« January »
January
Jan 3 - Aisha Day
Jan 6 - Gnorbu Day
Jan 11 - Buzz Day
Jan 14 - Sloth Day
Jan 16 - Elephante Day
Jan 29 - Kacheek Day

Wraiths are taking over Neopia! The Advent Calendar is here for all of December!
Try on all the latest Neopian fashions!
Look sophisticated while chatting on the Neoboards
Learn the meaning to all Neopian words, phrases and acronyms!
Your jnAccount! Your jnAccount: Login or Register | New to Jellyneo? Click here!

NeoQuest II

Boss Guide

Select Chapter: Meridell | Terror Mountain | Lost Desert | Haunted Woods | Faerieland

Bosses are scattered through the various chapters of NeoQuest II, and they are really just glorified monsters. Battling them is, for the most part, just like battling a group of monsters. Some of them are optional - which means you can finish the game without facing them and just skip by them. (By skipping bosses, however, you are passing up valuable training!) All tips and tricks work for Normal, Evil and InSaNe, unless indicated.

Chapter 1: Meridell

Ah, Meridell. The land of legendary heroes - and you can join their ranks too! Bid your mother and your home village farewell, young warrior, for this is where the path to glory begins! Free Meridell from the reign of Ramtor and restore peace to the land... and don't hesitate to ask for help when you need it.

Miner Foreman

  Normal Evil Insane
Hitpoints 50 HP 62 HP 75 HP
Suggested Level 6 6 7

Skills: None

Drops: Rusty Chain Tunic, Healing Flask

You Win: 100 Neopoints

Battle Tips: You'll find the Miner Foreman in the cave northwest of Trestin. He has no special abilities, so it should be a fairly easy battle. The foreman will also give you your first piece of armor. It's kinda rusty, but it's free!

Opening Dialogue:
The miner foreman says, "These halls were not meant for the living... so we'll have to make sure you aren't living any more!"

Flee Dialogue:
The miner foreman shouts after you, "You can't escape forever, coward! There's no place to run!"

Lose Dialogue:
The miner foreman scowls as you fall into unconsciousness. "You should never have come down here, foolish mortal! This place was abandoned for good reason!"

Win Dialogue:
The miner foreman screams, "Noooooo..." as he fades into nothingness. Suddenly, the oppressive darkness of the mine relents, and everything becomes a bit brighter. The ghosts and skeletons infesting the mine have all vanished, released from their torment by the death of the foreman!

Behind where the foreman stood, you see a magic teleportation orb. It looks like it will send you back to the entrance of the mines.


Zombom

  Normal Evil Insane
Hitpoints 120 HP 150 HP 180 HP
Suggested Level 10 11 12

Skills: Zeal (Haste 18%), Decimate (Dmg 31), Aid (Heal 40)

Drops: 1 Weapon/Armor, 3 Healing Flasks, 150 gold

You Win: 200 Neopoints

Battle Tips: Zombom's Decimate spell can chop up to 31 HP off you, he can heal, and he can also cast haste. After you stay at White River's inn, stock up on Blast Potions. You should be well armed with healing potions also.

If you're on InSaNe mode, it is highly recommended that you spend at least one skill point in Magic Resistance.

Keep your eyes on your health bar; do not hesitate to heal once you enter the yellow zone. Use Blast Potions only when your health is high enough to take a hit. Keep in mind that Zombom might get two turns in a row - that's a possible 62 HP hit! (although he does tend to hit for less than his maximum when taking two turns)

Opening Dialogue:
Zombom says, "I've been expecting you for some time. But now, you will die!"

Flee Dialogue:
Zombom shouts after you, "This tower is under my control, fool! You shall not escape!"

Lose Dialogue:
Zombom cackles. "Heh heh. Just as I planned. Goodbye, you fool," he says, as you black out.

Win Dialogue:
Zombom emits a mighty roar of pain, and falls to one knee. "I never... never should have..." he gasps. "Adelan... I betrayed... my master... unhappy about this... aghh..." He slumps to the ground, dead. All around you, skeleton warriors crumble into dust, and the ghostly spirits evaporate away. The tower is still ruined, but it is no longer haunted. Behind where Zombom lies, you see a magical teleporter.


Giant Sand Grundo

  Normal Evil Insane
Hitpoints 130 HP 162 HP 195 HP
Suggested Level 15 15 16

Skills: None

Drops: 1 Weapon/Armor

You Win: 300 Neopoints

Battle Tips: While you should definitely have several haste potions at this point, they aren't required to defeat the Giant Sand Grundo. If Mipsy has been trained in haste, cast it. Otherwise, just hammer away at this guy with Mipsy's damage spell and you'll be done in no time.

Opening Dialogue:
Does not talk.

Flee Dialogue:
Does not talk.

Lose Dialogue:
Does not talk.

Win Dialogue:
Does not talk.


Ramtor

  Normal Evil Insane
Hitpoints 200 HP 250 HP 300 HP
Suggested Level 17-18 18-19 19-20

Skills: Zeal (Haste 18%), Entice (mesmerize), Repair (Heal 70), Liquefy (doesn't seem to hit for more than 50)

Drops: 2 Weapons/Armor

You Win: 500 Neopoints

Battle Tips: You'll be fighting Ramtor twice. Once in Meridell Castle - he will flee after he loses half of his health. The second time will be at the top of his tower. Nothing too difficult, except this is the first time you have to deal with an oponent who uses Mesmerize. You can't fight it, so just make sure your health stays well above 50 for both Rohane and Mipsy.

Opening Dialogue (First Fight):
Ramtor says, "So, I have a challenger for the throne, eh? Others have fallen before me. Let's see how you fare!"

Flee Dialogue (First Fight):
As you flee, Ramtor shouts after you, "I am the new King of Meridell, and you will bow before me sooner or later!"

Lose Dialogue (First Fight):
Ramtor cackles. "Just a peasant from distant lands, and you thought you were a match for me?"

Win Dialogue (First Fight):
Ramtor grunts as he is struck, his eyes burning with hatred. "So, it seems you are more formidable opponents than I thought! Well, I think I shall take my leave now, for I must have time to prepare for our next encounter. Farewell, foolish enemy, but not for the last time: when we next meet, I shall destroy you!" Ramtor takes a step back, waves his hand, and there is a blinding flash of light accompanied by a thunderous sound. When your vision clears, Ramtor is gone. All around you, the other people in the castle seem to be blinking with astonishment, as if they've woken from a long dream.



Opening Dialogue (Second Fight):
Ramtor says, "You won't be so lucky this time!"

Flee Dialogue (Second Fight):
As you flee, Ramtor shouts after you, "You see? None can stand before my might!"

Lose Dialogue (Second Fight):
Ramtor cackles. "You suffer for your incompetence. Begone!"

Win Dialogue (Second Fight):
No dialogue for bosses at the end of each chapter.

Chapter 2: Terror Mountain

Picture this: from the lush green fields of Meridell, our dynamic duo has been thrust into Neopia's winter wonderland, which is presently crawling with all sorts of creatures you wouldn't want to run into in a dark alley - or anywhere, for that matter. But don't despair. There are only three bosses in Terror Mountain, and you know what else? One of them is optional! Just don't celebrate yet...the golden rule of boss battles is - you guessed it - never underestimate your boss, special abilities or no. No matter how many times you play this game.

Leximp

  Normal Evil Insane
Hitpoints 150 HP 187 HP 225 HP
Suggested Level 21 22 22

Skills: None

Drops: Wordstone, 1 Weapon/Armor, 200 Gold

You Win: 500 Neopoints

Battle Tips: Fighting the Leximp is optional, but you'll have to if you want to trade or rest in Chia Oscuro. This guy can dole out a considerable amount of damage and he can be pretty resilient against magic, making damage potions mostly useless. Once again you'll just have to brute force your way though this battle.

Opening Dialogue:
The Leximp shouts, "Hey! You get out of here! I stole the wordstone fair and square! Those dumb chias don't even know how to read. It's mine! Mine, I tell you!"

Flee Dialogue:
The Leximp shouts, "Yeah, that's right, get out, you stupid jerks! You probably don't know how to read either!" as you flee from him.

Lose Dialogue:
The Leximp laughs. "Ha! I knew you couldn't beat me. Now I can go back to reading my book."

Win Dialogue:
The Leximp screams and slumps to the floor of the cave. "Aaaghh... It's not fair! Unh... I deserve the wordstone... more... than..." He stops talking and moving. You see the wordstone on the cave floor behind him, and pick it up.


Kolvars

  Normal Evil Insane
Hitpoints 225 HP 281 HP 337 HP
Suggested Level 24 24 25

Skills: Quick Feet (Haste 28%), Dormancy (Slow 44%), Critical Hits

Drops: 2 Weapons/Armor, 300 Gold, 2 Potions of Fortitude

You Win: 600 Neopoints

Battle Tips: This will be the first battle you fight with Talinia. Kolvars, this mutated, snow... erm, Spyder thing, is capable of critical attacks as well as hasting itself and slowing you. Keep yourself hasted to cancel out any effects of the slow spell, and chip away at its HP. Don't panic! This should be pretty straightforward.

Opening Dialogue:
Kolvars's feet clack against rocks in the snow as he rushes toward you, his fangs glistening in the sun. He emits a wordless shriek as he attacks!

Flee Dialogue:
Kolvars clacks his pincers together in frustration as you run away!

Lose Dialogue:
Kolvars descends upon you, his fangs dripping with saliva, as your vision blacks out...

Win Dialogue:
Kolvars emits one last cry as he is struck, and collapses into the snow, unmoving. The mountain path is now clear, and you can see the town of Happy Valley in the distance.


Scuzzy

  Normal Evil Insane
Hitpoints 400 HP 500 HP 600 HP
Suggested Level 29 29 30

Skills: Cyclone (Group Damage 36), Indifference (Slow 32%)

Drops: 3 Weapons/Armor, 1,000 Gold, 3 Potions of Fortitude

You Win: 1,000 Neopoints

Battle Tips: Scuzzy has a damage spell that strikes everyone at once, so keep an eye on everyone's health. Use Mipsy's Haste spell if you have it, or haste potions. You can try using slowing potions if you like, but this battle shouldn't last long enough for it to really matter.

Opening Dialogue:
Scuzzy growls at you as you approach. "You no be letting Snowager go! Me be crushing you first!" He roars and attacks!

Flee Dialogue:
Scuzzy shakes his furry arms at you as you run off. "You no be comin' back, or me be squashin' you flat!"

Lose Dialogue:
Scuzzy pulls his arm back, preparing to deliver a powerful blow. "You not be stoppin' me," he says, and you descend into darkness as the fist falls...

Win Dialogue:
No dialogue for bosses at the end of each chapter.

Chapter 3: The Lost Desert

Talk about extremes! Princess Vyssa needs the help of our dynamic duo-turned-terrific trio to solve the mystery behind the sandstorms that plague the arid sands of her kingdom, because these days, anything can happen in Neopia... anywhere.

Siliclast

  Normal Evil Insane
Hitpoints 500 HP 625 HP 750 HP
Suggested Level 32 33 33

Skills: Rampant Acceleration (Haste 38%), Infestation (Group Damage 44), Dormancy (Slow 44%)

Drops: Celestial Talisman, 3 Weapons/Armor, Five Potions of Potent Health, 2,500 Gold

You Win: 600 Neopoints

Battle Tips: Fight Siliclast for the Celestial Talisman. Mipsy won't be much use here as this big hunk of rock is fairly impervious to magic. He can haste himself, slow you, and/or hit you all at once with a damaging spell.

Rather than use damage potions you're just going to have to chip away at him with Rohane and Talinia. Make sure to watch your health bar closely; the yellow zone means healing time.

Opening Dialogue:
Siliclast, a stout rock golem, looks at you balefully as you approach. He says nothing, but a deep rumbling sound emanates from him as he prepares to strike!

Flee Dialogue:
Siliclast stares after you, unmoving, as you flee!

Lose Dialogue:
Siliclast's eyes dim a little as you fall to the ground. He says nothing, but stares at you, motionless, as darkness takes you...

Win Dialogue:
Siliclast shudders, and after a moment pieces of his stone body start flaking off. Seconds later, he begins to rumble even louder, and larger pieces crumble to the ground. After a few seconds he is nothing more than a pile of rubble. In the middle of the pile, you see a dull gleam -- the Celestial Talisman!


Gebarn II

  Normal Evil Insane
Hitpoints 350 HP 437 HP 525 HP
Suggested Level 34 34 35

Skills: Restore (heal 100), Destroy (dmg 77), Hibernation (slow 53%), Contagion (group dmg 52)

Drops: 2 Weapons/Armour, Medallion of Wind (upper part), 3 Potions of Greater Health, 3,000 gold

You Win: 700 Neopoints

Battle Tips: Gebarn II guards the Medallion of Wind. The undead pharaoh can slow you down, damage one or all of you, AND heal. He's less resistant to magic compared to Siliclast, but watch out for his offensive spells; the single damage one can blow over 70 HP off one hapless adventurer if he or she isn't careful!

Opening Dialogue:
Gebarn II, an ancient undead pharaoh, stands before you, a powerful reanimation of his former self. "I have been charged with protecting the Medallion of Wind from you!" he shouts. "And I will not falter in my duty!" He attacks!

Flee Dialogue:
Gebarn shouts, "The Medallion will remain safely mine, forever! Flee, and do not return, cowards!"

Lose Dialogue:
Gebarn nods, satisfied, as you collapse to the floor. "I have done my duty, and will do so, evermore..."

Win Dialogue:
Gebarn roars in anguish. "You don't know what you've done!" he gasps. "The Medallion must not be... it must not be reunited!" Suddenly, powerful blasts of energy emit from his body in all directions, shaking the ruined temple and raining debris everywhere. You dive for cover, and Gebarn's body explodes in a tremendous conflagration. The ground shakes, like a great earthquake. After a minute, though, it ends, and the room is silent. Lying on the floor where Gebarn stood, you now see a piece of bronze metal, glinting in the fading light.

It appears that the Medallion of Wind has been broken! You have found what appears to be the upper part of the Medallion. It has some kind of markings on it, but it's difficult to tell what they are.


Revenant of the Dunes

  Normal Evil Insane
Hitpoints 600 HP 750 HP 900 HP
Suggested Level 36 36 37

Skills: Rampant Acceleration (group haste 38%), Spellbind (mesmerize), Mitigation (group heal 60), Slowing Strikes, Infestation (group dmg 44), Shockwave

Drops: 2 Weapons/Armor, 3,100 gold

You Win: 750 Neopoints

Battle Tips: When the Revenant of the Dunes casts heal, it will cover the possessed skeletons as well. BE SURE THAT VELM KNOWS HOW TO HEAL. Either Group Heal or Single Heal is fine, it just depends on your strategy. Have all defensive spells cast and ready, or you can opt for slowing potions. Focus on the Revenant, because once he goes, his skeletons go with him.

Opening Dialogue:
You see a decaying, mummified figure before you--but despite its state, it appears fierce and powerful. Its mouth is covered by rotting cloth, but it makes a ghastly moaning sound as it moves to attack!

Flee Dialogue:
The Revenant waves its arms in frustration as you flee from the fight!

Lose Dialogue:
The Revenant ponderously treads over to you, as you lie on the floor. The last thing you see is its hideous, decrepit arms reaching for you as you black out...

Win Dialogue:
The Revenant shudders and falls to its knees as the final blow lands. A thin keening sound emits from its lifeless husk as it collapses to the ground. Behind it, you see two passages--one that leads to a glowing orb, and another that leads to a calm, but somewhat disheveled young woman.


Coltzan's Ghost

  Normal Evil Insane
Hitpoints 750 HP 937 HP 1,125 HP
Suggested Level 37 38 39

Skills: Renew (heal 150), Rampant Acceleration (haste 38%)

Drops: 2 Weapons/Armor

You Win: 800 Neopoints

Battle Tips: Nice bosses exist. Old Coltzan has another piece of the Medallion of Wind. He's easy - he'll only hit you, haste himself, or heal, so you won't need any damage potions.

Opening Dialogue:
Coltzan's ghost looks at you sadly. "It is not my will--but you must die!" He attacks!

Flee Dialogue:
Coltzan does not follow as you flee. "I suppose we must continue this later. I will wait."

Lose Dialogue:
Coltzan grimaces as you fall to the ground. "Understand that I did not wish this... but it must be," he says, as you black out...

Win Dialogue:
Coltzan's ghost withdraws from the fight, then suddenly he becomes more solid, more real... but still a spirit. "Thank you for releasing me from that evil grip," he says. "Come, we have much to talk about."


Anubits

  Normal Evil Insane
Hitpoints 1,000 HP 1,250 HP 1,500 HP
Suggested Level 39 40 41

Skills: Rampant Acceleration (Haste 38%), Petrification (Slow 62%), Protection of Infinity (30 Magic Resistance/Defence)

Drops: 3 Weapons/Armor

You Win: 1,200 Neopoints

Battle Tips: That's right, Anubits is the final boss of the Lost Desert. He doesn't do damage spells, but he's got haste, slow and heal all maxed out. He also uses Group Shielding which raises magic resistance and melee defence by a certain number depending on what level it is. Expect him to resist damage spells from time to time. Be sure to set everything up first - haste, slowing, shields. If you prefer to use potions, get him while he hasn't shielded yet.

Opening Dialogue:
Anubits grins evilly at you as you approach. "You think to reach the Altar of Destiny? You will have to get past me first!" he shouts.

Flee Dialogue:
Anubits says, "You will not escape! There is nowhere to run!" as you run away in terror!

Lose Dialogue:
Anubits cackles viciously as you fall to the cold stone floor. "Just as I planned. Prepare to meet your doom..."

Win Dialogue:
No dialogue for bosses at the end of each chapter.

Chapter 4: The Haunted Woods

Problem. It's eternally daytime at the Haunted Woods. Your job? Find out why and put a stop to it before everyone melts from the sunshine. Now get going.

Meuka

  Normal Evil Insane
Hitpoints 1,000 HP 1,250 HP 1,500 HP
Suggested Level 41 41 42

Skills: Rampant Acceleration (Haste 38%), Infestation (Group Damage 44), Petrification (Slow 62%)

Drops: 2 Weapons/Armor, 2,000 gold

You Win: 850 Neopoints

Battle Tips: Save Count Von Roo from Meuka if you want - he is an optional boss. Watch out for his Infestation spell which can chop up to 44 HP off each party member, but Velm's Group Shielding should remedy that. If you don't have it...well, at least he can heal after the damage has been done. Don't forget to haste yourself and slow him before he casts his own spells.

Opening Dialogue:
Meuka, his green ooze dripping on the floor, says, "Von Roo is my plaything now! You will not save him!" He flings droplets of smelly goo at you as he attacks!

Flee Dialogue:
Meuka laughs and spits more goo at you as you run away. "Ha ha ha, you're no better than pond scum!"

Lose Dialogue:
Meuka cackles as your vision fades to blackness. "Now, back to tormenting von Roo... heh heh heh."

Win Dialogue:
Meuka explodes into a shower of sickening green goo as the last strike lands. You spend a few minutes wiping his remains off yourself... and the floor... and the walls... and the ceiling. Count von Roo, who managed to avoid getting drenched, raises an eyebrow at you as you approach him.


Spider Grundo

  Normal Evil Insane
Hitpoints 1,200 HP 1,500 HP 1,800 HP
Suggested Level 43 43 44

Skills: Wall of Chaos (Damage Shield 22), Celestial Hammer (3 Second Stun and/or 45 Damage), Immune to Rohane's Stunning Strike, Renew (Heal 150)

Drops: 2 Weapons/Armor, 2,000 gold

You Win: 900 Neopoints

Battle Tips: The Cave of Dark Things is where you'll find the Spider Grundo. He can cast Celestial Hammer, a spell capable of damage and stun (but it can be partly or completely resisted with Velm's Group Shielding). He won't go down with Rohane's usual stunning strikes, so don't waste your time there.

If Mipsy and Velm only use spells, and Talinia fires arrows, only Rohane is affected by his Damage Shields. Rohane can take the beating, but keep an eye on everyone's health none the less.

Opening Dialogue:
Spider Grundo clicks his pincers at you as you approach him!

Flee Dialogue:
Spider Grundo laughs as you flee.

Lose Dialogue:
Spider Grundo scuttles forward as your vision begins to fade. He looks like he's going to enjoy his meal...

Win Dialogue:
Spider Grundo is flung against the far wall of the cave as the last blow hits. He looks dazed as he picks himself up, but shakes it off. However, the fire has gone out of his eyes. He tries to speak, but only incomprehensible mumbles emerge.


The Four Faeries

Dark Faerie

  Normal Evil Insane
Hitpoints 750 HP 937 HP 1125 HP
Suggested Level 45 46 47

Skills: Petrification (Slow 62%), Spellbind (Mesmerize), Rampant Acceleration (Haste 38%)


Fire Faerie

  Normal Evil Insane
Hitpoints 600 HP 750 HP 900 HP
Suggested Level 45 46 47

Skills: Obliterate (100 Damage), Anarchic Wind (Group Damage 56)


Earth Faerie

  Normal Evil Insane
Hitpoints 1250 HP 1652 HP 1875 HP
Suggested Level 45 46 47

Skills: Critical Attacks, Stunning Strikes


Water Faerie

  Normal Evil Insane
Hitpoints 900 HP 1125 HP 1350 HP
Suggested Level 45 46 47

Skills: Vivication (Group Heal 78), Immune to Rohane's Stunning Strike, Renew (Heal 150)

Drops: 3 Weapons/Armor, 2,500 Gold

You Win: 1,000 Neopoints

Battle Tips: The Four Faeries are some of the hardest bosses in Neoquest II. Let's break this down into two parts for your convenience.

Before the fight: Augur Faunt has everything you need - a place for you to spend the night, weapon and armor upgrades, and potions. Stock up on damage, haste and slow potions (we know that Mipsy is capable of doing these on her own, but you do have to be hasted as much as possible in this fight, and the bosses slowed to the maximum. You can stick to her usual Group Haste though). Make sure you're well-equipped and everyone is at full HP before approaching the faeries.

During the fight Cast all necessary defences - Damage Shields and Group Shielding. Haste everyone in your party and slow all the faeries; you should spend your first round chucking slow potions. Only then can you begin your assault; the best strategy is to focus on one faerie at a time. It seems most logical to eliminate the Fire Faerie first as she has the least HP. Or you can get rid of the Water Faerie before anyone else, because without her, nobody will be healed.

Velm will be doing almost nothing besides healing and recasting shields, but if everyone is at full HP, go ahead and toss a damage potion or have him mesmerize one faerie (If you have that skill). Constant vigilance on your health as well as haste/slow status, that is key!

Opening Dialogue:
The Faeries gaze at you as you approach. You shout, "Zhadramekel!" and the Faeries start screaming in terror, as if burned. Suddenly, they each grow to twenty times their normal size. They're now as big as you are... and they're attacking!

Flee Dialogue:
The Faeries shrink back down to their normal size as you run away. "Balthazar is ours!" they scream in unison.

Lose Dialogue:
The Faeries shrink back down to their normal size as you collapse to the floor of the grove. "You were fools to try and defeat us!" they screech.

Win Dialogue:
The Faeries each shrink to their normal size as they die, and suddenly their tiny bodies all vanish in an eyeblink. Balthazar shakes his head and sniffs the air, as the trees around you begin to change and wither. Within moments, Balthazar's grove has become its normal, evil self, no longer enchanted by happiness.


Hubrid Nox

  Normal Evil Insane
Hitpoints 1,500 HP 1,875 HP 2,250 HP
Suggested Level 47 48 48

Skills: Renew (Heal 150), Petrification (Slow 62%), Rampant Acceleration (Haste 38%), Obliterate (Damage 100), Critical Attacks, Slowing Strike (Slow 5%)

Drops: 2 Weapons/Armor, 3,000 gold

You Win: 1,000 Neopoints

Battle Tips: The most annoying (but OPTIONAL) boss resides atop the most annoying tower. Because in order to get to Hubrid Nox, you will have to climb nine flights crawling with Chia minions.

He's also very well-armed. But the thing is, if you can survive the trip up his tower, you should be fine, as the battle is more tedious than difficult. Haste everyone and use Velm's Group Shielding. Slow Nox immediately and as needed, and start chipping away at his HP. You might want to try a damage potion for when he gets extra annoying.

Opening Dialogue:
Hubrid Nox narrows his eyes when he sees you. His mouth twists into a snarl, and he attacks!

Flee Dialogue:
Hubrid Nox cackles as you flee in terror.

Lose Dialogue:
Hubrid Nox relaxes as you fall to the ground in pain. "I am undefeatable in my fortress!" he says, as the blackness takes you...

Win Dialogue:
Hubrid Nox is forced to one knee by the final strike. He struggles for a moment, then stands up, unsteady. His expression has changed, now, and he lowers his hands, no longer intent on attacking.


Esophagor

  Normal Evil Insane
Hitpoints 2,000 HP 2,500 HP 3,000 HP
Suggested Level 49 49 50

Skills: Rampant Acceleration (Haste 38%), Slowing Strike (Slow 5%)

Drops: 3 Weapons/Armor, 500 gold

You Win: 1,500 Neopoints

Battle Tips: If you think that because of his size he'll hit extra hard... you're right. The Esophagor only has haste and stun up his slimy sleeve, but you'll still have to be careful. Expect Velm to be on round-the-clock healing and Group Shielding duty here, especially when he starts using stunning strikes. Use healing potions if you think they'll do better than Velm, or if he starts getting targeted.

Opening Dialogue:
The Esophagor moans as you approach, "Yyyooouuu ssshhhooulllddd nnottt hhaavveee ccoommeee heeerre...... pprreeeppaarree ttooo ddiiiiiiiieeeeeee!"

Flee Dialogue:
The Esophagor hurls some slime at you as you run away. "Bbeeggoonneee, ccoowwaaarrdddss!"

Lose Dialogue:
The Esophagor begins to ooze over your bodies as you fall unconscious. You can already feel him digesting you...

Win Dialogue:
No dialogue for bosses at the end of each chapter.

Chapter 5: Faerieland

Last chapter! Tired of NQ2 yet? No? GOOD! Because if you thought walking around in the Lost Desert is a serious pain in the neck, you're in for more! Queen Fyora needs your help (who doesn't, at this point?) in reclaiming her kingdom (this story sounds familiar) and finding out more about the situation.

Fallen Angel

  Normal Evil Insane
Hitpoints 1,200 HP 1,500 HP 1,800 HP
Suggested Level 51 51 52

Skills: Renew (heal 150), Shockwave, Stunning Strikes, Spellbind (mesmerize)

Drops: 2 Weapons/Armor, 3,000 gold

You Win: 1,000 Neopoints

Battle Tips: The Fallen Angel is a pro at stopping you dead in your tracks - stunning strikes, shockwave, even mesmerisation. Plus she can heal herself. But fear not; by this point you are ready for her simply by having four adventurers in your group. Use Mipsy and Velm's Haste, Slow and Group Shielding (or potions, if you go that route) and wail on her with Rohane and Talinia. Nothing too difficult.

Opening Dialogue:
The Fallen Angel laughs, her voice a crystal note in the air. "You truly think you can get past me?" she says. "At least you will provide an interesting challenge, after all the puny faeries I've already killed since I came back to this place." She crouches, then leaps at you!

Flee Dialogue:
The Fallen Angel soars into the air as you run away. "You can't escape that easily, fool," she calls after you. "You won't see me coming next time."

Lose Dialogue:
The Fallen Angel approaches slowly as you collapse to the cloudy ground. "A brave warrior, but ultimately insignificant. And too late to save Faerieland. So long!" The world fades to black...

Win Dialogue:
The Fallen Angel cries out in anguish as the final strike lands. Her wings shrivel and her skin turns to ash, revealing a dark, skeletal, evil form. The shape falls through a gap in the clouds and bursts into flame, finally crashing into the ocean far below. The way before you lies open now, and in the distance you see something rising through the clouds: the Bridge of Mist.


Devilpuss

  Normal Evil Insane
Hitpoints 1,500 HP 1,875 HP 2,250 HP
Suggested Level 52 52 53

Skills: Slowing Strike (slow 5%), Critical Attacks, Shockwave

Drops: 2 Weapons/Armor, 2,500 gold

You Win: 1,100 Neopoints

Battle Tips: Fighting the Devilpuss shouldn't be much of a challenge, even on InSaNe. He can scratch you for critical hits and slowing strikes, as well as stun everyone, which is annoying but you can handle it. The main thing is to keep everyone's health up.
Opening Dialogue:
Devilpuss zooms around the ruins of Cumulonimbus, cackling wildly. "Being an Angelpuss was fun, I admit," he says, "but being a Devilpuss is so much more fun! Nobody expects you to be sweet all the time, nobody insists that you keep your fur all white and clean..." He turns and gives you a fiendish look. "And nobody minds if you kill a few neopets now and then..." He zooms toward you and attacks!

Flee Dialogue:
Devilpuss flies around, chuckling. "Go on, run away. I'll be here, and we can fight again. And won't that be fun!" he says, as you flee into the ruins.

Lose Dialogue:
Devilpuss laughs maniacally as you collapse to the street. "See? Wasn't that fun?! I wish we could fight some more! But I think you've got to go bye-bye for now!"

Win Dialogue:
Devilpuss crashes to the ground, his wings crumpled and his tail bent. "Urgh... I guess... it was fun... after all..." With that, he stops moving and is silent. The east gate of Cumulonimbus stands open before you.

Neoquest II - Devilpuss

Neoquest II - Devilpuss

Defeat the boss Devilpuss in Chapter 5 of NeoQuest II.


Faerie Thief

  Normal Evil Insane
Hitpoints 1,200 HP 1,500 HP 1,800 HP
Suggested Level 54-55 54-55 54-56

Skills: Critical Attacks, Astral Maelstrom (group dmg 64)

Drops: 2 Weapons/Armor

You Win: 1,200 Neopoints

Battle Tips: The Faerie Thief will flee twice before you actually get the chance to defeat her, and yes, she'll be hiding all over Faerie City. Talk to Lusina the light faerie after each battle to get the Faerie Thief's locations - or consult a map. Watch everyone's HP; Velm will be healing a lot. However, you can save the heavy artillery (slowing, damage and possibly even haste spells or potions) for the final confrontation; you only need to bring the Faerie Thief into the yellow zone to finish the first, and chop another third off her life bar to make her flee a second time. Make sure you level up once or twice while chasing her around.

Opening Dialogue (first fight):
The Faerie Thief laughs at you as you approach. "So, you want to get into the Palace and take on the King, eh? Well I've put shielding wards over the palace doors. You won't be able to enter unless you defeat me. Not that you'll be able to!" She attacks!

Flee Dialogue (first fight):
The Faerie Thief shakes her head sadly. "Run, run, run away. I'll defeat you another day!"

Lose Dialogue (first fight):
The Faerie Thief chuckles and watches you collapse. "It's so sad to see such failure. Who am I kidding? I love it!"

Win Dialogue (first fight):
The Faerie Thief leaps away, landing atop a table. She scowls at you. "So, a bit of a challenge, it seems. Well, fighting to the death was never my style. And I think I can find somewhere in this city to hide, that you won't find. So long, suckers!" She leaps out an open window and flies away to the west, behind a nearby building.



Opening Dialogue (second fight):
The Faerie Thief cracks a sardonic smile. "So, you tracked me down. Still itching for a fight? How charming. Come and get it!"

Flee Dialogue (second fight):
The Faerie Thief watches you flee. "So this time you learned your lesson. Well this time, don't come back!"

Lose Dialogue (second fight):
The Faerie Thief surveys you with satisfaction. "Pathetic. Truly pathetic. I don't know why Terask was ever worried about you."

Win Dialogue (second fight):
The Faerie Thief stumbles back, up against a wall. She snarls, "You think you're tough, huh? You're never getting into that castle alive. And you're never getting the key back from me!" She flies up to the ceiling and opens a trap door, then flies out.



Opening Dialogue (third fight):
The Faerie Thief watches grimly as you approach. "So, you found me again. Well, this will be your last stand--and your last battle. I'll make sure of that."

Flee Dialogue (third fight):
The Faerie Thief nods as you run away. "Yes, that's it! Begone! And don't you dare attack me again!"

Lose Dialogue (third fight):
The Faerie Thief smiles nastily at you. "You followed me all this way, only to be defeated. I think that's the worst thing I've ever heard of. How marvelous." You black out.

Win Dialogue (third fight):
The Faerie Thief slumps over, defeated. With fading breath, she says, "I am... now... released from his grasp... I must thank you... but he will not... he will not be pleased." She grunts in pain. "The towers inside are locked tight... you will need... the keys..." She tilts to one side, and falls through a gap in the clouds, disappearing into the sea far below. The palace doors, behind where she stood, sparkle briefly. The magic wards holding them shut seem to have dissolved.


Pant Devil - North East Tower

  Normal Evil Insane
Hitpoints 2,000 HP 2,500 HP 3,000 HP
Suggested Level 56 56 57

Skills: Obliterate (dmg 100), Astral Maelstrom (group dmg 64), Rampant Acceleration (haste 38%), Petrification (slow 62%)

Drops: Half of a silver key, 1 Weapon/Armor, 5,000 gold

You Win: 1,300 Neopoints

Battle Tips: You will come across two Pant Devils - one in each tower, and they each hold half a key you will need to continue. You can fight them in any order. Brace yourself if they ever decide to cast their spells on you, but otherwise these fights should be easy. Have all your Haste, Slow and Group shielding spells cast, but don't worry too much about damage potions. You'll need those later.

Opening Dialogue:
The Pant Devil grins, wide and toothy. "Come for half the key, eh?" it says. "Then you come and try to take it! Ah hahahahaha!!" It attacks!

Flee Dialogue:
The Pant Devil laughs as you run away. "Run away, run away, never fight another day!" it cackles at you. "Not so tough, you aren't!"

Lose Dialogue:
The Pant Devil spins around, chortling. "You never never win! No matter what! Ha ha ha!" it says, as you fade to blackness...

Win Dialogue:
The Pant Devil chuckles a little, but then shakes violently. Suddenly it explodes, giving off a terribly loud POP noise! It vanishes, leaving a huge pile of gold on the floor.


Pant Devil - North West Tower

  Normal Evil Insane
Hitpoints 2,000 HP 2,500 HP 3,000 HP
Suggested Level 56 56 57

Skills: Obliterate (dmg 100), Astral Maelstrom (group dmg 64), Rampant Acceleration (haste 38%), Petrification (slow 62%)

Drops: Half of a silver key, 1 Weapon/Armor, 5,000 gold

You Win: 1,300 Neopoints

Battle Tips: You will come across two Pant Devils - one in each tower, and they each hold half a key you will need to continue. You can fight them in any order. Brace yourself if they ever decide to cast their spells on you, but otherwise these fights should be easy. Have all your Haste, Slow and Group shielding spells cast, but don't worry too much about damage potions. You'll need those later.

Opening Dialogue:
The Pant Devil grins, wide and toothy. "Come for half the key, eh?" it says. "Then you come and try to take it! Ah hahahahaha!!" It attacks!

Flee Dialogue:
The Pant Devil laughs as you run away. "Run away, run away, never fight another day!" it cackles at you. "Not so tough, you aren't!"

Lose Dialogue:
The Pant Devil spins around, chortling. "You never never win! No matter what! Ha ha ha!" it says, as you fade to blackness...

Win Dialogue:
The Pant Devil chuckles a little, but then shakes violently. Suddenly it explodes, giving off a terribly loud POP noise! It vanishes, leaving a huge pile of gold on the floor.


King Terask

  Normal Evil Insane
Hitpoints 2,500 HP 3,125 HP 3,750 HP
Suggested Level 59 60 60

Skills: Rampant Acceleration (haste 38%), Wall of Chaos (dmg shield 22), Protection of Infinity (+30 MR/Def), Petrification (slow 62%), Celestial Hammer (45 dmg, 3s stun), Immune to Rohane stunning strike, Slowing Strike (slow 5%), Shockwave

Drops: The Golden Key, 2 Weapons/Armor, 5,000 gold

You Win: 1,500 Neopoints

Battle Tips: Time for the big guy, King Terask. Plan of action? Stay alive and crush him. More detailed plan of action? First and foremost, throw a slowing potion (you should have saved those from each of your stops through each chapter; be sure to use your best, slowest one). Then, with Velm taking charge of health issues, either have Mipsy haste everyone OR have everyone haste themselves with potions Leave Rohane and Talinia to throw the first punches, although Rohane's stun won't help you.

Damage potions? Use them when Terask doesn't have Protection of Infinity on, otherwise they will simply be resisted. Velm's first turn should be allotted to casting Group Shielding. From there, you can begin the epic battle. Recast anything and everything that needs to be recast; don't give Terask a window of opportunity by delaying haste, slow or shielding.

Opening Dialogue:
King Terask watches you approach. Hatred burns in his eyes. "So, you are the puny little weaklings who have caused so much trouble. I should have known better than to let my minions try to defeat you -- I should have hunted you down myself. But now you've come right to me... and you'll never escape. Let's see what you've got." He roars, an ear-splitting noise, and rushes at you!

Flee Dialogue:
King Terask emits a deafening roar, which turns into a laugh. "Tiny fools. Feel free to come back and try to defeat me again. Not that you'll ever succeed!" he shouts, as you cowardly run away.

Lose Dialogue:
King Terask sits back on his haunches. "Well, that was easy, wasn't it? Hopefully this will send a message to others who would challenge my supremacy..." The last thing you see before blacking out is Terask smiling evilly at you.

Win Dialogue:
King Terask is knocked off-balance, and stumbles back, grunting in pain. "No... this... not supposed..." He crashes into a wall, and breaks through it, falling into the clouds below. A golden key lies on the floor where he stood. You pick it up, and notice a teleportation orb in an alcove.


King Terask (take two)

  Normal Evil Insane
Hitpoints 5,000 HP 6,250 HP 7,500 HP
Suggested Level 60 60 60

Skills: Rampant Acceleration (haste 38%), Slowing Strike (slow 5%), Shockwave, Protection of Infinity (+30 MR/Def), Celestial Hammer (45 dmg, 3s stun), Spellbind (mesmerize), Renew (heal 150), Petrification (slow 62%), Astral Maelstrom (group dmg 64), Wall of Chaos (dmg shield 22)

Drops: 33 gold

You Win: A trophy, 10,000/30,000/50,000 Neopoints (depending on difficulty)

Battle Tips: This is the same Terask you faced before, but obviously he's changed quite a bit - not only in appearance but also in skills. He has a ton of health, so this battle is going to take a while. One positive is that Rohane can stun him now, if you have that skill.

This is where you will truly be tested. Be constantly on the watch and remember how you fought Terask the first time. Caste your Haste, Slow and Group shielding or use potions. Make sure he is slowed before hitting him, even if your whole party has to be involved in throwing potions.

Expect that Velm will be doing almost nothing but healing, with a dash of shielding, and don't let your haste, slow, or shields wear off! Recast them whenever you feel like they're about to go.

Opening Dialogue:
The ground rumbles, and suddenly King Terask crashes through the ceiling! He's hideous -- twice as large as before, and with two more arms. He's transformed, mutated, bigger and more powerful. Orbs of death energy glow in his eyes. He emits a roar so loud that you're knocked to the ground. "So you thought it would be that easy?" he shouts. "You've merely unleashed my true power... a power that cannot be defeated!"

Flee Dialogue:
Can't flee!

Lose Dialogue:
King Terask bellows fiercely as you fall to the ground. "Now my domination of Faerieland will be complete! None shall stop me." He turns and smiles evilly at Queen Fyora, frozen at the end of the hall. "And as for you, my lovely little queen..."

Win Dialogue:
Congratulations!

You have beaten NeoQuest� II on Normal/Evil/Insane difficulty! You are awarded a NeoQuest� II trophy...



...as well as 10,000/30,000/50,000 Neopoints!

Help us improve!
Did you find what you were looking for on this page?