Neopets: The Darkest Faerie
Walkthrough for Playstation 2
Version 1.0 (Last Updated 01/09/2006)
By Judy Bosley
This file is Copyright (c) 2006 Judy Bosley. All rights reserved.
Table of Contents
3a. Mote Types
4. Petpets and Abilities
5. Act 1
6. Act 2
7. Act 3
8. Act 4
9. Update history
11. Copyright Info
12. Contact Info
This is the first guide I've ever written, so I hope it's up to
standards. At least well enough to get you through the game
in one piece. For now, this is basically a "run-through".
I plan on walking next time around ;-). This will get you
through the game, but there are a few side quests that
I did not complete or find and I'd like to find those before
this turns into a step-by-step. Because, well, it'd be missing steps.
Red Juppie-restores a small amount of energy (stock up! easy
to find/buy but you can never have enough!)
Chokato-restores a large amount of energy
Peachpa-restores a huge amount of energy
Purple Juppie-restores a small amount of magic
(see above, same thing as red juppies)
Starberry-restores a large amount of magic
Ergy Fruit- restores a huge amount of magic
Speckeled Negg- rejuvenates a small amount of
energy and magic
Striped Negg- rejuvenates a large amount of
energy and magic
Silver Negg- rejuvenates all energy and magic
Golden Negg- Increases Health Bar and Magic Bar
Ointment of Quickness- removes "slow-down
Potion of Power-makes your attack super powered
Potion of Meerca Speed-run at super speeds
Red Negg- increases health meter
Starry Negg- increases magic meter
Clover- increase luck, added automatically
Fyora's Potion- replenishes all magic
Kauvara's Potion- replenishes all energy
Potion of Revival- revive an unconscious friend
Spyder Juice Elixir- temporarily gives an immunity to poisons
Dispelling Potion- temporarily gives an immunity to curses
Unguent of Curing- cures poison, curses, and slow-down
The elements are not hard to understand. Whatever is
diagonal in the mote inventory counteracts the other.
Fire and Water
Earth and Air
Dark and Light
Nova and Supernova are aligned to all elements if
you're unsure of an enemies alignment.
3a. Mote types
Smoke Mote- dark element
Shadow Mote- dark element, upgrade from smoke
Light Mote- light element
Sun Mote- light element, upgrade from light
Bubble Mote- water element
Water Mote- water element, upgrade from bubble
Fire Mote- fire element
Lava Mote- fire element, upgrade from fire
Leaf Mote- earth element
Rock Mote- earth element, upgrade from Leaf
Fog Mote- air element
Wind Mote- air element, upgrade from fog
Nova Mote- rainbow aligned mote.
Supernova Mote- rainbow aligned mote, upgrade from
6. Petpets and Abilities
DogleFox-Support Ability-Increased attack power.
Noil-Ability- Gradullay restores health.
Meowclops-Ability- Gradullay restors magic.
Miamice-Ability-none, is used in two quests, herded.
Turtum-Ability- Hit with weapon, and stand on its shell.
It will make you jump even higher.
Turmac-the best petpet to have as it increases all your stats and basicly does every petpet ability except the turtum's
5. Act 1
****Ellis Family Farm****
There are three whinnies loose, and you have to put them
back in the pen. Just walk behind them to get them to go
where you want.
Once you've hearded the whinnies, your mother calls for
you. She is behind the house in the small garden. Go and talk
to her. She wants you to fetch a pail a water. She tells you
the pail is on the porch, so get that and then go towards the
barn. The water pump is on the left side. Walk up to it and try
to pump water, then you find out it's broken. This is the first
quest after quest after quest" dip we get. Get used to it.
Fixing the Water Pump
Go into the barn and talk to you father. Sure, he'll fix the
water pump, he just needs you to get his pliers.
The pliers are on top of the barn room by the weathervane
(the chicken thing with N, S, E, and W on it)
To the right is a box and a ladder that you can't reach.
So, go up to the box, grab it, and put it in front of the
ladder. Climb up, work your way to the ledge outside. Turn
right, there's another ledge, jump to the second
ledge and then climb the ladder to the roof. The weathervane
is towards the front and the pliers are right next to it. Grab
the pliers and jump back down to talk to dad. He'll fix the pump and you can finish getting water for
Job from Dad
Go to the house and Dad will have a job for you (needy family,
eh?).He wants you to take a package to Meridell.He also tells
you to go upstairs and get a sword from a trunk. Can't have you
out in the big ol' world without a sword can we?
Before we head to Meridell, I suggest exploring the Ellis Family
Farm a bit. There's load of juppies and treasures, and it will help you get a feel for that new sword.
Make sure you go to the cornfield with the shed and inside the shed, and the cornfield with the
hole in the ground.
Not two blocks from home and an old man's gettin' mugged.
How terrible. Go help him. Kill those bandits!
For your services, you'll get a very special amulet and a light
mote. Soon after, you'll get to a lake and a few farm houses.
There are several side quests here. Start with the Aisha (the siamese cat lookin' thing).
Behind the Aisha's (Farmer Tessa) house is a scary looking
garden, go there. Kill the walking plant first, this one spits
out all of the little ones. After the mother is dead kill the
little plant monsters. Once all the plants are dead, go back to
Farmer Tessa and the quest is complete.
Protect Bogg's Field
There are 3 crokabek's tearing up Bogg's (the grarrl) Chokato
fields. Kill the birds. Go back to Mr. Bogg, quest complete.
Hide and Seek
There's a little girl standing on the other side of the lake,
she wants a playmate. If you accept to play hide and seek her
hiding spots are random and there is no reward.
Noises in the Root Cellar
Find the Farmer Addison (Scorchio) and talk to him.
Apparently there's noises in his root cellar and he wants
you to take care of it. Go to the cellardoor and hit the square
to enter. Break up barrels and pots for nps, juppies, and sometimes spyders. There's also an air
mote chest down here in the Giant Spyder's lair. The lair is the biggest chamber on your map.
Kill the giant and the little ones, collect all the treasures, then return to Farmer Addison and
the quest is complete.
Now it's time to get goin' again. Continue on Farm Road. Soon
you'll encounter a gelert prince with a broken down wagon
and a few crokabek's attacking him. Kill the birds, accept his quest. You'll have to go to the
Bandit's cave to get the rose, but after you get it don't worry about going to Brightvale just yet.
She'll give you more stuff to deliver anyways. We gotta get rid of these brown clothes, people think
we're UPS apparently.
The Golden Rose
Walking to next patch of land from the Gelert Prince there's
a path to your right, follow this to the bandits cave. Defeat any bandits you come across, and move
forward. Then go right from the fire and open the chest, here's the golden rose. Time to explore.
Go back to the middle room and go north. More bandits to kill. Treasure on the left wall. near
the back of the room is a crate by the right wall. Jump from that to the ledge. One bandit on this
plank. Kill him then jump to the
stack of two crates to the stack of 3 crates. Climb on that plank to get a sun mote. Jump down and
keep going north. Eventually youll come to a bridge-don't try to cross it it will colapse. Do a
running jump to grab on to the platform. If you make it, kill the bandit and get the treasure. If
not, kill the 3 drackonacks then break the wood that blocks the exit. Go up these and you'll get
to the treasure. Then do a running jump back to the room you fell/jumped from. Then find your
way out and talk to the Gelert Prince again.
Use the cable slide to go to the island. Turn towards the bridge
and jump to that patch of land by the ladder. Before going
up, go around to the right and climb the vines to get an air mote. Then go back to get on the ladder
and go up. Then head towards Meridell again. When you reach the fork go right.
First thing in Meridell- get robbed. Joy. Follow the meerca that took your package, once you get the
explore a bit to get some side quests.
Meridell Side Quests
A Magic Skull-
If you go to the magic store in Meridell, you'll pick up this quest.
I recommend waiting until you are going to Illusen's Glade to pick up the skull. head past the sign
for Illusen's glade. When you come up to the entrance of a small tunnel, head to your right, up
the 3 ledges. Theres a slide line here, use that til it drops you. Enter the crypt that you were
dropped outside of. Head left then right. You should be in a large room. There is a huge gap in
the middle with platforms crossing over its length. Work your way across the platforms over
the gap. Across the other platform you will see the Skeleton Wizard, kill him to get your skull.
Now you can go back the way you came. Return the skull to finish the quest.
The Arbendus Flower
Go to the store marked with the potion bottle.
He wants you to get him some special flower called the
Arbendus flower. Continue this quest when you go to
Shadowglen later on.
From the save point at the entrace follow the ledges down then
follow the lighter colored dirt path left, to some ledges. Climb up them. Once at the top run up the
small ramp to your right. Follow the ledge of this piece of land, and when you see another rope
you can slide on, look to the right of it there is a gap between two rocks. Its hiding a ramp that
goes down, follow that ramp down. Looking to your left you should see two islands. The plants
on them are Baggus plants, you can attack them but once you get their fruit leave the island
quick, or you'll get poisoned. Hop across to the second island theres a flower in the middle
walk into it, and you will now have the Arbendus flower. Get back onto the main land by
walking up the log, then jumping across.
Vials of Poison
Go to the shop with the gift box. He wants you to get him a few vials of spyder poison.
We'll pick this up in Drackonack Ridge later. From the mote shop in Drackonack Ridge facing the
water, head left. When you come to a break in the wall, go past the bridge up to the 3 rocks
against the wall to your north. You should see some Poison Spyders. If you have it, use an air
mote to take them out, and earth on your armour. If you get poisoned a Baggus will remove the
effect. Once you get 5 viles of venom, return to the gift shop in Meridell and
speak with the man to complete the quest.
Ok now, take the package to Recruitment Center. It has a shield and 2 swords on its sign, and also
2 torches out front. It will also be marked on your map. So after you deliver the package you
find out you get to become a squire. There's a lot to do before that can happen though. First,
you'll need a shield.
You can either buy one for 400 nps at the store marked by a shield, or you can win one in the battle
arena. The battle arena is between the food and magic shops. Once you get a shield go back
to the recruitment center only to find out that now you need a sponsor. Great.
Need a Sponsor
Go to the tavern (beer mug on the map) and talk to the knight to get his quest. He broke
capturing a bandit earlier that day, and it's up to you to find the 4 missing pieces. You'll also need
to talk to
the bridge guards. Go to the save point outside the castle, facing the moat go left until you get to
some scaffolding. Past the first scaffold , right into the alley, up the ladder. Do a running jump
to the scaffold, tada-sword tip. Turn around and walk the plank- argh matey haha- to the next
scaffold. Up the ladder- broken sword cross guard. Jump and slide down the rope- here's the
shatter blade. There's one more, the draw bridge guards said something about the criminal. Go
to the recruitment center and go left into the dungeons. Talk to the prisoner and pay him 100
nps to get the sword hilt. Then go to the shop marked by a sword, have him reforge the sword.
Then go back to the tavern and boom, we got a sponsor. Now we go back to the recruitment
center- now we need parental permission. Back to Tor's farm we go. Nothing to do on the way
if you've followed along if not look up there for the farm road quests. Once we get to Tor's farm
we find out that Lucy is psychotic and ran off to Shadowglen. Off we go.
To get to shadowglen head to Meridell outskirts, head on the path to the left of the broken down
carriage, and pass thru the tunnel at the end. Once there, save and find the Arbendus flower,
Find your sister
From that ramp you went up to get the flower, start heading striaght past the two boulders.
Climb up the ledge, then climb up the vines on the wall. Now head to your right, under the log
suspend on two ledges, and make your way up the
steps. Walk across the log doing your best to avoid the attacks sent your way. Move forward and
slide along the rope in front of you. Head left, continue going straight and grab a clover from the
clover patch. From the patch head right across the
river, then head right down towards a save point. Make sure you save a boss is ahead. Head on into
the cave and be ready to fight to save your sister. (You'll be going towards the Juppie Monster
marked on your map.)
Boss: Juppie Monster
Strategy- This boss isn't too bad if your timing is good. He'll send tentacles after you, kill those and
a juppie will drop from the ceiling. Get on the big pink juppie and when the Juppie monster
shakes his head and looks like he's having a fit- jump off and try to avoid being hit. This will put him
in a daze so you can hit him. Keep doing this until he dies. There's juppies all around if your
health gets low. Once he's dead your sister is set free and you can head back to the farm.
Slash this plant right infront of you before jumping down. Its a Red Negg and will increase your
maximum health. Now jump down and head straight, and go inside your house. Since you
saved your sister, your parents know you're responsible and they sign the consent papers.
There's a scene showing all this. Head back to Meridell now.
Head over to the recruitment center, and turn in the papers. Yay, finally. Now go to Meridell castle.
Becoming a Knight
Go to the drawbridge and enter the castle. The master-at-arms
is right next to another save point, talk to him. He wants us to sleep so we sleep. Head down the
red carpet to your left, taking a right when you get to your first opening. Continue down the
path, making a left thru the archway near the door at the end. Go right then straight, to a
corner of the room with a bed and get some sleep. Another squire wakes you and tells you it's time
to train, from where you stand head right and go out the door, on your right.
From the door head left down the path, and then go right under the roof covered area and speak to
your trainer. Seems simple enough, just pull off a 3 hit combo attack on the dummy. Head
back inside and make your way back to the main entrance hall.
Facing the stairs take the path to the right.
Use the door on your left hand side to be in the mess Go along the left wall and head straight. Go
through the second arch way on your right, then to the left and speak to the servant Faun. She
wants the Miamice put back in the crate. Hold square button to sneak to move up behind the
miamouse when your close enough hit the square button to grab it, then drop them in the
Once your done return to the courtyard thru the door to your left in the hall. Head right and go back
to the training area. This time Torak is straight ahead, past the stairs. Speak to him, this time
you have to hit all 3 dummies at once with a spin attack.
From the Barracks head into the hall and to your right when you reach the end, head right
and then right again thru the door. Head straight and speak to the man ahead. Head to your left
as your facing Malcolm and go thru the door. Down the stairs to your right, towards that giant
lid. Pull the switch on the left hand side, and the lid will open enter to the Meridell Sewers.
Follow directions closely this place can be confusing.
Pay attention to your map and keep your eyes peeled for camoed switches.
Head straight and jump off the end. Facing that column head past it, when you come into
an opening, and there is a tunnel to your left, head down it, and approach your first clog. It
looks like a really big pile of sticks and poo between two sections of a wall, hack at it to
remove it. Go back
to where you entered that tunnel, and facing the wall with the
torch on it, head left. Continue onwards thru this room thru the only tunnel ahead. In this next room
our only option at this time is to go straight again and up the ladder. Your second clog is right
at the top of the ladder. In the first room up here with the column as your facing it, turn right,
there is a switch on the wall in the corner, flip it. In the scene you should have seen the path to
your third clog, make your way there and destroy the clog. Facing the grate here
is another switch on the right wall, flip it to open this grate. Jump down and go thru the grate we
opened with the first switch, which is straight ahead. Go past the column and jump down. You
should see the clog in plain
site. Facing where the clog was head up the ladder to
your left. Go thru the room thats after the ladder, in the next climb the ladder to your left. Your final
clog is ahead. Facing the gate there is a switch just past the clog to your right, flip it and then
head straight and right up the ladder. Straight ahead up the ladder and now we're back in
the castle, return to Malcolm and speak with him.
After your done with clog duty return to the courtyard. This time Torak is up on the raised
platforms up the stairway. Make your way to him and help him with his Mote demonstration.
More Chores now.
Go back into the castle, and to the main entrance area.
Head up the stairs, go between the 4 couches, and speak
to the man against the wind*w. The king wants you to go bird
hunting. Head back on out to the court yard, thru
From the save point facing the well, head left, and go up the stairs on your right. Turn to
your right and there should be a gap in the fence. Jump onto the canopy, then to the next, and
then to the roof. Your first nest is here.
Make your way to where you trained in the spin attack. Facing the castle wall head straight
and to the left, climbing up the ladder. Once its down, jump onto the canopy.
Jump onto the large brick coming out from the castle in front of you, then to the one on the left of
you. Your second nest is here.
Jump down and run past the save point, turning right once you go down the steps. Continue
forward past the large wind*w, watch the wall on your right, for climbable rocks. Head up them
and your third nest is up here.
Jump down, facing the fountain, head past it and go right to the scaffold. Work your way
up, by jumping up on the two stones, across the plank, jumping up to the vines, going straight
then up. Your fourth nest is up here.
Jump down again, and face the stairs. Head left past them then go straight. Watch on your
left side, go to the Turtum. Hit his shell, and then stand on top, he will give you a boost in your
jump. Once your on the canopy, head straight, and to the right for your final Crokabek nest.
Return to the entrance hall, and go up the stairs. Speak to Chamberlain Lazlo, to finish up
the quest. Head back to Torak to continue your training. This time Torak is in an area to the left
of the spin-attack dummies. Speak with him, and now he teaches you about deflecting shots
Equip the fire mote to your shield. then stand in the circle, holding up your shield, and wait
for it to deflect a shot.You're told to sleep again, so get to it, after one tiny little quest :). Go to
Sir Lawerence (the red techo you run into before entering the barracks.) He'll say something
about Purnella hiding a necklace for her true love to find. He doesn't have time, so he wants
you to find it. From the main entrance of the castle, go up the stairs and left. When you're in a
room that has a bar in it, go against the right wall and theres a little room with something on
the floor. That's the necklace, take it back to sir Lawerence and then get to sleep.
In the morning, you will be awoken by Squire Grayson again.
He informs you that you've been called on for a mission, Go to the entrance hall and speak with
Facing the stairs, head to your right, then through the door on your left, to get into the
mess hall. Sir Harlag is at the right most table, and he wants to finish stuffing his face before he
goes to help Cogham. leave without the piggie. Or um... grarrl. Start heading out of the castle,
go ahead and stop to talk to The Wise Old Knight.
To get to Cogham, you have to cross through Drackonack Ridge. Head over to the
recruitment building, after the shieldsmith, you should see a path on your right, head up it. When
you reach the fork in the road head left.
Go to the building marked by a mote symbol. THe woman inside will ask you to find all of the basic
notes. 12 in total, meaning each element, earth, fire, water, air, light, and dark. Including their
upgrades, the nova and super nova do not need to be in your collection. The reward is a nova
mote, and the ability to purchase them there.
From the mote shop facing the water, head left. When you come to a break in the rocky
wall, go past the bridge up to the 3 rocks against the wall to your north. You should see some
Poison Spyders. If you have it, use an air mote to take them out, and earth on your armour. If
you get poisoned a Baggus will cure you. Once you get 5 viles of venom, head to Cogham.
This quest is obtained at the home marked on your map by a home. He will pay you for any
Drackonack teeth you can
find. Go out and hunt the smaller drackonacks til you have 10, that's the most he'll pay you for.
Now you need to kill the giant ones. I'd suggest waiting until Act 3 for this quest, as it's a lot
easier with Roberta. Especially for the giant Drackonacks.
Head straight, past the mote shop and keep on going. When you see a bridge, head over it,
and continue onwards_
There's a few Ixi raiders chasing townspeople around, kill the ixi's to save the people. They
won't be thankful. Now you just have to find the Ixi cheif and kill him.
Keep an eye on your left side. When you see a large ledge, jump up and grab it. Hop down
making your way forward again. Kill off Ixi's as they appear. It is straight forward for a while.
Once you reach a save point climb up the ladder near you. There is a series of small patches
of islands over water. Jump your way to the one with a ladder. Turn to
your right, and face the ledge below and just a little bit across the water, make a run jump for it.
Head up the ramp, killing the Ixi Spearman at the top. Continue straight, upon reaching a
ladder for a scaffold, climb up and pull the switch. Make your way back to the small island with the
ladder, and climb up the ladder. Make your way forward. When you reach a fork, with options
to go past a sign ahead, or a path to your right. Go on the path to your right, jump onto one of
the platforms, located on the now spinning water wheel. Head on
forward. The track bridge, has a few missing sections, so don't fall. When you get to a section of
track that leads towards, a blocked tunnel, and up a small hill. Go up the hill, and to the mine
cart. Whack the debris infront of it with your sword, and watch it crash into the sign that was
keeping you out. Follow the track inside. Make your way up the ledges in this area, at the top
you will have to make a running Jump to that land infront of you. Make another jump behind
you towards the save point. Save and be ready for a boss battle.
Equip a air mote to your weapon, and earth to your armor.
Kill the two henchman with the spears. When their down, the chief will come down. Right now he
will slash at you, and If you get too far, his weapon will charge up, he will run near you, and
slam it down, doing damage to you. For now, hit him with combo attacks. After you get him
down to about half his health. He will summon his archers up on some ledges. So you need to
watch out for their arrows now. Keep striking him, keep doing the combos. He'll be dead soon.
Once you've killed him, pick up the Cheif's eye patch, in the middle of the field. Climb up the
ladder behind you, and save. Head striaght, and do some ledge hopping. You will be back to
Cogham in no time. Once you enter it a screen will appear, and the villiagers will thank you.
You will be rewarded a Red Negg. Return to the castle now and inform them of our sucess.
Once your next to the save point, just keep heading straight, thru the stairs, towards the double
doors. Time to speak with the King.Way to go, at last you are a night. As you head towards
the Barracks, it seems that Illusens Glade has come under attack. But we are not allowed to
help. So go to your bed and get some sleep. When you wake up, it appears none of the
Knights have returned yet. Maybe someone in the castle can help us out. Go speak with the Old
Knight by the save point. So now we need to get to Illusen's Glade. Make sure you've
completed all of the Meridell side quests, then get going.
Getting to Illusens Glade
From meridell castle, go to the magic shop. Follow up the path next to it into Meridell Plains. From
where you entered follow this dirt path, over a bridge on the stream. When you come to the
sign post head left up the smaller path.
Continue past the Negg shop, and over the bridge. You can follow this small dirt path the
whole way. Follow the path straight, don't take any of the forks.
Rescue the Knights
First you'll run into Torak, guarded by a werelupe basher. Kill the basher- free the Torak. There are
3 other knights. From where his cage was as your facing it. Head left and over that bridge.
After crossing over the two bridges. As your facing the tree infront of you head left, past the
ledges, and around the tree stump. Into the small cave on your right. To get to your second
cage. From the exit of this cave head left back around the tree stump, and climb up the ledge
then up the vines. Continue straight just a little way, to reach cage number
three. Go back to the bridge we crossed over that had the save point. Face the tree again, this time
head right. You should seee a cave before you up on a small ledge. Follow thru it, the final
cage is at the top. Becareful here as there are two guards this time. Once you free your final
knight, head back to the cage where Torak was.
Facing Torak's cage, head around the tree, crossing over the single bridge. Then the bridge
on your right. Up the two ledges, and straight, Torak is at the lift. Climb into the lift, Head
straight, thru the bridges and huts. After the first hut head straight, not to the right. When you go up
bridge, dont go right, head straight up the second inclined bridge. If you see a save point in the hut
after the third inclined bridge, you know your in the right place. Head over the bridge and get
ready to fight.
Strategy- Go in for a two hit combo, and then back off a bit. Be careful and don't start wrecklessly
striking. Remember all that training? Keep it in mind. Just a little into the battle, there will be a
scene. After this you're informed to put a
water Mote on your sword. This time don't go after him wait till he does a few attacks and he will tire
out, that is when you go in and attack. Once he's down, a scene will occur. These werelupes
have the BEST accents if ya ask me. Once its over head towards Illusen for another scene.
The forest is now covered with a dark cloud. We must inform King Skarrl of all this junk, so get
back to the castle. Since Meridell has the purple clouds now as well, keep in mind that there
are more enemies. I suggest running past them for now, especially the dark knights, as we are
too weak at the moment for them.
Informing the King
After Illusen's Glade, this is where the King will be and what you need to do. Head up the stairs,
and when facing the couchs, head left. Left again, staight, on the right wall there is a switch,
flip it. Head thru the left door now and thru where the
gate opend up.
Escape the castle
First attack the faeries, you can't damage them so
wait until a scene occurs explaining that. When you go into the hall between the stairs, and the
throne room, two fire barriers appear. Stand behind each column their attacks will break them.
When a scene appears showing one falling onto a ledge, run up the column quickly. Run the
small length and jump down you'll be on the other side of the barrier. Hurry into the entrance
room. The door is now blocked by a barrier. Get them to break the column on the right side
near the stairs. Run up it, you will get a little damage but nothing serious. Run into the mess
hall, the doors are blocked. Go to the back right column, and when its destroyed the wood
doors into the kitchen are opened. Jump thru and run to the store room where you caught the
Miamice, a scene will occur.
****Act 1 is complete.****
Welcome to Act 2. You'll view a scene, and then before running up to the guards and Seradar,
Let's get the stone of Illumination. It's in the maze on the right side, and isn't too hard to find.
Now go ahead up the stairs and talk to the council attendent Kekou. He'll inform you that you'll
have to wait because council in already in a meeting. You can jump in the fountain near you to
pick up quite a few bubble motes. While we're waiting, let's do a few side quests. After Kekou
finishes talking, an old lady will request that you help her get her Harris out of a tree. She'll give
you a special amulet. One quest picked up, lets pick up another before we continue.
If you're facing the stairs you just came up, go to the stair case on the right hand side. You should
run into a painter here, he needs some faerie dust to complete his painting. The faerie dust is on
the other side, so you'll have to go to the left side staircase. Once at the bottom of this stiarcase go
left and the faeriedust is before the second bridge. It's all sparkly by a little sculpture. Once you've
gotten, go ahead and complete the Harris quest and then take the dust back to the painter. He will
inform you that Meowclops' can see the invisible, and so you can if one is you're pet. There's a
meowclops at the beginning of Faerieland by the maze on the left hand side. Go ahead and feed it,
then go back to the Painter's stairs and go down. Follow the path left and you'll be shown the
entrance to the Hidden Tower. If you continue down these stairs, go to te tree in the middle and
climb the vines up. In these branches you'll find a wand handle. You'll need this later.
Rescue the Harris
If you go up and back down the left side staircase, you'll see the old lady by the tree the Harris is
stuck in. Walk beyond her, towards the building. You'll see a door (this is to the Library) and on the
right hand side some vines. Climb up the vines to get into the tree. Once you stop climbing you
should be in a tree branch, carefully walk along this and then when you see the harris jump at it to
rescue it. It's really hard to land on the branch because of the rolling that follows after jumping. So
after you jump at it, the quest should be completed. Complete the painter's quest now, and go
ahead and get that wand handle. Then go to the library in search of Seradar.
Once you get to the library, Seradar will agree to train you, but you'll have to make a wand since
you left your training wand in Brightvale. If you've followed along just keep talking to him, the quest
will be complete. If not see below.
Making a Wand
At the beginning of Faerieland there are 2 garden mazes. Facing the stairs, go to the one on the
right to find the Stone of Illumination. Once you have this, go up the stairs and to the (now it's the
left instead of right since you'll be facing a different direction, make sure it's the one the painter was
on) left side staircase and then go down into those garders. There should be a tree in the middle
with vines on it, climb those vines into the tree to retrieve a wand handle. Then return to Seradar.
Once you've returned to Seradar, he will show you how to use magic. Train with him until Kekou
tells you Fyora is waiting. Then you'll see a scene, and you're next quest will be to get some sleep.
Kekou will show you the way towards your room, it will also be marked on your map.
Once you wake up, Faerieland will have been overcome by purple clouds and minions. Great huh?
Run out into the center chamber and you'll hear a woman's voice screaming for help. Follow the
voice to find out what is going on. Once you get to the doors the voice is coming from, you'll find
you can't enter. Go into the opposite room and follow the steps down. Jump from the table to the
crates and then jump at the bars. Then a scene will occur showing the old lady you helped with her
pet harris and the Darkest Faerie. We have to help the old lady, but we're not strong enough to fight
the Darkest Faerie yet so we'll have to create a distraction.
Create a Distraction
Exit from here and go straight through the center chamber, you should be at a door, look at your
map if not. Once you enter the room you'll be in the Clocktower. At the bottom of the stairs is a
pillar thing you can grab hold of. Grab on and drag it to the picture on the floor, next to the clocks
bell. Then go to the other side and do the same thing. Once these are next to the bell, run up the
stairs on the left hand side and push the weights onto their lifts. Once all three drop down the bell
will work and distract the Darkest Faerie. Go back to the room the old lady is locked in and free
her. Once you get there you'll see a scene and the Old Lady will tell you to get out of the castle and
find the amulet's twin, Tor.
First you'll have to go to the west staircase, it will be marked on your map. Once you get there you
see a small scene with a fat minion blocking these stairs. Now we have to find another way out-
how about the Endless Staircase? No one will be guarding it now and it's the only way down.
The Endless Staircase
Follow to the point marked on your map, this will be the endless staircase. In order to get out you'll
have to follow the directions that the quiggles point in. If the quiggle points up, go up, if it points
down go down. Soon you'll get to a door. This will lead you into the library. Exit the library to view a
scene of Roberta getting on Solarin and escaping Faerieland.
****Act 2 Complete****
7. Act 3
Once the opening scene is over, defeat the minions, watch the next scene. Now you can
switch from Roberta to Tor and vise versa by hitting R1 and R2 at the same time.
Now we need to go to Brightvale. Follow the path to the right after you climb up those ledges.
Audiance with King Hagen
Go into the castle and speak with King Hagen. Once your done you will be in charge of stopping
the darkest faerie, but first you'll need to research.
Go to the Brightvale library. On the left is a button, step on this and it will make one of the
bookcases move. Then you will be able to climb the ladder on the bookcase in order to jump to the
pedastal on the left. Once you've jumped onto that pedastal and read that book, the book cases
will move again and you will need to go to the right pedastal.After this one,
go to the one in the center against the back wall, and once that one is done you finally can
jump to the one in the very center.
Before you leave the castle, explore a bit. You'll find Roberta's training wand and Princess Donna,
who will give you love letters to take to Prince Tourin. Once you leave the castle, go to
the food shop to pick up a quest. She'll ask you to bring word from her sister Primrose.
Primrose is in Bogshot and she also run the food shop. Now you can leave Brightvale.
First go to Bogshot, you can cut through the mountain passageway to get there or you can
follow the set path in (I think) Western Brightvale. Keep in mind that if you cut through you'll be in
the swamp and you'll have to back track in order to pick up a few quests. But there's also good training
and treasures inside the passageway. Decisions, decisions right? Anyway,
to get to the mountain passageway Take the first path to the right (when leaving Brightvale Castle)
towards the lighthouse. You'll see a little cave like entrance to the left (you may have to climb up some ledges first) and that will be the passage.
****Bogshot and Swamp Serpent****
If you visit the apothecary (little Rx symbol) he'll ask you to get the 3 berries to cure the town.
You have to cure the town before the bridge builder will fix the Brightvale Bridge.
Get the red, white and black bogberries. The red on on the top left, the white are in the middle section where the three "fingers" come off from the rest of the map.
You have to beat the Plague Serpent to get the black bogberries. To defeat the serpent, you have
to jump onto the highest table. Once you're on the highest table jump to make the serpent strike at
you by jumping. Block his strike and it will knock him out long enough for you to jump down and strike him.
He'll get mad and destroy some tables, just continue getting on whatever table is the highest. If he's
blowing green smoke at you then you're not on the highest table, try another. Once he dies the
black bogberries are in the middle- be careful not to fall in the swamp.
You can walk on the serpent to get back to safe walking grounds.
Once you defeat the serpent, you'll get multiple
quests to save villages. Now you can go back to the village to get a few more quests and collect
a lot of motes, they're EVERYWHERE. In Bogshot, talk to the Grimnar the Smithy.
He'll tell you to get a piece of Kredulan Metal from the mines in Drackon Ridge, and if you do he
makes you a pretty nifty sword. If you talk to the Apothecary until he's blue in the face,
meaning keep talking until he gives another quest, he'll take the berries then ask you to get him
4 poison seeds. Then, you can talk to Finn, the little gelert kid, and he'll ask you to find
Haplov. Haplov is in the sinkholes in the swamp. You can get the to sinkholes by walking
on top of the bubbling parts of the swamp. I went in through the bubbles in that one
section that comes up by itself, from there you just go straight and then you fight a Giant Slorg
and Haplov says he'll go home. Ok, now we can move on. We can go ahead and do the Poison Seeds quest.
When you exit Bogshot, there are steps to the right. Go up
these and you'll find a treasure and draconacks. Use the Turtums to get higher, and at the top
there are flower monsters to get the seeds from. A lot easier then going all the way back to
Shadowglen. Once you've gotten the seeds take them back to the apothecary in Bogshot and
you'll be rewarded 750 nps. Now it's time for a new city eh?
Equip a sun mote to your sword to defeat the 3 dark knights blocking Market Town.
It's easiest if you can kinda get one on it's owe and do it one at a time
Then you can go a head and enter Market Town. When you first enter, theres a
building right in front of you. This is the Trader's Guild, go here to view a scene.
Once the scene is over, go up the stairs and out the doors. You need to run to the other
side of Market Town, you can just run past the minions. Once you get to the recentangle
on the other end of the map, run behind the wall. Follow the path to the castle, then climb
the vines on the right side to get inside. Once you're inside there's a save point to the left
Go ahead and save, then further left along the wall theres a ledge that comes out, jump up there
then go up the ladder to the left. Once you're at the top theres a flagpole, hit that with
your sword and then slide down and follow along the edge of the grounds. In the middle, the
floor will cave in and you'll be in a dungeon type of place. There's a switch on the wall, dont
bother with it. You need to stay inside the dungeon place and look for another room that has
a ladder going up. Once you go up that ladder, keep following along the edge of the grounds,
soon you'll get to the dark tower.
Go left and into the first room. Once you get to the Save Point there's a crate on the other
end of the room. Use it to get to the window then climb out. Follow along outside the tower.
In the first room there's a treasure chest, then the next room leads to stairs that take you up
to the Black Knight.
A lot of people prefer using Roberta to fight the Black Knight with, but the first time
I used Tor and did fine. The second time I used Roberta and also did fine. Up to you.
Run near him but dodge his attacks. This will make him mad and tired and expose a
purple weak spot. Hit him there, it's the feet, neck, under arms etc.. Half way through the battle lure him
under the chandelier and his sword will get stuck there. Then you can strike him under his arms.
Keep this up til he's dead.
Once he's dead you'll need to go collect your treasure from the Guild leader, then explore
Market Town to pick up a few side quests. If you go to the Food Shop, Nina will ask you to get
her some pink posies. In the trader's guild, talk to Guildsman Guinoch and he will ask you to
deliver a package to Sopie the Swamp Witch in Werelupe Woods. Weirdo.
Now you can continue to Werelupe Woods.
I believe the entrance to Werelupe Woods is in Meridell Plains. I know it's in the same area
that you get to Illusen's from. It takes to long to take directions for everything, so if you can't find
it then look at the booklet that came with the guide and it's on there.
Once you get to Werelupe Woods, you'll want to go to Werelupe Graveyard.
I'm sorry, did I say want? I meant you have to. On the Werelupe Woods map, there's a little swirl in the middle
of the map, this is Sopie the Swamp Witch. You can go ahead and deliver that package. She'll
ask you to get her some raw wart root and then she'll tell you how to get into the Werelupe's Lair,
but I'm going to do that for free so you can finish her quest if you want to, I didn't.
Then you'll want to go to the far right section of the map. That will take you to the graveyard.
From the save point, go straight and there will be a scene with the Gelert Assassin. From
here, there's an opening in the gates if you're looking at the save point. Go in here and up
to the Crypt of the Fallen
*Note- If you look at your map, all of the little box shapes are Crypts.
You dont have to go to every crypt only the first one, but there are like 10 treasures in
each crypt so I'ds suggest it :)
Right crypt- Crypt of the Fallen
Botton Middle- Crypt of the Sentries
Left Crypt- Crypt of the Exiled
Crypt of the Fallen
Step on the blue button to the left to open the door. Enter the door that opened, then you
should get to a room with several doors and buttons in the center of the room. To open
the doors, you have to move that pillar onto the corresponding colored button. Do the
Yellow first. Once the yellow door is opened, go in there and you should find another
yellow button and a blue door. Drag that pillar onto that yellow button, then go back to the center
Do the Red button second. The door to left of the red button has a treasure chest
and 2 Skeleton Fighters. Then the door to the right of that room leads to a yellow and blue
door, the yellow should still be opened. Go through that door and you should be in a room
with a pillar and a green button. Put the pillar on the green button, then go through that
hallway. The door to the left has a few pots, the door to the right has a treasure chest and
3 Skeleton Fighters. Now go back to the green button. To the left there should be stairs,
Go down these. Here you'll find a mote treasure (I used a nova cause I don't know
what pink is.) This has a treasure map inside. There should also be a blue button in
this room. Put the pillar on the blue button and go back to the center room. On the way back
once you exit the room with the green button, the room across the hall has a treasure
and 2 skeleton fighters. Continue to center. Straight ahead is the open blue door, go through
here. On the left, pots, on the right, treasure chest. Striahgt ahead- dark knight spirit thing.
Once you kill the dark knight you'll get the necklace needed to get into the werelupe lair.
If you don't want to hunt treasures in the other crypts you can go to the Lair now. If you
do want to find the treasures keep reading the other Crypt descriptions.
Crypt of the Sentries
If you go to the center of the graveyard and up that little hill you'll get to another crypt
Follwo through to the end and use Roberta to shoot the eye. This will get rid of the
green force field wall things. Then go back toward the beginning and the third entrance
(where the skull spirit came from) will be opened. Go in here and shut the eye.
Now go to the room on the top of the map and shut the eye. Exit and go right to room before
the stairs. here you'll find a fire mote chest and 2 other treasure chests. Then go back
to the beginning. Go all the way to the end of the map to the large chamber (bottom left)
and there's a eye that controls a rainbow path that will lead to the 2 treasures. Use Roberta
to shut the eye then hurry to get to the treasure. Once you get one, wait and shut the eye
again then get the other treasure. You can exit this Crypt now.
Crypt of the Exiled
When you go in you can either go to right or left, if you look on the map you'll see that they
both lead to the same room. I went right, then at the first corner there are treasure chests.
Jump down the hole in the middle of the room, this brings you to 4 Skeleton Wizards to fight,
then you should be in a large circle room with colored doors, 1 pillar, and 4 buttons.
Yellow-Opens yellow door to yellow switch, a water mote chest and a treasure
chest. 2 Skeleton Fighters and 1 Dumb Skeleton.
Blue-Opens blue door to blue switch and 2 chests
Green-Opens green door to 1 treasure chest, the green switch, 3 Dumb Skeletons
and one Skeleton Wizard.
Red-Opens both red doors which are your exits (do this last)
Once all of the switches have been pulled the main door opens. Go through here and theres 4
Skeleton Archers and 1 Skeleton Wizard. Kill the wizard first or he'll keep bringing the others
back. Then kill the archers, then get the treasure which is a red negg yay!
Now you can exit to the graveyard and head to the Werelupe King's Lair. Make sure
you go out the opposite door that you came in from so you can pick up the last 2
treasure chests on your way out. The Werelupe King's Lair is marked with the skull
on your map, the top left on the Werelupe Woods map.
****Werelupe King's Lair****
Werelupe Burrows-Upper- Once insider here, you will split up. First you'll be Roberta.
Go left from the save point, and when you get into a big opening, the center of the map, go
up the ramp. Once up the ramp you'll have to fight Bone Throwers, then Roberta will stop
and see Illusen's Charm. If you turn around and go down that ledge you'll find a treasure chest.
Turn around and go right, you'll see an entrance with bones around it, if you go past that
you'll find another treasure. Then go through that entrance. When you first go in, edge along
the right wall. You'll find a ramp that leads up to a treasure chest. Jump down and continue
through. Keep edging along the right wall and you'll find the little swirly path at the top of
the map, follow it to get another treasure. Then go back and go left to get Illusen's Charm.
Once Roberta jumps to get the charm she'll be captured and you'll switch over to Tor.
From the save point, go right (from looking at the map, I was facing the way I needed
to go.) There's a treasure chest right by the save point. When you get to the 1st
little chamber jump up on that ledge for another treasure chest. Continue through and
soon you'll get to the Werelupe Burrows-Middle.
Werelupe Burrows-Middle- Go left and over the bridge for a treasure chest. Then
turn around. Go straight and to the very top left side there's another treasure chest. Go
back and go through the bone entrance in the middle. Once you get to the big chamber
in the middle, go along the top level. To the left there's a treasure at the end. Then
jump down a level and there's an earth treasure chest. Then turn around and go striaght.
When the rocks fork the path go along the right. You should see a save point
go ahead and save then continue on. Soon you'll get to the Werelupe Burrows-Lower
Werelupe Burrows-Lower- If you go to the bottom section of the map you'll
find a treasure chest. From the center chamber go to the chamber on the left that leads
to a path around the map. Follow through until you get to the bone entrance. Before going
in, go left to get a treasure chest. Then go through the entrance. Here will be a cut scene
with the Werelupe King, then you'll have to fight him. (This made me sad, I loved that guy.)
He's not very hard, I used a nova mote cause I'm not sure how he's aligned. Then combos
and rapid attacks work fine. Once you've killed him, don't go out the way you came in.
Instead, jump through the waterfall. Go to the left for a treasure chest, then go back to
the other side and find another chest. Now you can leave Werelupe Woods, hope you
enjoyed your stay.
To get to Drackon Ridge, go to the Meridell Plains and at the bottom of the map there's
2 Meridell Crests, you want to go towards the one on the right. Once inside, you can
complete a few side quests. If you haven't already, you can speak to the hunter
(house is marked on your map.) and then hunt the drackonacks, collecting teeth once
you've killed them for bounty. Once you've killed 10 or 12 (I can't remember how many
he'll pay for) go back to hunter to collect your money.
You can also talk to Motera the Mote Keeper. She'll ask you to take a message back
to whatever his name is in Brightvale and I think she gives you a Starry Negg.
You can also get your Kredulan Metal for your sword in the Old Mines. Once
this stuff is done go to Cogham to save them. If you're not getting the metal, skip
the next section and go straight to Cogham.
Go in and go straight, turn left and there's a treasure chest, then turn around. Soon you'll get
to a fire treasure chest. Keep going until you get to the hole, then jump down that. Go left until
you get the treasure chest then turn around and go toward the middle that's marked with
a large gemstone/crystals. From there, go towards the bottom of the map and there's
another treasure chest. Turn around and go left. The piece from the meteor should on the
ground right around here. There another treasure chest on the right of the map where that
little section comes out. If you want to explore more, there are 3 more treasures, just
keep in mind that the skeleton fights, archers, and dumb skeletons keep coming back.
I didn't have the sanity for that so now's about the time that I left.
Cogham is over the bridge from Drackon Ridge. Go straight through the village and talk
to Gershwin the techo. He'll tell you that the Ixi Raiders took everyone to the mines.
Now you'll have a quest to find the missing miners. Go up the stairs behind Gershwin
and over that bridge to continue through the Cogham Steppes. Go all the way through the
steppes toward the windmill. To the left there will be a sign for the Merelode Mines.
Go in here to rescue the missing miners.
All of the people will be marked on your map, and the one you should be saving next
will be blinking. When you go to rescue the first miner (top right of the map) stop in the
little section right before the miner. Climb up the ledge for a treasure. Once you get to
the last miner, you'll have to defeat the Ixi Chieftain before you'll be able to save him.
From the rock with the save point on it, go over the bridge and the Ixi Chieftain will be waiting.
I used a water mote to defeat him, and I also noticed that if I stood right up next to him
that his blasts didn't take any of my health off. This may be a glitch with my game, but
definatly worth a try cause it makes the fight easy enough to do one handed and not
looking. (I had other things to do what can I say.) Once he's dead, jump to the boulder
that the last miner is on and the cage will drop down and the mayor will be saved.
Now you can exit the mine and go back to Cogham village. When you first enter there
will be a scene and you'll get the cloak of heroes from the Mayor.
Ingmar the armour says he'll make you new armour if you fetch his hammer from the mines.
It was right in the middle of the floor when you first go in the mines, so you should have it.
Return it to him, but I think the armour I had was better because nothing changed so I dunno
how good his armour is. Elthesp the food shop lady wants a growth pod, I have no idea where
I got it but I already had it, so you might too. It seems like maybe I got it in Act 1 somewhere.
Anyway, if you dont have it try looking cause you get a red negg for completing her quest.
Giovanni the explorer asks you to get him a lodestone from the drackonack caves. I found
the lodestone in the top path of the caves toward the left side. There's a giant Drackonack
running around there. Once you go back to give him the lodestone he'll ask you to find
Gershwin, his assistant. He doesn't seem to explore much for an explorer. Gershwin
is in the drackonack caves up the first ledges you get to, where that first treasure was.
Now you're done in Cogham and Drackon Ridge (for now at least.) So you can head to
Tor's farm. As soon as you set foot in the farm your quest light will start blinking and
you can head to Shadowglen to save the missing farmers.
Shadowglen is to the left of the broken carriage in the Meridell Outskirts. You can't
give Prince Tourin his love letters yet, so that will have to wait a little bit. Once you
get to Shadowglen, go straight to the Juppie Monster's cave. Go up the circle log
bridge, up the ramp, between the two boulders, up the vines, over the log, etc etc.
Once you get to the Juppie Monster, you beat him the same way as before except
this time I used Roberta because it just wasn't working out with Tor. I equiped an Earth
mote to armour and Air mote to wand. It takes a while but it gets done easy enough.
Once you've beaten the Juppie Monster, exit through that cave and there will be a scene
with your family. After this you can either do a few side quests or go on to Illusen's Glade.
Here are the side quests I went ahead and did:
If you head back to market town, Feargas (the grarrl) will ask you to deliver some parts
to some tinkerer named Hubert in Meridell Farms. Wonder who that is eh?
Go to Grimnar the Smithy and get your long awaited Kredulan
Return the mote message.
Take the package to your dad and he'll tell you
to take it to Douglas the hunter in Drackon Ridge. SO back to Drackon Ridge
Give the package to Douglas the Hunter
(Outisde the house marked on your map.) Then turn around and go back to Prince Tourin.
Prince Tourin's Love Letters
Once both of those Trader's Guild
quests are complete you can finally deliver those love letters to Prince Tourin.
Once you've talked to him, you can go back to Market Town and find him there to
get another quest from him, but it's easier to put that off til later cause we'll have
things to do there anyways. Go ahead to Illusen's Glade now.
Once you get to Illusen's Glade, go to the lift. From where you rescued Torak,
go right over 2 bridges then jump up on that ledge. Go towards the lift and there
will be a cut scene showing the Gelert Assassin breaking the lift. He thinks he's
slick doesn't he. Too bad we already saved Tor's farm and got the Rope Gun.
Stand near the lift and aim up towards the tree. You'll be looking for a pole knobby
thing. Use the left analog stick to aim, then when the targeter turns green press R2.
Once you're in the tree village, make your way towards Illusen. Right before you get to
her, you'll have to fight the Gelert Assassin once and for all.
Alignment-Fire. Use water on sword fire on shield.
Specials- Multiply, Meerca Speed, Charge, send ground attacks
I think the best time to hit him is when he puts his sword in the ground
to send ground attacks. Do a jump attack on him and this will take the most
health at once. Then just do 3 combo attacks and rapid attacks and he'll be dead
soon enough. It's more annoying that hard cause when he starts going fast he's
hard to keep track of. Once he's dead go over to Illusen for a scene.
Now you can get into Meridell. There's still a few more side quests you can do though
First head to Market Town and you'll find Prince Tourin out front of the Trader's Guild
building. Once you get his quest, go ahead inside and get Griselda's quest.
She wants you to pick up a package from someone at the lighthouse.
Conviently, we'll be heading over there to get Prince Tourin's Lineage book
as well. The lighthouse and Rathbone Crypt are off that first path to the right
when leaving Brightvale. We'll do Prince Tourin's quest first.
Prince Tourin's Lineage
Go to the Gelert Family Crypts and into the only crypt in the graveyard. This is the
Rathbone family Crypts. Just follow through the whol crypt, it's very straight forward
and simple. When you get to the first chamber, hit the cracked wall to continue through.
Once you've gone through the crypt, go ahead and go to the lighthouse. If you talk to
the lighthouse keeper, he'll tell you someone is in the basement. Go down there to talk
to Red Jack. He'll give you a book to take to Sir Kaherdin who is on the other end of the
Brightvale coast. Once you get to Sir Kaherdin, you'll find that he is in on the plan to
overtake Brightvale kingdom. He set 4 or 5 bandits on you, kill them and then head
to Brightvale castle. Once you get to the castle you'll be bombarded by 5 or 6 more bandits.
Kill them and the quest is complete. Now you can finally head to Meridell Castle.
Once you get inside Meridell, make sure you put your cloak on or there will be
A TON of minions on you. To wear the cloak, go to your items list then press square.
Then go towards the blinking badge on your map, towards the alley you chased the
meerca thieves into. You should see Rory the Shady Guy walking around here, talk
to him. He'll tell you where to go to find out how to get in the Meridell Dungeons if you
pay him 1000 nps. Once you pay him, go into that alley and to the metal door. Enter,
and talk to the Meerca theif. They'll ask for the Market Town treasure in order to tell
you how to get into the dungeons. You should already have it if you've followed along,
if not go back to the Market Town section and read from there. Once you give it to him,
He'll open a drain that you will jump down.
Once you jump into the drain, you'll be in the Ancient Sewers. Theres a gate to the left with a
switch on the wall. You're first treasure is over here, use a fire mote to open it. This is also the exit
to the theives. You don't want to go backwards though, press forward. Wait for the water to drain in
the first chamber, then run out to the platform. If you go left there's the second treasure. Make sure
you jump on the middle ground or you'll drown. Use the rope gun to aim at the knobs on the ceiling.
Use these to get to the save point. Facing the closed gate go right, run when the water is drained.
You can run across the room for another treasure, just be careful to mind the water level. On the left
side jump up and flip the switch. This will open the gate to the next switch. Run back to the center
chamber and go all the way until you're out of the water. Run fast! Use the rope gun to get to the
middle and use the switch that was opened to you. This will turn off the drains so you can stop
worrying about drowning. Now run into the left chamber.
Here you'll run into a big golden door. On the right side of the door the wall is cracked, strike it to
reveal the gears that operate the door. There are switches on the left, right and the right back wall.
Use these switches until all of the gears are together, and then use the main switch in front of the
golden door to get it opened. The combination is Left, Right, Left, Right Back, then the Main.
Using the middle switch will also reset the gears if they aren't aligned
Once you enter the golden door you'll be in the Ruined Caves. Use your map to navigate through. In
the first chamber there's a path but it's blocked. Strike with your sword to open it. This way you
won't have to step on lava and eventually die. Go through here, killing spyders left and right. Don't
forget, if you get poisoned use a Bagguss and you'll be cured. Once you get to the save point, turn
left where there's no webs and this will take you to the Oubliette. Don't try to jump the holes in the
bridge, use the rope gun to aim at the knobs on the ceiling.
*Tip on fighting the Skull Spirit- get him against a wall and then get right up in his... um... lack of
face. The debris should be flying around the skull and you now, and he can't hurt you or run since
he's against a wall. Then just hit him til he dies.
Your map is your best friend here! I will try to navigate the best I can, but you should still be keen
on your map. Once entering, go left. Once you get into the room with the 3 colored buttons, drag
the pillar onto the green one. Follow the green paths until you're in the large chamber on the bottom
right of the map. There's a switch here that will open all of the green doors. Go ahead and explore
getting the treasures, then go back to the room with the 3 buttons. Do the same thing for these
buttons. Once you get the purple, the door opens in the chamber hall towards the yellow dot on the
bottom right of the map. Here's the yellow button and another pillar. Go ahead and drag the pillar
onto the button. From the yellow button follow the yellow path, go straight until you reach the last
corner and go right. Here's the yellow switch. From the yellow switch, go straight and you'll be in
another hall. Go left and here's the purple switch.
Now go to the biggest chamber on the top right of the map. Here you'll find a save point and 2 more
buttons- blue and orange. Go ahead and do orange first, as the gate is in the same room and you
just go in to get a treasure. Then put the pillar on the blue button. This will open 2 gates, one right
in front of you and the other is off the yellow path in front of the large middle chamber. Go down the
one off the yellow path. Down here you'll encounter a few spirits, kill them and then walk around
until you find the Knight's Crypts keys. Once you have these you can return to the Ruined Caves
the same way you came in.
Once you're back at the ruined caves, go back to the beginning of the caves. You should see a
section of stairs on your map, that's where you need to go. Go down these stairs and save at the
save point. There are 2 doors down here, both lead to the Knight's Crypts.
The one on the right you can go in to get a mote and that's about all you can do here, so go ahead
and go through the other door. Go to the big chamber and fight 3 death knights. I attached a sun
mote to my sword and got through pretty easily. When the last one dies you'll get a new sword and
a second door opens. Go through this door and make sure you save, you're coming up on a boss.
Once you go into the darkness you'll be in the vault with Fyora's rod.
Undead Draik Skeleton
When the ball inside the Draik is burning fire-Equip a fire mote to your shield and armour and a
water mote to your sword. Block his attack and it will stun him. Run in to hit.
When the ball is water-Equip a water mote to shield and armous and fire to your sword. Block,
You can choose one of these to attack on and just try to avoid his other attacks if you don't want to
keep switching motes. Once he falls apart to just a head you can run in and attack at will. Once
he's dead a ledge will fall that you can walk along to get to Fyora's Rod. After you get the rod a
drain will open by the lava pit, use the rope gun to get up there. Don't forget to collect the treasures,
there's good stuff here.
Once you go up the drain you just have to follow it where it leads you, it will only go one way. You'll
have to kill sludgys, slorgs and giant slorgs along the way. On each level of the drains, you'll need
to flip a switch to get a lift to the next level.
Wear your cloak but keep in mind that the dark knights will see you anyways, and if you get too
near a minion it will see you as well. Make your way to the 4th floor to save King Skarl. Once you
enter the 4th floor the doors will lock and you'll have to fight 3 minion warrios, 3 minion brutes, and 2
minion artillerary. Once they're dead the doors will open, and you can continue on to save Skarl.
Once you get to Skarl, you'll have to defeat the 3 faerie sisters.
3 Faerie Sisters
Use Roberta to break their shield, I also used Roberta to kill all 3 sisters. I attached a sun mote to
my wand and shadow mote to my robes. Use bagguss' when poisoned. I also used a potion of
power. Try to focus on one sister at a time. If you can get her alone to where you can hide from the
others behind a column you save a lot of energy. Once they're all dead, Skarl will be freed and Tor
and Roberta head back to faerieland to save Fyora.
If you need to, go to the stand that sells food and stock up, even though no one is there you can
still buy food and potions from the other shop. Go to the library and head to the endless staircase,
follow the quiggle directions and then the door will take you to Fyora's palace. Use your cloak and
map to get to Fyora. Save your game right before you get to Fyora, and then a scene will happen.
After the scene, Fyora will tell you what to do. The portal is on the right, you need to shoot your
wand at it to power it. Then go to the other side to the switches. They all need to be red in order for
the portal to work. Once the switches are red, Fyora will tell you to find Jerdana. A scene will occur.
****Act 3 complete****
8. Act 4
****Hall of Heroes****
Where are we now? Well, that's the first quest here. You have to find the 3 mosaic pieces that go
on the painting on the floor to find out.
Run straight up the stairs and go right, you'll get a fire mote and a mosaic piece. Go straight down
and up those stairs in front of you. You'll find a fire mote chest. If you go behind the pillar and jump,
this is the painting you need the pieces for. Turn around and go down to the right to find another
piece. From the middel step in the Hall of Heroes, go left and up, then right and right towards the
arches and go up all the stairs. You should find a nova mote then turn and go right and down, here's
piece 3. If you tried following the lefts and rights and ups and downs and couldn't find them, do what
platform games are intended for and explore until you find them. There's nothing to harm you in
here, just a bunch of steps. Once you put the last mosaic piece in, a scene will occur explaining
the history of Altador. It will also open the
golden door in front of you. Time to go save some shrines, eh?
On the map there's a place marked with 2 green trees. This is the Park District. Very easy to save.
Then there's one marked with a coin, this is the Money District, also easy to save. Then, the Arena
District- easy as well. Then theres a brown dead looking tree- this is the Bazaar District. This is
hard and takes the most time. Do each district in any order you please. Keep in mind that all of the
districts have purple clouds until you save them, so you'll be fighting a lot of minions. I'd suggest
exploring after you save each village.
If you go towards the potion bottle on the map, there's a barrel next to a canopy, jump on the barrel
to get on top of the canopy. After you get up there, follow the little white lights. This will get you to
the center of the Park District. Once you're in the middle, go towards the gazebo in the center.
There are 4 mortogs here, you have to herd them onto the button in the middle of the gazebo. It's a
pain, but their weight will keep the door the Park Shrine open. Once you get inside there are several
obstacles. The first obstacle is a maze full of drackonacks- that you can't kill. There are two methods here:
This is the one I did, but I just got lucky-
Put on your cloak
and make your way to the closed gate. Wait for the drackonack from the beginning to step on the
button to get in.
Use a meerca speed potion and freeze the drackonack with a water mote with Roberta's wand,
then run your way back through the maze and the gate is still open.
(Credit Dukma for the second method, which is fool proof unlike mine :))
Once inside, kill the minion warriors and another gate will open.
Next obstacle- there are four miamice running around. Catch em and put em in the cage to get the
next door open.Where you first entered, go left and there's a nova mote chest. Ok now, after you're
through that door, there are evil harris' everywhere. Make them step onto the button in the light like
the scene shows. If you stand on the button they're likly to follow because they're evil and they want
to hurt you, but once they're in the light they turn good. After you get 6 (I think) to turn good there
are 2 (I think) left and you just kill those. So now the next doors opened.
Next obstacle- herd more whinnies! One whinnie needs to be herded to each corner button. This will
free the petpet handler and the Park District. If you jump into the light it will take you back to the
Park District. Time to explore. There's not too much here right now, but you can stock up on motes,
juppies, and neopoints. There are motes everywhere here.
Go to the building on the right, go in, up the stairs to the door. This will take you back outside on
top of the
water fountains. Go right and follow this to the bouncy canopies.
Use these to get on the ledge with the door.
Go in. Once you're in the main building, push the block onto the scales. Then jump on the other
end of the scales to jump to the center of the scales- to jump to ledge with the save point. Save and
enter that door. This part is a maze,run through the maze looking for switches. The switches that
are by themselves on the walls will alter the maze so you can get to a room with a lot of switch,
these will open the golden door for you. One lonely switch is against the wall on the right, the other
against the wall on the left. I think it's the right side you need to do first, if you're standing at the
golden door facing the maze. In the next room there's a big key like thing hanging and 4 switches in
each corner. Each switch operates a different shape, get the shapes to match the pattern on the
floor. Once they're lined up, go into the middle room and flip the main switch, this will get the key to
open th floor for you. Once it's opened, go down these stairs and take you to the last room. There
are 3 blocks on the floor- drag one to the picture on the floor, this will open a path to move to the
next section. There will also be minions. If you fight them they will just come back, I fought after I
placed each block. Theres a picture on the floor in each section, drag a block to each and once you
finish go forward and the Money District will be freed. Explore some and then return to Altador to go
to the next District.
Once you enter, be prepared to fight lots of minions. I just ran into the Main building, and if you
stand on the left square it will release some minions. Once you've killed all of them, stand on the far
right square. Kill more minions. Then the middle square. Kill those minions. Then a door will open in
front of you. Go in there and the Arena District is freed. Explore a bit and then move on to the next
Say good bye to your sanity. Leave it at the door and pick it up on the way out. Over in the
park area with the fountain and save point there are three techos pointing in different directions,
make them all point to the center and the entrance to the sewer shrines will open.
Half way through the first hall the floor caves in. On the left is a door and stairs and a ladder
to get back to the main hall. But then the floor will just cave in again and we'll be running around in
circles. So, go the opposite direction of the stairs and use the button on the wall to open that door.
Go up these stairs and from this room go right and from the next room right again. You should be
behind a techo statue with a switch on it. Flip the switch, and it will light a path through the floor so
it won't cave in. Go back to the main hall and follow the lighted path.
The next section of floor falls in as well. Once in this room, jump on the crates until you're
near the ceiling with the vines on it. Climb the vines across the room and drop down onto the ledge.
Go left into the other room. Follow the path to larger room. On the right wall from the entrance
theres another button along the wall, push it to open the door. Climb up the crate and pull the next
techo switch. Once you exit through the door you opened go straight and there's another door and
button. Push the button and there's a treasure inside.
Then go back to the main hall, follow the lighted paths, and fall through the third section of
flooring. As soon as you enter the door from this room There's a door and button to the left. Nothing
in there, go left along the wall and push the next button. Still nothin... keep moving along the
wall/treasure and break the barrel in front of the next button. Push this, and there's a ladder inside
that will lead you up to the main hall. Not yet though, still need to find that third techo switch. Jump
down the hole in the middle of the room, take caution to make sure you land on the ledge and not
fall aimlessly into the pit (can ya guess what I did?). Follow this and there's an earth mote chest
ahead with a meerca speed potion inside-you'll need about 5 of these later. Then continue up the
stairs. Nothing in the first room-continue up. The next room go right and there's the next techo
switch. Then jump into the hole in the wall and make your way to the main room. Follow all the
lighted paths and this will bring you to part 2 of the sewer shrines.
Go left on the wooden planks. After the save point go right. In the 1st room with the eye
bridge there's a scene that shows you what to do. Next room, same thing. The second button is left
at the end of the floor, hurry or you'll have to start over. Continue following the wooden planks. Same
thing in the next room, here's where the meerca potions come in. Everytime you step on the grey
button, 2 minion brutes will appear. You don't have to fight. The 2nd button is all the way left again.
My suggestion is to outline the route you'll take, even walk it a few times to familiarize yourself with
it. Especially if you're low on potions. You can use them all in here, you won't need them for the
next room. If you run out, hopefully you saved and can just turn the game off then back on and try
The next room is where if you have any sanity left, well you won't after about 10 minutes.
This room isn't about speed, it's about stealth.
***Things to keep in mind here***
-Don't get caught
-Don't step in the water
-If you hear fight music you've been seen, start over
-Don't bother fighting the minions, it won't help you get out.
-Wear the cloak!
-Don't forget to sneak!!
There are 2 eye bridges. The black button at the beginning of the room will close the eye.
Remember that cloak? Put it on. (Start then square) You can not be seen by the minions or the eye
or you'll have to start over. Don't step in the water. The first button is to the right inside 2 walls and it
has a minion walking around. The second is straight from where you enter on the back left corner.
Go ahead and kill the first group of minions so you can walk the room a bit to get used to it. Then,
once you know the layout, hit the black button and go under the cloak and sneak. (Press square to
sneak.) You'll want to watch the minions for a while to get used to their patterns. The route I took was:
After the black button was pushed, eyes closed, and cloak on, I went right, sneaking along
the edges. This will bring you to the first button and first minion walking around it. Stand far enough
away that he won't see you (they can see you under the cloak if you get to close). Then, when he
turns the corner, follow behind him-still sneaking. Walk over the button, and after the scene is over
you should be able to run fast for a split second. Use your best judgement on not going to far to
make the minions in front see or not going far enough to where the minion behind you will see you.
You'll want to run left and diagonal- towards the next button. Start sneaking until you're behind the
wall-on the far left edge. Then hit that button and turn around. Go back the way you came and go to
that first position before hitting the first button. Wait on the minion to turn the corner and again,
follow him. When it's safe (the minion in front isn't looking) run to the right edge, go back to sneak
mode and sneak along the right edge. At the corner go left, the bridge is right there and you've
Part 3 isn't so bad. It's a timed obstacle course for each character. You'll use skills you've
learned throughout the game, like rope jumping, moving blocks, etc. After each character get
through you'll at the statue and the Bazaar District is freed. Explore the Bazaar District, then back to the Hall of Heroes.
**Side note, if you do not know how, jumping from rope to rope is down by pointing the analog stick in the direction you want to jump and pressing the jump button (X)
****Hall of Heroes****
Here you will see some friendly faces and they'll tell you what to do next. We still have to find
Jerdana right? Go to the center of the city where she is being kept. You'll down a bunch of stairs
then be in a room with 6 different colored light things. Jump into one, press enter. This will take
you to a new obstacle course type of thing. You have to get across each room to the opened
eye and hit it to make it close. You cannot step on the lighted parts of the floor. I don't know
why, but I didn't write any of this down, so forgive me for going off memory. At least until I get
here on my new game to update this.
Green- A maze sort of deal. You have to move big blocks and make you're own path to
other side. There are minions, so I used Roberta for this, as I think it's easier to kill them with
Light Blue- Jumping across lily pads. Don't forget not to step on the lighted parts of the floor
and don't forget that the lily pads sink after they've gone their course.
Pink- It's hard to see but different parts of the floor aren't lighted. You'll have to jump on the
unlighted parts to get across. The slightest touch to a light floor tile will send you back and
you'll have to start over.
Blue- I think this is the one where you'll have to rope jump and use trampolines to get
Red and Yellow I can not remember, but they are the same concept and the easiest ones, I
did these two first. Green was my last. Ugh to that one.
Once this is done, the lights will open the middle door. Go in here. This room has 6 little
subrooms off of it. Go into each little room, kill minions and press the colored button on the
floor. This will make the center floor rise. After all the floor as risen, get on it and it will drop.
After the drop, if I remember correctly, there's another floor with 6 colored things and the
Jerdana statue. To free her, you must equip the mote that matches the color and after all six have
been lit she will awaken. Good job! This will be updated to be more accurate and so it doesn't
have to include if I remember correctly and so on.
After Jerdana's freed, you'll jump into the light and be in the Hall of Heroes again. She'll tell
you to take your time to go back, that you need to get ready and so on. You can either go
explore Altador more or go ahead and go back to fight the Darkest Faerie.
****The Darkest Faerie****
You'll want to equip a supernova to your sword and shield, then go to the darkest faerie.
She'll laugh about how evil she is and what she's done for a minute, and then the fight will
commence. When she throws dark magic at you minions will appear so you don't want to block
everytime. Block her light attacks, fire attacks, water attacks, and so on so they fire back at
her to stun her momentarily. This will be long enough for you to get close enough to give her a
good 3 hit combo. Once you've done this 3 times, It will automatically switch to Roberta so you
can kill minions/the darkest faerie. Congrats! You've beaten the game. I won't get into storyline
details because you'll be able to see them since you've beaten it.
****Act 4 complete****
9. Update History
- Just started the guide. As of right now, I only have guides written for Act 1, half of 3, and 4.
I didn't decide until the middle of Act 3 to make the guide, and I've just finished Act 1 the second
time. I hope to make this guide thourough enough to get everyone through the game. Anyway,
today we've got the Items, Motes, and Act 1 completed. We've also got bits and pieces of Act
3 and 4 that I know a lot of people have had trouble with. The sooner the better right?
- Today I got Act 4 finished. Also updated credits. I've restarted my game so soon I
should be able to add a sufficient guide for Act 2 and Act 3. For now I'm just adding the very tricky
parts to Acts 2 and 3. I'm going to try submitting this now even though it's unfinished, cause I
know there's people who need help with Act 4 and the few tricky bits I listed, but we'll see.
-Act 2 and the last half of Act 3 are completed. All that's left is the rest of Act 3 and the
guide is completed.
- Simple HTML added, eventually I will be adding more to make this guide easier on the
eyes and easier to navigate. Today I just brought every single down so it wouldn't scroll across
the screen as one big line. Yikes. I'll be posting this on neopets today as well :)
- Added section 4. Petpets and their abilities
thanks to miss_ladyhawke for that information.
-Myself, Judy aka juggal3tt3j on neopets and savetherhin0 anywhere else
-The Neopets Team, if there wasn't a neopets there wouldn't be a game. Kudos to them :)
-Idol Minds for creating the game
-The Neopet Games Forum- there were a few parts in this game that I could not have gotten through
the help offered at these forums:
-Whippiejaye- This is my Darkest Faerie support group lol. She kept me sane through tough parts
and helped me with the Undead Draik a lot. Thanks a bunch!
-Frazeocity- helped keep me sane through the Sewer Shrine. Ugh. Thanks a bunch!
-pharoah850- helped me through the final battle
-dragoonlarc- helped through the final battle and something else but I can't remember exactly. Thanks though :)
-miss_ladyhawke- complete petpet list and abilities
-nightscram-Golden Negg information and Turmac Info
-Dukma-The second method for getting past the Drackonack Gate in the Park District
-Whoever made up the basic guide layout, I know it wasn't me so I wanted to give credit to whoever did.
11. Copyright Information
This may be not be reproduced under any circumstances
except for personal, private use. It may not be placed on
any web site or otherwise distributed publicly without advance
written permission. Use of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.
12. Contact Information
If you wish to contact me, feel free to email firstname.lastname@example.org or send me a message on
neopets under juggal3tt3j. If you require more help I prefer using neopets, although I'll warn you
now it's probably in the guide already and if it is I'll probably tell you the same thing.
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