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 Post subject: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 4:05 pm 
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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)


=====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



=====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: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 5:01 pm 
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Finally noticing the lag myself...there's just too much happening on the site right now. With the battles AND Daily Dare happening, it's no surprise that there's a lag...


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 5:41 pm 
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Right. Pages keep getting "stuck" for me.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 6:18 pm 
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It's impossible to restock. I really hope they don't cut short the plot because of the daily dare.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 7:07 pm 
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It was a crazy idea to bring Daily Dare right now in the middle of another plot. This time I don't want to participate for daily dare at all and atm there's no hope in battling (because of the massive lag).


Oh crap! I just remembered that I left my car keys in the OTHER dimension...


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 8:04 pm 
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It is a bit slow, but I'm not really having any serious problems on my end. Drilax and I are kicking Mutant Grundo butt right this minute, and doing it at a reasonable pace. Then again, I haven't tried to restock (I never do anyway :P ) and once I beat AAA earlier this morning, I hadn't tried to play a game since. Is that where the lag is?

Tell you what's got me slightly bummed, though - codestone prices. 10K for both Main and Lu codestones. I was hoping to train Drilax back up to level 50 and regain his Berserk Attack before the inflation hit, but it didn't happen. And I don't trust the lab ray enough to use it in the hopes of adding levels, can't stay up late enough for Von Roo's game, and can't remember which scratchcard it is that has a chance to raise your pet's level. Unless the Space Faerie visits AND actually blesses the right pet, looks like he's stuck at level 42 for the duration. =\

I've gone as high as I can go on the tougher opponents, so right now I'm trying to max out the weaker ones. Secretly I hope every win counts, but even if they don't, at least my Battledome average will be pulled up slightly.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 8:24 pm 
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Terror Trove Scratchcards are the ones you want for levels. On a particularly bad streak atm though, 20 scratchcards, no levels, no wins at all :x


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 8:32 pm 
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I just hope that they give us a non-battling step soon. Its been 2 weeks and 5 opponents. Honestly, I've beaten every one of them as many times as I could. My pets are deadlocked now - they're not strong enough to fight any more. Plus, I'm bored with the battledome. I like going there in moderation... but 2 solid weeks. Blech. I'm in the mood for a puzzle.

The Daily Dare going on right now? I'm curious why on earth they're doing it at the same time as this plot. After such a long dry spell of nothing to do, they're overdosing us on extras. I really do wonder if they're somehow going to tie all the plots into this one.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 9:09 pm 
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I sent a PM to Rachel as she offered to help with mods, but I now have 3 messages stuck in my outbox.

I'm struggling with my 3 mod with Orn symbols.

http://img.photobucket.com/albums/v169/Arogance1/4.jpg
http://img.photobucket.com/albums/v169/Arogance1/5.jpg
http://img.photobucket.com/albums/v169/Arogance1/10.jpg
http://img.photobucket.com/albums/v169/Arogance1/16.jpg
http://img.photobucket.com/albums/v169/Arogance1/17.jpg

I would love some help, anyone? I don't have the time or patience to try multiple combos.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 9:22 pm 
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arogance1 wrote:
I sent a PM to Rachel as she offered to help with mods, but I now have 3 messages stuck in my outbox.

I'm struggling with my 3 mod with Orn symbols.

http://img.photobucket.com/albums/v169/Arogance1/4.jpg
http://img.photobucket.com/albums/v169/Arogance1/5.jpg
http://img.photobucket.com/albums/v169/Arogance1/10.jpg
http://img.photobucket.com/albums/v169/Arogance1/16.jpg
http://img.photobucket.com/albums/v169/Arogance1/17.jpg

I would love some help, anyone? I don't have the time or patience to try multiple combos.


Unfortunately, I don't think there's a way for anyone else to help you with your mods. :( No one has found out a way to decode the symbols (well someone made a program the first day, but it TNT made it clear that that was considered cheating). So the only way about it is going through it manually.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 10:09 pm 
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Call me strange, but has there always been the words "level 1" beneath your weapons/shields in the battledome? Because I don't remember them being there before...but then, I'm not exactly observant.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 10:42 pm 
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Been there as long as I can remember. I think one plan was to allow you to train to learn to use them better and do more damage, but like many other battledome things, that's gone by the wayside.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Sun Mar 02, 2008 10:44 pm 
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Weird, I guess I never noticed it before! Score one for lack of observation!

Ended up like petpet levels, eh? Figures.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Mon Mar 03, 2008 1:01 am 
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Still stuck on the three mods unfortuantely. Darn that pesky TNT for making things so hard!!


Hold onto your seats people... the SL is back.


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 Post subject: Re: Return of Dr. Sloth [Split 10]
PostPosted: Mon Mar 03, 2008 2:06 am 
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Kymothy wrote:
Still stuck on the three mods unfortuantely. Darn that pesky TNT for making things so hard!!


Keep going Kym! You will get it! Eventually....


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