Difference between revisions of "NeoQuest II"
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The story begins in [[Meridell]]. [[Rohane]] the White [[Blumaroo]], the son of a knight of [[Trestin]], is leaving home for the first time. However, it is revealed that Rohane is actually trapped in a simulation booth, and the spaceship he commands is set to fly into the nearest star. Deciding that the simulation program holds the key to their survival, they descend into four other lands: [[Terror Mountain]], the [[Lost Desert]], the [[Haunted Woods]], and [[Faerieland]]. Along the way, Rohane finds and teams up with his other crew members, [[Mipsy]], [[Talinia]], and [[Velm]], who are locked inside their own simulation booths. With the defeat of [[King Terask]] in Act 5, they successfully regain control of their ship. | The story begins in [[Meridell]]. [[Rohane]] the White [[Blumaroo]], the son of a knight of [[Trestin]], is leaving home for the first time. However, it is revealed that Rohane is actually trapped in a simulation booth, and the spaceship he commands is set to fly into the nearest star. Deciding that the simulation program holds the key to their survival, they descend into four other lands: [[Terror Mountain]], the [[Lost Desert]], the [[Haunted Woods]], and [[Faerieland]]. Along the way, Rohane finds and teams up with his other crew members, [[Mipsy]], [[Talinia]], and [[Velm]], who are locked inside their own simulation booths. With the defeat of [[King Terask]] in Act 5, they successfully regain control of their ship. | ||
===Act 1=== | ===Act 1: Meridell=== | ||
Rohane is leaving the village of Trestin with only the sword his father left him. | In [[Meridell]], Rohane is leaving the village of [[Trestin]] with only the sword his father left him. The surrounding area has recently become infested by hostile creatures. He makes his way to [[White River City]], where a wizard named Zombom has displaced the bridge, preventing anyone from crossing to the other side. Rohane defeats him and learns that he is working for [[King Skarl]]'s advisor, [[Ramtor]]. On the other side of the river, Rohane meets [[Mipsy]], a greenhorn [[Acara]] wizard who joins him on his adventures. | ||
[[ | In the town of [[Lakeside]], whose citizens are increasingly concerned about the danger around them, there are rumors of a lost city inhabited by the undead. Only [[Potraddo]], an old hermit who lives in the nearby woods, seems to know anything for sure. He explains that Ramtor has very likely usurped the throne, and the only way to reach the castle is to navigate the mysterious desert city of [[Phorofor]]. Rohane and Mipsy use the magical orb within the lost city to teleport to Southeast Meridell. There, the pirate citizens of [[Seaside]] confirm that King Skarl has been locked in a dungeon, and Ramtor is responsible for the curse on the land. Rohane and Mipsy corner him at his [[Ramtor's Tower|tower]] and defeat him for good. They are hailed as heroes of Meridell until they abruptly wake up in a spaceship. | ||
It is revealed that Rohane and Mipsy were actually in a simulation. With no way of leaving their rooms, they decide to enter the next simulation in search of answers. | |||
Rohane and Mipsy | |||
===Act | ===Act 2: Terror Mountain=== | ||
Rohane and Mipsy arrive in [[Terror Mountain]], where the paths across the mountain become clogged with snow, making it difficult to traverse, and monsters are swarming all the passes. After defeating [[Leximp]] and helping a city of [[Chia]]s, they learn that the [[Snowager]], who had long served as the protector of Terror Mountain, has been missing for weeks. In a [[Mountainside Inn]], they run into Commander [[Talinia]], who joins them. | |||
Heading up the mountain and through a winding cave, dispatching [[Kolvars]] along the way, they eventually come to the Snowager. He was trapped by an avalanche which, by some magic, he is unable to move. In hopes of freeing him, the party proceeds to the very top, where they meet and defeat [[Scuzzy]]. Once released, the Snowager is revealed to be the overseer program and the snow the clogged data routes of the spaceship's computer. He breaks character and explains to them the situation. | |||
{{Quote|Thank you for freeing me. Now I will be able to restore order to this mountain. ...But there is much yet to be done. Let us forgo this unnecessary pretence. I am a sentinel program, part of the ship's computer. My task is the keep the data lines clear and prevent rogue programs from taking control. A virus was inserted by an unknown enemy and managed to defeat me, locking me into a data trap. He breaks character and explains their situation. | |||
Thankfully you have freed me. The ship's computer, however, is now under the control of the virus. I cannot defeat it; you must do so, by entering the other simulations, which I will try to unlock. The Lost Desert is your next goal. A program, who I know, is linked there, but I have not had contact with her for some time. Search the desert. Find her. Find the librarian. | |||
===Act 3: Lost Desert=== | |||
A sandstorm rages in the [[Lost Desert]], impeding trade and travelers, while monsters and bandits roam freely. Rohane and his companions find themselves in [[Sakhmet (NeoQuest II)|Sakhmet]]. [[Princess Vyssa]] seeks a relic, the Medallion of the Wind, designed to control the weather. In order to locate the Medallion, she asks the adventurers to retrieve the Celestial Talisman from the [[Temple of the Sky]], which swarms with fierce creatures. The group defeats [[Siliclast]], the guardian of the Talisman. It directs them to a Ruined Temple, where the reanimated corpse of Pharaoh [[Gebarn II]] stands watch. Unfortunately, they soon discover the Medallion has broken in three, and they have only a single piece. But the death of the pharaoh triggered the mountains to move aside, allowing access to the northern desert. | |||
===Act | In [[Waset Village]], the party encounters a [[Techo]] cleric named [[Velm]] with memory problems. He joins them, completing their four-person crew. Meanwhile, the other villagers are worried about a missing librarian named [[Lifra]], who was kidnapped a few nights ago and taken to the [[Palace of Ancient Kings]]. Rohane and the others go rescue her, defeating the [[Revenant]]. Lifra is actually another computer program whose proper name is Library Fast Retrieval Archive (LFRA). She explains that the Revenant was one of the many virus programs that had overtaken the computer and the Medallion a tool to clear the data lines. She gives them a password and sends them off to find [[Bukaru]], an old hermit who will disclose the location of the next piece. | ||
After finding the second piece in the sand, they defeat [[King Coltzan|King Coltzan's Ghost]] in [[Akhten-Ka]], who recovers control of himself and directs them to a gemstone, the true power source of the Medallion. With it complete, they head to [[Zakharukh's Pyramid]] in order to restore the weather. As it turns out, the sandstorm was random data, and by removing it the ship's computers are now accessible. The heroes discover that the ship is heading toward a star, and they must enter the other simulations quickly before the ship's hull melts and they are burned alive. | |||
===Act 4: Haunted Woods=== | |||
In the [[Haunted Woods]], an unknown malefactor has cast a spell to keep the sun permanently in the sky, trapping ghosts in homes and keeping other such creatures in seclusion. Residents of [[Shadow Gulch]] are convinced the perpetrator is [[Count Von Roo]]. Upon tracking him down, however, they discover he had been trying to cast a counterspell, but was being kept prisoner by [[Meuka]]. He claims to have seen [[Balthazar]], [[Hubrid Nox]], and the [[Spider Grundo]] working in collaboration to cast the real spell. Once Rohane and the others defeat the [[Spider Grundo]] in his cave, they realize that someone else was controlling him. | |||
The group find a suspiciously cheery Balthazar, clearly under the influence of a spell, outside the [[Happy Fun Non-Haunted House]]. After defeating the [[The Four Faeries|quartet of faeries]] responsible, Balthazar directs them to Hubrid Nox. There, they learn that the true mastermind, [[Edna]] the Witch, had used the trio as an energy source to cast her spell. Before they can reach her tower, Rohane is attacked by the [[Esophagor]], who blocks the path. | |||
When the group confronts Edna about her curse, she explains she had intended to keep the sun down, but had made a mistake. She reveals herself to be one of the AI on the ship's computer. The spell was meant to slow down the virus, but having got it backwards, the virus became more powerful than ever. | |||
Mipsy figures out how to access the ship's computer from within the simulation and discovers that time is running out. With the sun fast approaching, the path to the final simulation opens up. | |||
===Act 5: Faerieland=== | |||
[[File:nqii-terask.png|right|200px]] Rohane and company enter [[Faerieland]] in the midst of a [[Dark Faerie]] rebellion, with mercenaries and monsters running rampant. Communications with other regions have been disturbed, so a Guard Captain enlists their help. Unfortunately, many of the cloud paths were destroyed, including ''The Bridge of Mist'', so the group is forced to go through [[The Underclouds]]. On their way to [[Faerie City]], they pass the lost city of [[Cumulonimbus]] and defeat the [[Devilpuss]]. | |||
They find Faerie City has been taken over by villains commanded by [[The Faerie Thief]]. With demonstrable effort, they defeat her and retrieve the key to the [[Faerie Palace]]. Once inside, they learn that the Palace too was overrun by the forces of a dragon calling himself [[King Terask]], while Fyora was upstairs, locked in a sort of stasis. In order to reach him, they must first defeat two giant [[Pant Devil]]s. | |||
Once through, they apparently kill King Terask, who falls through the clouds. However, their faerie allies note that nothing appears to have changed. The group heads up to the West Tower to free Fyora, but are suddenly attacked by a much larger, stronger version of King Terask. After this second victory, they awaken to the real world, their simulation booths unlocked, and hurry to steer the ship away from the sun seconds before a collision. | |||
==Difficulty== | ==Difficulty== |