Scy Lives, and posts to tell about it!:

  • It's officially summer '08 now (August, specifically), and I'm just doing a quick update. I've still been getting quite a few emails from people unable to find assorted constellations. It's important to note that because everyone's night sky is different, I can't just tell you where your stars are located. If you can't find a certain constellation, try this:

    1) Get a clear plastic baggy (such as a freezer sized ziploc) and a pen (something like a Sharpie). Don't do anything silly like draw on your computer screen- if for some reason you're younger and need help, ask a parent.

    2) Find the screenshot in my guide where you were asked to find your constellation. For example, if you were looking for the Protector (the first constellation listed on FerrariHorse360's page), you'll see that darkened picture of an amulet with the actual protector constellation drawn out on it. Once you've found the image you need, hold the plastic baggy up to the screen and carefully make dots on top of each "star" to form a template of the constellation.

    3) Use that template you just made to help you identify groups of stars in your night sky that line up and form your constellation. This is great help when stars cluster together, and you're not sure exactly which star is part of the constellation and which just happen to be nearby. Remember you must get every single star in the constellation correct before it registers as correct! If you misclick, a correct constellation could still show up as "wrong". If you STILL can't get the constellation, you might be looking at the wrong set of stars, so it's worth your while to look elsewhere just in case. Sometimes groups of stars will appear to be the constellation, but just happen to be similar.

    I hope this helps people find their stars. I haven't really been on Neo much in the past... year or so, just stopping by here and there when I get a chance. I really don't have answers to many of your questions any longer, so the best thing to do is go to the forums and ask. Thanks guys!

    And if you happen to be curious, yeah, I got my masters degree in psychology in May. Horray for me!



PAGE UPDATES for 9/18/06:

  • I still like free promotion. Because of this, I'm still leaving up my shop link:






Awards and Fanart for FerrariHorse360's Plot Guide











Table of Contents (Current Steps):


(For Steps 1-19, please go here.)


(For Steps 20-35, please go here.)


(For Steps 36-45, please go here.)


  • Step 46: Activate the Protector: Part 1

  • Step 47: Activate the Protector: Part 2

  • Step 48: Find the Protector

  • Step 49: Active the Hunter: Part 1

  • Step 50: Active the Hunter: Part 2

  • Step 51: Find the Hunter

  • Step 52: Find the Spellbook

  • Step 53: It's The End!




    Another day, another constellation. Or in the case of THIS constellation, a waiting period of nearly two weeks. But after much... well, waiting... it's finally available! Your first task to activate the Protector is to head to the Altador Water Distribution Plant. I've marked it for you here, should you want to click on it from the main Altador map:



    Once you're inside, you'll see the following image:



    Well rats, can't get in yet. Not to worry though, there's more to do. You're going to want to go to the Perfectly Flat Rock Quarry next, and click on the end of the path (near the top of the picture). I've marked it for you, but you might have to use your tab key in order to find it:



    Once you've clicked, you'll come to a rather large wall. There's another hidden link on here, and I've marked it for you (it's that very faint grey square on the bottom part of the wall, though it might be hard to see through that big pink dot I put there):



    You'll come to a strange room, with an even stranger creature there. You'll also see an orb. Click on it:



    In the next image you see, you'll discover that you're unable to gain access to the orb for now:



    Next, you're going to want to head to back to the Farm. When you do, the Farmer will complain about water problems to you. If for some reason he does NOT complain to you, try returning to the Water Distribution Plant, then returning to the Farm afterwords. If you still don't get the complaint, you've missed a step, so you'll need to backtrack. Here's the complaint you should see:



    Complaining is fun! What to know what's more fun? You now have access to the Water Distribution Plant! Seems like there's a bit of a problem there though...



    Oh dear, what a mess. It's up to you now, you've got to stop the water problem! Go through the now open door, and you'll step into one of three gear rooms. This first room is the center room. There's one room to your left, and another to your right. Here are pictures of the three rooms (ignore the water you see in the rooms: it'll be different for everyone as you do this puzzle):



    *This is the center room:*


    *This is the room off to the left:*


    *This is the room off to the right:*


    While there's still some debate about how to solve this water puzzle, we're pretty sure that everyone's puzzle is different. One suggestion that's worked for quite a few people is to go about moving the levers and turning the wheels in a methodical way, until you find the right combonation for your puzzle. To start this, make sure all your levers are down, and all your wheels are straight (meaning the wheel spokes seem to make a plus sign). Go to either the left or right room first (whichever you want), and then click on the first wheel or lever you see in there. If nothing happens, put it back the way it was (click on it again), and then proceed to the next lever/wheel. If you get through all three rooms, and nothing has happened, go back to the first room you started in, and click on the lever/wheel again. However, this time you're not going to put it back the way it was. Move on to your second wheel/lever, and click it, and if nothing happens, click it again to put it back. Continue doing this, and you'll eventually uncover the proper combo. This method insures that you'll only try each combination once, and you won't waste time with all hard combos if you don't need to (easier combos are sometimes the right ones- it's random, so you'll have to keep trying until you find your correct combo). Just so we're clear, here's a quick visual for the two different positions of wheels and levers:



    You may flood Altador a few times, but if you do, the puzzle will just reset. Once you've gotten the proper combo, the following image will suddenly appear:



    Horray, you've saved the day! Return to the Wall where you saw the orb before, and click on the orb again. This time, there's a different outcome:



    Pretty! Click one of the orange circles within the orb in order to activate the constellation. When you do, you'll see this:






    The next step is the same as it always has been: go visit Finneus. Here's what he'll say to you:




    Now you're ready to go find the constellation! Whee!




    Here's the constellation you're looking for:




    The easiest way to mark this constellation is to start by connecting the four stars that make up the square. Then, connect each "corner" of the square to the star in the center. Finally, use the ADD STAR tool to highlight the last star (Star 6), before you hit the Submit button. Once you've done it correctly, you'll see this in the night sky:




    Return to the Janitor and see what he has to say about all this:




    What's this now? No more lights?! Believe it or not, he's right! Not only are there no glowing gems in the hidden link above the protector's statue, all the other glowing gems have stopped glowing! Oh no!


    An interesting thing here: all the statues are able to wear that necklace/orb that you found. To place the necklace on a statue, simply click around the statue's chest. Once the necklace is on a statue, you can go to a different statue and put the necklace on it, if you'd like. The necklace is never stuck to a statue, nor is it an item in your inventory that you can lose. This bit of information aside (because we don't know what it does yet), return to Finneus quickly and let him know about all you've found!




    Finneus mentions at this point that the archives are unlocked, and you're able to go inside. You can if you want to, but as of right now, there's not much to see or click on there (that we know of). Read the new chapter in the Book of Ages while you're here, and then visit the astronomy club. You're in for a bit of a surprise...




    Go ahead and click on the button to pull the tab...




    It's the Quiggle! How dare he! However, the Vice President suddenenly lets you know that you're not going to be the president of the astronomy club: that job, should the current president... not be who he says he is... goes to the VP!



    Having found the other 11 constellations, you're ready to find the last one: that of King Altador himself. To start, make your way up to the Observetory through the Hall of Heros as you're used to. Then go back down to the Hall of Heros. You'll see the following:




    Click on one of the three dots I've marked for you. Doesn't matter which one- like all the other constellation-type clickable dots, clicking any one will activate them all. When you do click, you'll see this:




    Now isn't that odd? There are only three glowing dots here! As we all know, a constellation must have six stars, so we're obviously missing something here! That's because the other three stars are "hidden". The next following paragraphs and pictures will help you unlock the secret to getting the full six- star constellation to glow for you! At this point though, go visit Finneus in the Altadorian Archives to tell him about what you've found so far:




    Head back to the Hall of Heros now. Click on the Janitor, and pay attention to what he says to you:




    While my smart self forgot to get the buttons under the text in that last screenie, you'll see the option avaiable to go down into the basement of Hall of Heros. Here's what that basement looks like:




    Nothing is clickable yet, but no worries- it soon will be! Head over to the Rock Quarry at this point (it's that link hidden in the trees of the lower lefthand part of the Altador map, if you don't remember). Click where I've marked for you in the following picture:




    You'll see the following screen:




    Go ahead and buy the rock for 50 NP. I've had conflicting stories on if you actually pay the 50NP or not- some people said they didn't have th neopoints taken from them, some said they did. If you're unable to get the rock, try making sure you have 50 NP onhand_______________, just in case. The rock you buy will NOT be an item in your inventory, so don't worry about misplacing it, or having it turned into sludge or whatnot. When you buy the rock, you'll see this:




    Next, return to the Hall of Heros. You have one rock right now- you'll end up getting a total of three rocks (meaning you have two more to find). Before you can continue with your rock collecting though, you MUST take your first (and only) rock back to the Basement. Once you're in the Basement (remember, you can always return there by clicking on the Janitor, and then clicking on the button that allows you into the basement), you'll see those gears again. There are nine gears total. Here's a visual, though it doesn't really do much except show you which gear is where. There's no pattern yet:




    Click on the gear marked 0. It's the first gear, and while it doesn't really matter which gear you click on, going in order means you won't miss one. Clicking on a gear will jam the rock in it. Once you've put your rock in a gear, return to the Janitor, and click on the button near him (the one with the sun on it- same button from the very start of the plot). Based on which gear your rock is in, you'll notice the ceiling of the Hall of Heros will move slightly. Return to the basement, and click on the gear with the rock in it- doing so will remove the rock. Click on another gear to put the rock in it, and then return to the Janitor, push the button, and so forth. Go through all the gears until you end up with this screen:




    When you break the gears, nothing much happens. The gears do reset when this happens, but because patterns aren't important yet, the reset gears don't matter. Thanks to vampira2000 for conferming that you MUST jam the gears with your first rock before you can continue on and get the other two rocks.


    Once you're done breaking the gears, you're going to need to head out to get your second rock. Make SURE you get your original rock back from the gears- you're going to need it! All you need to do is click on the gear holding your rock to take it back. Head back to the Rock Quarry again, and click in the spot I've marked for you:




    I'd like to point out that I drew the pink line and the very small, detailed black line is actually thanks to tabbing down the page and making the computer hilight any links it came across. To tab, click your mouse above the picture, and hit the tab key. Each time you hit the tab key, you'll be moved to a different link, so pay attention to make sure you're clicking on the link you want. It's also important to note that the link to the wall from an earlier constellation is still active- it's not the link you want, so tab over it if you see it. Oh yes, right then, back to the story. Once you've clicked where I marked, you'll see the following:




    Click on the new place I've marked for you to take that second rock while the JubJubs aren't paying attention. Before you do ANYTHING ELSE, make sure you PICK UP THE ORIGINAL ROCK YOU THREW. Look one picture back, where I was explaining about tabbing- see that outline? That's now going to be where your original first rock is! CLICK ON IT TO PICK IT BACK UP! You now have two rocks. If you are unsure if you did it right, you can always return to the basement, and click on two seperate gears- if there is a rock in each gear you clicked on, you have both so far. If not, you missed a step and need to go back.


    Now it's time to get the last rock! Head to the Altadorian Archives, and click on the Herbalism Club flier on the bulletin board (it's the paper with a leaf on it). You'll see the following:




    Click on the one button available to you, in order to keep the conversation going. You'll see this:




    Again, click on the only button available to you, and learn how to juggle! Here's what you'll see:




    I don't know if that grin is really friendly, or really scary. But no matter, you have the skills you need to get the third rock. Head back down to the Rock Quarry, and click on the green Jubjub worker. You'll see this:




    Click on the one available button in order to get the third rock needed for your juggling act. You'll see this:




    Congrats, you've not only made the green Jubjub smile with your cool juggling act, you've gotten the third and final rock! You can head back to the basement, where you'll find the gears again. Now with three rocks, you can jam each one into a seperate gear. Your goal is to get the ceiling in the Hall of Heros to close in a specific way, in order to line up the dots on the ceiling doors with the dots on the floor. Before I go into detail, here's how you want the doors to close, and also which dots will become clickable:




    Before I start on the way to get the gear combo, a huge thanks to X for actually being the one to give me the info- I found my combo randomly, and without him, I wouldn't have this method on my guide. Thanks X, you rawk!


    Using ONE rock, go gear by gear and note how each jammed gear affects the door. Sometimes the gear will affect the lefthand door- ignore all gears from here on out that do this. Other gears will affect the righthand door in one of two ways: the door will either open a little (and hide most of the righthand side of the hall) or a lot (showing you more of the righthand side of the hall). As you go gear by gear, note which three gears open the righthand door a lot. Those are the three gears that need to be jammed with the three rocks at the same time, in order to get the doors in the correct position. If the gears break (the Janitor will get mad and tell you he had to fix them), you'll have to start this process over again. Once you figure out your combo, and the door is opened properly, click on one of the dots I've marked for you on the picture above this paragraph. When you do, you'll see this:




    Great, you're halfway done with the activation process!




    Next, you simply go back to see Finneus. Here's what he'll say:




    Now you're ready to find your constellation! Off with you!




    So now, you're ready to search for the hunter. Here's a visual of what it looks like, and how it should be connected:




    One important thing to remember here, is that the diamond shape formed by Stars 1, 2, 3, and 5 are easy to mix up. Do NOT use Star 6 to form a point of the diamond- it MUST be Star 5 (the one in the CENTER of the line of stars, formed by Star 6, 5, and 4 in that order). Once you mark the stars correctly, you'll be rewared with this image:




    Horray! Head back down to the Janitor in the Hall of Heros to see what he thinks about your discovery of the last constellation:




    I agree, I want to see pretty sparkly gems! Oh well, guess we can't right now. Head over to Finneus to see what he's got to say to you (and don't forget to read the new chapter in the Book of Ages- it's a longer chapter then anything we've seen!):




    So what's with this "waiting and slowly regaining memories" thing, huh? As if we haven't done enough waiting! Oh well, we know something is happening at least! Amuse yourself now by going to the Astronomy Club, and seeing what's going on over there:




    Well, credit on a paper, and three cheers for you! You've found all twelve constellations, so now it's time to continue with the rest of the plot!



    First, take a moment to reflect. You've gotten twelve constellations. The plot is moving. Horray! All right then, enough of that, let's get moving! Start by heading back to the Book of Ages, located in Finneus' office. Go to the very last page of the book (page 53), and look at the lower righthand picture on that page. Click on the Dark Faerie's fire, as I've marked here for you:




    After doing so, return to Finneus. He'll have this to say to you:




    Your task now, will be to search in the Library of the Altadorian Archives (you know, the archives themselves) for a hidden spellbook. Remember, the link to the Library is the handel of the closed door right next to the bulletin board containing those club fliers.


    Originally, people were clicking random doors and books within the Library in an attempt to find their spellbook. However, it was discovered by a bright Neopian on the Altador Forums that there's a method to this madness- in the form of your Sleeper Constellation. Basically by doing some simple addition with the use of the coordinates of your Sleeper, you can figure out exactly which room of the Library your spellbook is in. I have documented my OWN PERSONALLY COORDINATES, so note that your numbers will be different. Just replace my numbers with your numbers, and you'll be fine. Start by viewing your Sleeper Constellation, and taking note of the coordinates of each star:




    The first number of the two in a single coordinate is the X, the second number is the Y. Because you have 6 coordinates, you're going to have six X numbers, and six Y numbers. Make two vertical lines of these numbers (make sure you don't mix anything up). You're basically setting up two addition problems in which you'll add up all the X numbers, and all the Y numbers. Here's a visual for you:




    Once you added up everything in the X row, and everything in the Y row, you'll have two large numbers. It's been brought to my attention by phee224 that you should ADD YOUR NUMBERS AS THEY ARE (meaning positive numbers stay positive, negative ones stay negative)- especially if you have both positive and negative numbers in your constellation. All my numbers were negative, and by adding them as positive, I still got the correct answer. Try both methods, and one should work out for you. Now, focus on your two large numbers. You're going to add the individual numbers that make up each number, to get a final answer. Here's a visual, because it's hard to explain but easy to look at:




    I've marked the final numbers in red. Write your numbers down of a peice of paper if you haven't already, and make sure that you don't mix up which final number goes with the X, and which goes with the Y. With that done, you're going to want to actually go into the Library itself, and click on any of the main doors in there. Once you do, you'll see a URL (or web address) that looks similar to this:




    While your URL might not be exactly the same as this, the key to look for is the section that says "arex=..." and "arcy=...". Instead of dots, you'll see some numbers (usally one or two digits), followed by letters. ONLY change the number portion of this URL- leave the letters alone! For the "arcx=", put your X number after the equals sign. For the "arcy=" put your Y number after the equals sign, and press enter. You should go to a room that looks like all the others in the Library. If you think of the library rooms as a giant grid made up of squares (with each room being one square), the room you've just entered has the X coordinate and Y coordinates you just entered in. No need to really think about the grid concept though, it's not really important. Just as long as you're in the right room.


    Once you're in the room, start methodically clicking on books in the shelves. Make sure not to miss any! Tabbing is useful here, so if that works for you, go ahead and use it. Otherwise, sweep your mouse SLOWLY over each shelf until you find a link. Click on the link to see if the book there is the spellbook. Most of the time it's not the right book, and you'll see one of these books instead:




    Just go back into the room (returning via the button under the incorrect book will take you back to the same room you were in when you clicked on it), and continue checking books. At some point, you'll click on a book and get this:




    That's your spellbook! You can type in random numbers and see what spells you cast if you'd like.



    The correct spell you're going to want to use is number 29,884. When you enter it in, you'll see this:




    Next, head to the Hall of Heros, and click on the Dark Faerie's statue. Boy, she looks evil...and now she's holding fire in her hands:




    Click around her neck, right under the necklace she's already wearing. This will put the medallion around her neck. When you do....




    Wow! You'll now get to hear the tale of how memories and history was stolen and all the like! I won't bother with a screeny of this one, as I'm sure you can identify this part yourself. Once you've heard the history, you'll be escorted to the Chambers:




    Nothing super exciting here. If you return to the Hall of Heros, you'll now notice that there's a new door on the righthand side of the room- this is the link back to the Chambers when you want to return. Click on the Janitor now, who's standing near the remains of the Dark Faerie Statue, and hear what he's got to say:




    Return to the Altadorian Archvies, and speak with Finneus once more.



    And you're done! Prizes will be coming out soon, and we're all looking forward to the Altadorian Cup that's going to be starting soon. Give yourself a pat on the back, enjoy the now glowing gems above the Statues, and await the arrival of the prizes!






    Link To Me!


    Want a link to this Altador Guide on your lookie or petpage?


    Special thanks to Solus on all the help she's given to me! Without her, I wouldn't have even noticed a plot had started!





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