User:Pinkgirl34/NQII Walkthrough

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This walkthrough will cover 3 parts: The skill point selection, the plot, and the strategies for each boss. Also, this walkthrough is only for Normal mode, so your strategy might change in Evil or Insane mode. Credits to User:A Neezles A for helping out.

Skill Point Selection

First of all, do not max out on any skill. Get no more than 13 points for any attack skill and 11 points for any innate skill because in the end of the game the weapons and armour will provide bonus skill points. Do not spend skill points after level 52 until you defeat King Terask for the first time as well, because you'll need to spend the skill points wisely for fighting him the second time. The information below shows how many points you should have for each skill after level 52.

Rohane

  • Critical Attacks: This skill is very useful, especially at the end when fighitng King Terask. Get 13 points for this skill.
  • Damage Increase: An essential skill for Rohane. Get 13 points for this.
  • Combat Focus: Not a useful skill because Rohane has the most HP for the group and doesn't need extra defense, because it makes you attack with less power with the focus. Don't spend points here.
  • Stunning Strikes: Another very useful skill. Spend 11 points on it.
  • Battle Taunt: Not useful in most situations, but could be useful when fighting King Terask. 1 point should be enough in the section before King Terask.
  • Innate Magic Resistance: Not too useful because after you get Velm, Velm could cast Group Shields to increase everyone's magic resistance. 2 points should be enough.
  • Innate Melee Haste: Haste is essential. Spend 11 points.

Mipsy

  • Direct Damage: It's usually tough to decide whether to get this or Group Direct Damage, but this skill is usually considered better than Group Direct Damage because it takes less time for Mipsy to cast this and it does more damage to a single enemy (100HP) than GDD (64HP). Choose one of them, but avoid choosing both. Spend 13 points for either one of them.
  • Group Direct Damage: See Direct Damage.
  • Group Haste: An essential skill when you want to fight monsters faster and avoid wasting money on haste potions. Get 12 points for this.
  • Slowing: Not very effective because it slows down enemies only one at a time, unlike Gropu Haste, and can be easily resisted. Don't get this skill. For bosses, use slowing potions instead.
  • Damage Shields: Not highly useful because the damage shields don't give the opponents lots of damage, but it's a good bonus skill after spending your other skill points. Spend 8 points here.
  • Innate Melee Defense: Very important skill for Mipsy because she has the lowest HP out of the group. Spend 7 points here.
  • Innate Casting Haste: Haste is essential. Spend 11 points.

Talinia

  • Increased Bow Damage: An essential skill. Spend 13 points for this.
  • Multiple Targets: Not highly useful because the multiple targets option is only available once every 15 seconds or so. But it's not a bad skill, so spend 11 points here.
  • Ranged Attacks: Not a useful skill throughout most of the game but is useful when you reach the final boss, King Terask II. Don't spend much of this skill in the beginning; 2 points should be enough, but you should add more later after defeating King Terask I.
  • Shockwave: A fairly useful skill. Spend 12 points.
  • Slowing Strike: No, no, no, no, NO! The maximum amount an enemy could by slowed is FIVE PERCENT! Don't bother wasting skill points on this.
  • Innate Magic Resistance: Again, just like Rohane, not too useful because after you get Velm, Velm could cast Group Shields to increase everyone's magic resistance. 2 points should be enough.
  • Innate Melee Haste: Haste is essential. Spend 11 points.

Velm

  • Healing: Don't spend skill points here because Group Healing is much better.
  • Group Healing: This is a very important and essential skill, because when maxed out, it can heal as much as 90HP for each member of the group. Spend 13 points.
  • Group Shielding: A very important skill because it can provide lots of magic resistance and defense for the group. Spend 13 points.
  • Mesmerization: Not highly useful, but could be slightly useful when fighting monsters, where you can mesmerize the healer to destroy all the other monsters first. 4 points should be enough.
  • Celestial Hammer: Not a useful skill because it does low damage and the stun is easily resisted, so you might as well use Velm's melee attack instead. Don't spend points here.
  • Innate Melee Defense: Very important skill, especially because of the fact that Velm is a healer and you can't afford him to be killed. Spend 10 points here.
  • Innate Casting Haste: Haste is essential. Spend 11 points.

Plot

Chapter 1

  • 1. You start out in Trestin-- go out of the town, and before you kill any monsters, lose to a plains lupe by doing nothing for 5 seconds in the battle until you lose. This will get you the an avatar.
  • 2. Leave the town again and use hunting travel to kill monsters. Remember, whenever you need to heal, you can simply go back to Mother for free rest.
  • 3. (optional) When you get to level 4, head north into the Dark Caves. Keep walking until you reach the Miner Foreman. Fight him when you reach Level 5. After defeating him, use the teleportation orb under where the foreman was to get back to the entrance of the cave.
  • 4. Cross the land bridget and head southeast to White River Town, to stock up. Buy 10-15 Blast Potions (you'll need them for fighting Zombom, 20 on InSaNe! mode)
  • 5. Hunt in the Northern Marches outside of White River and heal as needed by returning to Horxas the blue Tonu at White River.
  • 6. When you get to level 8-9, go through the Ringing Hills > Foothill Forest > Mountain Path until you find the Underground Cave. The cave leads you to the Lost Island, which shows you the entrance to the Mysterious Tower. Enter the tower, and go to the fourth floor to fight Zombom. Make sure you're at least Level 10-11, or he'll be very tough to beat. Keep using blast potions and heal as necessary.
  • 7. After defeating him, use the teleportation orb to get back to Lost Island. Start walking in the cave until you see the entrance. Repeat the same route you got to the Mysterious Tower and go back to White River.
  • 8. Go through the bridge. Rest at Horxas' inn-- there's now a discounted price at only 25 gp. In White River South, first stock up at the new merchant, Sildairm and then get Mipsy, your first companion. Walk out of White River and into the newly introduced Meridell South.
  • 9. Continue heading south-west until you reach Eye of Meridell > Town of Lakeside. Buy new weapons and stock up on resurrection potions now, which you shouldn't do in later chapters when they become very expensive. Also, NEVER buy new wands for Mipsy, since she doesn't do any melee attack, but you should by defence weapons.
  • 10. After that, head north-east when you reach an opening in the forest, and head west to talk to the hermit, Potraddo, who will give you a code-- you need it to get past the gates of Phorofor.
  • 11. Afterwards, leave the city and start hunting. When you reach level 13-14, head east to the Trackless Wastes > Lost City of Phorofor.
  • 12. Go into the lost city of Phorofor. Talk to the withered ghost to get past the gates of Phorofor and head south-east until you reach the sand grundo. Defeat the Sand Grundo, and use the teleportation orb to get into Tower on the Hill.
  • 13. Head down the tower, and be careful of Mipsy's health because the wockies there are very resistant to Mipsy's magic and they gang up on Mipsy. If you die here, you'll have to go back to Lakeside. However, you do not need to re-open the gates.
  • 14. After you leave the tower, go east to the town of Seaside to buy new weapons and potions. Before you buy anything, talk to Uthare and then Uthyni by going northeast of the town, so you'll get a 10% discount on all potions.
  • 15. Leave the town and go southwest to Meridell Castle to fight Ramtor. He'll flee after you halve his hitpoints. He should be no sweat with a damage potion and DD/GDD.
  • 16. Train until you get to level 16-18 and head northwest to Ramtor's Tower to fight him for the second time. When you get to him you should be at Level 19. After defeating him you'll be transported to Terror Mountain, and you'll get a cutscene to watch.

Boss Strategy

Miner Foreman

  • HP: 50
  • Abilities: None
  • Difficulty: Easy
  • Recommended Level: 5

The Miner Foreman shouldn't be difficult to defeat, so it's recommended to fight him even though he's optional. Just make sure you are fully stocked on healing vials. If you have money to spare you can also buy 5-10 Flare potions to make the battle faster. Just make sure you heal whenever Rohane's health is in the red, and you should win easily.

Zombom

  • HP: 120
  • Abilities: 31HP Direct Damage, 18% Haste, 40HP Heal
  • Difficulty: Hard
  • Recommended Level: 11

Make sure you're fully stocked on Healing Vials, Healing Flasks, and at least 10 Blast Potions. He can do up to 31 damage in 1 turn and he's faster than you, so he can have up to 2 consecutive turns. So you have to really keep an eye out on Rohane's health, and healing is recommended when your health is lower than 50HP. He can heal, but fortunately, he doesn't heal too often.

Sand Grundo

  • HP: 130
  • Abilities: Critical Attack
  • Difficulty: Medium-Easy
  • Recommended Level: 14

He should be relatively easy to defeat, now that you have Mipsy. Damage potions shouldn't even be necessary, with Mipsy's powerful attacks. Keep an eye out for Mipsy's health because he can hit hard and gangs on Mipsy. Heal when Mipsy's health is below 35. Still though, it should be a fairly quick battle.

Ramtor (first time)

  • HP: 200 (only need to halve this amount)
  • Abilities: 18% Haste, Mesmerization, 43HP Direct Damage, 70HP Heal
  • Difficulty: Easy
  • Recommended Level: 16

Since you only need to halve his hitpoints, he should be very easy to defeat. You could defeat him lower than Level 16 if you want. Damage potions and haste potions shouldn't even be necessary. Save those for when you fight him for the second time.

Ramtor (second time)

  • HP: 200
  • Abilities: 18% Haste, Mesmerization, 43HP Direct Damage, 70HP Heal
  • Difficulty: Medium
  • Recommended Level: 19

When you fight him this time, it'll be more difficult than the first time, since you need to finish the fight rather than to halve his HP. Make sure you have 5 haste potions (you need some here, and the rest for fighting Leximp later on). He can hit with lots of damage, so keep an eye out on the group's health (especially Mipsy) and heal when your health is lower than 43. Damage potions are useful, but are not completely necessary and can be resisted. Even when he mesmerizes a group member you can still defeat him, and the battle just take slightly longer, but not much more difficult.

Leximp

  • HP: 150
  • Abilities: Stunning Strikes
  • Difficulty: Medium
  • Recommended Level: 18-20

{Note: Leximp is combined of Lexicon and Imp. Note that his victory speech mentions something about reading a book.)
Although it's optional, fighting Leximp is recommended, so you could get a weapon upgrade from him, and communicate with the Chias in Chia Oscuro, where there's a free in. The Leximp is almost completely resistant to Mipsy's magic, so Mipsy should be used for throwing damage potions instead of attacking. He picks on Mipsy and can hit her with lots of damage and even stun her, so be very careful of her health.

Kolvars

  • HP: 220
  • Abilities: Quick Feet (28% haste), Critical Hit, Dormancy (44% slow)
  • Difficulty: Easy
  • Recommended Level: 22-24

(...to be added)

Scuzzy

  • HP: 400
  • Abilities: Cyclone (36 hp Group Direct Damage), Indifference (32% slow)
  • Difficulty: Average
  • Recommended Level: 28-29