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Neopia's Fill in the Blank News Source | 4th day of Celebrating, Yr 26
The Neopian Times Week 135 > Articles > A Beginner’s Guide to Neoquest 2: Chapters 4

A Beginner’s Guide to Neoquest 2: Chapters 4

by kongsingcheung

NEOQUEST - This fourth installment begins by finishing off the third chapter. I would like to apologize for not finishing the third chapter, so this one includes the end of that AND chapter 4! I'm hoping that Neopets can move my article to the "Continued Series" section for your convenience. On topic, what to expect now? More enemies who WILL use their skills often; they all have more life than you, and really cool bosses. All right! Let's beat the third chapter!

As you may remember, you are currently speaking to the Librarian who has just informed you that before long, it's gonna be over. Make your way northwest to the Hermit in the middle of a large area in a nice little oasis. He cleverly tells you that the second piece of the Medallion is hidden. So, starting from the square above him, go north until you reach the mountainous edge, and head east until you reach the spot where the piece is hidden. Now continue on eastwards, following the wall along as you begin to go south. Sooner or later, you'll run into the next dungeon, Akhten-Ka.

Akhten-Ka
This floor is just a series of small rooms. To find the boss for another piece of the Medallion, go north along the gigantic pathway. When you have passed two of the rooms on the left side, go northwest, then entering the room along the pathway, where you will find...

Boss: Coltzan's Ghost
Difficulty:Easy
Life: 750
Notable Abilities: Heals himself for 150, Haste, a beautiful coat of ghostly fur (though all bosses from now on can do this)
Tactics:Besides his constant healing and high life count, Coltzan is a simple boss to defeat, especially with the excellent allocation of skills, using my guides as reference. ;)
Reward: Another piece of the Medallion of Wind (that's right behind him), armour/weapons, 800 NP and gold.

The Medallion of Wind can now be used similarly to a map of the Desert. Follow it to find the last piece of the puzzle. It can be found inside the area with various mountains in the middle of nowhere. Now, use it again to locate the final dungeon for Chapter 3, Zakharukh's Pyramid. If you can't locate it, go to the Ruined Temple area, and head southwest to find the pyramid.

Zakharukh's Pyramid
Floor 1: This place is gigantic, so listen carefully. It starts off relatively easy, but as soon as you reach the end of the pillars, it's easy to walk around in circles. Walk through with the intention of reaching the east side, which is a little pathway on the other end of the maze. After that, just follow the pillars to reach the stairway.
Floor 2: Whenever you see a passage that leads towards the center, follow it, walking around in a circle until you find the last stairway. Floor 3: This one's a doozy. Head north.

Boss: Anubits
Difficulty: Medium
Life: 1000
Notable Abilities: Petrification, the highest level of Mesmerization.
Tactics: Though Anubits may mesmerize often, the key is just to prevent your characters from dying. By now, potions are used very rarely, as Velm can heal for up to 150 for one character or 90 to all members.
Reward: Armour/Weapons, NP, gold and the completion of Chapter 3.

Chapter 4: This is my favourite chapter, as all the bosses are well-known characters of the Neopets world. The enemies are uglier and nastier than ever, and everyone's beloved Chias make another appearance again.

You should be level 42 by now, because you'll have a slight disadvantage otherwise. Of course, if you're higher, it never hurts. Talk to the people in the town, who tells you an interesting conspiracy happening in the Woods. After you do your usual business in town, strut over to Von Roo's Castle, perhaps noting the lack of aesthetic appeal in the local enemies.

Von Roo's Castle:
Floor 1: Go north until you hit a wall. Go east, then south, then east again until you hit the other side of the dungeon. Head south until you reach a room to the west. Enter the nearby stairway.
Floor 2: Just follow the one-way dungeon, and get ready to booger down... err, boogy down with Meuka!

Boss: Meuka
Difficulty: Easy
Life: 1000
Notable Abilities: He's covered in mucus...
Tactics: Bring a tissue or two... Don't worry, Meuka is snot a hard boss. Just do what you usually do, and the giant Meerca will snot be a problem for you.
Reward: Armour/Weapons, NP and gold.

The transporter behind Von Roo leads to the Stenchful Swamp, where a stair takes you to find the Spider Grundo. The cave, though large in size, is easily dealt with. Follow the green puddles to find the arachnid.

Boss: Spider Grundo
Difficulty: Easy
Life: 1200
Notable Abilities: He's pretty fast.
Tactics: He's just another boss. No problem for you.
Reward: Weapons/Armour, NP and gold.

Follow the pathway to the west, and it will eventually take you to a bright and cheerful forest. Aw, it's Balthazar, and he's made some friends, four little faeries. We all know that the Bounty Hunter LOVES faeries, so let's just go north to the Happy Fun Non-Haunted House! Make your way to the second floor, ignoring the blocked off stairways. On the second floor, find the stairway that leads to the blocked off one you saw earlier. Levelbust to 45. Talk to the Brain Tree and the man beside him, who acts as a shopkeeper and an inn, where you can rest up. Buy 20 Corrode Potions, and head over to the faeries. Yup, get ready for battle!

Bosses: A Fire Faerie, A Water Faerie, A Dark Faerie and An Earth Faerie.
Difficulty: Very Hard!!
Life: 600, 900, 750 and 1250, respectively. Notable Abilities: Group Healing, the fact that their life adds up to 3500 in total, and speed
Tactics: These faeries are a fearsome team, and their ability to just gang up on one character, especially Mipsy and Velm, can ruin your entire battle. Velm's abilities are really important here: Protection of Infinity will reduce the damage received; his Celestial Hammer stuns (but it's risky if you miss), and his healing is always an asset. Go after the Fire Faerie first with Corrode Potions, since she has the lowest life count. Mesmerize the Water Faerie so she can't heal. This is one of your big tests in Neoquest 2. If Velm dies before you've defeated a single faerie, run away!

Whew...hope you didn't work up a sweat. Your next step of the journey is finding the diabolical Hubrid Nox, locked away in his high, HIGH tower. 9 floors to be exact. Here, you'll find Chias carrying staffs, wearing armour and what not. They have high resistance, so spells don't work as often. All the floors are easy, though, so I won't bother writing about it. Find Nox on the highest floor, and get ready for a long battle.

Boss: Hubrid Nox
Difficulty: Hard
Life: 1500
Notable Abilities: Healing. Period.
Tactics: For my fight with Hubrid, he healed 150 a turn 80% of the time. So, there are two important aspects to conquering him. One, making your characters faster and him slower to reduce his healing and maximizing your damage. Two, dealing over 150 damage before he heals. Potions, Obliterate, attacking with Rohane and Talinia will slowly but surely bring him down. A worst case scenario is Hubrid Nox healing two times in a row before you get a chance to attack him at all. Don't bother with mesmerizing and celestial hammer, they almost never work.
Reward: Weapons/Armour, NP and Gold.

After defeating him, take the transporter outta there, and slowly and carefully make your way to the eastern side of the swamp, where the enormous final boss is waiting.

Boss: Esophagor
Difficulty: Medium
Notable Abilities: None Tactics: Not much, just remember the basics, and the beast will be crushed by your might.
Reward: Armour/Weapons, NP and Gold, the completion of chapter 4.

Give a pat on the back for making it this far. Special thanks to dukiri and cwr_tzl for contributing boss hp info. Next time: Time is running out! Can Rohane and the others save themselves before their spaceship hits the star? Who is the mastermind behind all of this? Prepare for the final chapter!!!


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