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Plot Coverage: The Faeries' Ruin

Step 7 - The Plain of Peace

(You can no longer do this step.)

Head over to the ritual page.

Your Goal For This Step

Help Xandra find the next spell and help reinforce the barrier shield. You can only work on one thing at a time (i.e., you cannot start deciphering a spell and do the barrier tasks at the same time).

Directions - Spell Deciphering

Pick a spell page to work on. The ones with grey backgrounds have been solved by others already. Once you've selected a page, click on three of the large, bolded symbols near the top. Choose the symbols that appear the fewest times on the page. The correct combination of symbols will decipher the spell.

Here's a handy dandy tool to help you choose the right ones. You will need to obtain the HTML code for your book page. To do so, right-click with your mouse and, depending on your browser, select "Source," "View Source," or "View Page Source." Copy all of that code.

Enter the entire spell book page source code below:



Xandra says, "You deciphered the spell! But... hmm... no, this isn't the one I need. Keep looking, though. We'll find it sooner or later!"

Keep deciphering more spells to find the ones needed for the ritual!

Directions - Barrier Shield Reinforcement

First, pick a task. You'll be grouped with three other Neopians who are working on the other tasks (for example, if you pick suppression, you'll be paired with a Stabilizer, Container, and Guider). Be prepared to work fast on your task, because each round is timed. Your actions will contribute to your group's success or failure.

Help stabilize the remnant's energy core

Doing your job well makes things easier for the Suppressor. A stabilized core prevents a ton of energy spikes from emerging; energy spikes are a bad thing because they can cause you or your teammates to lose a turn, which could result in the group's failure.

You'll see an orb and below it, nine icons: three glowing hands, three shouting faces, and three mortars and pestles.

For the hands, click on the one that matches the colour of the glowing aura of the orb (red, green, or blue). For the shouting, click on the one that matches the size of the orb (small, medium, or large). For the mortars, click on the one that matches the shade of the orb (light, medium, or dark).

When you're done, click "Cast the spell" before the timer runs out. Sometimes, you might be knocked out, so you won't be able to do anything except wait for the timer to run out.

Here's an example of what to choose for red orbs:










Here's an example of what to choose for green orbs:










Here's an example of what to choose for blue orbs:










Help contain the remnant's energy core

Doing your job well makes things easier for the Guider. Keeping the core contained prevents it from rupturing. If you don't fix a rupturing core, your group will fail.

You want each of the six quadrants to be in the green (the range for this is 50% to 70%). Each round, your quadrant percentages will change. You want to prolong being in the green, so you should actually aim for 55% to 65% for the quadrants. If everything is around 60%, then you can just click "Cast the spells" and wait for the next round. When things are not in the green, or close to not being green, click on a hand and then click on a quadrant on the orb. The first eight hands (the ones with palms facing left and bright purple auras) will help increase the percentages. The last four hands (with upturned palms and very faded auras) will help decrease the percentages. Even if a quadrant is green, check the percentages. If it's something like 50%, you want to apply the hand that gives a stronger increase in percentage (refer to the image below). Only put hands in quadrants that need tweaking; hands that are used in the current round will not be available the next round, so try to plan ahead by not using up both of the same hands in a particular row.

When you're done, click "Cast the spells" before the timer runs out. Sometimes, you might be knocked out, so you won't be able to do anything except wait for the timer to run out.

Help guide the remnant to the barrier

Doing your job well makes things easier for everyone. Only you can lead the group to victory.

You want to push the orb up to the purple barrier. The remaining distance is displayed near the bottom of the page. To move the orb, select actions for your arms and/or legs. Click on either strong, medium, weak, or none under each limb. The action you choose will be highlighted in yellow. Try to counteract the force of the arrow on the orb (e.g., if the arrow's pointing to the left, use strong left arm, strong left leg, weak right arm, weak right leg). If the arrow's pointing down, choose something like weak left arm, strong left leg, weak right arm, strong right leg. If the arrow's slanted, pointing down and to the right, then take that to mean it's pointing to the right (so choose something like weak left arm, weak left leg, strong right arm, strong right leg). Avoid selecting strong for all limbs, or two strongs and two mediums, as you could end up pushing the orb too hard and losing a turn.

When you're done, click "Prepare to move" before the timer runs out. Sometimes, you might be knocked out, so you won't be able to do anything except wait for the timer to run out.

Note: You want to move the orb in a fairly straight path so that when you're close to the barrier, it's lined up underneath the white spot. If you're way off to the side, the orb might keep moving backward.

Help suppress the remnant's energy spikes

Doing your job well makes it easier for everyone, especially the Container and Guider, because they won't get stunned and lose a turn.

You have shields and your teammates are standing around an orb. Look to see if there are small spikes coming out of the orb. These indicate future energy spikes. Place your shields by clicking on the grey disc that will best reflect the upcoming spikes.

Never try to "save" shields by not using them at all, especially in the early rounds. If there's an energy spike, block it. In the later rounds, such as Round 12 and up, you'll only have a handful of shields left, but hopefully you'll have a good Stabilizer so you won't have to deal with lots of spikes. If you don't have enough shields, then you can debate who to save. If the core is rupturing, save the Container; if you're very, very close to 0 metres, save the Guider. Use your judgment but be quick!

When you're done, click "Lock shields in place" before the timer runs out. If you let the spikes hit someone, they'll be stunned and won't be able to do anything for one round, so it's essential that you shield the right people at the right time (don't forget to shield yourself when appropriate!).



Achievements

Fearless Deeds
Errand Spelling Errand Spelling Successfully decipher a spell and successfully complete a group task for the barrier reinforcement part. (Go to the main page for deciphering or barrier protection to see the deed earned notice.)
Cast Away! Cast Away! Visit the ritual main page while Xandra is casting the spell. You may have automatically been awarded it, so check the plot page as well.
Jack of All Stations Jack of All Stations For the barrier reinforcement part, successfully complete all four tasks (stabilize, contain, guide, suppress). If your group fails, it does not count as a successful completion. (Go to the main page for barrier protection to see the deed earned notice.)