----------------------------------------------------------------------- Neopets The Darkest Faerie (Walkthrough) For the Playstaion 2 Version 1.0 (Last Updated 11/21/2005) By Tris Otter This file is Copyright (c) 2005 Tris Otter. All rights reserved. ----------------------------------------------------------------------- Table of Contents 1. Version updates 2. Introduction 3. Story 4. Controls 5. Characters 6. Walkthrough (501) Act 1 (502) Act 2 (503) Act 3 (504) Act 4 7. Enemies 8. Bosses 9. Items 10. Motes 11. Shops 12. Books 13. Treasure Chests 14. Clovers 15. Credits 16. Copyright Information 17. Contact Information. ----------------------------------------------------------------------- =*=*=*=*=*=*=*=*=*=*= =*1. Version Updates= =*=*=*=*=*=*=*=*=*=*= Version 1.00 11/21- First phase of guide, story, controls, charecters and Act 1 added. Act 1 finished thru the thief chase. Shop info added for Meridell. Mote information added. Item infomration added. More will come in the next version. Version 1.01 11/23- Added info on act 1, up to completing the spin attack training. Books section added, and updated. Boss's updated, enemies updated. Treasures updated. Motes and Items updated. Shops updated. Credits adjusted. Version 1.2 11/27- Act one updated to just after becoming a knight. Book and shop information updated. Ixi Chieftan added to Boss Section. Credits adjusted, Motes adjusted. Petpet section updated. "Need A Sponser" quest edited. Enemies edited. Items section updated. Version 1.3 11/30- Act one updated and finished. Act 2 added, and done up until magic training. Books updated, enemies updated. Clovers updated. Shops updated. Items updated. Gnarfas added to Boss section. Petpets updated. ----------------------------------------------------------------------- =*=*=*=*=*=*=*=*=* =*2.Introduction=* =*=*=*=*=*=*=*=*=* This is my first time writing a FAQ for GameFAQs(r). I hope to make this as thorough as possible. Each "Act" in the walkthrough will include both the acts main quests, and side quests. I hope you enjoy the FAQ. ----------------------------------------------------------------------- ---------- =*=*=*=*=*=*=*=*=* =*3. Story =* =*=*=*=*=*=*=*=*=* In her magical prison, wich has no key, she stands as a statue under the sea. Queen of Nightmares, Altador's bane, Her name is gone, but her evil remains. Submerged in the ocean with skin made of slate, She plots her revenge with terrible hate. To Queen Fyora and legends of the past, Not a single one will escape her wrath. Nothing will be forgiven, no matter how small, For she is the Darkest Faerie, the darkest of all... ----------------------------------------------------------------------- =*=*=*=*=*=*=*=*=* =*4. Controls =* =*=*=*=*=*=*=*=*=* Menu Controls- Start- Pause game/ Acess 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 wapon 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 heroe's 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 Iventory Item- Left analog stick or directional buttons Cycle Inventory Item- X button Activate Inventory Item- Circle button Exit Inventory- Triangle button ----------------------------------------------------------------------- =*=*=*=*=*=*=*=*=* =*5.Charecters =* =*=*=*=*=*=*=*=*=* Tormund, The Lupe Knight- Tormund is a young and restless farm boy with grand aspirations to be a knight of the realm one day. A bit of a day dreamer, this brave and goodhearted Lupe gets way more then he bargained for on a fateful day when asked to head to Meridell and deliver a package to the castle. Roberta, The Acara Sorceress- The niece of King hagan and King Skarl, Robertal feels she is condemned to diplomatic court life. bored and wistful, she has the talent and desire to be a sorceress and adventurer, and has been secretly training with the King's Royal Sorcerer, Seradar, in the ways of magic. King Skarl- The proud King of the lands of Meridell. Under his gluttonous and rather oafish exterior lies the mind of a brilliant tactician and the heart of a just ruler. King Hagan- Brother to King Skarl and ruler of Brightvale. He is the epitome of wisdom and decorum. There is no book in his vast library that he has not read, analyzed, and corrected. Seradar- The Royal Sorcerer of Brightvale. He is the advisor to the throne - loyal and honoroable to a fault. He has sensed great magical potential in the King's niece, Roberta, and has been secretly tutoring her in the mystical arts. Illusen, The Earth Faerie- Making her home deep in the Lightwater Forest, this powerful Earth Faerie is the self-proclaimed defender of the woodlands and has come to Meridell's aid many times in the past. She has a long-term rivalry with the marauding Werelupe King. Queen Fyora- The beautiful ruler of all faeriedom, Queen Fyora resides in her palace on the topmost cloud of Faerieland. From this place, she oversees all the going-on of Neopia and lends her aid and wisdom whenever she can. The Darkest Faerie- A dark faerie of tremendous power, she was imprisoned by Queen Fyora a thousand years ago for her evil deeds. and her given name was stricken from all memory. ----------------------------------------------------------------------- =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= =* (501) Act 1 Tormund's Story=*= =*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*= Ellis Family Farm ----------------------------------------------------------------------- Treasures- 4 Golden Grass-1 Herding Whinnies- Look what you did you fool. You let out all the whinnies. There are 3 in total walk behind each one and herd them back towards the pen. Woot! First quest completed off to a good start arn't we. Drawing Water- After heading the whinnies in, your Mother will call you over, she is in a small garden behind the house. The mother asks you to fetch her some water and tells you to get the pale on the porch. So go get the pale then head towards that large barn on the hill. The water pump is on the left side of the barn, move up to it and hit square to use it. Just great, it's broken once more. Whats a lupe to do? First lets return the water to mother. Fixing the Water Pump- Your family sure is demanding, leaves you to wonder what would happen if you wern't there for them. Go up to the barn again and this time go inside, you see that big burly lupe. Thats your father, speak with him about the pump. Hmmm get some pliers; that shouldn't be too hard. Go over to your right you'll see a ladder you cant quite reach and a box. Move the box infront of the ladder, jump up and make your way up to the second level of the barn. You should work your way quickly to a ledge outside the barn, turn to Tor's right, you'll see a ledge, jump to it then climb up the ladder to the roof. Head up towards the front of the roof where the Weather Vane is and the pliers will be on the right of it. Grab them then jump down to the pump. Talk to your father and he'll fix up the pump. Your father has asked you to come inside, as he has a special job for you. But lets go do some exploring first. Head up the path thats to the left of the water pump you should see it behind you. When you see all the corn head right again to that small shed and go inside. wahoo treasure already open it and find out whats inside. 103 neopoints not bad, not bad at all. Make your way out again, then head back to where the house is, you should see a path straight ahead if your looking from the garden, that leads thru an open fence. Go thru this small corn field, and jump into the big hole you'll come across. Another treasure chest awaits your lucky self. Another 100 neopoints, we'll be millionaires in no time. Go back to near where you fell in jump up and then jump up youll grab a ledge sidle your way across and work your way up the vines to get outside. Go back to the house, go inside and speak to your father. A job from dad? Wow, your father has entrusted you with the safe delivery of a package to the great town of Meridell, not only that but hes going to give you a sword. Go upstairs and to your left into the room, open up the chest, rejoice at the splintery goodness of your wooden sword. Go back down and speak with your father once more. Deliver Package- Your father has given you the package and now you can be on your way to meridell. Head outside and follow the path infront of you, thru the fence, to your first save point. Go ahead and save if you wish it. You can also use your sword now to chop up corn, grass and many other things. To find hidden neopoints and maybe even food. Farm Road ----------------------------------------------------------------------- Treasures-3 Golden Grass-1 Welecome to farm road, there are several side quests to complete here, so lets get to work. Continue up the path from the save point. What's this?!?! Bandits are attacking that poor old man, help him! Once you get one of the thugs health down enough a scene will occur, and you will be entrusted with a special amulet. Wonder what it does? He has also given you a light mote, go head and equip it to your sword now. Continue up the path and head left towards those farm houses. Talk to the aisha. Dangerous Weeds- Time to put that sword of yours to good use. Go behind her home into a dark dank area, And look for creatures on the ground that look like flowers with faces, hack at them till their gone. There is also a walking creature here who can spit out new flower monsters. So take him out quickly. Go back and speak to the Aisha now. Hoozah a four leaf clover, your luck has improved. Head towards the small barn, that boy is one you fought with in the opening scene. Head behind the barn, and look at this a stange chest. Its a mote chest, you have to equip the mote of the right aligment to your weapon then hit it, To open it. It needs a water mote, if you have one go head and open it. Now head right and follow the path north. When you can turn left into a farm area again do so and speak to the Grarrl Boggs. Protect Boggs' Field- So he's having some bird troubles is he? Go to the bid behind him, and kill it, along with its friend. Then speak to Bogg again he'll give you a free chokato, bleh. Head back onto the path and go south back towards that small lake you should have seen. Wade thru it to an Aisha girl on the left shore. Hide And Seek- Ahh, the classic game of hide and seek. The girl wants you to find her, and gives you five minutes to do it. Accept her challenge. Her hiding spot, is at random, I have found her so far, behind a group of rocks on Boggs' farm. And behind the scorchios house. She doesn't give you a reward what a jip. From where you found the girl, move up the path to your right towards that house past the barn. Speak to the older scorchio, and he'll complain about weird noses in the root cellar. Accept his quest and head thru the doors. Noises in the Root Cellar- Make sure to break up the barrels and other things in here for some neopoints and other items. Make your way along thru the cellar, you'll soon be attacked by a spyder, hunt them all out and when you find your way to a Giant Spyder, go head and kill him also. In the same room as the Giant Spyder is another mote chest, it needs an air mote. There is also a regular chest containing a potion of power. Make your way out, and speak to the scorchio once more. He will give you a nice 100 neopoints as thanks. Finally were done here for now. Meridell Outskirts ----------------------------------------------------------------------- Head back to the main path and continue on north. Eventually you'll see a broken down carriage too your right along with some Crokabek's. Take out the birds, then speak to the Gelert prince. Before you take on his quest, head up the path behind him till you see a lilipad in the water to your right it should stick out from the others. Jump onto it, then once your near the island jump onto it. Continue on this path of lilipads and islands till you come to a clover patch for another clover. The Gelert Prince- Seems the prince has been robbed of his golden rose, and we need to get it back. Make your way back to the prince now. Just before you jump up to the same patch of land hes on, you should see a path to your left between a tree and a rock. Follow it. Go inside this cave, now, and get ready for bandit fighting. Make your way forward until your in a room with a fire in the middle, along with a near by table. Defeate the horde of bandits, then head into the room to the right of the fire. Open the chest and you will have the golden rose. But we are not done here yet. Go back to the room with the fire and head north, kill of the bandits here. open the treasure chest on the left wall for an Ointment of quickness. Near the back of the room should be a lone crate near the right wall. Jump up, on it then jump up to the ledge. Kill that annoying theif that was throwing stuff at you earlier while you were fighting the others. Look to the south, and see those crates stack of 2, then a stack of 3. Jump to the stack of 2 then to the 3. Climb onto the scaffold and retrieve the sun mote. Jump down and head north.once you come to a bridge do not attempt to cross it or you will fall. Instead do a running jump and you should grab onto the edge of the platform. If you fall kill the 3 Drackonacks, then break the wood blocking a door way, and make your way up. Open the mote chest with the sun mote, and get a nice 730 neopoints. Open the small chest also. Make your way out and go back to the prince now. Speak to him and be rewarded 350 neopoints. But he also asks you to deliver the rose to his princess love in Brightvale. You won't be able to do that for a while. Now head towards that broken bridge. First walk across that small path between the first and second segment. Now jump up and cable slide down to the little island, turn and jump towards the ladder but don't go up yet. Move under the bridge segment and climb up the vines till you get the air mote. Now climb up the ladder. Continue on north, grab the dancing leaf you see as it is an earth mote. When you reach the fork, head right, down the path into Meridell. Meridell ----------------------------------------------------------------------- Treasures-0 Golden Grass Locations-1 Ooof! That darn meerca ran right into us, and weve lost our package! But thats not the only thing his friend has stolen it, chase after them! He wil lead you down an alley way, and it would seem your outnumbered. But some strange knight has come nad helped you out of this jam. Who could he be? Oh well at least we got our package back. Lets go turn it in. From where you are head onto the path, facing the mote follow it left, and keep going that way till you come outside a building whos sign infornt, is two swords covered by a shield. Head on inside and speak to the man. Well lookie here were gonna be a squire, but first we need a shield, lets go pick one up shall we? Head on outside and continue left on the path till you come to the shop with a Shield on its sign. Go inside purchase the shield for 400 NP or you can win one for free in your first fight of the arena, if you don't have it go fight in the arena, explained below. Go to the arena, and beat the first round to win a free shield, on your map the arena is between the magic shop and the food store. Lets go pick up some quests. On your map go to the magic store, the one marked with an eye like icon. Speak to the owner and seems she wants you to hunt for a skull, *gulp* bad tidings under her roof it seems. Continue on to the shop marked with a potion bottle. He wants you to find a special flower called the "Arbendus" shouldn't be to difficult, this quest will be continued on in the shadowglen part of the Act. Go to the shop marked with a gift box, Grab his quest, and it seems you need to get him vials of poison. Also pick up the treasure map if you have the money. Now that weve gathered those, lets continue with the story shall we? Return to the Recruitment center, and talk to the man again, informing him that you now have a shield. Need a Sponser- Just great now weve got to go find a knight to sponser us to be a Squire. Well do as the Officer Kendrick said. Go to the tavern, It is the beer mug on your map, or if facing the mote from the building. Follow the path left all the way till your past the main gate entrance, and you should see it. Talk to the people inside to get clues about why he's so upset. Make sure you speak with the knight so you get that quest ding and update. So it seems the knight has broken his favorite sword, against a wall no less, yea what a mighty sword it is *snicker*. Head outside, to the save point infront of the castle, and face the moat. If you speak to the two guards at the draw bridge they will give more clues about the sword. But face the moat, and head left till you reaching some scaffolding. If you don't know what scaffolding is, it looks like several pieces of wood with platforms ontop for standing on. Go past the first scaffold turn right into the alley way and climb up the ladder on the other side of this scaffold. You can etheir jump to the right and sidle on the ledge of the building, or you can do a running jump to the scaffold. The sword tip is on this scaffold pick it up, turn around and walk across the wooden plank to the next scaffold. Up this ladder and pick up the broken sword cross guard. Now jump up and slide across the rope. Pick up the shatter blade. Hmmm only 3, speak to the two guards at the draw bridge until they mention the thief landing on the sword hilt. They did mention there was a thief he was fighting, go check out the jail in the recruitment center. Once in the building head thru the door way to the right and speak to the prisoner in the cell to your left. When you speak to him, say no to his offer of buying the sword. When he asks for your sword in exhange for it, say yes. You will now have the hilt, and the guard will spot the thief taking your sword, and return the sword to you. (Thank Keily95 for this info.). Now to get it reforged; go to the Weaponsmiths' shop and speak to him. He will reforge it for free. Speak to Torak in the tavern and he will sign the papers. Becoming a Squire- Return to the Recruitment Center, and show the sponsership papers to the stuck up, rule abiding officer. Need Parents Permission- It's just one thing after another with this guy isn't it. Now we have to go get our parents to sign the Letter of Consent, but what kind of parents let their son go join the army, without proof of their strong want to do this. Anyways, head back for the farm. Meridell Arena ----------------------------------------------------------------------- Meridell Arena Treasures-0 Golden Grass-0 Welecome to the arena, where you can win a shield and neopoints. Bandit- First Round- Simply kill him how you wish, a combo attack works best.-Free shield, or if you already have one, 300 NP. Ixi Henchman-Second Round-I suggest an air mote, use your shield to block some attacks- 500 NP Reward Sludgy-This guy can be annoying, use a fire mote on your sword, and water motes on your armor. Try to move in for one attack then back off, so he doesn't hurt you, keep at it till hes down for the count- Meridell outskirts- ----------------------------------------------------------------------- As you get near the now rebuilt bridge the Old Knight will speak to you again. Who is this guy anyways why is he so intrested in you? For now he only reminds you that you should prove to your parents some how... that you are responsible enough to be a Knight. Continue onwards into Meridell farmlands. Farm Road- ----------------------------------------------------------------------- Nothing new to do here, if you've been following along, if not go up and do the quests mentioned earlier under Farm Road. So go on ahead to your home; Meridell Farms. Ellis Family Farm ----------------------------------------------------------------------- Treasure-4 Golden Grass-1 It seems that your sister has gone out on her own, and seems to have gone into forbidden Shadowglen, and guess who has to go save her, a hero's work is never done. Shadowglen ----------------------------------------------------------------------- Treasures-4 Golden Grass-1 To get to shadowglen head to Meridell outskirts, head on the path to the left of the broken down carriage, and pass thru the tunnel at the end. Welecome to your first truely enemy infested land. This place can get a bit confusion so I'll give directions to the best of my ability. The Arbendus Flower From the save point at the entrace follow the ledges down then follow the lighter colored dirt path left, to some ledges. Climb up them. Once at the top run up the small ramp to your right, continue heading right, defeating enemies along the way. Follow the ledge of this piece of land, and when you see another rope you can slide on, look to the right of it there is a gap between two rocks. Its hiding a ramp that goes down, follow that ramp down. Looking to your left you should see two islands. The plants on them are Baggus plants, you can attack them but once you get their fruit leave the island quick, or you'll get poisoned by the defensive gas they release. Hop across to the second islandm theres a lone flower in the middle walk into it, and you will now have the Arbendus flower. Get back onto the main land by walking up the log, then jumping across. Find your sister! Now from the place where you land after jumping off the log, Face towards the waterfall and run straight onto the path. Then head left over the sectional bridge. Keep going straight, making sure to kill of the Spore monster on the ledge you have to jump to. Walk across the small patch of water, then jump up to the rope and slide across. Head to that path to your right, and follow it up the ramp. From the ramp, start heading striaght past the two boulders. Climb up the ledge that is before you, then climb up the vines on the wall. Now head to your right, under the log suspend on two ledges, and make your way up the steppes. Walk across the log doing your best to avoid the attacks sent your way. Move forward and slide along the rope before you. Head left towards the small river and waterall, continue going straight and grab a clover from the clover patch. From the patch head right across the river, then head right down towards a save point. Make sure you save a boss is ahead. Head on into the cave and be ready to fight to save your sister. =*=*=*=*=*=*=*=*=*=*=*=*= =*Boss: Juppie Monster = =*=*=*=*=*=*=*=*=*=*=*=*= Difficulty- 2/10 Element-Earth Attacks-Send vines at you, Head slam Strategy- This is your first offical boss battle, congratulations. He isn't all that diffcult if your timing is good. The first thing he will do, is send vines at you, they will sprout from the ground and slash at you, each time he recovers from the second phase there will be 1 additional vine. Each vine you kill will drop a large Juppie fruit to the ground. When you have killed a vine, he will get angry. Stand on it, and try to jump out of the way when you see him about to slam his head down, you know hes going to slam if his head moves back and shakes a little for a second. The slam will daze him allowing you to move in for an attack. You have to get him to slam down on one of the fruit, or a head slam will not daze him. When he comes out for the 3rd time he will do smaller head slams as you attack him so be careful. If you need health there are Juppie plants around the cave. Congratulations hes down for the count, your sister is now free, and tells you to leave thru the cave thats flooded with that icky green water. So head on thru and you'll be in your home farm. ----------------------------------------------------------------------- Ellis Family Farm- Slash this plant right infront of you before jumping down. Its a Red Negg and will increase your maximum health, hoozah! Now jump down and head straight, and go inside your house. There will be a scene where your sister is describing the fight to your parents. They will see your responsibilty, and sign the consent letter. Let's return to Meridell shall we? Meridell ----------------------------------------------------------------------- Treasures-0 Golden Grass-1 Head over to the recruitment center, and turn in the papers. Revel in the glory for a few minutes seeing as how your finally a squire. But look at yourself, you've got a rather spiffy new clothing. Enjoy the extra weight. Go ahead around town stocking up on anything you feel like. When your done with that go to the potion shop, and turn in the flower quest. Be rewarded 500 NP. Meridell Castle ----------------------------------------------------------------------- Becoming a Knight- Well its finally time to work on becoming a knight, its never easy for us is it. Go to the drawbridge and enter the castle. The master-at-arms is right next to another save point, speak with him. Well he doesn't seem very polite now does he. Well at least he's letting us get a nice nights sleep, so head down teh red carpet to your left, taking a right when you get to your first opening. Continue down the path, making a left thru the archway near the door at the end. go to the right then straight, to a corner of the room with a lone bed and get some sleep. You will see ascene of some Faerie waking up, its quite obvious who she is, but I won't ruin it for you. Your awoken by a fellow squire, from where you stand head right and go out the door, on your right. Castle Courtyard ----------------------------------------------------------------------- Treasures-2 Golden Grass-0 Squire Chores- From the door head left down the path, and then go right under the roof covered area and speak to your trainer. Seems simple enough, just pull off a 3 hit combo attack on the dummy, hopefully you've figured it out by now. If not refer to the controls section. What a jerk now hes making us do chores, bah, well best get it overwith. Head back inside and make your way back to the main entrance hall. Meridell Castle ----------------------------------------------------------------------- Chores- From the entrance hall, facing the stairs take the path to the right. Use the door on your left hand side to be in the mess hall. Go against the left wall and head straight. Go thru the second arch way on your right, then to the left and speak the servant Faun. Seems she wants the Miamice put safely back in the crate. They can get annoying holde Square button to sneek and move up behind when your close enough hit the square button to grabe them, then drop them in the Cage. A small ball of light pops over it now and then to remind you its the cage. Once your done return to the courtyard thru the door to your left in the hall. Head right and go back to the training area. This time hes straight ahead, past the stairs. Speak to him, this time you have to hit all 3 dummies at once with a spin attack. Use the controls section if you don't know how. Castle Courtyard ----------------------------------------------------------------------- Treasures-2 Squire Chores- Speak to him, this time you have to hit all 3 dummies at once with a spin attack. Use the controls section if you don't know how. Meridell Castle ----------------------------------------------------------------------- Clog Duty- From the Barracks head into the hall and to your right when you reach the end, head right and then right again thru the door. Head straight and speak to the man ahead. Now they have us trudging thru sewers. Time to get to work. Head to your left as your facing Malcolm and go thru the door. Down the stairs to your right, towards that giant lid. Pull the switch on the left hand side, and the lid will open enter to the grimey depths of the Meridell Sewers. Meridell Sewers ----------------------------------------------------------------------- Treasures-3 Clog Duty continued- Follow directions closely this place can be a bit of a nuisance due to rather well camoflauged switches. Head straight and jup off the end. Facing that central column head past it, when you come into an opening, and there is a lone tunnel to your left, head down it, and approach your first clog. It looks like a really big pile of sticks and muck between two sections of a wall, hack at it to remove it. Go back to where you entered that lone tunnel, and facing the wall with the torch on it, head left. Continue onwards thru this large room thru the only tunnel ahead. In this next room our only option at this time is to go straight again and up the ladder. Your second clog is right at the top of the ladder. In the first room up here with the column as your facing it, turn right, there is a switch on the wall in the corner, flip it. In the short scene you should have seen the path to your third clog, make your way there and destroy the clog. Facing the grate here is another switch on the right wall, flip it to open this grate. Jump down and go thru the grate we opend with the first switch, wich is straight ahead. Follow thru straight past the column and jump down. Take caution of the enemies in here, you should see the clog in plain site, get rid of it. Facing where the clog was head up the ladder to your left. Go thru the room thats after the ladder, in the next climb the ladder to your left. Your final clog is dead ahead. Facing the grate there is a switch just past the clog, to your right, flip it and then head straight and right up the ladder. Straight ahead up the ladder and now were back in the castle, return to Malcolm and speak with him. Castle Courtyard ----------------------------------------------------------------------- Treasures-2 Squire Chores- After your done with clog duty return to the courtyard. This time your trainer is up on the raised platforms up the stairway. Make your way to him and help him with his Mote demonstration. Meridell Castle ----------------------------------------------------------------------- Chores- Go back into the castle, and to the main entrance area, where the save point is. Head up the stairs, go between the 4 couches, and speak to the man against the window. Seems like the king wants you to go bird hunting, hope their in season. Head back on out to the court yard, thru the barracks. Castle Courtyard ----------------------------------------------------------------------- Treasures-2 Crokabek Nests- From the save point facing the well, head left, and go up the stairs on your right. Turn to your right and there should be a gap in the fence. Jump onto the canopy, then to the next, and finally to the roof. Your first nest is here. Make your way to where you trained in the spin attack. Facing the castle wall head straight and to the left, climbing up the ladder. Be careful at the top, there's a Crokabek, that enjoys to knock you back down. Once its down, jump onto the canopy. Jump onto the large brick, jutting from the castle infront of you, then to the one on the left of you. Your second nest is here. Jump down and run past the save point, turning right once you go down the steps. Continue forward past the large window, watch the wall on your right, for climable rocks. Head up them and your third nest is up here. Jump down, and face the fountain, head past it and go right to the scaffolding. Work your way up, by hopping up on the two stones, across the plank, jumping up to the vines, going straight then up. Your fourth nest is up here. Jump down once more, and face the stairs. Head left past them then go straight. Watch on your left side, for the petpet Turtum. Hit his shell, and then stand on top, he will give you a nice boost in your jump. Once your on the canopy, head straight, and to the right for your final Crokabek nest. Meridell Castle ----------------------------------------------------------------------- Crokabek Nests- Return to the entrance hall, and go up the stairs. Speak to Chamberlain Lazlo, to finish up the quest. Head back to your Sponser Torak, to continue your training. Castle Courtyard ----------------------------------------------------------------------- Treasures-2 This time Torak is in an area, to the left of the spin-attack dummies. Speak with him, and now he teaches you about deflecting shots with your shield. Advanced Mote Training- Equip the fire mote to your shield. then stand in the circle, holding up your shield, and wait for it to deflect a shot. Meridell Castle ----------------------------------------------------------------------- It's been a long hard day, return to your bed and get some well deserved sleep. In the morning, you will be awoken by Squire Grayson. He informs you that you've been called on for a mission, wow already? We must have really impressed our Trainer. Once more go to the entrance hall, and speak with Torak. Finally a real mission. Mission to Cogham- Facing the stairs, head to your right, then thru the door on your left, to get into the mess hall. Sir harlag is at the right most table, eating twice his own weight. Guess were going solo on this mission. Head out of the castle. Meridell ----------------------------------------------------------------------- Mission to Cogham- To get to Cogham, we must cross thru Drackonack Ridge. Head over to the recruitment building, after the shieldsmith, you should see a path on your right, head up it. When you reach the fork in the road head left. ----------------------------------------------------------------------- Drackonack Ridge Treasures-7 Golden Grass locations-2 If you wish to do some side quests in here, look just under this sentence. If you wish to continue on with the main quest, scroll down a little. Mote quest- Go to the building marked by a mote symbol. THe woman inside will ask you to find all of the basic notes. 12 in total, meaning each element, earth, fire, water, air, light, and dark. Including their upgrades, the nova and super nova do not need to be in your collection. The reward is a nova mote, and the ability to purchase them there. Spyder Venom- From the mote shop facing the water, head left. When you come to a break in the rocky wall, go past the bridge up to the 3 rocks against the wall to your north. You should see some Poison Spyders. If you have it, use an air mote to take them out, and earth on your armour. If you get poisoned a Bagus will remove the effect. Once you get 5 viles of venom, return to the gift shop in Meridell and speak with the man, to be rewarded 500 NP. Hunting Drackonacks- This quest is obtained at the home marked on your map by a drawing of a home. HE will pay you for any Drackonack teeth you can find. Go out and hunt the smallers till you have 10, as thats the most you can get. Reward 1,000 NP. But now you need to kill the Giant Drackonacks. Mission to Cogham- Head straight, past the mote shop and keep on going. When you see a bridge, head over it, and continue onwards. Cogham Villiage ----------------------------------------------------------------------- Ixi Raiders- Welecome to the village of Cogham.....WATCH OUT!!!!!! Theres Ixi's everywhere, and their not here for a picnic. Before you, you should see an Ixiraider, and a villager, running around the tree, go help the villager. Face the center, and take out the Ixi ahead. To your right, and behind that building is an Ixi Archer. There are two more Raiders around the town center. Take them out quickly. To the left of the armorsmith, are some steps. Hurry on up, but be careful. At the top there is a Ixi Raider, and an Ixi Archer. After succesfully killing them off, there will be a cut scene, not only are you not appreicated for saving them, but now we've got to go thru the hasstle of finding the Ixi Leader and killing him. Before you continue onwards, I suggest you head into town, and purchase the shield and sword. That is if you have enough money. Once your done, head back up, and go thru the same archway the Ixi's did. CoghamSteps ----------------------------------------------------------------------- Treasures-1 Golden Grass-1 Ixi Raiders- As you press forwards, keep an eye on your left side. When you see a rather large see on a ledge, jump up and grab it. Hop down making your way forward again. Killing off Ixi's as they appear. It is relatively straight forward for a little ways. Once you reach a save point climb up the ladder near you. There is a series of small patches of islands over water. Jump your way to the one with a ladder. Turn to your right, and face the ledge below and just a little bit across the water, make a running jump for it. Head up the ramp, slaying the Ixi Spearman at the top. Continue straight, upon reaching a ladder for a scaffold, climb up and pull the switch. Make your way back to the small Island with the ladder, and climb up the ladder. Making your way forward. When you reach a fork, with options to go past a sign ahead, or a path to your right. Go on the path to your right, hop onto one of the platforms, located on the now spinning water wheel. Head on forward. The track bridge, has a few missing sections, so watch out. When you get to a section of track that leads towards, a blocked tunnel, and up a small hill. Go up the hill, and to the mine cart. Whack the debris infront of it with your sword, and watch it crash into the Sign that was keeping you out. Follow the track inside. Make your way up the ledges in this area, at the top you will have to make a running Jump to that land infront of you. Make another jump behind you towards the save point. Save and be ready for a boss battle. =*=*=*=*=*=*=*=*=*=*=*= =*Boss: Ixi Chieftan = =*=*=*=*=*=*=*=*=*=*=*= Difficulty- 1/10 Element-Earth Attack- Charges sword slamming it into the ground sending out a ring of power that cuases damage, Slash. The first part of this battle, you need to kill the two henchman with the spears. When their down, the chief will come down. Right now he will slash at you, and If you get to far, his weapon will charge up, he will run near you, and slam it down, doing damage to you. Equip a air mote to your weapon, and earth to your armor. For now, hit him with combo attacks. After you get him down to about half his health. He will summon his archers up on some ledges. So you need to watch out for their arrows now. A few more combos and he's down for the count. Pick up the Cheif's eye patch, in the middle of the field. Climb up the ladder behind you, and save. Head striaght, and do some ledge hopping. You will be back to Cogham in no time. Cogham Villiage ----------------------------------------------------------------------- Once you enter it a screen will appear, and the villiagers will thank you. You will be rewarded a Red Negg. Lets return to the castle now and inform them of our sucess. Meridell Castle ----------------------------------------------------------------------- Once your next to the save point, just keep heading straight, thru the stairs, towards the huge double doors. Time to seapk with the King himself. Way to go, at long last you are now a night. As you head towards the Barracks, it seems that Illusens Glade has come under attack. But we are not allowed to help. So go to your bed and get some sleep. When you wake up, it appears none of the Knights have returned yet. Maybe someone in the castle can help us out. Go speak with the Old Knight by the save point. So now we need to get to Illusen's Glade. Head outside into Meridell, and go to the magic shop. Follow up the path next to it into Meridell Plains. Meridell Plains ----------------------------------------------------------------------- Treasures-3 Golden Grass-1 Illusens Glade- From where you entered follow this dirth path, over a bridge on the stream. When you come to the sign post head left up the smaller path. A Magic Skull- If your at the sign post that leads into Illusen's Glade, head past it. When you come up to the entrance of a small tunnel. Head to your right, up the 3 ledges. Theres a zip line here, go on and use it. Enter the crypt that you were dropped outside of. Now then since you can't jump up the ledge after the save point. Head right. You should now be in a large room. There is a huge gap in the middle with platforms crossing over its lenght. Take care of the Dumb Skeletons that will pop up. Once their done with, carefully work your way across the platforms over the gap. On the first large piece of land is a Skeleton Fighter, take him out. Acorss the another platform you will see the Skeleton Wizard, Kill him to get your skull. Now you can go back the way you came. Or go back to where the Fighter was, and head up the stairs. This path has diffrent things on it. Along with a clover patch. Return the skull to finish the quest Illusen's Glade ----------------------------------------------------------------------- Treasures-4 Illusen's Glade- Continue past the Negg shop, and over the bridge, to grandma's house we go. Yea I know corny joke. You can follow this small dirth path the whole way. But there are treasures, that I will give directions to in the treasure section. So unless you want the treasures now. Follow the path straight, don't take any of the forks. After a while you will see a cage, guarded by a Werelupe Basher. Kill him then slash the cage to break the lock. You freed your master-at-arms Torak. Rescue the Knights!- It seems there are 3 other knights, we must save. From where his cage was as your facing it. Head left and over that bridge. After crossing over the two bridges. As your facing the tree infront of you head left, past the ledges, and around the tree stump. Into the small cave on your right. To get to your second cage. From the exit of this cave head left back around the tree stump, and climb up the ledge then up the vines. Continue straight just a little way, to reach cage number three. Go back to the bridge we crossed over that had the save point. ANd face the tree again, this time head right. You should seee a cave before you up on a small ledge. Follow thru it, the final cage is at the top. Becareful here as there are two guards this time. Once you free your final knight, head back to the cage where your master-at-arms was being held Illusen's Glade- Facing Torak's cage, head around the tree, crossing over the single bridge. Then the bridge on your right. Up the two ledges, and striaght, Torak is at some kind of pully. Climb into the lift, and enjoy the ride, isn't a nice scenic lift ride, great to relax you during a mission. Head straight, thru the bridges and huts. After the first hut head straight, not to the right. When you go up an incline bridge, dont veer right, head straight up the second incline bridge. If you see a save point in the hut after the 3rd incline bridge, you know your in the right place. Head over the bridge and be treated to a scene, of the Werelup king and the knocked out Illusen. Good lord who is this thing he sicked on us. =*=*=*=*=*=*=*= =Boss: Gnarfas= =*=*=*=*=*=*=*= Difficulty- 4/10 Element-Fire Attack- Chain whip. Side step, jump back and appear behind you, Charge attack. Strategy- This guy can be a bit difficult if your not good at defending. Go in for a two hit combo, and then back off a bit. Becareful and don't even think about wrecklessly hacking and slashing. Just a little into the battle, there will be a scene. AFter wich your informed to put a water Mote on your sword. This time don't go after him wait till he does a few attacks and he will tire out, that is when you go in and attack. Once he's down for the count, a scene will occur. Once its over head towards Illusen for another scene. During wich the Darkest Faerie will take control of her and kick you down to the forest floor. The forest is now covered with a dark cloud. We must inform the King skarl of this devolopment, so hurry back to the castle. There are now new minions that pop up around the area due to the dakrness. Meridell ----------------------------------------------------------------------- Oh no, even Meridell is cast over by a dark cloud. Hurry to the castle quickly! Also take note that enemies will spawn in the town now, due to the dark cloud. Meridell Castle ----------------------------------------------------------------------- Inform the King- It seems the Castle has been over run with dark knights. Don't fight them, they are to hard for us at the moment. There must be another way into the throne room. Head up the stairs, and when facing the couchs, head left. Left yet again, staight, on the right wall there is a switch, flip it. Head thru the left door now and thru where the gate opend up. Time for another scene. Escape the castle- Look what you've done fool, you've gotten yourself spotted. But we have to run!!!! First attack the faeries, you can't damage them so wait until a scene occurs explaining that. When you go into the hall between the stairs, and the throne room, two fire barriers appear. Stand behind each column their attacks will break them. When a scene appears showing one falling onto a ledge, run up the column quickly. Run the small lenght and hop down you'll be on the other side of the barrier. Hurry into the entrance room. The door is now blocked by a barrier. Get them to break the column on the right side near the stairs. Run up it, you will get a little damage but nothing serious. Run into the mess hall, the doors are blocked. Go to the back right column, and when its destroyed the wood doors into the kitchen are opend. Jump thru and run to the store room where you caught the Miamice, a scene will occur. =*=*=*=*=*=*=*=*=*=*= =Chapter 1 Finished = =*=*=*=*=*=*=*=*=*=*= ----------------------------------------------------------------------- =*=*=*=*=*=*=*=*=*=*=*=*=*=*= =Chapter 2 Roberta's Story = =*=*=*=*=*=*=*=*=*=*=*=*=*=*= Fyora's Palace Gardens ----------------------------------------------------------------------- Golden Grass-1 Head back to the fountain and go right up the path, and up the stairway. Welecome to Faerieland. You are now using Roberta, the second important charecter. She is a magic user, and has ranged attacks. It seems you are a Diplomat and you've come to inform Queen Fyora of the dark clouds spreading over the lands. From where you are, head straight and into the hedge maze on your right. Work your way thru the maze, it shouldn't be too hard. When you pick up the stone of Illumination you can exit this maze. Let's get a few side quests out of the way. If your facing the large fountain that has a bridge thru it. Go up the stairwell on your left and speak with the painter. Faerie Dust Paint- We need to get this painter some faeire dust. Go back to the large fountain and this time up the stairs to the right of it. Take a right at the end of the stairs and follow the path. Before you cross over a second bridge. Head to the left over a broken up cobble stone path. The sparkling statue has the Faerie dust. Walk up to it. Now return to the painter. The tower in his picture disappears. He informs you that a Meowclops can reveal hidden things. Revealing the Hidden Tower- Go back to the two hedge mazes, and go in the left maze. There is a Meowclops very close to the entrance of the maze. Feed it, and head over the same stairs the painter is on. Walk on the path, and when you see a large circle area on your left, walk on it, till the scene occurs revealing the Hidden Tower. In the same area you found the hidden tower, cross over that cloud river. To the big tree on the island in the middle. Climb up the vines
on it. When your high enough drop onto the limb and walk out grabbing 
the stick. This stick and the stone you found earlier will be used in a 
Main Quest later.

Audience with Fyora-
	Go to the main area with the big fountain, and just head 
straight, towards the big double doors. The Queen is not yet ready for 
us. So your teacher Seradar is going to go wait in the library. We will 
join him in a little bit. An old lady will speak with you, requesting 
help getting back her little Harris. She already gives you an amulet 
maybe its like the one that Tor has.

Harris Rescue-
	Go over the stairs that you went over for the Faerie dust, to the 
old lady. To get in the tree, go to the building just past the tree. 
And climb up the vines, walk along the limb. Once your near the bulk of 
the tree, jump for the pet pet on the other ledge. It should say you 
got him, landing on the limb itself is hard. So just jump for him. She 
rewards you with a Potion of Power. 

Wait for the Council-
	Seradar did say he would give us a magic lesson, didn't he? From 
where harris was. Go into the building that had the vines you climbed. 
This is the library. Head straight to the middle and speak to Seradar.

Magic Training-
	If you have been following thus far, then you should have all 3 
parts. If not refer to Harris Rescue, Revealing the hidden tower, and 
the 3rd paragraph that informs to go into the right hedge maze. 
	That aside, speak to your teacher again and he'll craft the wand. 
Go head and work thru his training, its easy to follow, and no annoying 
chores to do in between hooray!

-----------------------------------------------------------------------
=*=*=*=*=*=*=*=
=*7.Enemies   =
=*=*=*=*=*=*=*=
Bandit-
	Location(s)- Meridell Plains
	Element-Dark
	Attack- Slam.
	Mote to defend-Dark
	Mote to offend-Light
Crokabek-
	Location(s)-Meridell Outskirts
	Element-Air
	Attack-Peck
	Mote to defend-Air
	Mote to offend-Earth

Dumb Skeleton-
	Location(s)- Haunted Tombs
	Element-Dark
	Attack-Club.
	Mote to defend-Dark
	Mote to offend-Light

Drackonack-
	Location(s)-Drackonack Ridge 
	Element-Earth
	Attack-Bite, rolling charge.
	Mote to defend-Earth
	Mote to offend-Air

Flower Monster-
	Location(s)-Ellis Family Farm(only once), Shadowglen
	Element-Earth
	Attack-Spit posion balls at you.
	Mote to defend-Earth
	Mote to offend-Air

Flower Monster(walker)-
	Location(s)-Shadowglen
	Element-Earth
	Attack-Spit poison balls at you, slash arms at you.
	Mote to defend-Earth
	Mote to offend-Air

Giant Drackonack-
	Location(s)-Drackonack Ridge
	Element-Earth
	Attack-Bite, rolling charge.
	Mote to defend-Earth
	Mote to offend-Air

Ixi Spearman-
	Location(s)-Cogham Village(one time), Cogham Steppes
	Element-Earth
	Attack- Pierce, Back kick.
	Mote to defend-Earth
	Mote to offend-Air

Ixi Archer-
	Location(s)-Cogham Village(one time), Cogham Steppes 
	Element-Earth
	Attack-Ranged shot, Back kick.
	Mote to defend-Earth
	Mote to offend-Air

Minion Archer-
	Locations-Dark Illusen's Glade.
	Element-Veries
	Attack- Varying Elemental ball.
	Element to defend-Varies
	Element to offend-Vaeries
	Key note- Use Tor with the proper Mote on his shield to deflect 
the shots back.

Moutain Crokabek-
	Location(s)-Cogham Steppes
	Element-Air
	Attack- Peck
	Mote to defend- Air
	Mote to offend- Earth

Poison Flower Monster-
	Location(s)-Shadowglen
	Element-Earth
	Attack-slash(can possibly cuase poison effect), Spit poison balls 
at you.
	Mote to defend-Earth
	Mote to offend-Air

Poison Spyder-
	Location(s)-Drackonack Ridge
	Element-Earth
	Attack-Bite, Bite+poison effect, Rolling attack
	Mote to defend-Earth
	Mote to offend-Air

Skeleton Fighter-
	Location(s)- Haunted Tomb,
	Element-Dark
	Attack-Slash with sword, Shield block.
	Mote to defend-Dark
	Mote to offend-Light

Skeleton Wizard-
	Location(s)- Haunted Tomb,
	Element-Dark
	Attack- Spell cast, Revive fellow fighters and Dumb skeletons.
	Mote to defend-Dark
	Mote to offend-Light

Slorg-
	Location(s)-Meridell Sewers,
	Element-Earth
	Attack-Rolling charge, spit slude ball at you.
	Mote to defend-Earth
	Mote to offend-Air

Sludgy-
	Location(s)-Meridell Arena(one time)
	Element-Water
	Attack-Arm slam, sink to a puddle to dodge. Arm slam with 
freezing effect, throws sludge ball at you.
	Mote to defend-Water
	Mote to offend-Fire

Spore Monster-
	Location(s)-Shadowglen
	Element-Earth
	Attack-whip using root like arms, Shoot new spores to grow flower 
monsters, Swallow you and then spit you out a good ways.
	Mote to defend-Earth
	Mote to offend-Air

Tentacle-
	Location(s)-Juppie Boss Battle, Meridell Sewers
	Element- Air
	Element to defend-Air
	Element to offend-Earth(please email If I am incorrect on this 
one, its a bit hard to judge.)

Werelupe Basher-
	Location(s)-Illusen's Glade 
	Element-Earth
	Attacks- Charge, Slash.
	Elemenet to defend-Earth
	Element to offend-Air
	

-----------------------------------------------------------------------
=*=*=*=*=*=*=
=*8.Bosses  =
=*=*=*=*=*=*=

=*=*=*=*=*=*=*=*=*=*=*=
=Boss: Juppie Monster =
=*=*=*=*=*=*=*=*=*=*=*=

Location-Light Shadowglen
Quest found during-Save your sister!
Difficulty- 2/10
Element-Earth
Attacks-Send vines at you, Head slam
Strategy-
	This is your first offical boss battle, congratulations. He isn't 
all that diffcult if your timing is good. The first thing he will do, 
is send vines at you, they will sprout from the ground and slash at 
you, each time he recovers from the second phase there will be 1 
additional vine. Each vine you kill will drop a large Juppie fruit to 
the ground. When you have killed a vine, he will get angry. Stand on 
it, and try to jump out of the way when you see him about to slam his 
head down, you know hes going to slam if his head moves back and shakes 
a little for a second. The slam will daze him allowing you to move in 
for an attack. You have to get him to slam down on one of the fruit, or 
a head slam will not daze him. When he comes out for the 3rd time he 
will do smaller head slams as you attack him so be careful. If you need 
health there are Juppie plants around the cave.

=*=*=*=*=*=*=*=*=*=*=*=
=*Boss: Ixi Chieftan  =
=*=*=*=*=*=*=*=*=*=*=*=

Difficulty- 1/10
Element-Earth
Attack- Charges sword slamming it into the ground sending out a ring of 
power that cuases damage, Slash.

The first part of this battle, you need to kill the two henchman with 
the spears. When their down, the chief will come down. Right now he 
will slash at you, and If you get to far, his weapon will charge up, he 
will run near you, and slam it down, doing damage to you. Equip a air 
mote to your weapon, and earth to your armor. For now, hit him with 
combo attacks. After you get him down to about half his health. He will 
summon his archers up on some ledges. So you need to watch out for 
their arrows now. A few more combos and he's down for the count.

=*=*=*=*=*=*=*=
=Boss: Gnarfas=
=*=*=*=*=*=*=*=
Difficulty- 4/10
Element-Fire
Attack- Chain whip. Side step, jump back and appear behind you, Charge 
attack.
Strategy-
	This guy can be a bit difficult if your not good at defending.  
Go in for a two hit combo, and then back off a bit. Becareful and don't 
even think about wrecklessly hacking and slashing. Just a little into 
the battle, there will be a scene. AFter wich your informed to put a 
water Mote on your sword. This time don't go after him wait till he 
does a few attacks and he will tire out, that is when you go in and 
attack

-----------------------------------------------------------------------
=*=*=*=*=*=
=*9.Items =
=*=*=*=*=*=

Red Juppie-Restores a small amount of health.
Purple Juppie- Restores a small amount of magic.
Speckled Negg-Rejuvinates a small amount of health and magic.
Ointment of Quickness-Use for temporary immunity to Slow-Down.
Potion of Power- Use to make your attacks super-powerful!
Potion of Meerca speed- Use to run at super-speeds!
Baggus-Curses Poison, But tastes awful.
Red Negg- Increases maximum amount of health (used automatically)
Clover- Increases luck (used automatically.)
Fyora's Potion- Use to replenish all lost magic.
Potion of Revival-Use to revive an unconcscious friend.
Peachpa- Restores a huge amount of health.
Golden Negg- Increases maxium amount of magic (used automatically) 
[please correct me if this is wrong I was not sure myself]


-----------------------------------------------------------------------
=*=*=*=*=*=
=*10.Motes=
=*=*=*=*=*=

Mote vs. Stats-
		Fire/Water  Earth/Air  Dark/Light
Mote Types-
	Leaf Mote- 
		Element-Earth
		Effect-Poison
		Charge Attack-Earth influenced slash
	Rock Mote- Upgrade from leaf
		Element-Earth
		Charge attack-Bludgeon
	Bubble Mote-
		Element-Water
		Attack-Water influenced spin attack
	Water-Upgrade to Bubble
		Element-Water
		Attack-Expanding ring that cuase's damage and freezes 
enemy.
	Smoke Mote-
		Element-Dark
		Attack-Dark slash
	Shadow Mote-Upgrade of Smoke
		Element-Dark
		Charge attack-Unsure of at this time
	Light Mote-
		Element-Light
		Attack-Light influenced slash
	Sun Mote- Upgrade of Light
		Element-Light
		Attack-Expanding ring of light energy.
	Fog Mote-
		Element-Air
		Charge Attack-Lightning slash
	Wind Mote-Upgrade of Fog
		Element-Air
		Charge attack- Mini tornado
	Fire Mote-
		Element-Fire
		Charge Attack-Flaming slash.
	Nova Mote-
		Element-All
		Charge Attack-All elements ring of power expands rapidly 
from you, hurting all who touch it.
	Super Nova Mote-Upgrade of Nova
		Element-All
		Charge Attack-Surround you in a spinning ring of elements, 
dealing damage to any enemies that touch it.

-----------------------------------------------------------------------
=*=*=*=*=*=*=
=*11.PetPets=
=*=*=*=*=*=*=

DogleFox-
	Location(s)-Meridell outskirts, Illusen's Glade
	Support Ability-Increased attack power.

Noil-
	Location(s)-Cogham Steppes
	Ability- Gradullay restores health.

Meowclops-
	Location(s)-Meridell Plains, Fyora's Palace Gardens
	Ability- Gradullay restors magic.

Miamice-
	Location(s)-Meridell Castle
	Ability-none, is used in two quests, herded.	

Turtum-
	Location(s)-Meridell Courtyard 
	Ability- Hit with weapon, and stand on its shell. It will make 
you jump even higher.

-----------------------------------------------------------------------
=*=*=*=*=*=
=*11.Shops=
=*=*=*=*=*=

Meridell-

	Shop of curious wonders (gift box)- 
						Speckled Negg-70 NP
						Treasure Map- 200 NP
						Dispelling Potion- 125 NP
						Ointment Of QUickness-125 NP
	The Village Armoury(Shield)-
					Wooden Shield(Tor Only)- 400 NP
					Knights Plate-2.5k NP
	Meridell Smithy(Sword)-
				Squire's Sword(Tor Only)-500
	Mistress Morag's Magical Merchandise(Eye)-
						Sorcerer's Wand(Roberta only)-7k NP
						Leaf Mote- 70 NP
						Bubble Mote- 80 NP
						Smoke Mote- 120 NP
						Fire Mote-110 NP
						Light Mote- 130 Np
	Meridell Food 'n Slop-
				Red Juppie- 22 NP
				Starberry- 40 NP
				Bagguss- 40 NP
				Chokato- 50 NP
				Purple Juppie- 20 NP
	Angus' Apothecary-
				Spyder Juice Elixer- 125 NP
				Potion of Power-400 NP
				Potion of Meerca Speed- 500 NP
	Rory the shady guy-
				Drackon Ridge Treasure Mapx3-200 NP
				Meridell Plains Treasure Map-200 NP
				Meri Acres Farms Treasure Map-200 NP
				Illusen's Glade Treasure Map-300 NP

Drackonack Ridge-
	Mortara's Marvellous Motes-
						Light Mote-280 NP
						Rock Mote-230 NP
						Wind Mote-250 NP
						Shadow Mote-240 NP
						Lava Mote-260 NP
						Wizards Gown-6k NP

Cogham Villiage-
	Ingmar's Armoury-
				Iron Shield- 800 NP

	Treasures and Trinkets-
					Starry Negg- 800 NP
					Potion of Revival- 100 NP
					Starlight Potion- 300 NP
					Treasure Mapx2- 225 NP

	Brennan's Anvil-
				Knight's Sword- 1,500 NP
				Enchanter's Wand- 2,000 NP

	The Peachpa Hut-
				Purple Juppie- 20 NP
				Red Juppie- 25 NP
				Peachpa- 150 NP

Illusen's Glade-
	Nothing But Neggs!-
					Striped Negg-250 NP
					Golden Negg-2,000 NP
					Silver Negg-600 NP
					Speckled Negg-75 NP

Fyora's Palace Gardens-
	
	Potionmaker Fizlar's shop-
						Potion of Meerca Speed-500 NP
						Dispelling Potion-150 NP
						Spyder Juice Elixer-150 NP

	Shopkeep Visal's shop-
					Purple Juppie-20 NP
					Speckled Negg-75 NP
					Starberry-40 NP
					Red Juppie-25 NP
					Chokato-60 NP

	Hidden Tower-
			Sorcerer's Wand-7k NP
			Faerie Dress-8k NP
			Golden Shield-4k NP
			Silver Negg-1.5k NP
			Golden Negg-5k NP
			Fyora's Potion-1.5k NP
			Kauvara's Potion-2k NP
-----------------------------------------------------------------------
=*=*=*=*=*=
=*12.Books=
=*=*=*=*=*=
Ellis Family Farm-

"Ropegun Notes"
Found this in a Crater in the north field.
Fell from the sky?
Sturdy enough!
Well designed!
Great for picking fruit!
DON'T grab the big stuff! Tends to just drag YOU towards it. Very 
embarrassing.

"Meridell's Heartland"
	On the western outskirts of Meridell, home to Gallions and 
Doglefoxes, lie the farmland of Meridell and their gentle, rolling 
hillsides. They also provide over half of all the food the kingdom 
requires.

"Petpets Vol4:Steeds to Swamp Hoppers."
	Found mostly on farms, the swift and nimble Whinnies would be 
perfect for riding, if they weren't too short for neopians to ride!
	It's common adage that kissing a Mortog leads to strangeness. 
Thankfully most Mortogs live in swamps away from the general populace.

"Knights of Meridell"
	Good reader, what you are about to read is atrue wonder - a 
complete list of the bravest souls to protect the lands!
	Meridell has a long and complex history, with numerous 
adventures, quests, and battles that shaped it.
	Through this book, you will learn of those that did those noble 
deeds - the Defenders of Meridell!

"First Timer's Swordplay"
	It's a common mistake: novices flail about jabbing and slashing 
wiht all of their might.
	But the key to doing the most damage is to slow down. Timing is 
everything in the art of swordplay!
	A true knight conserves his energy and makes every strike count.
	In fact, if a knight can hold his strike, even for a few moments, 
he can marshal all of his power into a mighty blow.



Meridell-

Meridell Food 'n Slop

"The Juppies Cookbook"
	The Red Juppie is a stable food and delicious fried. Most people 
find this low-growing gourd mildly reviving.
	While most varieties of Juppies are sweet, the Purple ones are 
quite sour. Dabblers in magic find it helps revive their facilities a 
little.

"Wild Chokato Gathering"
	Rich and full-flavoured, this gourmet tuber is a popular snack, 
restoring a modicum of one's health to those that eat it.
	The Chokato tubers grow in soft soil, sending up very distinctive 
sprouts that amateur Chokato gatherers look for.

"Starberry Delicacies"
	Delicate in flavour and delightful to look at. Star berries are 
often found near water.
	Some believe that the starberries actually came from the stars, 
cooling down enough to eat after skipping off the water.
	Gourmets commonly put them in soups or use them as toppings for 
breaded dishes.
	Sorcerers report that the Starberry fruit is a wonderful 
restorative. They use it to rejuvenate themselves during long bouts of 
spell casting.

"Petpets VOl1:Care and Feeding"
	A common mistake Petpet handlers make is to feet their petpets 
Baggus fruits instead of regular, nourishng treats. Don't do it! They 
hate the fruit's taste.
	A well-fed Petpet will follow you obediently and aid you in 
whatever way it can.

Shoppe of Curious Wonders-

"Deadly Critters Vol1: Spyders"
	Common Spyders typically prefer lurking in dark corners, trees, 
or cave walls. Their dark colour acts as a natural camouflage and they 
hunt by leaping out and scaring their prey. A few common spyders have 
also developed poison and should be avoided.
	While the small version is most often encountered, travelers 
sometimes report seeing horrifically larger Spyders.
	Extreme caution is recommended when encountering these overiszed 
arachnids. 

"Deadly Critters Vol3: Crokabeks"
	Farmers in Meridell have a long history with these loud and 
obnoxious birds. The Crokabeks are well known for their talent to work 
together and also steal small items from their target.
	The "common black" Crokabek is nuisance enough but other types 
also exist.
	The brown ones keep to the mountains but are also known to be 
large and aggressive.
	"Swamp greens" have a screech so painful, many people consider it 
"cursed." Its effects linger long after the initial attack.

"Petpets Vol5: Grassland Natives"
	Though favored by children as petpets, Miamice have also become a 
common pest. It requires a stealthy touch to catch them!
	After being stunned, an awakened Turtum shoots anything standing 
on its impenetrable shell high up into the air.

Agnus' Apothecary-

"Flora and Fauna of ShadowGlen"
	As a botanist, I found this variety of plants in Shadowglen 
fascinating. Some provided unique medicines.
	Of course, it's a true pity that some of them bite back. All I 
can say to this is "ouch"

"Rare Flowers, Book XXI"
	Known by its horrible smell, the sap of the Arbendus is often 
used in potion making as a catalyst for some of the strongest 
enchantments.
	While once common, the demand for the Arbendus has been high 
enough to make it difficult to find.
	There are some specimens left, though, in such isolated spots as 
Shadowglen Woods.

Mistress Morag's Magical Merchandise-

"Playing with Fire Motes"
	Red fire Motes are most commonly found near burning fires. 
Striking with them may set your enemy on fire.
	The more potent versions can be found near lava flows, or sources 
of extreme heat.

"Harvesting the Darkness"
	The power of dark ever lingers; for while there is lightl there 
is shadow! LOOK for the black dark motes in such places.
	Even the smouldering embers of dead fires may hide Motes of 
power. This power can be used to lash out and weaken your foes.

"Crypt Denizens Vol 1: Dry Bones"
	Travellers have found to their terror that some warriors still 
keep fighting long after they're nothing but bones.
	Warriors aren't the only ones who stick around. Some of the more 
powerful enchanters still wield bone-chilling power.

"Crypt Denizens Vol 2: Hauntings"
	It's a sad fact that sometimes evil lingers on after it's been 
defeated. It can even manifest in aghostly form that plagues the 
living.
	Of course, not all ghostly creatures are actually a threat: 
sometimes gret tragedies produce ghosts too.
	Are they a threat? Or just a message from beyond? No one knows...

"On the Elements of Magic"
	On repeated observation, he noted that magic grouped into six 
coloured alignments.
	He classified these into basic elements: fire(red), water (blue), 
air(cyan), earth(green), dark(black), and finally, light(Yellow).
	He found how you manipulate opposite alignments in casting: light 
against dark, water against fire, and air against earth.
	He also saw that, when two similar alighments were put together, 
they would bounce back to their original source.

"The Lucky Little Acara"
	She showed her clover to the blind old Skeith and he laughed.
	"What a wonderful thing you've found, little one." he said. "This 
clover blesses, its owner with incredible luck."
	"In my youth" he continued "When I followed the ways of magic, I 
used a clover to chase down those pretty little motes, They're drawn to 
it.
	"Of course" he winked "The clover I had, had twelve leaves." 
Again his gentle laugh filled the room.

Meridell Army Recruitment Centre

"King Skarl the I"
	King Skarl is the presnet king in a long line of noble, kind, 
unassuming, genteel, and brave Skeith rulers.
	For years, King Skarl has ruled the realm of Meridell with grace 
and power unseen in lesser realms.
	It is expected, thanks to Skarl, that he will reign for many many 
years more! All hail great Skarl the First!

"Deadly Critters Vol 2: Drackonacks"
	Drackonacks live up to their reputations as fierce predators. 
They are extremly territorial, fould tempered pack hunters that can be 
found throughout Meridell and Brightvale. They are especially numerous 
in the Drackon Ridge steppes.
	Without strict regulations, their numbers grow quickly out of 
control. Hunters are often called upon to cull their numbers.
	Drackonacks never stop growing as they age, so some older ones 
can reach truely monstrous size.

"Menace on the Roads"
	While trade flourished around such hubs as Market town, darker 
forces worked at the edge of society.
	Brigands and Highwaymen set their sights on the outlying 
provinces, preying on innocent villagers and simple farmers.

Meridell Castle-

"Deadly Critters Vol5: Slorg"
	While many a Neopian child treasures their petpet Slorg, swamp 
Slorgs are anti-social.
	They often sleep in pools of still water and don't take kindly to 
people stepping on them.

"Deadly Critters Vol6: Tentacles"
	Wild Tentacles can be found in swamps and pools of still water, 
the same places as Sludgies and Slorgs.
	The smaller pink variety has long been a menace in the sewers, 
clogging up drains and generally being a nuisance.
	The larger green variety lives in swamps and is an agressive 
hazard to travelers.

"Ixi Raiders of the Steppes"
	The nomads that lived on the steppes had been there for millenia 
before the miners. They took to trading with or raiding the village, 
depending on the whims of their leader.
	The villagers soon realized that, in times of trouble, it was 
necessary to deal first with the boss.

"The Joys of Faerieland"
	The floating city of Faerieland has been home to the Faeries for 
as long as any can remember. Those who have followed its path learned 
that Faerieland travels with the sun, its citizens forever bathed in 
light.
 
"Grand Palaces Vol1: Fyora's Castle"
	A thorough study of the beautiful palace in the centre of 
Faerieland would take volumes. In addition to magnificent gardens and 
well-scultped courtyards the castle hosts hiddden towers and magical 
staircases.

"Grand Places Vol 3: Meridell"
	Despite some architectural flaws, the latest Meridell castle is 
built better than past versions. Because of this, the fourth might 
castle of Meridell has been declared by King Skarl an official success.

"Home of the Earth Faerie"
	Since moving to Meridell, Illusen reshaped a part of the forest 
into a haven for herself and her followers. Her glade has since become 
a stop for travellers hoping for a touch of her faerie magic.

"Faerie Queen"
	Queen of the Faeries, and ruler of Faerieland, Fyora has been in 
charge for as long as any can remember.
	She rarely descends from her home in the topmost tower of 
Faerieland, preferring instead to listen to petitioners in the Council 
Chambers.
	But when she does come among the people, it is usually to reward 
acts of great bravery.

"The Citadel Wars"
	And from the Dark Citadel came Lord Darrigan. The Defenders of 
Meridell rose up, and they drove him from his evil ways.
	Though Darrigan found peace and goodness, his lieutenant Kass 
took up the cuase of darkness! He was narrowly defeated...

"Illusen, Guardian of the Glade"
	Illusen the Earth Faerie looked over the transformed Werelupe 
King and sighed.
	"Go home little 'Doglefox" she whispered. "You'll be back to 
yourself soon."
	Illusen had come to Meridell for a little peace and quiet. She 
didn't know worse dangers were yet to come... 

"Brightvale Now"
	Long have Brightvale and Meridell been connected, now more than 
ever with two brothers on the thrones. Skarl has always been more 
commanding, though Haken is considered the wisest.

"Crimes Vol3: Secrets of Meridell"
	The King's Guard was shocked. To the best of their knowledge 
Valrigard was an outstanding knight.
	Despite the accusations of the King's advisor, Sir Valrighard had 
no obvious reason to steal from his Lord.
	But evidence soon surface, as they caught the Knight leaving the 
Treasury, with no explanation as to how he got in.
	After Valrigard was caught, security arond the Royal Treasury 
increased dramatically.
	The Royal Guard checked with Lenny architects about a rumoured 
secret passage.
	However, the architects would neither confirm nor deny its 
existance.



Drackonack Ridge-
	
Mortara's Marvellous Motes-
		
"The lightness of Being Mote"	
	Let the light enter your heart! Know this, pure seeker: In beams 
of light or bright areas, yellow motes of pure light play.
	The are beacons against the wicked, confusing them or burning 
enemies when properly powered up

"Air Motes and You"
	Immediately upon entering foggy or windy areas, budding sorcerers 
should start searching for the elusive cyan air Motes.
	The strongest effects expected from this Mote ranges from 
powerful bolts of electricity to devastating miniature tornadoes!

"Water Motes Made Easy"
	When looking for blue Water Motes, the amateur hunter should look 
near lakes and rivers.
	The stronger versions of this Mote can, when powered up, freeze 
enemies where they stand!

"On the Nature of Motes"
	Many people knew about the little creatures known as Motes but 
didn't understand their relationship to magic.
	They saw that motes liked to appear in like-aligned places. A 
fire mote appeared in a fire, a water mote in a river..
	However when added to a weapon, armour,or shield, Motes provided 
other benefits.
	They protected users from similarly-aligned magic and damaged 
oppositely-aligned creatures.

"The Power of Ergyfruit"
	The softly glowing Ergyfruit (sometimes found growing 
underground) is considered an amazing source of energy and a gourmet 
treat.
	Travellers prize finding it on long hikes becuase it serves as an 
excellent pick-me-up that stores well and tastes good.
	Brewers commonly favour it becuase it adds an enticing flavour to 
grog recipies.
	Occasionally, Ergyfruit grown in darkness will change colour from 
lime grean to a crimson shade.

"Growing Earth Motes"
	It's known among earth Mote aficionados that the best place to 
search for green earth motes are in plants or rocky soil.
	The lesser powered Motes can poison opponents. More powerful ones 
use the earth itself to bludgeon a foe.

Cogham Village-

Treasures and Trinkets-
"The Mines of Cogham"
	"There's metal in those hills!" declared that young scorchio 
miner, starting a rush to the Meridell mountains. It would take more 
then a bad climate and Ixi nomads to keep folks away from that metal.

The Peachpa Hut-

"The Delight of Peachpas"
	Famed for being an excellent restorative, the delicious peachpa 
is found exclusively in moutainous climates.
	It is quite difficult to gather but many find the taste well 
worth it. Some are known to grow wild in the Cogham  Region.


Illusen's Glade-

Nothing but Neggs!

"Specialty Neggs"
	Finding one of the delightful (and delicious!) Neggs is a true 
treasure but real collectors know there are even rarer finds.
	There are a few uncommon Neggs that have been shown to have a 
permanent benefit on one's overall abilities.
	Metallic in colour, they can be foudn in out-of-the-way places or 
through earnest collectors.
	Tradtionally, these rare Neggs, if not found first, fetch the 
highest of prices from the lucky merchants who have them.
	
Fyora's Library-

"The Hidden Tower"
	Faerieland has its share of secrets, but the one that most 
delights the connoisseur is the fabled "Hidden Tower."
	According to rumour, this invisible tower conceals a shop that 
sells the rarest of goods.
	Its proprietor, though strange, has been known to stock some 
wonderfully potent devices.

"Portals of the Lost Ones'
	Though they are not the only artifacts left by the "Ancients," 
they are, by far, the most common ones.
	They are not easy to find, thought. These portals only open when 
struck with magic.
	Afterwardsm they will teleport users to diffrent locations and, 
rumour has it, to other worlds.

"The Serpent of Bogshot Swamp"
	And so the twelve legendary heroes rose up, driving the evil 
serpent Kastraliss far from their land.
	It fled the lands to a deep and dismal swamp, forcing the locals 
to build it a shrine and give it tribute.
	But its past defeat left it diminished; the local villagers rose 
up and finally slew the monster, ending its threat forever.

"The Nameless Assassin"
	Though he couldn't turn from the light, the loss of his love 
broke him. His heart grew cold and he learned the arts of death. When 
he was encountered again, he had changed from a warm person into a 
ruthless assassin.

"The Black Knight"
	Unable to bear his black deeds any longer, the defenders of 
Meridell exiled the Skeith knight.
	Furious, he fled to asmall town and built a keep overlooking it 
to plot his revenge.
	But his reign of terror was cut short when the town rose up, and 
killed him.
	His keep was left alone as a monument to his treachery.

"Magical Wands: A Primer"
	To channel mystic forces, a rod or stright brance serves as a 
basic wand shape. Next, a power source converts your energy to useful 
magic while a catalyst, like Faerie dustm binds it all together.
				
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=*=*=*=*=*=*=*=*=*=*=
=*13.Treasure Chests=
=*=*=*=*=*=*=*=*=*=*=

Ellis Family Farm/Meridell Farms- You will need to purchase the proper 
treasure map for this one. From your cabin, go south, into the southern 
field where the big hole is. GO behind that broken building, and theres 
the spot. Treasure Reward- Fyora's Potion

Ellis Family Farm- From your home head up north past the left side of 
the barn to several fields of corn, head right and into the shack thru 
the crack. The treasure chest is there. Treasure reward- 103 NP

Ellis Family Farm- From your home, head south and to the right, into 
another corn field, there is a big hole near the broken building, jump 
down, and go behind you for another chest. Treasure Reward- 100 NP

Ellis Family Farm- Inside your home go up the stairs and into the room 
on the left, the treasure chest is there- Treasure reward- Wooden 
sword.

Meridell Castle 1- Go outside to the courtyard thru the door in the 
barracks. Go straight past the well and its there next to a tree and 
building. Treasure reward-798 NP

Meridell Sewers 1- From the starting point continue heading straight, 
go up the one ladder that led right to a clog, and follow thru, the 
chest is on your left, in the room with the column up here. Treasure 
Reward-Fire Mote

Meridell Sewers 2- Go to the same room that has the ladder that leads 
to a clog, facing that ladder, head left down the tunnel that was once 
closed off by a grate. Continue thru to the room that has a clog on 
your right, the treasure is behind and too the right. You need a Water 
Element Mote to open it. Treasure reward-Shadow Mote

Meridell Sewers 3- In the same room as treasure 2, face where the clog 
was, head up the ladder on your left, you should see the treasure 
straight ahead. Reward-Potion of Revival

Drackonack Ridge 1- Go up the path from the slums house in Meridell, to 
the first fork, head right, and down one ledge. You should see a  
sparkly spot ahead of you thats the treasure. Treasure reward-2,580 NP

Drackonack Ridge 2- Go to the bend in the map, towards the water, to 
your left is a ledge on it is the sparkly spot. Treasure reward-One 
four leaf clover.

-----------------------------------------------------------------------
=*=*=*=*=*=*=
=*14.Clovers=
=*=*=*=*=*=*=
Meridell Outskirts-
	Go up the path towards Shadowglen, just before you hop to the 
ledge that is the same as the tunnel is on. Look to your right for a 
lilipad that is a brighter green and bigger then the others. Hop on and 
follow the path of lilipads to the end, the clover patch is at the 
final island. 4 leaf clover.

Shadowglen-
	Head up to the same area that the entrance to the Juppie Boss's 
cave is on. From the rope slide keep going straight, and you will come 
across it. 12 leaf clover.

Drackonack Ridge- 
	There is a clover patch in the on the right side of the map(same 
as the mote shop) just before the bend that is like the middle of the 
land. Next to a large tree. 4 leaf clover.

Drackonack Ridge-
	Treasure obtained from Drackonack Ridge Map 2. 4 leaf clover.

Haunted Tomb-
	The patch is in the double circle area on your map. Thats 
connected to the long stretch of path that cirlces around the gap room, 
back to the save point. 4 leaf clover.



-----------------------------------------------------------------------
=*=*=*=*=*=*=
=*15.Credits=
=*=*=*=*=*=*=

Myself
The Neopets staff for making an excellent game.
Jtaker for his assitance with several quests.
Starchild89 for assitance with mote information.
Keily95 for informing of the free sword hilt method, on "Need a 
Sponser"
-----------------------------------------------------------------------
=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
=*16. Copyright information.=
=*=*=*=*=*=*=*=*=*=*=*=*=*=*=

This walkthrough is copyright (c) 2004 Tris otter. Everything contained 
with the document is written by me, unless noted otherwise in credits 
and thanks. This file may NOT be posted, anywhere Except for the 
following.

Www.Gamefaqs.com

Do not request permission to post to post this FAQ in whole, or in 
part.
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=*17. Contact information.=
=*=*=*=*=*=*=*=*=*=*=*=*=*=

If you wish to give comments or critcism. Or wish to contribute to this 
FAQ please email to toboe.fenrir@gmail.com with subject line "Neopets 
TDF".