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 Post subject: The Return of Dr. Sloth [Split 11]
PostPosted: Fri Mar 07, 2008 10:10 pm 
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Token Testing Assistance

ATTENTION

!! Please make sure all your posts are coherent, and that you have spelled all words to the best of your ability. Also, please try to use correct grammar.

PLEASE keep all posts on topic. If you would like to speak to someone personally or off-topic, PM them.



=====COMICS=====
Chapter 1 (29th Jan)
Chapter 2 (1st Feb)
Chapter 3 (5th Feb)
Chapter 4 (8th Feb)
Chapter 5 (13th Feb)
Chapter 6 (15th Feb)
Chapter 7 (20th Feb)
Chapter 8 (22nd Feb)
Chapter 9 (26th Feb)
Chapter 10 (29th Feb)
Chapter 11 (4th Mar)
Chapter 12 (8th Mar)
Chapter 13 (12th Mar)


=====Helpful Links=====
Wondering about whether you’re ready to battle, if it comes to that? Check out the Weapon Advice & Recommendations thread!

If you're new to PPT forums, and are just joining for our comprehensive & helpful plot assistance, please remember to read The Rules!



=====PLOT ASSISTANCE=====


Step One - Maintenance Tunnels (30th Jan)
The plot begins! The Maintenance Tunnels appeared under the space station map. At the Maintenance Tunnels, if you click on the left hand tunnel, you get directed to this Game in which you must orientate the bubble/arrow things to get Gorix through the maze.

Using the arrows, you have to change the direction he will go when he reaches particular turns, and then press go. While Gorix is walking you cannot change anything. Conveniently, the direction of a particular arrow will change going clockwise each time Gorix walks across it.

Solutions
Blatantly stolen from Siouxper's post here and re-formatted by the lovely Alex.
(Note - these are not the only solutions, there are many combinations that will finish the level)

MAZE 1
Arrow points DOWN

MAZE 2
The four arrows in a straight line, point (left to right), LEFT, UP, DOWN, RIGHT.
The remaining arrow points RIGHT.

MAZE 3
Arrow by itself on the left points LEFT
Top arrows point (left to right) RIGHT, DOWN
Arrow by itself on the bottom points DOWN

MAZE 4
Arrows along the top point (left to right) UP, RIGHT, RIGHT
Two arrows in the middle row point LEFT, RIGHT
Leftmost arrow in the bottom row points UP (other two can be ignored)

MAZE 5
Top arrows point DOWN, LEFT, DOWN, LEFT
Bottom arrows point DOWN, DOWN, DOWN, DOWN
*Note, for this one, let the robots close the doors themselves - you don't have to do anything except wait.

Once you have completed the mazes, go back to the Maintenance Tunnels and you'll find a new door that has opened.


Step Two - Breaking Military Grade Encryptions (5th Feb)
!!!DON'T EVEN THINK ABOUT USING A DECODER PROGRAM OR POSTING LINKS TO ONE HERE!!!

Note: You can only participate in Step Two if you have previously completed Step One.

1. Go here
2. Press "4"
3. Press "2"
4. Cry because the next part is super tedious.

(NOTE: You may need to click the screen a few times then push the numbers. Do not use the number key pad on the right of your keyboard.)

Before you is a list of different emails.
If you open any of them, you'll see a screen with a bunch of alien letters to the right of the screen. These are your modifier codes.

On the left is a KEY - a bunch of alien letters, up to 3 empty modifier boxes, a RESULT line and a TARGET line.

The purpose of this step is to decode the emails by using the modifiers to change the KEY into the TARGET. It sounds a bit confusing, so let's start at the beginning.

PLEASE NOTE: YOU CANNOT DECODE EMAILS IF THEY SAY "INCOMPLETE DATA." IF THEY SAY THIS, LEAVE THAT EMAIL FOR LATER

If the email you have opened has more than one modifier box, click "Return to Inbox at the bottom of the page." Keep opening emails until you find an email with only one modifier box. There should be five of them.

One Mod

These are easy. You have ten codes on the right and only one box to try them in. Click and drag each modifier code in turn from the right into the modifier box. Once the RESULT is the same as the TARGET, the email will be decoded.

Once it is, back out of the email and find another email that is able to be decoded.

Two Mods

These are slightly more tricky, as the combination of two modifier codes affect your result.
For this, look at the first letter of the KEY and the first letter of the TARGET. Then go to a helpful guide like KyootestLenny's.

Find the column in the chart on the guide you are using (more at the bottom of this section) that has your first KEY letter and first TARGET letter. There are three possible combinations of modifier letters that will get you from the key to the target. For example, to get from 8 to X, you could use a modifier starting with P and a modifier starting with V, or a modifier starting with V and a modifier starting with X or two modifier starting with X.

From here, its simply a case of trying all possible combinations of the modifiers that will give you the first letter. One combination will decode the email.

Three Mods (No O symbol)

These codes have six different alien characters, and don't include the Orn Codestone Symbol.

These are starting to get very difficult. Like the two modifier codes, see a reference chart for the KEY to TARGET combinations.

I found it easiest from this point on to write down on a piece of paper, all the possible combinations to get from my KEY's first letter to my TARGET's first letter, and cross them off as I went.

Some helpful hints with these:

Immediately cross off any combinations that are impossible to do with your modifiers (EG: If you only have 2 Z's, you couldn't use the ZZZ combo to get from X to X)

Try the combinations that have as few variables as possible.
(EG: If you only have 2 Zs, try any combinations that are ZZ_ or Z _ _)

Keep a rough idea of how many modifiers start with each symbol. Whichever you have the lowest of out of the three modifiers, put at the top. Put the one you have the most of at the bottom and swap that one. Once you have tried all the bottom one, change the middle one to the next of its kind

The order of the modifiers doesn't matter - don't recheck things in different orders if you can help it, it just creates more work for you.

NOTE: The moment the next category are unlocked (usually after one completed 3 Mod, no O puzzle), ignore the rest of these.


Three Mods (With O symbol)

These codes have seven different alien characters, which includes the Orn Codestone Symbol.

These are the same as the Three Mods (No O symbol), except their are more combinations and you'll have to use a different reference chart.

One of these emails has the message you are looking for in it. As soon as you are able to decode these (IE: As soon as they no longer say INCOMPLETE DATA) you should focus all your attention on these.

Once you decode the following email, STOP and refresh the page - you're done :D

My Lord, We've begun moving the civilians to the transport shuttles as planned. The public decks are secure although we've had some trouble finding our way around the maintenance levels; there could still be traitors hiding in that maze. Nonetheless, the shuttles will be ready to launch shortly, and then we won't have to worry about the civilians anymore. -Commander Garoo


HELPFUL OTHER GUIDES

http://www.neopets.com/~_Blue___Berry_ <--- for 2 mod encryptions
http://www.neopets.com/~charmander2058 <--- for 3 mod encryptions
http://www.neopets.com/~Vulpixxx20 <--- for 3 mod encryptions with O as a possible symbol
http://www.neopets.com/~KyootestLenny <--- for 2 and both kinds of 3 mod encryptions
http://www.pinkpt.com/forum/viewtopic.p ... 64#p775264 <--- theonlysaneone's intelligent brute force method
http://www.neopets.com/~LadyRheyna <--- Navar57's 3 mod code guide
http://www.pinkpt.com/forum/viewtopic.p ... 96#p775996 <--- AySv88's fast, yet heavily maths orientated way


-------------------------------

A more math orientated guide from ELiPteK

The symbols are just integers written in an alien language. Each symbol in the "modifier" performs an operation on the corresponding symbol in the "key". If you are familiar with the modulus operator from discrete mathematics, then you can probably anticipate where I'm going with this!

The symbols have the following values:
"C shape" = 0
"V shape" = 1
"X shape" = 2
"mushroom" = 3
"figure 8" = 4
etc...

All you need to do is figure out what you need to add to the key to get the target. Anything above the highest available symbol makes you roll back to zero.

...The only other thing you need to know is that the codes with multiple modifiers may perform an automatic operation on the key. I found, for instance, that the codes with two modifiers automatically subtract 1 from the key!

Hope that helps!! (Let me know if you have any questions)


Step Three - Escaping the Guards (7th Feb)
Note: You can only participate in Step Three if you have previously completed Step Two.

Go here.

This is a game where you must avoid the guards and get to the next stage. You can move two spaces in any direction.

If the Garoo Elite Guards are facing you in an unobstructed line, they will capture you and a really annoying buzzer will go off.

You can hide behind civilians (IE: Travel so civilians are between you and the guards, obstructing their line of sight) as guards cannot see past them. Guards acan see past eachother, however.

If a guard is two spaces away from you, and they are not pointing at you, you can jump onto their space, which will remove them from the game.

There are five levels, each with increasing difficulty. In the first four, you must make your way to the door on the top of the screen. In the fifth, you must reach the family in the top left corner.

Some things to note:

- The game screen is taller than most computer screens, so watch out for guards down the bottom as you might walk into their path without realising it.

- It doesn't matter if a guard can see you in your final landing space, I jumped right into a guard's line of sight to reach the family.

- You can go backwards, which is extremely helpful if you are about to enter a guard's line of sight.

- The guards move differently each time, depending on your route and randomness, therefore no single walkthrough can be given.


Step Four - Battling - Part I (22nd Feb)
Time to battle some bad guys! There are three opponents, each with a different amount of hit points.

Garoo Elite Junior Squadron - Hit Points starting at 7
Garoo Elite Strike Commanders - Hit Points starting at 35
Garoo Elite Specialist Riilan - Hit Points starting at 175


Step Five - Battling - Part II (29th Feb)
More bad guys! Two new opponents have been added, again each with a different amount of hit points. In addition, the previous wave of opponents is still available!

Mutant Grundo Scouts - Hit Points starting at 10
Virtupets Militia - Hit Points starting at 66



Step Five - Token Testing (4th Mar)
Time to test some tokens! There are four different things you can do in this step. Please see the Token Testing thread for assistance!




=====A BRIEF HISTORY OF TIME...ERRR, PLOT=====
Around 4 years ago, the "in things" were Neopets Trading Cards (exactly how "in" Trading Cards are is an entirely preferential opinion...). Neopets would put out booster packs, as so many card companies do, and one such pack was the Return of Dr Sloth TCG kit.

To accompany the release of the Return of Dr Sloth TCG, Neopets were intending on releasing a Return of Dr Sloth plot. However, time constraints and a certain annoying Usul's plot prevented them from being able to ever actually release it. After post phoning it a few times, they just decided to scrap it and focus on making the next plot - a Curse on Maraqua - better.

Believing they'd never do the Return of Dr Sloth plot, TNT began (creating and) releasing the games they had set to tie in with the plot - IE: The Return of the Return of Dr Sloth, Escape to Kreludor and Moon Rock Rampage - but what to do about those awesome characters (and their escapades) that featured in the TCG expansion pack and in the games?

Simple - throw together some articles in the Gallery of Heroes that detail what the plot was going to be like, release some cool looking items and pretend like the events actually happened in Neopia, but not in the Neopets.com realm of users, plots, events etc.

Now, TNT (in an awesome move) have decided to revisit the Return of Dr Sloth plot in all its chicken-headed glory. Unfortunately, as they didn't want their characters and games to go to waste, the plot's rough outline is already detailed throughout the site. Long story short? There are articles, games and cards that explain what the expected plot will be. Short story long? Anything by DickensKoL ftw


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Fri Mar 07, 2008 11:54 pm 
Beyond Godly
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I haven't done any single activity except for finding singularities. So far I have found 8.

In the multi user Testing, I have done 11 complete tests and a few 'fill-ins' of various steps.

1. Heat Testing - Move rod until it is just touching the first small white dot. If the number is around 15, I have found moving it back by 1 (not actually touching the dot) helps.
2.Dissolving Test - I have my calculator on screen and use this formula:
(MultiplyTotal litres by 1000)*acid%
Example:
4.4 litres which needs 12% acid
4400*.12=528mls
I have a chart of the acids named and it is just a simple case of looking for the correct acid.
1.hydroslothic 2.transtyrannic 3.meridellic 4.fluorokoadoatic 5.cyanofaeryllic
6.perneopic 7.zafaric, 8.tikitonic 9.xweetic, 10.oxyidariganic



3.Gravitic Testing - I use a spreadsheet formula to calculate the co-ordinates. I have the spreadsheet up on screen for easy access.
Open your Excel spreadsheet and type(or copy and paste)the forumla into the correct cells.

In cell B1 put:
=A1*A1
In cell B2 put:
=A2*A2

In cell C1 put:
=B1-B2

In cell D1 put:
=(160000+C1)/800

In cell B4 put:
=B1

In cell B5 put:
=D1*D1

In cell B6 put:
=B4-B5

In cell C3 put:
=ABS(B6)

In cell D5 put:
=SQRT(C3)

When you get your first number, type it in Cell A1.
When you get your second number, type it in Cell A2.
*Click into the next cell to activate the answer.

In Cell D1 will be your first co-ordinate.
In Cell D5 will be your second co-ordinate.

IGNORE DECIMALS.


Quote:
Using up so many cells in the spreadsheet is kinda silly...



Whatever. I didn't say it was the only way. It is the way I was taught and the way I understand.


Last edited by Daze on Sat Mar 08, 2008 4:51 am, edited 1 time in total.

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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 12:24 am 
PPT Trainee
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Location: Huntington, NY
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Using up so many cells in the spreadsheet is kinda silly...

I think it'd be easier to use this instead:
Code:
     A                   B                 C    D            E
  _______________________________________________________________________________
1 |  a  | <your first number goes here>  |   |  x  |  =(B1^2 - B2^2 + 400^2)/800
2 |  b  | <your second number goes here> |   |  y  |  =SQRT(B1^2-E1^2)


Type your first and second numbers under the "B" column.
The answer appears in the "E" column.

(You don't really need the ABS - if you get an imaginary number (like "#NUM!" appears for your y-coordinate), you probably typed something wrong.)

[edit] To be clear, if you get "#NUM!", then there's no possible place to put the third point. Check the numbers that the game gave you, and make sure you typed them in right. (To be more exact, this is because a+b > 400 for any valid triangle, and you put in numbers that don't add to more than 400.)


~Habitual over-analyzer


Last edited by AySz88 on Sat Mar 08, 2008 8:08 pm, edited 1 time in total.

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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 12:32 am 
PPT God
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I wonder how much of this step we will need to do in order to move on ?


*Spring forward, Fall back*


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 12:58 am 
Newbie
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I'm thinking that this is one of those things where you do it until the token is found. If someone had found it on the first try, that would have been it. I don't think it's a required step, though. If it was, then you'd be stopped at a certain point, I think.


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 1:22 am 
PPT Toddler
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Daze, not trying to be picky, but I thought I would mention this in case someone was doing the math with a calculator.
Quote:
2.Dissolving Test - I have my calculator on screen and use this formula:
(MultiplyTotal litres by 100)*acid%
Example:
4.4 litres which needs 12% acid
4400*.12=528mls


You are actually multiplying by 1000 here. Your mistake is due to the decimal place. 1 liter = 1000 ml.


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 1:27 am 
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With a calculator, it's probably easier to type in percentage*volumeIgnoringTheDecimalPoint. This way, you don't have to think as much about single-digit percentages - you just glom the digits together. So
12% of 3.4 L is 12*34
1% of 2.3 L is 1*23
12% of 3.0 L is 12*30

You can also use Google's search-calculator-thingy, like 5% of 1.7L in ml, in a pinch.

(Sorry I'm being picky, too; but I'm trying to figure out a Right Way to frame things, for maximum speed. There are 600 million of these, after all.... Do I think about this too much? :P )


~Habitual over-analyzer


Last edited by AySz88 on Sat Mar 08, 2008 1:44 am, edited 5 times in total.

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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 1:31 am 
PPT Toddler
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Posts: 103
Joined: Sun Aug 13, 2006 8:33 pm
Just keep it simple. Add two zeros and multiply by decimal.(whatever your percent is)

Therefore from Daze's example, 4.4L @12% just quickly type into your calc

4400 x .12


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 1:35 am 
PPT Trainee
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cookiemunster wrote:
Just keep it simple. Add two zeros and multiply by decimal.(whatever your percent is)

Therefore from Daze's example, 4.4L @12% just quickly type into your calc

4400 x .12


That's a little too simple - 7% of 1.0L should be 1000*.07 = 70mL, but you'd get 1000*.7 = 700 mL.

Sorry I edited just after your post, I was trying to make it clearer; for your example, my point is that you can just drop all the decimal points and do 44*12 = 528, instead of 4400*.12 = 528.


~Habitual over-analyzer


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 1:40 am 
PPT Toddler
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Yes, if your percentage is a single digit you must add a 0 after the decimal. 7% is x.07 while 70% is x.7


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 2:46 am 
PPT Student
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The token has been found!

Cylara

We found the Space Faerie Token!
Gorix

Now we've got to get out of here. I sure hope the battle's going well.
Cylara

There's still millions more of these duplicate tokens, though. What do we do with them?
Gorix

Ah, leave 'em. I'm sure someone else will clean them up.
YRB-X1 "Yurbot"

*BZZT* I... what... after all the information and assistance I have given you! You organic entities will pay for this! You'll PAY! ARRGRHHH!! ANGER CIRCUITS OVERHEATING!!! MUST... CALM... DO--*BZZTTTT KRSHHHHHHHSSSSSSSSSSSSSSSS*


Do you have your towel?


Last edited by Trilian8 on Sat Mar 08, 2008 2:48 am, edited 1 time in total.

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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 2:48 am 
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what do we do now, keep testing?


Quietly contemplating life


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 2:48 am 
PPT God
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Ack...I was just going to post that...testing is still available...I wonder why...


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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 2:51 am 
PPT Student
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Maybe they didn't expect the token to be found till after the weekend and haven't removed it yet?

In the meantime, I'm still going to go blackhole hunting :)

Or maybe....the "real" one isn't really the real one after all.


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Last edited by Mxytdvc on Sat Mar 08, 2008 2:53 am, edited 1 time in total.

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 Post subject: Re: The Return of Dr. Sloth [Split 11]
PostPosted: Sat Mar 08, 2008 2:53 am 
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There is a new comic up.


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