#### Quests ##### Guide by Darkwolf and TrinityLast Also see our Boss Guide: http://www.trinitylast.com/Bosses.txt And a sneak peak of the upcoming website: http://www.trinitylast.com/SiteSneakPeak.txt These are ALL the quests in the game. ALL of them, in order. (NOTE: watch for a scattering of questionable words during those occasions when it was 4AM and I wasn't quite there.) **Each quest is listed with this order: Act Main (will be missing or say YES) Quest Map Reward cntrl+F to find the quest you're looking for. cntrl+F to find the end of the act before the one you're looking for (act 1, act 2, act 3) __________________________________________________________________________ 1 YES Deliver Dad's Package to the Army Recruitment Centre in Meridell - Go to Meridell and talk to the Techo in the Army Recruitment Centre. You will first have to get the package from dad, despite the cinematic. You will also have to get it back from the Meerca Thieves. See Library. Don't worry, you can't LOSE the package. Ellis Family Farm 1 Meri Acre Farm - Dangerous Weeds - Talk to the red aisha - She needs you to kill the flower monsters in the back fields - Go back for reward Ellis Family Farm Four Leaf Clover 1 Juppie Farms - Noises in the Root Cellar - Talk to the scorchio kid. He will give you some baggus. Then talk to the scorchio farmer, who will give you the quest. - Go into the Root Cellar and kill all the spyders. Careful, some are poisonous, and you still have that sad little wooden sword. Be sure to get the spyder web sacks on the wall, or they'll just keep jumping down at you while you fight the Giant Spyder. - Talk to the farmer again to get your reward. Farm Road 100np 1 Chokato Acres - Crokabeks - Talk to the Yellow Grarrl to get the quest. Then go kill the crokabeks that have destroyed his crop (and why the HELL doesn't he EVER replant through the entire freakin' game!?) (feel free to cut down the remaining chokato plants and see if you can find some free food.) - Go back to the grarrl and get the reward Farm Road Chokato 1 The Gelert Prince - Talk to the traveling prince, and go get his rose back from the bandits. Their hideout is under the bridge at the fork in the road. Go down underneath to the left of the bridge and follow the little grassy pass to a cave. The rose will be in an unmoted treasure chest. See Treasures. - Return to Prince Tourin for your reward and his next side quest. Meridell Outskirts 350np 1 Prince Tourin - The Golden Rose - He wants you to take the Golden Rose to his love in Brightvale. You can't. Don't try. The bridge is out. You'll just end up getting an act three quest in act one and it sits there and drives you batty because you can't do anything about it for freakin' ever. Therefore, in act THREE, when you go to the castle (you will, trust me) you'll give her the rose THEN...don't worry, the two people are happy in the end. Provided you do all the running around. Meridell Outskirts Red Negg from her treasure chest - see treasures. 1 YES Need a Shield - You have to have a shield to become a knight. You can either get it from the armoury, or you can win a battle in the arena. If you buy the shield, when you go to the arena, they'll give you np equal to the value of the shield for your first fight. Meridell Village 1 YES Need a Sponsor - If you haven't read the book, you don't know. But the book is sitting there on the counter. You need a sponsor (And you'll also need parental permission) to become a squire. Go to the Tavern and ask Master Torak. Other things have to be finished before this one can. - Talk to the drawbridge guards, collect the sword pieces, buy the hilt from the prisoner in the recruitment centre, go get the sword reforged in the sword shop, then take it back to Torak and get your papers signed. Go back to the centre when you're done to turn in the papers you have and to get the papers your parents will have to sign for your next main quest. By now, Tor is panting and out of breath...not to mention that he has a sword and shield hovering on his back, with no visible means of support. :p Meridell Village 1 YES Need Parent's Permission - Your parents have to sign the papers the techo in the centre gives you or you'll never become a knight and the world can't go to hell. Some might think that possibly that'd be better. But then why did you bother buying the game? Talk to the old knight in front of the fixed bridge to give your character hope. Everyone needs hope. Before you can get the papers signed, there will be another main quest. Try not to fuck it up. The other main quest can be done at the same time as the Arbendus Flower side Quest, if you got it from Potion-Maker Angus before you left town. Meridell Village 1 The Arbendus Flower - Potion-Maker Angus is willing to pay for delivery of a rare Arbendus Flower. It's in Shadowglen, at the base of the log with the mote at the top, in the lake. Meridell Village 500np 1 YES Find your sister! - Lucy, your bratty little sister, who we BOTH detest over here, has wandered off because her big brother was SENT on an errand, and she wanted to have an adventure, too. Because as we all know, delivering a package and coming home is just the height of excitement. She's in Shadowglen, in the far cave. Up, up, up. Follow the most obvious way. Go get her. This is your first boss fight. See Bosses. Ellis Family Farm 1 A Magic Skull - Go into the Meridell Village Motery. Mistress Morag is looking for the skull of an ancient wizard to complete her wand. It is NOT the wand you will get for Roberta later...that one is already on the counter. - Take the Meridell Plains exit from Meridell Village, head towards Brightvale. Before the cave-like underpass, to your right, there are a series of step-like ridges. GO up, and take the ripcord across the lake. Go into the Haunted Tombs. Head for the large room to the left. Kill the Skeleton Wizard on the other side of the chasm. This will give you the skull. Meridell Village 750np 1 Spyder Venom - Go into the Curio shop (Shoppe Of Curious Wonders) in Meridell Village, and talk to Gamon, the shopkeeper. He is looking for five vials of spyder poison to make his elixer. If you've killed five poisonous spyders in Drakon Ridge, near the Cogham bridge already, you are now screwed. They will never come back. If you have NOT, however, you can go fill your vials by killing those five spyders, and thereby complete the quest. Don't I sound so official? Meridell Village 500np Spyder Juice Elixer 1 Hunting Drackonacks - Go to the house on the Drackon Ridge map. It's opposite the upper exits, and looks like a hunter's cabin on the map itself. Douglas the Hunter will pay you for any Drackonack teeth you find. That was taken from the quest page. It's a damn lie. If you come back with too many, he'll only give you half price. If you come back with WAY too many, he won't pay you at all. Sixteen is too many. Sixteen is EIGHT drackonacks. They give the two bottom fangs. Take down 6 drackonacks and go back for the full price, which is 100np a tooth. Now go get another two and go back for half price, Which will clear the quest off the screen. IF you go back after that, Douglas will take the teeth and yell at you. Drackon Ridge 100np a tooth for fourteen, 50np a tooth for two more, nothing after that, but you'll get yelled at. 1 Mote Quest - Go to the motery in Drackon Ridge (bubble mote on the map, near the spyders and one of the mapped treasures) and get this quest. Gather her all 12 types of COMMON motes...novas aren't necessary, and remember that the middle is deliberately empty. Come back when you have all the motes, and she will give you a prize Drackon Ridge Nova Mote 1 YES Becoming a Knight - YAY! You're finally here. This happens if you've gotten your parents permission now. You are a squire, and here this quest sits. Isn't it all pretty? Heh. Right. Don't get your hopes up. TNT is a pain in the ass. You have to do a ton of shit first. Head for the castle. Master Torak will tell you what to do there. Follow the instructions, and you'll go get some sleep. Meridell Village 1 YES Squire Chores - Like I said, it's a pain in the but. Go into the courtyard to get a bit of training and then your first chore. This quest is just to complete the other quests. Meridell Castle 1 YES Chores (This will change to Catch The Miamice once you've talked to Servant Faun) - Go to the storeroom and talk to Servant Faun. She loves Miamice, but they're pests to everyone else. She's going to want you to catch them. Sneak up from BEHIND them, then catch them and put them in the cage. There are five of them. Go back to Master Torak Meridell Castle 1 YES Clog Duty - Ugh. This is a SERIOUS pain. Go down into the dungeon and through them to the sewers. You have to flip a switch to open the entrance. ALL switches look like that. In the sewers there will be three clogs you can get to without flipping any switches, and then you have to find the switches to get to the other two. Beware of little slorgs and tentacles. Switch #1 - Top left square on map, bottom right corner Switch #2 - Next to the clog you see as you flip switch #1 Switch #3 - This switch is right in front of you, to your right after clearing the last clog, and just lets you get out of the sewers faster. Use it anyway...it's a HUGE run to get back any other way. Go back to Master Torak Meridell Castle (NOTE: In the dungeon, there's a Draik in jail. You can't talk to him. You never can. It means nothing; he's a character from the site they threw in...Valrigaurd, the Draik in Escape From Meridell.) 1 YES Chores - Yes, two quests that say basically the same thing. Go up to the second floor and talk to Chamberlain Lazlo. (NOTE: If you go ALL the way up, you'll find Adam and Donna, essentially, feuding, and shouting at each other. It's funny. It has no point. It goes nowhere, but it's still funny as hell...and it gives a purpose for the two rooms they put the treasure chests in up there. ((see Treasures)) If you go exploring upstairs, you'll also find Round Table Poker. You can't play.) Meridell Castle 1 YES Crokabek Nests - This quest causes others to pop up...one for each nest. They're in the courtyard. Go kill 'em. Just kill the Crokabeks, and then hit the nests with your sword 'till they go away. AUGH!!! BIRDS!!! (The nests are on your map...look up) Go tell Chamberlain Lazlo. Then go back to Master Torak Meridell Castle 1 YES Squire Chores Over - Once you've finished up your training (one assumes you've been DOING the training.) you go back to sleep. Don't worry. All hell doesn't break loose QUITE yet. Meridell Castle 1 YES A Mission? - Pretty Straight forward. Go to main hall. Talk to Master Torak. Try not to drop modifiers like I do right now. Meridell Castle 1 YES Mission To Cogham - Join up with Sir Harlag in the dining room and then head for Cogham (Yeah, right. Uh-huh. Because as we all know, heros are made in totally traditional ways, so this is going to go COMPLETELY according to plan) Meridell Castle 1 YES Misison to Cogham - Listed twice because it's changed. If you have been checking your quest page, you'll see it seems to indicate, for some ungodly reason, that you should go it alone! Imagine that! Go into the main hall and talk to the Old Knight, then go ahead and head on out. You don't HAVE to talk to the Old Knight before you go, but otherwise, the plot makes not sense. And you want the plot to make sense, don't you? *hypnotic eyes* You MUST follow TNT's script. You must. You MUST! Your life will have NO MEANING if you do NOT TALK TO THE OLD KNIGHT!!! The plot MUST FOLLOW it's script! Darn you to heck if you don't talk to the Old Knight. *clears throat* Sorry. What were we talking about? Anyway, head on over to Cogham, kill all the Ixi Raiders in town, or at least as many as you can before it triggers a semi-cinematic. Then talk to the Mayor to get your next quest and your SECOND BOSS! *cheers* See Bosses Cogham Village 1 YES Ixi Raiders - Head into the Cogham Steppes and defeat the Ixi Raider Chieftain *ahem* DO NOT EXPLORE THE STEPPES AFTER BEATING THE BOSS. You WILL get lost. If you want to look around a bit on the way UP, fine. But coming back, you'll get hopelessly lost. Just come straight back. Cogham Village 1 A Growth Pod - This is along the path when you first come in, up on the first ledge on your left. You can get it before you pick up the quest, which will be after the boss fight, or you can come back and get it. Elsbeth in the Cogham food shop needs it. Cogham Steppes Red Negg 1 YES Ixi Raiders - This changes. So I add a new section. If when you killed the boss you did not grab his eyepatch...well, what the hell? Go back and get it! It's in the middle, where he died. Take it back to the Mayor (That annoying little Kacheek with the weird hat) as proof that you are NOT a dumbass. Cogham Steppes Red Negg (ain't that neat?) 1 YES Mission Successful - Return to Meridell. You're gonna get Knighted now. YAY! Meridell Castle 1 YES Audience with the King - Congratulations! You're a knight! Now go sleep. In other words, you no go to Illusen yet. Now is also a good time to do the side quests, if you're not nuts like us, who did them before we became a Squire. Otherwise, just go sleep to trigger the next big deal of a quest. And I say, woo. And, indeed, I say hoo. Meridell Castle 1 YES Left Behind - If you'll recall, before the commercial, you were left behind. GO to the main hall, and, once again, talk to that Old Knight. He's...old. And a Knight. And you. Well, you are going to talk to him. Meridell Castle 1 YES Illusen's Glade - YES! You, a Knight for...a night. Are going, by your little lonesome self, to save ALL THOSE OTHER KNIGHTS, because their YEARS Of experience fell short of the goal. YOU, however, with NO experience, are going to save them all. Doncha just LOVE video games? Illusen's Glade 1 YES Rescue the Knights! - Like I said. You'll get three, one for each knight. Find 'em, to get your next quest. Things are really movin' now! Illusen's Glade 1 YES Illusen's Glade - YES, again. Get thee up the tree, knave, and protect the all powerful faerie. With thy teeny little sword and smiling balls of elemental magic. For thou art more powerfull than every other Knight of Meridell. Apperantly. Illusen's Glade 1 YES Inform The King - Go tell the king that the world has gone to hell, because the purple clouds over his castle would not have worried him in the SLIGHTEST...nope, he won't know a DAMN thing until you go tell him. Yep, yep, yep, that's how it'd work. Meridell Castle 1 YES Escape the Castle - Run! Run! Run! Or so it says. Ok. Get the sisters to break the columns. ALL of them in the chambers and the hall outside it. You'll be using them to jump OVER the fire walls. In the dinning hall, you'll do the same until you see a thick smoky corner. Go through THERE, into the hallway, and around a corner into the room where you caught the miamice...it's the only one you can go into. The cinematic will take over from there. Meridell Castle __________________END ACT 1___________________________ 2 YES Audience with Fyora - Go to the entrance and speak to the people. It's right in front of you. Fyora's Palace Gardens 2 YES Wait for the Council - Can't talk to Fyora utnil the Council adjourns. Maybe now would be a good time for that magic lesson! OK, let's get real. There's a side quest that you basically have to do. It's essential to the plot. So go do that, then go to the library. Fyora's Palace Gardens 2 Harris Rescue - Go up the vines on the wall. Just attempt to jump PAST the harris on it's branch. You don't have to touch it. It'll think you did. Silly game. Fyora's Palace Gardens Potion of Power 2 YES Magic Training - Master Seradar will give you some training. So go get your items, and bring 'em back. See other quests for items. Fyora's Library 2 YES Wand Handle - You need a faerie wood stick. It's up a tree on the left side, in the leafy area, not the maze. Climb the vines Fyora's Palace Gardens 2 YES Wand Amplifier - Find a magical amplifier. There's a stone. It's in the right hedge maze, at the top end somewhere. Fyora's Palace Gardens 2 YES Wand Infuser - Find an infuser. There's some faerie dust by what LOOKS like a tombstone. Don't know why. To get it, you have to go to the left (on the map) and get a side quest from the Kacheek. He'll give you a bottle to hold the stuff and if you get him some, the rest is yours. NOW...go back to Seradar! Fyora's Palace Gardens 2 Faerie Dust Paint - You get this from the Kachkeek who's painting on that landing to the left, facing the door, OF the main door into the Palace. Find some faerie dust. It's on the RIGHT side of the map, where your bouncing gold quest infuser is blinking. It's the same damn thing. Fyora's Palace Gardens Faerie Dust 2 YES A Brief Respite - Once again, go to sleep, wake up in hell. I just LOVE video games. Fyora's Palace 2 YES What's Going On Here? - Roberta is stupid, and has NO idea what could have possibly happened. The world is all purple, like Meridell, but she makes no connections. She's dumb. Follow the voice. Help the Old Lady. Fyora's Palace 2 YES Make a Distraction - Make a distraction. Go to the clock tower. Fix it and turn it on. Fyora's Palace 2 YES Rescue The Aisha - Go back in there and get the Old Woman out while the Darkest Faerie is distracted. This REALLY should be pretty straight forward. Go to the room. The cinematic takes over. Fyora's Palace 2 YES Escape from Faerieland - This changes. Check your map. Follow the moving questy-marky things. Eventually, you'll get to the endless staircase. PAY ATTENTION TO THE QUIGGLE STATUES!! They point the way to go. If you just go down, you'll be there for EVER. Fyora's Palace __________________END ACT 2___________________________ 3 YES NOT a quest, but you gotta fight the things on the beach before you can do anything else. Sorry. Kill 'em! Kill 'em all! Brightvale Beach 3 YES Brightvale - You must get to Brightvale and speak to the king. So go to Brightvale. Talk to the king. How difficult is this to understand? Brightvale 3 The Love Letters - Finally, you have delivered the Golden Rose to Princess Donna (and if you haven't, this quest on your page here in your hand or here on the site is a reminder to do so) she will hand you love letters for her Prince, because she's helpless and can't use the postal service. When next you see Prince Tourin (NOT under the purple clouds...trust me, don't talk to him then), give them to him. He will be overjoyed. (You will thenlook for him again in Market Town for a third side quest) Farm Road 1,000np 3 YES Need Research - Scour the Brightvale library for info on purple clouds. Basically, go in the door, turn to your right. Push the button. The bookcases will move, so you can make your way to each of the books way up high. Find the nearest ladder, go up. Go down, go to the next. Blah. Blah. Blah. Brightvale Castle 3 YES The Darkest Faerie - You've waited a long time. Well, good. It'll be there for EVER. It will NEVER clear off your screen again. OK, that's not true. It DOES dissapear for most of the fourth act, but you're not there yet. Amd you will not beat her until the very last three minutes of this game...so just learn to ignore it, as there's nothing you can do about it right now. Sorry. Head for Meridell Brightvale Castle 3 Cynthia's Noil - OK! Next to the obstacle course and kind of behind it, is a little girl in a patch of flowers. She wants a Noil. It's out on the road to the Brightvale coast. Turn right three flags down, first right turn, and follow the path to the coast. The noil will be there somewhere. Just feed it so it comes with you and go back to the girl. Brightvale Village Four Leaf Clover 3 Worried Sister - Mistress Marrion would like word from her sister Primrose in Bogshot. You hafta go there anyway. Once you've saved it, go into the food shop and talk to her. You'll get word back FROM her to this sister, too. Brightvale Village Stripped Negg 3 Worried Sister (part 2) - The quest stays, but the description has changed...now you are supposed to give Primrose's message to Marrion in Brightvale. Not MAID Marion. NO, no, that would be too obvious. They named her MISTRESS Marrion. Wooooooo. Bogshot Silver Negg 3 Repair the Brightvale Bridge - Ok. If you didn't run around and try to get to Brightvale during the first Act, when you come across the bridge NOW, you'll see it's busted. Remember the guy who fixed the one from Tor's farm and in Illusen's glade? He lives in Bogshot. Bogshot is under attack! What a surprise! Go save bogshot and get the bridgebuilder to fix the bridge. Also, once you FREE Bogshot you must again go talk to him. You talk to him before and after, or you won't GET the free Bogshot quest and you won't get rid of it after. It's really, really annyoing. (FYI: Once you save bogshot, a big messload of quests will showup. I will only list them in the order you are supposed to do them. If you can abstain from looking at YOUR quest screen, you'll do them in order. If you're like me and Darkwolf, you'll end up doing them all out of order, and have no reason to run in and out of Meridell a dozen times. And wouldn't that be a cryin' shame?) Brightvale/Bogshot. 3 YES Bogberry Cure - Find the white, red and black bogberries growing in bogshot swamp for the Apothecary Fautt. You HAVE TO TALK TO HIM to get the quest. You have to get the quest to free bogshot. You have to free bogshot to get to Meridell. Therefore, go do that. NOW, so you don't get lost and die a few times...the bogberries are: - White: End of middle leg (see map..looks like a Whinnie) - Red: In the ear/back/top of head area. Follow the path. - Black: That would be the boss fight. See bosses for beating giant snake. Berries available after you've done that. (FYI...if you turn and stand in the entrance to the middle leg of the Whinnie on the map, facing the save point and look up at the sky...the clouds spell, rolling past "Oh how I love thee". We're assuming it finishes with "let me count the ways" but we missed it doing silly things like killing an archer. Shame on us.) Bogshot Swamp 3 Poison Seeds - Apothecary Fautt needs four poison seeds from a poisonous Glooper Flower. If you didn't talk to him after the last quest, you didn't get this. Go back. As you go into or come out of Bogshot, there's turn off with a save point next to it. Go straight through the Plateau and look for Flower Monsters. You get the seeds from them. Steppe Plateau 750np 3 Missing Kid - There are two children, a Kau and a Gelert near the entrance to the swamps who have lost their idiot friend who went galavanting into the freakin' swamps. He's a dumb person. He's in the sinkholes. Take the entrance in the saddle horn in the Whinnie, or you're going to run around like a chicken with it's head cut off for a damn long time to find a kid who doesn't really, once you're there, want to be found. Bogshot Sinkholes Nothing. Nada. Nothing at all. The mortog races are open to play, but I don't recommend it. 3 Kreludan Sword - It's in two cinematics, so if you're matching, do the quest. Go to the Drackon Ridge cave/mine that's next to the Motery (you can get Roberta's upgrade there, too) and go into the big metal door thing. Around and down the hole, then around again, the ore is sitting right out in the open in the big room. Drakon Ridge Kreludan Sword 3 YES Free Cogham Village - OK. If you decided to go back to King Hagan after each thing like he seems to think you will, he sends you to Cogham for a Cloak Of Heros. However, no one does this. So it tends to get done out of order. THIS is where you SHOULD do that. Don't head for Meridell...go into Drackon Ridge, to Cogham, and save it. There, you will get upgrades and stuff. Cogham Village Cloak Of Heros 3 YES Missing Miners - Much like the Missing Farmers quest that shows up a bit later, this one has no reason for existence. By saving Cogham from the Dark Ixi Raiders, you will find the miners. But maybe you won't! One word of advice. You will find all the miners before the mayor. Please, please, please, save ALL of them before the mayor. If you don't, do NOT go get Giovanni's side quest. You will then NEVER get rid of it. You'll find the item, but the quest won't end. You look at your map a LOT on this quest, though. You will fall in lava a lot your first time through. Two hints: 1) Pick up the hammer at the entrance. You don't want to come back for it later. 2) The carts going down the tracks will barely touch your health, and will ONLY knock you into the lava if you try to dodge them. Otherwise, you jump straight up and then you're fine. Don't bother trying to avoid them on the track-only bridges. That's a great way to die. Just stop running when you hear one coming or it will nudge you a bit. You then have to find the Dark Ixi Chieftan and kill him. This is, perchance, the easiest boss in the entire game. Now go back to Cogham to get the Cloak Of Heros Cogham Steppes 3 The Thunderhammer - Remember that hammer we said to pick up on your way in to save the miners? If you didn't, now you have to go back. You get this quest by going into the Armoury in Cogham and talking to Ingmar, the smithy. If you REALLY have to go back for this hammer, you are blind. It was RIGHT in front of you as you walked into the mine, shining even! A shiney hammer! WOW. *bug eyes* Have I mentioned that we're in hour 25 now? I'm a little teeny bit slap happy at this point. Abandoned Mines Shiney Knight's Plate 3 Lodestone - Giovanni the Explorer needs a lodestone for his compass. Find it. Then find his assistant. Good luck. Four times through the game, and we seem to have a glitch. Gershwin is never anywhere we look. So, sorry. As far as I know, the only way to get that quest off the screen is to never get it in the first place. Cogham 3 Mayor's Broken Watch - If you talk to the Mayor now, you get this quest. Find a white crystal to replace the one in mayor Jurgin's Pocketwatch. Up in the Cogham Steppes. (This quest is a pain in the ass. Seriously. NOT worth it. The Cogham side quests both SUCK this time around.) Anyway, if you do it anyway, go into the steppes until you see the save point, then to your right, there's a ladder and gold grass down. Go into the cave, and look for the white crystal. Cogham Steppes 3 Mayor's Broken Watch - This sends you to the farm. This is not a priority. When next you're there, and you will be, take care of it. If you go NOW, you push the quests out of order and cause glitchy games. You actually should be heading for Meridell now. Tor's Farm Four Leaf Clover 3 YES Illusen The Earth Faerie - Assuming you DID head for Meridell now, like I said in the last side quest, right up there *looks up at the last quest* You know that the Cinematic explains this...however... Illusen's Faerie Magic should be powerful enough to destroy the Cloud Wall around Meridell. You now have to go and attempt to save Illusen, which WILL send you elsewhere, but you don't know that. Don't look at this. This is not here. Ignore me. Illusen's Glade 3 YES Get Illusen's Charm - Tor saw the Werelupe King steal the charm. Roberta points this out on the bridge to Illusen's Glade, and you're then locked OUT of Illusen's Glade. You have to back to Werelupe Woods. You. MUST. Go and talk to Sophie first, or you can't get into the Lair. She will give you quests that will allow you to get into the Werelupe King's Lair, where you will then kill a bunch of Werelupes (duh), find the charm (see other quests) and end up killing the Werelupe King. See Bosses. Werelupe Woods 3 The Swamp Witch - Good luck beating the Werelupe King without doing this quest. I DARE you to find him. You can't get in without her help, she won't help you until you get this quest done. Leave Sophie, come out, and WHILE STILL IN THE WATER, turn left and keep doing in the water until you see the sinkhole. It should be right next to you. Find your way out (all paths lead there...just like Old Man Willow) and take it back to Sophie. Werelupe Sinkholes Information, and her prices drop 3 YES Fang Necklace - OK. You JUST talked to her. You should know this. But if you DON'T, in order to get Illusen's Charm from the Werelupe King, you have to get to him. To get to him, you have to get something for the Swamp Witch (which I hope you've done by now...if you have this quest, you're there. Yay you) and then you have to get the Fang Necklace from the crypt in order to get INTO the skull. The Fang Necklace is in one of the crypts in the Werelupe Graveyard - the one top right on your map, called Crypt Of The Fallen. Yes, you have to solve the whole thing. Yellow Button, then Second Yellow Button, then Red Button, then Green Button, then Blue Button The other two are trap crypts, to confuse you and take up your time. Therefore, should you decide that the others are too MUCH of a pain in the ass, you can skip them. They're just big mazes with a ton of treasure. That's all. Nothing important. Werelupe Graveyard You can get into the Werelupe Lair. Yay! 3 YES Illusen's Charm, Pt. 2 - It never changes, but you do other stuff, so here 'tis. Once you've done Sophie's Quest and gotten the Fang Necklace from the Crypt of The Fallen, head for the top left area of the Werelupe Woods map, where the skull is, to get Illusen's Charm back. Here's what will happen: Tor and Roberta split up. Roberta takes the Upper Burrow, Tor takes middle and lower. Roberta finds the Charm (You DO have to actually go past it to trigger it) and you make your way around and land on the thing with the charm. Roberta is now trapped. Duh. They split up. What did you THINK would happen? TOR does NOT KNOW she's trapped. We've all tried to head back up to save her because WE know, but he stops you and says "Roberta is looking that way, I should go back down." Because HE doesn't know. HE is still looking. So head down. Down, down, down, DOWN into the arena in the very bottom. Beat the Werelupe King and free Roberta. Head back up. See Bosses for the Werelupe King and Treasures for everything hidden in the three Burrow levels. Werelupe Burrows (three levels) 3 YES Free Illusen's Village - You're FINALLY HERE!!! OK. You have to go back to Illusen's Glade again. Run for the lift and go up her tree again, to give her back her charm and free her glade Illusen's Glade 3 YES Mechanical Fruit Picker - Heh heh heh. You really thought I meant it, didn't you? You thought you'd be able to save Illusen's Glade now, after all that running around. You must not know The Neopet's Team very well, if you thought that. If you're a Neopets.com player, however, you saw this coming. Yes, you need yet another something to get up that damn tree...but you had to go back for the cinematic that triggers this. Oh well. Go back to Tor's Farm and get that weird thing your dad was working on. If you have no idea what I'm talking about, you haven't been reading all the books. Feel shame. Feel deep seated, anxiety ridden, haunts you for the rest of your life shame. Ellis Family Farm 3 YES Free Tor's Farm - HA! You are SUCH a sucker!! You really though you could just walk in there and get that Rope Gun, didn't you? Ha ha ha. I laugh at you. No, of course you can't. This is a TNT written game. You have to SAVE them, first. What? Of COURSE they need saving! Everyone but you in this game is helpless! They're all useless! Even the knights! No one can defend themselves againt the dark sky. Next time you go out in the rain, everyone in your neighborhood will be helplessly trapped by a giant monster but you. And you will have to kill all the flower to free them! Yes! This is how life works! I don't understand how it's never happened to you before! It happens to TNT all the time! Just ask them! Anyway. Go back to Shadowglen. Back to the same arena. Sit through the cinematic. Yes, another cinematic. Kill yet another Juppie Monster. Yes, there's another one. I don't know. It must have spawned. Anyway, kill it, go through the same exit back into Tor's Farm - no one knows why they never noticed THAT, either, by the way. And then go get the Rope Gun That Fell From The Sky, AKA, the Space Station or Kreludor. Now, yes, I swear, you really CAN go save Illusen's Glade (Note: There is a peg on the road from Tor's Farm. It probably drove you insane for most of the game until now. It drove US nuts. It's for the rope gun. Aim through the little aim-y thing on the top of either character's head, and it will change to green for the rope gun's use. Press the R2 button to shoot the gun. No, you do not have to get it in your hot little hands. It's magic. It must be. Like how they're carrying a hundred or so pounds of food and supplies each, but no pockets, no packs, no nothing, and no buldges in the clothes. Hell, they're wearing amulets that dissapear in most cinematics, as if they're under those skin tight outfits they have on. Those big, bulky amulets. Yeah. That happens. All the time.) Shadowglen Rope Gun 3 YES Missing Farmers - OK. There's no reason for this to pop up. It's annoying. You do the one quest, you do this. It's just dumb. There's NO PURPOSE TO THIS EXTRA QUEST!! Just see the Free Tor's Farm quest for information. Shadowglen Bleh 3 YES Free Illusen's Village - YES! Seriously. No tricks this time. You WILL finally get to free Illusen's Vilage. Get up the freakin' tree with the rope gun, and then you will FINALLY have the Boss battle with the Gelert Assasin. See Bosses. (NOTE: This will also finally clear the Illusen The Earth Faerie quest at the same time, via a cinematic. So don't worry about trying to do them both. Just do this one, and it does both). She will then give you an orb, which allows you to get into Meridell. Illusen's Glade Illusen's Orb 3 YES Into Meridell - Get into Meridell Village and stop the Darkest Faerie. This is easy. Head for Meridell Village and go in, wearing the Cloak Of Heros you got in Cogham all that long time ago. Now, here's the juxtaposition...if you're following the game's theory of going to Hagan when you're blocked, you went to him before going to the Kacheek because you were locked out of the castle, and he told you to look for a shady character, like the one you bought the maps from in act one, to get you into the Thieve's Guild Headquarters. However, if you're doing this in order and completly, he will say the same thing after the third Market Town side Quest...which is a quest the NEXT one sends you to. Odd, huh? Anyway, head for the alley next to where the Meerca Thieves led you when they stole Dad's Package in Act 1. Talk to the Kackeek, pay him 1,000np for the secret knock, then go around back and...knock. Go in. Meridell Village 3 YES Into Meridell Pt2 - Ha. Once again, I'm sure you thought you were done. But of course, you're not. Now you have to go BACK OUT of Meridell, back through several Brightvale maps and save Market Town, as the reward for doing that gets you the Market Town Treasure. Don'tcha just LOVE TNT? Market Town Information from the Meerca Thieves 3 YES Market Town - To get the treasure to give to the Meerca Brothers, you have to save Market Town...and you really, by the way, should go into the Trader's Guild before doing so, or you SO confuse the game. Then go out through the town...RUNNING, not fighting the Dark Knights, and defeat the Black Knight. See Black Knight quest. Enjoy this, by the way, because the side quests here are relaxing, and will refresh you before finishing this act with thousands of puzzles, brought to you by Donna, who just LOVES to make your life difficult. Black Keep Grounds Market Town Treasure 3 YES The Black Knight - To save Market Town, you have to kill the Black Knight. See bosses both for fight help and a guide to GET you to him. He's a pain in the ass all the way around. Icky. Then go to the Trader's Guild for your reward for completing the Market Town quest. Black Keep Grounds 3 Trader's Guild Delivery - Deliver the creepy package to Sophie the Swamp Witch in Werelupe Woods. If you're also following the treasure maps, you'll probably be heading there anyway to finish up stuff before heading into the fourth act. NOTE: Remember, you can NEVER COME BACK TO THIS SIDE OF NEOPIA AGAIN after getting into Meridell Castle. This is it. If you want it finished, do it now. This game is NOT coded to allow you to go back at the end and do side quests. You're supposed to play the game while playing the game. Once it's over, it's OVER. Do not complain at the end that you have unfinished stuff. You have now been warned. Werelupe Woods 400np (but it's worth it because you have to do the first to get the second and third...and the third, you WANT) 3 Trader's Guild Delivery Pt2 - Speak to the Grarrl when you come back to Market Town after the first delivery (you might have flowers with you, too). Take spare parts to Hubert...in other words, go home. Then go to Drackon Ridge and give the fixed spyglass to Douglas the Hunter. Ellis Family Farm 2,000np (now go back and get the third) 3 Trader's Guild Delivery Pt 3 - Go to the lighthouse on the VERY end of the coast and pick up from Red Jack and take to a knight. He he he. You have to see what happens next for yourself. This is one of the funner parts of the game and I won't spoil it for you. Brightvale Coat Not telling. :p 3 Pink Posies - Yes, believe it or not, this far into the game, you are going to go pick flowers for a sad little girl in Market Town. Surreal, isn't it? Anyway, go into the Market Town food shop and talk to the little girl and then the Merchant to get this quest. The posies are on the Steppe Plateau near Bogshot. They're the only patch of pink flowers. You've passed them twice now. Steppe Plateau Silver Negg 3 The Gelert Family Crypts - OK, remember that sad, pathetic Prince Tourin who was forever stuck with a broken cart and couldn't tell a wheel from a horse? He's finally back in Market Town, and he's sad. Again. Go get his family history from the Gelert Family Crypts and bring it back to him. Brightvale Coast Four Leaf Clover 3 YES Into Meridell Pt3 - Ok, you've finished whatever you've decided to do of the Market Town side quests, and hopefully, the main one, too. :p Now go back in, in your cloak, back to that same door, and a cinematic will trigger when you talk the Meerca closest to the door. Meridell Village 3 YES Fyora's Rod - OK, obviously, you see what this is, however! This quest is the longest in the Guide, because getting past this point is a pain in the butt, so for this, and ONLY THIS, (and I think, ONE of the shrines and part of Hero's Rest) we are doing a step-by-step guide. This will be as close to a step-by-step as we can POSSIBLY get. I hope you have soda, coffee or watever you're drinking, something to eat, lots of sleep under your belt (as opposed to us, as we are now going into hour 37) and glasses or contacts if you wear 'em. Also, some headache medicine wouldn't hurt. Donna had fun making these puzzles. So, here goes! ____________________________ - Ancient Sewers: First room: The water is going up and down. At it's highest point, it's Death Water. Climb onto the ledge on the lefthand side before entering the water room. When the water goes down you'll see a pile of debris in the water in front of you. When the water's at it's lowest point, jump there and stand still. Let the water rise and fall again, then run for the ladder in front of you. Now...There's another pile of debris in front of you. Go there, and then to the wooden platforms. Ignore the NP in the water. It's a trap. Follow the platforms. From the last platform, look up. There's a peg. Pick the closest one. Go. Switch to Roberta to get that slorg or you'll get knocked into the Death Water. Then switch back to Tor and cross the plank. Now, look for the treasure on the pillar. Above it is a peg. Go. Then jump back to the platform. Take a Potion Of Meerca Speed. You have to run this next room. Wait for the water to drop, then run. DO NOT try to get both rows of NP. You'll die. Jump on the wooden plank at the other end, then wait for the water to cycle again, and come ALL the way up before going for the middle platform in this room. You might want to wait for the Meerca Speed to wear off, too. Jump the next plank, and then aim for the next peg. Go. You can NOT run across the next room. There's a peg at the far end. Aim. Go. Congrats. You're on your first save point. Dear GOD, save NOW. Jump for the wall with the ladder, follow the ledge to the left, wait for the water to drop again, then jump for the debris and get up on the land. Go straight. Go up through the hole in the wall. A cinematic will take over. In the Dungeon Entrance Room where the cinematic takes over, you have to flip the switches in a specific order. Stand in the middle of the room, facing the Dungeon door. Flip in this order: Left Right Left Back Front You DO flip one switch twice. That's not a mistake. It's a trap to get you stuck here. There's also a treasure in this room. See treasures. Look. A save point. Go save. I mean it. Right now. You are now in the Ruined Caves - See Next Section Fyora's Rod and getting, finally, a step closer to beating this infuriating game. 3 YES Fyora's Rod Pt2 - Ruined Caves From the save point go left. It's the only way TO go. Beware the Restless Spirit. They're OH so dangerous at this point in the game. See the pots? There's a Potion Of Revival in one. Want it? Smash 'em. Take the first turn to your left. You should be going up on the map, if you're looking at it. You come to a room that's a circle. Break all the doors that seem breakable (test if you can't tell). From where you came in, go to the first breakable door you came in and turn left. See Treasures for this section. As far as this Guide goes, you are going to take that top little jog off the map that's basically toyour left as you walk in. Ignore the rest. It's a trap. Save at the save point. Go across the bridge...you can jump the first gap. For the second one, you need the peg. Defeat the skeleton archers on the far side. Save at the save point in front of you. You are now in the Oubliette. See next section. Ruined Caves 3 YES Fyora's Rod Pt3 - Oubliette The first time we saw this map, we stared for ten minutes, mouths agape. It's daunting. But once you know how to do it, it's simple. It's just a lot of running around. This is actually a fairly simple switch and button puzzle. Green is first. Blue is last. Do the others in the order you come to them and follow the paths on the floor. You really don't need us for this one. Remember Crypt Of the Exiled? This is the same puzzle. Just bigger. Go for it. However, when you reach the room where the blue SWITCH is, you have to go into each little nook and kill each Restless Spirit. One of them will drop the Guardsman's Key. You need that. That gets you into the Knight's Crypts. Go back to where you came in. Save. See next section Oubliette 3 YES Ruined Caves Pt2 / Knight's Crypt - Into the Knight's Crypt From the save point, go right until you're back in the circle room with all the broken doors. Go out the way you came in, oh, SO long ago. When you reach the T-junction, turn left. Follow the hall. Take the stairs/slope down to your right. Save at the end. As you stand there facing the wall, turn right. Go through THAT door. The other is a dead end. Once through the door, look at your map. See the large room in the lower left hand corner? That's where you're going. Nothing else in this area will be covered any place in this Guide, until we do a second run through. Get to the arena. You'll face three Death Knights, and be forced to upgrade Tor's sword upon winning to the Ancient Knight's Sword. Now go through the door across from the way you came in. A cinematic takes over. You're now in the Undead Drake boss fight. See Bosses. After the boss fight, go get the Rod and collect the treasures (see Treasures for a list). Then, you'll use a peg to get out. It's hidden by the water, as it's OVER the waterfall. The lights may look like pegs. They're NOT. That is not a glitch. You're aiming at the wrong thing. Trust us. We KNOW. End first Step-by-step Guide Ruined Caves Fyora's Rod 3 YES Save King Skarl - Find a way out of the dungeons and up to King Skarl's Chambers Getting out is fairly easy, see bosses and above Quest for instructions. King Skarl's chambers is on the fourth floor of the castle. It's the only thing up there. You can't miss it. Just keep going up. Up, up, up. UP, I say. (now entering hour 40. Augh.) Meridell Castle 3 YES Save King Skarl Pt2 - OK. You finally get to kill the Three Sisters. Do it. See Bosses. Meridell Castle 3 YES Save Queen Fyora - Get to Queen Fyora's Chambers and stop the Darkest Faerie Go back to the library. Use the Endless Staircase again. Follow the Quiggle Statues in the staircase (If you don't know this, how the hell did you get out of act 2??). When you get there, it will triggler a cinematic (see cinematics). You will then follow Queen Fyora's instructions, and you will then be in the fourth act. Congratulations. You have now, finally, finished the third act. I hope you didn't leave anything unfinished in the third or first act...you'll never seen Meridell again. (NOTE: If you are closing down for the night, save BEFORE this quest. Otherwise, you are going to run into the ONLY game-ending glitch. You cannot save before getting out of The Hall of Heros in the Fourth Act. You get locked in, and the keys to get you out will be missing.) Fyora's Palace Finally, Finally getting to see Altador! __________________END ACT 3___________________________ 4 YES Find Jerdana's Orb - OK, another quest that will sit here forever....although, you may notice that finally, the Darkest Faerie quest is gone! YAY! Anyway, you have to complete all the others to complete this one, obviously. Ignore it for now. It'll reapear in the list later when it comes up for real. Hall of Heroes 4 YES Where Are We? - Find out where you are and what this place is. In other words...run around and look at all the statues, pick up all the mosaic pieces. They're large and shiney. You can't miss them. You need four pieces. And you HAVE to look at all the statues to get the quests for this act. There are only main quests in this act. All side quests are just treasure maps. When you're DONE, go to the door. You cannot save in here and turn off. This will trigger a game-ending glitch. You have to complete this room, and save outside this building, anywhere you find a save in order to turn off at this point. Sorry Hall of Heroes Getting the hell out of the Hall of Heroes. ***These are in the order we do them, clockwise, startng from the Money District.*** 4 YES The Treasurer Legend - Find the entrance into Gordos, the Treasurer Legend's Shrine These are misleading. They don't mean just get in. You have to beat a huge thing first. They're puzzles. Go out the door to Hall of Heroes and turn right. Go down the first set of stairs going the way you are. You're now in the Money District. Go to the large book on your map, which is the Library. Go in, and upstairs, and out that door. Take the aquaducts to your right. Take the first turn to your right. See that glowing blue that looks like it's a save point? It is! Bounce across CAREFULLY, save, and go in. You're now in the Treasurer's Shrine. Push the block onto the scale, go up the other side, and you're in the maze. It's a switch puzzle, followed by a button puzzle. Fairly straightforward. Switch Puzzle: When you get to the six switches, three are neccesary to get the door open, three summon demons. To JUST open the door: Far right Far Left Third from Right Money District 4 YES The Gladiator Legend - Find the entrance to Torakar, the Gladiator Legend's Shrine (NOTE: This is the one that glitches most often. If you get the cinematic where he's freed, he's freed. That the quest is still there means nothing. You've done it.) Far left mat in Arena Far Right mat in Arena Middle Mat in Arena You're done! Arena District 4 YES The Rogue Legend - Find the entrance to Kelland the Quick, the Rogue Legend's Shrine He he he. Good luck! Just kidding. We help you. OK! First thing: Save when you get in. Now... To find the entrance: From the save point, go straight. When you reach a large circle, turn left, and then left again at the wall. You will come to a fountain, with three techo statues. Turn them all so they're pointing to the center of the fountain. Go through the door. You're in. The next is the Falling Floors. *clears throat* Now, I'm not ADVOCATING ANYTHING...but if you have the time, go through the site and look for the little techo in the bottom right corner. Click it. It will tell you a secret. Anyway, barrels hide buttons around her. Don't go the obvious way first, you'll go in a big circle. You have to flip the switches behind each techo statue to light the floors. - Eye room If you're past the falling floors, you're in the room with the eyes. For the first three, you'll need Meerca Speed Potions. If you don't have them, you're basically screwed now. It CAN be done, but it's MUCH harder. Big button closes the eye, small white button lowers the bridge. On the third one, you MUST wear the cloak, though we recommend it for all three. We also recommend walking around before beginning your run between the eye button, bridge buttons and bridges, for all three, to make sure you know where everything is. For the third room, no demon can see you, and you can't touch the water. The demon seeing you opens the first eye. Touching the water opens the back eye. You have to sneak, stay hidden, TAKE YOUR TIME, and get there without being spotted by or touching a demon The obstacle course is fairly straightforward. If you fall or run out of time, you just start over. Sewer Shrine 4 YES Petpet-Handler Legend - Yes, that's what it's called. Oy. Find the entrance to Fauna, the petpet-handler Legend's Shrine Find the shining barell, up the awning, around the ledge, over the roof, over the wall. You're in the park! Herd the Mortogs onto the button to get into the shrine itself. All four have to be on at the same time. Hide from the Drackonacks and don't hit them, as that's what makes the gate close. Put the Miamice into the box. Lead the Harris' into the lit area on the floor. Herd a whinnie onto each button. That's it. You're done. Lota potchkeying, nothing that hard. Park District 4 YES Awaken Jerdana - Only Jerdana's Orb can stop the Darkest Faerie DUH. This will also complete the Find Jerdana's Orb Quest. GO through the Heroes Rest (spelled, you may notice, differently in almost every instance that I type it. Whatever.) puzzles, and free her. The puzzles are INSANELY easy at this point. If you did all the crypts and the Oubliette, this is nothing. Heroes Rest Jerdana's Orb 4 Darkest Faerie - You're finally here. See last boss fight. Congratulations. Fyora's Palace Beating the game