Difference between revisions of "The Tale of Woe"

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==Participation==
==Participation==
Plot participation put the user in the role of the lead characters of the plot, helping them in certain situations as the plot progressed.
{{construction|reason=incomplete}}
While participating in this plot, players took on the roles of the main characters, resolving the problems they face as the story developed. By participating, players learnt more about the events of the plot that weren't explored fully in the narrative.  


For an in-depth look at what users needed to do to complete the plot, see [[The Tale of Woe plot completion]].
When the player had completed each step but before the next step had been released, they saw a "TO BE CONTINUED" message.  


===Quest inventory===
This plot featured a ''Quest Inventory'', a separate inventory where items relevant to the plot were stored. Items in this inventory could not be used, traded, or stolen like items in the user's [[inventory]] can. In previous plots like the [[Lost Desert Plot]], puzzle [[items]] that were discovered could be stolen like normal items, but retrieved again by revisiting the page that had given them.
This plot brought in a feature called the '''Quest Inventory''', where items discovered in the plot are stored. Items in this inventory cannot be used, traded, or stolen in the way items in the [[Inventory]] can, like previous plot quest items in the past.
 
===The locket===
[[Image:Tow burned house.png|frame|right|The locket was hidden in Bruno and Sophie's old house.]]
[[File:Tow locket1.gif|left|frame|The locket.]]
After the final part of the prologue story was released, players could follow a path past the [[Gypsy Camp]] and find the deserted town of [[Neovia]]. There was only one part of it they could explore, the burnt down ruin of the house that Bruno and his family used to live in.
 
The player had to investigate the house and find a lost locket. They could click on every pixel in the image, but there were only ten parts of the house the locket could be hidden in. Which location it was in was random for each user. The different locations were:
 
*(67,201) -- Chair
*(80,135) -- Fireplace
*(147,218) -- Couch End
*(150,115) -- Bookcase
*(175,145) -- Crack in the Wall
*(186,186) -- Sofa Couch
*(210,130) -- Broken Staircase
*(235,232) -- Broken Boards
*(308,199) -- Pillow Spring
*(364,195) -- Table Leg
 
The player could input the co-ordinates directly into the URL - ''<nowiki>http://www.neopets.com/halloween/hwp/neovia.phtml?hvh=</nowiki>'''''[House Code Identifier]'''''?'''''[x,y]''' to visit the locations quickly.
 
After the locket was found, the player had to take it to the [[Deserted Fairground]], where Gilly could ask the following four characters if they could help her identify it.
 
*[[Harker]] the [[Lupe]], at the [[Bagatelle]] stall.
*[[Lyanka]] the [[Aisha]], at the [[Cork Gun Gallery]].
*[[Leeroy]] the [[Quiggle]], at the [[Coconut Shy]].
*[[Ssidney]] the [[Nimmo]], at Ssidney's [[Deserted Fairground Scratchcards|Scratchcards]].
 
The conversations appear bellow the games themselves. Each of the characters would say one of four things at random. For the player to proceed, they had to visit the carnies in a certain order, so as to have the conversations in a certain order. The four possible conversations began with the following opening lines:
 
*"Why, certainly, little miss... Well, what a pretty little trinket this is.  I haven't seen one like it in years."
*"Amazing!  I haven't seen such metalwork in, oh, must be ten years.  Where did you say you found it?"
*"That piece of junk?  It looks like a hundred other lockets I've seen."
*"It looks familiar... where did you get it?  I know someone who'd pay a thousand Neopoints for that locket, though.  At least, I used to.  Haven't seen her in ages."
 
The player had to hear the conversations in that order - beginning with the conversation that used the word "one", then the conversation that used the word "ten", "hundred", and then "thousand". When the characters are visited so that the conversations appear in the above order, Gilly will decide that nobody will help her there. Back in Neovia the player can now follow another path to Sophie's Shack.
 
===Bruno's Cave===
[[Image:Tow cave food.png|frame|right|The monster stops to eat the food.]]
After visiting Sophie's Shack, Sophie shooed Gilly and the player away. Fleeing in terror took Gilly to a dark cave.
 
The cave is unique to everyone, but consists of a 3 x 3 grid of rooms, which all have at least one doorway into them. In the cave, there are several items, some of which can be carried and some of which can't. The chest and the table cannot be picked up, but the lamppost, chair, mirror, rotten food, and key can. Additionally, at least one of the rooms will have a pool of moonlight in the centre.
 
The user can pick up one object at a time, and can be placed down at a certain co-ordinate in the same way as the user searched for the locket in Neovia.
 
When moving about the cave, occasionally the message "Something seems to be following you..." will appear under the picture of the room. A creature would eventually catch up with you, and it will scare Gilly into a random room.
[[Image:Tow cave objects.png|left|frame|The trap is set.]]
Gilly could lay a trap for creature by rearranging the furniture. If the rotten food was placed in any room except for the room with the garbage, the creature would stop and eat, but become nauseated and dizzy. If the mirror was in right place, the creature would see their reflection, panic and flee. If the lamppost was in the correct place, they would trip over it, and if the chair was in the right place, when it tripped, it would hit its head and lie on the floor in a daze. If all this was done in the moonlight room, Gilly would be able to see the creature - it was Bruno.
 
The user must set up a trap in a moonlit room in order to illuminate the creature. To do this, they had to place the following items in the room with the moonlight shining in. They had to be placed in the correct positions, within ten pixels.
 
*Mirror at (240,330);
*Lamppost at (240,215);
*Chair at (235,160);
*Rotten food anywhere in the room.
 
When the monster follows Gilly into the room, it will eat the bait, see its reflection in the mirror, stumble backwards over the lamppost, crack its head on the chair and collapse into the light.


==Prizes==
==Prizes==

Revision as of 15:36, 12 November 2014