How to Get Neopet to Read Ancient Scarab Scroll

"One thing near Sakhmet, you tin guarantee that information technology's never a dull identify..."

This article is about the 2005 plot set in the Lost Desert. You may be looking for Brucey B and the Lucky Coin, Usurper!, The Chase for the Crown, or Desert Affairs.

The Lost Desert Plot was a plot that started on the xxx August 2005 and ended on 29 Nov. Prizes were released on 30 Jan 2006.

The plot introduced Qasala, a cursed kingdom of the Lost Desert that has lain in ruins since it was destroyed in a sandstorm 200 years ago. Prince Jazan sought to undo the curse on Qasala by marrying Princess Amira of Sakhmet, and held her city hostage when she refused his proposal. The plot also featured Nabile and Tomos, thieves with the Desert Scarabs who would uncover the truth about the curse.

Alongside the story, users joined in in solving an enormous and complicated puzzle. After its completion, The Neopets Team would describe it equally "biggest plot puzzle we've ever washed". Information technology was the showtime time Neopets implemented a plot which required people to actively participate if they wanted to progress. The players were set up very difficult tasks, including exploring and mapping the extensive Temple of 1,000 Tombs, the layout of which was unique to each user; and unburying, excavating, and furnishing the Scroll Repository. They were also faced with numerous red herrings.

Initially, Chapter 14 was portrayed as being the stop of the plot - the story of Amira, Jazan, and Nabile appeared to be ended, just the puzzle remained incomplete. The plot continued with the return and defeat of Jazan'due south begetter, Razul, which tied in the terminate of the puzzle.

Discussion of the puzzles on the Neoboards lead to the coining of the acronym OLDPD, for Obsessive Lost Desert Plot Disorder. Discussion boards tagged with OLDPD would proceed for many future plots - The Neopets Squad congratulated them on passing 5000 threads during the Disappearance of Krawk Island consequence.

Several characters introduced in this story would render in future plots: Prince Jazan and Nabile would announced in The Faeries' Ruin, and Nabile, Tomos, and Amira would feature in Desert Affairs. The Foreman, who the player encountered during the puzzle, would render in the Altador Plot as the janitor in the Hall of Heroes, and like, angry Yurbles would appear in The Tale of Woe and The Faeries' Ruin.

Contents

  • i Synopsis
  • two Story
  • iii Participation
    • 3.1 Mysterious Tablet
    • 3.2 Scroll Repository
    • 3.three Useless Crystals
    • iii.4 Mysterious Scroll
    • 3.5 Battledome
    • 3.six Ruddy herrings
  • iv Prizes
  • v Behind the scenes
  • 6 External links

Synopsis [edit]

Over two hundred years agone, the sorcerer Razul laid a expletive on his city, Qasala, its people, and his son Jazan, trapping them in a torturous, undead existence then that he might cheat death. A prophecy stated that the curse would exist lifted when Prince Jazan married a Princess of Sakhmet. In society to save his people, Prince Jazan tried to have Princess Amira's hand in marriage, who had ascended to the throne of Sakhmet after her father's decease. Princess Amira refused, and so to try and coerce her, Jazan used magic to transport the city abroad from the Lost Desert and trap it in a world of the undead.

Taking refuge in the Qasalan ruins, Nabile and Tomos discovered the history of Qasala and realised the curse would only be broken if Jazan and the princess loved each other. Returning to Sakhmet using the enchanted Ring of the Lost, Nabile managed to stop the wedding. Amira's adviser Enarka realised Nabile was the descendent of a disinherited line of the purple family, and was of majestic blood herself. Nabile confessed her honey for Jazan, having read of his tragic past in Qasala, and they agreed to get married instead.

This completed the prophecy, and undid the expletive, but in doing so, returned Razul to life - his plan all along. Jazan battled Razul and was able to defeat him.

Story [edit]

"The almost magnificent matter in all of Sakhmet is the Imperial Palace."

Deep in the Lost Desert, the exotic city of Sakhmet was a hive of action. From the chiliad Royal Palace, Princess Amira could look out over her city and its busy streets.

A mysterious noble rode into the urban center on the back of a Uni. Later bribing his mode past the palace guards, he arrived in the Great Hall as the Princess was belongings courtroom. Introducing himself as Prince Jazan IV of Qasala, he announced his intention to marry Amira, and produced a gyre challenge that she was already promised to him. Princess Amira was unimpressed, and ordered her guards to expel the "fraudster" from the city.

Princess Amira asked her directorate to see if they could corroborate Prince Jazan's claims. Enarka discovered a historical record pertaining to the city of Qasala - although once thriving with a respected royal family, it was destroyed in a sandstorm over 200 years agone. Prince Jazan must be a fraud.

Nabile and Tomos, street urchins with the Desert Scarabs, had watched Jazan enter and get out the city. At Tomos' suggestion, they tailed him, hoping he might take treasure they could steal. Rather than finding a palace or a city, they followed his Uni'southward tracks all the fashion to a sprawling ruin. Unable to find the Jazan or any treasure to be had amongst the dust, they were forced to return to Sakhmet empty handed.

Prince Jazan was not ready to give up on spousal relationship however, and some time afterward he returned to Sakhmet, resolute. Seeing his arrival, Nabile and Tomos decided that this time they would wait outside the metropolis for him to leave, and and then ambush him.

Princess Amira was preparing to make an announcement to her people when Jazan interrupted, suggesting she was going to publicly acknowledge him every bit her husband-to-be. Amira refused once again, and Jazan's disguise magically dispelled. His Uni reared up as the terrifying Nightsteed, and magic lightning crackled in the air. Jazan gave the Princess another chance to marry him and fulfil the prophecy.

Jazan makes an ultimatum.

She refused a tertiary fourth dimension, and Jazan'due south spell whisked the metropolis of Sakhmet and all its inhabitants away into an alternating dimension - Jazan's earth, full of terrible undead monsters. Nabile and Tomos, nevertheless outside the metropolis waiting to ambush Jazan, watched on unable to help as the city faded away.

Jazan gave the Princess ane calendar week to modify her mind and marry him, or he would let the monsters roaming the streets destroy the metropolis. Her court appealed for her to have, but she did not want to exist part of any evil Jazan had planned. While virtually Sakhmetian residents barricaded themselves indoors, General Dacon fabricated his manner to the edge of the city. Outside, the inhospitable landscape was fraught with trigger-happy sandstorms: there was no hope of escape or reinforcement.

With nowhere else to go, Nabile and Tomos sought shelter in the Qasalan ruins they had discovered earlier. However, they found them no safer than the desert - they were chased by Nightsteed until they fell into one of the urban center'south traps. Surviving the long autumn and escaping a h2o trap, they discovered role of the urban center that was still intact. While Tomos explored the armoury, Nabile began translating some inscriptions in the library. Jazan and his urban center, the histories revealed, had been cursed to live a monstrous being until he married the Princess of Sakhmet. "When true dear unites, Qasala will live again."

Horace and the Desert Scarabs remaining in the city barricaded themselves in with the Lost Desert Foods shopkeeper. They worked out that the Qasalan monsters had very poor eyesight - if they stayed even so, they would walk right past. They as well found blunt weapons to exist very effective. Together, they made their fashion to the palace to inform the Full general of what they had learnt. The guards and the Scarabs were able to brand their way to families isolated in the city and bring them back to the palace. Jazan fix Scordrax, the twin-headed Scorchio, on the urban center to endeavor and strength Amira'south paw. He offered her an enchanted hymeneals band that would lift the curse on his people and gratuitous her city.

In Qasala, Nabile and Tomos discovered another enchanted rings. Subsequently escaping from the Spirit of the Ruins, Tomos tried on the Band of the Lost, which transported him and Nabile home - to Sakhmet. Jazan ordered them arrested and commanded Amira's servants to prepare the hymeneals. In fear for their lives and wishing for an terminate to their torment, they did as he said.

Nabile explained to her guard, a Qasalan Pteri handmaiden, that she knew about the history of Qasala and that Amira would accept to honey Jazan for the prophecy to work. The handmaiden agreed to take her to the wedding then she could talk to the prince. She told him she knew he used to be a kind prince, and that she thought his wickedness was part of the curse - she was in love with him. Enarka pointed out a portrait on the wall: Nabile was the spitting prototype of Princess Neera, who was disinherited a long time agone for marrying a peasant. Every bit Neera's descendant, Nabile was Amira's distant cousin and of imperial claret. She, too, was a princess of Sakhmet, and could complete the prophecy by marrying Jazan. Nabile took Amira's place, and Sakhmet was returned to the Lost Desert. Nabile and her husband returned to Qasala to begin rebuilding it.

Razul returns.

As time went on, Jazan became troubled that his people were however monsters and his city in ruins, even though he completed the prophecy. He sent Nabile back to Sakhmet. He became miserable and forlorn without her, but while Qasala remained a land of the dead, it was no place for the living. Princess Nabile spent her time in Sakhmet researching the curse. The prophecy had promised that when the curse was lifted, Jazan wouldn't exist the simply thing returned to life.

One mean solar day, while Princesses Amira and Nabile were taking tea together, an unnatural storm appeared in the skies in a higher place Sakhmet. Fulfilling the prophecy had resurrected Jazan's father - Razul, a nifty sorcerer who had been imprisoned long agone by the people of Sakhmet. He began to lay waste to the metropolis, impervious to the weapons of the Desert Scarabs and General Dacon'south guard. He moved on to the palace, adamant to eliminate the princesses.

Sensing that Nabile was in danger, Jazan returned to the city for a 3rd fourth dimension to do battle with his male parent. Weakened by his time abroad from Nabile, he was outmatched. When Nabile took a magical accident meant for Jazan, information technology enraged him enough to overwhelm Razul and defeat him once and for all.

Participation [edit]

Mysterious Tablet [edit]

The mysterious fortune teller.

Nether the plot comic was a link to the Fortune Teller's tent outside of Sakhmet city. She gave the player a Mysterious Tablet she had found. Information technology had place for xvi tiles, each with a Sakhmetian hieroglyph, simply twelve were missing. Which tiles were missing and which symbol was on each tile were random for each player.

Banner ads also started actualization, directing the thespian to the Temple of 1,000 Tombs. The Temple has a different layout for each player, and contained iii libraries and 288 tomb doors. Tomb doors come in four shapes - pentagonal, triangular, rectangular, and round - and six colours - blackness, blueish, gold, light-green, silver, and red. At that place are twelve tomb doors - one for each hieroglyph - in each colour and shape.

From the 11 September, after part three of the story was released, the Fortune Teller began receiving visions through her crystal brawl. Every 6 or 7 hours over the class of the weekend, she received a new vision. Each vision referred to a location in a unlike Neopian globe. Past visiting the correct location, the player discovered a foreign parchment that provided a inkling as to where a piece of the Mysterious Tablet could be found.

Each parchment consisted of iv columns, each one describing a particular tomb door in the Temple. For the starting time rock fragment, the player had to observe the clue afterwards playing a game of Pyramids, and visit the tomb door described on it in the column starting with ane dot (i.e. showtime piece). For the second fragment, the player had to call up the clue by playing a game of Snow Wars, and and so visit the tomb door described in that clue under the column beginning with two dots (i.e. 2d slice) and and so on.

When first retrieved, each fragment was dingy and had to exist taken to Donny in his Toy Repair Shop to restore it. There was a chance that he would accidentally blow it up or give the actor something else in substitution - if this happened, the player had to return to the same tomb to get another fragment. After retrieving and cleaning each fragment, the player could take it to their Mysterious Tablet, where it would fit in place.

After the fourth part of the plot was released, the heiroglyphs were added in to the comics for the first three parts. If the player went through the comics and clicked the symbols in the order they appeared on their tablet, they would be rewarded with ane of twenty-7 prophecies that predicted Prince Jazan would make Sakhmet disappear. The prophecy consisted of a combination of three sections, each one of nine interchangeable parts:

  • The ancient prince volition...
  • Prince Jazan volition...
  • The prince of Qasalan will...
  • ... cause the disappearance of...
  • ... brand vanish...
  • ... steal away...
  • ... the cracking city.
  • ... the metropolis of Sakhmet.
  • ... the desert capital letter.

Within the Temple, one of the tomb doors leads to a statue of Nuria the Fire Faerie, while all the others lead to traps. Which tomb door lead to the statue was random for each thespian, but the inscription outside the temple gave a hint. The inscription cryptically refereed to a colour and a shape, which would narrow downwardly the possible doors to twelve - one for each hieroglyph.

Exploring the Temple could be hazardous.

A message carved on the statue of Nuria invited players to speak a prophecy: "Whosoever shall speak the prophecy here, shall exist rewarded with treasures beyond compare."

The player would discover three prophecies during the plot. Speaking anything other than one of those prophecies would cause them to become ejected from the Temple and barred from re-entering for half an hour, like getting caught in a trap. Reading the beginning prophecy to the statue would cause a compartment to open, but far from the promised treasures, the player would get buried in a pile of Scarabs.

Scroll Repository [edit]

The player needed a good reason to convince the guards to let them in.

The first prophecy would come true in part five of the plot comic, when Jazan used magic to take Sakhmet into some other world. When this happened, Sakhmet and virtually of the Lost Desert locations disappeared from the Lost Desert map and became inaccessible. The actor could however visit the Fortune Teller, withal, who informed them that some of Amira'south ministers were outside the city and were trying to find out how to bring information technology back. They had decided to finish the new Roll Repository and use information technology equally a library. The Scroll Repository had outset appeared in two Lenny Conundrum puzzles, #132 and #133, as a place to shop all the scrolls that had been appearing then far in the plot.

Afterward a few days, a row of footprints appeared in the desert going into the distance. Following them, the player arrived at the gates of the Scroll Repository - but the guards would not let them by without a good reason. The histrion was presented with vi out of twelve possible reasons, none of which could convince the guards.

The library doors featured murals of (left to right) stars, a river, and a maze.

In order to come up up with a good plenty reason, the histrion had to read a sure gyre in the Temple of i,000 Tombs. Each of the twelve scrolls was sealed with ane of the Sakhmetian heiroglyphs - if the player read the coil sealed with the symbol on their statue of Nuria, one of the excuses they could give the guards would piece of work. The correct scroll had to be the most recent 1 the actor read in order for the right reason to appear.

The door to each library featured a stylised mural of a snake, the symbol on Jazan's crown. The 3 murals resembled a constellation, a river, and a maze. Clues as to what each mural was meant to depict were left in the image URLs - ast for aster, the Latin for star; h2o for H2O, the molecular formula for water; and nwo for no way out.

If the player could find the right scroll in the site search, the item clarification would hint as to which of the three libraries it could exist plant in. While the player's Neopet would "read" any curlicue they actor clicked on, they would "understand" the correct scroll. If the player hadn't discovered the statue however, they could non get to the correct library.

The particular's name gave a hint as to which of the six choices was the reason that would work.

The unburied Repository.

Having gained entrance to the Repository, the player was put to work by the Foreman. There followed iii collaborative steps where players had to work together to proceed.

The pyramid had been buried in a freak sandstorm (every bit in Lenny Conundrum #133) - players had to work together to unbury it. Each player could take away one handful of sand at a time, but they had to carry it far away from the Repository. This took between one and three hours, faster depending on the actor's active Neopet's speed. When they took a scattering of sand, the user might discover an item, including a small gamble of finding a Lost Desert Paint Brush. Information technology took four days and 104,034 handfuls of sand to dig upwards the pyramid.

It was and so discovered that the original engineers had built a solid pyramid, and had left no room inside. Players had to remove some of the blocks to make rooms. If the player attempted to motion a block on the border of the pyramid or that would grade one of the interior walls, they were stopped by the Foreman and couldn't retry for some other thirty minutes. Of the remaining blocks, the actor could only motility one if information technology had the same hieroglyph every bit their statue of Nuria on it, otherwise they'd be stopped by the Foreman every bit well. If the thespian clicked on a block that did take the right hieroglyph, they could move information technology as soon as iv other players had joined in.

One time the block was moved, an item would be discovered behind it. The Foreman would award it to whichever player rolled the highest number on his 1 hundred-sided die. The role player had to wait 30 minutes after successfully moving a block before they could endeavour again. four,330 blocks had to be moved this way, taking players 22 hours.

After the rooms had been excavated, they had to be furnished. A squad of Ruki carpenters in one of the tents at the Repository site spent the side by side few days etching furniture - stand up lamps, tables, scroll racks, and benches. When they were gear up, players could choice up a piece of furniture from the Rukis' tent and bear it into the Repository. Chalk markings had now been drawn on the floor, marking which pieces of piece of furniture were needed where.

The role player had to find the Interior Decorator, who moved about the pyramid at random every few hours. He would tell the player to which floor to accept their particular. They could place the item in any of the corresponding chalk marks on that floor. Place a slice of furniture on the incorrect floor or on top of the wrong marking would incur the wrath of the Foreman. Although only i,829 pieces of furniture were needed, thieves took furniture almost as fast every bit it could be placed, and then it took several days until all the furniture was placed.

Now unburied, excavated, and fully furnished, the Gyre Repository was finally filled with 28,680 scrolls. It was now open even to those players who hadn't found the correct excuse to pull a fast one on the guards.

Useless Crystals [edit]

The Spirit of the Ruins is fabricated from blackness smoke.

Afterwards the Repository was completed, a hugger-mugger staircase appeared on the fifth floor that led to the map room, containing a model of Sakhmet urban center. For iii hours a day - one hour in every viii, just at times that were random for each player - sunlight shone in to the room. The thespian could identify a lens on tiptop of the model Royal Palace'southward dome and, when the light was shining, this would project a lawmaking on the opposite wall. The player had to obtain four lenses, called Useless Crystals.

The outset crystal could be retrieved from The Foreman, who started working in the Repository cafeteria later on information technology had finished being built. If the thespian had read the get-go prophecy to the Statue of Nuria, the Foreman was entertained by their story about being buried in scarabs. Lamenting how boring his job was, the Foreman wished he could have a souvenir from an exotic place. The thespian had to visit the Gift Shop of 1,000 Souvenirs, located outside of the Temple. The shopkeeper did have one souvenir, just would only give it upwards in substitution for some black smoke. She gave the actor an Empty Vial to put it in.

The Foreman's Useless Crystal.

The Empty Vial could be equipped to the user'due south Neopet. Visiting the Battledome, the actor could fight the Spirit of the Ruins, a monster made of blackness smoke that haunts the Qasalan ruins. If they used the Empty Vial against him, it would fill up upwards (becoming a Smoky Vial), and it could then be unequipped and returned to the Souvenir Shop Ruki. In return, she gave the player a Temple of 1,000 Tombs Souvenir T-Shirt. The Foreman was very pleased with this gift, and gave the player a Useless Crystal in commutation - a box full of them had been shipped to him instead of cakes by error.

Placing this crystal in the map room projected a sequence of primary colours on the wall. At that place were sixteen spots, twelve coloured and four blank. These corresponded to the sixteen symbols on the histrion's Mysterious Tablet. The sequence was random for each player.

The thespian had to read certain scrolls in the Repository, in a certain order. Each scroll was sealed with a color and a hieroglyph. Combining the colour sequence and their Mysterious Tablet, the histrion could tell which scrolls they needed to read - for instance, if the first spot was blue, and their start hieroglyphic was ben ben, this meant the thespian had to read a bluish, ben ben ringlet. If the role player looked closely at their Useless Crystal by clicking on it in their inventory, they were shown a dissimilar image. The three black spots at the meridian were revealed to actually exist three tiny coloured gems, in a random gild for each player. The left-to-right colour order of the gems was the order the scrolls had to exist read in, e.grand. if the order was blue, red, and yellowish, the histrion would have to read all their blue scrolls, then all their red scrolls, then all their yellow scrolls.

In club to find these scrolls, the user could consult the carte du jour catalogue that was installed at the entrance to the Repository. There was one catalogue for each primary color - blueish, red, and yellow - and each catalogue cross-referenced the twelve hieroglyphs with the names of unlike sections of the Repository. This meant that in that section, in that location was definitely one scroll with that colour and hieroglyph. Within each colour, the player had to read the scrolls in the gild they appeared in the catalogue, not the order they appeared in on their tablet.

The 2d crystal.

Having read the twelve scrolls they needed, in the correct gild, they were given the clue, "A sharp center holds the next step." Returning to the Temple, the player could discover the next Useless Crystal in any spike trap, by clicking on the eye of i of the skulls. Equally before long as it was retrieved, the carte catalogues and the position of every curl in the Repository were re-shuffled.

When this crystal was placed in the map room, it projected a dissimilar colour sequence. Some of the coloured spots were the same as those made by the first crystal, simply others were replaced by a different, secondary color - green, orange, or majestic. The player needed to consider only the viii, secondary colour spots. They needed to read the scrolls of these colours that corresponded to the hieroglyphs on their tablet.

However, the card catalogues only showed where the blue, cherry, and yellow scrolls were. In club to find the location of a specific secondary colour scroll, they player had to read the scrolls of the aforementioned hieroglyph in the colours that, when mixed together, produce that colour. For example, to find out where the orangish fer fer roll is, the player must read the ruby fer fer and yellow fer fer scrolls. To make matters more complicated, this would but tell them of the location if the player read to two primary coloured scrolls in the right gild - the left-to-right order of the carte du jour catalogues.

The third crystal, bottom-left of the Not-Cube.

Once they had found the whereabouts of the eight secondary coloured scrolls, they had to be read in the right-to-left order of the Mysterious Tablet. The player then received the clue, "This inkling does not exist." Referring to how The Neopets Team disavow cognition of Jelly World, this clue meant the next crystal could exist found in whatever of the Gelatinous Non-Cube traps in the Temple. To find information technology, the player had to get to one of these traps and click the bone floating within the Non-Cube. As soon as information technology was retrieved, the card catalogues and the position of every curlicue in the Repository were re-shuffled again.

This new crystal acquired the aforementioned design of lights to appear as earlier. This time, the player had to read the scrolls with the hieroglyphs corresponding to the space left unlit, without a coloured spot. The scrolls read had to exist white in colour - i.e. not any of the other colours.

To discover the location of a white scroll of a certain hieroglyph, the player had to read the blueish, red, and yellow scrolls for that hieroglyph. The order in which to read the scrolls was given by the Foreman's toe nails, which he had begun to paint in unlike colours. The right society was the colours his nails were painted from outside-in. The Foreman repainted his nails, and thus the guild of blue, reddish, and yellow scrolls to read inverse, every time the player read a white scroll. The four white scrolls had to be read in the order on the Mysterious Tablet, this time from left-to-right.

The 4th and final Useless Crystal.

Having read the four white scrolls, the histrion received the clue, "'The solution to the puzzle is thus...' followed by a number of strange diagrams and figures. Somehow, it all makes sense." - this directed the actor to the unsolvable riddle traps in the Temple. An alcove in the wall would open upwards when the player clicked on it, revealing the fourth Useless Crystal.

When light was shone through this crystal in the map room, rather than refracting into unlike coloured spots, information technology was focused into a powerful beam of energy that blasted a pigsty into the opposite wall. This revealed another secret chamber, containing the Mysterious Scroll.

Mysterious Scroll [edit]

The Mysterious Scroll could be read in ii directions.

The player retrieved the Mysterious Scroll and could return with it to the Fortune Teller. She found it was in an aboriginal dialect of Sakhmetian, simply that most of information technology was nonsense. Role of the scroll referred to the original prophecy and the curse on Qasala: "The expletive of Jazan volition make Sakhmet disappear [...] Jazan must marry a true princess of Qasala to break the expletive."

Before the histrion could proceed whatever farther, The Neopets Team announced the plot had finished and it appeared to exist ended. However, the plot resumed with the appearance of Razul attacking Sakhmet. Returning to the Fortune Teller, she realised that the scroll was readable in both directions, and property it upside downwards, information technology serves as a translation guide. She suggested that the player use it to translate the Mysterious Tablet.

Translating the Tablet proceeds like a game of Mastermind, familiar to players of the site equally the games Codebreakers and Time Tunnel. The player could place Qasalan symbols on a new copy of the tablet, then endeavor to translate. For every correctly placed piece, they were given one white dot. For a piece that is meant to be on the tablet simply not in the place they have put it, the player was given a black dot. This allows the actor to eventually effigy out which symbol goes where.

The statue of Nuria finally revealed its treasures.

The player could detect the Qasalan symbols in chapters 12, 13, and 14 of the plot comic, and, like before, click on the symbols in the order they appeared on the tablet. If they clicked the symbols in the left-to-correct, top-to-bottom social club, they translated the tablet to mean "The gold eye shines truth upon those who would do evil". Taking this prophecy to Nuria would lead the the histrion being covered in a mount of scarabs.

As hinted by the Fortune Teller'south defoliation in reading the scroll, Qasalan is meant to be read right-to-left, lesser to top. Clicking the symbols in this order reveals the prophecy, "The male parent of the prince volition destroy the corking desert". Returning to the statue of Nuria and reading this prophecy would reveal three weapons, the Scimitar of Eternal Dawn, the Mace of Righteous Flame, and the Spear of Infinite Wisdom. The player could have one of the weapons - although it would intermission as presently as they did.

The player's Neopet could do battle with Razul in the Battledome. Using the weapon they had plant would instantly defeat him. Each player could only defeat Razul once. When enough players had defeated Razul, Jazan was able to overwhelm his male parent's power and save the Lost Desert.

Battledome [edit]

Iii challengers were released as part of this plot. Unlike in previous plots, the player did not get points for defeating them per se. The Spirit of the Ruins and Razul had to be defeated at certain points in the puzzle - completion of these steps earned the player plot points. Scordrax, although he could exist battled, did not earn the thespian any plot points, nor was battling him office of the puzzle.

In addition, released and fix during this plot was the eighteenth office of Defenders of Neopia series ane, featuring the Qasalan Mummy.

Red herrings [edit]

The Neopets Team left several crimson herrings throughout the plot to misfile players. On the 26 August, they appear through the New Features folio that several scrolls had been released. Three players revealed on the Neoboards that they had them - these included duke_of_mildew and buffoonery. They were in fact members of staff masquerading as normal players. Although these would form function of the puzzle, these were never actually released to players. They would eventually become available 9 years later through the Desert Affairs result.

Another whorl, Pyramid Painting Vol. 7: Faux Finishes (referring to the gilded-painted Gyre Repository) had been given out in Lenny Puzzler #132. Although this roll appeared in the Temple of ane,000 Tomb's library and trap art, it was another red herring.

The Fortune Teller .swf file originally contained some left-over art, including of Sophie and a sketch of the Fortune Teller. This was noticed by players who idea they were clues. The Neopets Team later on replaced the left-over art with a flick of a spinning Sand Cuisine for Elephantes scroll as an intentional red herring.

Merely one column on each Mysterious Tablet piece clue was relevant - the rooms described in the other columns were red herrings. The image of the outside of the Temple inverse between three pm and 5 pm NST to bear witness a dusk - this change was cosmetic but.

Prizes [edit]

On xxx January 2006, players were awarded points depending on how quickly and how much of the puzzle they had completed. Players received a site theme and one of the following trophies when they visited the Gift Shop of one,000 Souvenirs - rebranded the Gift Shop of 1,000 Rewards.

Trophies
ldp_trophy1.gif ldp_trophy2.gif ldp_trophy3.gif ldp_trophy4.gif ldp_trophy5.gif ldp_trophy6.gif ldp_trophy7.gif

Sand Mite

Furniture Merchant

Desert Scarab

Dune Explorer

Coil Specialist

Qasalan Archaeologist

Aegis of Sakhmet

(chiliad-? points)

(4,000-vi,450 points)

(12,850-22,800 points)

(23,800-62,800 points)

(134,300-164,300 points)

(179,300-194,300 points)

(199,300-229,300 points)

The list of the top scoring sand and block movers were released on 31 January.

The list of the top scorers in all of Neopia was released on 1 February. First place was parkersc with 229,300 points, tied for second identify with 214,300 points were dolphinling and dragon_cleric, and tied for third place with 204,300 were cran_b, sum41girl2k, and ub3r_g00b3r.

Players could encounter how much of puzzle they themselves had completed, how many handfuls of sand they had carried, and how many blocks they had moved, past clicking the trophy on their user expect-up. Furniture mover statistics were said to have been "stolen". The scores for handfuls of sand, blocks moved, and furniture placed did not contribute to a player'southward overall score.

Players could chose their ain prizes by 'spending' their points in the shop. There were twelve possible hieroglyphic keyrings, just each player could only buy the one bearing the symbol from their Statue of Nuria.

  • Handful of Sand - l points
    Its indescribable!
  • Hieroglyphic Keyring - i,000 points
    This handy and fashionable trinket is perfect for holding your keys!
  • E-Z® See Crystal Ball - 1,000 points
    Please insert 100 Neopoints to see the next three minutes of your hereafter.
  • Nuria Statue Bobblehead - 1,000 points
    STOP THAT!
  • Spike Pit Play Prepare - 1,000 points
    Made from 100% recycled spikes. Contains the real bones of unfortunate adventurers!
  • Useful Crystal - 1,000 points
    Great for jimmying the locks on ancient tombs.
  • Gelatinous Non-Cube Plushie - i,000 points
    Filled with existent jelly. WARNING: Do not eat this plushie.
  • Nabile Plushie - 10,000 points
    Information technology even has a tiny Desert Scarab tattoo!
  • Stylish Scroll Rack - fifteen,000 points
    Adds an air of sophistication to whatever room.
  • Foreman Cudgel - xx,000 points
    Keep your workers in line with this authentic replica cudgel. Signed by the Foreman himself!
  • Handy Spike Pit - 25,000 points
    Thwart those pesky thieves with this handy spike pit! Includes stain remover.
  • The Annals of Insanity - xxx,000 points
    HAHAHAHAHA LENS FLARE OMG
  • Secrets of Dirigible Construction - 30,000 points
    How to build lighter-than-air flight machines? Yeah correct!
  • How to Play the Viola - thirty,000 points
    The only guide in Neopia that tin teach you to play the viola in a week flat. Now if only there were any violas to play in Neopia...
  • Snarkie Answers to Stupid Questions - 30,000 points
    Yeah, right. Like anyone finds this book useful.
  • Foreman Plushie - 40,000 points
    Double-stitched to prevent the seams from splitting when you throw information technology against the wall in frustration!
  • Razul Plushie with Real Burn Activeness! - fifty,000 points
    DANGER: Not for children, adults, pets, or anyone at all, actually.
  • Anubis Toxicology Reports (Abridged) - 60,000 points
    Everything you e'er wanted to know about what can make an Anubis ill. And lots more than you never cared about.
  • Lost Desert Paint Brush - 70,000 points
    Transform your Neopet with this super-rare Lost Desert Pigment Brush.
  • Imperial Wedding Ring - 100,000 points
    A powerful, hypnotic artifact. Be careful, or y'all might end upwardly cursed...
  • Ring of the Lost - 150,000 points
    It takes you lot where you demand to go.

Backside the scenes [edit]

The urban center vanished.

  • The sixth Neopets TCG expansion, Lost Desert, was released in conjunction with this plot.
  • When Jazan transported Sakhmet to another reality, the city and most of the shops and games in the Lost Desert disappeared from the site.
  • The stolen Scroll Repository furniture would be recovered every bit one of the prizes for The Faeries' Ruin plot.
  • Princess Amira's announcement that was interrupted by Jazan would appear in the Desert Diplomacy event. It began, "Henceforth let it exist known throughout the Lost Desert that Neopets are not to wearable white after Draik Day..."
  • The Scarabs released during this puzzle continue to plague the Lost Desert, and their removal is part of the game Qasalan Expellibox.

External links [edit]

  • Plot Info: Lost Desert Plot, Lost Desert Plot - Solution
  • Prize Redemption: Souvenir Shop of 1,000 Rewards
  • Caption Competition: #621, #625, #639
  • Editorial: #196, #198, #205, #206, #208, #209, #210, #215, #226, #228, #233, #237, #262, #264, #281, #308, #332, #344, #415, #469, #493, #546, #566, #602, #603, #606, #638

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Source: http://www.pinkpt.com/neodex/index.php/Lost_Desert_Plot

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