest and be careful,
he�ll go down eventually.*

*BOSS 9: GELERT ASSASSIN*

Finally, you get to battle this guy and make him pay for all the grief he�s
given you.  I think he�s Dark-aligned, so equip the right Motes.  Tor is the
best hero to use for this one unless you think you�ll do better attacking him
from a distance with Roberta�s magic.

Anyway, he has several attacks he uses, his favorite being warping around the
arena using some kind of portal he creates in the ground.  When you see him
sink into the ground, be careful, because more often than not, he�ll come back
up behind you.  In the first part of the battle, he doesn�t use it to its full
potential, because if you catch him just after he comes back up, you can deal
him a lot of damage before he tries to do anything about it.  Later in the
battle, however, he warps around like nobody�s business, and it�s hard to catch
him at all, so be aware.

Another attack he has is simply sending out balls of Dark energy.  If you equip
a Dark-aligned Mote to your shield, you may be able to make it bounce back at
him, which will cause a little damage.  The chances of it making it back to him
are low, though, because he�ll probably have run out of the way or warped by
then.

In the final leg of the battle, he�ll run around the arena faster than you can
really catch.  He�ll attempt to get to you and deal damage, then run back away.
If you think you can damage him when he runs past, at least try, because it�s
not impossible to do.  Occasionally he�ll stop running and just stand there,
giving you a small amount of time to run up and deal damage to him before he
starts running around again.

Once he has only a really tiny amount of health left, you may just leave it at
that, because the battle will end after a bit, though you may still want to
attack him just to make sure.*

*BOSS 10: UNDEAD DRAIK*

*Yes, there�s a boss you have to defeat before you can get Fyora�s Rod, but you
really should�ve expected that.  I find that Tor is the best to use for this.
Also, the Draik has two alignments (Water and Fire) that he uses randomly, so,
unless you want to keep switching back and forth, just equip all your stuff
with one of your Rainbow-aligned Motes (a.k.a Nova or Super Nova).

The basic strategy for this battle is to use your shield.  The Draik�s favorite
attack is to send out magic at you from his mouth.  Since he�s nothing but
bones, you can see the magic building up in his rib cage and get prepared.
Hold up your shield and the magic will bounce off.  The Draik will be stunned,
and it�s at this point that you can run up and attack him.  The more you attack
him, the more he�ll break down (a.k.a his body parts will start going bye-bye).

Between those attacks, he�ll just run around the arena sending smaller blasts
of magic at you that you can�t really do anything with but avoid.  Also, be
careful, because he�ll also be sending out whirlwinds that can be a real pain,
because they�ll stay around for a long time and get in your way when you try to
bounce the Draik�s magic back at him.

In the final part of the battle, he�ll be nothing but a head.  He�ll still send
the occasional blast of magic at you, but you don�t need to send it back to
him.  Just run after the head and hack at it, and he�ll be going down.*

*BOSS 11: DARKEST FAERIE SISTERS*

*Well, this is really three bosses, I suppose, but that�s not really the point,
now, is it?  Anyway, they�re obviously Dark-aligned, so equip a Light mote to
your weapons and a Dark mote to your armor.

For the battle to even really start, you have to use Roberta to blast the
Sisters with Fyora�s Rod.  Once you do, a speech cut scene will start in which
they complain that the �witch� took away their invulnerability.  They won�t
back down, though, and so the real battle will begin.

Your best bet is to use Tor for this, in my opinion.  There�s no complicated
strategy in beating the Sisters.  They�ll send out Dark magic and fly around;
they don�t get new attacks or anything once you�ve gotten them down enough.
You don�t even have to beat them in a particular order, so just run up to
whichever one you want and start attacking.

I do advise you, however, that avoiding their attacks is a very good idea.
They can cause you a great deal of damage and varying affects, including, I
believe, poison.

Though the battle is pretty simple, since you have to take down all three, it
can get long and you may be facing a game-over if you�re not careful.  They
will, however, go down, so just keep trying.*


*FINAL BOSS: THE DARKEST FAERIE*

*Yes, you finally get to face the ultimate evil that�s the cause of all of
this.  And you only have three minutes.  This may make you panic, but if you do
it right, you won�t even need two.  Also, the Darkest Faerie may be
Dark-aligned, but she uses magic of every single alignment, so equip Nova or
Super-Nova Motes to everything.

The battle will start off with switching to Tor and you can�t switch back and
forth of your own free will.

In Tor�s portion of the battle, the Darkest Faerie will at first just stand
there.  Run up to her as if you were going to attack, and you�ll be thrown back
by some invisible force.  In other words, you can�t attack her directly.  Well,
at least not yet.  Once you�ve accomplished the fact that you can�t attack her,
she�ll start sending out balls of magic.

Now, remember with the Plague Serpent, how he would only do the attack you
wanted if you waited until the last second to hold up your shield?  Well it�s
the same with the Darkest Faerie.  If you hold up your shield the entire time,
she�ll more than likely send out Dark magic, which will summon a Minion
monster, which is of no use to you (however, defeating Minion monsters will
give you more Nova Motes, so you may occasionally want them).  If you wait
until you can see she�s sent out the magic, though, she�ll send out magic of
another alignment, which will bounce off your shield and stun her.

When she�s stunned, she won�t be able to send you away from her, so run up and
perform a three-hit-combo on her.  You�ll only be able to do one before she
regains her composure and forces you back away from her.  Simply repeat the
process.

Once you�ve done a few rounds with Tor, it�ll automatically switch to Roberta,
and again you can�t switch back of your own will.

With Roberta, the Darkest Faerie will raise up into the air, and flying Minion
monsters will appear.  Don�t worry about those, though, and focus on the
Darkest Faerie.  From a distance, blast at her mercilessly with your wand, and
she�ll eventually go back onto the ground, looking tired.  From here, get up
close (but not so close that Roberta starts whacking with her wand) and
continue blasting the Darkest Faerie.

You SHOULD be able to finish her off with just one cycle, but if you don�t,
it�ll keep switching back and forth between the two heroes until you either
defeat her or time runs out (hopefully the former).

And congratulations, you�ve just beaten the final boss.*

(9.2) Minor Enemies

The enemies will be listed by their type (e.g. Minion) and their magical
alignment

Minion Monsters:

Earth:
Minion Archer Yellow
Minion Artillery Green
Minion Brute Yellow
Minion Warrior Light Blue

Air:
Minion Archer Blue
Minion Grunt Blue

Dark:
Minion Brute Dark Purple
Minion Artillery Dark Purple

Light:
Minion Magician Yellow

Water:
Minion Brute Blue

Fire:
Minion Archer Red
Minion Artillery Red
Minion Magician Red
Minion Brute Red


Crokabek:

Air:
Crokabek
Mountain Crokabek
Swamp Crokabek

Plants:

Earth:
Flower Monster
Poison Flower Monster
Walking Flower Monster
Poison Walking Flower Monster
Spore Monster
Plant Gunner

Ixis:

Earth:
Ixi Spearman
Ixi Archer
Ixi Henchman

Dark:

Dark Ixi Spearman
Dark Ixi Archer
Dark Ixi Henchman

Skeletons:

Dark:
Dumb Skeleton
Skeleton Fighter
Skeleton Wizard

Spyders:

Dark:
Spyder

Earth:
Poison Spyder

Werelupes:

Fire:
Werelupe Basher
Werelupe Bone Thrower
Werelupe Elite

Drackonacks:

Fire:
Drackonack
Giant Drackonack

Thieves:

Dark:
Thief
Bandit

Tentacles:

Water:
Tentacle
Swamp Tentacle

Random Monsters:

Water:
Slorg
Sludgy

*****************
11. Equipment
*****************
(11.1) Tor

Swords:

Wooden Sword
Acquired: Ellis Family Farm
Price: Free

Squire�s Sword
Acquired: Meridell Village Smithy
Price: 500 Neopoints

Knight�s Sword
Acquired: Breenan�s Anvil in Cogham
Price: 1,500 Neopoints

Battle Blade
Acquired: The Magic Anvil in Market Town
Price: 4,000 Neopoints

Kreludan Blade
Acquired: Sword Shop in Bogshot
Price: Some pieces of a meteorite (side quest)

(unknown)
Acquired: Underground
Price: Free (after you defeat the skeleton enemies just before the safe, the
statue will crumble and you�ll acquire this sword)


Shields:

Wooden Shield
Acquired: First round of Meridell Arena or Village Armoury in Meridell City
Price: Free (Arena) or 400 Neopoints (Armoury)

Iron Shield
Acquired: Ingmar�s Armoury in Cogham
Price: 800 Neopoints

Knight�s Shield
Acquired: Brightvale Armoury in Brightvale Village
Price: 2,500 Neopoints

Golden Shield
Acquired: Hidden Tower in Faerieland or Market Town Armourer
Price: 4,000 Neopoints (Hidden Tower) or 2,000 Neopoints (Market Town)


Armor:

Farm Clothing
Acquired: Beginning clothes
Price: Free

Squire�s Plate
Acquired: Meridell Army Recruitment Centre
Price: Free (after becoming a squire)

Knight�s Plate
Acquired: Meridell Village Armoury
Price: 2,500 Neopoints

Royal Armor
Acquired: Market Town Armour
Price: 4,500 Neopoints

Gold Plate
Acquired: Underground Safe (treasure chest)
Price: Free


(11.2) Roberta

Wands:

Makeshift Wand
Acquired: Faerieland
Price: Free (made from items around Faerieland, but doesn�t cost any Neopoints)

Training Wand
Acquired: Brightvale Castle (Roberta�s room)
Price: Free

Enchanter�s Wand
Acquired: Brennan�s Anvil in Cogham
Price: 2,000 Neopoints

Magician�s Wand
Acquired: The Magic Anvil in Market Town
Price: 4,000 Neopoints

Witch�s Wand
Acquired: Sophie the Swamp Witch�s Shop in Werelupe Woods
Price: 3,000 Neopoints

Fyora�s Rod
Acquired: Underground Safe
Price: Free (after you defeat the Undead Draik)

Sorcerer�s Wand
Acquired: Hidden Tower or Mistress Morag�s in Meridell
Price: 7,000 Neopoints

Wand of the Ancients
Acquired: Altador
Price: (unknown)

Shield Spells:

Basic Shield Spell
Acquired: Comes with every wand
Price: Free

Shield Tome (Advance Shield Spell)
Acquired: Curious Curios in Bogshot
Price: 2,500 Neopoints

Robes:

Diplomat�s Robes
Acquired: Beginning Clothes
Price: Free

Training Robes
Acquired: From Seradar in the Faerieland Library
Price: Free (after clearing magic lessons)

Magic Robes
Acquired: Brightvale Armoury in Brightvale Village
Price: 2,000 Neopoints

Wizard�s Gown
Acquired: Motara�s Marvelous Motes on Drackon Ridge
Price: 6,000 Neopoints

Noble Press
Acquired: Market Town Armourer
Price: 6,500 Neopoints

Faerie Press
Acquired: Hidden Tower in Faerieland
Price: 8,000 Neopoints

*****************
12. Credits
*****************
Myself, obviously, for making this guide
The Neopets Team for making The Darkest Faerie the great game that it is
Everyone that�s e-mailed me just to tell me how much they appreciate this guide


*****************
13. Copyright Information
*****************
Neopets: The Darkest Faerie and all related titles and items are � Neopets Inc.

This walkthrough is � 2006 Maemi H.  This walkthrough may not be posted in part
or in whole by any site other than the following:

www.gamefaqs.com
www.neoseeker.com

Please don�t ask me if
you can post this on your site, because I will most likely say no.  If I see
this document
being used in part or in whole by any unauthorized site, I will be forced to
take action.  And believe me, you DON�T want me to be taking action.

*****************
14. Contact Information
****************
If any of you would, for some odd reason, like to contact me on Neopets, my
main account is maemi_tamae

If you�d like to contact me about additions or corrections to the guide, if
you�d like to ask a question about the game that isn�t covered in here, or if
you just feel like talking to me, you may contact me at the following e-mail
addresses:

[email protected]
[email protected]

Even though I know no one will read this, I feel I must put here that I do NOT
want you e-mailing me, giving me information about a part of the game I haven�t
yet covered in my walkthrough.  If you give me information about a dungeon
that�s after the latest update, it will do absolutely no good, and will be
promptly deleted.  However, if I happened to miss a side quest, or got a
direction wrong in describing a dungeon, THEN you can feel free to contact me
and let me know about it.

Please note that if I need help with a certain part that will be coming up
soon, however, I will say so in the updates.

You may also contact me through instant messenger at the following addresses:

AIM: KristenIshida
YIM: starfire_sweetheart
MSN: [email protected]
Google Talk: maemih

Please note that any spam e-mail or flames will be forwarded to your e-mail
service provider, and they�ll deal with it.