|TheNinja-RPG Event History|
Hint: Events are intended to reward effort/merit. Bad ideas:
1. Spoil it for others
3. Seek cheap profit
4. Use brute force
5. Attempt to loophole
Want to become an event designer? Apply HERE.
Easter Egg Hunt
3 eggs from AI on map
6 eggs random chance when on map
Golden Egg - 1/10000 chance (.01% chance) anywhere from -100 to 100.
The point of this hunt was not to get lucky, but to be dedicated in your search. The Golden Egg was honestly not supposed to be found by as many people who found it, though the dedication shone through for those users who took the time with their messages to Bina, and chose to help her.
During this time, eggs were collectible and AI were let loose. The Mad Bunny started going to each village and sitting there, waiting. If users attacked, they were met with a 6-9 turn stun and death or a flee. Essentially, the only reason the Mad Bunny 'attacked' the villages was to distract users from the main point of the event, and show that the bunny was fairly out of his mind.
Egg Colors and the Significance to finding Bina
If you placed the eggs in alphabetical order, and noticed the odd spelling of "Viridian", then this puzzle was pretty simple. If you take the third letter from each in alphabetical order, you get the name "Bunny Bina". As the riddle said, reverse what is right and make my day. "Bina Bunny."
Each message to Bina needed to have 2 things. A correct list of eggs in the proper order, either original (BunnyBina) or the rearranged (leads to Bina Bunny). The most important part that many seemed to leave out was the reason to contact her. Many people did not check Bina's nindo and missed a very valuable hint because of it.
If a message didn't have these two things, it was marked down under the wrong category. If it did, it was marked under the Correct. Messages that included the order of the eggs, but no reason, or the wrong reason, were given a consolation prize.
The users who were able to finish the event with all 10 eggs, the 9 listed correctly, and the correct reason for messaging Bina were given the opportunity to take the consolation prize or fight the Mad Bunny.
The Bunny used a bloodline that gave a 100% stat copy, including generals. The Bunny also used a 'highest' offense type jutsu. Jutsu effects differed depending on rank, since the higher ranks have better jutsu available to them. To be completely honest, many users over thought this portion and looked for a 'weakness' when the only weakness it truly had was your own, since it copied your stats, offense, and bloodline.
Frosty appears at absolute zero (-27.1)
"A lucky strike is first required/Before I perish in deadly fires."
Solution: Use a fire jutsu after most likely stunning him.
He drops a Millennial Torch that absorbs the shadow element and leads you to the ghost.
"Death within the Shadows lurks/But all three messages must be heard."
Solution: Equip "Millennial Torch" to avoid Shadow-element damage, then wait for the Saint to use all three clue-containing jutsu.
"What was lost between then and now?"
Answer: Innocence (or something alike)
"What is the vice that will seal your doom?"
"What can you do to escape his clutches?"
Answer: Open to interpretation (change, save a live, etc.).
You then had to find someone that has power that exists orthogonal to the horizontal. Boreas, the North Wind, was the answer. North lies along the vertical axis. You were to PM him your answers to the riddles. The best three responses were chosen that: fit best with the original answers we decided upon, were NOT copy+pastes of the story, and were frankly creative. Responses that were copies of each other (and we saw a LOT of these) were almost immediately discarded. Keep this in mind for future events.
Alice in Wonderland
Part 1: White Rabbit/Giant Puppy
The Rabbit's clues led you through the map as coordinates. The trail went (0.0) -> (8.0) -> (8.9) -> (0.9) -> (-3.9) -> (-16.9). At (-16.9) Jounin and up had to go to (-16.0), and Chunnin and Genin had to go to (-6.15). Jounin and up faced the White Rabbit. The clue to defeating him was in his jutsu description: "unchecked by the cooling effects of his fan..." Use wind element to defeat him. Chunnin and up faced Giant Puppy. In the story, Alice throws a stick, which the puppy chases instead of mauling her. Use Pointy Stick to defeat the puppy. Jounin+ who defeated White Rabbit got Rabbit Fan. Chunnin- who defeated Giant Puppy got Magic Mushroom. The correct items, and NOTHING ELSE, was required to advance.
Part 2: Cheshire Cat
The Magic Mushroom/Rabbit Fan directed winners to 3.21, where they faced Cheshire Cat. Location messages around the Cat revealed the weakness: "you'll need some kind of light..." Use fire element to defeat the Cat. Winners received Tea Party Invitation.
Part 3: Mad Hatter
The Mad Hatter's hat reads: "In this style, 10/6" meaning the price of the hat in that particular style was 10 shillings and 6 pence. The fraction is "improper," the high digit being the numerator and the low digit being the denominator; you must keep it in this improper form. Divide the whole (10/6) by the half that is copper, or pence, i.e. 6, yielding 10/36. Add the date of the tea party - we would have accepted 5/4, 4/5, 4 - for the final answer. Any format was acceptable.
Part 4: Queen of Hearts/Alice
Winners who PMed Mad Hatter the correct answer received a reply that gave them the clue to use Shadow Blade against the Queen of Hearts. Doing so defeats the Queen, gaining you Alarm Clock with instructions to PM Alice with what you learned. Meanwhile, witnesses were qualified if they possessed Magic Mushroom, Rabbit Fan AND Tea Party Invitation. All testimonies were considered for 1/3 of the evaluation of the champions, but only qualified witnesses were considered for the Red Rose prize. 2/3 of the consideration for the final winner was based on the champions' RSVPs, and how well they reflected the meaning behind the dream.
The Great Hunt
Part 1: Coordinates
Blue Message: "Genin and Chunnin, begin on the West. Jounin, the East. Special jounin, the South. Commanders, the North."
Solution: Genin and Chunnin at (9,6), Jounin at (15,6), Special jounin at (12,9) and Commanders at (12,2).
Part 2: Weapons/Armor
News: "Youngest ninja, the enemy who will test you rides the storm. His roar, like thunder, shakes the heavens. Return his might with your own to vanquish him.
High-ranking ninja, the enemy who will test you cuts like the wind. Where he cuts once, you must cut twice, and swiftly, to survive.
Special-ranked ninja, the enemy who will test you lurks the cold deep, and his cry is even mightier than the storm-rider's. Be strong like the dragons of lore and overwhelm him with your own force to advance.
Commanders, the enemy who will test you is an enigma. No one knows what level of technique you will require to conquer her, but she is a guardian of souls. Fight in her realm and pay tribute to the lost and betrayed to destroy her."
Solution: Genin/Chunnin use Thunder Roar against Guardian of the Gates to gain Spear of Storms. Jounin use Dual Cutter against Protector of the Passes to gain Sword of Sand. Special jounin use Roaring Dragon against Dragon of the Depths to gain Scaled Shield. Commanders use Requiem of the Deceived Soul against Mistress of the Mountains to gain Haunted Helm. Equipping the rank-appropriate items allows users to defeat Fluffy Cat, Baby Dragon, Malicious Zombie and Cynical Monkey, gaining the next clues.
*Due to unexpected technical difficulties postponing the event between parts 2 and 3, rank-ups in the interim were not held against competitors, and the clue items were not required to advance.
Part 3: Scavenger Hunt
Each item found either contained a description or came with a location message that told you what direction to go in next. Continuing in that direction for a few steps led you to the next item.
To advance, each rank needed a certain quantity of four ingredients as specified on a list, which was the final item found on the scavenger trail. Having the correct items, and ONLY the correct items in the correct quantities, was the first criteria for final winners.
Part 4: Secretary
"Your party, at this time, cannot be reached,
But please do leave a message at the beep.
If you have something they might just want back,
Try some extortion and a bit of tact;
It never does hurt to have some finesse,
And a touch of wit is sure to impress;
If it works you can expect handsome pay,
But beware: failed blackmail can cut both ways."
Leave a PM with Subject: "To [whichever rank-appropriate party]" and a message blackmailing said party. After the initial screening for the appropriate items, messages were compared according to the standards hinted in the nindo:
1. Extortion ("prizes pl0x!" didn't count...)
Each rank ended up having two winners.
Through the Looking Glass
Part 1: White Queen and the Chessboard
The "strange text" used in some clues was simply mirrored text, easily deciphered when viewed in reflection.
":bɿɒod ɘmɒǫ ɘʜƚ ƨɘbiʜ ƚʜǫiƨ niɒlq ni qɒm ɘʜƚ nO
.ɿuoʇ nmuloɔ ƨi ʜƚɿoИ ,woɿ qoƚ ƚƨɒl ɘʜƚ nI
- owƚ woɿ ni ƚɿɒƚƨ ,won biov ɘʜƚ moɿʇ nwoᗡ
.uoy ƨƚiɒwɒ nɘɘuỌ ɘʜƚ ,ƨʞnɒɿ ɘʜƚ ʜǫuoɿʜƚ ɘɔnɒvbA"
Solution: the "chessboard" on which the tasks took place was literally layered over the travel map. The square with the "N" for North was row 8, column 4. Using that as the reference point, moving down to row 2 took you to (12,8). The location message instructed you to advance to (12,7), or row 3.
Part 2: Jumping the Train
"Six brooks divide this board from North to South; hop the train to fourth at the third brook's mouth. Each path's a brook, but not the first or last; the middle columns are the brooks to pass."
Solution: the six brooks are the middle six columns. Move to column 3, or (11,7).
"You have hopped the train. Take a free ride to rank five. Elite ninja and above should hop out the left. Everyone else, the right."
Solution: Jounin and above moved North by 2 and West by 1. Chunnin and below moved North by 2 and East by 1. Both ranks received a Crow Puppet, which offered 100% chance stun for 1 round and was simply meant to be an aid in fighting AI when you had to pull your punches to see their clues.
Part 3: Tweedledum and Tweedledee
These AI were easy to beat; most players could one-hit them. The trick was a) waiting until they summoned and both AI gave their clues, and b) only fighting the AI intended for your rank, to get the correct item.
Part 4: Red Knight
The AI's jutsu were all about how he was missing a leg and balancing awkwardly. His weakness was Leg Sweep. He dropped the Knave's Roster, which contained the riddle for the next part.
Part 5: Knave of Hearts
",ɘnil bɘlʇʇuʜƨ ni bnɒƚƨ ƨɘimɿɒ yM
...ɘnim ɘɿɒ ƨbnɒʜ ƚɒʜw ƚƨil uoy nɒɔ woИ
,ɘliʇ ɘlǫniƨ ni bnɒ ƚʜǫiɒɿƚƧ ƚɿɒƚƨ ll'ɘW
- bliW ɘlbbim ɒ ʜƚiw nɘT oƚ xiƧ
,lɘwɘႱ ɒ ǫniƨƨim ,ɘƨuoH ƨ'ǫniʞ ɘʜƚ woИ
- ƨlooʇ bɘlɘwɘႱ :ƨowT owƚ no ǫnibnɒƚƧ
,bniʞ nɘbɿɒǫ ɘʜƚ ,ʞɔɒld ni ɘviʇ nɘʜT
- bɘnǫilɒ ,ɘɿoʇɘd ƨɒ ƨɿɘdmun ɘmɒƧ
,buoɿq bnɒ ɘlǫniƧ ,ƨǫnildiƨ ɘviʇ ƚxɘИ
- ƨbuolɔ ʇo owƚ bnɒ nǫiƨ ʜɔɒɘ ʇo ɘnO
,niɒʜɔ ɘldiɔnivni ɿiɘʜƚ ni ,nɘʜT
.ƨnǫiɘɿ ƨƚɿɒɘʜ bɘɿ ʇo ɘƨuoH lɒyoЯ ɘʜT"
1. Straight (6, 7, Wild , 9, 10)
2. House of Kings (spades, hearts, clubs) over two Twos (diamonds)
3. Straight Flush (spades) (6, 7, Wild , 9, 10)
4. 5 Aces (one of each suit and two aces of clubs)
5. Royal Flush (hearts)
Correct answers gained Vorpal Sword.
Part 6: Jabberwocky
The description in the Vorpal Sword hinted that Jabberwocky must be given the chance to summon twice before you killed it. Each summon gave another clue. Jabberwocky's weakness was the Vorpal Sword. It dropped Jabberwocky's Tail with RSVP instructions. Those who RSVP'd and had passed the Knave's test were the finalists.
Part 7: Mad Hatter
Champions who had the correct items (for their rank), and ONLY the correct items, were given VIP Invitations, which asked questions based on the main themes of the story/event. This was a free response. The best answer would be the winner of the event.
Meanwhile, the "guests," comprised of the other finalists in addition to two players chosen by the champions, were given a different question. The best two answers from the guests, in addition to whoever took second place, received secondary prizes.
Friday the 13th (mini event)
Mister Thirteen, a psychotic serial killer rabbit, went around to each village for a time. Despite the occasion being a notable date, the event in fact lasted a bit longer than 24 hours, to compensate for the downtime in-between logins (since the character had to be piloted by a real person the entire time). Defeating Mister Thirteen awarded players the Haunted Chainsaw, a handy little weapon with a fun description.
Mister Thirteen's nindo contained all the clues required to defeat him:
Mmm, it's Friday.
Come out and play?
Villages, kindly wait your turn.
Chainsaws are fun.
Would you like one?
Then come and get it...watch, and learn.
The more, the better,
So work together.
Can't hurt me, but I'll drown and burn.
Call, and fail, but polite, I'll wait.
Succeed, and we can start the game.
But if you bore me on your own,
I'll see to it you die alone.
Solution: Use water and fire jutsu to damage Mister Thirteen. Mister Thirteen always attacks using chakra as long as someone is trying to call for help, even if they fail. If they succeed and get a friend to join, Mister Thirteen will use normal attacks and damage the player who is stronger, or has been in the battle the longest. Since there was a maximum of three players against Mister Thirteen at any given time, each player was only allowed to successfully call for help once before Mister Thirteen killed them. Most players had to organize multiple tag-teams to successfully defeat Mister Thirteen. It did not matter if a player died in the attempt; if their team defeated Mister Thirteen, they got the item. The main point of the event was teamwork, and choices and restraint as appropriate in combat.
A list of the winners is in Mister Thirteen's nindo. Those who are struck out as "lost to greed" lost their prizes for attempting to accomplish the feat twice, thereby stealing time and opportunity away from other players who had not yet won.
Happy Halloween (mini event)
"You say map, I say maze -
A little mayhem for the day;
Step outside, run or hide -
Come join our festive fun and fright;
Haunted parks, labyrinths dark -
The wicked reign in TNR;
Evil creeps, chaos sprees -
Enjoy, and Happy Hallow's Eve!"
Five AI were sent everywhere on TNR. Traveling on any coordinate risked running into one of the AI. Defeating any of the AI awarded Candy Bars, which healed a percentage of health. Their names and weaknesses, respectively, were:
Witch, Water (I'm meeellltiiinnnggg!)
Zombie, Fire (burn, zombies, burn)
Vampire, Shadow (cover up that sparkly white chest already)
Werewolf, Metal (silver bullets and such)
Ghost, Wind (blow them away)
The News post alerted couples that they had to be in the same village to participate. Outlaws were to use the location of the Forbidden Peak as their "village" coordinates throughout the event.
Part 1: Combat
Anteros' nindo listed the weaknesses for each AI (one per village):
"Dissent has a conflicted heart. Its chest is fragile and easily shattered." (Solution: Rib Shot)
"Disharmony is a ghostly thief, and flees the soldiers of spirit." (Solution: Phantom Soldiers)
"Doubt pretends to be true, but its disguise is easily distorted by a blaze of certainty." (Solution: Distortion Flame)
"Disagreement often seems complicated, but a single targeted strike is enough." (Solution: Senbon Strike)
"Discontent appears formidable, but falls to a gentle cut." (Solution: Frail Slash)
"Detachment thrives in stillness. Slice through its spell cleanly, as wind through debris." (Solution: Wind Slicer)
"Dishonesty has many elements, but can be brought down by a single blow." (Solution: Elemental Thrust)
Couples had to team up to defeat their AI on Day 1 to win the Red Ribbon, then team up to defeat a second AI on Day 2 (they were rotated around the villages) to win the White Ribbon. So, ultimately, each couple only had to figure out two weaknesses to advance.
Part 2: Unity
The teammate wearing the White Ribbon was able to defeat Forget, and pick up a Silver Scroll. The teammate wearing the Red Ribbon was able to defeat Fade, and pick up a Gold scroll. Each scroll had HALF of a set of eight questions with instructions.
Individually, the rhyme scheme was just [AAAAAAAA] and [BBBBBBBB], but by alternating lines the rhyme scheme became [ABABABABABABABAB] and formed the entirety of the questions. Additional hints were embedded in the grammar and content structure of the "separate" poems; basically, it would never entirely make sense when read straight through, unless alternated line by line. The final result should have been:
"Bumps will await on the smoothest of roads,
But now, impress me with your harmony.
The number who answer will quickly grow,
But send your two answers in unity.
Think of my questions, the meaning they hold;
With your colors give me one reply each.
What of your other do you like the most?
What of your other do you like the least?
Are you better together, than alone?
And how different would you rather they be?
What envy do you feel, that they don't know?
What flaw in them do you most often see?
Do you both know these answers, yet stay close?
Or is there something that could make you leave?
Remember, they're only parts of a whole -
Understand the questions; answer wisely."
After this, just about any answer was acceptable as long as it followed a few basic regulations:
1. One set of answers had to be sent from EACH teammate.
2. The two PMs had to be sent together, time-wise (obviously, within reason; allowances were made if the difference was literally a matter of seconds, and someone else squeezed a PM into that lapse...).
3. The answers had to be some bare minimum of meaningful. Some people just blatantly used their main and alt to talk about themselves, or picked random nonsense that had no significance whatsoever (e.g. "I wish they were Chuunin")... it had to pertain to SOME resemblance of a real relationship between the two partners.
4. The answers could not be copies of each other, in part or whole. Copy-pasting your partner's answer with one or two minor variations did NOT count.
5. Omitting any one of the eight questions automatically disqualified an answer. Even if it's just a yes/no response without explanation, it still has to be there to confirm that you understood what was being asked of you.
Part 3: Combat
"Five rounds you'll have to prove your worth
A very special prize to earn.
First one must try to keep me trapped -
The other, make the damage stack;
Next, call on nature to attack -
Use opposites, as they attract;
Third, one should continue to strike -
The other, heal to buy some time;
Fourth, now fight with the roles reversed -
Giving each time to ease their hurts;
Lastly, united you must be -
End the battle with one technique;
But fight creative, and fight smart -
And always try to stand apart;
Keep in mind, your competitors to best,
That you must impress me more than the rest."
Solution: (Stun/Residual + opposite elements + attack/Heal + Heal/attack + same technique) were the bare minimum. If at any point this order was not followed, Anteros killed both players.
Creativity, strategy and overall uniqueness determined the point distribution for the other rounds in battle. There were a total of 10 rounds, including the round in which Anteros fled, for players to do something clever and outstanding.
Part 1: Assemble
News that the Pyre was uncovered mentioned a Tomb Raider who stole a clue to the site's location. The Tomb Raider was in the Mountains - specifically, location (16.6). This just required some exploration around TNR's map to solve. Once you found Tomb Raider, it was just a matter of waiting (and not killing his weak AI) until he fled. The flee jutsu came with a torn image of TNR's map which, reassembled, showed the location of the Pyre (12.2).
Part 2: Comradeship
Around the Pyre's location, you had to battle the four Minor Guardians for Light items. The description on the Light items gave instructions to carry one, and only one (NOT one per account...), before advancing to the next stage. The "Winds" reference in the News revealed that the Minor Guardians used more advanced variations of common jutsu. You just had to compare the description of the Minor Guardians' attacks to low-level Normal jutsu that were similar, and use the latter to defeat the corresponding Minor Guardian.
Once you defeated the Minor Guardian, you could move to (12.2), where a location message led you to Sancus, the Primordial Guardian. Sancus' nindo instructed players to form teams of four, each with one different Light, to advance. All teams were checked for double-entries (including alts), correct items, and correct members (i.e. all four members had to PM Sancus the same team). Passing teams had their Light items replaced with Star weapons.
Once the Major Guardians appeared, teams had to split up to fight them. The "Guardians" reference in the News revealed that anyone attempting to challenge the Major Guardians who did not pass with an acceptable team would be killed instantly. One teammate had to help another at all times to beat their corresponding Guardian.
Matching the cardinal directions they represented, each Guardian was weak to one Star. As long as the helping teammate debuffed, attacked themselves, or weakened themselves in some way, the Guardian would attack that player, leaving the Star-holder free to attack. The key point here was that the helping teammate had to be willing to sacrifice themselves for their partner. Once the helping teammate died, the Star-holder received that Guardian's special question, and the Guardian fled.
Part 3: Pyre
Teams that defeated all four Guardians had to combine their four questions and ask Sancus the one combined question. Each team member with the correct questions received a reply offering two choices:
1. Sacrifice themselves for a teammate to advance.
2. Sacrifice two teammates to advance.
As a result, only two players could advance from each team. The two players, depending on which path they chose, received one of two clues.
1. Chosen's Script:
Your teamwork triumphed; your friendship is strong.
Now you can fight with the help of that bond.
Face Sancus together, with this advice;
Since you are two, you may try to win twice.
First, one should weaken, to draw his attack;
The other, inflict damage that will last.
Then, while the first heals to recover ground,
The second should strengthen for the third round.
With boosted power, the second should strike,
While the first attempts the Guardian to bind.
Fourth round, complement your teammate's technique;
Demonstrate your creative harmony.
With one last round to show, it's up to you;
Clever choices will give your team a boost.
2. Betrayer's Script:
You've proven your resolve, but lost your friends;
So here is where your teamwork ends.
You must face the Guardian now on your own;
These are the rules to fight alone:
Since you are one, you have only one try;
One mistake, and upon the Pyre you'll die.
Your six techniques must be ranked by your mastery,
One through six: low through high; remember these.
When Sancus strikes, predict how long you'll last;
The sum of your moves, when the battle's passed,
Must equal three times the rounds. And be wise,
For you must never use the same move twice.
Or, if you trust your strength and luck within,
Ignore the rules, just fight, and try to win.
Different possibilities depending on Sancus' attack, which was determined randomly.
1. Pick six jutsu ranked 1-6 by experience (low-high).
2. Predict how many rounds you will last based on Sancus' first attack. Sancus uses the same percentage-based attack throughout the battle.
3. Coordinate your attacks so that by the end of the round, 3 x the number of rounds = sum of the ranks of the jutsu you used.
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