Neopets: The Darkest Faerie : : : Hints & Tips




Hints & Tips..... And even a bit of a walkthrough!

by: BlueFox85 (GL Plunkett)
Version 1




Mostly because I'll tend to edit parts of this page, and if I know you have a copy, I'll also notify you of the changes (i.e. - give you the updated version).
Oh, yeah... on       e more thing about this walkthrough... I've added King Hagan in on some parts where there are tips that could help you in the game; sometimes, considered to be helpful on your way throughout the game (even if it might seem strange, it can be useful). For those who are very experienced, you'll sense I used King Hagan as an insider to a part of the game where he says, "Come to me, and I'll give you my best advice." hehee


NOTE: THIS IS STILL IN THE MAKING! PLEASE BE PATIENT!

Originally created: January 3, 2006 : : : : : Last updated: February 23, 2006

Sorry for the delay people, but long story short, I accidentally saved over my walkthrough slot, and I had to work my way back to where I left off. ^.^6 But now that I've been caught up, I'll be able to continue with regular updates as much as I can. ^.^ Your patience is truly appreciated, and I apologize to you all on       ce again.



(: Want me to add on something? Got feedback for me? Just want to say "Hi!"? :)
EMAIL ME! : sharpanimationinc@yahoo.com
(Please note that you're commenting from here on the subject line; like put in "Darkest Faerie" or something).
Drop by and Neomail me from my Neopets page, DommeMisty329! Not a member? Click on on       e the link below!








Act One : Tormund's Story

Herding Whinnies
Right from when you start gameplay (as in a New Game), you'll need to herd Lucy's whinnies back into the corral after the first movie. Results may vary, but I sometimes go in a circle to get behind all the whinnies, then herd each of them (one at a time) in a zig-zag motion. That makes the whinnies travel in a semi-straight path, and if done consistently, it'll lead them into the corral with hardly any trouble at all. Though, it's not the on       ly way to get them in.

Water Pump
Time to go to Tor's mom... For you game newbies, you're not in trouble! X-D Anyway, she'll ask you to get the pail on the side of the house and get some water. Just get the bucket on the house porch (should be on on       e of the sides), and take it to the water pump, which is on the side of the huge barn (well, it looks huge.....). To use it, press the square button; though, it'll say so at the bottom... Soon, the pump will break. Nonetheless, bring the water back to mom, and talk. She'll say that dad will have to fix it, "or he'll be sleeping in the barn again." So go to Tor's dad, who'll be in the barn. Talk with him, and he'll tell you to get his tools, which happens to be on the barn's roof next to the vane (okay... and how'd that get up there?! o.O). To get up there, use the box near the ladder...

Tip-Bit!
To make it precise, grab the box (square) on the front (for
this tip, not on its sides), and pull it left twice and
down" three times. You won't have to check to see if it's
under the ladder and move the box again (IMO, I find it
a bit annoying to keep doing that the first time I played,
with the camera and objects in the way and all...).

Jump on the box, and I recommend pressing "X" to jump on      to the ladder... For some reason, you can't climb it if you just run towards it (at least to me)... As long as you get on it! Anyway, on       ce you're up there, turn right and out the door. A tutorial will pop up and tell you how to jump gaps. Personally, I adjust the camera to be behind Tor, then jump. But if you do it from the side, that's okay too (it's preference, I guess). When you're on the other side, you'll see a ladder on the side that'll lead you on top of the roof. The vane should be on the left side, and the tool will be on its right side. It'll have sparklies over it, so you'll know when you see those. Pick the tool up, then you can just jump down on that same side since the water pump and Tor's dad are there as well. Don't worry about health, it doesn't do anything; you just roll (LOL! - I like it when he does roll... X-D). Anyway, bring it to his dad, and he'll fix it. Then tell you that he has a special job for you. Go inside the house, and a movie will play.....

The Wooden Sword
After the movie, go upstairs and turn left and into the room. The chest is at the end of the room, and the sword will be inside it. You don't need to swing at anything; there's no prize in them. Though, you can practice swinging it around... LOL! on       ce that's taken care of, go downstairs and get the package from Tor's dad.

Tip-Bit!
Just a quicky... If you haven't explored around earlier, this would be
your first mote. In the fireplace, there's a fire mote. And I've
noticed that if you go outside the house, then back again, you
can get it again. I guess it's an unlimited refill or something,
which kinda makes the fire mote on       e of the more common motes...
Cool! ^.^

When you get the package, you'll have to go outside and go off to Meridell. Though, personally, this is a good chance to venture around the farmyard... Whack some of the weeds to where Tor's mom was earlier (keep coming back to increase your Juppie supply; usually, I keep at around at least 10 or so at this point), get Neopoints from swinging at some cornstalks, find more motes (ones I've found were leaf, rock, and light - though, they can appear randomly), find "golden grass" (as well as regular grass), find a couple hidden treasure chests (in a hole and inside an old shed). Not on       ly it prepares you for later in the game, it helps you know your way around the place. ^.~

Farms of MeriAcres
on      ce you've gotten that straightened out (though, it's really your opinion if you want to do that or not), you can set outside of the farm's grounds. You'll be introduced to the save points, and I kinda recommend saving if you're relatively new to the game (though, if you're rather experienced, I don't think you might find it really necessary now, unless you're the "Game Over" type...). After a while, you'll be faced with your first baddies; a couple of bandits who are picking on an old beggar. You'll have to fight them. Personally, it's relatively easy (though, I'm somewhat experienced)... What I do is right after the dialog, I just whack my sword ("O" or "R2") as fast and as much as I can. It doesn't matter who you hit though. But as soon as you're done fighting on       e (their health will be down, but they won't die), they'll leave. In return, the beggar will give you an amulet. He'll also tell you about motes and their power, and hand you an air mote.

Tip-Bit!
Motes are very helpful throughout the entire game! I recommend collecting every
one that you see wherever you go, since they tend to run
out if you use them a lot, even when you're running around
and they're merely equipped on you! o.O For that case, unequip them when
it's not necessary (i.e. - exploring the land when no potential enemies are
present). Motes cause more damage to your enemies; their opposite aligned on       es
are most useful (in case you didn't know). To figure out which
ones to use, try to figure out what they seem to be
more inclined to; like, Crokobecks are Air (use Earth), Ixi Raiders are
Earth (use Air), Slorgs are Water (use Fire), etc. You'll see just
how quick you'll handle them than without motes...

Right after the dialog, you'll have to fight a couple more of the bandits. Personally, when there are more than on      e baddy to fight, I use R2 (it kinda locks in on them, but I'm not sure if it's official) instead of "O." on       ce they die, you can move on your way.
If you follow down the path, the first farmer you see will be an Aisha. She'll ask you to weed out her backyard. I recommend whacking off some of the Juppie plants next to her before you head out; the first time I played, I died my first time trying, and in future use, I found these to be helpful. Anyway, go to the back of the house and past the cornfield. Fight the big plant monster first, since it spits out smaller on es. Even if you get spit at by the smaller on     es, don't worry unless your health is low. on      ce you kill off the big plant monster, you have to kill off the other smaller on       es. They aren't as tough if you strike them fast enough; though, still watch out of their spitting. When you get rid of all of them, go back to the Aisha farmer and she'll reward you with a four leaf clover.

Tip-Bit!
Four leaf clovers and twelve leaf clovers may not seem much to
some gamers, at least to new on       es. But they actually do help
you out throughout the game! The more clovers you have, the more
motes you're likely to run into. And therefore, more magic you can
use on your enemies! ^.^

The second farmer you'll run into is a Scorchio. Before going to him, go to his son and "Talk" until he hands you a Baggus, which cures poison. If you talked with the Scorchio farmer before you did this, you won't get the Baggus! Anyway, this quest is a bit more advanced than the other on es you've faced so far; it's a learning curve to the game, I guess. But you can manage it, I bet. ^.^ Talk with the farmer. Like with the Aisha, I recommend weeding some of the Juppie plants a couple times before going into the cellar; do that a couple times (wait for it to grow again). Then go down into the cellar on the side of the house when you think you have a good enough supply. Fight off the couple of Spyders you see around. There's on e room with a big box. Move that next to the high shelf, and get the barrels. Be careful though, on e of them has a Spyder inside; I believe it's the second or third on e, but I could be wrong. on ce that's done, you can go off to the other part of the cellar; the biggest room. There are a couple small Spyders and a Giant Spyder. Try to fight off the smaller Spyders if you could before fighting the Giant on e... That way, you won't get much of a distraction when fighting the Giant Spyder. It's kind of a hard trick to do, since they roll fast on     ce they see you... If you're caught with a bunch of them (including the Giant Spyder), do a couple circle attacks. When you finish off the Giant Sypder, you'll get a light mote. Tor will say something about equiping that to his sword and hitting a treasure chest. Though, I'd get the "plain" on      e first before it's forgotten... Just open it, and you'll get something... It varies; I've gotten potions, coins, motes, and clovers at different plays (I think it's like that with a lot of treasure chests). on       ce you get that chest, equip your sword with the light mote that you got from killing the Giant Spyder and hit the chest with a yellow glowing diamond on it. It'll break open and give you something (most likely a Treasure Map).

Tip-Bit!
Certain treasure chests will on       ly open if you equip your sword with
the right mote. To make it easier to know which on       e, they're
color coded to make it easier (as follows)...
???* = Sun Mote
Yellow = Light Mote
Green = Leaf Mote
???* = Rock Mote
White = Air Mote
Pale Blue* = Wind Mote
Reddish Orange = Fire Mote
???* = Lava Mote
Light Blue = Bubble Mote
Blue = Water Mote
Pink/Magenta = Nova Mote
???* = Supernova Mote
* --- Unknown/Uncertain by my experience

Now, I believe this part is optional... But I still do this... Around some parts of the cellar's wall, there are white web "sacks" that contain a Spyder inside them. They're really harmless and are defenseless. You can kill them with on       e strike, and personally, they're just fun to do... It helps clear the cellar out even more. However, if you want to just plain skip that part out, then go ahead and go up the ladder from where you came into the cellar. Go back to the Scorchio farmer and he'll give you a reward of 100 Neopoints. Then you can whack the weeds he has in his yard and get a bunch of Juppies! Personally, I do this quite a lot (the more Juppies you have throughout the game, the better off you'll likely to be when you fight bosses and die-hard enemies). Now you can go off to your next mini-quest...
This quest isn't as lengthy as the others... All you have to do is get rid of two or three Crokabecks (kinda like the Neopian version of crows). A Grarrl farmer will ask you to get rid of them because they've been eating up his Chokato plants. on ce you approach the Crokabecks, I recommend shielding yourself until on e flies toward you (that way, you have a little chance of it stealing Juppies from you). on ce it gets into range, whack it with your sword. It'll be grounded, and you'll have the advantage. Though, you'll have to be quick about it; waiting too long will allow an ambush from the other Crokabecks or the injured on e can get back up and eventually attack you. on     ce you kill them off, you can swing your sword over to the last three Chokato plants the Grarrl has in his yard (chances are you might or might not get any Chokatos, but it's a chance worth taking as Chokatos give you a quite a lot of health when you need it). Though, talk to the Grarrl farmer, and you'll get at least on      e Chokato; he'll reward you with on       e. At this point, you're now able to go to Meridell...

The Road to Meridell
on     ce you get on your way to Meridell, it'll be somewhat of a lengthy road... And it won't be all that easy if you're new to the game, but it is passable. ^.~ on      ce you get through the pass, you'll have to fight a couple more Crokabecks. Just do the same technique from when you did the Grarrl farmer quest. After you fight them, you'll see a Gelert prince next to his broken carriage. Talk to him and he'll ask you to retrieve a Golden Rose. For this quest, I'd just wait... For now, it's a little too risky for Tor to handle (since he on       ly has a wooden sword and no shield at this moment)... ^.^6
Anyway, now there's a bridge that you'll need to pass... on ly, it's broken... ^.^6 Though, at least you can still pass it, and still get a mote from it! Walk carefully across the narrow strip on the left side of the bridge (or if you're really experienced, it's possible to just simply jump along the narrow strip). However, don't attempt at jumping over the gap area; you'll fall into the river and end up at the bottom of the bridge, and you'll have to go back up and start to cross it again (personally, this was rather annoying the first couple times I played this). on ce you cross the narrow strip, again, don't jump across the gap. Instead, you'll see a rope where you'll be able to slide down off to the side of the bridge. Now this is the time to jump... Just jump to the middle of the bridge leg. As for the mote I said earlier, you'll have to go under the bridge and climb on the vines on the side and go across the top (it's a bit tricky at first, and even I'm still getting used to working how to get it smooth). You'll get an air mote. on     ce you get it, you can climb back to the middle area, or you can skip the whole part of the climbing and press "square" to "Stop climbing." If you do that right after you get the mote (without moving around the vines), you'll land on the third bridge step. You can jump over to the middle step (where you began climbing the vines). Go to the outer left side of the step, and climb the ladder. Be careful on      ce you get up (in other words, don't rush); the camera will change to be in front of Tor, and if you rush, you'll fall off the edge and land in the river. on       ce the camera changes, then you can adjust it and go continue on your way.
After the bridge, it's pretty much easy to get to Meridell. Simply follow the Meridell flags, and it'll lead you straight to the village. There's a smaller path that'll lead you to Cogham and Drackon Ridge, and that way's risky to go through too; you'll be able to go through there later on in the game though. But don't worry about going the wrong way... That path is smaller, it has no flags, and the ground will eventually become rocky. Just stay on the left when you reach the fork in the road. And speaking of that area, there's a leaf mote just before the fork; like, right next to each other. Personally, I take the leaf and fire motes for granted because they're quite common in the game, so you can get it now or get it later; it'll always be there...

Meerca Chase (Without the Neggs...)
A little insider with the Meerca Chase games from the Neopets site... Anyway, on       ce you enter Meridell, a couple Meercas thieves will plan out to bump into you and steal the package. Though, dramatic irony can make Tor look silly as he's distracted by the Meerca who bumped into him while the other takes the package and runs off. Eventually, at the end of the conversation with the first Meerca thief, Tor will notice the package is gone, and he'll have to run after and chase the Meerca thieves. You won't be able to catch them though, even if you hold R1 for additional speed... ^.^6 You'll just have to chase them. Though, a good side to it is that they don't continue to run off if you're too far back; they stop to look back until you get close, then they run away again. When they turn to an alley and you follow, a movie will play (though, I don't want to spoil you on it - IMO, it's cool... ^.^). But you do get to meet a new friend, an Old Knight; you'll see him again a couple times throughout the game.

Delivering the Package
After the movie, you'll have to go to the Recruitment Centre. There are different ways you can go to get there (left or right), so I can't say which building it is. But I can tell you that it's the on      e with the big stairs with a burgundy carpet over it (it looks more "ritzy" than the other buildings). Though, you can also read all the signs on your way, but I figured I'd save you time and button-pressing... ^.^6 Anyway, on       ce you enter the Recruitment Centre, go to the front desk and "Talk." The Techo will receive the package, and he'll think that you're interested into becoming a Squire.

Becoming a Squire
When asked to joining Squire-hood, Tor will become really excited about it, and will want to join (he has to be a Squire first to become a Knight). However, he'll first have to get a shield. There are two ways of obtaining on e; by winning on     e in the Arena or buying on      e in on       e of the shops (for 500 Neopoints). Either way, you'll get a Wooden Blocking Shield.

Tip-Bit!
Personally, I wouldn't recommend buying a shield... Especially if you're low on
Neopoints. It's best just to win it, IMO (though, if you want
to simply buy it, go ahead). To win a shield, you'll have
to go to the Arena, located somewhat on the other side of
the castle; just run along the side, and an Acara will call
out to you to interest you into fighting. To help you out,
I'll tell you who the first on       e is that you'll have to
fight... It's on       e of the bandits that "needs to repay his debt
to society." You'll on      ly be faced with on       e enemy at a time,
so it'll be a bit easier than when you fought the bandits
earlier. And each time you fight a different "baddy," they'll progressively become
harder (your choice to come back and fight them - later around the
game, they'll be easy since you'll have better equipment ^.~). Though, if you
fight the bandit and you already have a shield (you bought it
instead), you'll on       ly be given 500 Neopoints.

on      ce you get a shield (and if you did it by winning in the Arena), you can go to the Forgery shop and buy a Squire's Sword (you'll have enough to buy this, if not, you can still go fight in the arena, if you haven't already, and win off the Neopoints for it). It's much stronger than your wooden on       e, and some enemies will be easier to kill now. If you still can't purchase it just yet, don't worry, you can still get it soon enough; on your way through the tasks, just whack off some grass blades to find more Neopoints, and eventually, you'll have enough...
Anyway, on       ce you have a shield, go back to the Recruitment Centre and tell the Techo that you now have the shield. He'll "obviously see that," and ask you for the Sponsorship Papers. Since you don't have them, he'll give them to you and you'll have to get a Knight to sign them. If you talk to different villagers, you'll hear about Sir Torak; the Man-at-Arms for Meridell. Though, you don't really need to do that if you know what to do... Just go straight to the Pub (it's relatively near the Recruitment Centre). When you're inside, go to the Grarrl that seems to wave his arms around (I guess it's to show that he's wailing or something) and talk to him. At first, you'll ask him to sign the papers, but he's just too upset that he broke his sword and lost all the pieces to it. Your next quest is to find all the pieces... Which most of them are in the same general area.
Next to the castle, there's a couple of construction platforms. The shards of the sword (at least most of them) are located on them... You'll have to climb, jump, and slide your way in order to get them though... Near the moat's side, there's a ladder that you climb up. And on ce you're up, you'll have to jump on     to the other platform on the left. Just run and jump on      ce you reach the edge, and it could take a couple practice runs to get it right. When you're there, the first piece will be on it, just walk a bit more. After you get that, you'll have to walk carefully across the plank (like you did with the bridge earlier). If you're rather experienced with this part, you can also jump/hop your way across the plank. Anyway, on       ce you're on the other platform, climb up on the ladder and you'll find the second piece! Now you'll have half of all the missing sword pieces. Slide on the rope to get on the last platform, and you'll get the third sword piece. Now the tricky part... The last sword piece isn't around the platforms, but it's still obtainable. Go back to the Recruitment Centre, but don't go straight to the Techo... There's a jail entrance on the side; left if Tor's facing you, right if you have the Tor's back view. The prisoner inside has the last sword piece; the hilt. In order to get it, you need to talk to him. He'll laugh at you, but then he'll ask a deal from you for the hilt...

Tip-Bit!
When the prisoner asks you to pay him for the sword hilt,
say NO... There's an easier way to deal with him other than
Neopoints! Trade your sword for it; absurd, yes, but for now, trade
him for it. You'll give him your sword and he'll give you
the sword hilt. As you leave, the guard will notice that the
prisoner has a sword. He'll take it from him and give it
back to you! So now you have back your sword, the sword
hilt, and you saved your Neopoints!

Now that you have all the sword pieces, you can have them reforged. Go back to where you bought your Squire Sword and "Talk." The Smithy will reforge the sword pieces and give it back to you. When you're given back the sword, go back to Pub, and give the sword back to Sir Torak. He'll be so overwhelmed that he has his sword back, that he'll repay you by signing your sponsorship papers.
on      ce he does, return to the Recruitment Centre and give the Techo the papers. Though, this time, you'll have to complete on       e last task for him... The letter of consent from Tor's parents... He'll have to have them signed before he can officially become a knight! When you leave the Recruitment Centre, go back to the farm. On your way, you'll notice that the bridge is all fixed... And the old knight from earlier is there too. I think it's optional to talk to him (I've never really played the game without talking to him first), but it helps bridge the story up a bit. He'll notice that you're upset and ask why. Tor will reply that he doubts his parents will let him become a squire. And the old knight will give him advice that maybe he should prove to them that he's good enough. Tor will then be ready to head back to the farm.

Shadowglen Woods
on     ce you get back, a movie will play with Tor's parents all worried. You'll have to go look for Tor's sister, Lucy, in the Shadowglen Woods. So go back to where you met the Gelert prince, but don't cross the bridge. Turn left just before it and follow the path, and that'll lead you straight to the Shadowglen Woods (the entrance to it at least...). Go into the cave and I recommend saving here; it's the on      ly on       e you'll see in Shadowglen until you face the boss; the Juppie Monster.
There's a lot of exploring you can do in Shadowglen, and you can do that and all, but I'm just going to give a walkthrough on how to go straight to Lucy; that way, you can go my way directly, or you can explore, go back to the entrance way, then head in the directions I tell you. ^.~ All-in-all though, you'll still have to fight some plant monsters on the way... ^.^6 But just be ready to swing your sword and make sure you have enough life supplies (if you hit some of the mushrooms and plants, you might be able to find some Juppies, Chokatos, etc.).
After you save, go straight on for a while till there's a clearing on the left side. Turn a bit and you'll see some "steps" that go upward. Go up them, and on your right, there should be like a ramp. When you're on top of that, go across the dirt (brown covered ground), and down the rope. On your left (if you head out a bit), there's another ramp. You'll soon see a fork in the path... Head right. You'll see another set of "steps" that you'll have to climb. on      ce on top, there's a wall. But climb on the vines to get on the top of the wall. You don't need to follow the path if you don't want to, but if you head right straight away, you'll see a couple small cliffs with a log bridge... You'll have to get on the top of that and cross over the log. Continue to head right and climb up the "steps;" those will tend to spiral, and you'll end up being able to cross the log bridge. When you cross, I recommend jumping parts of the way; that way, you won't be reflected as much when you block the spit (fight them when you get across). I recommend jumping when they spit; it'll throw their aim off. Anyway, on       ce that whole thing's done, you'll see another rope. Slide down that and head straight. You'll see a small river inbetween two waterfalls; you can walk across the river since it's not that deep. After you cross it, head right until you see the other save point. This is the last save point in Shadowglen, and it's just before facing the Juppie Monster, so I highly recommend a save here...
After you do, go straight a bit, then make a left into a dark cave. This is where you'll have to fight the Juppie Monster; the boss of Shadowglen, and it has Lucy caught and trapped. Personally, this boss takes quite a while to beat... For the first couple times, it'll send out some tentacles from the ground. You just need to whack these. Be careful about them though; some of them can gang up on you and if you're hit hard enough, you can be thrown across the place. When you kill off the tentacle, on       e of the hanging Juppies will die and fall off. Then the Juppie Monster will pop back out and try to fall on you. You'll have to get out of the way and try to hit it when it's down. The pattern's alternated, so when you eventually kill off the Juppie Monster, it'll fall and die while the rest of the Juppies fall down too. The vines that have Lucy trapped will reside, letting her go. To exit, go out the tunnel (where the Juppie Monster was), and that'll lead you outside.

Tip-Bit!
Once your out... Don't even take a few steps forward! Swing your
sword to whack a plant. That'll give you a Red Negg, which
gives all your health back. If you'd taken those steps forward, you
won't be able to get back up there... If you think it's
worth it, you might have to go back into Shadowglen again (though,
the Juppie Monster won't be there for a while)...

When you're back down, head to inside the house. A movie will play. Tor will give his parents the consent letter and since Tor saved Lucy; he's proven himself to be good. Plus, he wants it "more than anything." So, they sign it, and he can now go back to Meridell and become a squire!

Finally A Squire!
on     ce you're back into Meridell, go to the Recruitment Centre and give the consent letters to the Techo. You'll then become an official Meridell squire. Personally, I think that Techo just made the whole errand thing as an excuse... ^.~ LOL! Anyway, with all that running around, you'll soon deserve some rest. But first, you must go inside the castle and talk with Sir Torak, who should be there when you first go inside the castle. He'll tell you his objectives and tell you to go to the barracks to go sleep. To get to the barracks, turn left, then turn on your first right. Head straight to the end, and on your left, there's the barracks. You'll see a green Lupe, named Grayson. And if you Talk to him for a while, he'll become on      e of Tor's friends in the castle. To find which bed is yours, go to where the door is (but don't go through it yet), turn right and your bed is the isolated on       e in the corner. If it's still hard to determine, it'll have the sparklies over it. Go towards it, and to sleep, press the square button. A movie will play showing the darkest faerie seeing what the world has become.

Squire Chores
When you wake up, Grayson will tell you that you need to go to Sir Torak for some squire chores. So head back outside to the courtyard; the door next to your bed. When you're in the courtyard, go under where the red tent covers are; somewhere on the left. Sir Torak is waiting there, and when you head to him, he'll tell you to chain attack the target dummy. To chain attack, you have to be short and constant with your attacks; though, not too short that you turn out to be swinging and not too long that you lose track of the chain attack... Usually the whole attack should take no more than a second; try timing yourself for three swings in that time. And eventually, you'll get it. Note, however, motes won't work and the dummy cannot be killed!
After you do your chain attack practice, it's time to go and do another chore for Sir Torak. He'll tell you to go into the Storeroom and help out the Acara there. To get to the Storeroom, go back inside and you'll end up in the Barracks. Go out to the hall and turn left, pass the stairs and main castle entrance, and enter the door on your left. It'll be a dining hall. Go to the end of the room, and on the left side (continuing straight), there's another small hallway. Head straight, past the Grarrl. The Storeroom is the next on      e over. Talk to the Acara, and she'll ask you to put some Miamice in the cage. You'll need to sneak around to catch them; press the "square" button and hold it as you walk around. There are five of them in total, and the lesser you get, the trickier they can be to catch. It takes quite a bit of patience, but try to go behind them even if they seem to head toward you. The cage is the place with the sparklies over it... And be sure to "drop" them in front of the cage; if you drop them on the sides, they don't end up in the cage! on       ce you catch the Miamice, the Acara will thank you and you have to head back outside to the castle courtyard to see Sir Torak.
When you go outside to the courtyard, Sir Torak and Grayson won't be in the same spot as they were before... They'll be in the other side of the stairs; the on     e with the three dummies. Go over to him, and he'll tell you that it's time to learn the Spin Attack; you'll need to hit all three dummies at on      ce. Just follow what he says (if I said it, then I'd just be taking the words out of his mouth... Plus, it's pretty self-explanatory... ^.^6). IMO, it's kinda easy to do (compared to the last attack practice), and I've always done it in on       e try. Though... Having it been easy has its price... Since Tor found it rather easy, Sir Torak gives him another chore to do (thanks a lot, Tor...)... Clog duty! ^.^6
Don't worry though, you won't really be eaten... Nothing but a bunch of slorgs and tentacles and such. Anyway, the entrance to the sewers is in the dungeons. To get there, go back inside to the Barracks, head out and down the hall. Turn right, and it's the door on the right. You'll be in the guardsroom. Go straight to the adjacent room and talk to the Draik. He'll give you the directions to open the sewer and what to do down there. Altogether, there are five big clogs you'll have to clear. And since I'm actually playing the game as I'm doing this walkthrough, I'll try to put down my path down clearly... ^.^

Tip-Bit!
Big help on this advice... I've always done this on       ce I found
out about it... Since slorgs and tentacles are water-aligned, it's best
to equip your sword with a fire mote, and your shield and
armour with a bubble or water mote (if you have it). Your
sword will become more powerful against them, and your defense will cause
less damage to you when you're attacked by them!

on ce you're down in the sewers, head straight on where the board is. When you're down, still go straight ahead. Turn left, and there's your first clog. Just hit it a couple times till it's cleared. Then turn back (there's nothing much if you just head went off ahead from the clog). Then turn left. Continue on straight from there, following a winding boarded path. Go down, and head to the opposite side. After you climb the ladder, there's a second clog right in front of you. Clear that. Pass that and follow right. When you go to the clearing, there's a switch on the right side along the wall. "Open" it, and it'll open a barred door (and there's a clog on the way!). So follow its path (go to the path next to the switch), and follow right. When you go on a bit further, you'll notice the third clog. Clear it. You'll notice a barred door is blocking your way, but there's a switch next to it (on the right side), and that'll open it. Go down and head straight. Go all the way down to the end, and follow left. Go on ahead and down. Be careful... There are quite a bit of enemies here! Anyway, from where you came in, there's a treasure chest on your left side (bubble mote), and a clog on your right side. on     ce you clear that, there's on      ly on       e more clog to go... ^.^ Unfortunately, you're blocked with a barred door. So you'll have to go the other way... Go the opposite side of where you came in (turn right), and climb up the ladder. Open the treasure chest (if you want), and continue your way straight to the end. Go on the left side and climb up that ladder, and there's your last clog! ^.^ Again, you're faced with a barred door. Now, you could technically go back, but there's an easier way... Pull the switch on the right side of the barred door, and that'll open it up. Go straight, then turn right to go up the ladder. Continue, and use the other ladder, and you're back inside the dungeons! And you see? You didn't get eaten after all... X-D
Head back out to the courtyard to see Sir Torak. He won't be in the ground, but up the stairs teaching a group. Grayson's not in it though; he's still down there. Anyway, on     ce you head up there, Sir Torak will be teaching you about motes. He'll ask for a volunteer among the group, and Tor will agree on doing the demonstration. Sir Torak will give you a fire mote, and tell you to assign it on      to your sword. Follow whatever he tells you; they're pretty self-explanatory... on       ce practice is over, head upstairs to talk to Lazlo; the Gelert on the top of the stairs. - mismatched tags - Jeran... Anyway, fight off the three ghosts, and you'll eventually get the sword. A door will open. Go through it, save at the save point, and head into the darkness. A movie will play where Tor and Roberta are in the treasury. They see Fyora's wand, but also a huge skeleton!

Shouldn't Skeletons Be Dead?
Basically, you can't fight the skeleton by swinging your sword at it or zapping it with magic... You can on     ly block its attacks by reflecting back at it; a true test of knowing mote alignment, IMO. on      ce its attacks are reflected back at it, it'll become weak. Strike it as much as you can at that point (you on       ly have a short time for it though).

Tip-Bit!
Watching the color of its stomach is key on knowing how to
block and reflect its attacks! If it's red, equip your shield with
a fire mote. If it's blue, equip your shield with a water
mote. You can equip your armour as well for extra protection.

The skeleton's kinda hard to beat, but it's possible within on      e try (I just did). About 1/3 down its health meter, it'll lose its legs. Now it'll crawl on its arms and you can still rely on the stomach color. Though, watch out for the tornadoes that it can toss at you; not on       ly it can cause damage to you, it can hit you far!
About 2/3 down its health meter, it'll just be its head. I recommend just using a Nova or Supernova mote at this point. Just keep hitting it as much as you can and watch your meters. Soon, it'll be defeated, and you can now retrieve Fyora's wand... ^.~

Tip-Bit!
One of the treasure chests on the side has an armour in
it; the "guilded plate" from ancient times. It's a "flashy" upgrade, if
you will. ^.^

Fetching Fyora's Wand
Now that you've defeated the giant skeleton, you'll have to be rather careful on this... Over on the right side of the room, the water flows down in two... Walk along the very edge of the wall. Don't end up going down to the bottom at all. on       ce your on the other side, go and get the wand at the center of the treasure. To get back, go along the same wall and back where you fought the giant skeleton.

More Sewers...
on       ce you're back there, next to the lava pool, there's a waterfall. Stand in front of the pool, and aim at the knob. Shoot then continue on your way down the sewer...
Swing your sword at the clog to pass, and flip the switch. Turn back around. The gate will open and you can go on an elevator-like platform. It'll take you upwards. Continue on, and climb up the ladder at the end. Remove the clogs and go up the other ladder.
Remove the clogs and flip the switch (or vice-versa). Go on the elevator platform and it'll take you up. Follow it to get the treasure, then go back on the platform again. It'll take you up. Follow the path, remove the clogs, and collect what you get from it.
Aim upwards and shoot with your fruit picker gun. Continue on and climb up the ladder. Remove the clogs and flip the switch (again, or vice-versa). Go to the elevator-platform, and it'll take you up. on      ce there, remove the remaining clogs, and head up the ladder. You'll now be in the castle prisons (where you first had clog duty in Act on       e).

Saving King Skarl
This is familiar ground to you all by now, so just head all the way upstairs from the main hall and from the second and third floors (King Skarl is on the fourth floor). You're also strong enough to handle dark knights that roam around the castle too; just equip dark motes on your shield and armour and a light mote on your sword. Though, I still just simply run from them... ^.~
on ce you're on the fourth floor, you'll notice that King Skarl's door is opened. Go in it and you'll have to fight a bunch of monsters before you can continue; (by my experience now) 3 small monsters, 2 big on es, and 2 of the on     es that can charge at you. Oddly, on      ly the smaller on       es were annoying to fight off.
But on     ce you finish defeating them, the doors will open. Don't head out the room, there's another door in on on      e side. Go through that and up the stairs. You'll now be on the fifth floor, where you'll have to save King Skarl. Continue down the hall. A movie will play, and you'll have to fight the dark faerie sisters. Use Roberta to zap them. Another quick movie will play, and you'll be able to fight them. Watch your meter too! on       ce they're defeated, a movie will play, freeing King Skarl and saving Meridell. Though, you're still not done... You'll be transported to Faerieland to give Fyora her rod.

A Tale of Two Faeries
on      ce you're in Faerieland, I'd do another save at the save point. After that, the on       ly way in to reach Fyora is through the Endless Staircase. So, in order to get there, you have to go in the library. Go up and down the right set of stairs. When you're inside the library, head to the left side. To refresh your memory, the door is near the save point. Go through the Endless Staircase, and the same procedure goes from how you got through it on Act Two. Head out the door when you've reached the end; you'll be inside the palace.
To get to Fyora, you need to go the same way as you did back in Act Two... But I'll say it here and now for your convenience. Go straight. You'll see a save point. Save if you don't want to go through the Endless Staircase again. Follow right, semi-left, left, left, and right. You'll have reached the the center of the palace (with all the stairs).
Go along your right side of the wall and go down the stairs. Turn right and go down those stairs. Go all the way straight, and the doors will open up for you on the way. Save at the save point, and continue going straight ahead. A movie will play (and it's kinda "deceiving"... LOL!).
Anyway, after the movie, Fyora and the Darkest Faerie will be fighting each other. Follow Fyora's orders. She'll tell you to go to the portal, which is on on       e side of the room (your right when you come in).
Then she'll tell you to "power the crystals with your magic." So use Roberta to zap at the sparkly swirly thing of the portal until Fyora tell you to go to the controls.
Go to the other side of the room where there are three tubes. They all must be aligned to the same color; red. I'm not too well on solving puzzles like this (like, knowing the fastest pattern), but if it helps, there's a pattern where the colors change if you hit a certain tube...


Tube 1 changes Tubes 2 and 3
Tube 2 changes Tubes 2 and 3
Tube 3 changes Tubes 1 and 3
(At least, that's how it is with me...)

When you eventually get it all to red, Fyora will tell you to get into the portal and find Jerdana, the Aisha. So quickly run back to the portal and a movie will play. It's also the end of Act Three! o.O Now you're ready to face the last part of the game, Act Four...

Act Four : Legends of Altador

Back in Time: 1000 Years Ago
The movie will merge into the act, and you'll have to figure out where you are. Well, you're in the Hall of Heroes in Altador for on       e thing. Upon entering, head straight ahead a bit, and you'll see an uncomplete puzzle on the floor. There are three missing pieces that you need to find in order to translate what it says. They're scattered in areas around the Hall (pardon the crudeness of the drawing ^.^6)...


Blue spots indicate where the pieces are.

Now that you have all three pieces, go back to the puzzle on the floor. All the missing pieces will go in place, and a movie will play (IMO, it's kinda motivating ^.^). Then, you'll be able to go to the four shrines out in Altador. There's no real order, but I'll just say it in the pattern I'm going as of now...

Tip-Bit!
In each corner of the Hall of Heroes, there are Juppie plants.
Be sure to get as much as you can before continuing; Altador
is full of monsters (the unsaved parts, that is)... ^.^6

Park District: The Pet-Pet Handler
At first, this on       e may take some time to pass; just be patient. ^.^6 This district of Altador is at the bottom of the map (if you're just outside of the Hall of Heroes); with the green trees.
You'll notice that the gate to the shrine is locked and there's nothing that you could climb (like a vine-wall). You'll have to do some "fancy" climbing... Go on the left side of the district. You might have to keep a close eye out... You'll see a few sparklies coming up from a barrel. Climb on it follow where you see the sparklies. You'll have to climb on a couple of roofs and walk along some walls. Eventually you'll get on top of a tall roof. Climb over the wall and you'll be on the other side.
To get inside the shrine, another tricky part (and takes a lot of practice and patience), you need to have this circle platform go downward to open the gate over the door. However, if you leave the spot, it goes back up again! No matter how fast you go, it'll still close if you leave the spot. So, you'll need a substitute for weight... You'll notice a few Mortogs around. You'll have to herd them over to the platform; four of them should be enough. Be quick about it too because they won't stay there for too long! on      ce you get them to stay there, you'll see the gate lift up, and you'll be able to enter. Run over to the door and enter (in case on       e of the Mortogs decide to leave ^.^6), and you'll be inside the shrine.
When you save, I'd save on a different slot, in case you get stuck and you want to go to a different shrine. Then when you head to the other end of the room, you'll be outside in a maze area with a couple of drackonacks. You can't kill them! But on      e of the giant on       es will benefit you... At the beginning, have the giant drackonack stand on top of the circle platform. Its weight will have the platform sink down for some time. Now's your chance to run as fast as you can to the other end of the maze. According to the map, go...
Right... Right... Steps... Right... Right... Left... Right... Right... Steps on the left... 2nd right... Left... Right... Steps... Left... Right... Left... Right... Steps... Follow until you reach the gate (if you got there in time)... Then you'll be on the other side. ^.^
Save on the same slot as earlier (where it'll say "Park Shrine"), and continue. You'll have to fight a couple monsters to open the gate. on     ce it's open, go through it, and you'll reach a yard with Miamice in it. If you remember back in doing squire chores, you had to catch Miamice and put them in a cage, the same thing is now... The cage is on the other side of the bridges. It'll help you familiarize yourself if you first locate it (since when you're holding a Miamouse, you'll just walk slowly - no running). on      ce you have that settled, sneak up behind the Miamice and carry them over to the cage. There are four of them altogether. on       ce you have them all in the cage, the door will open.
on       ce inside, the door will close behind you. A bunch of mutated petpets will come at you (the same kinds from the Endless Staircase). You have to get them into the light to have them become normal again and head over to these "dens." Another door will open.
Another herding job... This time, with Whinnies. You need to get on e Whinny to stand on a corner platform. on     ce you do, a movie will play. You've freed the Park district and awakened the shrine's hero... It's the same Acara from when you were catching the Miamice for squire chores in Act on      e! To leave, just head to the light and out the door (save over your main game - not the "Park Shrine" on       e). Now that the Park district is free, you can now go through its shops. Though, there are still three more shrines to free... ^.^6

Money District: The Treasurer Legend
This district is on the left side of the Hall of Heroes. This on       e is locked from the inside though, so you can't go inside it directly. Though, there's a library that can help you get in by going over it. Go inside the library and along the right side, there are stairs. Go as high as you can, and out the door. You'll be outside.
Go on      to the top of the connected columns (the right side), and go until you can make a right turn. Go around the circle and head straight ahead. Jump on the bouncing roofs and carefully jump over to the other side. Save at the save point and go in the door. This on       e is also rather tricky to explain, but I'll try... ^.^6
on      ce you're inside, you'll have to jump down. I'd go to the set of stairs on the left. Go all the way around till you see a huge block. Move it over to the platform and it'll go down. Then get to the other side. Climb on       to the lifted weight, jump up on top of the scale, then up to the floor leading out. Head in through the opening.
Go straight ahead and down the stairs. You'll see a maze ahead of you. This maze is rather confusing (probably on how it's set up)... o.@ Too mind-boggling, IMO. So, it's just really hard for me to come up with a solution... ^.^6 You'll just have to run around and see a way that's best for you I guess. If it helps, though, staying along the wall will help you out. You'll reach some stairs that lead downward at the end. ^.~
Go down the stairs and save at the save point. Though, save over your other on       e that says "Park Shrine" (since you already saved that district); now it'll be saved as "Treasury."
Then go back up the same flight of stairs and there'll be a switch along the wall. Flip it and it'll move some of the maze walls around. Go back to where the save point is, and head up the other flight of stairs. Along a wall, there'll be another switch. Flip that and more maze walls will move.
Go around the maze until you see a room with six switches; it's mid-left "corner" of the map. Those switches control the bars that are blocking the big door where the save point is. The right on      es move them, the wrong on       e summons a monster. ^.^6 By my experience, these are the correct switches...


Left <----------no html comments- Right

Go back to where the save point is, and save your spot. Then go through the door and down the stairs. This room is simply on       e huge key! o.O The corner switches turn each part of the key to match the hole below. Keep flipping those till it looks like a match. Then go to the center end of the room, and that switch will turn the key. If you got it right, the bottom will open up.
Turn around and go down the stairs. Save at the save point, and follow down the stairs. You'll be at the center of the treasury. Don't go in the gaps, and even if you go on the blocks bridging it, you'll be stuck. Move the block on the left side over to the platform in front of it. Neopoints will flow out and lift the bridge-block up. Now go to the other block (the on       e with a black top on it), and move that over to the platform on the other side of the bridge. The same will happen to the other gap. Move the last block across the two bridges and move it over to the last platform.
Cross the bridge, and run to the statue on the other room. You'll awaken the shine's hero, who looks somewhat like the cart vendor around the Crossroads and Plains back in Act Three. Go to the light and you'll be transported to the front of the shrine. Visit any of the shops if you please, but there are still two more districts to save. ^.^6

Arena District: The Gladiator Legend
This is at the top of the map if you're outside of the Hall of Heroes. Unlike the other two before, this on       e has no tricky way of getting inside. The shrine is straight ahead from when you go down to the district. Save over your main game and continue. If you come across a Noil, I recommend that you have that as your current petpet (since it keeps your health increased).
The shrine is a coliseum. If you look at the map, it's mostly a maze of stairs everywhere. ^.^6 Personally, it's on     ly to decieve you... From when you come in, just go straight ahead into the center of the coliseum. Stand on on      e of the squares, and it'll raise a bit. Fight the all monsters; use the novas to equip yourself. After fighting, heal yourself a bit with Juppies, Neggs, etc. Then stand on another square. Another wave of monsters will come that you'll have to fight; defeat them and heal yourself. Finally, stand on the third and last square and fight those monsters.
After the third wave, a gate will open up. Be sure you go through the right door! You'll know if you got through the right door if you go down a rather long set of stairs. Just keep heading straight for it, and a movie will play. You've awakened the shrine's hero... Who looks like Master Torak! o.O (Is it just me or are these heroes starting to look more and more familiar?.....)
Now that the district is free, you can look around the place. To get out, just go into the light, and you'll be outside. You'll also get paid 500 Neopoints by a skeith, Sevaric. Save over your main game slot. Also, now would be a good time to upgrade your wand and sword. Check your map and head for the sword icon; it'll be a building with two swords on it. Buy the upgrade and you can continue on to save the final shrine. ^.^6

Sewer Shrine: Kelland the Quick
Personally, this shrine hates me, and I hate this shrine... ^.^6 Mostly because, IMO, it's the hardest and I've never really gotten past it. But, I'm trying for you people... Well, here goes...
This shrine is in the Bazaar district; the right side of the map outside the Hall of Heroes. on     ce you're down, save at the save point (if you want; there'll be another on      e just before the sewers) over your main game slot. Then head on your left side (if you're facing away from the Hall) until you come across a fountain with a couple of Techos pointing in different directions. I'd save if you see the save point.
You need to move the statues until they all point at the center. The door to the sewers will open if you get it right. on      ce you enter, you'll land on a pool of water. Worst thing is, you can't go back up again until you've finished. So, just go on ahead.
You'll be in a big hallway, and there are three platforms that you must cross. on      ce you step on them, they'll fall! Even if you know the path by heart, you'll still fall. So, just let it fall and have you solve the pattern...
For the first on     e, after you've fallen, head to the door on the left. Ignore the stairs on the left for a while. Go to where there's a closed door. Behind the barrels, is a "button" you need to press. It'll open the door next to it. Go up the stairs and follow your way to a room. Go up the other set of stairs and turn right. You'll see another flight of stairs. Climb those until you see a statue in front of you. There's a switch you need to flip behind it. on      ce you do, a lit path will show up on the platform from which you fell. Go back to the room where you pressed the button and go up the other set of stairs; it'll lead you back to the hallway with the platforms. Walk -only- on the lit areas on the platform! If you step on an ordinary tile, it'll fall again (and you'll have to head out again - but you don't need to do the whole lighting procedure again).
Do somewhat the same for the second platform; let it fall and you find the way to light it... When you fall, go through the door on the right. You'll see a bunch of big boxes. Climb up on on e and jump your way to the tallest on e. There are some vines that you can carry yourself across; jump and control how you would walk. You'll end up on on e side of the wall, but carefully work your way to the left. You need to go through that opening. Climb the ladder and follow right until you come across a room. There will be two possible doors... Choose the on    e on the right (with no flag next to it). Climb up the box and turn on the statue. To find your way out, go back to the room with the vines, and go out the door to the left; climb up the stairs and up the ladder. You'll have to walk through the first platform again though. And when crossing the second on     e, don't jump over any tiles! Stay on      ly on lit paths!
Again, let the third platform fall. This on    e's a bit more tricky than the other two. ^.^6 on     ce you fall, go through the door on the left. Ignore the doors for a while (some of them have monsters in them). Turn right as soon as you enter (before the "well"). Then a left (on the side of the well). Carefully look down the well, and you'll see a block of ground. You'll have to land on that spot! I don't recommend a jump, just sneak over the edge, and you'll have a bigger chance of landing on it. Go up the stairs on your right, then go up another flight of stairs on the right. When you reach a room, do -not- go straight ahead (you'll come back here later)! Turn right and up those stairs. Turn on the statue and go back down. Now you can go through that opening (on the right). You'll end up back to where you did the second platform (the room with the vines). Just go out the way you came out before; the stairs/ladder on the left. Go through the three platforms; again, stay on      ly on the lit areas!
When you get across, head over to where the sewers would begin. When you come at an intersection, turn left. When you see the save point, save on your secondary slot. By my guess, it would say "Treasury" (since you didn't need to save in the Coliseum). Turn right, and you'll be at your first of three drawbridges... ^.^6
The first on     e is pretty simple... It'll show you what you have to do. You'll see Tor (or Roberta - whoever's the active player) stand on the black square. The eye will shut, and the white on      e will pop up a bit. Your part to play is to run straight to the white square. Then you'll see the bridge fall downward. After that, just run past the bridge, and you'll have made it through.
Continue on your way, and you'll be at the second drawbridge. For this, I recommend a few practice runs since it's kinda tricky to pass. For on    e thing, you can't touch water (or else it'll reset and you'll have to start again from the black square) and it's a timed maze. The practice on     e is for you to know where the location is of the square and finding your way to where the bridge will be down. Do that a couple times till you get the hang of it, then for the final real run, use a Meerca Speed potion for it. Though, if you don't have any, the real key is to make sure the monster doesn't see you! on      ce you get across, save on your "Sewer Shrine" slot and head over to the third drawbridge.
on ce you step on the black square, carefully run across the left side of the maze (don't let any of the monsters see you!). The white button is behind the corner walls of the maze. When the bridge is down, go along the edge again, pass the black square and continue staying along the edge. Eventually, you'll make it past the bridge.
FINALLY! AFTER SO LONG! I'VE GOTTEN PAST THIS PART! X-D Ahem... It's the double eye bridge. It was extremely tricky to beat, but it takes a lot of practice. ^.^6 First of all, I recommend using Roberta and wearing the Cloak of Heroes. How I did this was first step on the black square (if you haven't figured that out already), then walk (not run!) over to the white square on the right. Cross over through the middle (don't get in the water though!) and to the left white square. Don't run into the monster's viewpoint; if they see you, you'll have to go back to the black square and start over! Once you have both bridges down, carefully walk over along the edges (don't go in the middle area) and you can cross the bridge.
Follow along the sewer-line and personally (and if you've known my experience with the double-eye bridge), DO save... ^.^6 You'll see this room and notice across the chasm, the hero, Kelland the Quick.
These next couple parts are timed. And Tor and Roberta split up; Tor on the left, Roberta on the right. Tor goes first, and you'll have to move some boxes around to get through (I recommend expending your first time trying to do that and find your way around). If time runs out or your fall off, you don't die. You just start the part over. The objective is to find the switches to have the door raise up again; you'll have to find four of them altogether. After Tor's turn, it'll be Roberta's turn (IMO, her trials are a bit harder than Tor's because she has to jump and slide on a bunch of ropes). The three switches are rather easy to find, but the last one is behind the second wall (on the left side upon entering - just go down and you'll see it). That'll make the bridges go down and Tor and Roberta will cross it. Save at the save point, and head to the hero. A movie will play, and the hero looks just like the old Techo who gave Tor the amulet! Just head towards the light to leave the shrine.
Congrats! You've just saved the four shrines! ^.^ Though, I'd still go around and get an upgrade on your defense (armour and robes); in which, you end up in front of anyway (talk about convenience...). LOL! ^.~ There's also a shield in the curiosities shop (the gift icon on the map). Once that's done, save at the save point over your main game.

It's Up To You
Now that you seem to be prepared, go back to the Hall of Heroes. You'll see the 4 heroes and the Old Knight. Head towards the Old Knight. A movie will play explaining that Jerdana is still trapped, and it's up to you to save her. Before you go, the Old Knight, Altador, will give you his sword. Afterwards, go down the hall so you could awaken Jerdana.

Jerdana... Where Are You?
Once you head down the hall, you'll notice that you won't be able to access a map for it (left directional button). ^.^6 So, you'll have to just play it by ear... It's kind of a long way down too, but eventually you'll reach a large room called Heroes Rest (at this point, you can access your map).
There's a save point on the left side of the entrance. You can save over either your main game or your secondary one (that says "Sewer Shrine" on it). Anyway, the room will have columns of different colors; red, pink, green, purple, yellow, and blue. I don't believe there's a specific order to follow on these, but the following is the order that I've done...
The red column is where you have to walk across a path. It's rather easy; just avoid the fireballs that drop down. Though, if you get hit, it doesn't cause too much damage. When you get to the other side, zap the eye with your wand, and the red dome will rise up.
For the pink column, go in it and "Enter." To get across, you have to kinda spot out the darker tiles. If you touch a lighter one, you'll end up back in the color-column room. If you look closely and you're careful throughout it, you should do fine to reach the other side. Once you've reached the other side, shoot the eye with your wand and it'll lift up the pink dome.
Next is the green column. It's hard to describe, but you have to move several boxes around to get yourself around the "maze." At the last part, though, you'll move a line of them so you can walk on the edge (without touching the light green squares). Once you reach the end, zap the eye and the green dome will rise.
Now for the purple column. This might seem easy, but I had to do a few practice tries, believe it or not. ^.^6 Not only you can't touch the lit tiles, you can't touch the water (even though it's not deep)! Start on the lilypad at the other end of the room and jump on the pads following it. Eventually you'll reach the other side. Zap the eye and the purple dome will pop upwards.
The yellow column should be in front of you. Head for it and Enter. This one is really tricky to pass by! You'll have to watch for the pattern in the tiles! They'll alternatively turn on and off (walk on the off ones). Watch for a certain "path" that tends to lead a bit to the left then to the right. Time it and walk and jump your way across. Once you get that caught up, you'll pass it (I did with my second try). When you've reached the other side, zap the eye, and the yellow dome will go up.
Finally, the blue column. This one's a bunch of trampolines and rope slides. It takes quite a bit of practice to get through it, and you might have to jump to other ropes to get on the other side with the eye. And when you do reach it, zap it. The blue dome will lift.
Now that you have all of the color domes up, you'll have to move them to their coresponding colors. Grab them and move them to the columns, and when you're done, the door should open. Continue on your way down that hall and you'll end up in an apparently empty room. When you head inside it, it'll become an elevator and take you down until you have to follow down another hall.
You'll end up in another room with smaller rooms around it. You have to go in each room and step on a square, which will lift a ring of the lowered ground. When you've completed that, run towards the center, and it'll become like an elevator and take you downward.
When you've stopped, don't wander too far off the edge! Look for a way out and go through that. You'll be in a room with another color puzzle. You must use Tor to equip the right mote on his sword and hit the squares.

Tip-Bit!
Here are the corresponding colors and motes that you could use...
Red = Fire Mote
Yellow = Light Mote (I used Sun)
Green = Earth Mote (I used Leaf)
Purple = Water Mote (I used Bubble)
Pink = Dark Mote (I used Shadow)
Blue = Air Mote (I used Wind)

After you struck everything, and it's all lit up over Jerdana, a movie will play with Jerdana free. It's kinda cool on how she just zaps those two monsters around. LOL! Anyway, when you're done, jump into the light and you'll end up back in the Hall of Heroes.

The Final Battle
Head over to where the legends are, and a movie will play, and Jerdana will give you her orb that originally trapped the darkest faerie. If you find that you are ready, go to the center of the Hall of Heroes and you'll be in Faerieland.
You'll see the darkest faerie in front of you. Head out to her and a movie will play with her dropping Faerieland down to Meridell. You'll have 2 minutes to try to defeat her. First of all, you can't really go up to her and strike her. When she blasts you, block it with a (nova mote - just to be safe) equiped shield. It'll reflect back to her and she'll become weak. Now's your chance. She won't have a health meter though. Do that a couple times then it'll be Roberta's turn. Fight off all the monsters and when they're all gone, a movie will play with Tor and Roberta trapping the darkest faerie and freeing Fyora.
Outside, she'll award you to be guardians of the realm. And there'll also be others there to watch you get praised; King Skarl, King Hagen, Seradar, Tor's family, and Illusen. Run to the edge of Faerieland (past the maze area), and a short movie will appear with the Altador lengends appearing first as their Altadorian way, then the familiar appearance; the storeroom girl, the old beggar, the old lady, the Old Knight, Master Torak, and the cart handler.
Head back to the maze area and the last movie will play; kinda funny how it ends. ^.^ And now... I'd like to say... Congrats on finishing the Darkest Faerie! ^.^

Closing Comment
Personally, it's been such an honor to create this walkthrough for all you TDF gamers and I hope that this helped you on your quest; from herding whinnies to delivering packages, from squirehood to knighthood, from Meridell to Brightvale and Faerieland to Altador. Throughout this walkthrough, it's astonishing to realize that you've walked, ran, and fought all that I've gone through as well. ^.^ And I'd like to give a big thanks to all those who've helped me on my way as well; through emails, Neomail, and even on the PS2 forums! I really couldn't have finished all the way through without their advice. ^.^
~ GL ^.~





NEOPETS, characters, logos, names and all related indicia
are trademarks of Neopets, Inc., © 1999-2009.
® denotes Reg. US Pat. & TM Office. All rights reserved.

PRIVACY POLICY | Safety Tips | Contact Us | About Us | Press Kit
Use of this site signifies your acceptance of the Terms and Conditions