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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:08 pm 
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I'm guessing you don't need to solve all 5 of the two-mod puzzles to move on either. I unlocked one of them, and now my 3-mod-no-O codes do not show the incomplete data message. I may have just saved a bunch of time!


Hubert Cumberdale, you taste like soot and poo!

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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:20 pm 
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Originality.Is.Overrated wrote:
I'm guessing you don't need to solve all 5 of the two-mod puzzles to move on either. I unlocked one of them, and now my 3-mod-no-O codes do not show the incomplete data message. I may have just saved a bunch of time!


To my understanding you only have to do I few. I ended up doing them all so i don't know exacts.


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:24 pm 
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Editorial wrote:
**HAPPY FUN NOTICE TIME**

Please remember that using programs to play Neopets for you is not allowed and is considered cheating. Following links to off-site programs can be dangerous. Such links can lead to malicious programs that are capable of stealing your account information. While not all programs are harmful, we cannot allow them to be linked to regardless.

To clear up any confusion with the latest plot, yes, it's perfectly fine to use guides, charts, and the help of your fellow Neopians to solve activities. We must draw the line at going off-site or using programs, though.

So the line is about 'going off site' (guess where we are right now!) or using programs, because people outside the safety of neopets.com might steal your account.

As in; "You can't do that because you might lose your account. And if you do it anyway, we'll freeze it ourselves. For your own safety, of course."

-snip-


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Last edited by Raza on Fri Feb 08, 2008 10:26 pm, edited 1 time in total.

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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:25 pm 
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That all being said: those who have not completed the steps, do not fear: the news it out and there is no update. That means we've got at least until Monday evening before anything new comes out.


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:32 pm 
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And finished the 3rd step. *groans*


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:34 pm 
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i still cant figure out the 3 mod encryption things, no matter what i do i cant get it, i think im having problems understanding what to do, is there any really simple way to figure out what i have to do to complete that step


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:44 pm 
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Did you try reading the links that Pickles posted on the last page? If none of those help, we can try to un-confuse you. Could you be more specific about where your confusion lies?


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 10:45 pm 
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Finally finished my 3 mods and got Garoo's message :) Now, I have to do the guards *looks at guide on first post for help*


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 11:00 pm 
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I had to do all 3 of my 3 mod puzzles. *shudder* And the solution to the last one. . .was in the last combination I tried. I was losing hope. I thought after I did everything I had missed the combo but I didn't. *collapse* There has to be an easier way to do those. Is there a clue in the numeric message title?


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Last edited by mercurius on Sat Feb 09, 2008 1:43 am, edited 1 time in total.

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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 11:07 pm 
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Something just still irks me about the decree about outside programs helping with the plot. While I do understand that Neopets is being run how TNT see best, and ultimately, I have no power over the rules... I just want to know why the calculator was deemed "bad" but the star mapper is A-OK. I can speculate that it has to do with one being a logic problem and the other a spacial problem... but it just doesn't feel right. They accomplish the same thing, generally. I wish that they would tell us the difference in the two situations rather than restate the rules.


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 11:08 pm 
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By some insane bunch of luck I randomly selected three random mods on a new message just for fun and on the first try it was the correct answer.

I was kinda worried at first, but I think something would be suspicious if I got them all right on my first try. XD At least I'm all caught up on the plot now.


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 11:38 pm 
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i didnt see the links on the last page maybe i missed them. anyways the problem im having is going from the key to target line, iv e used some of the links on the first page but they dont seem to match up, i will use the symbols they have as modifiers and i get something completely different sometimes. i know there is a math equation or something to figure it out, ive seen people use #s and lines of 0 and 1, i iguess im confused on what ones to try. sorry if not specifci having hard time explaining it, i look at all the options and it confuses me lol if you need more information i will try to describe it better


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Fri Feb 08, 2008 11:55 pm 
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Locetic, I'm having the same problem as you. I can't get past the 3 mod stuff. Since my last post was ignored, I will just repost it again and hope for help. (excluding the emo parts of the message but please cut me some slack-- I wasted 5+ hours on this puzzle without even knowing if I'm "close" or not...

Quote:
I somehow managed to complete the one and two Modifier boxes by mixing and matching. I'm trying to do the same for the one with three Modifiers (since I really, and I mean REALLY stink at math and there is no way in neopia that I can do linear algebra! But this method is wrist-breakingly impossible as there are just WAY too many possible combinations. Even my wrists are seemingly cracking while I am typing this.

I beg you fellow PPTers, is there an EASIER way to do this in a legit manner? I would just quit but it feels like I'm in too deep now considering how I suffered through the one and two Modifiers.


I really don't want to quit after all the effort I already put in this. Please help. *drops on floor*


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Sat Feb 09, 2008 12:08 am 
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Phew... I feel better. No wait, no I do not.

Those cyphers took way too long... but all the better feeling to have completed it :)


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 Post subject: Re: Return of Dr Sloth [Split 6]
PostPosted: Sat Feb 09, 2008 12:34 am 
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Wow, thank goodness that is over. I got the final message. I was very lucky that I only had to do 3 of the 3 mods with O's. I'd still be working on them if I hadn't had the helpful advice that was posted here, thank you. I wouldn't have known to refresh after getting the shuttle message, for example, nor that I didn't have to do the 3 mods but could just move to the 3 mods with O's.

This was the easiest way I could find- at least it is mindless- other than having to avoid becoming dazed by the tedium.

Put #1 in the first mod, #2 in second, then #3 in third. Observe whether you get the last (or first) symbol in the goal. You can use one of the charts linked to in other posts, or I found it just as easy to write down the groups of three symbols if they gave me the desired symbol.

When you determine what symbol you need to add to the mod 1 and mod 2 to get the goal (all last- or first symbols) then you can plug in just the codes that have that symbol. This will save you having to plug in every code.

Using code #1 in the first mod, work down the chart one code at a time in the second mod, and whatever codes have the needed last symbol.

Then with #1 still in the first mod, change the second mod to code #3, figure out which last symbol is needed to match the last symbol of the goal, and work down the chart plugging those into mod 3

Then switch mod 2 to code #4. After you have worked through every code in the list in mod 2, then switch mod 1 to code #2 and start over.

Extremely tedious, but it worked, finally.


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