A feature on the website Neopets, these games are PHP RPGs, hard coded into the website. You can get Neopoints, avatars, items or even trophies for your efforts. Despite both games being pretty old by the standards of the site (the original is over 10 years old, and II is 7. 3-D is 4, but isn't as well known), they are still well played to this very day, and have very good fanbases still talking about them.The first game (NeoQuest I) tells the story of a rather dashing young Lupe. He is transported back in time (for a reason) to Ancient Neopia (1,000 years ago), and has to fight the members (some former) of the Circle of Twelve, incuding Xantan, the Archmagus of Roo, Gors, and eventually Jahbal.You can unleash the power of five different types of Magic Wand, make new ones out of materials such as Bearog teeth and Lupe claws, and save Neopia, for a truly epic experience, all by just pointing and clicking.As for the second game (NeoQuest II) — it starts out with a very artistically similar plot to the first game. You control a young Blumaroo, Rohane (and eventually, an Acara, Mipsy) as he makes his way throughout Meridell to stop the acts of Ramtor, who has crowned himself king after dethroning King Skarl from power.That doesn't sound like much compared to the first game, does it? Well, there's more to the story. After completing the first level, the truth about Rohane is revealed—he's actually not from Meridell, nor did he defeat Ramtor and save the kingdom. That was actually a computer simulation aboard a starship, captained by Rohane. He was trapped in the program by a virus who later turns out to be the final boss, King Terask, and the ship he is on is headed straight for the sun. The only way to deactivate the program is to complete the other levels of the game, with the help of the other members of his crew.The third game, Neoquest 3-D, isn't as well known as the first two, and it shares virtually no gameplay mechanics from either of them. Instead, it's a Text Adventure, following most of the conventions of the genre.The plot of the game really isn't much, involving no combat whatsoever. Instead, you have to open a treasure chest. The parts of the key to open it are scattered all across the surrounding area.
Neoquest I provides examples of the following tropes:
Character Customization: It's largely all about choosing the kind of skills you will be investing in for 50 entire levels — either Fire, Ice, Spectral, Life, or Shock, but you can spread out and pick skills from each sphere.
Foreshadowing: Xantan does this when he's defeated. If you're playing on InSaNe mode, and you reach the final boss, after you defeat Mastermind...
Final Boss: Jahbal — although if you go Evil, it's Mastermind. And if you go all the way to InSaNe, it's Xantan Reborn.
Final Death: If you die on InSaNe mode, you have to start the whole game over, rather that starting from the last save point. Also applies to NQ2.
Game-Breaking Bug: On Evil! mode, losing to Mastermind after you beat Jahbal means you are unable to finish the game; Mastermind only appears when Jahbal is defeated, and since you've already defeated Jahbal...
Golem: The Temple of Roo is crawling with all sorts, from your basic rock-type to crystal and even glass golems.
Life Drain: Subverted for the player character; there is a skill called Lifesteal, but it doesn't drain your opponent's hit points; instead, it increases your own. Enemies, on the other hand, can drain plenty.
Post Final Boss: Xantan Reborn is reputed to be considerably easier than Jahbal and Mastermind, both of whom you fight immediately beforehand. Considering the fact that you can't restock on health potions between battles, and the fact that dying on InSaNe (the only level where you fight him) forces you to redo the entire game, this may have been done on purpose.
The Professor: Eleus Batrin, sure, but wait until you meet his teacher, Gali Yoj.
Shout-Out: Probably more than one, but this line comes to mind:
True Final Boss: If you're playing on harder modes, you'll come across Mastermind or even Xantan Reborn himself.
Unwinnable by Mistake: Possible on Evil! difficulty. The only way to trigger the Mastermind fight is to beat Jahbal. If you lose to Mastermind, you can't challenge Jahbal again. This isn't a problem on InSaNe, where dying resets the game, but...
Unwinnable by Insanity: ...the same thing happens if you flee from Mastermind (or Xantan Reborn), and since all monsters are gone once you defeat Jahbal, you can mess up your game on either of the higher levels.
Chekhov's Boomerang: The sword you start off with is also the best sword to use against the final boss.
Combat Exclusive Healing: You've got potions and some limited automatic healing outside of combat, but don't ask Velm for help.
Cowardly Boss: Ramtor, in the first chapter, who runs away like a coward after a bit of beating up. The Faerie Thief takes this to a whole new level later on in Faerieland, in which she actually flees twice.
Dead Person Conversation: King Coltzan III has been dead for a while. First you fight his ghost in Chapter III, then you sit down and have a nice conversation about the next piece of the Medallion of Wind.
Deflector Shields: Mipsy has her damage shields, which damage any monster who attacks at close range, while Velm specializes in shields that raise defense stats without the damage. Some monsters and bosses may also be capable of these skills.
Dem Bones: Zombom's tower is crawling with them (especially the ever-annoying Skeleton Knights). The Revenant also comes with two possessed skeletons, but they die when he does anyway.
Difficulty Spike: There's one in Act IV, starting with Spider Grundo that continues until the end of the Act. Most of Act V is easier.
Disc One Final Dungeon: After trekking across Meridell, entering Ramtor's tower, and laying the smackdown on the man himself (which seems to be your ultimate goal), you return to Meridell Castle and receive a hero's welcome... and then The Reveal happens, and you find out you've only completed the first chapter out of five.
Dismantled MacGuffin: Assume that your Ultimate Evil is a bunch of destructive tornadoes. The Medallion of Wind was used to control the weather before it was broken and scattered all over the place. The aim of this chapter is to put it back together. But Phebiya warns, "The artifact is powerful and should not be kept in its assembled form except when needed."
Glass Cannon: Mipsy. She can use many powerful spells (offensive and defensive) and so is of valuable assistance in battle, but her HP doesn't leave the double digits until she hits level 23. That coupled with her low defense and the fact that many early-game monsters' normal attacks hit for around 10-20 HP at a time...
Hot Skitty-on-Wailord Action: This pretty much happens with every NPC that has children. For example, in a village in Chapter 3, one family is made up of an Acara (a cat/goat hybrid) father and a Wocky (cat) mother, who have children who are a Cybunny (rabbit) and an Uni (unicorn).
Linear Warriors, Quadratic Wizards: Inverted. Mipsy starts out as the damage powerhouse (especially when you invest in her 100 damage spell), with Rohane and Talinia simply picking up the slack. Unfortunately, that's just about the maximum damage she can dole out. By Chapter V, the swordsman and archer easily slide past the 100 damage barrier.
Marathon Level: Hubrid Nox's dungeon. The IDNQ describes it as "nine levels of solid NQ torture".
Also, Cumulonimbus. It's a huge city, and stone clouds are blocking your way everywhere you go. Even with a map, it's hard to make out which path to take.
The Medic: Velm, hands down. Once you have him, you rarely need healing potions. Every player swears by his healing abilities. He can also become the Combat Medic if you invest in his only offensive spell.
Mirror Boss: The 4 Faeries. The Earth Faerie mirrors Rohane (has Critical Hits and Stunning Strikes), the Fire Faerie mirrors Mipsy (Direct Damage, Group Direct Damage), the Dark Faerie mirrors Talinia (sort of; it's the one that inflicts status effects, even if Velm gets some of them on your team) and the Water Faerie mirrors Velm (Healing, Group Healing).
Muck Monster: The Haunted Woods is full of these, including pools of living pond scum.
Mummy: They're all over the place in the Lost Desert chapter.
Mysterious Past: Okay, the fact that Rohane's dad is dead is hinted at in the beginning of the game and is confirmed later on when Daddy lashes out at King Terask if you use Father's Sword for the final battle. It kinda stops there though.
And because NQII takes place in a simulation, you end up wondering if Rohane truly IS fatherless...
Necessary Drawback: A lot of the weapons that add to certain skills... take away from other skills.
NPC: Many of the NQII NPCs just spout useless dialogue. You only need to talk to a handful to advance.
One-Man Army: Rohane has to put up with being alone for a while before he finds Mipsy. This is why Zombom is considered to be such a pain in the neck to fight.
One-Winged Angel: After defeating King Terask, the heroes quickly run back through Faerie Palace again to free Queen Fyora - only to meet King Terask II, a bigger, uglier, more powerful version of the Big Bad. Did we mention he has two more arms now? Then when he's good and dead, he becomes a Clipped Wing Angel.
Snowed-In: In Chapter II, the Snowager turned out to be trapped by an avalanche caused by Scuzzy. However, in the simulation, it's more of a figurative blizzard caused by the clogging of data lines when the Snowager, which is actually a sentinel program, was kept from doing its job.
A similar effect is halting travel in the Lost Desert, though it's a sandstorm.
Schmuck Bait: Newbies asking "will they make a NQ III" are given the link to NQ 3D.
Trailers Always Lie: When the game starts to "load" the screen shows a CGI mountain/forest scene (actually from the PS2 game The Darkest Faerie), which is then scrolled up and replaced by a plainer than plain text interface.