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Soda Wars: The Refreshment Done

Soda Wars: The Refreshment Due Logo
High-Scores | Help Page | Phases (Activities) | Plot News | Solutions

This page is the unaltered Fictional Soda Makers Organization (FSMO) manual from the Soda Wars: The Refreshment Due plot. Here, you will be able to find extra help and tutorials for the various phases of Soda Wars. Select a phase below to jump to that section.

Phase 1: Finding Factory Parts (Unplayable)
Phase 2: Labeling Ingredients (Unplayable)
Phase 3A: Recipe For Success | Phase 3B: Mixing It Up | Phase 3C: Let's Get Fizzical
Phase 4: Packing Up & Shipping Out
Phase 5: Damage Control

Phase 1: Finding Factory Parts

This phase is very easy to complete, it just might be a little time consuming. Factory parts are scattered across the Jellyneo site. If you see one, click on it.

The following places are exempt, so do not go searching there: the Altador Mini-Plot guide, the Tale of Woe plot guide, the Book of Ages, the JN forums, the Item Database, the Key Quest section, the Petpet Park section, the JN Portal, DrSloth.com, the In-Depth Battlepedia, AvatarLog, Game Graveyard game guides, the Pet Directory, the New Rainbow Pool, news archives of any kind, issues of the JN editorial, Advent Calendar animations.

Here are examples of some of the items you're looking for:

We cannot tell you the exact locations of the factory parts, but here are some tips:
  1. They do not show up as random events, so do not keep refreshing on one page.
  2. They are not hidden, they will show up in an obvious manner.
  3. They will show up on the upper half of a page. You will not have to do any scrolling down, unless your computer monitor size is very small.
  4. 32 items are out there, but remember, you don't need all of them to finish!
  5. Psst, you might want to check out the acronyms page, then start checking articles, guides, etc.
  6. If you find an item on a page, you do not need to go there again to look for another. There won't be two items on one page.
  7. If you search through the whole articles section and the whole game guides section, you do not need to search through Guide to Neopia.
  8. The answer to a particular question can be found on the page where you found the item; all you need to do is read the content.
  9. Hint: I hope nothing bad happens to me or my pets!
  10. Hint: I want a good siggy, but I need help!
  11. Hint: If you're having difficulties, maybe you should start thinking of theories...
  12. Hint: They sure liked circles back in the old days of Neopets...
  13. Hint: At the top of Jellyneo, you'll see buttons that say "Your jnAccount" "News" "Articles", etc. You can hover over those to access more links.
  14. You need 24 items (check the Soda Plot page for your statistics). If you have that, you will be done for now and will no longer be able to see items on pages. Don't worry if you have zero wrenches or zero paint or zero saws, you will be able to proceed to the next step if you have 24 items.

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Phase 2: Labeling Ingredients

This phase is also very straightforward. The only things you need to remember are:

  1. The label says that dates must be entered in MM/DD/YYYY format. This means January 2, 2010 would be entered as 01/02/2010
  2. If you're copying and pasting information, make sure there are no extra spaces before or after your answers.
  3. Category and Item Type are not the same thing. The Item Database clearly differentiates the two.
  4. Make sure you're submitting the entire image URL. If you don't know how to obtain this, Doctor Pheppa can show you how.
  5. The factory foreman does not make mistakes. If he says you're wrong, your answers are wrong. In all the cases we've examined, this was because users had extra spaces in their answer, or didn't put dates in the correct format.

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Phase 3A: Recipe For Success

Note: When you enter the station, please don't click the BACK button on your browser and then click the FORWARD button. This will result in a lot of "undefineds" and your actions will be logged. Don't refresh the page, either, or try to get past the timers.

Phases 2, 3A, 3B, and 3C are all linked. Your teammates cannot mix soda (3B) if there aren't enough completed recipes done first. Every completed recipe will utilise the ingredients you labeled in Phase 2. Without an adequate amount of labeled boxes, you will not be able to start 3A. Hurrah for interconnectedness!

This phase is simple enough. It's similar to the game Time Tunnel.

Choose an ingredient from a box, put it in a black square. Do this until all the black squares are filled. Then click "Submit." Green lights mean an item is correct and is on the correct spot. Yellow lights mean the item is correct but it is in the wrong spot. White lights mean you have used an incorrect item altogether. You only have 10 tries before you must submit your work for review on the 11th time. In your final answer, each ingredient will only be used once! Start putting on those thinking caps!

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Phase 3B: Mixing It Up

Note: When you enter the station, please don't click the BACK button on your browser and then click the FORWARD button. This will result in a lot of "undefineds" and your actions will be logged. Don't refresh the page, either, or try to get past the timers.

Phases 2, 3A, 3B, and 3C are all linked. Your teammates cannot carbonate soda (3C) if there aren't enough sodas mixed first. The mixing station can be a little daunting at first. Don't panic! Here are what the different things mean:

  • Current Recipe -- the name of the soda you're working on. Different sodas use different ingredients.
  • Current Ingredient -- the name of the ingredient that is currently in the jars.
  • Units Needed -- the amount of ingredient that you need to drop into the cauldron.
  • Blue "R" Button -- this will discard your current jars and give you a set of clean jars.
  • Trash -- Clicking on the yellow hazard symbol will do the same thing as above.
  • The Jars -- Each jar has a number on it. This indicates the maximum units a jar can hold, not how many units it is currently holding. Initially, one jar will be completely full. You transfer the liquid from jar to jar by clicking on one and then clicking on a different jar. Your goal is to have the correct unit(s) of the ingredient isolated in one jar.
  • The Red Arrow -- Click on this to pull out the full recipe for your soda.
  • Ingredient Icons -- Click on an icon to switch to that ingredient.
  • The Cauldron -- Once you have the necessary units of ingredient isolated in one jar, click on it and then click on the cauldron to drop it in. Then you can switch to another ingredient. Once you've dropped in all five ingredients, click the "Mix Soda" button to see how you did. By the way, the colour of the cauldron does not matter, you just want to drop in the correct unit(s) of a certain ingredient.
Note: If one of your jars disappeared, click the yellow hazard symbol to be provided a fresh set of jars. There's no need to drag the jars or click like crazy. To pour ingredient from one jar to another, all you need to do is click on one that's filled, then click on another one that's not full.

The most important tip for this station is to think about positive and negative space. Positive space is how much a jar can hold if it's full. Negative space is what you'll be left with after you pour one jar's contents into another. For example, if you have a full jar that's labeled "5" and you have an empty jar that's labeled "3," you know you can isolate 2 units of ingredient (5 minus 3 equals 2).

You might also want to write jar amounts down on a piece of paper (it's easier to keep track that way).

Every situation presented to you is solvable; some just require more thinking (and jar pouring) than others! We really can't give out any more hints for this part, because everyone will be presented with a different situation, and this part requires you to think for yourself!!

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Phase 3C: Let's Get Fizzical

Note: When you enter the station, please don't click the BACK button on your browser and then click the FORWARD button. This will result in a lot of "undefineds" and your actions will be logged. Don't refresh the page, either, or try to get past the timers.

Phases 2, 3A, 3B, and 3C are all linked. The results of this phase will be carried over to Phase 4. The fizzing station make take awhile to load. Once you enter it, don't panic!

  • The meters you see are all labeled with the alphabetical letters in the soda you chose. Hover over them to see their labels. Duplicate vowels have a number after their label. This doesn't mean anything significant, just that there's more than one of that vowel in the soda name.
  • The long, rectangular meters are labeled with the vowels in the soda you chose ("Y" is not considered a vowel). In this guide, these will be referred to as "vowel meters."
  • At the bottom, you'll see three algebraic equations. You must do some thinking to figure out the value of each vowel. You can click the blue "R" button to get more equations to help you figure it out. Once you've solved it, remember the values!
  • When you know the values, it's time to set the vowel meters. They already have moving needles. When the needle gets to the value you want, click on the meter and it will stop there. (For example, if you figure out that A = 4, try to set Meter A to 4. Don't worry if you end up being off by a little.)
  • Now you will see a bunch of other meters going. These are the secondary meters. If you set your vowel meter too high or too low, you can tweak it by adding 0, 1, 2, -1, or -2 to the green value. When the needle on the secondary meter gets to the space you want, click on it and it will stop and apply the changes.
  • Some secondary meters spin slower than others. Use that to your advantage (i.e., leave the slow meters for last, in case you need to do some serious last minute tweaking).
  • If you're still a little off even after you've used up all your secondary meters, don't worry too much! Since we're dealing with carbonation and pressure, we will sometimes give you a little more leeway. Try to get the vowel meter values as close to perfect as possible.
  • You must set every secondary meter to something! Even if you do not wish to make any changes, you must still set the meter to 0. You must also set every vowel meter.
  • Only after you've set every meter will the "Pressurize Soda" button work!!
  • Try to get your vowel meters away from the red area! Anything above a 9 and you'll be in the red, and if you submit, the soda will explode and you'll be given another try.
If your meters were perfect (or if your soda was complex enough that we gave you a little extra leeway for a close to perfect pressurizing), you will receive 50 boxed units of that soda. A less perfect job might result in 30, 20, or 0 boxes being granted to you, depending on how far off you were.

Again, we can't give you "hints" for this, because it is all up to you to do.

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Phase 4: Packing Up & Shipping Out

Note: When you enter the station, please don't click the BACK button on your browser and then click the FORWARD button. This will result in a lot of "undefineds" and your actions will be logged. Don't refresh the page, either, or try to get past the timers.

As previously mentioned, in this phase, you will be using up the boxes of soda your team has fizzed in 3C. This means if 3C runs out, you'll have to go back and do that. Alright, now, everyone ready for some three dimensional tetris?

The ultimate goal is to create a perfect 4x4x4 cube of soda boxes to ship out of the factory, but if you end up having gaps here and there, your shipment can still be accepted, it just won't be 100% packed. Simply try your best. Oh, and did I mention you only have 1 minute and 30 seconds to do all of this?

You can either use your keyboard or your mouse to use the controls.

  • Blue arrows (or use the arrow keys on your keyboard) -- Nudges the block of boxes at the top in any of the four directions.
  • Red rotation block (or use the W key) -- Rotates the boxes by 90 degrees clockwise.
  • Purple rotation block (or use the E key) -- Rotates the boxes in a downward motion (if it helps, imagine that you're inserting a skewer horizontally through the block; you then hold the block and move it downwards, so it starts to rotate on the skewer).
  • Green rotation block (or use the R key) -- Rotates the boxes in an upward motion (if it helps, imagine that you're inserting a skewer horizontally through the block; you then hold the block and move it upwards, so it starts to rotate on the skewer).
  • Drop (or use the SPACE key) -- Drops the entire block of boxes onto the shipping floor.
  • Red and yellow arrows on the floor (or use the A or S keys) -- Rotates the shipping floor so you can get a 360 degree view of how you're doing.
  • Three circles on the right -- If you come across an incredibly useful block of boxes and would like to save it for later, you can do so by clicking on one of the three circles. Then when you click on it again, the active block will be switched with the one you saved.
The timer will start after you've dropped your first stack of boxes.

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Phase 5: Damage Control

Note: When you're using the mobile energy platform, please don't click the BACK button on your browser and then click the FORWARD button. Don't refresh the page, either. You can only successfully send a score every 5 minutes. If you try to get past this, it will result in errors and your actions will be logged.

Faeries 'n' Motes Kit

This is just like the game Minesweeper.

Click on a square panel to reveal what's underneath. If you get a fire mote, it will destroy the rest of the machine and it's game over, man! Colours indicate the number of fire motes on adjacent tiles. You can mark or un-mark which panels you think are hiding fire motes by using CTRL + Left Mouse Click (or ALT + Left Mouse Click, or SHIFT + Left Mouse Click, or CMD + Left Mouse Click). In the end, every panel must have been revealed or marked. Using some logic, it is possible to save the machine before 45 minutes is over.

Mobile Energy Platform

Not quite like bull's-eying womp rats back home.

Use the left and right arrow keys on your keyboard to move the platform below the core. Press the space bar to launch a ball of charged energy. Your goal is to make a line of yellow charges that connects the inner circle of the core to the outer rim (see image below). Charges will only stop if it is blocked by a square block or another charge. If your charge isn't stopped, it flies off, never to return. Very pale or dull looking charges means they're not connected to the inner circle. After every shot, the core will rotate by 90 degrees and some negative charges will appear. These absorb anything that's fired at them and cannot be removed. You only have a maximum of 50 moves before the core fails and it's game over, man!

Here's a winning scenario:

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