NeoQuest II:
CHARACTERS
Rohane
Found: Main character (Act 1)
Rohane is an all-out warrior - he can dish out and take damage easily.
Group Role: Rohane does the main damage in the group. Use him against strong opponents.
Advised Skills: Damage Increase (he needs to do damage), Stunning Strikes (delaying monsters' turns), Critical Attacks (double damage), Innate Melee Haste, Innate Magic Resistance.
While Critical Attacks is an attractive choice, you need Damage Increase more - it relies less on chance, and pays through nicely. Get both!
Mipsy
Found: White River City (Act 1)
Mipsy is a wizard that can dish damage out, but not take it.
Group Role: Mipsy can do some serious damage to everything, and can haste your party.
Advised Skills: Group Direct Damage (meat grinder), Innate Melee Defence, Increased Casting Haste, Direct Damage (against bosses), Haste (beneficial, no more haste potions).
You may be able to survive without Direct Damage, but it is a nice skill. The points that go in it can be used to make Mipsy faster and more resistant - it's your choice.
Talinia
Found: Mountainside inn (Act 2).
Talinia is an archer - can take some damage, and can deal some too.
Group Role: Talinia can cast multiple targets, effectively attacking all her enemies. Can slow & stun enemies.
Advised Skills: Damage Increase (she does need to do damage!), Innate Melee Haste, Multiple Targets (group attack!), Shockwave (stun), Ranged Shot (enemies attacking her are "stunned").
Somehow, I managed to avoid Shockwave so far. It's possible to survive without it. Slowing gives a miniscule slow % every time she hits someone, but that may be resisted (if it accumulates, however, it can be good!).
Velm
Found: Waset Village (Act 3).
Velm is another spell-caster. He can take damage, and is downright useful!
Group Role: Velm heals your team (instead of them wasting their turns), and can deal damage (and delay attacks) using Celestial Hammer.
Advised Skills: Group Healing (heals your party in 1 turn, rather than 4), Celestial Hammer (45 damage + 3 second stun), Innate Melee Defence, Innate Casting Haste.
Group Protection is nice, although a bit of a passive skill - you cast it only once - and you might have spent 15 points on it. Celestial Hammer & Group Healing should be trained first
HINTS & TIPS
1. The farther away from the city you travel, the stronger the enemies get. 2. The more creatures you defeat, the faster you will gain levels. 3. Collect items to have objects (such as the wands or Armour) made; it seems like a waste of time in the beginning, but they just might save your hide later in the game. 4. Go back and talk to ppl more than once. You might learn something new! 5. Have patience.*and lots of it* (maps don't hurt either lol)
6.Remember to rest when possible,that is your last save point, the last thing you want to do is go all the way back to the beginning of a level because a few lupes kill you off!
SKILL POINTS
Every time you beat enemies you get experience points, after a while you'll gain a level and a skill point or two.
POTIONS
There are lots of potions in the gains. The enemies will give you healing potions but on shops you can buy more. There are attack potions which do damage on enemies, sometimes these potions won't work good with masters, but try a few. There are potions to make you fast and some to make enemies slower, these are great for masters, specially the ones that like to heal and use mesmerize on your characters.
MASTERS
There's always a grand master in each stage that you'll have to beat. Some masters are a bit tricky. I like using the slowness potions on them. After u beat them, they will give you Armor or weapons for your character and neopoints!
STAGES
There are 5 stages in the game, every time you beat the grand master, you'll start off in a new place. This is really fun, because it's a change in scenery and some stages are easier than others.
MAPS
There are many sites on the internet and with a little searching they can be found and will prove to be very helpful in your quest to find your way.
GOOD LUCK and have fun everyone. Remember, There's a shiny TROPHY for everyone that beats the game and 10,000 NPs. You also get neopoints as you play the game!
- Meridell Overall Map: Meridell - All Landmasses.
- Trestin Village: Trestin Village, where it all starts. You must leave home to become a hero.
- Western Plains: Western Plains (major zone). Walk around. Fight a bit. Head to the cave, and after that, across the land bridge to the East.
- Dark Cave / Gold Mine: The Miner Foreman is the leader of the undead. Nice training area.
- Western Plains (East) / Northern Marches: Talk to the NPCs (and buy a sword) in White River City, and then go on to the cave for the next adventure.
- White River City: A wizard called Zombom raised the white water bridge. Find and defeat Zombom to lower it. (Lots of upgrades to be bought here)
- Undeground Cave: Map Not Strictly Correct Follow the puddles.
- Lost Island: I trust you don't need a map to find your way around.
- Mysterious Tower: Up the stairs you go...
- Mysterious Tower (Level 2): Lots of tables...
- Mysterious Tower (Level 3): Those statues are suspicious...
- Mysterious Tower (Level 4): Face Zombom...
- Southern Meridell: The Eye of Meridell to the left, The Desert to the right. Eye first, desert later.
- Town of Lakeside: Good upgrades (bring gold), Hermit tells the secret word.
- The Lost City: Fight the grundo and walk through the portal. Both NPCs are a waste of time.
- Tower on The Hill (Level 2): Teleporter from Phorofor leads you here.
- Tower on The Hill (Level 1): Closer to the exit you are... keep going.
- South East Meridell: Visit Seaside for inn and upgrades, and head towards the castle.
- Plains of Retreat + Castle of Meridell: Fight Ramtor in the castle, then follow him to his tower for the final showdown.
- Meridell Castle: Fight Ramtor. One of the guards at the entrance acts as an inn after you defeat Ramtor.
- Ramtor's Tower: Base Level: Base level. To get on the other side, use Dungeon 1.
- Ramtor's Tower: Dungeon 1: You start at the lower stairs leading up, get to the upper ones.
- Ramtor's Tower: Dungeon 2: You can also talk to Skarl...
- Ramtor's Tower: Tower: Fight Ramtor. The Double Demonic Ggarls here are annoying.
- Temple of the Sky, Level 1: Nothing special - and you can skip most of the level.
- Temple of the Sky, Level 2: Get to Silicast and fight him. Then, take the teleporter back the the palace.
- Lost Desert, South: You start in Sakhmet, continue to the Temple of the Wind, then the Ruined Temple. Do not stray towards the pyramid until you've gotten that quest.
- Ruined Temple, Level 1: Up you go.
- Ruined Temple, Level 2: It's funny how the foundation is destroyed, and the tower is OK.
- Ruined Temple, Level 3: Oooh, look, it's a maze.
- Ruined Temple, Level 4: You're finally here. Now, defeat the ressurected Krawk, and back to the palace you go.
- Valley of Kings: The entrance to the valley is slightly North-West of Waset Village.
- Palace of Ancient Kings, Level 1: "the bed", as explained in the journal entry (can be picked up by fighting dynastic priests), is an entrance to the underground passage.
- Palace of Ancient Kings, Level 2: Just fight the big and ugly monster to rescue the librarian.
- Lost Desert, North West: Rescue Librarian, talk to librarian, talk to hermit, find the second piece of the medallion, go east.
- Lost Desert, East: Fairly straighforward.
- Akhten-Ka: Fight Coltzan, and then talk to him for the piece of the medallion.
- Zakharukh's Pyramid, Level 1: It's all a big maze.
- Zakharukh's Pyramid, Level 2: Slightly simpler.
- Zakharukh's Pyramid, Level 3: And the final boss for this act is...
Haunted Woods, West: As much as I would have liked to take the shortcut, it's impossible to walk on.
Von Roo's Castle, Entrance: Quite big and scary.
Von Roo's Castle, Dungeon: I've got to get me some of those statues! ("One ACME Evil Statue")
Shadow Gulch: The Starting Town.
Haunted Woods, East: Venture further into the swamp... but where is Yoda?
Cave of Dark Things: "What is in there?" "Only what you take with you."
Happy Fun Non-Haunted House, Level 1: If you walk out of the northern exit, you can talk to the Brain tree (and another NPC).
Happy Fun Non-Haunted House, Level 2: You have to walk through here to get to the Brain Tree.
Nox's Fortress, Level 1: First of the 9 levels of solid NeoQuest II torture.
Nox's Fortress, Level 2: Second of the 9 levels of solid NeoQuest II torture.
Nox's Fortress, Level 3: Third of the 9 levels of solid NeoQuest II torture.
Nox's Fortress, Level 4: About halfway through this level, you're about halfway through the tower. Keep going.
Nox's Fortress, Level 5: Fifth of the 9 levels of solid NeoQuest II torture.
Nox's Fortress, Level 6: Sixth of the 9 levels of solid NeoQuest II torture.
Nox's Fortress, Level 7: Seventh of the 9 levels of solid NeoQuest II torture.
Nox's Fortress, Level 8: Don't get your hopes up, but you've almost made it.
Nox's Fortress, Level 9: It's a long way down... if you lose.
Balthazar's Grove: From the Cave of Dark Things to the Grove. You must enter the Happy Fun Non-Haunted House and talk to the Brain Tree in order to fight the faeries (and move on).
Hubrid's Moutain Range: You don't have to fight Hubrid, but by doing so you'll gain a few levels, and a deeper insight into the plot (or you can just save yourself a lot of time and read the plot in our NPC guide...)
Esophagor's Swamp: And the boss for this act is...
Availible maps for this act:
- Faerieland, Map 1: Start of, and head for the northern watchtower.
- Northern Watchtower, Level 1: Neat place. Rest and buy armor/weapons here, potions are upstairs, along with a bit of storyline.
- Northern Watchtower, Level 2: Storyline, potions... what else does one want?
- Faerieland, Map 2: From the Northern Watchtower to the Bridge of Mist...
- The Underclouds: This was a relatively fun level to map -- enjoy the walk!
- Cumulonimbus: Cumulonimbus is a faerie city... destroyed... and those stone clouds are always in your way. It's mostly dead-ends
- Village of Cirrus: The real town in the Underclouds.
- Faerieland (road to City): You even need a map here?
- Faerie City: Here's the order: Go up the Inn stairs first, fight the thief there. Then, go throught he "Basement" to fight the thief again, and finally meet her at the gates to faerie palace to fight her for the last time
- Faerie City, Inn (Level 1): Fight Faerie Thief for the first time here.
- Faerie City, Basement: To get to the Faerie Thief the second time, go through this basement.
- Faerie Palace, Level 1: Not that straightforward: it's HUGE!
- Faerie Palace, Level 2: First the do the L3 NE and L3 NW, then do whatever the smart faerie tells you to do.
Rohane |
Mipsy |
Talinia |
Velm |
Found: Main character (Act 1)
Rohane is an all-out warrior - he can dish out and take damage easily.
Group Role: Rohane does the main damage in the group. Use him against strong opponents.
Advised Skills: Damage Increase (he needs to do damage), Stunning Strikes (delaying monsters' turns), Critical Attacks (double damage), Innate Melee Haste, Innate Magic Resistance.
While Critical Attacks is an attractive choice, you need Damage Increase more - it relies less on chance, and pays through nicely. Get both! |
Found: White River City (Act 1)
Mipsy is a wizard that can dish damage out, but not take it.
Group Role: Mipsy can do some serious damage to everything, and can haste your party.
Advised Skills: Group Direct Damage (meat grinder), Innate Melee Defence, Increased Casting Haste, Direct Damage (against bosses), Haste (beneficial, no more haste potions).
You may be able to survive without Direct Damage, but it is a nice skill. The points that go in it can be used to make Mipsy faster and more resistant - it's your choice. |
Found: Mountainside inn (Act 2).
Talinia is an archer - can take some damage, and can deal some too.
Group Role: Talinia can cast multiple targets, effectively attacking all her enemies. Can slow & stun enemies.
Advised Skills: Damage Increase (she does need to do damage!), Innate Melee Haste, Multiple Targets (group attack!), Shockwave (stun), Ranged Shot (enemies attacking her are "stunned").
Somehow, I managed to avoid Shockwave so far. It's possible to survive without it. Slowing gives a miniscule slow % every time she hits someone, but that may be resisted (if it accumulates, however, it can be good!). |
Found: Waset Village (Act 3).
Velm is another spell-caster. He can take damage, and is downright useful!
Group Role: Velm heals your team (instead of them wasting their turns), and can deal damage (and delay attacks) using Celestial Hammer.
Advised Skills: Group Healing (heals your party in 1 turn, rather than 4), Celestial Hammer (45 damage + 3 second stun), Innate Melee Defence, Innate Casting Haste.
Group Protection is nice, although a bit of a passive skill - you cast it only once - and you might have spent 15 points on it. Celestial Hammer & Group Healing should be trained first |
NPC Name |
Description |
Abilities |
Mother |
Rohane's mom. Offers a free inn. |
|
Marvis |
Just another NPC. |
|
Jimba |
Shepherd |
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Pongoras |
Merchant |
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Tolain |
Tells you about White River |
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Jeltharo |
Welcome to White River City |
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Horxas |
The Inn-Keeper. |
|
Bolar |
Useless. |
|
Tebor |
North Merchant -- availible immediately (discounts after the bridge is down) |
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Yauvis |
He's trying to catch some sleep! |
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Adelan |
Zombom gasped, "Adelan... I betrayed... my master... unhappy about this... aghh..." |
|
Sildairm |
South Merchant -- after defeating Zombom. |
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Mipsy |
(South) It's Mipsy! |
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Enkarra |
Just another NPC. |
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Folsi |
Just another NPC. |
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Hathiet |
Just another NPC. |
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Ariala |
Just another NPC. |
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Erinels |
Just an elder |
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Parel |
Just an elder |
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Nikalo |
The elder. |
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Pipka |
Just a merchant. |
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Zapka |
Just a merchant. |
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Yeccki |
The over of the finest... no, the only... tavern in town. |
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Mynel |
Just an unpolite NPC |
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Estrunda |
What is it with NeoQuest 2 and drunkards in bars? |
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Bin-po |
Some drink to remember, some drink to forget... |
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Fudra |
The Inn-keeper |
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Dovini |
An adventurer? |
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Zixo |
Just can't stop arguing! |
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Siddande |
Just can't stop arguing |
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Kijandri |
She KNOWS! |
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Potraddo (Hermit) |
And the key is... |
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Withered ghost |
It means you no harm, but you might want to get the Key first. |
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Undead merchant |
Why would the undead sell healing potions? |
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Forlorn Guard |
Every city needs it's guards... |
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Skarl |
The king is in jail. |
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Legend |
 |
Talk |
 |
Sells Armor |
 |
Trade |
 |
Sells Potions |
 |
Joins your Party |
 |
Sells Weapons |
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Rest (inn) |
 |
Quest or Interesting |
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