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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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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. |
Dank Cave
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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. |
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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. |
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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. |
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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. |
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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. |
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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! |
| 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 |
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| 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) |
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| Shock | Shock Weapons | none | Randomly stuns a monster for 1 round |
| Disable | Shock Weapons | Randomly reduces a monster's defence |
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| 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 |
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| 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 |
| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| Thunderstar Staff | 20 | none | Guardian of Shock Magic |
Randomly stuns monster with Staggering Stun for 1 to 2 rounds |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
| 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 |
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| Evening Sun Energy Shield | 18 | none | Monsters in the Mountain Fortress |
Randomly does 20 damage to a monster when it does its regular attack |
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| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
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+ |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 |
| 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 |
| 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) |
| 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) |
| 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 |
| 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) |
| 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 |
| 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 |
| 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 |
| 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) |
| 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 | |
|
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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