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Welcome to the NeoQuest Encyclopedia!

Are you a beginner at NeoQuest? Need help with knowing where to go or what to do? Or are you a veteran who has beaten the game countless times, but can't quite remember all the items needed to make a Mountain Wand? Whatever information you need about the game, you can find it here. Click on the links at the top and bottom of the page to jump right into the guide itself.

If after reading my guide, you still have questions, feel free to neomail me. Please understand that I am sometimes very busy, and may take a while to get back to you. Avoid asking me questions such as "What skill points should I get?" and "Should I use the Inferno Robe or the Energy Absorber?" Why not? First of all, the information that you'll need on skills, weapons, and armour is right here in this guide. Second, I don't like telling people how they should play the game. Everyone has a different playing style, and different playing strategies. What works very well for one person may not work so well for another. Experiment and see what fits you best, for that is the point of an RPG game. It is for you to relax, have fun, and enjoy doing something where YOU are the one in control. Happy NeoQuesting!

Notice how this site is very plain, with no images at all in the guide. I've strived to make the guide as user-friendly as possible, so that even players with dial-up connections can use it without too much trouble. Having had a very slow computer in the past, I know how it is to wait ages for images to load... and then finding that those images aren't necessary for what you're looking for. I will be adding more colors soon, so that it's not all plain and white. :)

NEW! Added info on how to get the new avatar!


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What is NeoQuest?

NeoQuest is a very fun and addicting RPG (role-playing game). It can be found in the puzzles section of the games room. You guide a white lupe through Ancient Neopia, trying to dicover the source of evil that plagues the world. You gain experience by fighting monsters, and gain levels when you have a certain amount of experience. You also collect items to make better weapons and armour. Along the way, you will encounter several NPCs (Non-Player Characters) that will aid you in your quest. The ultimate goal is to defeat the final boss in the game.

There are 3 modes of difficulty: Normal, Evil!, and InSaNe!. Once you complete normal, you unlock Evil! difficulty. When you complete Evil!, you unlock InSaNe! difficulty. Evil! difficulty is slightly harder than normal. The monsters have 1.2 times as much hp as on normal, and they are stronger. In addition, items are rarer to find. Finally, there are two bosses, Jahbal and Mastermind, at the end. If you die to Mastermind you will have to start over. On InSaNe! difficulty, the monsters have the same amount of hp as on Evil!, but they are much stronger. Items are very rare in this difficulty. Also, you need twice the amount of experience points to level up as on normal or Evil!. There are 3 bosses at the end, Jahbal, Mastermind, and Xantan Reborn. Finally, if you die at any point in the game, you will need to start over.

You can earn neopoints and trophies from this game, as well as an avatar. You earn neopoints every time you gain a level or defeat a boss. The higher the level or the harder the boss, the more neopoints you gain. You earn a trophy when you beat the game. You earn a bronze trophy for beating normal difficulty, a silver trophy for Evil!, and a gold trophy for InSaNe!. When NeoQuest was first released, the first 5 people to beat the game on normal, Evil!, and InSaNe! each received a "NeoQuest Race" trophy. These trophies are not given out anymore, since they were only for the first 5 people to complete the game on each difficulty. The avatar is earned 1/3 of the way through the game, when you give the Clouded Gem to Erick. See my avatar page for more details.


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Walkthrough

Dank Cave

Talk to Eleus Batrin to learn more about the city and the surrounding area. He will then tell you to go northwest into the Dank Cave to defeat the boss inside. But first, you will need to gain a few levels. Go east of the city to the Training Grounds, and fight the imps there until around level 3 or 4. Boraxis, located in the northwest corner of the city, can heal you for free whenever you need. Next, go west of the city to the Plains of Neopia, and fight the plains lupes and aishas. Try to get as many glowing stones as you can; you will almost always need to use one to make a new weapon or piece of armour. When you get to level 5, you can head northwest to the Dank Cave. Make your way through the 4 levels of the dank cave. Along the way, fight the skeletons, trolls, and ogres for the tiny gems that they carry. You'll need them later in the game. You will see Rikti on the way down. Talk to him, and he will tell you about Xantan, the wizard who trapped him in the cave. The fourth level will be a spiraling maze. Just head in a counterclockwise direction and you'll soon get to the end. Make sure you collect the rods from the metal devourers here; you'll need them to make weapons. When you get to Xantan's Lair, fight the skeleton guards there for the stretch of rotted cloth and the piece of smooth glass. When you get to level 11 or 12, you can go fight Xantan, who is level 10. After you defeat him, take the teleport back to the entrance of the dank cave.


Jungle Ruins

Back at the city, have Eleus Batrin upgrade your weapon and have Choras Tillie upgrade your armour. When you tell Eleus Batrin that you have defeated Xantan, he will tell you to go to the Jungle Ruins. Go south of the city to the Grarrl Peninsula. The Jungle Ruins is at the end of the peninsula. Head down the stairs in the northeast corner to get to the 1st basement. You will see some stairs going down, but skip these for now. If you wish, you can head southeast to talk to Margoreth. She will tell you a bit about the Jungle Ruins. Head back to where the stairs were, and keep on going east and until you get to the underground garden. Be sure to fight the shamans, noils, wadjets, scorpions, and skeiths on the way there, since you'll need the items they carry. Kreai, the second boss in the game, is located at the northen end of the dungeon. He is level 15, so you should be fine when you fight him at level 17 or so. After defeating him, take the teleport back to the beginning of the first dungeon.

Now head down the stairs that you skipped earlier, and make your way through the passages. You will see another set of stairs leading down, but again, skip these for now. Eventually, you will come to a teleport maze. After exiting the maze, you emerge in a small room. You can head to the room on your right to talk to Tylix. He will tell you more about the Jungle Ruins. Then head to the garden in the middle of this dungeon and go into the room with all the chairs. At the end of the room is Gors, who is level 20. Fight him at level 22 or above. When you beat him, make sure you have all of the jungle armour items, and then take the teleport back to the beginning of the 2nd dungeon. Head back up to the ground floor, and then go up the stairs to the tower. Talk to Denethrir, and have him make you a better weapon.

Head back down into the 2nd dungeon. Go down the stairs that you passed by on the way to Gors. Make your way through this huge dungeon to the lake. You will have to pass through a room to get to the other side of the lake. In this room is Pomanna. Talk to her to get more information on the Jungle Ruins. Continue on through the room and head to the other side of the lake. Rollay is at the end of the island on the lake. He's level 25, so fight him when you are level 26 or above. After finishing him off, take the teleport back to the 2nd dungeon and take the stairs up to the ground floor. Head all the way up the tower to Korabric, passing through the 3 locked doors that you now have the keys to. Korabric will tell you about the history of the Jungle Ruins. When you are done, take the teleport behind him back to the ground floor, and exit the ruins.


Temple of Roo

Talk to Eleus Batrin as you go past the city, and he will tell you to go find Gali Yoj in Sunny Town. However, you have another task to do first. This time, go west. Head through the swamp and talk to Mokti and Leirobas in Swamp Edge City. Go south into the desert to collect the items for the armour, and then head into the cave in the middle of the desert – the Temple of Roo. Near the entrance of the temple there is an NPC, Erick. He will be very important later. Navigate through the first level and go down the ramp into the 2nd level. At the end of the dirt path there is a note; it tells you that the Archmagus of Roo is in a locked room. To get the key to that room, you will need to defeat a monster in another locked room. To get the key to that room, you will need to defeat another monster in yet another room. There are a total of 6 rooms you have to go through and 5 key-holding monsters to defeat before you can reach the archmagus. Each one of the key-holding monsters is just like a normal monster. They have no set location, unlike normal bosses. To find them, they have to attack you.

Go to the first room, which is the room closest to the dirt path. It is the room with no door. Defeat the ghastly initiate in there and go to the second room. It is located in the northeast corner. After defeating the ghastly adept, head south all the way to get to the third room. Find the ghastly priest in there and then head to the northeast corner. Find the ghastly master in there and defeat it. Then head to the all the way to the east and defeat the ghastly archon in that room. Now go to the room in the very center and defeat the ghastly templar. You now have the key to the room of the archmagus, which is located in the southeastern corner of the level. He is level 31, but he is very strong and difficult. Fight him when you are level 34 or above. If you wish, you can also train with the monsters in the Techo Mountain Caves (south of the Temple of Roo) instead. After defeating him, take the teleport back to the entrance. Make sure that you have a piece of living crystal for Leirobas, as well as at least 1 of each jewel (ruby, sapphire, topaz, onyx, emerald) before leaving.

Exit the temple and head back to Swamp Edge City. Give Leirobas the piece of living crystal and he will tell you about the Jewels of Power. Now give him a glowing stone, a tiny gem from the Dank Cave, and a jewel from the Temple of Roo to make them. Head south to the Southern Plains of Roo to pick up some carved oak staves from the grarrls there, and then re-enter the temple. Go to Erick and give him the clouded gem that the archmagus gave you. He will clean it up for you, turning it into the Coruscating Gem. Give him the Coruscating Gem, along with a Jewel of Power and an oak staff for a weapon upgrade. Now you are finally done with the Temple of Roo.


Techo Mountain Caves

Go south of the desert to the cave entrance in the mountains. This is the entrance to the Techo Mountain Caves. Just inside is an NPC, Mr. Irgo. He will give you a better set of armour when you give him a set of drakonid items or a set of dervish items. You can get the drakonid items from any of the drakonids that roam the caves. Each piece of the set of dervish items is carried by the dervish of the same name (for example: the piece of agate can only be gotten from the agate dervish and the greater agate dervish). The agate dervishes are found in the first cave. The chrysolite dervishes are found in both the first and second caves. The serpentine dervishes are found in the second cave. Now that you have the armour, it is time to visit the two important places in these mountains: Sunny Town and the Mountain Fortress.

Make your way through the first cave and exit it. Choose the cave entrance on the left. Now go through this cave, and pass through the exit in the southeast corner. Now choose the only cave entrance available. In the middle of this cave is a lake with an island in the middle. The entrance to the island is blocked by a locked door. So far, no key has been discovered yet for that door. Continue on and leave the cave through the exit at the southwest corner. Go to the town you see. This is Sunny Town, the town that Eleus Batrin told you to visit. Talk to Gali Yoj; she will provide you a lot of information about the surrounding areas: the Techo Mountains, the Mountain Fortress, Kal Panning, and the Two Rings. She can also do something very important as well. Give her the rusty medallion that you received from Rollay and she will polish it. She will give it back to you as the Keladrian Medallion. Return to the cave you just left and make your way back, through this cave and the one before it.

This time, take the cave entrance on the right. Go through this cave and leave by the exit in the southeast corner. You will now have two choices of entrances. Take the entrance on the left. After exiting this cave, you will come across some ruins. This is the Mountain Fortress, where the five Guardians of Magic are located. Each one specializes in one type of magic (fire, ice, shock, spectral, and life), and holds a staff of that type. These staves are the final weapon upgrade in the game. The guardians are all level 40, so fight them when you are at least level 42. The final armour upgrade is also located in the fortress. All the monsters in here, except the bosses, have a chance of dropping the final shield or robe. After completing the Mountain Fortress, head back into the caves. Go through the cave that you passed through to get to the fortress, and exit it. This time, choose the cave entrance on the right. This is the last cave you will need to go through to exit the Techo Mountains. Exit this cave, and you will emerge onto the Great Plateau.


Kal Panning

Go east now to find Kal Panning, the city that Gali Yoj mentioned. About halfway there, you will pass by the Two Rings. You can't go inside yet because you need a key. That key is held by the ruler of Kal Panning, Faleinn. Go north to find the city, which is surrounded by water on three sides. When you are inside, head to the northeast to find Faleinn. She can be defeated just by showing her the Keladrian Medallion while in battle. However, only do so if you have trained to at least level 43. Otherwise, all the monsters in the city will vanish, making it impossible to train further in Kal Panning. When you defeat Faleinn, she will then give you the key to the Two Rings. After the battle, the city will be restored to its previous splendor. In addition, all the monsters will disappear, and Faleinn will become a NPC. She will tell you about the city and the Two Rings, your next and final destination. When she is finished with talking to you, leave the city and head back to the cave that leads to the Two Rings.


Two Rings

Inside the Two Rings Southern Cave is an NPC, the Gatekeeper. He will tell you a bit about the cave. Pass through the door and go to the exit. Beware! After entering the Two Rings, there is no way of getting out, except by dying. Head to the northern end of the Two Rings. Train here until you get to level 45 or 46, and then enter the palace. Except for the end bosses, all the monsters in here are chias. Many of them can drain up to 100 health, so watch out! Train to level 48 on the first level of the palace. Then take the stairs in the northeast corner of the level to get to the second level. Continue training until level 50, and then take the stairs at the west end of the level. This is the last level of the palace. There are no other monsters in this room beside the end bosses. Go across the room to the red carpet. At the end of the carpet is Jahbal. He's level 50, and very difficult!

If you're on normal difficulty, you win the game when you defeat Jahbal. You now have a bronze trophy and you can start a new game on Evil! difficulty. Congratulations!

If you're on Evil! difficulty, you face Mastermind right after defeating Jahbal. There's no time to heal or change weapons. Be careful during this fight; he's also very hard. In addition, if you lose to him, you will not be able to fight him again. That would mean that you would have to start a new game. If you defeat Mastermind, you win the game on Evil! difficulty. You now have a silver trophy and you can start a new game on InSaNe! difficulty. Congratulations!

If you're on InSaNe! difficulty, you also face Mastermind right after defeating Jahbal. But as soon as you defeat Mastermind, Xantan Reborn appears. Remember when Xantan the Foul whispered, "I will return…" when you defeated him? He is now much stronger and bigger, but he's still a bit easier than Jahbal and Mastermind. If you defeat Xantan Reborn, then you win the game on InSaNe! difficulty. You now have a gold trophy and are a true NeoQuest champion. Congratulations!


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Skills

Type Name Prerequisite Details
Fire Fire Weapons none Randomly does fire damage in addition to your regular attack
Firepower Fire Weapons Increases the amount of fire damage done by Fire Ball and Wall of Flames
Fire Ball Firepower Allows you to cast a Fire Ball, which does fire damage
Wall of Flame Fire Ball Hits monster with fire damage each time it does a regular attack on you
Ice Ice Weapons none Randomly does ice damage in addition to your regular attack
Heart of Ice Ice Weapons Randomly disables a monster's regular attack for 1 round
Ice Ball Heart of Ice Allows you to cast an Ice Ball, which does ice damage
Glacier Strike Ice Ball Allows you to cast Glacier Strike (takes 3 rounds, and
does a little more than 3 times your normal damage)
Shock Shock Weapons none Randomly stuns a monster for 1 round
Disable Shock Weapons Randomly reduces a monster's defence
Fortitude Disable Increases your resistance to fire and ice damage, stun, drain, poison
Shockwave Fortitude Randomly creates a shockwave, doing damage and stun
Spectral Spectral Weapons none Increases your defence
Evasion Spectral Weapons Allows you to evade regular attacks
Absorption Evasion Allows you to absorb a monster's regular
attack, and heal yourself with some of it
Reflex Absorption Reflects a monster's regular attack back onto itself
Life Life Weapons none Increases your chance of regenerating 1 - 3 health
while walking around and wielding a life weapon
Makes healing potions heal more health
(one more health for each skill point in this skill)
Field Medic Life Weapons Allows you to regenerate health in battle
Lifesteal Field Medic Allows you to regenerate health in battle
Resurrection Lifesteal Allows you to have the chance of being resurrected
at 50% of full health when you are defeated

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Weapons

Type Name Level Items Needed Where Obtained Special Effects and Other Info
Fire Red Wand 3 Grey lupe fang, grizzly bearog tooth Lummock Sendent Increases the chance of Fire Weapons and Firepower happening
Gold Wand 6 Glowing stone, tiny garnet,
corroded pyrite rod, Xantan's ring
Eleus Batrin Increases the chance of Fire Weapons and Firepower happening
Volcano Wand 10 Glowing stone, armored stinger, noil's mane, jungle gauntlet, Staff of Ni-tas Denethrir Increases the chance of Fire Weapons and Firepower happening
Randomly does 20 fire damage with Lava Flow
Fire Staff 15 Carved oak staff, Blazing Jewel, Coruscating Gem Erick Increases the chance of Fire Weapons and Firepower happening
Allows you to cast Magma Blast, which does 40 fire damage
Takes 10-12 rounds before you can cast it again
Firedrop Staff 20 none Guardian of
Fire Magic
Increases the chance of Fire Weapons and Firepower happening
Randomly burns with Blast Furnace,
which does 30 fire damage per round for 3 rounds in a row
Ice Blue Wand 3 Grey lupe fang, dire lupe pelt Lummock Sendent Increases the chance of Ice Weapons and Heart of Ice happening
Steel Wand 6 Glowing stone, tiny lapis,
corroded pewter rod, Xantan's ring
Eleus Batrin Increase the chance of Ice Weapons and Heart of Ice happening
Glacier Wand 10 Glowing stone, shamanistic totem, skeith fang, jungle vambrace, Staff of Ni-tas Denethrir Increases the chance of Ice Weapons and Heart of Ice happening
Randomly does 20 ice damage with Avalanche
Ice Staff 15 Carved oak staff, Chilling Jewel,
Coruscating Gem
Erick Increases the chance of Ice Weapons and Heart of Ice happening
Allows you to cast Ice Shield, which lasts 6 rounds. During these rounds,
it does 10 ice damage to a monster when it attacks you
Increases your defence and decreases your attack
Takes 12-14 rounds before you can cast it again
Iceheart Staff 20 none Guardian of
Ice Magic
Increases the chance of Ice Weapons and Heart of Ice happening
Allows you to cast Ice Wind, which lasts 6-7 rounds. During these rounds,
a monster has a chance of being stunned for one round.
Takes 11-12 rounds before you can cast it again
Shock Yellow Wand 3 Black bearog paw, grizzly bearog tooth Lummock Sendent none
Bronze Wand 6 Glowing stone, tiny amber,
corroded copper rod, Xantan's ring
Eleus Batrin none
Storm Wand 10 Glowing stone, buzz wing, wadjet skin, jungle breastplate, Staff of Ni-tas Denethrir Randomly stuns monster for 1 round with Thunder Strike
Shock Staff 15 Carved oak staff, Stunning Jewel, Coruscating Gem Erick Allows you to cast Weakness, which lowers a monster's defence
Takes 8-9 rounds before you can cast it again
Thunderstar Staff 20 none Guardian of
Shock Magic
Randomly stuns monster with
Staggering Stun for 1 to 2 rounds
Spectral Black Wand 3 Black bearog paw, dire lupe pelt Lummock Sendent none
Iron Wand 6 Glowing stone, tiny obsidian,
corroded ore rod, Xantan's ring
Eleus Batrin none
Mountain Wand 10 Glowing stone, scorpion carapace,
wooden shield, jungle helm, Staff of Ni-tas
Denethrir Randomly allows you to avoid up to all of a monster's regular attack with Absorbing Stone
Spectral Staff 15 Carved oak staff, Radiant Jewel, Coruscating Gem Erick Allows you to cast Rage of Light, which increases your attack and defence
Takes 11 rounds before you can cast it again
Shadowgem Staff 20 none Guardian of Spectral Magic Allows you to cast Elemental Resistance,
which increases your resistance to fire and ice damage
Takes 10 rounds before you can cast it again
Life White Wand 3 Grey lupe fang, black bearog paw Lummock Sendent Allows you to heal while walking around
Silver Wand 6 Glowing stone, tiny beryl,
corroded aluminum rod, Xantan's ring
Eleus Batrin Allows you to heal while walking around
Nature Wand 10 Glowing stone, jungle beast claw,
noil's tooth, jungle pauldrons, Staff of Ni-tas
Denethrir Allows you to heal while walking around
Randomly heals 25 hp with Sprit of Oak
Life Staff 15 Carved oak staff, Growing Jewel,
Coruscating Gem
Erick Allows you to heal while walking around
Allows you to cast Spirit of Growth, which heals 100 hp
Takes 21 rounds before you can cast it again
Moonstone Staff 20 none Guardian of
Life Magic
Allows you to heal while walking around
Heals 4 hp each round when below full health
Randomly heals with Spirit of Life for 30 hp

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Armour

Type Name Level Items Needed Where Obtained Special Effects
Energy Energy Shield 3 Glowing stone, chunk of metal,
small yellow gem
Morax Dorangis none
Mirrored Force Field 6 Glowing stone, piece of smooth glass,
lodestone, tiny obsidian
Choras Tillie none
Dawnshine Generator Shield 10 Giant spider leg, dust spider pincer,
desert cobra fang, sand iguana eye
Mokti Randomly reflects
damage back
Energy Absorber 14 Piece of agate, piece of chrysolite,
piece of serpentine
Mr. Irgo Randomly converts
regular damage to health
Evening Sun Energy Shield 18 none Monsters in the
Mountain Fortress
Randomly does 20 damage to a
monster when it does its regular attack
Magical Cloth Robe 3 Glowing stone, plains lupe pelt,
blue thread
Morax Dorangis none
Magic Robe 6 Glowing stone, cave lupe pelt,
stretch of rotted cloth, tiny obsidian
Choras Tillie none
Sorcerous Robe 10 Drop of desert cobra venom,
drop of giant spider blood,
glob of dried iguana spit,
pinch of crystallized sand
Leirobas Increases resistance to
magical attacks
Robe of Protection 14 Drakonid eye, drakonid hide,
drakonid heart
Mr. Irgo Randomly negates
regular attacks
Inferno Robe 18 none Monsters in the
Mountain Fortress
Adds 1-10 damage to
each regular attack

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Items

Healing Potions

Name Max Amount Base Strength* Receive From Monsters In
Weak Healing Potion 30 Heals 10 Hp Dank Cave, Jungle Ruins,
Neopia City to Swamp
Standard Healing Potion 20 Heals 30 Hp Dank Cave, Jungle Ruins,
Haunted Plains to Swamp
Strong Healing Potion 20 Heals 60 Hp Jungle Ruins, Temple of Roo,
Northern Plains of Roo to
Techo Mountain Caves
Greater Healing Potion 15 Heals 90 Hp Jungle Ruins, Temple of Roo,
Mountain Fortress,
Kal Panning, Techo Caves to
the areas outside the Two Rings
Superior Healing Potion 15 Heals 120 Hp Mountain Fortress, Kal Panning,
Techo Caves to Two Rings Palace
Spirit Healing Potion 10 Heals 150 Hp Two Rings Palace

*This is the default amount that a potion heals. Each additional skill point in the skill Life Weapons increases this amount by 1, to a maximum of 10.



Artifacts

Name Receive From
Function
Xantan's Ring Xantan the Foul Use to make the Gold Wand, Steel Wand,
Bronze Wand, Iron Wand, and Silver Wand
Rotting Wooden Key Kreai Opens up the first locked door in the Jungle Ruins tower
Silver Horned Key Gors the Mighty Opens up the second locked door in the Jungle Ruins tower
Jeweled Crystal Key Rollay Scaleback Opens up the third locked door in the Jungle Ruins tower
Staff of Ni-tas Gors the Mighty Use to make the Volcano Wand, Glacier Wand,
Storm Wand, Mountain Wand, and Nature Wand
Rusty Medallion Rollay Scaleback Becomes the Keladrian Medallion after giving it to Gali Yoj
Clouded Gem The Archmagus of Roo Becomes the Corusating Gem after giving it to Erick
The Blazing Jewel Leirobas Use to make the Fire Staff
The Chilling Jewel Use to make the Ice Staff
The Stunning Jewel Use to make the Shock Staff
The Radiant Jewel Use to make the Spectral Staff
The Growing Jewel Use to make the Life Staff
The Coruscating Gem Erick Use to make the Fire Staff, Ice Staff,
Shock Staff, Spectral Staff, and Life Staff
Keladrian Medallion Gali Yoj Use to easily defeat Faleinn
The Key to
the Two Rings
Faleinn Opens up the locked door in the Two Rings Southern Cave


Other Items

Name Max Amount Receive From Function
Glowing stone 20 Plains lupe, plains aisha, dirt golem, stone golem, iron golem, steel golem Use to make the Energy Shield, Cloth Robe, Mirrored Force Field, Magic Robe, Gold Wand, Steel Wand, Bronze Wand, Iron Wand, Silver Wand, Volcano Wand, Glacier Wand, Storm Wand, Mountain Wand, Nature Wand, Blazing Jewel, Chilling Jewel, Stunning Jewel, Radiant Jewel, and Growing Jewel
Chunk of metal 1 Snow Imp Use to make the Energy Shield
Small yellow gem 1 Fire Imp
Plains lupe pelt 1 Plains Lupe Use to make the Cloth Robe
Blue thread 1 Snow Imp
Cave lupe pelt 1 Cave Lupe Use to make the Magic Robe
Tiny garnet 5 Cave troll, cave ghoul, broken skeleton, burned skeleton, frozen skeleton, cave ogre Use to make the Gold Wand and the Blazing Jewel
Tiny lapis 5 Use to make the Steel Wand and the Chilling Jewel
Tiny amber 5 Use to make the Bronze Wand and the Stunning Jewel
Tiny obsidian 5 Use to make the Iron Wand and the Radiant Jewel
Tiny beryl 5 Use to make the Silver Wand and the Growing Jewel
Corroded Pyrite Rod 1 Metal Devourer Use to make the Gold Wand
Corroded Pewter Rod 1 Metal Devourer Use to make the Steel Wand
Corroded Copper Rod 1 Metal Devourer Use to make the Bronze Wand
Corroded Ore Rod 1 Metal Devourer Use to make the Iron Wand
Corroded Aluminum Rod 1 Metal Devourer Use to make the Silver Wand
Grey lupe fang 5 Grey lupe Use to make the Red Wand
and the Blue Wand
Black bearog paw 5 Black bearog Use to make the Red Wand,
the Black Wand, and the White Wand
Grizzly bearog tooth 5 Grizzly bearog Use to make the Red Wand
and the Yellow Wand
Dire lupe pelt 5 Dire lupe Use to make the Blue Wand
and the Black Wand
Piece of smooth glass 1 Skeleton guard Use to make the Mirrored Force Field
Lodestone 1 Cave Ghoul
Stretch of rotted cloth 1 Skeleton guard Use to make the Magic Robe
Armored stinger 1 Armored scorpion Use to make the Volcano Wand
Noil's mane 1 Noil
Shamanistic totem 1 Shaman, Greater Shaman Use to make the Glacier Wand
Skeith fang 1 Huge Skeith
Buzz wing 1 Killer buzz Use to make the Storm Wand
Wadjet skin 1 Giant wadjet
Scorpion carapace 1 Scorpion Use to make the Mountain Wand
Wooden shield 1 Greater Shaman
Jungle beast claw 1 Jungle beast Use to make the Nature Wand
Noil's tooth 1 Noil
Jungle gauntlet 1 Jungle knight, jungle lord, jungle battlelord, jungle death knight, skeletal guardian Use to make the Volcano Wand
Jungle vambrace 1 Use to make the Glacier Wand
Jungle breastplate 1 Use to make the Storm Wand
Jungle helm 1 Use to make the Mountain Wand
Jungle pauldrons 1 Use to make the Nature Wand
Giant spider leg 1 Giant sand spyder Use to trade for the Dawnshine Generator Shield
Desert cobra fang 1 Desert cobrall
Sand iguana eye 1 Sand skeith
Dust spider pincer 1 Giant dust spyder
Drop of giant
spider blood
1 Giant sand spyder Use to trade for the Sorcerous Robe
Drop of desert
cobra venom
1 Desert cobrall
Glob of dried
iguana spit
1 Sand skeith
Pinch of crystallized sand 1 Desert zombie
A copper-plated key 1 Ghastly initiate Opens up the first locked door in the
second level of the Temple of Roo
A bronze-plated key 1 Ghastly adept Opens up the second locked door in the
second level of the Temple of Roo
A silver-plated key 1 Ghastly priest Opens up the third locked door in the
second level of the Temple of Roo
A gold-plated key 1 Ghastly master Opens up the fourth locked door in the
second level of the Temple of Roo
A platinum-plated key 1 Ghastly archon Opens up the fifth locked door inn the
second level of the Temple of Roo
A crystalline key 1 Ghastly templar Opens up the sixth locked door in the
second level of the Temple of Roo
Ruby 5 Ghastly guard, ghastly guardian, ghastly sentry, ghastly protector, ghastly sentinel, ghastly defender, ghastly champion, ghastly warder, ghastly initiate, ghastly adept, ghastly priest, ghastly master, ghastly archon, ghastly templar Use to make the Blazing Jewel
Sapphire 5 Use to make the Chilling Jewel
Topaz 5 Use to make the Stunning Jewel
Onyx 5 Use to make the Radiant Jewel
Emerald 5 Use to make the Growing Jewel
Carved oak staff 5 Young plains grarrl, plains grarrl, elder plains grarrl, ancient plains grarrl Use to make the Fire Staff, Ice Staff,
Shock Staff, Spectral Staff, and Life Staff
Piece of living crystal 1 Crystal Golem Use to get Leirobas to tell
about the Jewels of Power
Piece of agate 1 Agate dervish,
greater agate dervish
Use to make the Energy Absorber
Piece of chrysolite 1 Chrysolite dervish,
greater chrysolite dervish
Piece of serpentine 1 Serpentine dervish,
greater serpentine dervish
Drakonid eye 1 Hatchling drakonid, juvenile drakonid, adult drakonid, mature drakonid, elder drakonid, giant drakonid Use to make the Robe of Protection
Drakonid hide 1
Drakonid heart 1

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NPCs (Non-Player Characters)

Name Location Items to Give to this NPC Reward
Eleus Batrin Neopia City Glowing stone, tiny garnet,
corroded pyrite rod, Xantan's ring
Gold Wand
Glowing stone, tiny lapis,
corroded pewter rod, Xantan's ring
Steel Wand
Glowing stone, tiny amber,
corroded copper rod, Xantan's ring
Bronze Wand
Glowing stone, tiny obsidian,
corroded ore rod, Xantan's ring
Iron Wand
Glowing stone, tiny beryl,
corroded aluminum rod, Xantan's ring
Silver Wand
Boraxis the Healer Neopia City none Heals you to full health
Lummock Sendent Neopia City Grey lupe fang, grizzly bearog tooth Red Wand
Grey lupe fang, dire lupe pelt Blue Wand
Black bearog paw, grizzly bearog tooth Yellow Wand
Black bearog paw, dire lupe pelt Black Wand
Grey lupe fang, black bearog paw White Wand
Morax Dorangis Neopia City Glowing stone, chunk of metal, small yellow gem Energy Shield
Glowing stone, plains lupe pelt, blue thread Cloth Robes
Choras Tillie Neopia City Glowing stone, piece of smooth glass,
lodestone, tiny obsidian
Mirrored Force Field
Glowing stone, cave lupe pelt,
stretch of rotted cloth, tiny obsidian
Magic Robe
Rikti Dank Cave
(Upper Temple)
none Information on the
Dank Cave
Margoreth Jungle Ruins
(2nd dungeon)
none Information on the Ruins
Tylix Jungle Ruins
(2nd dungeon)
none Information on the Ruins
Pomanna Jungle Ruins
(3rd dungeon)
none Information on the Ruins
Denethrir Jungle Ruins
(tower)
Glowing stone, armored stinger, noil's mane,
jungle gauntlet, Staff of Ni-Tas
Volcano Wand
Glowing stone, shamanistic totem, skeith fang,
jungle vambrace, Staff of Ni-Tas
Glacier Wand
Glowing stone, buzz wing, wadjet skin,
jungle breastplate, Staff of Ni-Tas
Storm Wand
Glowing stone, scorpion carapace, wooden shield,
jungle helm, Staff of Ni-Tas
Mountain Wand
Glowing stone, jungle beast claw, noil's tooth,
jungle pauldrons, Staff of Ni-Tas
Nature Wand
Korabric Jungle Ruins
(tower)
none Information on the Ruins
Mokti Swamp Edge City Giant spider leg, dust spider pincer,
desert cobra fang, sand iguana eye
Dawnshine Generator Shield
Leirobas Swamp Edge City Drop of desert cobra venom, drop of giant spider blood,
glob of dried iguana spit, pinch of crystallized sand
Sorcerous Robe
Piece of living crystal Information on the
Jewels of Power
Glowing stone, tiny garnet, ruby Blazing Jewel
Glowing stone, tiny lapis, sapphire Chilling Jewel
Glowing stone, tiny amber, topaz Stunning Jewel
Glowing stone, tiny obsidian, onyx Radiant Jewel
Glowing stone, tiny beryl, emerald Growing Jewel
Erick Temple of Roo
(1st level)
Clouded Gem Coruscating Gem
Carved oak staff, Blazing Jewel, Coruscating Gem Fire Staff
Carved oak staff, Chilling Jewel, Coruscating Gem Ice Staff
Carved oak staff, Stunning Jewel, Coruscating Gem Shock Staff
Carved oak staff, Radiant Jewel, Coruscating Gem Spectral Staff
Carved oak staff, Growing Jewel, Coruscating Gem Life Staff
A Note Temple of Roo
(2nd level)
none Information on the
Temple of Roo
Mr. Irgo Techo Mountain
Caves (Cave 1)
Piece of agate, piece of chrysolite, piece of serpentine Energy Absorber
Drakonid eye, drakonid hide, drakonid heart Robe of Protection
Gali Yoj Sunny Town Rusty Medallion Keladrian Medallion
Faleinn Kal Panning Key to the Two Rings Information on the Two Rings
The Gatekeeper Two Rings Southern Cave none Information on the
Two Rings Cave

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Bosses

The three values for each cell in the Hp column refer to the boss' hp on normal, Evil!, and InSaNe!.
Similarly, there are three values in the 'Neopoints Gained' column, for the np gained on each of the three modes.

Name Level Hp Special
Moves
Experience
Gained
Neopoints
Gained
Items Carried Location
Xantan the Foul 10 80
96
96
20 fire
20 ice
500 500
750
1,000
Xantan's Ring Dank Cave
level 4
Kreai 15 130
156
156
40 fire
40 ice
2-round stun
700 700
1,000
1,300
Rotting Wooden Key Jungle Ruins
dungeon 1
Gors the Mighty 20 150
180
180
30 fire + 2-round stun
30 ice + 2-round stun
15 poison for 5 rounds
30/36 heal
850 850
1,275
1,700
Staff of Ni-tas,
Silvered Horn Key
Jungle Ruins
dungeon 2
Rollay Scaleback 25 180
216
216
3-round stun
45/54 heal
1,000 1,000
1,500
2,000
Rusty Medallion,
Jeweled Crystal Key
Jungle Ruins
dungeon 3
The Archmagus of Roo 31 200
240
240
50 fire
50 ice
40 fire + 3-round stun
40 ice + 3-round stun
50 drain
80/96 heal
1,200 1,200
1,800
2,400
Clouded Gem Temple of Roo
level 2
The Guardian of
Fire Magic
40 320
384
384
90 fire
70 drain
500 500
1,000
1,500
Firedrop Staff Mountain Fortress
The Guardian of
Ice Magic
40 320
384
384
70 ice
70 drain
500 500
1,000
1,500
Iceheart Staff Mountain Fortress
The Guardian of
Shock Magic
40 320
384
384
4-round stun
70 drain
500 500
1,000
1,500
Thunderstar Staff Mountain Fortress
The Guardian of
Spectral Magic
40 320
384
384
Disable
70 drain
500 500
1,000
1,500
Shadowgem Staff Mountain Fortress
The Guardian of
Life Magic
40 450
540
540
70 drain
75 heal
500 500
1,000
1,500
Moonstone Staff Mountain Fortress
Faleinn 45 500
600
600
70 fire
70 ice
70 stun damage + 3-round stun
90 drain
1,500 1,500
1,500
1,500
The Key to
the Two Rings
Kal Panning
Jahbal 50 700
840
840
90 fire
90 ice
70 stun damage + 3-round stun
50 poison for 5 rounds
Disable
100 drain
150 heal
5,000 5,000
5,000
5,000
none Palace of theTwo Rings
level 3
Mastermind 50 N/A
1,000
1,000
120 fire
120 ice
50 drain* for 3 rounds
7,500 N/A
7,500
7,500
none
Palace of the Two Rings
level 3+
Xantan Reborn 50 N/A
N/A
1,000
50 damage per turn
10,000 N/A
N/A
10,000
none
Palace of the Two Rings
level 3+

*Mastermind's draining works like poison. He starts on one round and drains for the next three.
He can do additional attacks on those three rounds.
+Mastermind and Xantan Reborn both are not found on the map. They only appear right after you defeat Jahbal and Mastermind, respectively.
If on Evil! mode you lose to Mastermind, you will have to start over because there will be no way to get to him.

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Monsters



Plains of Neopia

Name Level Special Abilities Items Carried Location
Fire imp 1 none Small yellow gem Plains of Neopia, Training Grounds
Snow imp 1 none Chunk of metal, blue thread Plains of Neopia, Training Grounds
Plains lupe 2 none Glowing stone Plains of Neopia, The Grove,
North Coast
Plains aisha 2 none Glowing stone Plains of Neopia, The Grove,
North Coast
Grey lupe 3 none Grey lupe fang Plains of Neopia, The Grove,
Hills of Jub, Southern Coast
Black bearog 3 none Black bearog paw Plains of Neopia, The Grove,
Hills of Jub, Southern Coast
Grizzly bearog 4 none Grizzly bearog tooth Plains of Neopia, The Grove,
Hills of Jub, Southern Coast
Dire lupe
4
none Dire lupe pelt Plains of Neopia, The Grove,
Hills of Jub, Southern Coast


Dank Cave

Name Level Special Abilities Items Carried Location
Cave imp 2 none none Dank Cave level 1
Cave slug 3 none none Dank Cave level 1
Cave lupe 4 none Cave lupe pelt Dank Cave levels 1, 2
Cave troll 5 none Tiny garnet, tiny lapis,
tiny amber, tiny obsidian, tiny beryl
Dank Cave levels 2, 3
Cave ghoul 5 none Tiny garnet, tiny lapis, tiny amber,
tiny obsidian, tiny beryl, lodestone
Dank Cave levels 2, 3
Broken skeleton 6 none Tiny garnet, tiny lapis,
tiny amber, tiny obsidian, tiny beryl
Dank Cave level 3
Burned skeleton 7 none Tiny garnet, tiny lapis,
tiny amber, tiny obsidian, tiny beryl
Dank Cave level 3, 4
Frozen skeleton 7 none Tiny garnet, tiny lapis,
tiny amber, tiny obsidian, tiny beryl
Dank Cave level 3, 4
Metal devourer 8 3 poison for 3 rounds Corroded pyrite rod,
corroded pewter rod, corroded copper rod,
corroded ore rod, corroded silver rod, lodestone
Dank Cave level 4
Cave ogre 8 1-round stun Tiny garnet, tiny lapis,
tiny amber, tiny obsidian, tiny beryl
Dank Cave level 4
Skeleton guard 9 none Piece of smooth glass, stretch of rotted cloth Dank Cave level 4 (Xantan's Lair)


Haunted Plains

Name Level Special Abilities Items Carried Location
Rotting skeleton 5 none none North Coast, Haunted Plains
Shadow knight 6 none none North Coast, Haunted Plains
Koi ghost 7 none none Haunted Plains, Aisha Hills
Eerie spectre 7 none none Haunted Plains, Aisha Hills
Wight 8 none none Haunted Plains, Aisha Hills, Spooky Forest
Kacheek zombie 8 none none Haunted Plains, Aisha Hills, Spooky Forest
Jubjub ghoul 9 none none Aisha Hills, Spooky Forest
Poogle vampire 10 10 stun damage + 2-round stun
10 drain
none Aisha Hills, Spooky Forest


Jungle Ruins

Name Level Special Abilities Items Carried Location
Pygmy 5 none none Grarrl Peninsula, Jungle Ruins Ground Floor
Jungle zafara 6 none none Grarrl Peninsula, Jungle Ruins Ground Floor
Angry buzz 7 none none Grarrl Peninsula, Jungle Ruins Ground Floor
Jungle beast 10 none Jungle beast claw Jungle Ruins dungeon 1
Shaman 11 15 fire
12 heal
Shamanistic totem Jungle Ruins dungeon 1
Scorpion 11 8 poison for 3 rounds Scorpion carapace Jungle Ruins dungeon 1
Greater shaman 12 20 ice
14 heal
Shamanistic totem, wooden shield Jungle Ruins dungeons 1, 2
Killer buzz 12 none Buzz wing Jungle ruins dungeon 1
Armored scorpion 13 none Armored stinger Jungle Ruins dungeons 1, 2
Huge skeith 13 none Skeith fang Jungle Ruins dungeon 1
Giant wadjet 14 none Wadjet skin Jungle Ruins dungeons 1, 2,
tower level 2
Noil 14 none Noil's tooth, noil's mane Jungle Ruins dungeons 1, 2,
tower level 2
Pygmy warrior 15 none none Jungle Ruins dungeon 2
Jungle knight 15 none Jungle gauntlet,
jungle vambrace, jungle breastplate,
jungle helm, jungle pauldrons
Jungle Ruins dungeon 2
Pygmy chief 16 none none Jungle Ruins dungeon 2
Jungle lord 16 none Jungle gauntlet,
jungle vambrace, jungle breastplate,
jungle helm, jungle pauldrons
Jungle Ruins dungeon 2
Pygmy sage 17 15 fire
15 ice
15 heal
none Jungle Ruins dungeons 2, 3
Jungle battle lord 17 none Jungle gauntlet,
jungle vambrace, jungle breastplate,
jungle helm, jungle pauldrons
Jungle Ruins dungeons 2, 3
Pygymy elder 18 15 fire + 1-round stun
15 ice + 1-round stun
14 heal
none Jungle Ruins dungeons 2 (Gors' level), 3
Jungle death knight 18 none Jungle gauntlet,
jungle vambrace, jungle breastplate,
jungle helm, jungle pauldrons
Jungle Ruins dungeons 2 (Gors' level), 3
Skeletal guardian 19 none Jungle gauntlet,
jungle vambrace, jungle breastplate,
jungle helm, jungle pauldrons
Jungle Ruins dungeons 2 (Gors' level), 3, tower level 3
Skeletal shaman 19 20 fire
20 ice
2-round stun
16 heal
none Jungle Ruins dungeons 2 (Gors' level), 3, tower level 3
Fire lizard 20 20 fire none Jungle Ruins dungeon 3
Ice lizard 20 20 ice none Jungle Ruins dungeon 3
Shock lizard 20 1-round stun none Jungle Ruins dungeon 3
Flame lizard 21 20 fire none Jugnle Ruins dungeon 3
Frost lizard 21 20 ice none Jungle Ruins dungeon 3
Lightning lizard 21 1-round stun none Jungle Ruins dungeon 3
Inferno lizard 22 30 fire none Jungle Ruins dungeon 3
Blizzard lizard 22 30 ice none Jungle Ruins dungeon 3
Thunder lizard 22 1-2-round stun none Jungle Ruins dungeon 3
Fiery lizard 23 30 fire none Jungle Ruins dungeon 3
Frozen lizard 23 30 ice none Jungle Ruins dungeon 3
Electro lizard 23 1-2-round stun none Jugnle Ruins dungeon 3
Fire lizard guardian 24 20 fire + 2-round stun none Jungle Ruins dungeon 3,
tower level 4
Ice lizard guardian 24 20 ice + 2-round stun none Jungle Ruins dungeon 3,
tower level 4
Shock lizard guardian 24 3-round stun none Jungle Ruins dungeon 3,
tower level 4


Great Swamp

Name Level Special Abilities Items Carried Location
Swamp lupe 11 none none Great Swamp
Krawk 11 none none Great Swamp
Brown wadjet 12 none none Great Swamp
Swamp krawk 12 none none Great Swamp
Black wadjet 13 none none Great Swamp
Vicious vine 13 10 poison for 3 rounds none Great Swamp
Giant krawk 14 none none Great Swamp
Crushing vine 14 12 poison for 3 rounds none Great Swamp
Swamp dire lupe 15 none none Great Swamp
Deadly vine 15 14 poison for 3 rounds none Great Swamp


Northern Plains of Roo

Name Level Special Abilities Items Carried Location
Plains ogre 16 none none Northern Plains of Roo, Desert of Roo (northern end)
Lupe warrior 16 none none Northern Plains of Roo, Desert of Roo (northern end)
Ghastly meerca 17 20 drain none Northern Plains of Roo, Desert of Roo (northern end)
Lupe mage 17 20 fire
20 ice
none Northern Plains of Roo, Desert of Roo (northern end)


Desert of Roo

Name Level Special Abilities Items Carried Location
Giant sand spyder 18 none Giant spider leg, drop of giant spider blood Desert of Roo
Mummy 18 20 drain none Desert of Roo
Desert cobrall 18 20 poison for 2 rounds Drop of desert cobra venom, desert cobra fang Desert of Roo
Sand skeith 19 none Sand iguana eye, glob of dried iguana spit Desert of Roo
Dust mummy 19 none none Desert of Roo
Giant dust spyder 20 2-round stun Dust spider pincer Desert of Roo
Desert zombie 20 25 drain Pinch of crystallized sand Desert of Roo


Hills of Roo

Name Level Special Abilities Items Carried Location
Young hill giant 19 none none Hills of Roo
Dirt golem 19 none Glowing stone Hills of Roo
Hill giant 20 none none Hills of Roo
Rock golem 20 none Glowing stone Hills of Roo, Temple of Roo level 1


Southern Plains of Roo

Name Level Special Abilities Items Carried Location
Young plains grarrl 20 none Carved oak staff Southern Plains of Roo
Stone golem 21 none Glowing stone Southern Plains of Roo, Temple of Roo level 1
Plains grarrl 21 none Carved oak staff Southern Plains of Roo
Iron golem 22 none Glowing stone Southern Plains of Roo,
Ancient Foothills (before Techo Caves)
Temple of Roo level 1
Elder plains grarrl 22 none Carved oak staff Southern Plains of Roo,
Ancient Foothills (before Techo Caves)
Steel golem 23 none Glowing stone Southern Plains of Roo,
Ancient Foothills (before Techo Caves)
Temple of Roo level 1
Ancient plains grarrl 23 none Carved oak staff Southern Plains of Roo,
Ancient Foothills (before Techo Caves)


Temple of Roo

Name Level Special Abilities Items Carried Location
Cave scorpion 20 none none Temple of Roo level 1
Giant cave lizard 21 none none Temple of Roo level 1
Desert khonsu 22 25 drain none Temple of Roo level 1
Temple guardian 23 none none Temple of Roo level 1
Sand golem 24 none none Temple of Roo level 1
Greater temple guardian 24 nones none Temple of Roo level 1
Glass golem 25 none none Temple of Roo level 1
Temple watchman 25 none none Temple of Roo level 1
Crystal golem 26 none Piece of living crystal Temple of Roo levels 1, 2
(outside rooms; rooms 1, 2)
Temple sentinel 26 none none Temple of Roo levels 1, 2
(outside rooms; rooms 1, 2)
Ghastly guard 27 30 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2
(outside rooms; rooms 1, 2, 3, 4)
Ghastly initiate 28 35 drain Ruby, sapphire, topaz, onyx,
emerald, copper-plated key
Temple of Roo level 2 (room 1)
Ghastly guardian 27 30 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2
(outside rooms; rooms 3, 4)
Ghastly sentry 28 35 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2 (rooms 2, 3, 4, 5, 6)
Ghastly adept 29 40 drain Ruby, sapphire, topaz, onyx,
emerald, copper-plated key
Temple of Roo level 2 (room 2)
Ghastly priest 29 40 drain Ruby, sapphire, topaz, onyx,
emerald, silver-plated key
Temple of Roo level 2 (room 3)
Ghastly master 29 40 drain Ruby, sapphire, topaz, onyx,
emerald, gold-plated key
Temple of Roo level 2 (room 4)
Ghastly protector 28 35 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2 (rooms 5, 6)
Ghastly sentinel 29 40 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2 (rooms 5, 6, 7)
Ghastly archon 30 45 drain Ruby, sapphire, topaz, onyx,
emerald, platinum-plated key
Temple of Roo level 2 (room 5)
Ghastly templar 30 45 drain Ruby, sapphire, topaz, onyx,
emerald, crystalline key
Temple of Roo level 2 (room 6)
Ghastly defender 29 40 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2 (room 7)
Ghastly champion 29 40 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2 (room 7)
Ghastly warder 30 45 drain Ruby, sapphire, topaz, onyx, emerald Temple of Roo level 2 (room 7)


Techo Mountain Caves

Name Level Special Abilities Items Carried Location
Hatchling drakonid 27 30 fire Drakonid eye, drakonid hide, drakonid heart Techo Mountain Caves (Cave 1)
Agate dervish 27 2-round stun Piece of agate Techo Mountain Caves (Cave 1)
Juvenile drakonid 28 35 fire Drakonid eye, drakonid hide, drakonid heart Techo Mountain Caves (Cave 1)
Greater agate dervish 28 2-round stun Piece of agate Techo Mountain Caves (Cave 1)
Rock scorchio 29 none none Techo Mountain Caves (Cave 1)
Chrysolite dervish 29 2-round stun Piece of chrysolite Techo Mountain Caves (Cave 1)
Adult drakonid 30 35 fire Drakonid eye, drakonid hide, drakonid heart Techo Mountain Caves (Cave 1)
Tempus rock scorchio 30 none none Techo Mountain Caves (Cave 1)
Morgus rock scorchio 31 none none Techo Mountain Caves
Greater chrysolite dervish 31 2-round stun Piece of chrysolite Techo Mountain Caves
Mature drakonid 32 45 fire Drakonid eye, drakonid hide, drakonid heart Techo Mountain Caves
Serpentine dervish 32 2-round stun Piece of serpentine Techo Mountain Caves
Fumit rock scorchio 33 none none Techo Mountain Caves
Greater serpentine dervish 33 2-round stun Piece of serpentine Techo Mountain Caves
Elder drakonid 34 50 fire Drakonid eye, drakonid hide, drakonid heart Techo Mountain Caves
Lazulite dervish 34 2-round stun none Techo Mountain Caves
Tolbas rock scorchio 35 none none Techo Mountain Caves
Melatite dervish 35 1-2-round stun none Techo Mountain Caves
Praetus rock scorchio 36 none none Techo Mountain Caves
Greater melatite dervish 36 1-2-round stun none Techo Mountain Caves
Giant drakonid 37 50 fire Drakonid eye, drakonid hide, drakonid heart Techo Mountain Caves
Granite dervish 37 2-round stun none Techo Mountain Caves


Mountain Fortress

Name Level Special Abilities Items Carried Location
Mountain guardian 38 (1/5 of maximum hp) heal Inferno Robe, Evening Sun Energy Shield Mountain fortress
Mountain protector 38 (1/5 of maximum hp) heal Inferno Robe, Evening Sun Energy Shield Mountain Fortress
Greater spirit 38 none Inferno Robe, Evening Sun Energy Shield Mountain Fortress
Shock elemental 39 1-3-round stun Inferno Robe, Evening Sun Energy Shield Mountain Fortress
(near the Guardian of Shock Magic)
Spectral elemental 39 Disable Inferno Robe, Evening Sun Energy Shield Mountain fortress
(near the Guardian of Spectral Magic)
Fire elemental 39 100 fire Inferno Robe, Evening Sun Energy Shield Mountain fortress
(near the Guardian of Fire Magic)
Life elemental 39 (1/5 of maximum hp) heal Inferno Robe, Evening Sun Energy Shield Mountain Fortress
(near the Guardian of Life Magic)
Ice elemental 39 80 ice Inferno Robe, Evening Sun Energy Shield Mountain Fortress
(near the Guardian of Ice Magic)


Temperate Grassland

Name Level Special Abilities Items Carried Location
Storm chia giant 35 1-round stun none Great Plateau, Western Glades, Ancient Foothills
Shadow kougra 35 35 drain none Great Plateau, Western Glades, Ancient Foothills
Thunder chia giant 36 40 stun damage +
1-round stun
none Great Plateau, Western Glades, Ancient Foothills, Temperate Grassland, Forests of Frost, East Ring Foothills, Forest Path
Vapour kougra 36 40 drain none Great Plateau, Western Glades, Ancient Foothills, Temperate Grassland, Forests of Frost, East Ring Foothills, Forest Path
Lightning chia giant 37 45 stun damage +
1-round stun
none Temperate Grassland, Forests of Frost, Wild Tundra, East Ring Foothills, Eastern Glades, Forest Path, Eastern Coast
Mist kougra 37 45 drain none Temperate Grassland, Forests of Frost, Wild Tundra, East Ring Foothills, Eastern Glades, Forest Path, Eastern Coast
Frost chia giant 38 45 ice + 1-round stun none Wild Tundra, East Ring Foothills, Eastern Glades,
Forest Path, Eastern Coast
Blizzard kougra 38 none none Wild Tundra, East Ring Foothils, Eastern Glades,
Forest Path, Eastern Coast
Reaver chia giant 38 50 drain none East Ring Foothills, Pearl Coast, Chia Spur
Gloom kougra 38 30 drain
Disable
none East Ring Foothills, Pearl Coast, Chia Spur
Chaos giant 39 50 drain
60 stun damage +
1-round stun
none East Ring Foothills, Pearl Coast, Chia Spur
Dusk kougra 39 40 drain
Disable
none East Ring Foothills, Pearl Coast, Chia Spur


Kal Panning

Name Level Special Abilities Items Carried Location
Undead moehog 39 50 drain none Kal Panning
Undead patrolman 39 50 drain none Kal Panning
Undead cybunny 40 55 drain none Kal Panning
Undead city guard 40 55 drain none Kal Panning
Undead grundo shopkeeper 41 60 drain none Kal Panning
Undead guard captain 41 60 drain none Kal Panning
Undead council member 42 70 drain none Kal Panning
Undead guard commander 42 70 drain none Kal Panning


Two Rings

Name Level Special Abilities Items Carried Location
Two rings knight 41 none none Two Rings Forest, Two Rings Hills
Two rings wizard 41 100 fire none Two Rings Forest, Two Rings Hills
Two rings cavalier 42 none none Two Rings Forest, Two Rings Hills
Two rings sorcerer 42 100 ice none Two Rings Forest, Two Rings Hills
Two rings paladin 43 none none Two Rings Forest, Two Rings Hills
Two rings warlock 43 80 fire + 1-round stun none Two Rings Forest, Two Rings Hills
Two rings crusader 44 none none Two Rings Forest, Two Rings Hills
Two rings archmagus 44 80 ice + 1-round stun none Two Rings Forest, Two Rings Hills


Palace of the Two Rings

Name Level Special Abilities Items Carried Location
Palace guard 45 none none Palace of the Two Rings level 1
Palace servant 45 100 drain none Palace of the Two Rings level 1
Palace guardian 46 none none Palace of the Two Rings level 1
Palace gardener 46 100 drain none Palace of the Two Rings level 1
Palace sentry 47 none none Palace of the Two Rings levels 1, 2
Palace groundskeeper 47 100 drain none Palace of the Two Rings levels 1, 2
Palace captain 48 none none Palace of the Two Rings level 2
Palace clerk 48 100 drain none Palace of the Two Rings level 2
Palace commander 49 none none Palace of the Two Rings level 2 (after water maze)
Palace major domo 49 100 drain none Palace of the Two Rings level 2 (after water maze)

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Levels

Normal and Evil! InSaNe!
Level Neopoints Gained Experience Needed Experience to Advance Experience Lost When Defeated Experience Needed Experience to Advance
1 0 0 600 120 0 1,200
2 25 600 800 160 1200 1,600
3 50 1,400 1,000 200 2,800 2,000
4 75
2,400 1,000 200 4,800 2,000
5 100 3,400 1,100 220 6,800 2,200
6 125
4,500 1,100 220 9,000 2,200
7 150 5,600 1,200 240 11,200 2,400
8 175
6,800 1,200 240 13,600 2,400
9 200 8,000 1,300 260 16,000 2,600
10 225
9,300 1,300 260 18,600 2,600

11 250 10,600 1,400 280 21,200 2,800
12 275 12,000 1,400 280 24,000 2,800
13 300 13,400 1,500 300 26,800 3,000
14 325
14,900 1,500 300 29,800 3,000
15 350 16,400 1,600 320 32,800 3,200
16 375 18,000 1,600 320 36,000 3,200
17 400 19,600 1,700 340 39,200 3,400
18 425
21,300 1,800 360 42,600 3,600
19 450 23,100 1,900 380 46,200 3,800
20 475
25,000 2,000 400 50,000 4,000

21 500 27,000 2,000 400 54,000 4,000
22 525
29,000 2,000 400 58,000 4,000
23 550 31,000 2,000 400 62,000 4,000
24 575 33,000 2,000 400 66,000 4,000
25 600 35,000 2,000 400 70,000 4,000
26 625
37,000 2,000 400 74,000 4,000
27 650 39,000 2,000 400 78,000 4,000
28 675
41,000 2,000 400 82,000 4,000
29 700 43,000 2,000 400 86,000 4,000
30 725 45,000 3,000 600 90,000 6,000

31 750 48,000 3,000 600 96,000 6,000
32 775 51,000 3,000 600 102,000 6,000
33 800 54,000 3,000 600 108,000 6,000
34 825
57,000 3,000 600 114,000 6,000
35 850 60,000 3,000 600 120,000 6,000
36 875
63,000 3,000 600 126,000 6,000
37 900 66,000 3,000 600 132,000 6,000
38 925
69,000 3,000 600 138,000 6,000
39 950 72,000 3,000 600 144,000 6,000
40 975 75,000 4,000 800 150,000 8,000

41 1,000 79,000 4,000 800 158,000 8,000
42 1,025 83,000 4,000 800 166,000 8,000
43 1,050 87,000 4,000 800 174,000 8,000
44 1,075 91,000 4,000 800 182,000 8,000
45 1,100 95,000 4,000 800 190,000 8,000
46 1,125 99,000 4,000 800 198,000 8,000
47 1,150 103,000 4,000 800 206,000 8,000
48 1,175 107,000 5,000 1,000 214,000 10,000
49 1,200 112,000 5,000 1,000 224,000 10,000
50 1,250 117,000 N/A
Total exp - 117,000 234,000 N/A

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NeoQuest Avatar

You might know that there is an avatar that you can earn by playing NeoQuest.

To get this avatar, you must defeat the Archmagus of Roo to obtain the Clouded Gem. When you give it to Erick, he will restore it, turning it into the Coruscating Gem in the process.

The Coruscating Gem can then be used to make the 15-point weapons, which are also provided by Erick.


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Guide content and HTML coding © 2005 Ecjebe.
NeoQuest, Neopets, and images © 2003 Neopets, Inc. All Rights Reserved. Used With Permission




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