Neopets petpet adventures the wand of wishing iso




















The green ones, however, are equipped with bows. To deal with them, get close to them, as their attacks become far weaker. You should find Simon's scarf in their camp, so return it to him to get an Agility Orb use it to raise your current agility stat. Beware the red barrel in the bandit camp. These are explosive - if you hit them while next to them, they will explode and you will lose a lot of health.

Either ignite them and retreat to a safe distance using Square , or blast it from a distance. Continue on up the path to come across another enemy type - Crokabeks. It's best to keep your distance from these enemies, as it makes it easier to attack them. Don't worry about the locked gate half way down the path for now - focus on the path that's open.

Pretty soon you'll be at the entrance to the mines. You'll be coming up against cave Slorgs in addition to bandits in this area, which can be difficult in numbers. Again, best to keep your distance to attack if you find yourself having problems. This area introduces another feature of dungeons - traps. You can see them from the spotted colouring of the floor.

Step on them, and spikes will rise up out of the ground, damaging you. Avoid them if you can - but keep in mind that enemies can be damaged by them just the same.

After the first junction, you'll come across a mine cart blocking your way to the left. In the next room to the north, you'll come across a small puzzle. To begin, move the cart to the other side of the room as you did with the previous one. With that done, push the nearby lever to switch the tracks, and then push the cart again to open up the next area.

Follow the train tracks until you cross a bridge. Here, you'll come across giant Slorgs - much more dangerous than the smaller versions. It's best to challenge them at close range, as they have very powerful ranged attacks. Take the right hand fork to continue on, though there is a treasure chest straight ahead if you want to explore. Along the right hand path, you'll be locked in a room with several small Slorgs and a club bandit. Dispatch them, and then use the switch to open the doors and continue on.

Up ahead, one more switch to enter a new room. Take two rights and keep following the path until you reach a lift. This is your destination, leading you further into the caves. You'll come across a crossroads fairly early on. Straight ahead should be your first goal - kill the bandits in here to gain a cell key which you'll be needing later on. The right hand passage leads to a training area, and the left hand passage is where you should be heading next.

There's a nice little Easter Egg in this area - a map on the wall could possibly be a world map of Petaria. Down the other passage, you will come across Wenble , Gunble's brother, in the cells. The Cell Key will free him and get you a Petrified Mushroom, but you'll need to return to Terrasymol for your real reward.

Continue on for a scene - you've found the Werhond, but he's not sticking around. Next, you'll be trapped in a room by the Werhond. The key to escaping is overloading the furnace, and to do that you need to block the vents using the mine carts. Careful, the steam from the vents can damage you if you walk through them. When all three vents are blocked, a new path will open that will lead you back to the mine road.

Now you'll be on the other side of that locked gate from earlier, which will be magically unlocked. The path you're on will lead to the Forgotten Jungle, your next destination, but don't be so quick to rush there. Return through the unlocked gate to Terrasymol, and collect your reward for rescuing the miner Silver Mallet.

When you're ready, proceed to the jungle. Cobralls are the first new enemy you'll find, along with more powerful Crokabeks. The Cobralls have both long and short range attacks, but the long range attack is weaker so attack from afar.

You'll also come across hidden traps covered by leaves , and falling columns that will damage you if they hit you. The Forgotten Jungle houses the first of many rainbow pools you will find scattered throughout Petaria. This one will turn your Petpet blue - you can return to your Petpet's base colour later in the game, but this is the only chance you will get at the blue colour. Soon, you'll reach a temple-like area. Beware, the enemies here get harder, and there are spike traps and statues that fire arrows if you stand in front of them.

Some of the Meowclops statues come to life here - there are two types. The first type have powerful short range attacks, but no long range attacks. You can guess how to deal with them. The second have powerful earth-based magic attacks that are long range. If you are hit by their blasts, you will either be damaged or held in place for a short while. Keep moving to stay safe. Soon, you'll come across another Petpetpet. Finish up any business you have before leaving.

The Monastery boasts a new Petpetet north east corner , a new Battledome, a decent weapons shop, a food shop, and a new type of shop. It will sell items that can change your elemental alignment, allowing you to use many of the scrolls that you come across in your travels. Personally, I never find much use for the scrolls and sell almost all of them, but if you like them then you'll need to spend time changing your alignment.

For now at least, the items should be out of your price range. When you are ready, approach Khao Manee , the Abbot. He's in the north west, next to the golden scratching post. This will trigger the attack of the bandits. Saving the monks is optional, but you might as well. Bagrel will be stood nearby and will offer you a quest. Recover three incense sticks from fallen bandits for a reward Battle Spoon.

The purple bandits now have an upgrade - they can launch powerful bombs from a distance. Get close to them and they'll switch weapons, that's the best way to deal with them. When you're ready, head down the passage next to the Abbot to reach the Chamber of Seals.

The room you start in has several exits, but only one is available to start with. Follow the passage, going straight when the path forks. One of the bandits here will drop a book. Pick it up and head back to the fork, taking the other route. There is a bookshelf here that you can put the book on.

Doing so will open a secret passage containing a moveable statue. Drag it out of the secret room and further down the passage where you'll find a pressure pad. Put the statue on it to open the nearby door. In the next room, there's another pressure pad. Stand on it to open the door at the end of the other fork. Here you'll find yet another pressure pad that will open the second door in the main chamber. You'll come to a new chamber with two passages leading off it, one of which will be locked.

Taking the open one will introduce you to a new enemy type - Splykes. They have a powerful long range attack, so stick close to attack them. At the end of the corridor there is a crate of explosives you can light to open up a new path.

Down this new passage, you'll find a few small Splykes and one giant one to deal with. There will be a switch behind the large Splyke that will open up a secret room with a pressure pad.

Standing on that will open up the locked door you saw earlier. A nearby switch will open up another wall and take you back towards the door that just unlocked. Down the next corridor you will find a new Petpetpet. There's a moveable statue for the pressure pad nearby. Using it will reveal a room with a treasure chest.

Taking the passageway will lead to a room with another pressure pad. This one doesn't need a statue, just stand on it to open the nearby door containing a treasure chest. Finish up any business you have before proceeding. Watch the scene and you'll be thrown straight into a boss battle. The Bandit Lieutenant can be dangerous if you aren't paying attention, so be careful. His main attack is a powerful short range swing, but he can also launch a powerful blast of dark magic your way that can freeze you.

As if that wasn't enough, he also has an annoying area of effect spell that is quite damaging. You can tell he's going to do it when he paused in mid-slam - just run away to avoid it. Never playing fair, he'll demolish the building when you win - forcing you to run. Once you are outside you'll have control back again.

The Monastery is once again safe and the Abbot will open a path to Miamecca for you. Once you go down that path, you are completely locked out of the Monastery and all the lands beyond it. There is no way to ever return to them. If you have any business, do it now before leaving.

You'll find a Battledome to the west upon entering the city - it'll be the only Battledome you have access to for the rest of the game so remember where it is. Miamecca's a big place, the main city is split up into three different areas. If you want to skip ahead to the story, just head north until you find Sergeant Zim , but there are a fair few side quests you'll miss.

There's a big rainbow pool in the center of this area - four colours to choose from grey, orange, green, and purple. These correspond to the base colours of each of the four species of player Petpet, so you can use them to wash off any colours you find during your adventures if you want.

Next to that is Cafe Mia. The shopkeeper there will give you the quest of finding some foods Organic Mushroom, Tomato, and Cheese - you'll get them at the stores in Market Street, to the east. The reward is five Mega Sandwiches. There's an armour shop run by Ethne on the way. Market Street has many shops, and later in the game will have a few quests as well. For now, buy Prue's foods and maybe stop off at the weapons shop for a new bow, before returning to the main street to complete the quest and heading off to the west.

You'll find Ambrose the Apothecary on your way, but the main destination is the docks. Entering from the south, you'll come across Geb , who has lost his boat. Talk to the Harbourmaster to learn that it is hidden in the north west behind a breakable. Return the treasure you find to Geb for a reward Neopoints.

There is another elemental alignment shop here, along with a scroll shop, a weapons shop, and a Petpetpet in the north east if you are interested. In order to unlock a quest later in the game, make sure to talk to Sonya while you are here. Zim will give you the quest of recovering the Eye of Miamecca. This is fairly easy done. Just head to the location where you saw the thief disappear in the cutscene. He'll be there waiting, and he'll hand over the eye.

Return it to Zim for access to the palace. When you are ready, enter the throne room for a brief scene, as you get kicked out pretty soon. The rudeness! Nothing to do now but return to the main street of the city. There, you'll be arrested, and thrown into the palace dungeons. You'll soon be let out of prison by the thief, so take some time to explore.

The switches nearby will unlock the remaining cells. Continue on down the passageway to find the armoury. Here you need to move a block in the corner to reveal a switch. Pulling that will open up the passage leading downwards. Now we're in the catacombs proper, and there are ghosts and ghoulies ahead - and treasure, of course! Several new enemy types here. The first ones you'll come across are Barbats, which act a lot like the Crokabeks from earlier in the game.

They also have an attack that will infect you with darkness that will drain your health similar to poison. Take either path to continue, but beware of falling rocks in this area as well. Next you'll come across ghosts who appear out of walls. They have strong long range attacks, so be careful.

In one of the following side rooms you'll come across an explosive barrel. Light it to demolish the wall and reveal a secret room. In the next section you'll come across a stronger variant of the Splykes from the Chamber of Seals. Your options here are left, right, or straight ahead.

All will lead to the same place. The next area has four forks leading off. We'll need to go down all of them eventually, but the one immediately to the left should be the last you attempt.

Heading down the one immediately to the right, you'll come across another enemy type - Imps. They have powerful magical attacks. At the end of this passage you'll find Ky. Accepting his quest will spawn some Fire Splykes from the nearby ovens.

Defeat them to claim your reward - a Purple Pearl. Return to the main chamber and take the passage on the far right. At the end you'll find Henry.

His quest is a simple yes or no answer - the answer is no, but it doesn't matter which option you choose. Either way he will reward you with a Blue Pearl. Return to the main chamber, this time taking the far left passage.

At the end you'll find Tia. She will send you on a quest to recover some stolen notes. These are dropped by Barbats that will now spawn in the area. Once you have three, return to Tia for a Pink Pearl. Finally, return to the main chamber and take the only remaining passage. At the end, you'll find Rey.

With the other three pearls in your pocket, he'll hand over the Green Pearl. With all four, return to the main chamber and place the pearls into the large tomb. Doing so will release the next boss, King Toogah.

King Toogah has a variety of water-based attacks. He has a powerful swipe, an area of effect spell that produces a type of whirlpool around him, and some bolts of magic that he can fire from his trident. Just keep moving diagonally away while firing and you should be fine. With him defeated, the exit to the catacombs will open up. Finish your business before leaving. We're back! Oh dear, things don't look right - bandits are attacking the palace!

Nearby you'll find Elspeth , who will offer you a quest. Get her necklace back off the bandits for a reward return it as soon as you get it - you won't have access to this area for much longer. For your efforts, you will get Neopoints. The Meowclops bandits that have showed up are very dangerous.

The ones with bows are very powerful, get close or keep moving to deal with them but be careful. The magic, staff wielding Meowclops bandits are less hard, but still dangerous. They have earth magic that can hold you in place. Inside the throne room, the bandit lieutenant is back : This time, he's more aggressive, so more dodging is needed. If all else fails, the columns near the throne will work as cover to deflect his long range attack but not the area of effect one.

After you beat him, talk to the Empress on the throne. She'll give you a Small Pouch and Neopoints. Leave the throne room to return to the Palace. The bandits are gone and normal characters are back. Near the large flower in the center of the map, the Mysterious Thief will pop up and direct you to the caravan in Market Street. The western desert is your next destination.

Head to market street - there you'll find that Joby is giving out a new quest. He needs you to gather elemental foods that you'll find in the areas you'll soon be visiting. Omar is also new, the Petpet by the Apis. He'll give you passage to the desert if you talk to him. Omar will drop you on the outskirts of the desert, you have to go the rest of the way on foot. Here, scarabs and Scamanders are on the loose, but there are also dangerous sandstorms. They take your health if you run through them, and they cannot be harmed like enemies - so run away.

Scamanders are upgraded versions of the ones you met back on the farm, while Scarabs have a fire based long range attack. As always, get close to attack them and reduce damage. Soon you'll come across Janif by the oasis. He'll ask you to find his Apis. There are two in the sandstorm desert area, and a final one on the 'black road' near the volcano.

In order to complete the quest, you need to feed all three. The reward for this is Neopoints. Kreshmaul is also in the sandstorm area, he'll ask you to find a golden chisel for him. Finally, you'll come across an urn in the desert. Pick it up and take it to the oasis to fill it. On your way out, you'll be attacked by a giant Scamander - presumably the mother of the ones you just killed. Beyond the wall, you'll find two shops and a few chests - there's also a magic shop in the far north west and a yellow colour pool.

To the west, you'll find a place to put the ruby you just got - doing so will open up the Temple of the Founder. Around this area you'll also find Wadjet enemies.

They have a long range poison blast so, like Scarabs, get up close to attack. The Founder will finally show up, and explain the history of the wand, but then the Werhond and the Advisor will show up and things will start going south. You'll be launched into a boss fight against the Advisor. He has a few attacks, a powerful swipe and a long range dark magic blast. Just keep circling him while firing a long range weapon to make short work of him.

Unfortunately, you don't get to give the same treatment to the Werhond, as he grabs the wand. The Temple falls down as Fluffy and the Founder escape. Outside, the Founder will explain you need to find the six elemental guardians to have a hope of stopping the wand. As luck would have it, the fire guardian lives directly south - and the Founder will give you an item to stop the lava blocking your path, along with a Golden Battle Spoon and an Agility Orb. Follow the 'black road', using the pedestal to clear the lava, and enter the next dungeon.

If you feel like it, return to Miamecca using a save statue. A new quest has opened up, and there is a new Battledome challenger. Talk to Zim outside the Palace to begin the quest. He'll send you to talk with Izzie. You'll find her on the west side of the map by the docks but still on the main Miamecca map. She'll send you to Gerdy , so head to the Docks. Gerdy is the Miamouse near Smythe's shop. She'll then send you to speak to Sheldon on Market Street who is in the south of the area.

With that sorted out, return to Zim for a reward of a Sun Token. Now you see why it is better to do this as soon as you can, as if you keep training the token will eventually become useless.

With that done, use the large save statue in the middle of town to return to the Western Desert. The fire lizards are elemental versions of Scamanders. If you have water elemental weapons or fire shielding armour this section will be a lot easier, but no worries if not. You shouldn't have many problems if you keep moving and shooting.

Following the path you'll eventually come across Fire Splykes like those you encountered in the Catacombs. Following the path from here will bring you to the other side of the fallen bridge, and you can carry on your way.

In the next area, you'll come across the Fire Guardian. He'll ask to you recover his helmet from the Cyodrake , who is deeper inside the volcano.

Beware the red cracks in the floor of this area. Bomb enemies can emerge from these. They fire long range blasts of powerful fire, but be cautious about attacking them up close. When they die, they explode, damaging you if you are standing nearby. The star shaped cracks also work as flame-spewing traps when you walk over them. After going through the lava and Splyke filled cavern, you'll come to a fork.

Heading west will lead you to an area where you'll find the Golden Chisel that Kreshmaul wanted. Taking it will spawn a number of Baby Fireball enemies in the immediate area, so be prepared. Returning to the fork, head north and then west again to reach a new Petpetpet. The Cyodrake uses a lot of fire based attacks, both long and short range. Personally, the best tactic for me is to run a long way away so he is off the screen , and then fire backwards in the direction I've come from.

Because the Cyodrake is such a big target, you are more likely to hit him than a normal enemy. Beware that a lot of his attacks carry an additional burning element that will drain your health over time, so keep healing and keep moving. Alternatively, stick close to him and his fire attacks will go directly over your head. She ordered her Petpet , Fluffy , to look for the wand and take it back from him. However, when Fluffy is sent to Petaria, suddenly he changes shape into a more anthropomorphic appearance, wearing a raggedy tan shirt.

Fluffy first lands on Haffaklax Farm. He finds Haffaklax who complains about Scamanders breaking into his farm and eating his crops. After resting, Fluffy goes to Mine Road, where he has to defeat a bunch of Crokabeks for Simon before moving on to the Mines.

He then gets locked in and has to beat up some Slorgs and Drackonack bandits to get to the switch to get out. After getting the Cell Key from prisoner Gunble, Fluffy escapes to Forgotten Jungle, where he has to overcome Cobralls and Meowclops statues in a temple. Fluffy lands in Monastery of Meow. After potentially buying new weapons, he has to fight bandits after encountering Khao Menee, the Abbot.

Fluffy then finds himself in the Chamber of Seals, where he has to defeat the Bandit Lieutenant to make the Monastery safe again. He can buy new weapons, change his colour, and compete in the Battledome. Afterwards, Fluffy enters the throne room, only to get kicked out and arrested for trespassing.

The rudeness! Luckily, he was let out by a thief. He opens up a passage by interacting with a bunch of switches, only to be bombarded with Barbats and Splykes before reaching Ky, Henry, Tia, and Rey to get each of the four Pearls.

He places the pearls into a large tomb to fight King Toogah. Fluffy returns to Miamecca, only to find that bandits are storming the palace. Elspeth and the Empress require him to defeat them and the Lieutenant to get a necklace and a reward of a Small Pouch.

Omar, the Petpet by the Apis, drops Fluffy off at the outskirts of the desert. Here, scarabs and Scamanders are on the loose, but there are also dangerous sandstorms. After overcoming these obstacles, the Founder shows up to attempt to explain the history of the wand, but then the Werhond and the Advisor will show up and things will start going south. Fluffy defeats the latter - as he took the wand - and let the former get away.

But then, the temple crumbles and Fluffy and the Founder escapes. He has to talk to the six elemental guardians to keep the wand in the Founder's hands.

Fluffy has to go to the Maze of Thorns to defeat a Gnar. Fluffy goes to the Iceberg Arichipelago, where he beats up some Blurtles before encountering a Triffin. Fluffy lands on Shadow Island, where there are seven pylons in a ring around the outskirts of it. Lighting them lights a corresponding pylon in the middle of the island one of each colour of the rainbow. To light a pylon, Fluffy must defeat all enemies near it.

Afterwards, he encounters the Mad Whoot, who is definitely not a reference to a fairy tale. The evil force who had downsized the Guardians now shows herself - the mean Dark Guardian! Omar tells Fluffy that the Werhond has captured the Founder. With the Molten Caverns closed up, he now has to go through the entrance to the now ruined temple that's right behind Omar.



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