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Neopets: The Darkest Faerie is an action adventure video game released in 2005 for PlayStation 2. The main antagonist is the Faerie of the same name.

Gameplay[]

The game is a 3D action adventure game. In the beginning of the game the player plays as Tormund who uses a sword to attack enemies. Later in Act 2 of the game, the player starts playing as Roberta, and only she can use magical attacks. Both characters can enhance their attacks with motes which can be equipped to the weapon, shield, and armor. When an attack is charged, if Tormund or Roberta has enough magic the attack is powered up by the mote and has an additional effect such as poisoning an enemy or showing a beam of light. Motes will be depleted by peforming attacks while a mote is equipped to the weapon. If a mote of a certain type is equipped to Tormund or Roberta's armor or robes respectively, they will take less damage from attacks of the matching element. If a mote equipped to the shield of the played hero matches the type of a blocked attack, it can be reflected at the enemy.

Tormund and Roberta can get higher quality armor and robes respectively throughout the game, which presumably increase their defence. They can also purchase better weapons and shields at stores. Roberta has fewer shield options than Tormund, however.

Tormund and Roberta's health and magic replenishes if their health or magic is below a very low amount. Red Neggs can be found in the world to permanently increase Tormund and Roberta's health, which is shown by the red health gauge extending to the right of the screen. Starry Neggs when collected do the same thing to their magic. An extra separator is added to the appropriate gauge for each Negg found. However, collecting a Red Negg will increase Tormund's maximum health more than Roberta's health, while Starry Neggs will increase Roberta's capacity for magic more than Tormund's. Gold Neggs can also be found, which upgrade both the maximum health and magic of both characters.

If Tormund or Roberta's health reaches zero, it is game over and the player is sent back to the last save point where the player has saved the game.

Tormund or Roberta can feed a Petpet which makes the Petpet follow him or her for a set amount of time based on the food type that it was fed and its species. The Petpet will give a range of special effects depending on their species:

  • Doglefox boost the player's attack damage a small amount.
  • Gallion boost the player's defence a small amount.
  • Noil will slowly regenerate the player's health.
  • Meowclops will slowly regenerate the player's magic. They also have the auxiliary ability to make invisible objects visible, but only in one specific instance.
  • Turmac apply all of the above boosts; however, their hunger depletes much quicker than the other Petpets, therefore needing to be fed much more frequently.

A Petpet will reject a type of food that has been fed to it too many times.

Plot[]

There are four acts of story in the game.

Act 1[]

Act 1 begins on the Ellis Family Farm, where the player is introduced to Tormund via cutscene. He begins the game by doing chores for his family members; his sister Lucy, mother Patricia, and father Hubert. Finally, he is tasked with delivering a package to the Army Recruitment Center in Meridell. Tormund's father gifts him a wooden sword to protect himself on the road, warning him to be careful.

Upon leaving the farm, Tor encounters an old beggar being confronted by a group of thieves. After fighting them off, the old man thanks him by giving him a strange amulet, which he cautions Tormund never to take off.

Tormund continues on to Meridell, and upon arriving, his package is stolen by another group of thieves, Heermeedjet and Merouladen. Chasing the thieves into an alleyway, he is helped by an old knight in recovering his parcel. The knight congratulates Tormund on his bravery and encourages him, assuring him he'd be a great knight someday.

Tor then delivers the package to the Army Recruitment Center, where he is offered the chance to become a squire of Meridell; Tormund's dream being to become a knight. He is tasked with completing four requirements: a sword, a shield, sponsorship papers signed by a knight of Meridell, and a letter of consent signed by both parents. Once the first three are settled, Tormund returns home to have his letter signed, when he finds out his sister, Lucy, has gone missing. He ventures into Shadowglen woods and confronts a Juppie Plant Beast in order to save her, after which his parents gratefully sign for him to become a squire.

Returning to Meridell, Tormund begins his training as a squire, undertaking training lessons with the Man-at-Arms and doing chores for the various staff in the castle, until he is assigned to a mission. He is to ride out to Cogham Village with Sir Harlag and help defend the town from a band of Ixi Raiders. Upon learning that Sir Harlag has no urgency to aid the citizens of Cogham, however, Tormund is given council by the old knight, who urges he follow his heart. With this council in mind, he heads to Cogham Village to drive out the invaders.

Once the Ixi Raiders have been driven from the town, the mayor expresses disappointment in having only a squire show up to help them. He explains that the raiders will be back until their boss is defeated, so Tormund heads out into the Cogham Steppes to find the Ixi Raiders' hideout. After defeating the boss and retrieving his signature eyepatch, the townspeople rejoice, and Tormund returns to Meridell, only to be ushered into an audience with the King.

King Skarl, having heard of Tormund's actions in Cogham, knights him for his bravery. Once the ceremony concludes, however, a messenger arrives from Illusen's Glade, home of Illusen the Earth Faerie. Apparently the glade's people are under attack by the Werelupe King, an old foe of Illusen's. King Skarl is skeptical, due to the Werelupe King's previous attack on the glade ending exceptionally poorly for him, and orders his men to throw the messenger into the moat. The messenger insists that dark clouds have gathered above the glade, and that Illusen has been reclusive of late, which strikes King Skarl as peculiar. In the end, he sends a group of knights to help, but orders Tormund to stay at the castle and rest.

After resting, the occupants of the castle begin expressing concern for the knights who travelled to Illusen's Glade, having not yet returned. The old knight urges Tormund to ride for the glade, presuming that the knights must be in danger. Upon arriving, Tormund finds the glade still under attack by the Werelupe King and his pack. Tor frees the knights, who'd been captured, before climbing up a series of treehouses in order to save Illusen. Before he can get to her, however, he is confronted by the Werelupe King himself, who has his minion, Gnarfas, battle Tormund in his stead. The old knight shows up again to help, but is attacked by the Werelupe King when he turns his back, ultimately bested and incapacitated. Finally, Tormund defeats Gnarfas, causing the Werelupe King to flee, but not before he steals a necklace from the Earth Faerie. Illusen tells Tormund of an impending danger and implores he warn King Skarl, but loses hope when she realizes her charm, the necklace, has been stolen from her. Before she can explain further, she falls under some sort of spell, with her eyes changing from green to purple. Swatting at Tormund, he loses his balance and plummets to the forest floor below.

Tor wakes up some time later to discover the dark clouds have spread, covering the sky completely and giving the world a purple hue. New monsters have appeared, and Tormund must fight his way back to Meridell castle to give the King Illusen's warning. Upon making it back, however, he finds that everyone in town seems to be afflicted with some sort of spell, the same one that affected Illusen. The King has fallen to this enchantment as well, and on his throne sits The Darkest Faerie. Noticing that Tormund seems to have eluded the effects of the spell, she sends the Dark Faerie Sisters, Malice, Vanity, and Spite, to hunt down this anomaly for her. A chase ensues, wherein Tormund must find alternate exits out of the castle, being barred from most by dark faerie magic and pillars of flame. A servant he aided previously, Lady Faun, is also not under the enchantment, and she helps him escape into the sewers below Meridell Castle.

Act 2[]

The player is now introduced to the game's second playable character; Roberta of Brightvale, a diplomat and niece to King Hagan of Brightvale. She arrives in Faerieland, the cloud top home of the Faeries, along with Seradar, the Brightvale court sorcerer. They've come for an audience with Queen Fyora, the queen of the Faeries, regarding the dark purple clouds that have spread over Meridell. As they exit their carriage, Roberta expresses a dislike for diplomatic events like this one, wishing instead that she could be a sorceress. Seradar, who has been teaching Roberta magic in secret, encourages her to be patient and focus on the task at hand. Before they can meet with Queen Fyora, however, Roberta and Seradar must wait for a break in the council meeting, due to the session starting prior to their arrival. During this time, Seradar goes to the Faerieland Library, while Roberta is approached by an old woman. She asks if Roberta would help get her Petpet Harris down from a tree, to which she agrees. In exchange for her help, the old woman gives Roberta a strange amulet.

The council meeting goes well, and as they're not due back to Brightvale until tomorrow, Roberta urges Seradar to teach her some magic. Having forgotten her training wand at home, she is forced to assemble a new one from components found around Faerieland. With a rudimentary replacement, Seradar teaches Roberta the basics of using spells to attack, before they retire to bed for the evening.

However, sometime during the night, the Darkest Faerie infiltrates Faerieland and captures Queen Fyora, plunging the city into her darkness as well. Roberta is awoken by the sounds of monsters, and rushes to Seradar's room for help, only to find him spellbound by the dark magic. She attempts to escape, but overhears that the old woman she aided earlier is being held captive by the Darkest Faerie as well. After helping to free her, the old woman urges that Roberta find the owner of her amulet's twin, claiming he will help her. The two escape separately, but as Roberta attempts to fly away on her Uni companion, Solarin, she is knocked from his back and falls from Faerieland, dropping through the clouds to the ground below.

Act 3[]

Tormund washes ashore, having drifted from Meridell's sewers to the shores of Brightvale, just as Roberta falls from the sky in front of him. The two join forces to fend off some of the Darkest Faerie's minions that followed Roberta down from Faerieland, before realizing that the other wears a matching amulet to their own. Roberta explains to Tormund that her uncle is the King of Brightvale, and that if anyone could help them, it would be him. The two travel together to brightvale Castle, where they inform the King of what has befallen them.

While there, they decide to do a bit of research on how they might be able to defeat the Darkest Faerie, which they discover in the Brightvale Palace Library - much grander than the library in Meridell Castle. They learn that the Darkest Faerie, who once destroyed a land called Altador, was turned to stone by the power of Fyora's Rod, a powerful wand created by Queen Fyora herself. They deduce that this wand will be the key to stopping the Darkest Faerie once again, and set out to retrieve it from its last known location; the Meridell Castle Treasure Vault. Unfortunately, the treasure vault was buried many ages ago, sunk deep into the earth and lost beneath Meridell Castle. Still, it's their only lead.

As the pair leave Brightvale, they're attacked by a Gelert Assassin; a hitman hired by the Darkest Faerie herself to stop our heroes. They struggle to fight him off until a pair of guards outside Brightvale spot the attacker, causing him to flee from the reinforcements.

Upon discovering that the bridge that connects Meridell and Brightvale has been destroyed in a flood prior to the events of the game, the heroes go to Bogshot, home of Bridge Builder Brendel. However, Bogshot is currently in the midst of a pandemic - a sudden outbreak of the Squamata Plague is afflicting the citizens, preventing anyone from feeling well enough to do much of anything. In order to cure the townspeople, the apothecary of Bogshot, Fautt, claims he can brew a remedy. All he needs are three different colours of Bogberries; red, white, and rare black. Our heroes head into the swamps to collect the berries needed, being sabotaged by the Gelert Assassin during their quest, but before they can acquire the black ones, a great plague serpent rises from the murky water. Once the snake lies defeated, the clouds overhead clear up, leading Roberta and Tormund to speculate that the dark clouds are somehow tied to the monsters. They return to Fautt, who brews a cure for the plague, allowing Brendel to repair the bridge to Meridell.

Our heroes then find Meridell surrounded by an impassable wall of dark magic. Roberta theorizes that the dark magic can be dispelled with some kind of light magic, and Tormund recalls that Illusen the Earth Faerie lives nearby, suggesting that her magic might be able to help them. On their way to the glade, Tor recalls that Illusen's Charm was stolen by the Werelupe King, and Roberta suggests they retrieve it before proceeding further. They return to the Brightvale side of the bridge, venturing into the Werelupe Woods. Once there, they encounter a witch living in the swamp, named Sophie. She offers to help our heroes, in exchange for doing a favour for her. Once Tor and Roberta help out the witch, she tells them the location of the Werelupe Fang Necklace, which will allow them entry into the Werelupe Burrows; the home of the Werelupe King. They retrieve the necklace from the nearby graveyard, once again having been sabotaged by the Gelert Assassin, and descend into the burrows. Inside, Roberta remarks at the size of the burrows and recommends that she and Tor split up to cover more ground while searching for Illusen's Charm. During this time, Roberta finds the charm, but is captured. Tormund, meanwhile, finds the Werelupe King, who finally decides to fight our hero. Once the battle is over, Tor defeats the Werelupe King and frees Roberta before leaving the burrows.

Returning to Illusen's Glade, our heroes find the lift into the treehouses lying broken, vandalized by the Gelert Assassin. In order to ascend the trees, Tormund and Roberta must now find another device that could help. Tor seems to recall a device his father was working on that might do the trick, and the pair set out for the Ellis Family Farm. Upon arriving, however, they find it deserted. Not only are Tormund's parents missing, but all the neighbouring farmers are gone, too. Only Lucy is left, who explains that tentacles came out of the ground and dragged everyone away into Shadowglen woods. Tormund returns to Shadowglen, this time with Roberta, and again faces off against the Juppie Plant Beast. Once the beast is slain, the townsfolk rejoice. Hubert gives Tor and Roberta the Rope Gun, a device that supposedly helps pick fruit, but mostly pulls the user towards things. This should, unintentionally, be just the thing the heroes need to get to Illusen's Glade.

Returning to the Glade, our heroes ascend into the treetop houses to save Illusen, but are confronted by the Gelert Assassin yet again; this time, however, he intends to end things. After a final battle, the pair best the assassin, driving him away for good. They return Illusen's charm to the Faerie, who dispels the clouds and gives the heroes a Faerie Globe that contains her magic. It should help them bypass the barrier and allow them into Meridell.

However, Meridell is now swarming with guards and the heroes are quickly spotted and assailed. In order to traverse Meridell's streets safely, they'll need to find a way to disguise themselves. Returning to King Hagan, he alerts the heroes to the Cloak of Heroes, a treasured garment of Cogham Village. This may be just the thing to help our heroes avoid detection. They venture to Cogham in order to retrieve it, but find the townsfolk gone. One remaining villager, Gershwin, explains that the Ixi Chieftain is back following his prior defeat, and has kidnapped the people of Cogham and brought them to Meriload Mine. Tor and Roberta follow suit, rescuing the townsfolk and defeating the Ixi Chieftain (for the second time, in Tormund's case.) The people rejoice, and award Tor and Roberta the Cloak of Heroes in thanks for their heroics.

Now able to avoid the guards' sight, Tor and Roberta sneak in to Meridell, but find the castle locked up tight. The only one around to help them is a shady map salesman, and he demands payment before he'll say anything. After a bit of persuasion and 1,000 neopoints as a bribe, the salesman tells our heroes how to find the Thieves' Guild, an organization that operates in Meridell city. The thieves inside, the same ones who burgled Tor's package earlier, imply that they know how to get into the Meridell Castle Treasure Vault, but as they're also trying to get in, they won't provide that information readily. In exchange, they propose a trade, but for nothing less than the Market Town Treasure, a substantial wealth of gold. In order to get this treasure, our heroes travel to Market Town, which is near Brightvale.

Upon arriving in Market Town, they find the city besieged by the Black Knight, a tyrannical overlord who imposed a massive tax on the merchants in the city. He resides in the Black Keep outside town. Overhearing a meeting of the Market Town Trader's Guild, one guildsman promises the Market Town Treasure to anyone who could free the city from the Black Knight's influence. Tor and Roberta climb the tower of the Black Keep, facing off against the Black Knight. Upon his defeat, the townsfolk celebrate their liberty by dropping the prices of their wares. The guild honours their promise and bestow the Market Town Treasure to our heroes.

Once our heroes return to Meridell, they trade the treasure in for access into the ancient sewer system beneath Meridell Castle, one that leads into the Knight's Crypts of the past castle. They proceed through underground caverns and a mysterious Oubliette, before eventually finding the fabled Treasure Vault. Before they can claim Fyora's Rod, however, they must overcome a giant Draik skeleton that now guards the vault. Defeating the beast reveals a passage up into the current castle through the dungeons, where Tor and Roberta must now free King Skarl of the Darkest Faerie's influence. They defeat the Dark Faerie Sisters, who were governing Meridell in the Darkest Faerie's absence, and free the land of the darkness that plagued it, but they must now look skyward - to Faerieland.

Catching a ride on Solarin, Roberta and Tor make their way to the floating city in order to free Fyora from the Darkest Faerie's clutches, but find a trap laid for them. The Darkest Faerie tricks our heroes into giving her Fyora's Rod, the final tool she needs to accomplish her ultimate goal - destroying the kingdoms of Faerieland and Meridell. Fyora, in a few moments of freedom, urges Tor and Roberta go into a portal to find someone named Jerdana. They leap into the portal as the Darkest Faerie traps Fyora again, this time imprisoning her in a bottle.

Act 4[]

Tormund and Roberta awaken in a mysterious building, and slowly piece together their current predicament. They realize they're in the city of Altador, long thought to be destroyed. The old knight appears again, revealing that Altador was not destroyed after all, rather sealed away in a bubble of slowed time by the sorceress Jerdana. However, Jerdana, along with four of Altador's founders, need to be awoken in order to free the city from the Darkest Faerie's lingering magic.

Altador is made up of four districts, with the towering Hall of Heroes standing in the center of the city. Tormund and Roberta must travel to each district and find the shrine there, each to a different founder of Altador. Once all four have been completed and all four founders are awoken, our heroes return to the Hall of Heroes, where a path deep into the tower opens, revealing the path to where Jerdana sleeps.

Once Jerdana has been freed, she gives the heroes Jerdana's Orb, a charm that will defeat the Darkest Faerie. She also returns Tormund and Roberta to Fyora's Tower moments after they left.

After a final battle with the Darkest Faerie, Tormund and Roberta defeat her, using Jerdana's orb to turn her to stone and save Queen Fyora. With the Darkest Faerie sealed away again, the land is safe from her darkness, and our heroes are revered as heroes of the realm.

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