Tale of Woe Plot Guide by: Aardax  

 Updates

CLICK HERE
For Darkest Faerie
/ Altador Plot Guide

  Last Update 5:00 ish PM NST 02 March 2007

  News Flash!!! Plot Prizes, Trophies, Avatar and stuff are out!!! Go there!!! THANK YOU TNT!!! NOTE: PLOT HAS ENDED! STEPS NO LONGER DOABLE!

  6:00 ish PM NST 20 November 2006

  News Flash!!! Chapter 15 of the comic is out. According to today's news, the plot has ended. The map of Neovia has been changed. Plot links (aside from Comic, and Gypsy Camp) are no longer working. PLOT HAS ENDED! STEPS NO LONGER DOABLE!

  7:00 ish PM NST 17 November 2006

  Chapter 14 of the comic is out and new part of the plot has unfolded. Head down to the Massively Multi-Mayor section.

  6:30 ish PM NST 14 November 2006

  Chapter 13 of the comic is out and new part of the plot has unfolded. Head down to the Sanitorium Scuffle section.

  5:30 ish AM NST 13 November 2006

  All 3 Recipes for Recipe 5, Composite #1 found. Battle opponents removed. Head down to the bottom of the Sophie's Lab section if you're not caught up with Recipe 5.

  12:00 ish PM NST 10 November 2006

  Anti-Gravitic Goo Composite Found (thanks whoever you are). Head to the bottom of Sophie's Lab for details. Don't forget:battledome challengers, townsfolk and shadows, are still available to battle for now. AN UPDATE ON AVERAGING HAS BEEN APPENDED TO THE BEGINNING OF SOPHIE'S LAB SECTION.

  10:30 ish PM NST 09 November 2006

  News Flash!!! Spectral Essence Composite Found (thanks whoever you are). Head to the bottom of Sophie's Lab for details. Don't forget:battledome challengers, townsfolk and shadows, are still available to battle for now. AN UPDATE ON AVERAGING HAS BEEN APPENDED TO THE BEGINNING OF SOPHIE'S LAB SECTION.

  8:00 ish PM NST 08 November 2006

  Comic Chapter 12 is available, a new phase of the puzzle has opened, battledome challengers, townfolk and shadows, are still available to battle for now. Head down to the Sophie's Lab section and get ready for some stress. Sorry for taking so long to get this up. I was working on this part of the puzzle, part of which is still unsolved, from the time it opened to about 4 AM NST.

  7:20 ish PM NST 07 November 2006

  3 new (Easier) battledome challengers have been added to the fray. The Town Folk Challengers are are STILL there for now too. Head to the battledome to challenge some spooky shadows.

  5:30 ish PM NST 06 November 2006

  Comic Chapter 11 is out and 3 new (tougher) battledome challengers have been added to the fray. The Tree challengers are history. Read the comic and head to the battledome to challenge some tough village folk. I'll add a brief section for the new challengers soon.

  7:00 ish PM NST 03 November 2006

  Comic Chapter 10 is out and 3 new (tougher) battledome challengers have been added to the fray. The stone challengers are history. Read the comic and head to the battledome. Oh, and there's a lot of really cool plot info from TNT scattered throughout today's Neopian Times Editorial. You should give it a read while you're battling the lag, er I mean Trees in the battledome.

  8:00 ish PM NST 01 November 2006

  Comic Chapter 9 is out And a battle has begun. Read the comic and head A Battle Begins section. Added Note (6:00 AM NST 3 Nov): We're still just battling the 3 Stone Opponents. Added a couple of tips for issues with the battledome in the "A Battle Begins " section.

  3:30 ish PM NST 31 October 2006

  Comic Chapter 8 is out (4 pages, so far). So far reading the comic is the only part that's been found opened. If/when more is found to do, I will update with a new section accordingly. Happy Halloween!

  7:30 ish PM NST 27 October 2006

  Comic Chapter 7 and a new phase of the plot has opened up. Head down to the Cauldron of Doom section and get going. (This does NOT look like a limited participation task such as digging and names. Do NOT skip)

  9:30 ish AM NST 27 October 2006

  Name-Elimination Phase Closed!!! The Spirit of slumber's name is: Jubart Igig. Stay tuned for the next phase.

  4:30 ish PM NST 25 October 2006

  THe 6th chapter of the Comic and a new phase of the Plot is open. Head down to the Name-Elimination section and get moving.

  6:30 ish PM NST 23 October 2006

  The Spirit of Slumber's Bones Found. Congratulations to the finder. If you missed the digging part, never fear, if it's anything like another plot, you'll have no problem continuing with the rest yet to come. Since the news updated, there have been numerous sightings of a "Something has haunted!" Event in the haunted woods. So far, nothing has come of it. Oh yeah, before i forget, if you got a kick out of running into Aardax in the graveyards, like so many of you seem to have, I put a fun image in the bottom of the Big Dig section for you to laugh at/use.

 7:00 ish PM NST 20 October 2006

  A new phase of the plot is open. Head down to The Big Dig section below.

  10:00 ish PM NST 17 October 2006

  Comic Chapter 5 and a new phase of the plot is open. Head down to the Caretaker's Books section and get started.

  10:00 ish PM NST 17 October 2006

  Chapter 4 of the comic is out. However, there are no further steps after the Search for Ilere so-far.

  5:00 ish PM NST 15 October 2006

  Sooner than anticipated, the plot database is back up and running strong. PLEASE NOTE: Some people have lost progress in the plot. If you can't continue from where you left off, back up and redo the part(s) prior that are needed to get you there. There's much to do for this latest phase. Got your pencils ready? Head down to the Search for Ilere section and get ready for a headache.

  11:00 ish AM NST 14 October 2006

  Mother Nature dumped a world of hurt on every tree for miles & miles around my humble abode last Thursday. I am terribly sorry for missing Friday's update as I was running around the neighborhood with my trusty chainsaw clearing the way for snow removal equipment and working feverishly keeping my kids warm and fed and abating high waters from my basement. I've brought in a generator to help keep the house in one piece and the critters alive. (I swear I'll plug the heaters back in fishies! I swear!). I was hoping to get a late post in to help those waiting on my update, but Neopia seems to be having drastic issues with the plot database, as can be seen by visiting any plot link aside from the comic. So, I must wait some more before I can muddle through the latest release in the plot. Sorry for the delay, and for any inconvenience this may have caused you. Please, let me assure you that this is a temporary circumstance. I will have the latest steps up shortly after I'm able to do them (pending TNT's fix to the database).

  4:00 ish PM NST 11 October 2006

  I am aware that the comic chapter 2 is out. If an when something is found to do, I will update accordingly. Please have mercy on my mailbox. If you were experiencing difficulty with the Altador plot, read below...

  10:00 ish PM NST 09 October 2006

  A new part of the plot has been released along with Chapter One of the comic. Head down to the Damp Cave section. Sorry for the delay. This was a real brain bender. Well, really more a meticulous test of room arranging. Thanks for your patience.

  Last Update at 6:00 ish PM NST 06 October 2006

  A map of Neovia is now Accessible through the Gypsy Camp. Through which, we get to search a "A burned-out shell of a house". for our first plot item (Non-inventory item). A 3rd part to the prologue is also now available. Head to the Charred Locket section below for details.

  Last Update at 7:00 ish PM NST 04 October 2006

  A new Comic Chapter has been added to the Haunted Woods Tale of Woe Plot. Still, so far, there's only a new area on the Haunted Woods map called the Gypsy Camp and its comic prologue part 1 & 2. Stay tuned! There's no need for a separate section for part 2 of the prologue, so I won't be adding one unless something is discovered.

  6:00 ish PM NST 02 October 2006

  A new plot has opened up in the Haunted Woods. Welcome to your Plot Guide for the Tale of Woe Plot. So far, there's only a new area on the Haunted Woods map called the Gypsy Camp to check out and its comic prologue part 1. Stay tuned!

 Major Plot Links

  PLOT SOLUTION: http://www.neopets.com/halloween/hwp/solution.phtml

  PLOT PRIZES: http://www.neopets.com/halloween/hwp/shack.phtml

  Haunted Woods: http://www.neopets.com/halloween/index.phtml

  Gypsy Camp: http://www.neopets.com/halloween/hwp/gypsy_camp.phtml

  ToW Plot Comic: http://www.neopets.com/halloween/hwp/comic.phtml

  Neovia: http://www.neopets.com/halloween/hwp/neovia.phtml

  Quest Inventory: http://www.neopets.com/halloween/hwp/quest_inv.phtml

  Older Links:

  CG Plot Prizes: http://www.neopets.com/cg_guess.phtml

  Council Chamber (Altador/Darkest Faerie plot prizes here! Avatar comes day after  main prizes, and more dailies there too. Click on King Altador):     http://www.neopets.com/altador/council.phtml

  Altador Cup Prizes: http://www.neopets.com/altador/colosseum/prizes.phtml

  Lost Desert Plot Gift Shop (Prizes):
 http://www.neopets.com/desert/ldp/gift_shop.phtml

  Lost Desert Plot Solution:  http://www.neopets.com/desert/ldp/solution.phtml

 START HERE

  PLOT HAS ENDED! STEPS NO LONGER DOABLE!

  This Guide works top down. Beginning steps are just under this section, latest stuff is at the bottom.

  These sections scroll. Widen this window if you don't see the section scroll bars.

  It is a good idea, to read the entire section you're working on before beginning the steps. If you're just beginning to use this guide mid-plot, it's a good idea to read the ending steps for the last part you worked on, to ensure you're ready for the next section.

  If you've read and tried the section you're on 2 times carefully, and still have trouble, please feel free to neomail me. Please include details on what you're trying and what's going wrong. I will try to help as fast as possible. No, i will not reiterate any bulk of this guide via email, so some replies may be to simply re-read a particular section. Neomail: glenstew Aardax gets many thousands of visitors a day. If my neomail is full, please try again soon.

 Prologue
    Parts 1 through 3

  The long awaited Haunted Woods Plot is upon us. Welcome to the Tale of Woe Plot and the ToW Plot Guide by Aardax.

  At the onset of the plot we are introduced to the Gypsy Camp in the Haunted Woods. Head over to the Haunted woods, and click on the Gypsy Camp on the right side of the map.

  There, we meet a Gypsy Elephante who welcomes us to hear a local legend he's reading. Hit the "See what he's got to say..." button to see the Plot Comic Prologue parts 1 through 3. Head to the next section below.

 Charred Locket

  Head to the Gypsy Camp. Click on the button that says "Follow the creepy path past the edge of camp...". There you'll see the map of Neovia. Click the burnt-out house on the right side and closer to the bottom of the map.

  Once inside the house, you can search certain areas of the house more closely by clicking on very tiny spots (pictured and listed below). At one of these spots you will find a "slightly charred locket"; this is a non-inventory item. BE SURE TO ALWAYS USE THE BUTTONS ON THE PAGES; both when searching and when you find the locket (Do NOT use browser back button). Though it is possible to continue without, Aardax strongly suggests that you find ALL 10 spots before moving on. You will know you hit a spot when the resulting page shows a close up of that spot, and not a tiny version of the same image of the house. If you stretch your window wide you can see that the image uses coordinates for linking. Tabbing will not help for these image links. Most people can only see one of the coordinates of the pair in their status bar. Don't sweat it, you don't really need them. When you click a spot, you can also see the coordinates you clicked at the very end of the URL in the browser's address bar. I will provide a list of the locations with their coordinates (approximate) below this reference image. I will most likely ignore emails related to to finding theses spots since some of them are very tiny; and it's just a matter of hitting the exact spot. Keep trying, you can do it.

  Location (left to right) Coordinates

  Chair (leftmost) hole in seat

  67,202

  Missing Brick in fireplace

  79,134

  Bookshelf (beside stairs) middle slant

  146,120

  Slight bump on underside of couch end

  148,221

  Large crack in side of stairwell

  176,144

  Hole in middle of couch cushion

  187,188

  Hole in second step

  210,135

  End of skinny dark board in woodpile

  247,231

  String above Red Pillow   309,200

  Bottom of closest table leg

  363,206
   

  It's best to read the remaining paragraphs FIRST before doing anything.

  Australian Accounts under 13, note: You can not select Scratch Cards as a game to play, simply chose one of the other 3 games.

  What Needs Doing (be sure to read How to do it): Once you found all 10 spots and the locket, click the link for your "Quest Inventory" above the map of neovia to view your locket. Hit the button under your locket. Yes, THAT button. Then head to the Deserted Fairgrounds (link also above Haunted Woods map). There you will need to visit the following games, opening each in a new window (right click on map link and select appropriate option): Bagatelle, Scratch Cards, Cork Gun, & Coconut Shy. You are looking for, at the BOTTOM of those pages (scroll down), a conversation between Gilly and the Game Master for that particular game. Take note of what the game master says in their fist comment for each, you'll need them later. Further you are looking for an added comment that appears under the conversation later (below original discussion) where Gilly further says: "Well it's clear no one around here is going to help me. I wonder if there might be someone deeper in the woods who could denitrify this locket.". Keep an eye out for it, you may find it sooner than you expect. That added comment from Gilly comes after viewing the conversations in the correct order. The order is according to what is said, not who said it (who says what is different from player to player). The order is: "Little Miss", "Amazing", "Piece of Junk", "Familiar".

  How to Do It (still, read first, then do):

  • Ensure you don't have a Deserted Fairgrounds Scratch Card in your inventory.
  • Open Each game in a separate window: Bagatelle, Scratch Cards, Cork Gun & Coconut Shy
    • If the conversations doesn't show up in any window right then. Pick one and play the game (refresh all that still don't when done).
    • If you still have no conversations, try another game (refresh games that still don't have conversation) repeat as needed.
    Check your Quest Inventory for the locket and hit the button there.
  • Once you can see all 4 conversations, check to see if the added comment from Gilly is already there.
    • If it's not there yet (likely), refresh all 4 pages in the order of discussion : Little Miss", "Amazing", "Piece of Junk", "Familiar.
    • Try it again faster if it doesn't show.
  • Once you see the added comment from Gilly, click the button on that page, or the top link if there's no button on Scratch Cards, and proceed to next paragraph.
    • If you feel you may have missed the added comment, or have tried repeatedly, including refreshing, and still nothing:
      • You can try the new link in Neovia to see if it works yet (refresh the map, see next paragraph for location).
      • Deleting cookies & Temp Files has also helped many get past being stuck.
      • Try the direct link (won't work if it doesn't want you to have it yet) http://www.neopets.com/halloween/hwp/shack.phtml
      • Finally Try a completely different browser.

  Go to the map of Neovia, refresh the map. If you did the steps above correctly, there will be a clickable spot behind the left building with the crescent shap on top. The clickable portion looks like a white wall in the yard. The link takes you to a Spooky Shack with Sophie's rocking chair on the front porch. Stay Tuned! Ohh and don't forget that the Comic Prologue part 3 came out too. Continue to the next section.

 Damp Cave

  Read the Comic Chapters 2 & 3 . Head to the Gypsy Camp. Click on the button that says "Follow the creepy path past the edge of camp...". There you'll see the map of Neovia. Click the Image link to Sophie's Shack. If Sophie's link doesn't work for you, you need to finish ALL of the section above before it will.

  Once at Sophie's Shack, she yells at you to get away from her shack. Hit the "Flee in terror!" button. Read the next page and hit the "Go into scary cave..." button.

  Read all of the following before proceeding (to end of section):

  Your cave (different from person to person) is 3 pages wide by 3 pages tall. So you have a total of 9 rooms. You'll need to navigate your way through the cave and locate a chair, a lamp, a mirror, and a pile of garbage. Navigate by clicking on the archways. Doorways that lead down are just little dips near the bottom edge of the image (pictured below). You'll need to transport these items, one at a time, to a room with a light spot in it. Your cave will have 2 such rooms. You need to arrange them in a way so that when the creature comes to eat the garbage (food), a series of events transpire that lead you to the end of this point in the plot. You will need to place the chair above the light spot, the lamp in the light spot, the mirror below the light spot and the food close to the mirror. Exact locations I used in table below (they work for most, though some may need to tweak these slightly). It's a good idea to leave the food until the other items are in place. The creature loves to follow the food, and may have you running after more before you're ready. You do not need the key, though it won't hurt to have in the room with you. Also, the chest and the table do nothing so-far. Once all is set into place, just click around in that same room until the creature comes (can take a while). If you placed everything correctly, he'll eat the food, see himself in the mirror, trip over the lamp and smash his head on the chair (poor fella). If, when he eats the food, something isn't placed correctly, you will only see up to the last correctly placed item in the chain of events that result. Example: If he only eats and sees self in mirror, you don't have the lamp exactly right. The chair may or may not be, but the lamp needs adjusting (small adjustments). Adjust the lamp, get more food and try again, etc.

  Tips: Don't sweat it if he runs into you while you're getting things set up. You'll likely be moved to another spot than where you were, but everything will be right where you left it. You can see the exact coordinates of where you're about to place an item if you have the status bar turned on on your browser, and have the window stretched wide (increase screen resolution if you still can't see all of it). If you don't see a status bar at the bottom of your browser, you can turn it on by clicking on "View" on your browser's menu, and click on "Status Bar" to put a checkmark next to it. Possibly try another browser if you're using AOL browser, though you should be able to see the coordinates clicked after the fact. The cave also contains an unmovable table and an unmovable chest. The key has no apparent use yet. We'll have to wait and see if TNT has plans for these later. If you try forever, and he never comes, try running through the rooms adjacent to the light room, and then back in and continue to click around. Worse comes to worse, haul everything to the other light room and set up there. Be patient, be careful, keep trying, you can do it.

  Item Coordinates

  Chair

  234,171

  Lamp Post

  236,225

  Mirror

  238,308

  Food

  Close to Mirror

   

  Note: Our lockets are gone from our Quest Inventories, as they should be. You did read the comic right?

 Search for Ilere

  Read the Comic Chapters 2 & 3 . Head to the Gypsy Camp. Click on the button that says "Follow the creepy path past the edge of camp...". There you'll see the map of Neovia. Click the Image link to Sophie's Shack.

  Once at Sophie's Shack, you discuss how to go about searching for Ilere with Sophie & Bruno. Click the "Begin searching for Ilere..." button.

  Read all of the following before proceeding (to end of section):

  Overview (not steps):

  In this phase of the plot, you will work your way through 3 sections of the haunted woods in search of Ilere. Each part gets more expansive and more difficult to navigate. Each part contains many pages of path choices. You're presented a number of paths, you chose one, and you're presented some more. Some options will quickly loop you back to parts you've been before, while others will take you deeper before coming back to familiar territory. Everyone's woods are different. Don't ask for directions. Some people will find mapping the last 2 parts helpful, others will make-do on blind romps. It's your decision whether to map your progress or not. Both methods usually involve a fair amount of frustration. How to map? Maybe I'll throw some tips in on that at the bottom of the section some day, so the main steps don't get more cluttered then it has to. At any time you have an inventory item with you while on your pursuits, you may click the inventory bar at the bottom right of the image to see what you hold, or to click on it to use, or in some cases to put back on the ground. It's the little grey rectangle with an arrow on it.

  Two-Headed Hissi:

  This part is quick, choose any paths you feel like till you see the stick and the Hissi (pictured below. stick may be in diferent part of image for you, stick is likely to NOT be on Hissi page. ). It doesn't matter which you run into first. When you click on the Hissi (before you get the stick) you're told that one always lies, the other always tells the truth. Wherever you see the stick, click on it to put it in your inventory (small grey rectangle at bottom right of image with an arrow on it). Make your way to the Hissi, or find if you haven't yet. Once there, click on him if you haven't seen the Hissi and haven't before, click on your inventory (grey box with arrow), click on the stick and then click on the Hissi with the stick. One of the Hissi heads will say something to make it obvious which one is telling the truth. Choose the path immediately next to the Head that's telling the truth (if the right-side head is telling the truth, choose the head that's immediately to the right of the Hissi etc.). Choosing the correct path will take you to a new part of the woods. Now a bit more expansive, and little trickier to navigate. If you chose the wrong path, make your way back to the Hissi, poke him with the stick again, and choose the correct path. Continue on to the Rope Making part.

  Rope Making:

  Your objective here is to scour this expansive section of woods for numerous vines of varying types. Look carefully at every turn, some are less obviously visible than others. Click on every vine you see to put it into your inventory (note the numbers denoting how many of each you have). While you're looking for vines, always be on the look out for the hill pictured below. Your paths will likely be different, but the hill is the key. This is where you'll weave your vines to make a rope that is, not only strong enough, but long enough. It can't be too long either, or the monster will eat it. If you make it too long, you will have to get your vines again. What fun! Once you have picked up 5-6 (recommend 6) of each vine type (5 types), head to the hill.

When there, leave all 6 of one kind (any kind) in your inventory and drop the rest on the ground. The vines in your inventory are what's used to make your rope. You drop items by clicking on them in your inventory, then clicking on the ground below the paths. You should put like types right on top of each other for the best organization and least stress. Click on the hill (this is how you check what the vines in your inventory make). If you do not see a message saying your vine is "extremely strong", or a similar message, drop all six of that type and pick up all 6 of a different type and click the hill. Repeat until you get and adequate strength message. Once you get that message, add one vine, and check (click hill to check). Read ALL of what it says carefully. If it takes you to the animation of the pit with the rope, leave it in there and try adding another. If it just gives you the black message box on the hill, take it back out and try one of another type. Check after each change (click hill)! As you go, you will likely have to adjust vine types that were once at their optimum level (up or DOWN) or go back to vines that didn't help before. A message that you need more vines does not mean run out for more, or dump them all in. You can do it!. Once you make a proper rope you'll be taken to the third and final part of the woods for this phase of the plot.

  Ghost Meepits:

  While hunting through this part of the woods, you'll run into a bunch of meepits, and a mysterious tombstone with 7 light spots in front of it. Make note of where the tombstone is (how you got there). When you run into your first meepit, click it and it will head off into the woods. Play a game of Meepit Juice Break. The minimum score sent is different for all. I advise trying to get at least 500, but lower scores work for some people (low as 200 ish). Instructions available at the beginning of the game. You can only submit scores for one game 3 times a day, so plan accordingly when choosing to send a score or not. If you submitted a successful score, the next time you click on your quest inventory you will see you have Meepit Juice. When you run into another meepit, get your juice out and click on the meepit with it. Sophie will change your Meepit Juice to Ghost Meepit Juice. Click on any other meepits with the Ghost Meepit Juice until you have 7 Ghost meepits in your inventory. Once you have 7, go to the tombstone, click on a meepit in your inventory, then click the meepit onto any light spot in front of the tombstone. You're apt to have dancing, happy, so-so, and sad Meepits. You need to swap meepits around till they're all dancing. The more sad the meepit is, the further it is from the spot it wants to be on. Once you get all 7 meepits dancing, you'll be warped to a spot outside a Creepy Tree where you'll have a discussion with Sophie and Bruno about what to expect.

  Click the button at bottom of page.

 Caretaker's Books

  Do NOT skip this section! Head to the Haunted Woods. Click on the Game Graveyard.

  Scroll all the way to the bottom of the Game Graveyard page. Click the image of the Caretaker's Vault (house).

  Read the page and click the "Return to the Haunted Woods" button. When at the Haunted Woods Map, click on the game Fetch

  Start a game of fetch on HARD. The item you're asked to find shouldn't matter, but if you want a sure thing, refresh that page until it asks for Faerie Dust. Start the game by hitting the "Enter the Haunted Woods" button.

  Find the Caretaker's Books

  You need to navigate your way around the maze until you find the pile of Caretaker's Books. You move by clicking on the tentacles that point in the direction you want to move. You only have so many moves to get it done, but it should be enough if you don't waste your moves a ton (see health above game image). Once you spot them, move your player on top of them. When you do, you'll get a screen that says "You seem to have found some strange books lying out here in this maze. Oh dear! This isn't what your master wanted at all. He's going to be very cross! Perhaps you should just flee while you still can!" Hit the "Yes, I think fleeing sounds like an excellent idea" button. If you suddenly get taken to the difficulty option screen for the game either just before or after reaching the books, don't worry, just continue with the steps below.

  Click on the Game Graveyard again. Scroll to the bottom. Click the Caretaker's Vault (house) image again. Read the page. Hit the "Give him the books" button. Read the page. Hit the "Return to Haunted Woods" button. Continue to the Cauldron of Doom section.

 The Big Dig
   (CLOSED)

  This task is CLOSED. Spirit of Slumber's Bones Found! Nothing to do here. This phase of the plot is CLOSED. Don't sweat it if you didn't get to dig.

  Head to the Haunted Woods. Click on the Game Graveyard .

  Scroll all the way to the bottom of the Game Graveyard page. Click the image of the Caretaker's Vault (house).

  Read the page and click the "Examine the graveyard list". No need to mail me and ask why you see a message about glowing bones. As it says at the top of this section, this phase of the plot is CLOSED. Don't sweat it if you didn't get to dig. Move on to the Cauldron of Doom section.

  Select a graveyard from the list. You will be greeted by Sophie. From here you have two options, and later three options. You can do either and come back and then do the other while you wait for time to expire to do the other again. You can either attempt to fetch an ingredient for Sophie, or go dig a grave. Be sure to use the buttons on the pages and NOT forget especially continue buttons etc. Again, when you do one, go do the other because there's several minutes you have to wait to be able to do the one you just did again. After successfully fetching ingredients and/or digging a grave, you have a bone-testing potion available at the Sophie screen (right), you can click the button and take one to test bones. This option is a bit buggy, and even though it tells you you have received one, you may not have. More on that in the testing bones steps.

  Fetching potion ingredients: You get to the sophie screen by clicking the entrance to a grave yard (where you start in graveyard) or when first entering from the list. Click the button to accept the challenge, make note of what she wants, use the buttons/maps to get to Sophie's shack (map of neovia). Click the door on sophie's shack, select an ingredient and take it back to Sophie (see list and image below). Be sure to hit the button after what she says. You may have to go back and hit this button yet again if it says you're still on another task. To get back to Sophie, go to the Game Graveyard, Caretaker's Vault, and hit the button for the graveyard list.

  Item Potion   Item  Potion

  Baggus Juice

  1

  Soaked Babaa Wool

  14

  Juppie Extract

  2

  Spicy Mortog Berry

  15

  Kadoatie Essence

  3

  Jurple Butter

  16

  Tanglevine Sap

  4

  Boiled Meowclops Saliva

  17

  Liquid Chokato Mould

  5

  Barkroot Dew

  18

  Moonwater

  6

 

  19

  Liquid Meepit (LOL)

  7

  Grundo Goo

  20

  Alyseth

  8

  Powdered Bloodfern

  21

  Bloatershroom Extract

  9

  Pureed Sharpgrass

  22

  Liquified Bumroot

  10

  Mutant Gruel

  23

  Crushweed Juice

  11

  Evaporated Snorkle Juice

  24

  Boiled Tree Bark

  12

  Ghostbeef Essence

  25

  Worm Snot

  13

  Glowing Zomutt Mucus

  26

  Thanks Megeiry

 

   


  Grave Digging: Select a graveyard from the list. Maneuver your icon to a grave that's near some that are dug. Click the button to join the digging team if it's available ("?" showing too). If you're not waiting out a time limit, the option to join will be there if all 4 slots aren't taken. Once you're on a team, hit the wait button constantly until the team is full and a red box starts making its way around you and your team mates. When the red box hits you, IMMEDIATELY hit the dig button, and continue to hit the wait button till it hits you again. Repeat till grave is done being dug up and hit he button. Remember ALWAYS continually hit the wait button and dig as soon as it's your turn so you're not kicked off the team. To exit the Graveyard you're in, find and pass through the break in the fence (where you first entered). If, when you try to dig, it says you're on another task, return to the Sophie page and she should mention what task you're on.

  1: Un dug grave (Likely to need diggers)
  2: Partially dug grave (Not Likely to need diggers, but may, will be finished soon.)
  3: Dug grave (Has Bones, may have tester already)
  4: Empty grave (Nothing can be done here)

  Testing Bones (please do NOT be a testing hog. We all need to pull our weight on the other tasks as well): Once you grab a bone testing potion from Sophie, go to a graveyard and find a dug grave that still has bones in it (white spots). Click the button to test the bones if no one else is already doing so. If it just says already dug, you didn't really get the potion. Go back and retry. You can wait on holes in progress or wait on someone already testing, but there's no guarantee you'll be able to test bones easily. Speed, persistence, and luck are all in play. You will be given the weight of the bone and the volume of the bone. You need to enter how many drops of potion to use on the bone. To calculate the correct amount divide the weight by the volume to get the bone's density. Plug the density into the following formula: Density Squared Times 25 or [D = Weight / Volume] [Drops to use = D^2 * 25]. Round your answer to the nearest whole number. Example for 221.49 you would use 221, and for 221.50 you would use 222 etc. To exit the Graveyard you're in, find and pass through the break in the fence (where you first entered). Calculator & tips below. You only have a few minutes to get it done. Do NOT mail me to do your math. You will not hear back fast enough for it to do you any good anyway.

On a standard calculator, to get the square of the Density (once you have it), just hit * = and it will multiply the density by itself.
Calculator Keystroke Pattern (depending on symbols):
Weight / Volume = * = * 25 =
OR
Weight ÷ Volume = X = X 25 =
(round that to the nearest whole number and that's your answer).

  For now, continue cycling between these tasks. There is no set # that you have to do, but I recommend getting at least something done.

  LOL ! Since there's been a lot of fuss over Aardax sightings in the graveyards, I made this fun image as a joke. Please feel free to use this image anywhere, even if you didn't dig with Aardax. Code to aid you putting it somewhere can be found in the bottom of the "Link this Guide" section. No linking is required for this image.

 Name-Elimination
   (CLOSED)

  This task is CLOSED! Don't sweat it if you didn't participate in this phase.

Spirit of Slumber's Name: Jubart Igig

  Read the comic Chapter 6. Head to the Haunted Woods. Click on the Game Graveyard scroll to the bottom and click on the Caretaker's Vault (House). Hit the "Visit the graveyards" button.

  This task is CLOSED! Please don't mail me asking what to do here. Move on to the Cauldron of Doom section. Choose a graveyard from the list and hunt down a gravestone that does not have a red X on it. Look carefully. An unmarked stone can be tough to spot amongst many marked ones. Once you find one, maneuver next to it and click on it. Read the page CAREFULY. Don't let the red x on the close-up image of he stone fool you. If the page says, "It looks like nobody's marked this grave yet! Write down the name and date of death and go find the name in the books so you can cross it off!" do so. Write down the Full Name The Day, and Month and the Year ( Sammy Schmidt, 1st, Gathering, Y4). If it says someone else already marked it, hit the leave Grave button and try for another. If the graveyard you're in is full (often) you can leave the grave yard you're in by making your way to opening in the fence. From there you may choose another graveyard to try. New graveyards are added every few minutes. Keep at it, I know they fill up fast, but persistence pays.

  Once you've written down the information and hit the leave grave button, hit the "Return to caretaker's vault" button. Select the appropriate bookshelf (image below) for the month you wrote down (the shelf months change once in a while, but it's worth making a list for yourself each time it does), look through the list of names for the one you wrote down. There is more than one page of names (scroll down for page navigation links). Write down the species and color (just in case). Click the name. If the Caretaker yells at you just after clicking a name, refresh the page until Sophie says Good Work. Otherwise you'll not be able to mark another grave, and have to come back and click the name again. If you hit the wrong name, Sophie will yell at you, and you'll need to go get another name from another grave somewhere. Repeat the process as much as you like. It is assumed that, like digging, there is no set minimum amount to do. Every once in a while, while looking for correct shelves in the vault, the Caretaker will yell at you. If he does, just refresh till he goes away.

 Cauldron of Doom

  Read the Comic Chapter 7 . Head to the Gypsy Camp. Click on the button that says "Follow the creepy path past the edge of camp...". There you'll see the map of Neovia. Click the Image link to Sophie's Shack. If you missed Digging and/or Name Elimination you are OK to continue.

  Overview (NOT Steps):

  While at Sophie's Shack you will be given a set of ingredients to toss (click) into the cauldron. You'll first have 3 ingredients, then 4, then finally 5. As you make progress with the first 3 ingredients, you'll make a potion for Bruno to try, then gain a 4th ingredient to add to the mix. Again, you'll make another potion for Bruno to try, and be given a 5th where you'll make the final potion and come to the end of this phase. Success is obtained by generating the correct color sequence in the cauldron. When you obtain a new ingredient however, the pattern of ingredients needed to generate that color pattern changes. Your ingredient pattern will be different than anyone else's so please don't ask for a recipe. There isn't one to give. The objective and the required color sequence is below.

  What to do:

  First off, here's the color pattern you want to generate in the cauldron by adding ingredients (image at bottom of section): Red (starts), Green, Blue, Purple (glows), Black, Pink, Rainbow (pie shapes), Swirl (Blue yellow), Dark Purple (with sparkles) and finally BLOOD STREAKS. Weeeeeeeeeeeee! Despite what Sophie says, the ingredients are right there for you already, just waiting to be clicked on. Click on the ingredients to add them to the cauldron (they stay put on screen though). Watch for what color the contents of the cauldron change to. Reaching black (or at least by pink), in the proper order, gives you your first failed potion and your 4th ingredient. Hit the "Continue" button. When you get to rainbow, in the proper order, you get your second failed potion and your 5th ingredient. Hit the "Continue" button. Then you'll need to get to the BLOOD STREAKS color and you're done. Now hold on, here's some pointer's and things to know below......

  Getting a color that is backwards in the sequence (an earlier color) obviously means it wasn't the next ingredient, but you can sometimes work it back up to where you were and learn some more before it explodes. If you skip a color ahead however, don't sweat it, and keep working forward from there. Blowing up the cauldron with black ooze is OK and is just resetting your sequence (but not the needed recipe). Repeats of the same item in a row may be needed. The recipe changes each time you get a new ingredient (what got you Green before, likely will not etc.). Sometimes 2 items will yield the next color you need, but only one of those two end up letting you get further later on. Example: I had 2 that made blue at the same point in the sequence. If I used the one, I could not get past black; if I used the other I could (see?). Write down what ingredients are working. It makes it easier to keep things heading towards finding the next ingredient you need. Keep trying, you can do it. No, I won't do it for you. Your recipe is different from anybody else's Just keep trying.

  Head to the next section.

 A Battle Begins
   (CLOSED)

  Read the Battle Related Comic Chapters 8 - 11.

BATTLING IS NOW CLOSED

Head to the Single Player Battledome. Curent opponents listed in next section.

  Help on battling:

  Battle opponents as much as you like. Be aware that after each win against an opponent, their difficulty goes up one. You do not need massive weapons or abilities to defeat weaker opponents. TNT will likely add more opponents as time goes on that are tougher and tougher. Don't worry, do what you want/can.There is no set number that you have to beat. TNT has has said that you do NOT have to battle, but those that do will be rewarded. They did not specify how they would be rewarded.

  Equipping a pet: Check what items your pet has equipped. Click the Equipment link under the desired pet here: http://www.neopets.com/quickref.phtml To un equip an item, simply click on it in your equipment list. To equip an item, click on it while it's in your inventory and select "Equip YOUR PET NAME HERE" Be careful that is what you have chosen before you hit the button. You can equip up to 8 items. Please do not ask me for weapon suggestions. There are so many variables, I can not get into it. For this level of opponent, almost anything will work.

  Check Pet's Status: Make sure you're pet is not sick, or too hungry (can't battle if sick or hungry), and has all of its possible health points. http://www.neopets.com/quickref.phtml If your pet needs to be healed, you can visit the Healing Springs every 1/2 hour for free to try to regain its health points, or you can use healing potions etc.

  Begin Battle: Head to the Single-Payer Battledome, select the pet you wish to use from the drop-down list at the top of the challenger list. Scroll down to the opponent you wish to battle and click on the opponent's name.

  Battle Basics: On any turn, you may choose to use any 2 of your equipped items by clicking on them to hilight them. You can change your mind and click something else, to hilight it, just make sure the ones you want are the ones hilighted before proceeding. Also for each turn, select an attack or an ability from the drop-down list. When you are ready, hit the "Go" button. Repeat as needed until the fight is over. Hit the "Next" button when it is. From there, hit the 1 Player link at the top to do another round if you wish. If you win a fight, your Health (Hit Points) will be reset to your pet's maximum. If you loose a fight, you will need to replenish any lost health before starting the next round. Battling does no permanent harm to your pet.

  Errors, Lag, Stuck Pets: The battledome system has been rather swamped with users the past couple days. Not only will loading be really slow, you will often encounter errors. If you get an error page during or just after a fight, you could try the back button, but this will usually not work. Hit the Status link near the top of the main battledome page to withdraw your pet from the fight so you can begin again. Withdrawing does not = loss. If your pet is still stuck, un equip/equip an item and try again.

 Current Opponent(s)
    (CLOSED)

 

BATTLING IS NOW CLOSED

 

Current opponent(s) listed highest in this section. Current opponents may disappear from the battledome challenger list at any time. Don't worry if you missed battling any or all opponents. You do NOT have to battle. Don't worry, do what you want/can. There is no set number that you have to beat. TNT has has said that you do NOT have to battle. Those that do will be rewarded somehow, but they did not specify in what way. There are some bare-basic tips on how to battle in the "A Battle Begins" section above. Battle Related Comic Chapters 8 - 11

  Several creeping shadows have been spotted in the battledome. The creeping shadow opponents are available to fight for now.

  Some rather tough new opponents, townsfolk, appeared replacing the trees in the battledome. The townsfolk opponents are available to fight for now.

  Three new tree challengers appeared replacing the stone opponents. The tree opponents are now GONE.

  We started off with three stone opponents. Low-level single-player challengers. The stone opponents are now GONE.

 

 Sophie's Lab

  Read the Comic Chapter 12. The solution to this phase is, at the time of this update, incomplete. I will post a notice in the Updates section and add to these steps when they are known. The recipes and composites needed will vary from person to person. SEE THE UPDATE ON AVERAGING AT THE BOTTOM OF "MAKING ITEMS FOR COMPOSITE #1:" paragraph.

  Head to Sophie's Shack from the map of Neovia, read the page and click on the door of the shack. Once inside Sophie's Lab, familiarize yourself with where the "Open basic ingredients cabinet" link is and scroll to the bottom and read what sophie has decided to make (what you need to make). Underneath "Composite #1:" you will see the Quantity (weight in grams), Relevant Property, and Target Value (of that property) of the potion she's making. You don't need to write it down. It will stay there throughout.

  BENCH TESTING: Click the "Open basic ingredients cabinet" link. In the cabinet, you'll have 3 ingredients to choose from. Click on any one of the three. A red arrow will appear under the item. When ready (keep reading for now), type in the number of grams you want and hit the button. (maximum quantity: 10 at a time). If the gram quantity you need is 10 or more, get 10 for now. If less, get the exact quantity in grams. OK, go ahead and get the item. The item will now be moved to the workbench section of the lab page. You'll want to test the actions listed to see if any of them make a decent impact on increasing the Value of the Relevant Property. It would speed testing up to bring in that amount of all three items (link, click item, type quantity, hit button), because you can have an action running on all items on the workbench at once. THE INGREDIENT YOU USE DOESN'T MATTER AS LONG AS YOU REACH THE RIGHT NUMBERS WITH IT. Perform actions (keep reading first), by clicking on an action link, then waiting for about 10 seconds. Time is ticking by, despite nothing changing on the page. Hit the wait button to check how long you've been waiting. The only thing that updates when you hit the wait button is the time waited, and if you maxed out an action a message will appear near the time telling you so. When you've waited about ten seconds, hit the stop link. You'll see what effect, if any, that that action had on the Relevant Property. An increase of 1 is kind of slow, 2 or more is good. Ignore values in the Properties that are not your Relevant Property for the Composite you're working on; they have no effect on what you're making. Repeat this test for each of the 4 actions on all 3 items. Make note of which item/action give you the best boost for your time.

  MAKING ITEMS FOR COMPOSITE #1: Now that you've got that figured out, make sure you have enough of that best item on the workbench (if need be, go get exactly what you need to make up any amount over ten). The unneeded ingredients can stay on the workbench, but if you need to make space, hit the discard link for one of the unneeded ingredients. Just hit yes on the warning about it being permanent. It's just warning you that any work on that ingredient will be lost, but you certainly can redo it if it were needed. Use the best action(s) first to boost up the Relevant Property. Use all the different actions necessary to reach your Target Value (you can max out an actions use the others when you do). Gauge the time you wait based on how quickly it advances, but don't get reckless and overshoot your target by a lot. You can click wait as much or as little as you like. You may also stop and restart an action as often as you like. You need to get your ingredients (all/each/everyone) for a Composite as close to the Target Value as possible, keeping in mind what the allowable range is for your Target Value. For example: if it says "Target value: +63 +/- 5" you must average between 58 and 68 for all. Averaging Properties for equal weights works simply by adding all the Properties, and dividing by the # of ingredients. GOOD: 63+63+63 = 189 189/3 = 63 OR JUST AS GOOD: 80 + 50 = 130 130/2= 65. BAD: 20+20+23=63. Notice how the 50 in the second example is out of range from the target. That's OK as long as it averages with the other ingredients to be within range. If you're using different weights, you can not get away with averaging like this unless your Properties values are really close. The true way to average for unlike weights is as follows: Where P = Property value for the ingredient, G = grams for the ingredient, tGC = total Grams for the Composite. You have to, for each ingredient, multiply your grams for the ingredient times the Property value for that ingredient. Add them all together, then divide by the total grams for that Composite, and then round to the nearest whole number. Example with 3 ingredients: Average = ((G*P)+(G*P)+(G*P))/tGC Example with #s: ((5*39)+(9*321)+(9*360)) = 6324 6324/23 = 274.957 rounds to 275. You will likely not need this last method, but there it is if you do. If your ingredient weights are different, it is the only accurate way to calculate the average. Most times early on when weights are different, the tolerance is wide enough, and the Property Values are close enough to not need the this later formula for things to work out OK. Just be mindful of it.

  MAKING COMPOSITE #1: Once you have the needed ingredients' Relevant Property boosted up to the levels that average out to the needed Target Value, click on the "Create new composite" link on the the ingredient you will use (just on one if you're using more than one). You will see an image appear under the Composite's section of the lab page. If you need to add more ingredient(s) to this composite, click on the image of the composite. A red arrow will appear underneath it and you can hit t the "Combine" button on another needed ingredient. You must click the image then the combine button for each ingredient needed separately. As you do, watch the gram quantity and value average tally up. If you get no combine button on an ingredient when the red arrow shows under the composite image, you need to hit the stop link on the ingredient (and pray you didn't overshoot your target). Once you have the composite built, hit the "Throw it all in......" button. Read what Sophie says. If you get the Meowclops discussion, you're ready to make the next attempt (Hit the "Try another recipe" button). If you get the black boil-over in the cauldron, you messed something up and need to start this composite over (Hit the "Try again..." button).

  RECIPE 2, COMPOSITE #1 & #2: You will now have an added ingredient in your cabinet and be assigned 2 composites to make this time and have added Properties. There are three very important things to note with this recipe. Do NOT hit the "Throw it all in...." button until you build BOTH composites. 2: Your first "Create new composite" must be with Composite #1 (recipe 2) ingredients. 3: Composite #2 (recipe 2) MUST be made with no more than 10 grams of each ingredient (you'll need 3 different ingredients). Use the benchtesting steps above to determine the best ingredient(s) to use for each composite with the exception of needing 3 different ingredients for composite #2. You may use the same ingredient for Composite #1. Build composite #1 first, then composite #2, then hit the "Throw it all in..." button. You know you did it correct when you get yet another meowclops incident after hitting the button. Hit the "Try another recipe..." button.

  RECIPE 3, COMPOSITE #1 & #2:

COMPOSITE #1: 25 grams of Spectral Essence is made with:

20 grams (two each of ten grams) of Bloodfern Loam Soak and Crush to maximum on both sets of 10 grams.

5 grams of Leafy Slorgblossom Soak, Crush, and Desiccate to the max

Combine into one Composite.

COMPOSITE #2: Composite #2 is pretty straight forward. Note that no more than 3 grams per ingredient and the lowered range tolerance to +/- 3 (you obviously need 4 ingredients at 3 grams each for this one), and you need to concern yourself with 2 Relevant Properties this time. Again, you only need to be concerned with the Relevant Properties. Combine your four-3 gram ingredients to a NEW composite. Then hit the "Throw it all in..." button.

  RECIPE 4, COMPOSITES #1 - #3

COMPOSITE #1: Anti-Gravitic Goo is made with:

3 grams Baggus Pulp, 3 grams Crushed Jurpleberries, 4 grams Babaa Wool, Burn and Crush all to maximum.

 

COMPOSITE #2: 23 grams Spectral Essence is made with (note the tight +/- 1 tolerance):

5 grams of Leafy Slorgblossom Burn, Crush, Soak , and Desiccate to the max

Combine into a NEW Composite. DO NOT "THROW IT ALL IN" UNTIL YOU GET COMPOSITE #2 & COMPOSITE #3 DONE.

18 grams (2 each of 9 grams) of Bloodfern Loam For both 9 gram bits, Crush, and Soak to the max. For one of the 9 gram bits, Burn to max. for the other 9 gram bit, burn until Conjure for that bit is 321. I would target 321 for one first in case you over-shoot. If you over-shoot, you can try to reach it with the other and max out the one you overshot.

Combine into a NEW Composite. DO NOT "THROW IT ALL IN" UNTIL YOU GET ALL 3 Composites done.

COMPOSITE #3: is much like the Composite# 2 in recipe 3. 3 gram max per ingredient. However, the tolerance for this one is +/- 2.

Combine into a NEW Composite. DO NOT "THROW IT ALL IN" UNLESS YOU GET ALL COMPOSITES DONE

  RECIPE 5, COMPOSITES #1 - #3

COMPOSITE #1: You'll need to create ONLY ONE of the following three possible 10-gram special composites. See your composite list on the lab page to know which one:

Psionic Singularity: 8 grams of Nova Essence (no actions), 2 grams Madvine Root (Desiccate for only 2 seconds. NOTE: If it doesn't say 2 seconds when you hit stop, discard and try again).

PLatinum Mist: 8 grams Bronz Sansam (use two each of 4 gram bits, All actions to max). 1 gram Sharpgrass (no actions); 1 gram Madvine Root (no actions).

Ice Plasma: 7 grams Sharp grass (no actions); 1 gram Bumroot (Burn & Crush to maximum); 1 gram Sharpgrass (Burn & crush to max); 1 gram Nove Essence (Burn & Crush to maximum).

Combine into a NEW Composite. Make sure it matches the Target value specified. DO NOT "THROW IT ALL IN" UNTIL YOU GET ALL 3 Composites done.

COMPOSITE #2:

Anti-Gravatic Goo: 4 grams Babaa Wool (Crush to maximum); 2 grams Baggus Pulp (All 4 actions to maximum); 2 grams Crushed Jurpleberries (Burn, Crush & Soak to maximum); 2 more grams Crushed Jurpleberries (Crush & Soak to maximum)

Combine into a NEW Composite. DO NOT "THROW IT ALL IN" UNTIL YOU GET ALL 3 Composites done.

COMPOSITE #3:

Recommend petpage of CountCrankaroo for this one.

Combine into a NEW Composite. DO NOT "THROW IT ALL IN" UNTIL YOU GET ALL 3 Composites done.

 Sanitorium Scuffle

  Read the Comic Chapter 13. Head to the map of Neovia. Click the fog spot between the top two buildings.

  You'll be taken to the Meepit Oaks Sanitorium for the Psychologically Fragile. (Remember, always use the continue buttons. I'm not going to repeat the constant need to hit the button here.) Click the paper on the right side of the desk to get a journal page (scroll way down on the next page if you can to see if there's an added plot message). Click the lamp that's leaning across the door.

  Head through any of the doors and click your way to the room with the zombies (ignore other rooms for now). Keep clicking doors till you run into it. Once you see the zombies, click the left zombie to bludgeon the zombies with the lamp. Click on the remaining zombie's pocket to get

  Head through a door and find your way to the room with the doctor in it. Click on both of his pockets to get another journal entry (scroll way down on the next page if you can to see if there's an added plot message) and a key. Click on the Note on the door of the cabinet. Click on the lock on the cabinet, click on the shovel.

  Find your way to the courtyard. Click on the pile of leaves near the top middle of the grass. After hitting the continue button, you'll notice the bone is showing in the courtyard image. You have to click that spot again to actually pick up the bone.

  Find your way to the Zomutt. Click the zomutt to give 'em the bone. Click the Lock on the bars.

  Find your way to the blood-splattered door. Click the journal page (scroll way down on the next page if you can to see if there's an added plot message). Click on the lock on the door.

Be sure to click the Quest Inventory link and read all of your journal pages.

  That's it for now. Stay Tuned!

 Massively
    Multi-Mayor

Read the Comic Chapter 14. Head to the map of Neovia. You will get a new battledome challenger "Mayor Thumburt". Click the link to the battledome that appears below the map of neovia. Note: the mayor begins as level 1,000 (10,000 HP) But we're battling him as a team. There's no surviving his attack, so grab some health potions and head to the battledome to help out. According to our single-player opponents found lists, there are a total of 3 mayors to beat in succession. Do what you can/want.

 THE END

  Chapter 15 of the comic is out. According to today's news, the plot has ended. The map of Neovia has been changed. Plot links (aside from Comic, and Gypsy Camp) are no longer working. PLOT HAS ENDED! STEPS NO LONGER DOABLE!

 Link This Guide

  You have my permission to use the code/images below to add a link to this guide (and only for working links to THIS guide) on your lookup, shop, gallery, guild, etc. Thanks in advance.

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Tale of Woe Plot Guide by Aardax

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 Layout, CSS, & Images by GlenStew. NO Copying Allowed!

 

 

Aardax's Altador / Darkest Faerie Plot Guide: Relocated  

 Plot Guide: Moved

 

  Aardax's Guide for the Altador / Darkest Faerie Plot has been moved to:      http://www.neopets.com/~Arrazetti

  Due to the depth of the ongoing Tale of Woe Plot and TNT's announcement of the "Open Indefinitely" status of the Altador / Darkest Faerie Plot, this move is necessary to facilitate expedient page loads for those using the current Tale of Woe plot guide here.

 

 



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