NOT a quest, but you gotta fight the things on the beach before you can do anything else. Sorry. Kill ‘em! Kill ‘em all!
- You must get to Brightvale and speak to the king.
So go to Brightvale. Talk to the king. How difficult is this to understand?
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 look for him again in Market Town for a third side quest)
(when you finally complete it, in the third act.)
- 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.
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 until the game is over. You will not beat her until the very last three minutes of this game. It’s there to stay now, so learn to ignore it, as there’s nothing you can do about it right now. Sorry. Head for Meridell
- 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.
Four Leaf Clover
- 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.
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.
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?)
- 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.)
- Apothecary Fautt needs four poisonseeds 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.
- 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.
Nothing. Nada. Nothing at all. The mortog races are open to play, but I don’t recommend it.
- 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.
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. If you upgrade Roberta’s wand here, you can’t upgrade in Werelupe woods, and vice versa.
Cloak Of Heros
- Much like the Missing Farmers quest, 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 Gershwin 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
- 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.
Shiney Knight’s Plate
- 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.
Mayor’s Broken Watch
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.
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.
Four Leaf Clover
Illusen The Earth Faerie
- 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.
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.
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.
Information, and her prices drop
- 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
Red Button, then
Green Button, then
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
You can get into the Werelupe Lair. Yay!
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)
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
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. 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
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. 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.)
- 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.
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.
- 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 Quest. 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.
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?
Information from the Meerca Thieves
- 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 Market Town once it's saved, 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
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 butt all the way around. Icky. So here's a short guide that'll help you find him:
In order to reach the Black Knight boss, assuming you're already in Knight's Keep, DON'T BOTHER FIGHTING any of the knights running around out here. They just zap your light motes and aren't worth fighting. Go over near the doors back toward Market Town. Face the doors from the inside, then turn to your right. There should be a hole in the wall with some blocks positioned so you can climb up, then a ladder. At the top of the ladder, there's a flag pole. Slash your sword at the flag pole and it will fall down, making a zip line to get you across the gate. Go.
Keep following the wall around. Eventually, you will go inside... Just keep going. Don't double back. You will eventually climb up the outside of the Knight's Tower by going around the outside edge and cutting through some rooms.
OK! Now that you've killed the Black Knight (again, check the Boss Guide) you can go to the Trader’s Guild for your reward for completing the Market Town quest.
Black Keep Grounds
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.
400np (but it’s worth it because you have to do the first to get the second and third…and the third, you WANT)
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)
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.
- 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.
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.
Four Leaf Clover
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.
- 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:
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.
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.
Fyora’s Rod Pt3
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
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
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.)
Save King Skarl Pt2
- OK. You finally get to kill the Three Sisters. Do it. See Bosses.
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.)
Finally, Finally getting to see Altador!