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	<id>http://www.atitd.org/wiki/t4w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ankhanet</id>
	<title>A Tale in the Desert - User contributions [en]</title>
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	<updated>2026-05-31T06:49:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Test_of_the_Venery&amp;diff=80596</id>
		<title>Test of the Venery</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Test_of_the_Venery&amp;diff=80596"/>
		<updated>2009-04-11T18:23:30Z</updated>

		<summary type="html">&lt;p&gt;Ankhanet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{T3}}&lt;br /&gt;
&lt;br /&gt;
'''Needs More information on specifics of clues, hints and lockboxes, this guide was taken from T3, please update and make an Atlas page for locations and someone that is good with wiki, please feel free to change my horrible layout''' &lt;br /&gt;
&lt;br /&gt;
The Test of the Venery challenges you to create a puzzle that can potentially cover a large portion of land. Veneries consist of a series of lockboxes scattered across the land, each containing a key that leads to another lockbox and a clue that will lead to this next lockbox. A simple venery will play as a single chain between lockboxes. More complex veneries can exist, that have multiple chains going on at once.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
* Make an [[Cut Gems#Eyelet|Eyelet cut Amethyst]] (Optional)&lt;br /&gt;
* Make an [[Cut Gems#Eyelet|Eyelet cut Lapis]] (Optional)&lt;br /&gt;
* Make an [[Cut Gems#Eyelet|Eyelet cut Turquoise]] (Optional)&lt;br /&gt;
* Make an [[Cut Gems#Eyelet|Eyelet cut Garnet]] (Optional)&lt;br /&gt;
* Make a [[#Simple Lockbox]]&lt;br /&gt;
* Make [[Papyrus Paper]]&lt;br /&gt;
* Build a [[Venery Gathering Point]]&lt;br /&gt;
* Install at least 7 Lockboxes&lt;br /&gt;
* Open your Venery&lt;br /&gt;
* Tear down your Venery Gathering point OR&lt;br /&gt;
** Have 7 judges run and rate your Venery&lt;br /&gt;
** Design rated Good by most judges &lt;br /&gt;
*All of the above OR complete three recent winning veneries&lt;br /&gt;
&lt;br /&gt;
=== Demonstrate the Principle ===&lt;br /&gt;
* 49 [[requires::Gold Wire]]&lt;br /&gt;
* 49 [[requires::Small Gears]]&lt;br /&gt;
* 98 [[requires::Fine Glass Rods]]&lt;br /&gt;
* 98 [[requires::Copper]]&lt;br /&gt;
* 49 [[Cut Gems|Eyelet cut Amethyst]]&lt;br /&gt;
* 49 [[Cut Gems|Eyelet cut Garnet]]&lt;br /&gt;
* 49 [[Cut Gems|Eyelet cut Lapis]]&lt;br /&gt;
* 49 [[Cut Gems|Eyelet cut Turquoise]]&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
A Venery consists of a Venery Gathering Point and at least 7 lockboxes placed around the land.&lt;br /&gt;
&lt;br /&gt;
===Venery Gathering Point===&lt;br /&gt;
&lt;br /&gt;
Built in a [[Small Construction Site]] (1 Canvas, 4 Rope).&lt;br /&gt;
&lt;br /&gt;
* 100 [[Boards]]&lt;br /&gt;
* 250 [[Papyrus Paper]]&lt;br /&gt;
&lt;br /&gt;
===Simple Lockbox===&lt;br /&gt;
&lt;br /&gt;
Made in a [[Forges|Forge]] (2 minutes to cool)&lt;br /&gt;
&lt;br /&gt;
* 1 [[Gold Wire]]&lt;br /&gt;
* 2 [[Small Gears]]&lt;br /&gt;
* 1 [[Fine Glass Rod]]&lt;br /&gt;
* 1 [[Copper]]&lt;br /&gt;
* 1 [[Cut Gems#Eyelet|Cut Amethyst:Eyelet]]&lt;br /&gt;
* 1 [[Cut Gems#Eyelet|Cut Lapis:Eyelet]]&lt;br /&gt;
* 1 [[Cut Gems#Eyelet|Cut Turquoise:Eyelet]]&lt;br /&gt;
* 1 [[Cut Gems#Eyelet|Cut Garnet:Eyelet]] &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Designing a Venery==&lt;br /&gt;
*Hints are on the &amp;quot;exterior&amp;quot; of the lockbox, and will appear if, and only if, the lock box requires a key and the player does not yet have that key. &lt;br /&gt;
*Clues are on the &amp;quot;inside&amp;quot; of the lockbox, and will appear if no key is required, or once the player has all of the required keys. &lt;br /&gt;
&lt;br /&gt;
Puzzles like the Venery are subjective: what one person finds challenging and fun, another might find infuriating. You can't please all of the players all of the time, but there are a few tips you can follow to make your puzzle as entertaining as possible.&lt;br /&gt;
&lt;br /&gt;
Every Venery Tells A Story&lt;br /&gt;
A venery should be more than just a random series of locations and objects. It should tell a story, with each location revealing a little more of the tale. It adds depth to your puzzle, and gives the player additional motivation to keep playing.&lt;br /&gt;
&lt;br /&gt;
You don't need to write a novel: just decide on a simple storyline, and let that guide the development of a puzzle. Is the player trying to find a lost camel? Is he on the trail of the man who stole his gem collection? Is she following a map to some elusive treasure? Are they touring exciting landmarks across the face of Egypt?&lt;br /&gt;
&lt;br /&gt;
You decide!&lt;br /&gt;
&lt;br /&gt;
Location, Location, Location!&lt;br /&gt;
When selecting objects for your lockbox locations, try to choose distinctive sites. Unique landmarks such as a particular sculpture, or the only deep well for 200 coords would be excellent choices. One single apiary in a field of 4 dozen would be an awful choice.&lt;br /&gt;
&lt;br /&gt;
Once your player finds your lockbox location, there should be no doubt in their mind that this is the place!&lt;br /&gt;
&lt;br /&gt;
This doesn't mean that you can't use common, everyday objects in your puzzles. It just means that you'll have to be careful to guide the player to the target you've chosen, rather than having them run willy-nilly across Egypt.&lt;br /&gt;
&lt;br /&gt;
Clues Blues&lt;br /&gt;
No matter what form your venery takes, the clues you write will make or break your puzzle. The trick to writing good clues is to give the player just enough information to figure out the target, without telling them the answer. Designing good clues is a puzzle of its own!&lt;br /&gt;
&lt;br /&gt;
Here are some ideas to get you started.&lt;br /&gt;
&lt;br /&gt;
Hint, but don't tell. Rather than telling the player to simply &amp;quot;go east&amp;quot;, find a way to subtly guide them in that direction. The sun rises in the east, so you could tell the player to &amp;quot;journey in the direction of the rising sun&amp;quot;. Nowhere do you say the word &amp;quot;east&amp;quot;, but the clever player will figure it out. (The less clever players will ask for help.)&lt;br /&gt;
&lt;br /&gt;
Be colorful. Let's say that, in your venery's story, you tell the tale of the Lost Queen Pleocatra, and have the players follow her wanderings through the desert. Why not wrap your hints into the story? &amp;quot;Pleocatra grew thirsty. After a moment's wandering to the north, she found a lone Royal Cactus, and judging that it must be fit for one of her royal upbringing, she drank the sap straight from the trunk.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In this paragraph, you've given the player clear directions to &amp;quot;go north a short distance until you find a single Royal Cactus&amp;quot;, and you've furthered the tale of your venery, all in one shot.&lt;br /&gt;
&lt;br /&gt;
Feel free to add colorful details to your clues: the venery is as much story as it is puzzle.&lt;br /&gt;
&lt;br /&gt;
Play with the puzzle. You can have fun with your clues by rhyming, telling riddles, even inserting puzzles of your own in the venery clues. The more unusual your venery, the more people will be drawn to it, and the higher a rating you are likely to receive. Don't be afraid to bend the rules and try new things!&lt;br /&gt;
&lt;br /&gt;
How about a venery done entirely in song lyrics?&lt;br /&gt;
&lt;br /&gt;
    Sweet desert rose&lt;br /&gt;
    This memory of Eden haunts us all&lt;br /&gt;
    This desert flower&lt;br /&gt;
    This rare perfume, is the sweet intoxication of her love&lt;br /&gt;
    (with the next lockbox on a nearby sea lily)&lt;br /&gt;
&lt;br /&gt;
...Or a venery that uses word games?&lt;br /&gt;
&lt;br /&gt;
    You'll find your next clue in the public works compound. All you have to do is take out the trash:&lt;br /&gt;
    BTORAXKISLHN&lt;br /&gt;
    (remove the letters T-R-A-S-H from the above, and you're left with &amp;quot;box kiln&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
...Or a venery where all the lockboxes are attached to players? Let the manhunt begin!&lt;br /&gt;
&lt;br /&gt;
Now that you've got some ideas to play with, let's see some top notch veneries! &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Taken from T3, and modified a bit&lt;br /&gt;
&lt;br /&gt;
== Venery Locations ==&lt;br /&gt;
* Green for recognized (passed) puzzles (use &amp;quot;Gr&amp;quot; prefix on pin)&lt;br /&gt;
* Red for unrecognized (unpassed) puzzles (use &amp;quot;Rd&amp;quot; prefix on pin)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;googlemap lat=1010 lon=0 zoom=1 width=512 height=512&lt;br /&gt;
icon=&amp;quot;http://www.divineu.com/markers/marker.png&amp;quot; icons=&amp;quot;http://www.divineu.com/markers/marker{label}.png&amp;quot; iconsize=&amp;quot;32x32&amp;quot; iconanchor'&amp;quot;9x32&amp;quot; iconlabels=&amp;quot;A,B,C,D,E,F,G,H,I,J,K,L,M,N,O,P,Q,R,S,T,U,V,W,X,Y,Z,0,1,2,3,4,5,6,7,8,9, Ball,Cir,Dot,DP,Pin,PP,bee,beetle,camel,cobra,drink,fire,fish,flower,GH,grape,plus,pyramid,sheep,tick, Ag,Al,An,Au,Co,Cu,Fe,Go,Ir,Le,Li,Ma,Mg,Pb,Pl,Pt,Sb,Si,Sn,Sr,St,Ti,Tn,Tu,W,Zi,Zn&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(GrS) 839, -3638&lt;br /&gt;
Meroe&lt;br /&gt;
By Malard&lt;br /&gt;
North East of CS&lt;br /&gt;
&lt;br /&gt;
(RdS) 786, -757&lt;br /&gt;
Saqqarah&lt;br /&gt;
By Fryoj&lt;br /&gt;
East of CS(by Essence of Harmony)&lt;br /&gt;
&lt;br /&gt;
(RdS) 1376, 1725&lt;br /&gt;
Shabbat Ab&lt;br /&gt;
By: Ping&lt;br /&gt;
Just South of CS along the Road&lt;br /&gt;
&lt;br /&gt;
(RdS) 1471, 1996&lt;br /&gt;
Shabbat Ab&lt;br /&gt;
By: McArine&lt;br /&gt;
Close to UArch&lt;br /&gt;
&lt;br /&gt;
(RdS) 1389, 1744&lt;br /&gt;
Shabbat Ab&lt;br /&gt;
By: Ankhanet&lt;br /&gt;
Just south of CS, by EoH&lt;br /&gt;
&lt;br /&gt;
(RdS) -1533, 2519&lt;br /&gt;
Nomads Paradise&lt;br /&gt;
By: Voyna&lt;br /&gt;
Just Across road from S Thought&lt;br /&gt;
&lt;br /&gt;
(RdS) 834, -3630&lt;br /&gt;
Meroe&lt;br /&gt;
By: Elfus&lt;br /&gt;
Just between 2 beetle sculptures, near the breezeaway&lt;br /&gt;
&lt;br /&gt;
(RdS) 4295, -614&lt;br /&gt;
Falcon's Bay&lt;br /&gt;
By: Nissim&lt;br /&gt;
On the road just North from the cs&lt;br /&gt;
&lt;br /&gt;
(RdS) 4299, -1174&lt;br /&gt;
Falcon's Bay&lt;br /&gt;
By: Jacen&lt;br /&gt;
North of UThought&lt;br /&gt;
&lt;br /&gt;
(GrS) 594, -6151&lt;br /&gt;
Queen's Retreat&lt;br /&gt;
By: Dreasimy&lt;br /&gt;
Just north across the road from Chariot&lt;br /&gt;
&lt;br /&gt;
(RdS) 1034, 6977&lt;br /&gt;
Adn&lt;br /&gt;
By: hilly&lt;br /&gt;
North from the cs &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/googlemap&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Region !! Coordinates !! Designer !! Passed !! Title !! Remarks !! About&lt;br /&gt;
|-&lt;br /&gt;
| Falcon's Bay || 4295, -614 || Nissim || No || Science-Fiction at Falcon's Bay|| in English et aussi en Francais || On the road just North from the cs&lt;br /&gt;
|-&lt;br /&gt;
| Falcon's Bay || 4299, -1174 || Jacen || No || How I get maried || in French and soon in English || North of UThought&lt;br /&gt;
|- &lt;br /&gt;
| Saqqarah || 783, -756 || Fryoj || No || Saqqarah Uni-Run Venery/FAQ || East of CS(by Essence of Harmony) ||&lt;br /&gt;
|-&lt;br /&gt;
| Shabbat Ab || 1376, 1725 || Ping || No || Felix and the Fatestone II: Electric Boogaloo || Just south of the CS (along the road) ||&lt;br /&gt;
|-&lt;br /&gt;
| Shabbat Ab || 1471, 1996 || McArine || No || A course in matn. || Close to UArch ||&lt;br /&gt;
|-&lt;br /&gt;
| Shabbat Ab || 1389, 1744 || Ankhanet || No || The death of Bahita || South of CS by the EoH ||&lt;br /&gt;
|-&lt;br /&gt;
| Nomads Paradise || -1533, 2519 || Voyna || No || A tale begins (Une histoire commence) || Across road from S Thouhgt ||&lt;br /&gt;
|-&lt;br /&gt;
| Meroe || 809, -3651 || Katezinha || No || The Scatterbrained Oracle || Just West of CS ||&lt;br /&gt;
|-&lt;br /&gt;
| Meroe || 834, -3630 || Elfus || No || Marr the Vampire || Just between 2 beetle sculptures, near the breezeaway || Basic, short story, easy venery&lt;br /&gt;
|- &lt;br /&gt;
| Queen's Retreat || 594, -6151 || Dreasimy || '''Yes''' || The PATH-OPENER, Keeper of the Names || Just north of the CS, across the road, in front of the Mentor Shrine in front of the Breezeway || 15 - 30 minutes, 230 coord max travel from start&lt;br /&gt;
|-&lt;br /&gt;
| Meroe || 839, -3638 || Malard || '''Yes''' || Path of Discovery || A short journey around the landmarks of Meroe || Next to Essence of Harmony and 7 Cubit Obelisk&lt;br /&gt;
|-&lt;br /&gt;
| Adn || 1034 6977 || hilly || No || Hilly's Families move || English (revamped) || North of CS but close&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recent winning Veneries ==&lt;br /&gt;
&lt;br /&gt;
[[Recognized Puzzles#Veneries|Semi-automatic Recognized Puzzles list]]&lt;/div&gt;</summary>
		<author><name>Ankhanet</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=40016</id>
		<title>Nomads' Paradise/Obelisk Queue</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=40016"/>
		<updated>2009-01-28T18:49:19Z</updated>

		<summary type="html">&lt;p&gt;Ankhanet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By consensus in region chat, we are setting up an obelisk queue.  Due to how long the delay is this time, the following guidelines are used:&lt;br /&gt;
&lt;br /&gt;
1. The first obelisk begins at 8 cubits so that people who only want the principle can do the 7-cubit one without concern.  [[Obelisk Construction]]&lt;br /&gt;
&lt;br /&gt;
2. Persons earlier in the queue are expected to help persons later in the queue with resources, so as to even out the cost to some degree.&lt;br /&gt;
&lt;br /&gt;
3. Please do not sign up for the queue unless you have the technology and are signed up, or are sure you will be before your turn comes up.&lt;br /&gt;
&lt;br /&gt;
4. If you are unavailable to place your obelisk when your turn comes up, the person after you will go instead and you will be moved down one place.&lt;br /&gt;
&lt;br /&gt;
5. When you build your obelisk, please place a timer on the page [http://armeagle.atitd.org/timer.php Timer Script] so people know how long they need to wait.&lt;br /&gt;
&lt;br /&gt;
== Completed ==&lt;br /&gt;
* Zerda: 17 cubit (Rebuilt after queue was jumped by a non-resident)&lt;br /&gt;
* Kathy: 18 cubit&lt;br /&gt;
* GiausBaltar: 19 cubit&lt;br /&gt;
* Mrkipodi 20 cubit build&lt;br /&gt;
* Tilds 21 cubit built&lt;br /&gt;
* Rasi 28 cubit built (Rebuilt after queue was jumped by a non-resident)&lt;br /&gt;
* DaSwish (29 cubit built)&lt;br /&gt;
* Mentit (built 53 cubits after queue was jumped by a non-resident)&lt;br /&gt;
* Inchristgirl: 54 cubits built&lt;br /&gt;
* Salrilk : 55 cubits built&lt;br /&gt;
* PetruxII - 56 Cubit built&lt;br /&gt;
* Till - 57 cubit built&lt;br /&gt;
* WilliamRoberts - 58 cubit built&lt;br /&gt;
* Kharazhi 59 cubit built&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
# Ankhanet 60 cubit built&lt;br /&gt;
# Faye (I've been very sick and can't sit at the computer for long periods of time. Feel free to skip me if I haven't been online for a while.)&lt;br /&gt;
# Aziza(Has skill working 62 cubit mats)&lt;br /&gt;
# Basileus (Skill and Mats for 42 cubits)&lt;br /&gt;
# No1 (Has skill -- has mats for 65 cubits)&lt;br /&gt;
# zara (Has skill) (Was deleted by mistake from the list at 21:29, 9 January 2009)&lt;br /&gt;
# Roah (Was deleted by mistake from the list at 21:29, 9 January 2009)&lt;br /&gt;
# Alvik (has skill)&lt;br /&gt;
# Katblah (Has Skill and mats for 71 - except linen as at 27/01/09)&lt;br /&gt;
# Peptide (Has skill) Update 29/Jan - On track to have all Mats by the weekend.&lt;br /&gt;
# MadAlchemist (has skill and mats for 45 cubits and counting...)&lt;br /&gt;
# Zaarain (have mats for 70+)&lt;br /&gt;
# Machina (has skill and Mats for 70 cubits)&lt;br /&gt;
# Xaio (has skill and mats)&lt;br /&gt;
# Rathnar (Has Skill, working on mats for a 43 cubits)&lt;br /&gt;
# Tibo (Has Skill)&lt;br /&gt;
# QuickHands (Has Skill and mats)&lt;br /&gt;
# Ikuu (Has Skill and mats for 60ish, working on mats for 85 cubit)&lt;br /&gt;
# anavlis (has skill)&lt;br /&gt;
# Bogas (Has Skill, Working on mats.)&lt;br /&gt;
# Ashurabi (Has Skill, Getting Mats)&lt;br /&gt;
&lt;br /&gt;
* Ikerou ON HOLD(has skill and all mats)(ikerou did'nt played in many days, was delaying obe list, contact us when ur back (Excalibur))&lt;br /&gt;
&lt;br /&gt;
==Want to do the test - no skill yet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Trusin&lt;br /&gt;
# IforpRedNoel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cut Stone Obelisk Queue==&lt;br /&gt;
#Elfus &lt;br /&gt;
#PetruxII&lt;br /&gt;
#Xaio&lt;br /&gt;
#QuickHands&lt;br /&gt;
# No1&lt;br /&gt;
# zara&lt;br /&gt;
# Excalibur&lt;br /&gt;
#Mariamom&lt;br /&gt;
#Peptide&lt;br /&gt;
#Kat_blah&lt;br /&gt;
# akc2&lt;br /&gt;
# Atrayou&lt;br /&gt;
# Merrywynd&lt;/div&gt;</summary>
		<author><name>Ankhanet</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=39378</id>
		<title>Nomads' Paradise/Obelisk Queue</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=39378"/>
		<updated>2009-01-27T13:20:52Z</updated>

		<summary type="html">&lt;p&gt;Ankhanet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By consensus in region chat, we are setting up an obelisk queue.  Due to how long the delay is this time, the following guidelines are used:&lt;br /&gt;
&lt;br /&gt;
1. The first obelisk begins at 8 cubits so that people who only want the principle can do the 7-cubit one without concern.  [[Obelisk Construction]]&lt;br /&gt;
&lt;br /&gt;
2. Persons earlier in the queue are expected to help persons later in the queue with resources, so as to even out the cost to some degree.&lt;br /&gt;
&lt;br /&gt;
3. Please do not sign up for the queue unless you have the technology and are signed up, or are sure you will be before your turn comes up.&lt;br /&gt;
&lt;br /&gt;
4. If you are unavailable to place your obelisk when your turn comes up, the person after you will go instead and you will be moved down one place.&lt;br /&gt;
&lt;br /&gt;
5. When you build your obelisk, please place a timer on the page [http://armeagle.atitd.org/timer.php Timer Script] so people know how long they need to wait.&lt;br /&gt;
&lt;br /&gt;
== Completed ==&lt;br /&gt;
* Zerda: 17 cubit (Rebuilt after queue was jumped by a non-resident)&lt;br /&gt;
* Kathy: 18 cubit&lt;br /&gt;
* GiausBaltar: 19 cubit&lt;br /&gt;
* Mrkipodi 20 cubit build&lt;br /&gt;
* Tilds 21 cubit built&lt;br /&gt;
* Rasi 28 cubit built (Rebuilt after queue was jumped by a non-resident)&lt;br /&gt;
* DaSwish (29 cubit built)&lt;br /&gt;
* Mentit (built 53 cubits after queue was jumped by a non-resident)&lt;br /&gt;
* Inchristgirl: 54 cubits built&lt;br /&gt;
* Salrilk : 55 cubits built&lt;br /&gt;
* PetruxII - 56 Cubit built&lt;br /&gt;
* Till - 57 cubit built&lt;br /&gt;
* WilliamRoberts - 58 cubit built&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
# Faye (I've been very sick and can't sit at the computer for long periods of time. Feel free to skip me if I haven't been online for a while.)&lt;br /&gt;
# Kharazhi (Has skill)&lt;br /&gt;
# Ankhanet (ready to build 60 cubit)&lt;br /&gt;
# Aziza(Has skill working 62 cubit mats)&lt;br /&gt;
# Basileus (Skill and Mats for 42 cubits)&lt;br /&gt;
# No1 (Has skill)&lt;br /&gt;
# zara (Has skill) (Was deleted by mistake from the list at 21:29, 9 January 2009)&lt;br /&gt;
# Roah (Was deleted by mistake from the list at 21:29, 9 January 2009)&lt;br /&gt;
# Alvik (has skill)&lt;br /&gt;
# Katblah (Has Skill and mats for 71 - except linen as at 27/01/09)&lt;br /&gt;
# Peptide (Has skill)&lt;br /&gt;
# Kalmkitty (has skill)&lt;br /&gt;
# MadAlchemist (has skill)&lt;br /&gt;
# Zaarain (has skill)&lt;br /&gt;
# Machina (has skill and Mats for 65 cubits)&lt;br /&gt;
# Xaio (has skill and mats)&lt;br /&gt;
# Rathnar (Has Skill, working on mats for a 43 cubits)&lt;br /&gt;
# Tibo (Has Skill)&lt;br /&gt;
# QuickHands (Has Skill and mats)&lt;br /&gt;
# Ikuu (Has Skill, working on mats for 85 cubit)&lt;br /&gt;
# anavlis (has skill)&lt;br /&gt;
# Bogas (Has Skill, Working on mats.)&lt;br /&gt;
# Ashurabi (Has Skill, Getting Mats)&lt;br /&gt;
&lt;br /&gt;
* Ikerou ON HOLD(has skill and all mats)(ikerou did'nt played in many days, was delaying obe list, contact us when ur back (Excalibur))&lt;br /&gt;
&lt;br /&gt;
==Want to do the test - no skill yet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Trusin&lt;br /&gt;
# IforpRedNoel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cut Stone Obelisk Queue==&lt;br /&gt;
#Elfus &lt;br /&gt;
#PetruxII&lt;br /&gt;
#Xaio&lt;br /&gt;
#QuickHands&lt;br /&gt;
# No1&lt;br /&gt;
# zara&lt;br /&gt;
# Excalibur&lt;br /&gt;
#Mariamom&lt;br /&gt;
#Peptide&lt;br /&gt;
#Kat_blah&lt;br /&gt;
# akc2&lt;br /&gt;
# Atrayou&lt;br /&gt;
# Merrywynd&lt;/div&gt;</summary>
		<author><name>Ankhanet</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Mine&amp;diff=26747</id>
		<title>Mine</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Mine&amp;diff=26747"/>
		<updated>2009-01-09T11:31:20Z</updated>

		<summary type="html">&lt;p&gt;Ankhanet: alternative theory to zinc mining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mines are constructed on ore veins to extract [[Iron Ore|Iron]], [[Copper Ore|Copper]], and [[Tin Ore|Tin]], as well as various [[Gems]]. Ore veins are discovered using the [[Dowsing]] skill with a [[Dowsing Rod]]. Working the mine will produce ore upon success, and occasionally yield a gem of a set type.&lt;br /&gt;
&lt;br /&gt;
As not all methods of ore extraction are completely resolved, there is more information and theories on the [[Talk:Mine|discussion]] page.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
*50 [[Boards]]&lt;br /&gt;
*75 [[Bricks]]&lt;br /&gt;
*20 [[Leather]]&lt;br /&gt;
*4 [[Pulley]]&lt;br /&gt;
*10 [[Rope]]&lt;br /&gt;
&lt;br /&gt;
== Repair Cost ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Repair Level  !! Boards !! Bricks !! Water in jugs !! Leather !! Slate !! Rope !! Total Pulls&lt;br /&gt;
|- &lt;br /&gt;
| 1  &lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 555&lt;br /&gt;
|- &lt;br /&gt;
| 2  &lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
| 3  &lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 7&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 9&lt;br /&gt;
| 16&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 11&lt;br /&gt;
| 21&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 13&lt;br /&gt;
| 27&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
&lt;br /&gt;
To work a mine, you must learn the skill [[Ore Extraction]] from the School of Architecture. To further increase your yield per mining attempt, you may learn the second level of ore extraction (7 tin ore, 7 copper ore, 7 iron ore). Each mine type has a different method of operation in order to properly identify which crystal to pick in order to get the ore out. If you correctly identify the crystal, you'll get some base amount of ore (e.g. iron gives you 3 ore, copper gives 3, tin gives 1, etc).&lt;br /&gt;
&lt;br /&gt;
===Aluminum===&lt;br /&gt;
The best way I can describe it is that you want the most emissive crystal, the most... luminescent.&lt;br /&gt;
&lt;br /&gt;
===Copper===&lt;br /&gt;
Copper ore is extracted by clicking on the crystal with the highest color saturation (i.e. the &amp;quot;least gray&amp;quot;). Success yields 3 at extraction levels 1 and 2.&lt;br /&gt;
&lt;br /&gt;
'''Memory Game for 4 per pull:'''  Just as with Iron, once you get one correct, follow one behind on the most saturated.&lt;br /&gt;
&lt;br /&gt;
=== Gold ===&lt;br /&gt;
At evry round there is a yellowish crystal. At odd round pick the yellowish one. At even round, check which one is yellow and pick is &amp;quot;linked&amp;quot; one. For examples, these are the rules working for the mine i have access, maybe rules are different for each mine(method confirmed, and each mine is different):&lt;br /&gt;
# Top Left -&amp;gt; Bottom Left&lt;br /&gt;
# Bottom Left -&amp;gt; Back Bottom&lt;br /&gt;
# Middle -&amp;gt; Back Top&lt;br /&gt;
# Back Bottom -&amp;gt; Middle&lt;br /&gt;
# Back Top -&amp;gt; Top Right&lt;br /&gt;
# Bottom Right -&amp;gt; Top Left&lt;br /&gt;
# Top Right -&amp;gt; Bottom Right&lt;br /&gt;
&lt;br /&gt;
===Iron===&lt;br /&gt;
To extract iron ore, click on the mismatched color crystal. Success yields 3 at Ore Extraction levels 1 and 2. &lt;br /&gt;
&lt;br /&gt;
'''Memory Game for 4 per pull:'''  By clicking on where the odd gem was one turn later. (Requires OE 2)~Zreyas&lt;br /&gt;
&lt;br /&gt;
'''Memory Game for 5 per pull:'''  By clicking on where the odd gem was one turn later. (Requires OE 3)~BillHicks&lt;br /&gt;
&lt;br /&gt;
===Lead===&lt;br /&gt;
Figure out which crystal has gone the longest without being the odd crystal out, and click that one.  When you find that crystal, keep clicking it until it is the odd crystal out.  As long as you keep clicking the crystal that hasn't been the odd-one out for the longest time, you will build a chain up to 7 ore per pull at Ore Extraction 2&lt;br /&gt;
&lt;br /&gt;
===Lithium===&lt;br /&gt;
Lithium appears visually as the &amp;quot;six crystals of one color, one of another color&amp;quot; system most commonly seen in iron mines.  However, the simplest way to mine it ignores the visual appearance entirely.  Simply mine each crystal once until one of them gives you 1 ore instead of 0.  As soon as that happens, keep mining that crystal, and it will count up 1 ore each time until it gives 7 per iteration (due to the increasing sequence length of the memory game).  At some point, the pattern breaks, it drops to 0, and at that point you cycle through the other six crystals until you find the one that gives 1 ore again.  Rinse, repeat.  For more advanced mining, you can usually predict what crystal is the new ore crystal, by which crystal was &amp;quot;lit&amp;quot; right before the pattern broke.  If that doesn't work, try the first crystal that was lit after the pattern broke.  That works about 95% of the time, but it requires dramatically more attention and only saves about 1-2 mining attempts per cycle.&lt;br /&gt;
&lt;br /&gt;
===Magnesium===&lt;br /&gt;
Click the blue crystal, or one with greatest blue component.&lt;br /&gt;
&lt;br /&gt;
===Silver===&lt;br /&gt;
Similar to copper: rate the crystals in order of saturation and pick the second from most saturated crystal. Using the memory-game to increase yield works in the same way as tin to provide up to a 7-silver yield (depending on length of sequence being repeated). The result of mining is &amp;quot;silver&amp;quot;, and not &amp;quot;silver ore&amp;quot;. I.e. it's ready to use and does not need smelting.&lt;br /&gt;
&lt;br /&gt;
===Strontium===&lt;br /&gt;
Each mine has a different circuit, click on crystals in that order. one crystal can be present in the circuit multiple times. I have seen circuit with 7 to 10 crystals. Yield come from 1 to 7, then stays at 7. Color doesn't seem to matter in any fashion.&lt;br /&gt;
&lt;br /&gt;
===Tin===&lt;br /&gt;
The correct crystal is usually most colors of green, red and yellow and grey even the washed colors (careful though they shades look similar). Also described as &amp;quot;Most brownish&amp;quot;. Also described as lowest blue in the RGB palette or Highest green in the RGB palette. All of these interpretations give the right result. The exact answer isn't quite known.&amp;lt;br&amp;gt;  &lt;br /&gt;
Using colour cop program lowest blue on rgb scale is working reliably. Most obvious colours are brown orange red but very dark blue is sometimes the answer which can throw off the pattern unless checking with something other than sight alone.&lt;br /&gt;
Possible to sustain 7 ore per pull using memory game- have not tried higher.&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Talk:Mine|discussion]] for more discussion (and history of the memory effect on mines).&lt;br /&gt;
&lt;br /&gt;
===Titanium===&lt;br /&gt;
At OE2 You must click the crystal that has remained the same for 3 or 4 turns. For each consecutive successful pull the titanium output increases by one because of the increased-yield effect of the increasing sequence length. I hope that makes sense. ~ [[User:cory0210|Cory0210]]&lt;br /&gt;
&lt;br /&gt;
===Tungsten===&lt;br /&gt;
Click on the odd one out, there are 3 pairs and a crystal that doesn't have an equal pair.&lt;br /&gt;
&lt;br /&gt;
===Zinc===&lt;br /&gt;
Active crystal appears to be the lightest/whitest&lt;br /&gt;
 &lt;br /&gt;
I haven't found that the lightest/whitest works, i got a very low success rate using that method. I had much better results going for the 'strongest' colour, similar to copper mining, for example if there is a particularly vibrant purple colour this usually works to obtain ore. However there seem to be a lot of these 'vibrant' colours so i found it hard to tell which one is the right one, my success rate was still only around 60% so i may well have the wrong idea.&lt;br /&gt;
&lt;br /&gt;
== Increasing your yield: the mining memory game==&lt;br /&gt;
&lt;br /&gt;
If you continually click on the correct crystal, you'll always get the base amount. If however you remember what's gone before and start clicking on the crystal that came up *previously*, then you'll get extra ore yield for as long as you can keep up the correct sequence. For example, if you perform a run consistently working the from a history of 3 crystal ago, then each pull will give you 4 extra ore. As soon as you hit an error in your sequence (because you guessed the wrong crystal) then the run stops and you need to restart your memory.  It's easiest with iron where the correct crystal is most obvious, but the technique has been tested ([[User:Nicodemus|Nicodemus]]) with copper, iron and tin.&lt;br /&gt;
&lt;br /&gt;
As an example: label each crystal with a number. If it's the first crystal that's correct then write down &amp;quot;1&amp;quot; in your sequence. If it's the second crystal, write down &amp;quot;2&amp;quot;, etc. When you've got the desired history length (e.g. 3 numbers written down), then keep writing down the correct crystal, but don't click on it. Instead, click on the crystal 3 back in your history. So, if a mine is giving a sequence of 1, 2, 3, 4, 5, 6, then select the first 3 crystals as normal (and you'll get 1 ore each time if this is tin) by clicking 1, then clicking 2, then clicking 3. On the next pull you start using your history instead of the current correct crystal and select 1 and then 2. Both of those pulls will say &amp;quot;no ore&amp;quot; because you haven't yet hit the correct sequence, but from then on (when you select 3, 4, 5, 6, etc) you'll get 4 ore every time so long as you keep the sequence correct (i.e. as long as you click on the correct crystal 3 pulls ago). The bonus pull seems to vary. With tin (i.e. a base pull of 1 ore), then you get a bonus ore per run-length of your sequence. That means that a sequence of 2 will give 3 ore. A sequence of 3 will give 4 ore, etc. For copper and iron I've only ever got a bonus of 1 no matter the length of the sequence. Whereas for tin and silver you can get up to a pull of 7. The 7 sequence appears to be the limit.&lt;br /&gt;
&lt;br /&gt;
Note that if you're just mining normally and a sequence comes up &amp;quot;naturally&amp;quot; (e.g. the same crystal is correct 3 pulls in a row), then on the third pull you'll get the sequence bonus.&lt;br /&gt;
&lt;br /&gt;
==Saturation, Colour==&lt;br /&gt;
&lt;br /&gt;
Some mines require you to determine which crystal has the most saturation, or the second-most saturation (e.g. silver). Some ask you to pick &amp;quot;the most blue&amp;quot;. Sometimes it's not easy to tell which one this is (especially if you have colour blindness!). The most important thing to do is to turn off the &amp;quot;time-of-day&amp;quot; lighting, since it really makes things harder to differentiate. If you've done that and you still can't tell, then try using some magnifying software that shows you colours. For example, on the Mac, you can run &amp;quot;Pixie&amp;quot; (a developer toolkit application) that magnifies a portion of the screen and provides information about where the cursor is pointing. If you enable the Pixie preferences &amp;quot;Float window&amp;quot; and &amp;quot;Show colour values&amp;quot;, then you can easily wave the mouse over the crystals to quickly see which crystal is correct. Note that &amp;quot;most blue&amp;quot; would be the highest &amp;quot;B&amp;quot; value in the R/G/B section, whereas &amp;quot;most saturated&amp;quot; would be the highest &amp;quot;S&amp;quot; value in the H/S/B section of the information. &lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ankhanet</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=20742</id>
		<title>Nomads' Paradise/Obelisk Queue</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=20742"/>
		<updated>2009-01-03T01:19:57Z</updated>

		<summary type="html">&lt;p&gt;Ankhanet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By consensus in region chat, we are setting up an obelisk queue.  Due to how long the delay is this time, the following guidelines are used:&lt;br /&gt;
&lt;br /&gt;
1. The first obelisk begins at 8 cubits so that people who only want the principle can do the 7-cubit one without concern.  [[Obelisk Construction]]&lt;br /&gt;
&lt;br /&gt;
2. Persons earlier in the queue are expected to help persons later in the queue with resources, so as to even out the cost to some degree.&lt;br /&gt;
&lt;br /&gt;
3. Please do not sign up for the queue unless you have the technology and are signed up, or are sure you will be before your turn comes up.&lt;br /&gt;
&lt;br /&gt;
4. If you are unavailable to place your obelisk when your turn comes up, the person after you will go instead and you will be moved down one place.&lt;br /&gt;
&lt;br /&gt;
5. When you build your obelisk, please place a timer on the page so people know how long they need to wait.&lt;br /&gt;
&lt;br /&gt;
== Completed ==&lt;br /&gt;
* Zerda: 17 cubit (Rebuilt after queue was jumped by a non-resident)&lt;br /&gt;
* Kathy: 18 cubit&lt;br /&gt;
* GiausBaltar: 19 cubit&lt;br /&gt;
* Mrkipodi 20 cubit build&lt;br /&gt;
== Queue ==&lt;br /&gt;
&lt;br /&gt;
# Tilds (21 cubit built, http://armeagle.atitd.org/timer.php/36441502/teppy/img.png)&lt;br /&gt;
# Rasi (has the skill and all the mats)&lt;br /&gt;
# Daswish (has skill and enough mats for 25 cubit)&lt;br /&gt;
# Ikerou (has skill and all mats)&lt;br /&gt;
# Elfus (has the skill and all mats)&lt;br /&gt;
# Mentit (has the skill and all mats)&lt;br /&gt;
# Faye (Has skill)&lt;br /&gt;
# Salrilk (has skill)&lt;br /&gt;
# Inchristgirl (has skill and all mats)&lt;br /&gt;
# PetruxII (has skill and mats for a 30 cubit one)&lt;br /&gt;
# Till (has skill and mats for a 31 cubit Obi)&lt;br /&gt;
# Casmi&lt;br /&gt;
# Serenthiel&lt;br /&gt;
# WilliamRoberts (has skill and mats for 40 cubit)&lt;br /&gt;
# Krakos (Has skill, working on mats for 27 cubit)&lt;br /&gt;
# Kharazhi (Has skill)&lt;br /&gt;
# Ankhanet (has skill and mats for 40 cubit)&lt;br /&gt;
# Akc2 (working on mats for 38 c)&lt;br /&gt;
# Aziza(Has skill)&lt;br /&gt;
# Basileus (have skill, gathering mats for 42 cubits)&lt;br /&gt;
# No1 (Has skill)&lt;br /&gt;
# zara (Has skill)&lt;br /&gt;
# Roah&lt;br /&gt;
# Alvik (has skill)&lt;br /&gt;
# Katblah (Has Skill)&lt;br /&gt;
# Peptide (Has skill)&lt;br /&gt;
# Kalmkitty (has skill)&lt;br /&gt;
# MadAlchemist (has skill)&lt;br /&gt;
# Zaarain (has skill)&lt;br /&gt;
# Machina (has skill)&lt;br /&gt;
&lt;br /&gt;
==Want to do the test - no skill yet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Trusin&lt;br /&gt;
# IforpRedNoel&lt;br /&gt;
# Anavlis&lt;br /&gt;
# Xaio&lt;/div&gt;</summary>
		<author><name>Ankhanet</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=15258</id>
		<title>Nomads' Paradise/Obelisk Queue</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=15258"/>
		<updated>2008-12-28T16:01:30Z</updated>

		<summary type="html">&lt;p&gt;Ankhanet: /* Queue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By consensus in region chat, we are setting up an obelisk queue.  Due to how long the delay is this time, the following guidelines are used:&lt;br /&gt;
&lt;br /&gt;
1. The first obelisk begins at 8 cubits so that people who only want the principle can do the 7-cubit one without concern.  [[Obelisk Construction]]&lt;br /&gt;
&lt;br /&gt;
2. Persons earlier in the queue are expected to help persons later in the queue with resources, so as to even out the cost to some degree.&lt;br /&gt;
&lt;br /&gt;
3. Please do not sign up for the queue unless you have the technology and are signed up, or are sure you will be before your turn comes up.&lt;br /&gt;
&lt;br /&gt;
4. If you are unavailable to place your obelisk when your turn comes up, the person after you will go instead and you will be moved down one place.&lt;br /&gt;
&lt;br /&gt;
5. When you build your obelisk, please place a timer on the page so people know how long they need to wait.&lt;br /&gt;
&lt;br /&gt;
== Completed ==&lt;br /&gt;
* Zerda: 17 cubit (Rebuilt after queue was jumped by a non-resident)&lt;br /&gt;
* Kathy 18 cubit&lt;br /&gt;
&lt;br /&gt;
== Queue ==&lt;br /&gt;
# GiausBaltar (19 cubit built Year 1, Akhet II-10, 8:05AM) http://armeagle.atitd.org/timer.php/35204817/teppy/img.png&lt;br /&gt;
# Mrkipodi (has the skil and mats)&lt;br /&gt;
# Tilds (have the skill)&lt;br /&gt;
# Rasi (has the skill and all the mats)&lt;br /&gt;
# Daswish (has skill and enough mats for 25 cubit)&lt;br /&gt;
# Ikerou (has skill and all mats)&lt;br /&gt;
# Elfus (has the skill and all mats)&lt;br /&gt;
# Mentit&lt;br /&gt;
# Faye (Has skill)&lt;br /&gt;
# Salrilk (has skill)&lt;br /&gt;
# Inchristgirl (has skill)&lt;br /&gt;
# PetruxII (has skill)&lt;br /&gt;
# Till (has skill and mats for a 31 cubit Obi)&lt;br /&gt;
# Casmi&lt;br /&gt;
# Serenthiel&lt;br /&gt;
# WilliamRoberts (has skill and mats for 40 cubit)&lt;br /&gt;
# Krakos (Has skill, working on mats for 27 cubit)&lt;br /&gt;
# Kharazhi (Has skill)&lt;br /&gt;
19. Ankhanet (working on mats)&lt;br /&gt;
&lt;br /&gt;
==Want to do the test - no skill yet==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Trusin&lt;br /&gt;
# Aziza&lt;br /&gt;
# IforpRedNoel&lt;br /&gt;
# Anavlis&lt;br /&gt;
# Xaio&lt;/div&gt;</summary>
		<author><name>Ankhanet</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=15257</id>
		<title>Nomads' Paradise/Obelisk Queue</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Nomads%27_Paradise/Obelisk_Queue&amp;diff=15257"/>
		<updated>2008-12-28T16:00:56Z</updated>

		<summary type="html">&lt;p&gt;Ankhanet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By consensus in region chat, we are setting up an obelisk queue.  Due to how long the delay is this time, the following guidelines are used:&lt;br /&gt;
&lt;br /&gt;
1. The first obelisk begins at 8 cubits so that people who only want the principle can do the 7-cubit one without concern.  [[Obelisk Construction]]&lt;br /&gt;
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2. Persons earlier in the queue are expected to help persons later in the queue with resources, so as to even out the cost to some degree.&lt;br /&gt;
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3. Please do not sign up for the queue unless you have the technology and are signed up, or are sure you will be before your turn comes up.&lt;br /&gt;
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4. If you are unavailable to place your obelisk when your turn comes up, the person after you will go instead and you will be moved down one place.&lt;br /&gt;
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5. When you build your obelisk, please place a timer on the page so people know how long they need to wait.&lt;br /&gt;
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== Completed ==&lt;br /&gt;
* Zerda: 17 cubit (Rebuilt after queue was jumped by a non-resident)&lt;br /&gt;
* Kathy 18 cubit&lt;br /&gt;
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== Queue ==&lt;br /&gt;
# GiausBaltar (19 cubit built Year 1, Akhet II-10, 8:05AM) http://armeagle.atitd.org/timer.php/35204817/teppy/img.png&lt;br /&gt;
# Mrkipodi (has the skil and mats)&lt;br /&gt;
# Tilds (have the skill)&lt;br /&gt;
# Rasi (has the skill and all the mats)&lt;br /&gt;
# Daswish (has skill and enough mats for 25 cubit)&lt;br /&gt;
# Ikerou (has skill and all mats)&lt;br /&gt;
# Elfus (has the skill and all mats)&lt;br /&gt;
# Mentit&lt;br /&gt;
# Faye (Has skill)&lt;br /&gt;
# Salrilk (has skill)&lt;br /&gt;
# Inchristgirl (has skill)&lt;br /&gt;
# PetruxII (has skill)&lt;br /&gt;
# Till (has skill and mats for a 31 cubit Obi)&lt;br /&gt;
# Casmi&lt;br /&gt;
# Serenthiel&lt;br /&gt;
# WilliamRoberts (has skill and mats for 40 cubit)&lt;br /&gt;
# Krakos (Has skill, working on mats for 27 cubit)&lt;br /&gt;
# Kharazhi (Has skill)&lt;br /&gt;
  Ankhanet (working on mats)&lt;br /&gt;
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==Want to do the test - no skill yet==&lt;br /&gt;
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# Trusin&lt;br /&gt;
# Aziza&lt;br /&gt;
# IforpRedNoel&lt;br /&gt;
# Anavlis&lt;br /&gt;
# Xaio&lt;/div&gt;</summary>
		<author><name>Ankhanet</name></author>
	</entry>
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