By paingivesmelife... No   touchy!



Character SkillsWalkthroughBossesRewardsAvatarsFAQLinks

From the beginning, you should realize that everything contained within this page are my own suggestions and recommendations based on my own personal experiences playing NQII. You do not have to follow every single step listed below in order to have a successful NQII game - revisions can be made to practically every one of my suggestions. I simply created this guide to show others exactly how I walk through the game, what choices I make and what paths I take. Simple as that.

As you thumb through my guide, you may find my directions a tad difficult to follow - especially if this is your first run through a game of NeoQuest II and are not familiar with the maps. Do not worry, it does not hurt my feelings. (= Since digifort.com/idnq assisted me with committing the entire game and all its maps to memory, I decided to list it as your primary resource for maps. They are very well done and I do suggest you utilize them whenever you need a little direction. The site does go down for maintenance and updates from time to time, so do not worry if you receive a page load error when trying to access a map. They are usually back up and running quickly; the longest wait I have had in the past was a couple of hours.

Please take note that you will find no information here regarding the character Talinia. I do not play with her for a couple of reasons the main being that, without her in the party the rest of the characters gain levels much faster as there is one less character to divide experience points up to. This contributes to the game playing much smoother, in my opinion, as you do not find yourself wasting time trying to levelbust as often. I can offer suggestions for those who wish to play with Talinia so please feel free to neomail me any questions and I would be more than happy to help you out.





Rohane the Intimidator

RohaneWith Rohane, I suggest the following tactic: spend 11-12 points in Damage Increase, then 11-12 points in Critical Attacks, then Stunning Strikes. Once you have 11-12 points in those three skills (DI, CA and SS) then save all of your points until after you have defeated both Pant Devils and King Terask for the first time. You will receive the final weapon and armor upgrades from these fights and they will give tremendous bonuses to your skills. After you have equipped all final weapons and armor, then take a look at your skills: with all bonuses, Rohane should have 15 in DI and CA first and foremost! Then spend the remaining points as you see fit. I usually try to max out his SS and IMH (innate Melee haste). I do not include Combat Focus or Battle Taunt in my skill set for Rohane as I have yet to see any advantages to using these skills. Yes, I have tried a couple of games where I did use them, yet still did not see any benefits to doing so and missed having the Stunning Strikes and and maxed out Critical Attacks.

Mipsy the Obliterator

MipsyFor Mipsy, I suggest the following tactic: spend 11-12 points in *Direct Damage, then 11-12 points in Group Haste, then Innate Casting Haste. Once you have 11-12 points in those three skills (DD, GH and ICH) again, save all of your points as stated above. After you have equipped all final weapons and armor, then take a look at your skills: with all bonuses, Mipsy should have 15 in DD and GH first and foremost! Then spend the remaining points as you see fit. I usually try to max out both her IMD and ICH.

*Some players prefer to use Group Direct Damage instead of Direct Damage. I have played with both skills and have come to prefer DD and here is why: while GD does disperse the damage amongst a group of enemies all at once, I have found that DD helps dwindle the opposing force faster. Rohane is the main hulk-smasher and Velm is the healer and protector and it is not always a guarantee that Rohane or Velm will come through with a fatal hit after Mipsy has lowered their HP with GD. DD helps Mipsy turn into a tank by about the middle of Chapter 2 - meaning she needs, practically, very little assistance from her party members which leaves everyone their own enemy to beat up on. This tactic makes for faster fights and, in turn, helps the game move along at a much faster rate.

Talinia the Sharpshooter

TaliniaAs stated in the introduction above, I do not, and have not, played a game of NQII with Talinia in my party for a number of reasons. The main reason being that, without her in the party the rest of the characters gain levels much faster as there is one less character to divide experience points up to. This contributes to the game playing much smoother, in my opinion, as you do not find yourself wasting time trying to levelbust as often. I can offer suggestions for those who wish to play with Talinia so please feel free to neomail me any questions and I would be more than happy to help you out.



Velm the Hypnotist

VelmLast, but definitely not least, we come to Velm who I suggest the following tactic for: spend 11-12 points in *Direct Healing, then 11-12 points in Group Shielding, then Mesmerization. Once you have 11-12 points in those three skills (DH, GS and Mes) again, save all of your points as stated above. After you have equipped all final weapons and armor, then take a look at your skills: with all bonuses, Velm should have 15 in DH and GS first and foremost! Spend the remaining points as you see fit. I usually try to max out both his Mes and ICH.

*Similar to Mipsy's Direct Damage/Group Direct Damage issue, Velm's Direct Healing and Group Healing are often not agreed upon by the majority of NeoQuest II players. Like with Mipsy's skills, I have played with both of Velm's skill options and have come to decide that DH is the better choice. I play NQII with one thing in mind - the final battle. King Terask II does not often deal significant damage to the entire party at once, he usually picks on one party member at a time leaving you time in between to heal them. I have personally had a difficult time defeating Terask using Velm's GH as he usually casts it when Rohane is hanging on by a thread and Mipsy receives valuable restoration that could have been better spent on Rohane. All in all, I personally suggest DH for Velm when compared to GH.





Chapter OneChapter Two
Chapter ThreeChapter FourChapter Five



Trestin Village

MotherFirst thing is first.. Levelbusting! Depending on the difficulty you are playing in, it is wise to be certain levels to fight each Boss. You start out at 'home' and are given a very valuable asset - Mother! She will fully heal Rohane anytime you ask her to. So, it would behoove you to simply place yourself in 'Hunting' mode and march around the town and surrounding area to gain your initial levels. I would suggest staying close to home (not venturing further than a few spaces) so Mother is within reach should a lupe or aisha hand you some serious damage. In this area, you can find plains lupes and aishas and forest bearogs; the lupes hand out the least amount of experience points, so once you reach level 4 you should hunt mainly in the forests in order to gain levels a tad faster than you would out on the plains. Also, try your best to not use any of the healing potions you receive from battle - utilize Mother as your potions will be worth their weight in gold once you reach the next area! Are you level 5+ with 15 or more healing potions on hand? Then let us advance to the Dark Cave!

The Dark Cave/Gold Mine

Miner Ghost Depending on the level Rohane is when you first enter the cave, I would suggest being in 'Hunting' mode while traveling through. Yes, this will slow your progress a little but it is better to gain levels early in the game instead of trying to level up later on. Make your way through the twists and turns to finally come face to face with the Miner Foreman. This is an extremely simple fight. Upon defeating the Foreman, you will receive your first set of armor - don it immediately then use the teleporter to return to the cave entrance and then head east.



White River City

Tebor If you are interested in the storyline, then feel free to speak to the townsfolk. They are not required conversations, however, and can be skipped for the sake of speed. Go directly to the Inn to save your game and heal Rohane; then proceed across the street to the item shop and purchase 5-10 Blast Potions and stock up on healing potions. Now you are set to venture NE toward the Underground Cave and Mysterious Tower to take on Zombom! You will be traveling through White River again after you defeat Zombom so do not forget to pick up Mipsy, your second party member, on the south side of White River before heading out! Also, before leaving town, I would purchase 4 resurrection potions and keep at least 4 on hand throughout the remainder of the game.

Underground Cave/Mysterious Tower

Cave OgreI usually need to hunt through the forests between White River and the Underground Cave in order to level Rohane up to level 10. If you find yourself needing to do this as well, then keep in mind you may need to return to White River prior to making your advance into the cave as you will need the healing potions in the near future. Once in the cave, hunt your way through, taking the exit to the Lost Island and then immediately enter the Mysterious Tower. Again, hunt your way through the levels, gaining experience and levels until you reach Zombom. Use those Blast Potions purchased earlier and keep Rohane healed and it should be a knockout. Use the teleporter to exit the Tower and return to the Lost Island, then place yourself in 'Normal' mode to return to White River. If you would like to gain more gold, feel free to hunt back to White River. However, keep in mind, you are now more powerful than most enemies and will receive little to no experience or gold from each fight.

Town of Lakeside

PotraddoThe first thing you should do once you are in Lakeside is go NW from the entrance and speak with Kijandri. She will tell you about Potraddo, the hermit, who resides in the northernmost part of town. He is a required character to speak to as he will reveal to you how to enter the Lost City of Phorofor. You cannot walk through the trees in towns like you can out on the world map, so use your directional buttons! They are your best friends - especially while in towns. After your discussion with Potraddo, return to the southern part of town and visit the weapon and armor shops and purchase your next upgrades. Stop by the Inn if you feel the need then set out - Phorofor or Bust!

Lost City of Phorofor/Tower on The Hill

Withered GhostSpeak the secret phrase to the withered ghost to gain access to the city. Then head east, then south and you will run into the room in which the Sand Grundo lies in wait. There is an old city merchant selling a limited supply of potions in about the center of the city, but his prices are inflated and I would not suggest purchasing from him. Besides, you are stocked up from your stop in Lakeside, right? Dust Merchants will occasionally drop weapon upgrades for you to pick up after a fight.. check your inventory on occasion as these are easy to miss when keeping a steady pace.
Once the Sand Grundo is defeated, use the teleporter he was guarding and you will find yourself in the Tower on The Hill. The only enemies to find here are destructive and deranged wockies. These furries can deal some hefty damage so keep your HP above 100 while you traverse the Tower's levels. The exit is on the second level; take it and find yourself on the other side of the river. Fight your way NE around the mountain range, then south east through the forests.

Village of Seaside

UthyniDo not buy anything or stay at the Inn until you have followed these steps! Go directly to the items shop and speak with Uthare. He will direct you to speak with Delkon, who is located in the building south of the items shop, about the troubles in the area. After hearing about the Advisor, head to the east side of town to find Uthyni fishing on the docks. Ask him about the troubles at the castle and then offer your help. In return, Uthyni will have his brother, Uthare, give you a discount in his shop. Now, go and stay at the Inn, purchase upgrades and restock your potion inventory - keeping in mind this is the last opportunity to purchase potions in this chapter, so purchase wisely and with the final Boss fight in mind.

Meridell Castle/Ramtor's Tower

Guard ThyetRather straight forward, from where you enter the Castle walk directly west then veer NW until you see two guards. Pass in between them and you shall find Ramtor on the throne. Defeat him, for the first time, and head back out the way you came in, stopping to speak with the northern guard, Thyet, who will act like an Innkeeper and heal your party. Head out side and go around the Castle towards the west. Once you exit the Plain of Order, you will again encounter enemies. Work your way NW and enter Ramtor's Tower. Find and defeat him for the second time to complete the chapter and move on to Terror Mountain.



Damp Smelly Cave/Chia Oscuro

Snow LupeLocated slightly NE of the starting town, you shall find Leximp waiting in the cave. Defeat him and return the Wordstone to Chia Oscuro to hear the story involved with this chapter. There is an Innkeeper on the west edge of town and you can purchase potions from Jarasth, the chia in the main hall, since you most likely depleted your supply against Ramtor. Head NE, working your way to the Caves of Terror - it is a long, tedious hike to the next shopkeeper, so ensure that your inventory is stocked and that you possess four resurrection potions.

Caves of Terror

Frozen SkeletonSet out from Chia Oscuro heading east. You will run into the caves after tromping through the snow for awhile and encountering a small assortment of enemies (snow lupes, alpine bearogs and hailstone tuskaninnies). These creatures are not terribly difficult and should provide you with some valuable healing potions and gold for later purchases. Once in the caves, the enemies become slightly more vicious so keep an eye on the party's HP and all should go well. Rather easy to navigate, work your way through the caves, going north whenever presented an option. Locate the exit and you will find yourself on the Eastern Pass.



Eastern Pass/Mountainside Inn

Cliff UniStop over at the Mountainside Inn for a rest, save point and stock up on potions. Your third party member, Talinia, awaits you here as well. As I mentioned previously, I do not accept her request to join my party - however the choice is yours if you would like her to join yours. This section is simply one large circle - you will travel north, NW, west, SW, south, SE, east, NE, north and finally NW to end up at the entrance to the Lost Caves. First off, once you depart the Inn, you will travel north, NW, west and then SW to find Kolvars, the second Boss of the chapter blocking the path (see Boss section for info and suggestions). Once Kolvars is defeated, head south to the quaint little town of Happy Valley.

Happy Valley/Adventurers' Camp

NiachaUpon entering Happy Valley, buy nothing and do not stay at the Inn until you follow these steps: Go south to the third building on the right side of the main drag and speak with Jualie to discover her son has been missing for awhile - offer to help search for him. You will find him SW of her house, hanging out in the forest. Once you speak with him and he runs home, return to speak with Jualie who will thank you for your help. Now all of the shopkeepers and the Innkeeper will give you a 25% discount for helping Niacha return home safely. Go ahead and stay at the Inn and purchase weapon and Alldenarmor upgrades and be sure to max out your inventory of potions - other than those you win from fights, there will be no more opportunities to purchase potions.
Continuing to follow the circle, set out from Happy Valley heading south. When the path narrows and turns northward again, you will find the Adventurers' Camp. One of the adventurers, Allden, acts as an Inn so I suggest you take advantage of it! If you find yourself needing to level up a little bit or need to top off your potion supply, use Allden as you used Mother in the beginning of the game - go out and hunt for fights to earn potions and experience, returning to have Allden heal you when you need it. Once you're satisfied with your potion count and your level, head north to the entrance of the Lost Caves.

Lost Caves/Mountaintop

Blizzard KougraAs is to be expected, the enemies only become more difficult as your progress. There are four levels to the Lost Caves and it can be simple to lose your bearings - try to keep track of where you have been. In the first level, simply travel NW to find the stairs against the far wall of the stone room; in the second level, the stairs up are located on the north wall; in the third, they are located in the NW corner; and the fourth level becomes a little more twisty - travel south around the body of water, then SW to find Snowy blocked by a cave-in. He will shed some light on the final Boss of this chapter if you decide to speak with him. From Snowy, go NW and follow the path around the lava to end up heading north. The path will lead you directly to the exit of the caves. From the cave exit, simply follow the path laid out ahead of you. You should not need directions for this portion of the game as there is only one way to go. Fight Scuzzy at the end of the path and be transported to the Lost Desert.



Sakhmet City

Princess VyssaThis chapter will fly by - so try to keep up! You will first appear in Sakhmet City standing next to Princess Vyssa. Speak with her to learn of the troubles here in the Lost Desert and how you can help out. She will inform you of the Temple of the Sky and of the dangers that lie within. Agree to offer your assistance in obtaining the Celestial Talisman and you shall find yourself on the first of many mini quests of this chapter. Outside the City is a tent city - here you will find shopkeepers for all your needs. There is also an Innkeeper in the northernmost tent; I'd be paying him a visit after the recent fight with Scuzzy. When you are prepared, head eastward to find the Temple of the Sky.

Temple of the Sky

Decaying MummyThe Temple consists of two levels, although there really isn't much to them except a couple of measly enemies loitering about. From the main entrance head north into the 'atrium', turn west and head on down the long hallway; go north into the last room and use the stairs to climb to the second level. The fastest way to traverse this level is to go south from the staircase, then take the first room entrance to the north and travel NE until you run into the northernmost wall. Follow this east, turning south into the corridor. Continue south and take the southernmost exit to the east and into a hallway. Continue south again, following the hallway until you come to a northern doorway; this will lead you into Silicast's chamber. You will find him at the north end of the chamber - defeat Silicast and use the teleporter he was protecting to find yourself back in Sakhmet City.

Ruined Temple

Zombie TechoUpon returning to the Princess with the Celestial Talisman, she will then tell you to visit Phebiya, the traveling scholar, to learn of your next quest. You will find Phebiya in the room north of the exit of the city. Speak with him and he shall inform you of the Medallion of Wind and its history. Travel north along the river to the Ruined Temple. The Temple has four levels you must traverse in order to seek out and defeat Gebarn II. These levels do not include so many twists and turns to require a step-by-step explanation; the easiest way to find your way is to stay on the main path, or hallway, and you will find the staircases to advance to the next level. Defeat Gebarn II and, once again, use the transporter to return to Sakhmet City.


Waset Village

HizagaNext, you will be setting out to go north, returning to the Ruined Temple that really is ruined now. There is a path caved in along each side so you can now pass through to the northern part of the Lost Desert. Directly north of the temple is the village of Waset. Explore the four tents to discover an Innkeeper, shopkeepers for weapons, armor and potions and Velm. Oh yes, Velm, the most desired character of the game simply because of his healing powers. Accept him into your party, equip him with any upgrades you may have found along the way and spend his skill points! In one of the tents, you will find Hizaga, a sad acara who's daughter has been kidnapped by the Revenant and you must save her! When you are prepared to leave the village, head NW to seek and destroy the next Boss!

Valley of Kings/Palace of Ancient Kings

Ghastly TemplarThe entrance to the Valley of Kings is located NW of Waset Village. It is a small pathway carved out of the mountainside, so to ensure you do not miss it, travel close to the mountain and you will happen across it easily. The Valley is a very wide, open space full of nothing but desert. It can be easy to lose your bearings and become lost. To keep from doing so, I suggest that you use only the SW directional button once you are through the Valley's entrance. This will keep you in a straight line and will also run you directly into the mountainside surrounding the Palace. When you do run into the mountains, follow them south and then curve north and there you shall find the Palace of Ancient Kings.
There are two levels to the Palace, a top floor and a basement of sorts. You will enter on the top floor and will need to navigate your way to the basement level. From the entrance, go north until you see the body of water, turn west and follow the water until it turns north. Continue west until you run into the wall and then follow the wall north through the doorway. In the room you entered, there is a bed in the SW corner that acts as a hidden pathway. Simply move Rohane onto the bed and you will have taken the stairs down to find yourself on the basement level. There is an enemy that you can win a journal page from when you defeat him which would lead you to this hidden staircase eventually. From the staircase on the basement level, make your way to the NE corner of the room; from there, head north and you will eventually run into the Revenant and his mini-me's. Defeat him and head to the NE to speak with Lifira, Hizaga's daughter and then use the transporter to the NW to find yourself outside the Palace once more. Return to the village and speak with Lifira again and she will go into more detail about the next step you need to take.

NW Desert/Oasis

BukaruSo Lifira gave you a secret phrase, right? You should pay the hermit a visit then. Track north out of the village, veering NW when you run into the mountain range and then continue NW to the next range. Follow the curve of the range and then set out NW from the peak and you shall happen across the hermit standing beside an oasis in the middle of the desert. Speak the secret phrase to him and he shall direct you to the location of the next piece of the medallion. From the oasis, head directly NE, turning east when you see the range. The medallion piece is buried in the sand in the third indentation in the range where the rocks slope inward. Examining your medallion after adding this new piece will reveal the next leg of your journey - Akhten-Ka!

Akhten-Ka

Desert ProtectorOff to Akhten-Ka it is then! Rather simple to find, just head SE from the medallion piece's location, veering east when you lose sight of the mountains north of you. You can either follow the outline of the range (which is the longer route to take) or you can cut across the open desert. There is a quarry of mountains in the center of the desert, which you should remember how to get to as you will be required to return here later. Either route you take, you will end up navigating your way through a ravine of sorts. Track the ravine and you will end up walking right into Akhten-Ka. Feel free to stop and speak with Bledynn if you'd like, though he is not a required conversation for completing the chapter.
Akhten-Ka is as straight-forward as it gets - one level, a couple of repetitive enemies and one, not so fierce, Boss. Upon entering the city head due north, taking the wide hallway off to the left and then north into the room Coltzan's Ghost is occupying; defeating him will not be difficult. Unlike other Bosses, he actually sticks around after the fight ends! Speak with him to find out that the next piece of the medallion is located in the barrel behind him. Retrieve the piece, Coltzan will disappear, then retrace your steps and go back the way you came in. Once outside, return to that quarry of mountains I mentioned earlier and find the location marked by an 'X' on the medallion and you shall have the gemstone to add to, and complete, the Medallion of Wind! Take a final glance at the Medallion to learn the exact location of your final Lost Desert destination - Zakharukh's Pyramid!

Zakharukh's Pyramid

Undead PaladinSince the next portion includes previous steps.. you get to be pretty much on your own.. you lucky ducky, you! Track back to Waset Village and instead of turning SE toward Sakhmet City, turn SW and stay on the straight and narrow and you will eventually see a pyramid appear in the dust. I suggest not hunting on the way to the pyramid, regardless of the difficulty you are playing in. Why? The monsters you will encounter are too weak for you to gain any experience points from and they hand out meager amounts of gold so it is simply a waste of time to fight them.
The pyramid can be confusing to navigate so I shall do my best to explain it so that you do not find yourself becoming lost. There are three levels; you enter on the first level and the Boss is located on the third. First level - Head north until you run into a wall, then turn west and take the second doorway to the south, follow this until you can no longer and exit to the north then continue west. Head south when you see the pillars, turning east as soon as you are given the opportunity and then you come upon the maze. From a standing position between the final two pillars go south to the first east hallway, turn east and take the second south hallway - but pass through it going SE. Four paces later you take that hallway due east and will be out of the maze. In comparison, the next portion is much easier - travel to the far east wall, turn south and go to the south wall, turn west, moving up above the pillars when they come into view and then continue west. At the end of that stretch, take the staircase.. it is located between the two pillars to the north.
The second level is much easier than the first, as far as navigation goes. From the staircase go south and follow the wall to the doorway; do a U-turn through the doorway and follow the wall going west and then north to the next doorway; on a diagonal going SE, traverse the doorway and follow the northern wall, minding the pillars, to take the northern path at the fork; takes the stairs to the final level... Anubits is waiting!



Shadow Gultch

FurverStart off by equipping aany weapon or armor upgrades you received from your fight with Anubits then speak with Furver and stay at the Inn which is the first building to the right from where you enter the Gultch. Proceed SW, stopping by the first building to the south that you come to. Here, you can purchase more weapon and armor upgrades from Hunsev and restock your potion inventory with Shan. Once you are satisfied with your inventory and new upgrades, head west out of town, stopping to speak with Direy to hear what this chapter is all about. It seems you need to speak with Count Von Roo.. track south from the Gultch and simply follow the treeline and it will lead you directly to his castle. NOTE: You will most likely be tempted to take the shortcut through the forest, but it is intraversable and you will have to go around... what a pity.

Von Roo's Castle

Cursed IxiThis portion of the game is voluntary; you do not need to fight your way to Von Roo and defeat Meuka in order to complete the game. Though, if you choose to do so, I shall layout the path.. Once inside the castle, go north past the first set of three pillars and then NE down the corridor. Track to the end of the corridor, turning south to follow it around toward the far east wall of the first level. You shall come across a doorway leading west into a room; go through the doorway and then take the stairs leading down that you find within the room. Once on the dungeon level, there is only one way to go, so follow the path before you to find yourself toe-to-toe with Meuka. Defeat him and then speak with Von Roo to learn what he has to say about the sun being up, then use the transporter behind him to return to the forest surrounding his castle.

Cave of Dark Things

Wretched SpyderFrom Von Roo's castle, follow the forest path east until it opens up into a wide clearing, spotted with trees and swamp spots. The cave entrance is located on the east side of this clearing, almost a straight shot from where the path spits you out. Pick your way through the trees until you find it; try to stay on as straight a line as possible as you move through the clearing and you should happen across it in no time.
Manuevering in the cave is not as difficult as past caves have been; there is truly only one path to follow, with only a couple of short deadends you could run into. So follow the path, sticking mainly to the pools of slime as they will lead you directly to Spider Grundo. There are a couple of enemies you will encounter along the way, the most annoying of which will be the Goo Fiend you most likely ran into while searching for the cave's entrance. I suggest targeting this creature first as it can, and will, heal its comrades of any damage you inflict upon them - thus making any attacks and damage useless. But as long as the Fiends are dealt with first, you will be able to defeat the group of attackers quicker after defeating the Fiends. Finding Spider Grundo will not be difficult as he blocks the path out of the cave. Defeat him and then he will inform you of his side of the story and will direct you to the cave exit and Blathazar's Grove. Follow the path to the exit to continue on to the Grove.

Balthazar's Grove/Happy Fun Non-Haunted House

Haunted ButlerThe Grove is one of the easiest maps to find your way through, simple follow the path and it will lead you directly to the Happy Fun Non-Haunted House. You will know you are almost there when you find yourself walking along in a green forest.. not exactly what you would expect after all of the desolate trees you have seen so far. The house has two levels to traverse. I suggest placing yourself in 'hunting' mode and tackling it full-force! You do need to be level 47+ for the next Boss fight afterall. Again, the path is easy to follow so find the staircase leading down to the first level and then find the exit. Speak with the Brain Tree and he will tell you all about the Faeries and the curse they have placed on Balthazar and the Grove. Learn how you can help then speak to Augur Faunt who is both an Innkeeper and a shopkeeper. Load up on Corrode, Sloth and Haste potions then set out to defeat the Faeries. You do not have to retrace your steps through the fun house, simply take the path the Brain Tree opened up for you on the west side of the house. Walk up to the Faeries, repeat the phrase the Brain Tree quoted to you and the fight shall commence!

Nox's Fortress

Eye of NoxAfter showing the Faeries who's boss, follow the path they were blocking to wind around to Nox's Tower. Feel free to return to Augur Faunt to restock your inventory before you head off to the end of the chapter. Hubrid Nox is another optional fight and, unless you are playing in Insane mode, I do suggest making that long journey up his tower's levels to defeat him as you will gain more experience and possibly a couple of levels (if you hunt the entire way) for your trouble. Not a bad idea, if you ask me. So, make your decision on whether to take on Noxie and then return to the area outside of his Tower to press on and complete this relatively short chapter. From the Tower, the path leads you into the Esophagor's swamp.


Esophagor's Swamp

Malevolent FungusThe Esophagor is waiting for you in the SE corner of the swamp. Make your way to him, though do mind the nasties here! They may not be much to look at, or smell, but they can be rather annoying to get rid of (and the smell). You may want to take this opportunity to level up one or two levels since these enemies are easier to defeat then those you who form a welcoming party for you in the next chapter. It is up to you, however, so decide as you will and go pick a fight with the Esophagor when you are ready to say goodbye to the Haunted Woods chapter. This final Boss fight should not prove to be very hard, though with his high HPs it may take a few minutes. Keep at him and you shall soon find yourself entering the final chapter of NQII!



Northern Watch Tower/The Bridge of Mist

Quartermaster CalamFrom where you find yourself when the chapter begins, go south to the Northern Watch Tower to stock up on supplies, purchase some of the niftiest looking armor and weapons in the game and speak with Guard Captain Okara to see where you need to go to help save the Faerie Queen! Pay a visit to Quartermaster calam to save your game and get some much needed rest as you are going to need it. The next rest point is a long way off and alot of enemies lie along your path.. so get to it and depart the watch tower to the south when you are prepared.
From the watch tower, take the second path south and go right when it forks; continue south, going left when it forks again and then west and SW; now you should be on the straight shot SE, follow the path SE until you come up to the Fallen Angel. Defeat her to continue east. You will then see Vilaria standing before you, she is an optional character, converse with her if you'd like, though she will only give you the directions to the Underclouds that I am about to give you. From Vilaria, head due south and enter the Underclouds.

The Underclouds

CloudbeastSince the Underclouds holds Cumulonimbus and the Village of Cirus, you might as well get used to the surroundings since you will be in here for awhile. (: There are a couple of ways to get to Cumulonibus and not many places to get lost - even if you do find yourself in unfamiliar territory, retrace a couple of your last steps and you will be right on track again. Start off by going SE, the path will narrow and Essit will be standing a little off the side of the path. This is another optional conversation that I usually blow right by to save game time. Pass Essit and continue west then follow the trail south; when it splits into three directions, both paths, right and left, will get you to Cumulonibus - pick one and find yourself in the city in a flash.

Cumulonimbus

Dark LieutenantYou receive a rather rude welcome from Ceth upon entering the city. She apparently is more interested in her game of marbles than all of the happenings up at Faerie City. She gives you directions through the city only in hopes that you will leave her alone with her marbles. Wish her a happy game and set off SE into first doorway. This is a tricky map to navigate as there are alot of places to lose your bearings but only one route that will take you to Devilpuss and the exit. Start by using the doorway directly south of Ceth, go through that room and exit it going NE into the next room; cut across on a NE diagonal to pass through the room, making your way to the hallway on the north side of that room; travel due west, turning north at the first corner and then east at the following corner; follow this hallway a ways until you reach the second doorway; turn south past the doorway, going SW when the path splits; continue south, turning west down the next hallway; turn south when the hallway opens up into three spaces in width, follow this until you see clouds to the south then turn west again; turn south between the rooms, then SW around the corner and then west; pass the doorway to turn south along the room and continue on around the room turning SE when you come to the corner. From here, continue following the path due east, turning south when it opens up to three spaces in width again; stay next to the wall, turning east at the south corner. Now you're on your own! There is only one way to go at this point so pick your way the last few feet and you should find yourself toe-to-toe with Devilpuss in no time! Upon his defeat, the exit of the city will be opened up to you. Track onward to find yourself back in the Underclouds on your way to the Village of Cirrus. (Also, if you are playing for the avatars - be sure to check my avatar section for the wheres and whens.)

Village of Cirrus

MekavaCirrus is extremely easy to locate - set out from Cumulonimbus going NE whenever given the opportunity and you shall run into the village in a matter of minutes. Once in Cirrus, there are a number of characters here you can interact with if you chose to do so.. though only three are relatively necessary - Innkeeper and weapons and potions shopkeepers. The Innkeeper can be found in the doorway to the east of the village's entrance. The shopkeepers are located on the south side of the village, directly below where you first arrive on the Cirrus map. Rejuvenate your party, clad them in armor and weapon upgrades and restock your potion inventory and you're ready to take one more step closer to the end of the chapter.. and the game! You can exit the village to the south and then continue your NE track to find the staircase to the city of Faerieland. After taking the stairs, you will find yourself within white clouds again - this is the road to the city. There is only one path laid before you, so enjoy the simplicity!

Faerie City

Corrupted Fire FaerieUpon entering the city, Lusina informs you of the Faerie Thief who has been running a muck throughout the city lately. Not your problem, right? Wrong. She happens to possess the key into the palace. So.. first thing's first - you've got to catch that thief! You will have to fight her three times; she will flee the first two fights though will stick around in the final encounter and will hand over the key once finally defeated. You will first find her in the Inn - from the entrance of the city, go north a bit past Lusina and take the doorway to the east (this is the Inn). Pick your way through the Inn to find the stairs in the NE corner. Find and 'defeat' the fleeing Faerie Thief then backtrack to Lusina. Next, the Thief is found in the Basement - from Lusina, go due west, traversing the first doorway (not hallway). Again, pick your way to the staircase which is in the NE corner of this room - the stairs will lead you to the separate Basement level. Go to the south end of the Basement and take the stairs that are located in the center isle - now fight the Thief for the second time and then return to Lusina. The Faerie Thief is awaiting the third and final battle in front of the gate to the palace. This gate is directly north of where Lusina is standing, so get up there and get that key from the Thief!

Faerie Palace

Techo BlademasterStenvela welcomes your help with open arms as you enter the palace, speak with her to gain more in-depth info regarding the storyline. you enter the palace on the first floor, so there is only one way to go - up! Start out by going east from Stenvela, enter the first room and wind your way through to the exit on the east wall; continue north to the next doorway, the exit to this room is north of the entrance, so track around the tables and chairs to the east wall again. Now go north to the corner and turn west to run into Kroliya. She will tell you that the hallway leading to the second floor staircase is blocked! Bummer, eh? Seems you will have to go the long way around - better get to it! Take the narrow hallway south from Kroliya and into the green atrium area; make your way to the SW corner to find yourself, once again in the purple hallways. Follow the wall around to the west side of the map. you will come across another faerie, Arthal, who doesn't have much else to add to what the others have told you. The staircase behind her is blocked like the others.. just pass her up and continue your trek north to the next doorway. Wind to the north, the exit is on the west wall; once back in the hall, head north again to the next doorway, the exit from this room is on the north wall. Upon reaching the northside of this last room, it should please you to know you are within steps of saying bubye to this floor. Simply go east until you see the stairs leading up.
Corrupted Light FaerieWelcome to the second floor! Speak with Vitrini first as she will instruct you on what you need to accomplish, inform you about the Pant Devils and will act as an Innkeeper. Once you are rested, head off to either the west or the east to defeat the Pant Devils (it does not matter what order you defeat them in). The Pant Devils are located on the fourth floor in both the NW and NE corners. Travel to both sides of the second floor, locate and use the staircases to get to the third and fourth floors, defeat the Pant Devils then return to Vitrini who will construct a silver key that will gain you access to the SE corner of the second floor where you can hunt down and defeat King Terask I. Once you have defeated KTI, return to Vitrini and tell her the good news! Uh oh... she points out the obvious - there are still monsters roaming the palace. Follow her instructions and trek to the SW corner of the floor, use the key KTI dropped and work your way to the third and fourth floors. On the fourth floor, you will encounter Lyra, a very helpful faerie. She acts as an Innkeeper and shopkeeper. Take advantage of this opportunity as you still have one more battle to undergo. Rest and stock up on potions - alot of potions - double check your equipment to ensure you have the best weapons and armor on every party member, then set off to the final battle on the fifth floor. Once you defeat King Terask II (or King Terask Reincarnated =P), you will receive the applicable trophy for your difficulty and your random prize. CONGRATULATIONS! You have defeated NeoQuest II!! Pat yourself on the back for a job well done and join the rest of us waiting for NQIII! =D






MeridellTerror Mountain
Lost DesertHaunted WoodsFaerieland




Miner Foreman

Miner Foreman

Although this Boss is optional, he is entirely too easy to pass up, even if you have not spent any of Rohane's skill points. Just make sure you have healing potions available so you can heal if and when necessary; he may not be tough and does not have any special abilities, but he can cause a slight amount of damage. I suggest level 7+ for Normal/Evil and 8+ for Insane.



Zombom
Zombom

First off, Zombom can heal himself 40hp at a time, can caste Zeal and Decimate. You should enter this fight prepared with not only Blast Potions, but also a handful of healing potions. Pummel Zombom from the beginning while keeping an eye on your HP as he can, and will, caste Decimate numerous times throughout the fight. I suggest level 12+ for Normal/Evil and 13+ for Insane.



Sand Grundo
The Sand Grundo

Ruthless and straight to the point; this Boss is in the easy-to-beat category! The Sand Grundo's only special ability is Critical Attack. Again, keep your HP in mind, using healing potions when needed, and this fight will be over soon after it starts. I suggest level 15+ for Normal/Evil and 16+ for Insane.




Ramtor
Ramtor

Ramtor can cast Entice, Liquefy, Repair and Zeal. Your first encounter with Ramtor will be in Meridell Castle and you will only need to lower his HP by 1/2 for the fight to end. He will then flee only for you to catch up and fight him to complete the chapter. In the second, and final, fight against Ramtor, you will have to defeat him. Tag-teaming him with Rohane and Mipsy will not be difficult if you have followed my skill and level recommendations. For the first fight, I suggest level 17+ for Normal/Evil and 18+ for Insane; and 19+/22+ for the second.





Leximp

Leximp

This is the second optional Boss in the game though I would not advise passing him by. The starting town of Chia Oscuro has an Inn and a potion seller and it is a long haul to reach the Mountainside Inn and you need to obtain the Wordstone from Leximp in order to gain access to Chia Oscuro. Leximp has Stunning Strike as his only ability though he is mostly immune to Mipsy's DD and GD so you will rely heavily upon Rohane's brute strength for this fight. I suggest level 20+ for Normal/Evil and 22+ for Insane.



Kolvars
Kolvars

Kolvars has Critical Attack, Dormancy and Quick Feet, though he does not attack often. He spends the majority of the fight casting Quick Feet. Hit him with everything you've got and this fight will cease quickly. I suggest level 25+ for Normal/Evil and 26+ for Insane.



Scuzzy
Scuzzy

The final Boss of the chapter can be a pain but is not all too difficult. Scuzzy can caste Cyclone and Indifference and although he is easy to defeat at lower levels, my recommendations set you up for an easier beginning to the next chapter. I suggest level 29+ for Normal/Evil and 31+ for Insane.






Silicast

Silicast

If executed correctly, this fight is nothing more than another few minutes of gameplay. Silicast can caste both Infestation and Rampant Acceleration. Because of his Infestation ability, try to keep the party's HP around 100. Like Leximp earlier, Mipsy's DD and GD will not have much of an affect on Silicast, so again rely on Rohane for the attacks and Mipsy for her Haste ability. This Boss usually slows a little after casting GD, so keep that in mind and exploit the opportunity. I suggest level 33+ for Normal/Evil and 35+ for Insane.



Gebarn II
Gebarn II

This Boss has all of the following in his aresenal: Contagion, Destroy, Hibernation and Restore. Gebarn is somewhat resistant to most damage and slow potions in addition to Mipsy's DD and GD. And although he can slow your party by 53%, simply have Mipsy caste GH and you're set. Due to Gebarn's DD ability, watch your party's HP, healing when necessary, and this fight should easily go your way. I suggest level 35+ for Normal/Evil and 36+ for Insane.



Revenant
The Revenant

The Revenant can seem difficult at first glance when you notice his two underlings beside him on the battle screen. Do not fret, my apprentice, as this Boss is easily defeated. You may be faced with Infestation, Mitigation, Rampant Acceleration, Shockwave, Spellbind and Slowing Strike. Do not attack the underlings as any damage you do to them will be wasted since the Revenant can easily heal them with Mitigation. Instead, attack only the Revenant himself because once he dies off, the underlings go with him! I suggest level 36+ for Normal/Evil and 37+ for Insane.



Coltzan's Ghost
Coltzan's Ghost

This Boss fights as though he wants to be defeated. Simple fight, through and through. He doesn't attack hardly at all and only castes Rampant Acceleration and Renew. I suggest level 37+ for Normal/Evil and 39+ for Insane.




Anubits
Anubits

Simply have Mipsy caste GH and perhaps throw a couple of slowing potions and this fight is a breeze. He is not nearly as intimidating as he likes to make himself out to be. Anubits can caste Petrification, Protection of Infinity, Rampant Acceleration and Renew. I suggest level 39+ for Normal/Evil and 41+ for Insane.






Meuka

Meuka

The third optional Boss of NeoQuest II. Meuka is not a tough opponent and ocassionally will hand over Velm's next weapon upgrade that gives a +3 bonus to his mesmerization skill. Rather handy if you are using this skill, obviously. Meuka can caste Infestation, Petrification and Rampant Acceleration.. though with Velm and his healing powers in your party you should have nothing to worry about. I suggest level 40+ for Normal/Evil and 43+ for Insane.



Spider Grundo
Spider Grundo

The Spider Grundo can cast Celestial Hammer, Renew and Wall of Chaos. He may look big and burly but you can easily take him with Mipsy's GH and Velm's DH close at hand. Rohane's Stunning Strike will have little to no affect on this Boss. I suggest level 44+ for Normal/Evil and 46+ for Insane.




Four Faeries
The Four Faeries

Okay. You have reached the most difficult Boss of the game, in my opinion. I have died by their hands more often than KTII. Their abilities are such: Dark Faerie - Rampant Acceleration, Petrification and Spellbind; Fire Faerie - Anarchic Wind and Obliterate; Water Faerie - Renew and Vivification; Earth Faerie - Critical Attack and Stunning Strike. Order of attack: caste and maintain Mipsy's GH and Velm's Mesmerization; use Slow Potions to keep the Faeries continually slowed; then concentrate all of your physical and potion attacks on the Faeries, eliminating them in this order: Water, Fire, Dark, Earth. Why this order, you ask? The Water Faerie is the healer - she must be taken out first or you will just be uselessly wasting your potions and attacks. After the Water Faerie is defeated, the order of elimination doesn't matter too much, though I suggest the Fire Faerie be next just to eliminate her Obliterate ability from the fight. I suggest level 47+ for Normal/Evil and 49+ for Insane.



Hubrid Nox
Hubrid Nox

Nox is the final optional Boss fight in the game. In order to defeat him, you will need a full stock of slowing potions on hand as he is nearly impossible to beat if not continually slowed throughout the fight. Even with the slowing effects, this is still a rather drawn out fight. Keep him slowed, use Mipsy's GH and the fight should end sometime before the next millenia. His abilities include Critical Hit, Slowing Strike, Petrification, Renew and Rampant Acceleration and he is immune to both Mesmerization and Celestial Hammer. I do not readily recommend those playing on Insane mode to take on Noxie. It is a long way back to Trestin; on the other hand, it is an excellent opportunity to gain a couple of extra levels. The choice is yours. I suggest level 49+ for Normal/Evil and 52+ for Insane.



The Esophagor
The Esophagor

A very simple fight. With Rampant Acceleration and Stunning Strike as his only abilities, the Esophagor will fall to your feet quickly. Caste GH and slow him up if you like. You will reap the rewards from this fight within a few turns. I suggest level 50+ for Normal/Evil and 52+ for Insane.





Fallen Angel

Fallen Angel

Like the Miner Foreman, this Boss is entirely too easy. She can cast Spellbind, Shockwave and Renew though doesn't attack much. Enjoy the simplicity of this fight for it only gets more difficult from here. I suggest level 51+ for Normal/Evil and 53+ for Insane.




Devilpuss
Devilpuss

This Boss is actually quite easy and could be defeated at levels lowers than my recommendations. However, levelbusting will only become more difficult as your progress. Devilpuss only posses the abilities Critical hit, Shockwave, Slowing Strike and Stunning Strike - though he can hit a party member for 100+ damage in one swoop. So do keep your eyes on the party's HP. You can haste if you'd like, though it is not necessary in winning the fight. I suggest level 53+ for Normal/Evil and 55+ for Insane.



Faerie Thief
Faerie Thief

You will fight this Boss three times, having chased her around the floorplan on Faerie City for an hour or so. She does not increase in difficulty between the three encounters and maintains the same abilities as well: Astral Maelstorm, Critical Hit and Stunning Strike. To defeat her in the first fight, you must reduce her HP by 1/3; second fight, by 2/3; third fight, defeat her permentantly. I suggest level 54+ for Normal/Evil and 56+ for Insane.



Pant Devils
The Pant Devils

Plural, yes, because there are two of them you must defeat. Each are identicle.. in every way. They can both cast Astral Maelstorm, Obliterate, Rampant Acceleration and Petrification. No potions should be necessary and you should not even need to haste. Simply heal when they cast Obliterate and collect two of your final weapon and armor upgrades. I suggest level 57+ for Normal/Evil and 58+ for Insane.



King Terask I
King Terask I

Nearing the end, Terask I is rather difficult, though you have faced more challenging opponents already. Among his abilities are the following: Astral Maelstorm, Petrification, Spellbind, Renew, Critical Hit, Obliterate, Protection of Infinity, Rampant Acceleration, Withering Fires, Wall of Chaos and Stunning Strike. It may seem impossible, though do not allow him to intimidate you. Caste GH and GS, use a few slow potions if you like and keep Velm's actions open for healing and the fight will not last as long as some previous ones. I suggest level 59+ for Normal/Evil and 59+ for Insane.



King Terask II
King Terask II

The end has arrived. Terask II, or KT Reincarnated as I like to refer to him, is one tough cookie. Though, not the toughest in the entire game. This fight will take awhile so make sure you are comfortable and have the time. KTII has the same abilities as KTI but has more HP. Start off by either casting GH or using haste potions on the entire party; caste GS; keep KTII slowed permenantly! Throw a Coma Potion at him and then a few rounds later, throw another one. The effects of the first do not have to wear off, they will simply overlap eachother. try to only use Hurricane Potions when his shields are not up as they tend to be less affective while he is protected. Use Rohane's brute force and Mipsy's Obliterate to knock him around a bit while Velm keeps an eye on the party's health. Obliterate will not cause max damage every time - it does, however, seem to be more effective oncve KTII's HP have been reduced below 1000. After awhile you will see his HP begin to reduce and stay reduced as he will slow his healing to try to focus more on shields and attacking your party. Take your time and stay relaxed. Remember that you can get up and leave the game for an indefinate amount of time. Once defeated, you receive a big shindig from those you saved in the game and on the final screen you receive your trophy and NPs. I strongly suggest that all players, regardless of difficulty, have their entire party at the maximum possible level of 60 for the final fight - there is no reason you shouldn't be.







Congratulations! You have beaten NeoQuest II on _____ difficulty!
This is a very welcome sight after days, weeks or perhaps months of gameplay. Pat yourself on the back for a job well done and check your inventory and lookup for your rewards. The rewards vary for each difficulty in the game; normal, evil and insane. You can earn trophies, np and battledome items for completing the game. Below the rewards are separated out by difficulty:


Normal Difficulty

Upon completing the game in Normal difficulty, you will receive the bronze trophy, 10k and one of the items pictured below. The items are awarded randomly. You can play Normal difficulty as many times as you want, though you will only receive the trophy for your first successful game.
Normal Difficulty Trophy
Mipsys Charm Bracelet Rohanes Armor Polish Talinias Whittling Knife Velms Healing Potion

Evil Difficulty

Upon completing the game in Evil difficulty, you will receive the silver trophy, 30k and one of the items pictured below. The items are awarded randomly. You can play Evil difficulty as many times as you want, though you will only receive the trophy for your first successful game.
Evil Difficulty Trophy
Halo of Devilpuss Ramtors Spellbook Scuzzys Comb Tooth Of Terask

Insane Difficulty

Upon completing the game in Insane difficulty, you will receive the gold trophy, 50k and one of the items pictured below. The items are awarded randomly. You can play Insane difficulty as many times as you want, though you will only receive the trophy and the random item prize for your first successful game.
Insane Difficulty Trophy
Bow of Destiny Staff of Righteous Fury Sword of Appocalypse Wand of Reality







If avatars is what you are after, then avatars is what you shall find! There are three avatars that can be obtained while playing NeoQuest II: Neoquest II - Weakling, Neoquest II - Devilpuss and Neoquest II - Bionic Cybunny. Because two of these avatars are in the final chapter of the game, I do suggest that once you achieve them that you continue on and complete the game. Afterall, you are less than half a chapter away from the end and adding a shiny new trophy to your cabinet wouldn't be a bad thing, right? Read on to find out exactly how to go about adding these precious avatars to your collection!

Neoquest II - Weakling

This avatar is randomly awarded when you lose to a plains lupe. Plains lupes can only be found in the areas surrounding the starting town of Trestin in the first Chapter. Since it is random, I suggest walking around in hunting mode until you achieve it.

Neoquest II - Devilpuss

This avatar is awarded when you defeat the Devilpuss, second Boss in the fifth chapter. The SHH will not appear immediately; you will receive the SHH and the avatar on the following page that displays your rewards for winning the fight.

Neoquest II - Bionic Cybunny

This avatar is awarded after you defeat any bionic cybunny. This enemy is frequently encountered in the areas between Cumulonimbus and the entrance to Faerie City as well as randomly within the city. Similar to the Devilpuss avatar, you will not see the SHH immediately; you will receive the SHH and the avatar on the following page that displays your rewards for winning the fight.









Throughout my time here on Neo, I have been self-proclaimed NeoQuest II addict. Ever since I first stumbled across the game a few weeks after my arrival in Neopia, I have dedicated the majority of my time to anything and everything related to NeoQuest II. This included playing the game, answering inquisitive neomails from other users and now composing my own guide for my greatest love on Neo. In this section, you can find every question every asked of me that I did not cover in the walkthrough portion above. This section will also be constantly updated as new questions cross my neomail inbox.

Q: I am out of healing potions! How can I heal?
A: You can heal (rest) in any Inn or at any Innkeeper to fully restore your party's hitpoints. This usually costs some gold, though there are a couple of free resting points throughout the game. Your characters will also heal as you move after a battle. Example: Whenever Rohane leaves a fight after is is level 4, he will automatically heal one hitpoint per move on the main map, up to seven spaces for a grand total of seven hitpoints. This gradually increases as his level increases and this rule also applies to the other characters once they join your party.

Q: In Ramtor's Tower, how do I disable the blue beams (forcefield)?
A: You cannot disable them. You must go through the dungeon level and use the stairs to access the other side of the beams.

Q: I need tips for beating King Terask on Normal mode! Please help!!
A: Please refer to my Boss section o_O








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