Welcome to my guide for Wicked Wocky Wobble, the newest game to make it to Neopia. The goal of this guide is to help you improve your scores in Wicked Wocky Wobble.
Item Name | Picture | Point Value |
Oranella | 11 Points | |
Twirly Fruit | 11 Points | |
Spiky Orange Murex Shell | 22 Points | |
The Ixi Adventure | 22 Points | |
Garlic Jubjub Plushie | 35 Points | |
Mutant Jubjub Plushie | 35 Points | |
Speckled Jetsam Plushie | 35 Points | |
Illusen Plushie | 50 Points | |
Ixi Heroes | 50 Points | |
Taelia Plushie | 50 points | |
SPF 50 Sunblock | 80 Points | |
The Golden Journal | 80 Points | |
Wind Up Illusen Doll | 80 Points | |
Evil Coconut | 111 Points | |
Harffel Fruit | 111 Points |
When you start the game, type “wock” (the beginning of the code “wocky”) this way you only have to push “y” to make the buzzer come down later. As you cannot lose until you have caught 2 or more items, it is highly recommended that you do not catch any Twirly Fruit or Oranella; these two are only worth 11 points, catching two of these as your first items only gives you 22 points, and you can easily lose with only 22 points. However, catching Spiky Orange Murex Shell and The Ixi Adventure as your first two items will give you 44 points. Once you have 2 items and 44 points, you should wait until a Speckled Jetsam Plushie, Mutant Jubjub Plushie, or Garlic Jubjub Plushie drops.
The best strategy is to only catch high point items, low point items do little for your score and make the game harder to progress in
If you’ve made it here, chances are you’re looking for a less-frustrating way to navigate the labyrinth that is the Moltara Dark Cave. Just in case you have no idea what I’m talking about, or what this page is for, let’s have a recap.
Discovered Year-11, Moltara is a lava-oozing city of gears, metal, and precious gems. Not to mention the coveted Magma Pool, where, if luck be in your favor, you might just find yourself owning a magma pet.
However, Moltara is also brimming with puzzles, most of which lead to only one thing: the creation of Moltaran Petpets.
Moltaran Petpets are not simply purchased from any petpet store. They first must be assembled at Tangor’s Workshop through a combination of four materials — found only in Moltara by solving five puzzles.
Shiny Obsidian is a once-daily prize for visiting the Obsidian Quarry in Moltara City; a relatively easy brain-teaser.
Scrap Stone and Metal is also an easy item to obtain, if only insofar as out of your control — it is awarded through a Random Event alert while visiting Moltara City or the Moltara Caves. Keep refreshing, it does eventually happen.
Miscellaneous Gears ramp the difficulty up to medium. They can be found in one of eight random locations in Moltara City — these are a rarity. They appear at least four-times less often than the Scrap Stone and Metal Random Event, and are refresh and time sensitive; in other words, be careful if you see them.
Red Moltite is our hard case. You must complete two puzzles in order to locate it. First, the Moltara Worm Quest.
To begin obtain the Empty Lantern by simply visiting Lampwyck’s Lights Fantastic in Moltara City. Then, collect ten worms lurking around Moltara City and the Moltara Caves:
All worms are refresh and time sensitive. Blue, Yellow, Red, and Green are the easiest to find; Orange, Pink and Purple are slightly harder and show up less often; White, Black and Rainbow are liable to drive you insane in their unwillingness to appear. Be patient, take breaks, and check back sparringly; longer breaks have shown to yield more worms.
Once you have all 10 worms, you may fill your Empty Lantern with them, causing it to become a Brightly Lit Lantern. Why is this important? Why, you need light to explore the Moltara Dark Cave!
This small, eerie looking cave is the Moltara Dark Cave, which holds Red Moltite somewhere within its many corridors. However, even with your lantern, you still have to find out which corridors lead where.
This is the basic view of the start of the Dark Cave. To proceed, you must choose left or right, and see where you end up.
Some paths get you staring at a dead end—
—most have you fleeing from the dreaded lava monsters—
—both of which send you back to the beginning of the cave.
By this point, I found it exhausting to still be flailing about, clicking around blindly to find the Red Moltite, especially after spending so much time and effort to round up the worms.
So I solved the problem.
As random as it may seem, the Moltara Dark Cave is actually a long system of patterns. And key to the patterns is as clear as day once realized:
Your path to the Red Moltite is comprised of four turns that correspond to whatever bold sentence you encounter at the start of the cave. No two patterns are the same, and they do not change, no matter how many times you revisit the Moltara Dark Cave, and no matter which cave picture you’re shown.
Let’s start with an example. Say upon entering the Moltara Dark Cave, you are presented with this:
For this guide, take note of the first four words of your sentence–
[ Does it smell like… ]
Then, simply locate the start of your sentence, and follow the plotted four turns—
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Your Red Moltite will then be at hand!
While the petpet store in Moltara never closes, collecting worms and Red Moltite is a once daily event. After you find Red Moltite within the Dark Cave, the worms will grow tired and no longer light up the lantern.
To fix this, visit Lampwyck’s Lights Fantastic again, where Lampwyck will take your lantern and promise to nurse your sleeping worms back to health by the next day.
However, upon revisiting Lampwyck, you will discover…
…that Lampwyck has lost your worms!
You will have to collect the worms all over again, and refill your lantern with them, if you want to collect more Red Moltite.
[ Completed! ~ 01/04/2010 ]
If you stumble and make an incorrect turn, do not fret. When you restart at the beginning of the cave, you will be given a new sentence; a fresh start. Simply follow your new sentence to find your Red Moltite.
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To all who have assisted me with this part of my guide, or have contacted me with information and support, you have my eternal gratitude! If you would also like to contact me with any information on the Moltara Dark Cave Patterns, please do so via my main account here.
Now that you have your Red Moltite, let’s see about putting it to some good use. Below is a list of Moltaran Petpets that can be created using Red Moltite.
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If this refusing face of the Tonu Guard is familiar to you, then you’ve joined the club of Magma Pool rejection. While awake, this Tonu Guard is very selective as to whom may step forward and paint their pet(s) Magma. Does this mean a Magma pet is hopeless for those he turns away?
Fear not! This brute of a guard is known to fall asleep, and provide a 5 minute window of opportunity for each and every Neopian visitor. This event is time sensitive, but the time is different for each user. If you are motivated to find out when the guard is asleep for you, spend a day refreshing at the Magma Pool every five minutes or so. The time at which the guard is sleeping will not change once you find it, but you are only allowed to paint one pet per week.
Currently, there is no known consensus as to why certain players are welcomed by the Tonu Guard. There are, however, a couple of small hints – given to us by both The Neopian Times and the research of fellow users – that pertain to being welcomed, such as:
There is also some speculation that the creation of a Moltaran Petpet may be a requirement to be welcomed, but this is not proven. In theory, the petpet should be created with found materials — not second-hand store bought — and the type of petpet seems not to apply.
In particular, I advocate getting a Scorchio with 12 or 13 attack strength. Once, I got a Scorchio:13 and Grundo:14! Do not worry about your Techo or Moehog (as you can replace them with soldiers that you save from the Invaders.)
Do not worry much about the “defense strength”, that maxes out at 14 anyway, and between the ‘lost item’ increments, the promotion bonus, and your defense items, you generally have enough defense.
Especially do not hurry unless you have troops with Attack Strength ready to transition to the next level. Unless the Attack Strength is 11, 14 or 17, you will see no immediate benefit from the bonus. (Ok, you might get a defense bonus, but that levels out pretty fast at 14).
Also, if you wait until the last battle (especially in the early missions) then you can pick up some strong troops from Invaders you have saved, and have them benefit from the ‘lost item’ bonus. It is rare that you need the ‘lost item’ bonus to win a mission. Maybe in the last mission you might pick it up early, since you are unlikely to change personnel at that late stage. (and obviously the bonus won’t do you any good after you complete the last Mission!)
Consider keeping one Invader alive and let him convert one of yours back! Then you can save that one over and over! Get your Scorchio up to Soldier rank in just one battle!
Of course, if you have no healing Grundo or potions left, don’t wait…
7-8 | 9-11 | 12-14 | 15-17 | 18 | 19 |
0 | 1 | 2 | 3 | 4 | 5 |
Mission | Invader Stats | Weapons on Board | Second Wave | |||||
# | Invaders | Health | A.S. | D.S. | Offense | Defense | ||
1 | Moehog | 8-12 | 5-9 | 6-12 | Mace/Sword | Staff | ||
2 | Techo | 12-16 | 9-13 | 8-14 | Bow/Hammer | Amulet | ||
3 | Skeith | 14-18 | 10-14 | 11-15 | Scroll/Ax | Helmet/Shield | ||
4 | Scorchio | 14-18 | 12-16 | 12-16 | Scroll/Bow | Amulet/Robe | ||
5 | Grundo | 15-19 | 13-16 | 15-17 | Scroll/Ax | Helmet/Shield | ||
6 | Moehog | 17 | 17 | 17 | Double Sword | Leather Vest | 2 Buzz | 21 |
7 | Techo | 18 | 18 | 18 | Halbred | Chain Mail | 3 Buzz | 21 |
8 | Skeith | 19 | 19 | 19 | Lightning Wand | Plate Armor | 4 Grarrl | 22 |
9 | Scorchio | 20 | 20 | 20 | Double Ax | Amulet/Mail | 5 Grarrl | 22 |
10 | Grundo | 23 | 23 | 23 | Ax/Scroll | Plate/Mail | Buzz & Grarrl | 21&22 |
Bonus | Offense | Defense | |
1 | Mace | Sword (3:Techo) | Staff (3:Grundo) |
2 | Hammer | Bow (4:Scorchio), Wand (4:Grundo) | Amulet (4†T:Skeith) |
3 | Ax** | Scroll (5:Grundo) | Helmet (5:Moehog) |
4 | Halbred* | Dbl Sword (min 6) (6:Techo) | Robe (7:Grundo) |
5 | Double Ax (min 5) | Shield (7:Techo), Leather Vest – | |
6 | Chain Mail – | ||
7 | Plate Armor — |
When an Invader attacks, it looks for a target
in a specific search order:
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Rarely, an Invader (Techo04 ?) uses an alternative pattern: |
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Use the table above to position your troops so a strong defense (for example, a Moehog with a Helmet) take the attacks while the strong attackers are in a higher numbered cell and can attack without retaliation. (so your Skeith can attack without getting hit every time).
In the Second Wave, the Buzz/Grarrl do not follow these rules; they prefer to move forward. If they cannot go straight forward, they will go diagonally down to left if able, then try diagonally to the right. If they cannot go forward, they will attack if able, else move sideways left or right. (which can happen if they are stuck behind their own troops or mountains)
If they detect a village in the X position, they will move toward it. If they get next to the bottom row, they start moving left/right to find a village. See Bug Report at bottom about moving right from the right-hand column.
In the Second Wave, arm your Moehog with a Double Sword. In Mission 6, you can get a new Moehog, with 16 defense!
Note: in the Second Wave, a Techo is more useful! Especially when fully equiped with Chain Mail and a Double Sword This Techo can get a 11 Attack Bonus! Necessary for the timely demise of those Grarrls and Grundos. So when you get to Mission 7, consider dropping your old Techo (or Moehog) and keep one of those 16 defense Techos.
In the Second Wave, you probably won’t get much benefit from a Scorchio. The action is too fast and the fighting too close; the opportunities to shoot two cells are rare, and you can use a Grundo with Lightning Wand for that!
For the Second Wave, you will want two Skeiths. This ensures that you can get five troops to the fifth row (from the top) before the Invaders slip by. Armed with the Ax, they can even penetrate to the third row on the first turn.
To solve the Second Wave, you must have two Grundos. The Invaders have too much attack strength, you will need plenty of healing; and everybody must be at the front lines.
Get the Double Sword and Double Ax for your Moehog or Techo when you can.
Get the Lightning Wand for your Grundos when you can. These will heal anything with a single zap!
Alas, the Skeith are stuck with the Amulet and Battle Ax. The ability to Teleport and immediately move may be essential.
Expected Damage per 20 |
Draco Defense Strength – Meridellian Attack Bonus | ||||||
Weapon: (Min) | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
Regular: (1) | 72 | 66 | 55 | 45 | 36 | 28 | 21 |
Double Ax: (5) | 78 | 71 | 65 | 60 | 56 | 53 | 51 |
Dbl Sword: (6) | 81 | 75 | 70 | 66 | 63 | 61 | 60 |
A Techo at A.S.=18 with a †6 Double Sword gets Bonus = †10
Against a Grarrl with D.S.=22, we use column 12 (22 – 10 = 12)
We see a relative strength of 63, or an expected damage of 3.15 per turn.
This table could tell you that against weaker opponents, a Moehog does better with a Double Sword than a Double Ax, but otherwise, the Double Ax is more powerful (especially for a Techo). And there are no ‘weaker’ opponents by the time the Double Ax appears. So grab it!
Now Available: To help you plan or to test your knowledge, use the interactive IoM Training page (“http://home.pacbell.net/jeffpeck/iomscript.html”). The IoM Battle Planner lets you set up a board and see how your strategy works, against realistic Draco movement! Try your battle plan before running the real game. [runs on your local browser; much faster than waiting for the web-site, and there is an undo button!] Includes the IoM Board Generator that produces IoM Boards you can put on your web page (in HTML, they are not screen dumps!)
Note: Click on the Mission Planner for help/explanation of that page.
Bug report: I’m guessing the board is a linear array of cells, and moving right just increments the cell number. Apparently, for the Buzz/Grarrl there is no ‘mod 10’ check, so a right move may end up in the left column, one row down.
Note: when Grarrl is in the lower-right corner and moves right, it wraps to the left edge and opens a new row below the others! From there it can continue to move right on the new (11th) row.
In the game you take the place of a young pilot just starting out in one of the most challengeing and exciting sports in all of Neopia in the present day. The game envolves you pitting your self against other competitors who like you are trying to knock there opponent out of the skies over meridell. Armed with a slowish plane and a ‘pop gun’ it is your mission, or destiny to become one of the greatest “fighter pilot” in all of Neopia!
To be taken to the game right now click HERE. I just know your itching to have ago as soon as possible!
Here are some important points to know when playing Skies Over Meridell so you can become a champion or simply to score 240 points to earn 1000nps each turn.
Each Opponent is QUICKER than the last
Player | Number of Kills | comment on speed |
2 | very slow, careful not to run into the back of this opponent | |
3 | quite slow, do not lose early lives | |
5 | starting to get a little quicker, beat this level to avoid embarrassing low scores | |
8 | medium-fast many people lose here, practice hard, master this pace | |
10 | quick though easily containable (my favorite level) | |
12 | little quicker than last, goes up and down a lot so can be completed with minimal lives lost | |
13 | This guy is Very quick, a lot of experience, practice and lives are needed from now on | |
15 | lightning quick requiring quick thinking and complex maneuvering, you will lose lives | |
17 | this level like the last is lightning quick, not many have reached it, a Lot of Luck is needed, 17 kills on this guy may as well be called impossible | |
??? | I only know of Duke, I have never versed The Duke |
Always remember the golden rule! ALWAYS STAY BEHIND YOUR OPPONENT! As with everything, practice will make perfect. The game is one of the most under-rated games in neopia. I urge everyone to tell your friends about it and you could even set up a game challenge with your friends by following this link:
THE HIGHSCORE TABLE FOR THE GAME CAN BE FOUND HERE:
When high score tables are reset: You can usually obtain a trophy with a score of 700+ One extra thing: To see a demo of skies over meridell, click the sun in the menu window!
To see a demo of Skies Over Meridell, click the sun in the menu window once the game has loaded!