The story:
In her magical prison, wich has no key,
she stands as a statue under the sea.
Queen of Nightmares, Altador's bane,
Her name is gone, but her evil remains.
Submerged in the ocean with skin made of slate,
She plots her revenge with terrible hate.
To Queen Fyora and legends of the past,
Not a single one will escape her wrath.
Nothing will be forgiven, no matter how small,
For she is the Darkest Faerie, the darkest of all...
surprised surprised surprised surprised surprised surprised surprised surprised surprised surprised surprised surprised surprised surprised surprised
Act 1
Ellis Family Farm
Herding Whinnies-
Look what you did you fool. You let out all the whinnies. There
are 3 in total walk behind each one and herd them back towards the pen.
Woot! First quest completed off to a good start arn't we.
Drawing Water-
After heading the whinnies in, your Mother will call you over,
she is in a small garden behind the house. The mother asks you to fetch
her some water and tells you to get the pale on the porch. So go get
the pale then head towards that large barn on the hill. The water pump
is on the left side of the barn, move up to it and hit square to use
it. Just great, it's broken once more. Whats a lupe to do? First lets
return the water to mother.
Fixing the Water Pump-
Your family sure is demanding, leaves you to wonder what would
happen if you wern't there for them. Go up to the barn again and this
time go inside, you see that big burly lupe. Thats your father, speak
with him about the pump. Hmmm get some pliers; that shouldn't be too
hard. Go over to your right you'll see a ladder you cant quite reach
and a box. Move the box infront of the ladder, jump up and make your
way up to the second level of the barn. You should work your way
quickly to a ledge outside the barn, turn to Tor's right, you'll see a
ledge, jump to it then climb up the ladder to the roof. Head up
towards the front of the roof where the Weather Vane is and the pliers
will be on the right of it. Grab them then jump down to the pump. Talk
to your father and he'll fix up the pump.
Your father has asked you to come inside, as he has a special job for
you. But lets go do some exploring first. Head up the path thats to the
left of the water pump you should see it behind you. When you see all
the corn head right again to that small shed and go inside. wahoo
treasure already open it and find out whats inside. 103 neopoints not
bad, not bad at all. Make your way out again, then head back to where
the house is, you should see a path straight ahead if your looking
from the garden, that leads thru an open fence. Go thru this small corn
field, and jump into the big hole you'll come across. Another treasure
chest awaits your lucky self. Another 100 neopoints, we'll be
millionaires in no time. Go back to near where you fell in jump up and
then jump up youll grab a ledge sidle your way across and work your
way up the vines to get outside. Go back to the house, go inside and
speak to your father.
A job from dad?
Wow, your father has entrusted you with the safe delivery of a
package to the great town of Meridell, not only that but hes going to
give you a sword. Go upstairs and to your left into the room, open up
the chest, rejoice at the splintery goodness of your wooden sword. Go
back down and speak with your father once more.
Deliver Package-
Your father has given you the package and now you can be on your
way to meridell. Head outside and follow the path infront of you, thru
the fence, to your first save point. Go ahead and save if you wish it.
You can also use your sword now to chop up corn, grass and many other
things. To find hidden neopoints and maybe even food.
Farm Road
Welecome to farm road, there are several side quests to complete here,
so lets get to work. Continue up the path from the save point. What's
this?!?! Bandits are attacking that poor old man, help him! Once you
get one of the thugs health down enough a scene will occur, and you
will be entrusted with a special amulet. Wonder what it does? He has
also given you a light mote, go head and equip it to your sword now.
Continue up the path and head left towards those farm houses. Talk to
the aisha.
Dangerous Weeds-
Time to put that sword of yours to good use. Go behind her home
into a dark dank area, And look for creatures on the ground that look
like flowers with faces, hack at them till their gone. There is also a
walking creature here who can spit out new flower monsters. So take him
out quickly. Go back and speak to the Aisha now. Hoozah a four leaf
clover, your luck has improved.
Head towards the small barn, that boy is one you fought with in the
opening scene. Head behind the barn, and look at this a stange chest.
Its a mote chest, you have to equip the mote of the right aligment to
your weapon then hit it, To open it. It needs a water mote, if you have
one go head and open it. Now head right and follow the path north. When
you can turn left into a farm area again do so and speak to the Grarrl
Boggs.
Protect Boggs' Field-
So he's having some bird troubles is he? Go to the bid behind
him, and kill it, along with its friend. Then speak to Bogg again
he'll give you a free chokato, bleh.
Head back onto the path and go south back towards that small lake you
should have seen. Wade thru it to an Aisha girl on the left shore.
Hide And Seek-
Ahh, the classic game of hide and seek. The girl wants you to
find her, and gives you five minutes to do it. Accept her challenge.
Her hiding spot, is at random, I have found her so far, behind a group
of rocks on Boggs' farm. And behind the scorchios house. She doesn't
give you a reward what a jip.
From where you found the girl, move up the path to your right towards
that house past the barn. Speak to the older scorchio, and he'll
complain about weird noses in the root cellar. Accept his quest and
head thru the doors.
Noises in the Root Cellar-
Make sure to break up the barrels and other things in here for
some neopoints and other items. Make your way along thru the cellar,
you'll soon be attacked by a spyder, hunt them all out and when you
find your way to a Giant Spyder, go head and kill him also. In the same
room as the Giant Spyder is another mote chest, it needs an air mote.
There is also a regular chest containing a potion of power. Make your
way out, and speak to the scorchio once more. He will give you a nice
100 neopoints as thanks. Finally were done here for now.
Meridell Outskirts
Head back to the main path and continue on north. Eventually you'll see
a broken down carriage too your right along with some Crokabek's. Take
out the birds, then speak to the Gelert prince. Before you take on his
quest, head up the path behind him till you see a lilipad in the water
to your right it should stick out from the others. Jump onto it, then
once your near the island jump onto it. Continue on this path of
lilipads and islands till you come to a clover patch for another
clover.
The Gelert Prince-
Seems the prince has been robbed of his golden rose, and we need
to get it back. Make your way back to the prince now. Just before you
jump up to the same patch of land hes on, you should see a path to
your left between a tree and a rock. Follow it. Go inside this cave,
now, and get ready for bandit fighting. Make your way forward until
your in a room with a fire in the middle, along with a near by table.
Defeate the horde of bandits, then head into the room to the right of
the fire. Open the chest and you will have the golden rose. But we are
not done here yet. Go back to the room with the fire and head north,
kill of the bandits here. open the treasure chest on the left wall for
an Ointment of quickness. Near the back of the room should be a lone
crate near the right wall. Jump up, on it then jump up to the ledge.
Kill that annoying theif that was throwing stuff at you earlier while
you were fighting the others. Look to the south, and see those crates
stack of 2, then a stack of 3. Jump to the stack of 2 then to the 3.
Climb onto the scaffold and retrieve the sun mote. Jump down and head
north.once you come to a bridge do not attempt to cross it or you will
fall. Instead do a running jump and you should grab onto the edge of
the platform. If you fall kill the 3 Drackonacks, then break the wood
blocking a door way, and make your way up. Open the mote chest with the
sun mote, and get a nice 730 neopoints. Open the small chest also. Make
your way out and go back to the prince now. Speak to him and be
rewarded 350 neopoints. But he also asks you to deliver the rose to his
princess love in Brightvale. You won't be able to do that for a while.
Now head towards that broken bridge. First walk across that small path
between the first and second segment. Now jump up and cable slide down
to the little island, turn and jump towards the ladder but don't go up
yet. Move under the bridge segment and climb up the vines till you get
the air mote. Now climb up the ladder. Continue on north, grab the
dancing leaf you see as it is an earth mote. When you reach the fork,
head right, down the path into Meridell.
Meridell
Ooof! That darn meerca ran right into us, and weve lost our package!
But thats not the only thing his friend has stolen it, chase after
them! He wil lead you down an alley way, and it would seem your
outnumbered. But some strange knight has come nad helped you out of
this jam. Who could he be? Oh well at least we got our package back.
Lets go turn it in. From where you are head onto the path, facing the
mote follow it left, and keep going that way till you come outside a
building whos sign infornt, is two swords covered by a shield. Head on
inside and speak to the man. Well lookie here were gonna be a squire,
but first we need a shield, lets go pick one up shall we? Head on
outside and continue left on the path till you come to the shop with a
Shield on its sign. Go inside purchase the shield for 400 NP or you can
win one for free in your first fight of the arena, if you don't have it
go fight in the arena, explained below. Go to the arena, and beat the
first round to win a free shield, on your map the arena is between the
magic shop and the food store. Lets go pick up some quests.
On your map go to the magic store, the one marked with an eye like
icon. Speak to the owner and seems she wants you to hunt for a skull,
*gulp* bad tidings under her roof it seems. Continue on to the shop
marked with a potion bottle.
He wants you to find a special flower called the "Arbendus" shouldn't
be to difficult, this quest will be continued on in the shadowglen part
of the Act.
Go to the shop marked with a gift box, Grab his quest, and it seems you
need to get him vials of poison. Also pick up the treasure map if you
have the money.
Now that weve gathered those, lets continue with the story shall we?
Return to the Recruitment center, and talk to the man again, informing
him that you now have a shield.
Need a Sponser-
Just great now weve got to go find a knight to sponser us to be a
Squire. Well do as the Officer Kendrick said. Go to the tavern, It is
the beer mug on your map, or if facing the mote from the building.
Follow the path left all the way till your past the main gate entrance,
and you should see it. Talk to the people inside to get clues about why
he's so upset. Make sure you speak with the knight so you get that
quest ding and update. So it seems the knight has broken his favorite
sword, against a wall no less, yea what a mighty sword it is *snicker*.
Head outside, to the save point infront of the castle, and face the
moat. If you speak to the two guards at the draw bridge they will give
more clues about the sword. But face the moat, and head left till you
reaching some scaffolding. If you don't know what scaffolding is, it
looks like several pieces of wood with platforms ontop for standing on.
Go past the first scaffold turn right into the alley way and climb up
the ladder on the other side of this scaffold. You can etheir jump to
the right and sidle on the ledge of the building, or you can do a
running jump to the scaffold. The sword tip is on this scaffold pick
it up, turn around and walk across the wooden plank to the next
scaffold. Up this ladder and pick up the broken sword cross guard. Now
jump up and slide across the rope. Pick up the shatter blade. Hmmm only
3, speak to the two guards at the draw bridge until they mention the
thief landing on the sword hilt. They did mention there was a thief he
was fighting, go check out the jail in the recruitment center. Once in
the building head thru the door way to the right and speak to the
prisoner in the cell to your left. When you speak to him, say no to his
offer of buying the sword. When he asks for your sword in exhange for
it, say yes. You will now have the hilt, and the guard will spot the
thief taking your sword, and return the sword to you. (Thank Keily95
for this info.). Now to get it reforged; go to the Weaponsmiths' shop
and speak to him. He will reforge it for free. Speak to Torak in the
tavern and he will sign the papers.
Becoming a Squire-
Return to the Recruitment Center, and show the sponsership papers
to the stuck up, rule abiding officer.
Need Parents Permission-
It's just one thing after another with this guy isn't it. Now we
have to go get our parents to sign the Letter of Consent, but what kind
of parents let their son go join the army, without proof of their
strong want to do this. Anyways, head back for the farm.
Meridell Arena
Welecome to the arena, where you can win a shield and neopoints.
Bandit- First Round- Simply kill him how you wish, a combo attack works
best.-Free shield, or if you already have one, 300 NP.
Ixi Henchman-Second Round-I suggest an air mote, use your shield to
block some attacks- 500 NP Reward
Sludgy-This guy can be annoying, use a fire mote on your sword, and
water motes on your armor. Try to move in for one attack then back off,
so he doesn't hurt you, keep at it till hes down for the count-
Meridell outskirts-
As you get near the now rebuilt bridge the Old Knight will speak to you
again. Who is this guy anyways why is he so intrested in you? For now
he only reminds you that you should prove to your parents some how...
that you are responsible enough to be a Knight. Continue onwards into
Meridell farmlands.
Farm Road-
Nothing new to do here, if you've been following along, if not go up
and do the quests mentioned earlier under Farm Road. So go on ahead to
your home; Meridell Farms.
Ellis Family Farm
It seems that your sister has gone out on her own, and seems to have
gone into forbidden Shadowglen, and guess who has to go save her, a
hero's work is never done.
Shadowglen
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. Welecome to your first truely enemy infested land. This place can
get a bit confusion so I'll give directions to the best of my ability.
The Arbendus Flower
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, continue
heading right, defeating enemies along the way. 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 by the defensive gas they release. Hop across to
the second islandm theres a lone 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.
Find your sister!
Now from the place where you land after jumping off the log, Face
towards the waterfall and run straight onto the path. Then head left
over the sectional bridge. Keep going straight, making sure to kill of
the Spore monster on the ledge you have to jump to. Walk across the
small patch of water, then jump up to the rope and slide across. Head
to that path to your right, and follow it up the ramp. From the ramp,
start heading striaght past the two boulders. Climb up the ledge that
is before you, 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
steppes. Walk across the log doing your best to avoid the attacks sent
your way. Move forward and slide along the rope before you. Head left
towards the small river and waterall, 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.
domokun Boss: Juppie Monster domokun
Difficulty- 2/10
Element-Earth
Attacks-Send vines at you, Head slam
Strategy-
This is your first offical boss battle, congratulations. He isn't
all that diffcult if your timing is good. The first thing he will do,
is send vines at you, they will sprout from the ground and slash at
you, each time he recovers from the second phase there will be 1
additional vine. Each vine you kill will drop a large Juppie fruit to
the ground. When you have killed a vine, he will get angry. Stand on
it, and try to jump out of the way when you see him about to slam his
head down, you know hes going to slam if his head moves back and shakes
a little for a second. The slam will daze him allowing you to move in
for an attack. You have to get him to slam down on one of the fruit, or
a head slam will not daze him. When he comes out for the 3rd time he
will do smaller head slams as you attack him so be careful. If you need
health there are Juppie plants around the cave.
Congratulations hes down for the count, your sister is now free, and
tells you to leave thru the cave thats flooded with that icky green
water. So head on thru and you'll be in your home farm.
Ellis Family Farm-
Slash this plant right infront of you before jumping down. Its a Red
Negg and will increase your maximum health, hoozah! Now jump down and
head straight, and go inside your house. There will be a scene where
your sister is describing the fight to your parents. They will see your
responsibilty, and sign the consent letter. Let's return to Meridell
shall we?
Meridell
Head over to the recruitment center, and turn in the papers. Revel in
the glory for a few minutes seeing as how your finally a squire. But
look at yourself, you've got a rather spiffy new clothing. Enjoy the
extra weight. Go ahead around town stocking up on anything you feel
like. When your done with that go to the potion shop, and turn in the
flower quest. Be rewarded 500 NP.
Meridell Castle
Becoming a Knight-
Well its finally time to work on becoming a knight, its never easy for
us is it. Go to the drawbridge and enter the castle. The master-at-arms
is right next to another save point, speak with him. Well he doesn't
seem very polite now does he. Well at least he's letting us get a nice
nights sleep, so head down teh 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 to the right then
straight, to a corner of the room with a lone bed and get some sleep.
You will see ascene of some Faerie waking up, its quite obvious who she
is, but I won't ruin it for you.
Your awoken by a fellow squire, from where you stand head right and go
out the door, on your right.
Castle Courtyard
Squire Chores-
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, hopefully you've figured it out
by now. If not refer to the controls section. What a jerk now hes
making us do chores, bah, well best get it overwith. Head back inside
and make your way back to the main entrance hall.
Chores-
From the entrance hall, facing the stairs take the path to the right.
Use the door on your left hand side to be in the mess hall. Go against
the left wall and head straight. Go thru the second arch way on your
right, then to the left and speak the servant Faun. Seems she wants
the Miamice put safely back in the crate. They can get annoying holde
Square button to sneek and move up behind when your close enough hit
the square button to grabe them, then drop them in the Cage. A small
ball of light pops over it now and then to remind you its the cage.
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 hes
straight ahead, past the stairs. Speak to him, this time you have to
hit all 3 dummies at once with a spin attack. Use the controls section
if you don't know how.
Squire Chores-
Speak to him, this time you have to hit all 3 dummies at once
with a spin attack. Use the controls section if you don't know how.
Clog Duty-
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. Now they have us trudging thru
sewers. Time to get to work. 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 grimey depths of the Meridell Sewers. (one part i hated)
Follow directions closely this place can be a bit of a nuisance
due to rather well camoflauged switches. Head straight and jup off the
end. Facing that central column head past it, when you come into an
opening, and there is a lone tunnel to your left, head down it, and
approach your first clog. It looks like a really big pile of sticks and
muck between two sections of a wall, hack at it to remove it. Go back
to where you entered that lone tunnel, and facing the wall with the
torch on it, head left. Continue onwards thru this large 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 short 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 opend with the first switch, wich is
straight ahead. Follow thru straight past the column and jump down.
Take caution of the enemies in here, you should see the clog in plain
site, get rid of it. 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 dead ahead. Facing the
grate 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 were back in the castle, return to Malcolm and speak
with him.
After your done with clog duty return to the courtyard. This time
your trainer is up on the raised platforms up the stairway. Make your
way to him and help him with his Mote demonstration.
Go back into the castle, and to the main entrance area, where the
save point is. Head up the stairs, go between the 4 couches, and speak
to the man against the window. Seems like the king wants you to go bird
hunting, hope their in season. Head back on out to the court yard, thru
the barracks.
Crokabek Nests-
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 finally 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. Be
careful at the top, there's a Crokabek, that enjoys to knock you back
down. Once its down, jump onto the canopy. Jump onto the large brick,
jutting from the castle infront 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 window, watch the wallon your right, for climable rocks. Head up them and your third nest is
up here.
Jump down, and face the fountain, head past it and go right to
the scaffolding. Work your way up, by hopping 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 once more, and face the stairs. Head left past them
then go straight. Watch on your left side, for the petpet Turtum. Hit
his shell, and then stand on top, he will give you a nice 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 your Sponser
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 with your
shield.
Advanced Mote Training-
Equip the fire mote to your shield. then stand in the circle,
holding up your shield, and wait for it to deflect a shot.
It's been a long hard day, return to your bed and get some well
deserved sleep. In the morning, you will be awoken by Squire Grayson.
He informs you that you've been called on for a mission, wow already?
We must have really impressed our Trainer. Once more go to the entrance
hall, and speak with Torak. Finally a real mission.
Mission to Cogham-
Facing the stairs, head to your right, then thru the door on your
left, to get into the mess hall. Sir harlag is at the right most table,
eating twice his own weight. Guess were going solo on this mission.
Head out of the castle.
Mission to Cogham-
To get to Cogham, we must cross thru 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.
Drackonack Ridge
If you wish to do some side quests in here, look just under this
sentence. If you wish to continue on with the main quest, scroll down
a little.
Mote quest-
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.
Spyder Venom-
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 Bagus will remove the effect. Once you get 5 viles of
venom, return to the gift shop in Meridell and speak with the man, to
be rewarded 500 NP.
Hunting Drackonacks-
This quest is obtained at the home marked on your map by a
drawing of a home. HE will pay you for any Drackonack teeth you can
find. Go out and hunt the smallers till you have 10, as thats the most
you can get. Reward 1,000 NP. But now you need to kill the Giant
Drackonacks.
Mission to Cogham-
Head straight, past the mote shop and keep on going. When you see
a bridge, head over it, and continue onwards.
Cogham Villiage
Ixi Raiders-
Welecome to the village of Cogham.....WATCH OUT!!!!!! Theres
Ixi's everywhere, and their not here for a picnic. Before you, you
should see an Ixiraider, and a villager, running around the tree, go
help the villager. Face the center, and take out the Ixi ahead. To your
right, and behind that building is an Ixi Archer. There are two more
Raiders around the town center. Take them out quickly. To the left of
the armorsmith, are some steps. Hurry on up, but be careful. At the top
there is a Ixi Raider, and an Ixi Archer. After succesfully killing
them off, there will be a cut scene, not only are you not appreicated
for saving them, but now we've got to go thru the hasstle of finding
the Ixi Leader and killing him.
Before you continue onwards, I suggest you head into town, and purchase
the shield and sword. That is if you have enough money. Once your done,
head back up, and go thru the same archway the Ixi's did.
CoghamSteps
Ixi Raiders-
As you press forwards, keep an eye on your left side. When you
see a rather large see on a ledge, jump up and grab it. Hop down making
your way forward again. Killing off Ixi's as they appear. It is
relatively straight forward for a little ways. 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 running jump for it. Head up the ramp, slaying 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. Making 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, hop onto one of
the platforms, located on the now spinning water wheel. Head on
forward. The track bridge, has a few missing sections, so watch out.
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.
domokun Boss: Ixi Chieftan domokun
Difficulty- 1/10
Element-Earth
Attack- Charges sword slamming it into the ground sending out a ring of
power that cuases damage, Slash.
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.
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
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.
A Magic Skull-
If your at the sign post that leads into Illusen's Glade, head
past it. 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
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!-
It seems there are 3 other knights, we must save. 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.
domokun Boss: Gnarfas domokun
Difficulty- 4/10
Element-Fire
Attack- Chain whip. 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.
Dark_Embrace Community Member |
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