Try not to mess it up. The other main quest can be done at the same time as the Arbendus Flower side Quest, if you got it from Potion-Maker Angus before you left town. Meridell Village 1 The Arbendus Flower. Because as we all know, delivering a package and coming home is just the height of excitement. Up, up, up. Follow the most obvious way. Go get her.
This is your first boss fight. See Bosses. Mistress Morag is looking for the skull of an ancient wizard to complete her wand. It is NOT the wand you will get for Roberta later…that one is already on the counter. Before the cave-like underpass, to your right, there are a series of step-like ridges.
GO up, and take the ripcord across the lake. Go into the Haunted Tombs. Head for the large room to the left. Kill the Skeleton Wizard on the other side of the chasm. This will give you the skull. Meridell Village np 1 Spyder Venom. He is looking for five vials of spyder poison to make his elixer. They will never come back. If you have NOT, however, you can go fill your vials by killing those five spyders, and thereby complete the quest. Meridell Village np.
Spyder Juice Elixer 1 Hunting Drackonacks. Douglas the Hunter will pay you for any Drackonack teeth you find. That was taken from the quest page. Sixteen is too many. They give the two bottom fangs. Take down five drackonacks and go back for the full price, which is np a tooth. Any others will get you half price if you only go back once.
IF you go back more than once, Douglas will take the teeth and yell at you. TNT is a pain in the ass. You have to do a ton of crap first. Head for the castle. Master Torak will tell you what to do there. Go into the courtyard to get a bit of training and then your first chore.
This quest is just to complete the other quests. There are five of them. Go down into the dungeon and through them to the sewers. You have to flip a switch to open the entrance. ALL switches look like that. In the sewers there will be three clogs you can get to without flipping any switches, and then you have to find the switches to get to the other two.
Beware of little slorgs and tentacles. Switch 1 — Top left square on map, bottom right corner. Switch 2 — Next to the clog you see as you flip switch 1. Switch 3 — This switch is right in front of you, to your right after clearing the last clog, and just lets you get out of the sewers faster. Go back to Master Torak Meridell Castle.
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. The first part of this battle, you need to 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 to far, his weapon will charge up, he will run near you, and slam it down, doing damage to you.
Equip a air mote to your weapon, and earth to your armor. 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. A few more combos and he's down for the count.
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. Cogham Villiage Once you enter it a screen will appear, and the villiagers will thank you. You will be rewarded a Red Negg. Lets return to the castle now and inform them of our sucess. Meridell Castle Once your next to the save point, just keep heading straight, thru the stairs, towards the huge double doors.
Time to seapk with the King himself. Way to go, at long last you are now 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. Head outside into Meridell, and go to the magic shop. Follow up the path next to it into Meridell Plains. Meridell Plains Treasures-3 Golden Grass-1 Illusens Glade- From where you entered follow this dirth path, over a bridge on the stream. When you come to the sign post head left up the smaller path. When you come up to the entrance of a small tunnel. Head to your right, up the 3 ledges. Theres a zip line here, go on and use it.
Enter the crypt that you were dropped outside of. Now then since you can't jump up the ledge after the save point. Head right. You should now be in a large room. There is a huge gap in the middle with platforms crossing over its lenght. Take care of the Dumb Skeletons that will pop up. Once their done with, carefully work your way across the platforms over the gap. On the first large piece of land is a Skeleton Fighter, take him out. Acorss the another platform you will see the Skeleton Wizard, Kill him to get your skull.
Now you can go back the way you came. Or go back to where the Fighter was, and head up the stairs. This path has diffrent things on it. Along with a clover patch. Return the skull to finish the quest Illusen's Glade Treasures-4 Illusen's Glade- Continue past the Negg shop, and over the bridge, to grandma's house we go. Yea I know corny joke. You can follow this small dirth path the whole way. But there are treasures, that I will give directions to in the treasure section.
So unless you want the treasures now. Follow the path straight, don't take any of the forks. After a while you will see a cage, guarded by a Werelupe Basher. Kill him then slash the cage to break the lock. You freed your master-at-arms Torak. Rescue the 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. ANd 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 your master-at-arms was being held Illusen's Glade- Facing Torak's cage, head around the tree, crossing over the single bridge.
Then the bridge on your right. Up the two ledges, and striaght, Torak is at some kind of pully. Climb into the lift, and enjoy the ride, isn't a nice scenic lift ride, great to relax you during a mission. Head straight, thru the bridges and huts. After the first hut head straight, not to the right. When you go up an incline bridge, dont veer right, head straight up the second incline bridge. If you see a save point in the hut after the 3rd incline bridge, you know your in the right place.
Head over the bridge and be treated to a scene, of the Werelup king and the knocked out Illusen. Good lord who is this thing he sicked on us. Side step, jump back and appear behind you, Charge attack. Strategy- This guy can be a bit difficult if your not good at defending. Go in for a two hit combo, and then back off a bit. Becareful and don't even think about wrecklessly hacking and slashing. Just a little into the battle, there will be a scene. AFter wich your 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 for the count, a scene will occur. Once its over head towards Illusen for another scene. During wich the Darkest Faerie will take control of her and kick you down to the forest floor. The forest is now covered with a dark cloud. We must inform the King skarl of this devolopment, so hurry back to the castle.
There are now new minions that pop up around the area due to the dakrness. Meridell Oh no, even Meridell is cast over by a dark cloud. Hurry to the castle quickly! Also take note that enemies will spawn in the town now, due to the dark cloud. Meridell Castle Inform the King- It seems the Castle has been over run with dark knights. Don't fight them, they are to hard for us at the moment.
There must be another way into the throne room. Head up the stairs, and when facing the couchs, head left. Left yet 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. Time for another scene. Escape the castle- Look what you've done fool, you've gotten yourself spotted. But we have to run!!!! 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 lenght and hop 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 opend.
Jump thru and run to the store room where you caught the Miamice, a scene will occur. Welecome to Faerieland. You are now using Roberta, the second important charecter. She is a magic user, and has ranged attacks. It seems you are a Diplomat and you've come to inform Queen Fyora of the dark clouds spreading over the lands. From where you are, head straight and into the hedge maze on your right. Work your way thru the maze, it shouldn't be too hard.
When you pick up the stone of Illumination you can exit this maze. Let's get a few side quests out of the way. If your facing the large fountain that has a bridge thru it. Go up the stairwell on your left and speak with the painter. Faerie Dust Paint- We need to get this painter some faeire dust. Go back to the large fountain and this time up the stairs to the right of it. Take a right at the end of the stairs and follow the path. Before you cross over a second bridge.
Head to the left over a broken up cobble stone path. The sparkling statue has the Faerie dust. Walk up to it. Now return to the painter. The tower in his picture disappears. He informs you that a Meowclops can reveal hidden things.
Revealing the Hidden Tower- Go back to the two hedge mazes, and go in the left maze. There is a Meowclops very close to the entrance of the maze. Feed it, and head over the same stairs the painter is on. Walk on the path, and when you see a large circle area on your left, walk on it, till the scene occurs revealing the Hidden Tower.
In the same area you found the hidden tower, cross over that cloud river. To the big tree on the island in the middle. Climb up the vines on it. When your high enough drop onto the limb and walk out grabbing the stick. This stick and the stone you found earlier will be used in a Main Quest later. Audience with Fyora- Go to the main area with the big fountain, and just head straight, towards the big double doors.
The Queen is not yet ready for us. So your teacher Seradar is going to go wait in the library. We will join him in a little bit. An old lady will speak with you, requesting help getting back her little Harris. She already gives you an amulet maybe its like the one that Tor has. Harris Rescue- Go over the stairs that you went over for the Faerie dust, to the old lady.
To get in the tree, go to the building just past the tree. And climb up the vines, walk along the limb. Once your near the bulk of the tree, jump for the pet pet on the other ledge. It should say you got him, landing on the limb itself is hard. So just jump for him.
She rewards you with a Potion of Power. Wait for the Council- Seradar did say he would give us a magic lesson, didn't he? From where harris was.
Go into the building that had the vines you climbed. This is the library. Head straight to the middle and speak to Seradar. Magic Training- If you have been following thus far, then you should have all 3 parts. If not refer to Harris Rescue, Revealing the hidden tower, and the 3rd paragraph that informs to go into the right hedge maze.
That aside, speak to your teacher again and he'll craft the wand. Go head and work thru his training, its easy to follow, and no annoying chores to do in between hooray!
Element-Veries Attack- Varying Elemental ball. Arm slam with freezing effect, throws sludge ball at you. Purple Juppie- Restores a small amount of magic. Speckled Negg-Rejuvinates a small amount of health and magic. Ointment of Quickness-Use for temporary immunity to Slow-Down. Potion of Power- Use to make your attacks super-powerful! Potion of Meerca speed- Use to run at super-speeds! Baggus-Curses Poison, But tastes awful.
Red Negg- Increases maximum amount of health used automatically Clover- Increases luck used automatically. Fyora's Potion- Use to replenish all lost magic. Potion of Revival-Use to revive an unconcscious friend. Peachpa- Restores a huge amount of health.
Miamice- Location s -Meridell Castle Ability-none, is used in two quests, herded. It will make you jump even higher. Fell from the sky? Sturdy enough! Well designed! Great for picking fruit! DON'T grab the big stuff! Tends to just drag YOU towards it. Very embarrassing. They also provide over half of all the food the kingdom requires.
It's common adage that kissing a Mortog leads to strangeness. Thankfully most Mortogs live in swamps away from the general populace.
Meridell has a long and complex history, with numerous adventures, quests, and battles that shaped it. Through this book, you will learn of those that did those noble deeds - the Defenders of Meridell!
But the key to doing the most damage is to slow down. Timing is everything in the art of swordplay! A true knight conserves his energy and makes every strike count. In fact, if a knight can hold his strike, even for a few moments, he can marshal all of his power into a mighty blow. Most people find this low-growing gourd mildly reviving.
While most varieties of Juppies are sweet, the Purple ones are quite sour. Dabblers in magic find it helps revive their facilities a little. The Chokato tubers grow in soft soil, sending up very distinctive sprouts that amateur Chokato gatherers look for. Star berries are often found near water. Some believe that the starberries actually came from the stars, cooling down enough to eat after skipping off the water.
Gourmets commonly put them in soups or use them as toppings for breaded dishes. Sorcerers report that the Starberry fruit is a wonderful restorative. They use it to rejuvenate themselves during long bouts of spell casting. Don't do it! They hate the fruit's taste. A well-fed Petpet will follow you obediently and aid you in whatever way it can. Their dark colour acts as a natural camouflage and they hunt by leaping out and scaring their prey.
A few common spyders have also developed poison and should be avoided. While the small version is most often encountered, travelers sometimes report seeing horrifically larger Spyders. Extreme caution is recommended when encountering these overiszed arachnids. The Crokabeks are well known for their talent to work together and also steal small items from their target.
The "common black" Crokabek is nuisance enough but other types also exist. The brown ones keep to the mountains but are also known to be large and aggressive.
It requires a stealthy touch to catch them! After being stunned, an awakened Turtum shoots anything standing on its impenetrable shell high up into the air. Some provided unique medicines. Of course, it's a true pity that some of them bite back. All I can say to this is "ouch" "Rare Flowers, Book XXI" Known by its horrible smell, the sap of the Arbendus is often used in potion making as a catalyst for some of the strongest enchantments.
While once common, the demand for the Arbendus has been high enough to make it difficult to find. There are some specimens left, though, in such isolated spots as Shadowglen Woods. Striking with them may set your enemy on fire. The more potent versions can be found near lava flows, or sources of extreme heat.
LOOK for the black dark motes in such places. Even the smouldering embers of dead fires may hide Motes of power. This power can be used to lash out and weaken your foes.
Warriors aren't the only ones who stick around. Some of the more powerful enchanters still wield bone-chilling power. It can even manifest in aghostly form that plagues the living. Of course, not all ghostly creatures are actually a threat: sometimes gret tragedies produce ghosts too. Are they a threat? Or just a message from beyond? No one knows He classified these into basic elements: fire red , water blue , air cyan , earth green , dark black , and finally, light Yellow.
He found how you manipulate opposite alignments in casting: light against dark, water against fire, and air against earth. He also saw that, when two similar alighments were put together, they would bounce back to their original source. For years, King Skarl has ruled the realm of Meridell with grace and power unseen in lesser realms. It is expected, thanks to Skarl, that he will reign for many many years more!
All hail great Skarl the First! They are extremly territorial, fould tempered pack hunters that can be found throughout Meridell and Brightvale. They are especially numerous in the Drackon Ridge steppes.
Without strict regulations, their numbers grow quickly out of control. Hunters are often called upon to cull their numbers. Drackonacks never stop growing as they age, so some older ones can reach truely monstrous size. Brigands and Highwaymen set their sights on the outlying provinces, preying on innocent villagers and simple farmers. They often sleep in pools of still water and don't take kindly to people stepping on them.
The smaller pink variety has long been a menace in the sewers, clogging up drains and generally being a nuisance. The larger green variety lives in swamps and is an agressive hazard to travelers. They took to trading with or raiding the village, depending on the whims of their leader.
The villagers soon realized that, in times of trouble, it was necessary to deal first with the boss. Those who have followed its path learned that Faerieland travels with the sun, its citizens forever bathed in light. In addition to magnificent gardens and well-scultped courtyards the castle hosts hiddden towers and magical staircases. Because of this, the fourth might castle of Meridell has been declared by King Skarl an official success.
Her glade has since become a stop for travellers hoping for a touch of her faerie magic. She rarely descends from her home in the topmost tower of Faerieland, preferring instead to listen to petitioners in the Council Chambers. But when she does come among the people, it is usually to reward acts of great bravery. The Defenders of Meridell rose up, and they drove him from his evil ways. Then is Act 1, then Act 4. Act 3 is the hardest for me. Characters Main Characters: Tormund- A young lupe that dreams of being a knight he gets his wish to become one when he travels to Meridell.
Luckily their lot's of adventures of him to embark as well as Roberta. Ya think that he would be a little more romantic to her Roberta- A young acara that wants to be a sorceress she also gets her dream Have you played Neopets: The Darkest Faerie?
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