Once you are done, go back to the Recruitment Centre for the hilt the handle of the sword. Go through the little walkway on the rightside and talk to the thief. He said he'll give you the hilt for either NP or your sword.
Trust me on this one, try to give him the sword. The guard will take it as him stealing the sword from you, so he gives it back to you. You just saved NP. You got your papers signed! Oh, but wait. You need your letter of consent, signed by your parents. Well, just hope they'll be willing to have you become a squire! The mysterious old knight is there again to talk to you about being responsible to prove to your parents that you are capable of gaining their trust.
Upon your arrival, your parents say that your little sister Lucy has wandered off in hopes of beginning her own adventure. And where to? The so called haunted Shadowglen Woods. Not a very good place to start your adventure. After you're done speaking to your parents, head all the way past Farm Road, and back at Meridell Outskirts. This time, take the left path all the way up until you reach a tunnel.
After emerging from the tunnel, you will be in Shadowglen Woods. I would save my game at the save altar to be on the safe side Continue down the path to complete a side quest. Continue on this dirt path until you come to a bridge made up of trees.
Jump across them, and from where you landed, head up the path. Defeat the Spore Monster or Gunner, and walk across the river. If you look close enough, there will be a small little cave enclosed with tree branches. Smash them away, and in the mini island is a plant contains a starry negg, increasing your magic meter!
Open the magic treasure chest with a dark mote. Exit the mini cave, and cross the rope. Defeat all the monsters in this area, but do not cross any other ropes. Continue up the ramp to the right, and defeat the monsters in this area. Go all the way left to a large clearing. Somewhere there should be a leaf clover. Take it, and make your way to a little cave enclosed with tree branches use your map to help you find your way.
Go back to your original place, and if you look around you should see some climbable vines on top of some elevated land. Defeat the monster here, and climb the vines. From where you stand, head left on the road and smash away the branches.
In this cave are Ergyfruit plants; once done, return outside and head straight. Follow the path, up the stairs, and collect some juppies from the plants. Quickly cross the fallen log and take out the monsters.
Cross the rope, and go on. There should be some golden grass. Defeat any monsters, and collect a 4-leaf clover. Under the waterfall and near the edge of the cliff are 2 motes. Press forward to the save altar. A short scene occurs where sister is shown being trapped by a Juppie Monster!
Quick, you must save her! Cut down the bush here for a Red Negg, increasing your maximum health! Return back to your house to ask your parents to sign the form. A scene will occur where you sister shows how brave you were. Luckily for you, that was just the thing to prove to your parents you were brave and responsible enough. They sign the letter, and you're on your way! Return to the Meridell Army Recruitment Centre to recieve your armor! Once inside, speak to Master Torak.
Your official training will start tomorrow, so get some sleep. Save your game. Take the left corridor, then turn right, left again, and your bed is the last one on the right.
You will witness a short scene were you see the Darkest Faerie emerging from the sea. Go through the archway to your left, and you should spot Master Torak from a distance.
Speak to him, and let the training begin! Listen to Master Torak's battle tips, and you'll learn how to chain attacks. Or as I did it, count for every time you attacked. Although I never really got the hang of this, it is very, VERY important that you master this attack. Go straight, or if you're facing the way you came in, take the right corridor. Open the left door, and follow the carpet on the left side.
The last room on your right is where you will find Faun. When they are not facing you, sneak up from be- hind, pushing down the square button, and pressing it again. Drop them in the cage close to the door. Once you are done catching all 5, exit through th door on you right. Head on the left path, all the way back to the training grounds. Save your game if you wish to. Rotate your left analog stick then strike all 3 dummies at once.
After that, head back into the castle for your next chore. Go through the door on your left. Smash up any barrels for juppies, and open the hatch to the sewers.
Enter the hole, and equip the proper mote for the enemies. Scour the area here for items and motes, and press forward. Go to the room in the rightward direction, collect the motes, and head back to your original starting point.
Head straight, and keep going straight. Go through the tunnel, jump down, and climb up the ladder. Destroy the clog, and continue forward to the treasure chest. Open it, and search the area for a lever. The path is pretty straight forward, so continue until you come to your next clog.
Destroy it, and use, the lever to open ip the metal grate. Jump down and go straight, left, defeat the monsters here and jump down again to defeat more monsters. Destroy the clog to your right. Climb the ladder, go straight, climb another ladder, and destroy the clog. Defeat the slorg, and collect your mote. Use the lever, take the left tunnel, and go left again to destroy the last clog.
Once done, exit the sewer. Head back outside to the training area. Charge up and attack the dummy again. Once done with that, head back inside the castle for your next chore. Head up any set of stairs in the front of the castle, and speak to the neopet standing in the middle of everything. Anyways, head downstairds, and back to the courtyard through any exit. From here, I will tell you how to get to all locations counter-clockwise starting from the farthest right use your map.
In a fenced area there will be a turtum. Hit it, jump on its shell, and wait for it to launch you up to the rooftops. Destroy the Crokabek and its nest on the other side of the rooftop. Over at the next location, climb the scaffolding and destroy the nest. To reach the next location, you have to climb the vines next to the door.
The next place is where you had your previous training. Jump from roof to roof to reach the nest. The place where Grayson is has a ladder. Distract the Crokabek, and then climb the ladder to destroy the last nest.
Head back to the castle to tell Lazlo, and then back to Torak. Once done, head into the castle and get some sleep. Upon your awake, Grayson will announce that Master Torak calls you. Head to the main hall and speak to him.
Anyways, in the Dining Hall, look for the green grarrl. He's not going to fight with you because he's offended, so you're going to have to head off to Cogham by yourself. The regular old squire would never do this, but since you are the hero and all Make your way through the winding path, and take the left one. You should come across a mote shop. Continue down the road. It would be wise to open up any treasure chests that are in the area. Once done with all that, cross the bridge and get ready for battle!
They are all earth aligned, so use an air mote. Once done, climb up the steppes and defeat the 2 ones next to the mayor's house. Some guards will run off to tell the chief what happened. So, head past him into the cave. The path from here is pretty much straight-forward, so continue on until you get to the steppes with the 1st archer. Climb up the ladder to your right to get a mote. Keep going until you get to your next ladder for the next treasure.
Go down the steppes, and watch out that you don't fall into the river. After crossing a bridge next to a waterfall, you will come across a hidden mine HINT: Look for the golden grass to reach this place Loot the area of its numerous treasures, and destroy the gems and barrels for some extra NP. Back outside, continue your way through the steppes.
Save your game, then climb the series of ladders. After making it to the top, continue forward and jump to the platform. Defeat the Crokabeks after jumping to the platform with the Air Mote. Once done, head left to the next platform, and to the lowest steppe to your right.
Climb up the ramps, and defeat the 2 archers. Continue along the path, and climb the ladder. Pull the lever to operate the windmill. Head all the way back to where you had defeated the Crokabeks, and climb the ladders. Defeat all Ixis in this area.
Ignore the mine for now, and continue towards the watermill. Wait for the moving platform to come, and jump on top. Contine forward, and climb up the steppes for a mote if you like. Back on the main path jump across the broken bridge, and you'll come to a railroad track.
The cart on the hill is stopped by some 'clogs'. Destroy the clog and the cart will break the wood for you to continue on. Emerge from the tunnel and defeat the Ixi. Climb up the ladder, and defeat the remaining Ixis. Cross the bridge, ascend the ladder, climb the steppes, ascend another ladder, and jump to the platform. I would try to get the floating mote. Get the Sun Mote, and cross over to other platform.
Save your game, and proceed to the Boss! Just as usual, scroll down to the bosses section to see how to defeat him When you're done, collect the eye patch sitting on the ground. On your way out open the treasure chest. Save your game, and "fly" down the steppes. I dunno. Some parts of the river kill you. By now you should have more then enough NP to buy new equipment, meaning a new sword and shield! Once done here, leave Cogham, and straight back to Meridell!
A scene will occur where King Skarl promotes Tormund to a knight! All thanks to you, his dreams have finally come true! When leaving the court, another scene occurs where a peasant claims that the Werelupe King has attacked Illusen and her Glade. Well, guess who has a mission? Oh well, we'll see tomorrow. Head back to the barracks and get some sleep.
Another scene occurs, one showing the Darkest Faerie with that evil laugh of hers. The halls are quite empty, but not the entrance hall. The Old Knight is there once more, and quite frankly, he is worried about the knights. He says YOU must help aid them! I don't know about you, but this guy is right. As a knight, we must help defend our Kingdom! Save your game, and leave Meridell from the northern exit. Along the way is a Negg shop.
After crossing a bridge, save your game and continue on the main path, defeating any and every Werelupe Basher in your path. Just try to focus on heading straight or north, and don't take any side paths.
After a while you will see Master Torak in a cage guarded by a Werelupe. Defeat it, and destroy the lock. He says you must save the other knights, so let's get to it. The little cave to your right is where you will find your first knight. Kill the Werelupe, save the knight, and jump down. Go back to the tree stump, climb the steppe then the vines.
Jump to the little area of land, defeat the Werelupe, and save knight 2. From a distance you can see the little island with the save point; head over there and go right. Near a small ledge is your next knight saving point, in the cave. After defeating the 2 Werelupes, head back to the little island where Torak's cage was, and over to the little island on your left.
There are a couple of pick-me-ups in this treetop village, so don't feel like you're completely lost. It's straight- forward, so when you get to a save point, you know that you are on course. Head straight, and watch a scene where the Werelupe King defies Tor, and sends out Gnarfas against him! Head over to Illusen for another scene. Once that is done, you can defeat the Archers, or not, race out of the Glade.
The rest of Meridell is in complete darkness, but we must inform Skarl of the takeover, if he hasn't seen it him- self! Just run into the castle and avoid all the minions. The castle is filled with Dark Knights, so just ignore them and head up the right set of stairs.
In this room, look for the switch to open the door to the Court Room. Go out the room on your left, and over to the balcony. Yet another scene occurs, and this one is a particularly bad one. And well, third time's a charm. So, that mean's you're not going to win. But you're not going to lose either Try to attack the faeries, but you should know that force doesn't stand a chance against magic.
A little scene explains that to you, saying you have to RUN. So, if they haven't already, wait for the faeries to blast the door open and run out. Flames will block your path, so wait for them to break some columns down.
Once done, climb the columns and jump over to the other side of the fire. Run out to main hall, and you'll be surrounded by more barriers. Wait for them to break the columns, and then climb over to jump over the fire. You'll be in the dining hall, and they block the exits. Stand where the kitchen "windows" are, and they should blast one of them.
Run out of there to where you helped save the Miamice for the maid. The maid directs you to a chute to the moat of Meridell Castle. Pretty weird how she's not affected by the Darkest Faerie's control A scene will occur showing you the conclusion of Tor's Story. Alright, get ready for Act 2! After landing, Roberta complains about having to be a scholar and wanting to be a sorceress and all, and Seradar just says what every elderly person would say Yes, we already have a quest to do, but we need to get some stuff needed for some later quests.
After crossing the save point, head into the rightmost maze. Not to difficult to navigate, you should come across a Stone of Illumination soon enough. Once done, head over to the other maze and find the Meowclops. Feed it a juppie; we'll need it later.
Head up the stairs, and when you cross over the little bridge, head over to the scholarly looking people. He says a court is already in process, so we're going to have to wait a little while. Something of interest Sound familiar?
Anyways, take the rightmost staircase. On top of the stairs is a painter. Talk to him not only helps you in a future quest, but also a nifty side quest. Descend the stairs the other way, and over to the gardens. There should be a circlish area, and if you have the Meowclops, you'll witness the Hidden Tower being revealed. You can go in if you like; everything is too expensive to buy.
Now, find the tree here. Climbable vines are on the tree; climb it and one of the branches is a Faerie Wood Stick, also used for a later quest. After doing all of this, go back to the stairs with the painter and over to the other set of stairs. Just walk up to it and your bottle will automatically be filled with the Dust. Apparently not. Anyways, from where you saved the Harris, head into the nearest door.
You'll be in the grand library. Seradar is in the middle, and what better oppurtunity then now to ask for some magic training? But, since this game is so totally unpredictable, you are already ready. You should be. You have all the components to make a makeshift wand, and once you do, you'll start your magic training. Ey, she is a princess after all. However, the game does not refer to her as Princess Roberta. Once done with everything, one of the scholars comes in and says that Fyora is finally done with her council.
A scene will automatically play showing you what you talk about and all. Past the tree where you got your wand handle, head into the building. Once inside, climb the steps, through the halls, til you meet Kekou. He will show you to your room; follow him. When you reach your room, save, then go to sleep.
A scene will occur; what is the Darkest Faerie planning to do here? You're about to find out. Head into the room across from yours and speak to Seradar. He's under the curse OH NO! Run out of there; you're still too weak to fight the minions. Go down the hall until you hear someone's voice. From where you were, go left and into the rightmost door. Keep going until you come to a room with a table. Climb the boxes to the metal grating. We have to help her; she's a bigger help to us then you might know.
Use the map to help find where you need to go next. Enter the door; you'll be in the Clocktower. Go down the stairs. In front of you should be a block thingy; go up to it and pull it over the circle on the floor. Go over to the other side and do the same. Now, go up the stairs closest to you.
There are 3 blocks; drag them all to the pulleys. Once done, the bells will start to chime. Hurry back to the leftmost room where the Old Aisha is. A scene will occur where Roberta saves the Aisha. However, she says you must find the one with the identical amulet. Anywho, we have to escape, and quick. If not We have to leave via the Endless Staircase.
Go back all the way, and use your map if you get lost. If you come to a room with a save point, you know you're right on track. Another scene occurs where the DF returns the room, and quite frankly, she ain't a happy camper at this point. Navigating the Endless Staircase can be a pain if you have no idea what you're doing. Simply reach the 2nd Quiggle stature. If he is pointing up, go up. If he is pointing down, then continue going down. Continue this process until you come to a door.
Leave the library. A scene occurs I seriously have no idea how those humongous skeiths get to fly like that, but they end up knocking poor Roberta from Solarin's back, and she falls a long way down. On to Act 3! Finally an Act with some challenge to it! A scene shows Roberta falling from the sky right when Tor washes up on the shore. Some fate, huh? There's a first for everything The minions seem to have followed Roberta, meaning we're going to have to use Tor's and Roberta's abilities to defeat this bunch.
First of all, equip water mote to sword, and fire to shield and armour. Tor should get the Brute, and Roberta should get the minions do the same to wand and robes. My advice to you; use Tor for land-based monsters OR ones that have a huge amount of health. Use Roberta for flying monsters, missile based monsters, or to weaken an enemy and then let Tor finish it off. After defeating these monsters, a scene shows were they realize they have the identical amulets Coincidence, no?
Scour the area for treasures, and leave via the steppes. For the first time, light appears once you come upon Brightvale. Enter the main gate to get into Brightvale. When you delve a bit deeper into the game you can tell that he becomes a quiet a pest rather than a threat.
Go to the armoury and pick up both the shield and robes for a total of 3, NP. If you don't have that much, go to the obstacle course and win. My advice to winning: The first round is 3 minutes. Use this time to collect the clover here and position the box so in future rounds, you won't have to reposition it Try your luck at the wheel while in this area.
Pick up any sidequests, and when you're done, head into the castle. Go straight into the King's Courtroom and watch the scene where Roberta and Tor tell Hagan of what has happened in both Meridell and Faerieland. It seems that Hagan has given up, but then our heroes persuade Hagan into letting them fight the DF's forces. Leave the court, and another scene occurs explaining that we have to do some research to learn more about the DF. However, we have a couple of things to do.
Head up the right set of stairs and do not leave this area until you have done the following: Given the princess her rose, getting a red negg, and finding Roberta's Training Wand. After that, you can finish getting any treasures. Go back downstairs and into the library. But how? Head right and on the floor is a white tile. Step on it and some shelves will move. Head straight and climb the ladder on the shelf.
Jump from shelf to shelf and read the book. This one talks about the DF and a place called Altador. Jump down and go to the leftmost shelves from the entrance. Behind the shelf is the ladder, so climb it and go from shelf to shelf to the next book. Head over to the set of shelves in the far right back corner. This book explains how Fyora gave the wand to a Meridell King, meaning her wand is in Meridell. Try to jump to the shelf from here, or climb the same ladder you used to get to the final book.
Finally we can summarize what we have learned The DF once tried to take over a place called Altador that existed 1, years ago. Too late to stop her, Queen Fyora had to defeat her in hand-to-hand combat with the help of her Rod. Once you leave Brightvale, a scene occurs where our heroes first encounter the Assassin. Now, this battle doesn't really count as a boss battle since we don't defeat him, so just continue on your way after the scence that shows his fleeing.
Use your map to follow the Meridell crests. Once you get to the bridge, it comes apparent that it's broken, and there is no way you can cross it.
We have to go to Bogshot, where Bridge Builder Brendel is. Go back towards Bright- vale. In Crossroads, the road before Brightvale will take you to Bogshot. Take this road, and then the right when you reach the forked path You'll soon come upon Bogshot Village.
Speak to Brendel, and he says he's not doing a thing unless you find a cure for the Swamp Plague. So, head on over to the Apothecary. The shop owner says you need 3 bogberries, found in the swamp. Hey, whatever it takes to get the bridge repaired. Using your map, leave the village to the south. We will now call it homebase. Now, looking at the map, you should go to the bottom middle part. Darkwolf Untamed's will pop up from time to time as well see bottom of page but mostly, it's just me.
The navigation is to your left. Even if you're just here for a specific part of this guide, I highly recommend reading the Miscl. Stuff portion, as it's highly relevant info you'll probably need and we don't have the FAQ up yet. If you have any other questions, feel free to email us through that bottom link there.
The guide is in several pieces. All he needs are three different colours of Bogberries; red, white, and rare black. Our heroes head into the swamps to collect the berries needed, being sabotaged by the Gelert Assassin during their quest, but before they can acquire the black ones, a great plague serpent rises from the murky water. Once the snake lies defeated, the clouds overhead clear up, leading Roberta and Tormund to speculate that the dark clouds are somehow tied to the monsters.
They return to Fautt, who brews a cure for the plague, allowing Brendel to repair the bridge to Meridell. Our heroes then find Meridell surrounded by an impassable wall of dark magic. Roberta theorizes that the dark magic can be dispelled with some kind of light magic, and Tormund recalls that Illusen the Earth Faerie lives nearby, suggesting that her magic might be able to help them.
On their way to the glade, Tor recalls that Illusen's Charm was stolen by the Werelupe King, and Roberta suggests they retrieve it before proceeding further. They return to the Brightvale side of the bridge, venturing into the Werelupe Woods.
Once there, they encounter a witch living in the swamp, named Sophie. She offers to help our heroes, in exchange for doing a favour for her. Once Tor and Roberta help out the witch, she tells them the location of the Werelupe Fang Necklace, which will allow them entry into the Werelupe Burrows; the home of the Werelupe King. They retrieve the necklace from the nearby graveyard, once again having been sabotaged by the Gelert Assassin, and descend into the burrows. Inside, Roberta remarks at the size of the burrows and recommends that she and Tor split up to cover more ground while searching for Illusen's Charm.
During this time, Roberta finds the charm, but is captured. Tormund, meanwhile, finds the Werelupe King, who finally decides to fight our hero. Once the battle is over, Tor defeats the Werelupe King and frees Roberta before leaving the burrows.
Returning to Illusen's Glade, our heroes find the lift into the treehouses lying broken, vandalized by the Gelert Assassin. In order to ascend the trees, Tormund and Roberta must now find another device that could help.
Tor seems to recall a device his father was working on that might do the trick, and the pair set out for the Ellis Family Farm. Upon arriving, however, they find it deserted. Not only are Tormund's parents missing, but all the neighbouring farmers are gone, too.
Only Lucy is left, who explains that tentacles came out of the ground and dragged everyone away into Shadowglen woods. Tormund returns to Shadowglen, this time with Roberta, and again faces off against the Juppie Plant Beast. Once the beast is slain, the townsfolk rejoice. Hubert gives Tor and Roberta the Rope Gun, a device that supposedly helps pick fruit, but mostly pulls the user towards things. This should, unintentionally, be just the thing the heroes need to get to Illusen's Glade.
Returning to the Glade, our heroes ascend into the treetop houses to save Illusen, but are confronted by the Gelert Assassin yet again; this time, however, he intends to end things. After a final battle, the pair best the assassin, driving him away for good. They return Illusen's charm to the Faerie, who dispels the clouds and gives the heroes a Faerie Globe that contains her magic.
It should help them bypass the barrier and allow them into Meridell. However, Meridell is now swarming with guards and the heroes are quickly spotted and assailed. In order to traverse Meridell's streets safely, they'll need to find a way to disguise themselves. This may be just the thing to help our heroes avoid detection.
They venture to Cogham in order to retrieve it, but find the townsfolk gone. One remaining villager, Gershwin, explains that the Ixi Chieftain is back following his prior defeat, and has kidnapped the people of Cogham and brought them to Meriload Mine.
Tor and Roberta follow suit, rescuing the townsfolk and defeating the Ixi Chieftain for the second time, in Tormund's case. The people rejoice, and award Tor and Roberta the Cloak of Heroes in thanks for their heroics. Now able to avoid the guards' sight, Tor and Roberta sneak in to Meridell, but find the castle locked up tight.
The only one around to help them is a shady map salesman, and he demands payment before he'll say anything. After a bit of persuasion and 1, neopoints as a bribe, the salesman tells our heroes how to find the Thieves' Guild, an organization that operates in Meridell city. The thieves inside, the same ones who burgled Tor's package earlier, imply that they know how to get into the Meridell Castle Treasure Vault, but as they're also trying to get in, they won't provide that information readily.
In exchange, they propose a trade, but for nothing less than the Market Town Treasure, a substantial wealth of gold.
In order to get this treasure, our heroes travel to Market Town, which is near Brightvale. Upon arriving in Market Town, they find the city besieged by the Black Knight, a tyrannical overlord who imposed a massive tax on the merchants in the city.
He resides in the Black Keep outside town. Overhearing a meeting of the Market Town Trader's Guild, one guildsman promises the Market Town Treasure to anyone who could free the city from the Black Knight's influence.
Upon his defeat, the townsfolk celebrate their liberty by dropping the prices of their wares. The guild honours their promise and bestow the Market Town Treasure to our heroes. Once our heroes return to Meridell, they trade the treasure in for access into the ancient sewer system beneath Meridell Castle, one that leads into the Knight's Crypts of the past castle. They proceed through underground caverns and a mysterious Oubliette, before eventually finding the fabled Treasure Vault.
Before they can claim Fyora's Rod, however, they must overcome a giant Draik skeleton that now guards the vault. Defeating the beast reveals a passage up into the current castle through the dungeons, where Tor and Roberta must now free King Skarl of the Darkest Faerie's influence. They defeat the Dark Faerie Sisters, who were governing Meridell in the Darkest Faerie's absence, and free the land of the darkness that plagued it, but they must now look skyward - to Faerieland.
Catching a ride on Solarin, Roberta and Tor make their way to the floating city in order to free Fyora from the Darkest Faerie's clutches, but find a trap laid for them. The Darkest Faerie tricks our heroes into giving her Fyora's Rod, the final tool she needs to accomplish her ultimate goal - destroying the kingdoms of Faerieland and Meridell.
Fyora, in a few moments of freedom, urges Tor and Roberta go into a portal to find someone named Jerdana. They leap into the portal as the Darkest Faerie traps Fyora again, this time imprisoning her in a bottle. Tormund and Roberta awaken in a mysterious building, and slowly piece together their current predicament. They realize they're in the city of Altador, long thought to be destroyed.
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