***************** 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.