The Tale of Woe

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The Tale of Woe is a plot based in the Haunted Woods and entails the release of Neovia. It began on October 2, 2006, and finishing November 20, 2006 (designed to coincide with Halloween). The plot follows the travels of Gilly, who first appeared as the star of The Castle of Eliv Thade.

Plot summary

The gypsy camp

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Deep within the Haunted Woods users happen upon a Gypsy Camp, where a Pink Elephante greets and warns them of the dangers of the woods - "[...] Trees and creatures roam the night, and they can swallow the unwary. It's no accident that so many legends and myths surround this place [...]" - and reads the user a story of Gilly, when she visited the Camp and heard the story of Neovia...

The Legend of Neovia

The Elephante began his tale of a family of Edmund and Alice, and their three children: sons Bruno and Reginald, and daughter Sophie (who the Elephante avoids mentioning until his story is almost over). They lived in Neovia, and had many troubles. Bruno sought the affection of Lily, but lacked the charm and strength to court her, and was not helped in his attempts by Oscar, Lily's current protective companion.

After Oscar hit Bruno for talking to Lilly, Bruno resigned to his fate but stumbled upon Mr. Krawley, who offered him a potion which would make all his troubles go away for only a few Neopoints. After drinking the potion, the very next day he was handsome, strong and much more presentable to Lily.

Edmund claimed Bruno was foolish to take such an action, complaining that one must work for success. However, when he was offered the potion by Mr. Krawley, he reluctantly took it to resolve the family's financial hardship. Like Bruno, the elixir worked and he became rich within the next few days. With the testimonials of Bruno and his father, word of the potions spread quickly. When Reginald took a potion as well, increasing his intelligence and knowledge, the popularity of the elixir was assured. Before long, everyone was taking the potions to have their wishes - such things as height, beauty and youth - granted with a single swig, and only the innocent, such as Sophie, refrained from drinking the potion.

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The potion seemed to give everyone in Neovia happiness... but as the days passed, the effects of the potion continued to make their wishes more twisted. Edmund became suspicious of everyone, carefully guarding over his fortune. Bruno became a muscular, deformed monster. Reginald became lonely, seeking refuge in his books when people couldn't stand to talk to him and his great intellect. Curses like this spread to everyone who drank the potion, and the angry town joined together and searched for Mr. Krawley, only to find he had disappeared. They then decided to put the blame on the family which advertised the elixir, and attacked Edmund's home.

Bruno ran outside to distract the villagers while Reginald and Sophie sneaked out the back and ran for the woods. In the forest, they encountered Ilere, who said Sophie had no where else to go but in her care. Reginald refused such an action, but relented when Sophie went of her own free will, saying she felt safe with Ilere. Returning back to Neovia, Reginald saw Bruno being chased into the woods outside of town, and escorted his parents to an abandoned mansion on the other side of town, used in the past for games of hide-and-seek.

Bruno lost those chasing him in the forest, and when the towns people returned they attacked, determined for retribution. Suddenly, Mayor Thumburt stopped them all and said they must be cured before bring justice to those responsible. The Neovians summon The Spirit of Slumber, who cures them with magic, but at a terrible price...

The ruins of Neovia

The locket that was found in the ghost town.

The story ends and Gilly goes to sleep, and after a night's rest she sets out into the woods and stumbles upon Neovia itself. The small town is in ruins, but after looking through a burnt wreck of a house she found a strange silver locket hidden, with the picture inside decayed beyond recognition.

Gilly headed to the Deserted Fairground and took the locket to Lyanka, of the Cork Gun Gallery; Leeroy, of the Coconut Shy; Harker, of the Bagatelle stall; and Ssidney, of Ssidney's Scratch Cards. None of them knew who the owner was, although some seemed impressed with the metalwork and one mentioned they were quite popular a long time ago. Heading back to Neovia for more information, she discovers a path leading to a hut in the swampy part of the woods.

Sophie's Shack.

At the hut, Gilly met the adult Sophie, who snatched the locket and shouted for the Usul to leave and not to disturb her. Gilly ran off through the rain and took shelter in a cave. Inside, amongst strange, old artifacts, she was stalked by a dark creature. By arranging a mirror, a broken lamp post, and a chair around a pile of food for bait, Gilly managed to get the monster to eat some of the food, leap back from its own reflection, and stumble across the lamp post and into the chair, where it banged its head and fell into the moonlight, revealing itself to be the horribly disfigured Bruno.

Taking pity on Bruno for her actions, even though he was trying to scare her, Gilly approached him, only to be chased outside of the cave. Gilly ran all the way back to Sophie's hut, asking to be let in from the chasing Bruno, and Sophie answered the door angrily, but calmed into shock when she saw Bruno was alive. Exposition ensues as they related their stories: Bruno hid in a cave from the townspeople deep in the Haunted Woods, never daring to return to Neovia. Sophie went with Ilere to a her now current home and was only given a chest which Ilere said contained all she needed to survive, and left her.

A few days after Sophie settled into the hut, she returned to Neovia only to find deserted buildings. Sophie returned several times in the weeks that followed, but there was no sign of what had happened to the residents until Halloween night, when she saw ghostly apparations of the inhabitants living their lives. Sophie noticed the Neovian's faces were were without emotion, working and moving in silence, and when she touched one of them, her hand went straight through the Neovian. Sophie concluded they were not physically there, and returned to her hut to work on a cure. The next day, however, the town was once again deserted. For ten years, Sophie revealed, she had been working to cure the Neovians on Halloween night, and had little else left to try.

Gilly, almost forgotten in the exchange, remembered the Gypsy Elephante's story and explained the Spirit of Slumber's involvement, realizing this must be the "terrible price" mentioned in the story - while the spirit restored them to their forms before their use of Mr Krawley's potion, they would be unable to enjoy their restoration. Sophie was skeptical it would help, but decides to ask Ilere for information. She was reluctant to bring Gilly along, but relents when Bruno asks her to come, providing Gilly doesn't get in the way (to which Gilly finished Sophie's spoken request before her).

Seeking the Spirit

Ilere's residence, deep in the Haunted Woods.

Traveling deep into the Haunted Woods, the trio finally found Ilere's home after opening the gateway with the aid of Ghost Meepits. Sophie began to explain to Ilere the curse placed on Neovia, and was interupted by an excited Gilly about the Spirit of Slumber and how they wanted him to reverse the spell on them. Ilere called them mad and saind the spirit of Slumber was far too powerful, and told them to leave beofre they got hurt. Bruno then attacked Ilere in a rage, and while she defended herself with her magic Bruno got the upper hand. Before anything more developed, Sophie threw Ilere and Bruno apart with her magic.

When Sophie asked why Bruno attacked Ilere, he explained he could feel Ilere's great power, yet she did nothing to help Sophie during the years, help sace Neovia ten years ago, and refused to even help now. Caught in a magical spell by Sophie, Ilere acknowledged who powerful she had become, and when prompted by Sophie told her the Spirit of Slumber was an ancient spirit of a Neopet who had died long ago, before she ever came to the Haunted Woods. She then said there were others in the Haunted Woods who would know more about the spirit than her. As the trio turned to leave, Ilere said to Sophie, "For your own sake, I hope you fail."

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As Bruno complained about Ilere's lack of help, Gilly began to suggest they see the Brain Tree, who was one ofthe oldest residents of the Haunted Woods, to which Sophie immediately refused because she had a bad experience with it. Gilly began to drag her along, saying it wouldn't be so bad, to which Sophie blasted Gilly with her magic. Bruno scolded her, saying Gilly was only a little girl, and the Brain Tree may have the information they needed. Still feeling grumpy, Sophie aploigized and went to the Brain Tree with them.

Upon asking, the Brain Tree said he would give the Spirit of Slumber's name if they told it when he died. Gilly immediately set off to see The Esophagor for the answer, and Sophie began to say how she had a bad experience with him as well, but stopped when Bruno and Gilly looked at her. When they came to the Esophagor, the Esophagor said he could only tell them when someone died, and the Spirit of Slumber never did. He said he would give the date if the trio could give him the Spirit's real name.

This angered Gilly, as it created a paradox: they needed the Spirit's name to know the date of his death, and the date to get his name. Sophie, however, said she could identify the remains of the Spirit of Slumber's if she used a special potion, finding his name on his gravestone. When Gilly asked how they would find the Spirit's grave, Sophie said they would dig up every grave in the Haunted Woods, to which Bruno and Gilly gulped in fear at the thought.

Seeking the Spirit's name

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The three heroes arrived at The Caretaker's Shack to find his indices had been stolen by an unknown thief. Without them they could not find and search all the graves of the Haunted Woods, so they searched for them and eventually found them in a maze (corresponding to the plot action in Fetch!), and had The Caretaker guide them through the gravesites.

Bruno dug up the graves while Gilly helped Sophie create and use potions on the bones unearthed one by one, until one of the the bones tested glows, signifying if was of the Spirit of Slumber. Sophie excitedly asked which grave it came from, and Gilly pointed to a broken headstone which bore no name, to which Sophie cried out in frustration. Without much enthusiasum, they all realized the needed to go back to every single gravestone, marking off the legible names they found on the gravestones from the indices and have only one remaining name, it being the Spirit of Slumber's. Upon returning to the Caretaker's Shack however, he was furious they had dug up all the graves of the Haunted Woods and taken his indices, and chased them out. Realizing they needed to move more quietly through the graveyards because of the furious Caretaker, they set out writing off each name from the indices one by one.

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They eventually found the name Jubart Igig and they all returned to Sophie's shack where she read up on a ways to summon the Spirit of Slumber. After reading the proper spell, Sophie slammed the book and said it wouldn't work, explaining the only way to summon the Spirit of Slumber was for someone to drink it a special potion and allow him to inhabit their body. Bruno volunteered, to which Sophie objected, saying she didn't want to lose him again. But Bruno reasoned with her, pointing out Gilly was too small and she was needed to create the potion, making him the only choice to bring their family back.

Sophie began making potions, two of which Bruno drank and became really hairy and shrunk in size, but upon drinking the third potion, he dropped the flask to the floor and a sinister gaze was fixed upon his face, signifying he was possesed by the Spirit of Slumber. When asked why he was summoned, Sophie asked him to reverse the spell he placed on Neovia, to which he smiled and agreed.

Sophie and Gilly followed the possessed Bruno back to Neovia. Along the way, Sophie reassured Gilly werelupes weren't normally seen in the woods around Neovia, while Ginny reassued Sophie the town and her family would be cured as Sophie looked at the charred remains of the locket her mother gave her.

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the Spirit of Slumber lead them to Neovia's town square, and he raised his hands and said, "Let the spell be undone!" In an instant, the inhabitants of Neovia and Sophies family were restored to material form as Bruno fell unconscious. As Sophie tried to wake Bruno saying their family was cured, Gilly was trying to get her attention as she stared at the Neovians. Annoyed, Sophie turned around and watched in horror as the Neovians began to transform, realizing the Spirit of Slumber only reversed his spell and not the potion. They returned to their cursed forms and mutated even more monstrous, including her mother, father and brother. Sophie ran in horror at the sight, and Gilly and Bruno tried to chase after her, but were surrounded by the mutated Neovians.

Into the fray

Mayor Thumburt pointed to Gilly and Bruno, saying they were to blame for the way they were now, and the Neovians attacks. Bruno scanned the angry crowd and saw lurking at the edge Mr. Krawley. He began to run away after he was noticed, and Bruno urged Gilly to chase after him as he fought back the crowd. Gilly ran after Mr. Krawley into a graveyard, whose gravestones turned to life and attacked her. Grabbing a nearby shovel (perhaps left by a gravedigger), Gilly defeated all the gravestones, after which Mr. Krawley used his magic to bring the surrounding trees to life, which Gilly needed to defeat as well before continuing her chase of him.

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Chasing Mr. Krawley to the front of Meepit Oaks, Gilly confronted him and he revealed himself as Mr. Krawley for the first time, but said it was not him she needed, but what was inside the asylum. Calling him a liar, Krawley said he led her there for a reason. Just then, Zombie Neopets moaning for brains walked into the courtyard, blocking escape. Krawley said she needed to make a decision, as the way out was closing, and Gilly hesitantly walked inside.

Meanwhile, Bruno fought against the crowd of Neovians being herded by Mayor Thumburt, and hid in a cellar when the danger became too great. From the safety of the cellar, he saw his parents parents cursing him, and mourned at the fact he couldn't help them.

Sophie ran all the way back to her shack, and on the inside finally collected herself and began to make a potion to cure Neovia, which she tested on her Meowclops who went through many side effects before becoming a safe potion. After completing the concoction she left for Neovia but couldn't help thinking there was something still missing.

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Back at Meepit Oaks, Gilly walked through the corridors of the vacant asylum and fought off zombies and pieced together the mystery of what happened there, eventually finding an unwilted, glowing purple flower in a jail cell containing a long dead nurse named Lucy. Taking the flower and sneaking past the zombies on the outside, Gilly ran into Sophie who saw the flower and realized it was the final ingredient of the potion. Placing the flower in the potion, they set off to pour the contents into the well of Neovia.

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At Neovia, the residents were waiting for her, but she blasted away all of them except Mayor Thumburt, who told her to go home and pretend nothing happened, sparing herself the heartache she would feel if the cure failed. Saying she would take her chances, she blasted the Mayor with her magic, who easily deflected it and hit her to the ground. Bruno pounced upon Mayor Thumburt and pulled him off her, realizing he was much stronger than he appeared. All three of them gathered together and fought against Mayor Thumburt, who began to mutate and become more powerful, until he he was turned into a Moquot by Sophie.

With the Mayor finally defeated, Sopihe urged Bruno to drink the potion, who instead told her to pour the contents into the well to cure Neovia. Returning the next day after all the residents had a drink from the well, they were greeted warmly by everyone, including Sophie and Bruno's family. Returning to the well, Bruno quickly drank from its waters, only to realize he was cursed too long. This didn't bother him, however, as he was used to his form now. Edmund rejoiced in having the family together again, but Sophie said she didn't feel home in Neovia anymore, and was used to being alone. As she bid them goodbye, Gilly saw Mr. Krawley smiling as he watched from a dark alley, who then disappeared in a puff of purple smoke.

The end

With the Tale of Woe finished, the Pink Elephante bid the children who were listening good night, and said it was best not to wander into the woods after dark, as you never knew what would swallow the unwary. Later, when users and their Neopets came to visit the Elephante again, they find he had disappeared, and when they asked a Red Wocky gypsy where the Elephante who told The Tale of Woe was, she said there was never an Elephante part of their camp.

Plot participation

Plot participation put the user in the role of the lead characters of the plot, helping them in certain situations as the plot progressed.

The locket, the carnies and the shack

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In Neovia, the user must visit the burnt-down, although fairly structurally intact, house in the lower right section of the Neovia map. At this point in the plot, this house is the only visitable place in the town.

Every co-ordinate of the map is linked, but only certain key co-ordinates produce an individual result. These co-ordinates are:

  • (67,201) -- Chair
  • (80,135) -- Fireplace
  • (147,218) -- Couch End
  • (150,115) -- Bookcase
  • (175,145) -- Crack in the Wall
  • (186,186) -- Sofa Couch
  • (210,130) -- Broken Staircase
  • (235,232) -- Broken Boards
  • (308,199) -- Pillow Spring
  • (364,195) -- Table Leg

The co-ordinates exist in the URL of the links. The structure of the URL used in conjunction with the locations in the map follow the following format: http://www.neopets.com/halloween/hwp/neovia.phtml?hvh=[House Code Identifier]?[x,y] thus the co-ordinates can be manipulated by changing them at the end of the URL link. This makes hopping to the above locations very easy.

When visiting the locations above, there will be one of the ten (which is random for each user) where Gilly finds the charred silver locket. A form button will appear beneath the locket, which when clicked will add the locket to the Quest Inventory.

After the locket was found, the user must head to the Deserted Fairground, where the following four characters will talk to Gilly about the locket she has found:

  • Harker the Lupe, at the Bagatelle stall.
  • Lyanka the Aisha, at the Cork Gun Gallery.
  • Leeroy the Quiggle, at the Coconut Shy.
  • Ssidney the Nimmo, at Ssidney's Scratch Cards.

The conversations appear bellow the games themselves. There have been some bugs where the conversations do not appear. Methods of rectifying it include clearing one's cache, refreshing, or playing one of the four games. Each of the characters will give a different conversation, and while these are four set characters, it is random for each user which character has which conversation. Each conversation starts with one of the following opening lines:

  • "Why, certainly, little miss... Well, what a pretty little trinket this is. I haven't seen one like it in years."
  • "Amazing! I haven't seen such metalwork in, oh, must be ten years. Where did you say you found it?"
  • "That piece of junk? It looks like a hundred other lockets I've seen."
  • "It looks familiar... where did you get it? I know someone who'd pay a thousand Neopoints for that locket, though. At least, I used to. Haven't seen her in ages."

When the characters are visited so that the conversations appear in the above order, Gilly will decide that nobody will help her there. Back in Neovia, a small path that leads away from the town becomes hyperlinked to a new site, Sophie's Shack.

Bruno's Cave

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After visiting Sophie's Shack, Sophie will run the user off. Clicking the form button bellow, "Flee in Terror", will bring Gilly to a dark cave. Clicking the "Go into the scary cave..." button will send Gilly inside.

The cave is unique to everyone, but consists of a 3 x 3 grid of rooms, which all have at least one doorway into them. In the cave, there are several items, some of which can be carried and some of which can't. The chest and the table cannot be picked up, but the lamppost, chair, mirror, rotten food, and key can. Additionally, at least one of the rooms will have a pool of moonlight in the centre.

The user can pick up one object at a time, and can be placed down at a certain co-ordinate in the same way as the user searched for the locket in Neovia.

When moving about the cave, occasionally the message "Something seems to be following you..." will appear under the picture of the room. It will eventually catch up with you, and it will scare Gilly into a random room. By placing the Rotten Food object on the ground in one of the rooms, when the monster passes through it, they will, instead of scaring Gilly into a random location, stop and eat. They will then become disoriented and run off to a random room.

The user must set up a trap in a moonlit room in order to illuminate the creature. To do this, the following items must be placed at the following co-ordinates of a room with a pool of moonlight in the centre:

  • Mirror at (240,330).
  • Lamppost at (240,215).
  • Chair at (235,160), or sometimes (225,155).
  • Rotten Food at (330,325).

When the monster follows Gilly into the room, it will eat the bait, see its reflection in the mirror, stumble backwards over the lamppost, crack its head on the chair and collapse into the light.

Finding Ilere

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When the user returns to Sophie's Shack, a section of dialogue will be visible of the troupe - Gilly, Sophie and Bruno - where they decide to head out to find Ilere.

There are three sections to find Ilere, each section works in a similar way. Each section is a Flash maze, where you will see a screen with several paths leading from it. One of these (except for the first screen of each maze) will take the user back to the previous screen. In each section, there is an item, or several items, that must be collected to advance.

The Swamp

In the first section, there is a two-headed Hissi blocking one of the paths. When the user clicks on him, they are told that one of the Hissi's heads will always speak the truth, and the other will always lie. The Hissi is too busy arguing with himself to listen to any questions you give it, so the problem cannot be solved simply by using logic.

The user must find a stick in the maze, and click on it to bring it into their Quest Inventory. The user must then return to the Hissi and, by clicking on the stick in the inventory then on the Neopet, prod it. One of the Hissi's heads will deny that you poked it, so the other head must be telling the truth. This opens the way into the next section.

The High Woods

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In this segment, there is a clearing somewhere in the woods where there is a break in the trees. There is a cliff at the break, and to proceed, you must descend it.

Around the maze are five types of vine, six of each, which can be picked up in the same manner as the stick in the previous section. These vines must be assembled in a combination, random to each person, to construct a rope for a descent of the cliff.

An effective way of determining which combination to use is to drop all vines at the clearing by clicking them in the inventory and clicking on the terrain, putting them into piles of type, and then trying with six of each in one's inventory until the user is shown a cutscene of the cliff, where the rope is too short. The user should add a vine from the next pile to the inventory, and continue doing so, testing after each vine, until the rope becomes too weak or the bottom is reached. In the former event, the last vine added should be removed, and a vine from the next pile included, with the process continuing.

Once the vine-rope reaches the base of the cliff, the three Neopets will climb down, and the next section will start. Note that it is possible to construct a rope with more than three sets of vines, but inadvisable; the rope will then be snatched away by a monster, and the vines scattered through the woods again.

The Deep Woods

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In this maze, the object is to collect the seven ghost Meepits, and then use them to open the lock to Ilere's tree residence.

When the user first encounters a Meepit in the forest, it will run away. After this happens, the user must play Meepit Juice Break and send a score of 400 points or more. This will place a glass of Meepit Juice into the Quest Inventory. The next time a Meepit is encountered, clicking on this in the inventory, then clicking on the Meepit, will offer the juice to the Petpet. The juice will splash through it, however, and it will run off. Sophie will turn the Meepit Juice into Ghost Meepit Juice, and when the above procedure is repeated, this time the Meepit will become entranced and follow as part of the Quest Inventory.

Once all seven Meepits are collected, Ilere's tree must be found. It is covered by a stone barricade, engraved with runes, and seven spots of light sit on the floor in front of it. Clicking on the Meepit picture in the Quest Inventory, then on the floor, will cause the seven Meepits to hop onto the spots. The Meepits must be rearranged, by clicking two of the Ghost Meepits (which will exchange their positions), until all the Meepits are dancing. Visual hints make this relatively simple:

  • Happy Meepits are one space from their proper position.
  • Staring Meepits are two spaces from their proper position.
  • Sad Meepits are more than two spaces from their proper position.

As there are only seven positions, this reduces the possibilities to two for each Meepit.

When all the Meepits dance, the stone door will move and Ilere's home will be open.

Fetching the books

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The user next needs to find the graveyard of the Spirit. At the Game Graveyard, there is a new picture of The Caretaker's Vault: click on it to enter.

The Caretaker (an easily-angered blue Yurble) angrily informs the user that his indices are missing. Without them, he cannot locate a the graveyard or grave of anyone.

The books must be found. If the user plays Fetch! on hard difficulty, they will find somewhere in the maze a pile of books. When the user reaches it, as it's certainly not what the Master asked for, you'll be told to "Flee", with that being the only button on the page.

After clicking the "Fleeing sounds pretty good right now..." button, the Fetch! game is over; when the user returns to the Caretaker's vault, the Yurble will be happy to see the return of his records.

Gravedigging

With the indices carefully checked, the user then must begin to search for the correct grave. There are three different tasks to perform as part of this section: digging up the graves, retrieving potion ingredients to increase the drops of potion available, and using the potion on dug up bones in order to determine if it is a bone from the Spirit of Slumber.

These tasks are not performed in sequence and finished in the same way as finding Ilere. Every single grave from a multitude of graveyards must be dug up, and every single grave tested with the potion. It is a dauntingly huge task, but fortunately, every user working on the plot works together, much like working on the repository of the Lost Desert Plot.

To start searching for the Spirit's mortal body, the user must visit the Caretaker's Vault again and click the "Examine the graveyards list" button. Then, a graveyard must be selected from a list of graveyard designations, and the user is brought up to the graveyard's control panel, where each task can be selected.

Finding Ingredients

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On the control panel, the third option was to retrieve ingredients for Sophie. She would give you the name of the ingredient, and the user would then visit her Shack (entering it by clicking on the door) and retrieve the appropriate ingredient. The user returned to Sophie, and was rewarded 50 NP if the vial is correct.

There were no labels on the potions in Sophie's Shack, however. At the end of the URL for each unlabeled ingredient was an ID number. The ID conformed to a certain ingredient. The known ID and ingredient matches were:

  • ID 1: Bagguss Juice
  • ID 2: Juppie Extract
  • ID 3: Kadoatie Essence
  • ID 4: Tanglevine Sap
  • ID 5: Liquid Chokato Mould
  • ID 6: Moonwater
  • ID 7: Liquid meepit
  • ID 8: Slorg Slime (never used)
  • ID 9: Bloatershroom Extract
  • ID 10: Liquified Bumroot
  • ID 11: Crushweed juice
  • ID 12: Boiled tree bark
  • ID 13: Worm snot
  • ID 14: Soaked Babaa Wool
  • ID 15: Spicy Mortogberry
  • ID 16: Jurple butter
  • ID 17: Boiled Meowclops Saliva
  • ID 18: Barkroot Dew
  • ID 19: Watery Dung (never used)
  • ID 20: Grundo Goo
  • ID 21: Powdered Bloodfern
  • ID 22: Pureed sharpgrass
  • ID 23: Mutant Gruel
  • ID 24: Evaporated Snorkle Juice
  • ID 25: Ghostbeef Essence
  • ID 26: Zomutt Mucus

Digging graves

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This section of the plot began October 20, 2006, and was completed October 23, 2006. The graveyards are no longer active.

Clicking the 'Enter graveyard' button brought the user to a map of the graveyard. The graveyard was divided up into many squares. The square the user was currently on was shown by a black border around the square. The user moved around the graveyard by clicking other squares to go to them (the user could only click on squares they could reach from their current position without walking over graves or barriers).

Many of the squares contained gravestones. If the gravestone had a small pile of dirt in front of it, it signified that the digging was underway. If there was a large section of dirt in front of it, it signified that the grave was open and empty. If there was a large section of dirt with bones in front of it, it signified that the grave was open and the coffin exposed. If there was no dirt in front of it, digging had yet to begin (although diggers may be waiting to commence).

To interact with a grave, the user had to be on a square adjacent to one, then click the grave's square.

To dig up a grave, there had to be four users (represented by their active Neopet) at the grave site, which then had to dig in sequence, each user's turn indicated to them by a pink highlight around their Neopet. To join a digging team, there had to be at least one empty space, shown by a question mark instead of a Neopet's image, around the grave, and then the form button "Join the diggers" was to be clicked. Between their turns at digging, the users clicked the "Wait" form button.

While digging, several items could be found by the users in the dirt. Most commonly, these were Spooky Doughnuts or Ghost Marshmallows, but Fetch! Stamps, Meowclops Statues and Sludgys could also be found, and there were claims that Halloween Paint Brushes had been dug up also.

If you were not quick enough in digging, you could be kicked out of the digging team. If this happened, or if you chose to leave the digging team once you had joined, you were unable to dig for some minutes. After a coffin had been successfully exhumed, the user became exhausted and had to wait several minutes before they could dig up graves again. (This is similar to an activity in the Lost Desert Plot, as remarked by many users. Due to a shortened time limit, however, dialup users experienced difficulty, as their page load times could exceed the time limit, causing them to be removed from their digging team on their first or second click.)

The graveyard could be left by leaving through the gate the user arrived next to. This took the user back to the control panel.

Testing bones

In order to test whether the dug up bones are those of the Spirit of Slumber, the user took some potion from the control panel, entered the graveyard and found an open grave. The user could "Wait" at a grave being dug up until the coffin was exhumed to test it, as well as looking for a coffin already available.

If the user was first to the coffin with the potion, they were asked to "Continue", and were then given the mass and volume of one of the bones. They were then asked to decide how many drops of potion, up to 250, were needed to test the bone correctly. The formula for working out the number of droplets needed was: ((mass/volume)^2)*25, that is, the mass divided by the volume, squared, times 25. The result was to be rounded to its nearest whole number.

After testing a bone, the user saw whether or not the bone was the Spirit's. If it wasn't, the user gained 150 NP and had to wait a while before being able to test a bone again. The user could return the potion to Sophie on the control panel after taking it if they were unable to, or did not wish to, test a bone. They would not be able to use the potion again for a few minutes.

Process of elimination

This activity has now been closed on October 28, 2006.

With the bones found, it was time to eliminate all the names that were not the Spirit of Slumber. The user had to go back through the graveyards, clicking on gravestones to add the name to the list of checked stones; the stone would then receive a red mark at the upper right to signify that it had been noted. As before, new graveyards were added to the list as old ones were marked off.

The Summoning Potion

With Bruno as the volunteer, it's time to mix the potion that will allow the Spirit of Slumber to inhabit his body. Upon arriving at Sophie's Shack, the user receives a conversation in which Sophie reveals that, while her book has a general description of the required potion, it has no specific list of ingredients or amounts. She simply has to experiment.

In this activity, the user has a series of ingredients to mix in order to arrive at a specific colour of potion. The colours of potion are defined in steps, as follows:

  • Red
  • Green
  • Blue
  • Purple
  • Grey
  • Pink
  • Swirl: Red-Yellow-Blue
  • Mint Green with Yellow Streaks
  • Sparkling Purple
  • Silver and Red

The ingredients the user starts with are:

  • Bumroot
  • Leafy Slorgblossom
  • Crushed Jurpleberries

The activity is constructed as a maze of sorts: Starting from Red, the user must "navigate" to a series of "destinations", correlating to different colours. Complicating matters, the "navigation" must contain no more than a maximum number of "steps", defined as an indivudal ingredient being added to the cauldron. If the maximum step number is exceeded, the potion turns to black sludge, and the user must start over. (This is mildly similar to the "Fetch!" game, used earlier in the plot, in which a set number of life points are expended with each move.)

The first potion destination is Purple within three steps. Once arrived at, Bruno drinks the potion...and all of his fur grows long and shaggy.

("I suppose you think this is funny?" -- Bruno)

For the second attempt, Salt is added to the list of ingredients. The second potion destination is Swirl: Red-Yellow-Blue, within five steps. Once arrived at, Bruno drinks the potion...and shrinks to a size smaller than the potion bottle.

("I always wanted a little brother." -- Sophie)

("I live solely for your amusement, sister." -- Bruno.)

For the final attempt, Bronze Sansam is added to the ingredients list. The third potion destination is Silver and Red within nine steps. Once arrived at, Bruno drinks the potion...

("I just hope I don't explode..." -- Bruno)

Halloween

Name # 0f Wins Limit Difficulty
1st Wave
Ominous Stones ostones.gif 17 < ? > 31 8
Macabre Stones mstones.gif 17 < ? > 39 10
Furious Stones fstones.gif 18 < ? > 38 12
2nd Wave
Black Elm blelm.gif 20 < ? > 23 15
Blathering Beech blabeech.gif 14 < ? > 21 30
Savage Sycamore savsyc.gif 10 < ? > 20 50
3rd Wave
Herman Dorfdrap hdorf.gif 10 < ? > 21 55
Bennie the Jub bjub.gif 10 < ? > 20 100
Disgruntled Townspeople distown.gif 1 < ? > 250 200
4th Wave
Shrieking Shadow shrishad.gif 10 < ? > 35 50
Creeping Shadows creshad.gif 14 < ? > 20 75
Malevolent Shadow malshad.gif 10 < ? > 15 150

Users could fight against opponents in the Battledome starting Thursday, November 2, fighting set fighters with each new part of the plot which was released. Unlike previous plots were points were calculated by the type and number of opponents defeated, a limit to each opponent was given, only allowing a certain number of points to contribute to their score.

There were many errors which occured with this portion of the plot, the first occurring with the release of the first wave, which was added to the bottom of the 1-Player Challengers list on the evening of November 1st before the Battledome became war opponents only. During the first and second wave of challengers, so many users were capable of defeating the opponents and fighting all at once, crashing the Battledome servers continually. It wasn't until the third wave load times returned to normal, due to not many users capable of fighting against them.

The Curing Potion

...to be added...

The Meepit Oaks Sanitorium for the Psychologically Fragile

...to be added...

The return to Neovia & finale

Mayor Thumburt Difficulty
mayor_15ca79bf08.gif 10000
mayor_2d41c753c4.gif 100000
mayor_38324c61a5.gif 100000

Users were challenged by Mayor Thumburt and could needed to face him in the Battledome. defeating him alone was impossible by any one Neopet, due to his large amounts of HP and ability damage a Neopet for 800 HP reguardless how much they defended. To defeat him, the collective users of Neopets needed to lose against him contasntly, doing what damage they could against him, which would lower his total HP. He attacked in three different forms, each form more powerful than the last. Users were awarded points for losing against him to a limit of 7 - 33 times (as the correct number isn't known yet).

Quest inventory

This plot brought in a feature called the Quest Inventory, where items discovered in the plot are stored. Items in this inventory cannot be used, traded, or stolen in the way items in the Inventory can, like previous plot quest items in the past.

Prizes

Individual Digs Complete Graves Potion Fetching
hwp_trophy_digs_82cf57ce1c.gif
Spoon Scraper ? - 11 - 68 - ?
Shovel Flailer ? - 110 - 370 - ?
Digmaster ? - 492 - 1805 - ?
hwp_trophy_graves_6a69cce8fd.gif
Grave Digger 1 - 4
Bone Thief 5 - 20 - ?
Mortician ? - 31 - 110 - ?
hwp_trophy_potions_71d801d938.gif
Gopher 1 - 2
Stuffbringer 3 - 10 - ?
Spirit of Carrying Things ? -12 - 21 - 47 - ?
Bone Testing Name Elimination
hwp_trophy_testing_4d60381703.gif
Potion Spiller 1 - 2
Bone Exploder 3 - 8 - ?
Scientist ? - 15 - 53 - ?
hwp_trophy_names_73d295f746.gif
I Can Readâ„¢ 1 - 3 - ?
Bookworm ? - 5 - 25 - ?
Head Librarian ? - 33 - 204 - ?

On January 4, 2007, TNT released all user stats showing how much each user contributed to the plot. Miniture tropies were rewarded as well, along with their own ranks.

Trivia

  • An Aisha resembling Megan can be seen in images of the Gypsy camp.
  • The plot appears to be based off the book/movie Something Wicked This Way Comes.
  • When part 3 of the plot was released on October 13, 2006, the new section of the plot came upon many database issues, requiring The Neopets Team to move the database, replacing all pages relating to the plot with the following texts (as the errors were happening more than once)
    • TEMPORARY DB MOVE - WILL BE BACK SHORTLY
    • MORE DATABASE ISSUES -- GEEZ THERE'S A LOT OF YOU GUYS -- DON'T HOLD YOUR BREATH
  • Sophie's saying of how she had a "bad experience" with the Brain Tree and Esophagor probably refers to the Brain Tree Quest, which a user must complete tasks for the Esophagor to fulfill the Brain Tree's request. The rewards for completing the quest are almost always lower in value than the cost it is to complete them, which is probably why Sophie is upset about them.
  • On October 23, 2006 around 6:25 NST, the following message appeared when any user tried to access the graveyards or any other related pages along with an image of a glowing bone...

    heavenest found the Spirit of Slumber's bones!

    The bones glow with an unearthly silver light.

    It is currently believed the user heavenest found the bones, and as such there is no reason to continue searching graves. About 1 hour after this, users who roamed around the Haunted Woods received the following Random Events, with different Ghost Neopets:
Something has haunted!
koi_ghost_baby.gif BOO!

Uh oh! It looks like all that digging up of graves has disturbed some of the more... eerie denizens of the Haunted Woods. A peace offering would be nice... or perhaps you should just RUN!!

It's unknown what will come from this, and what the ghosts of the defiled graves will do in the Haunted Woods.

  • There are considerable differences between the plot's information and the flavor text of the Haunted Woods Expansion Set for the Neopets TCG; while characters, names and settings remain constant, the "plague" mentioned on the card, "Curing the Plague" (which depicts a slightly-altered Spirit of Slumber, who appears to be a mutant Lupe with an earring) is nowhere to be found. Likewise, Ilere is a Villain in the TCG, but a reluctant aide in the plot.
  • The Caretaker in the plot bears a resemblance to The Foreman of the Lost Desert Plot and Altador Plot, the difference being The Caretaker is a blue Yurble, while the The Foreman is an Orange Yurble.
  • Upon the closing of the name-finding activity, a dialogue appeared at the Caretaker's Shack in which Gilly revealed the name to Sophie: Jubart Igig. "Doesn't sound like most of the other names we found. Maybe it's an anagram of something...Nah." This is an inside joke reference to the game The Castle of Eliv Thade which Gilly originated from.
  • The user marina_87 is credited to defeating the 3rd form of Mayor Thumburt, receiving 100,076 points to her battle score.
  • Neopets like the Gnorbu and Bori are part of the inhabitants of Neovia, even though these Neopets weren't released until a few years ago.

External links