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Arc The Lad Strategy GuideCharacters and Spells:ArcBurn Ground (volcanic eruption on enemies) Total Healing (replenishes HPs)Gail Flash (mystic forces flashes on enemies)Slow Enemy (decreases dexterity of enemies)Meteor Fall (huge meteor clashes on enemies) KukuruCure (replenishes HPs)Depoison (cures poison status)Silent (disables enemy's magic use)Refresh (cures status)Ten No Sabaki (hail of explosions)Resurrection (revives dead party members)Divide (steals HPs from enemies) PocoIkusa No Kodaiko (raises attack levels on party members)Arajishi Daiko (laser attack on enemies)Hero Hero Rappa (huge stone notes drop on enemies)Ieyashi No Tategoto (replenishes party member's HP)Noroma No Bass (decreases enemy's dexterity)Idaten No Okarina (raises party member's dexterity) ToshOukarai Bakuzan (three deadly slashes to enemy)Juubakuken (paralyzes enemy)Shinkuuzan (Illusion attack for enemy at two squares away from Tosh)Koenzan (Shadow attack to inflict deadly) GogenExplosion (massive explosion against enemies) Dream Knock (casts 'sleep' on enemies)Diamond Dust (hails of ice thrashes on enemies)Wind Slasher (cyclones thrash against enemies)Heat Wall (creates a fire barrier against enemies; see Hints) Thunder Storm (summons lightning bolts)Teleport (teleports) IgaShingan Hoo (casts 'rock' on enemies'; see Hints)Taimakoodan (releases lasers against enemies)Senbuugekishuu (releases a flaming kick to hit all enemies around him)Ryuusenbaku (summons winds to lift enemies and thrashes them on ground)Kishin Ryuueiha (throws ground lightning bolt)Metsushuu Reppa (energy wave attack) ChongaraKeraku (three elves who heal members) Monfree (creates tiles for passage) Fuugin (wind demon; see Hints)Raigin (thunder demon; see Hints)Hemogee (transforms enemies into trolls)Odon (morphs into enemy) -------------------------------------------------- ------------------------------Hints:Iga's Rock SpellOnce the 'Shingan Hoo' spell (rock spell) is cast on enemies, the 'Taimakoodan' spell (laser spell) is enabled/accessible. The laser will attack all the enemies under the rock spell. Note that the Taimakoodan spell is not usable independently. Chongara's Monsters and the 1100+ HP Damage AttackChongara's abilities are unique. He summons enemies of all genera at his will. Though his monsters may not seem as useful at first, his two monsters 'Raigin' and 'Fuugin' can be quite a deadly combination when used accordingly. Though it takes some time to summon both Raigin and Fuugin, once they are out, place them around an enemy, preferably a strong one. But note that they must be in a VERITCAL FORMATION (example: Raigin over an enemy, Fuugin underneath the same enemy), in order for the attack to work: Once they are in a vertical formation, a spell will now be accessible, which can inflict more than 1100 HP damage! Death is inevitable. Chongara's Secret CharacterChongara also has a secret character that he can summon at only certain times.

To access her, you must fight your way through all 50 dungeon levels at Alalatos, and eventually fight her. If you do manage to defeat her (good luck -- you'll need it), she will join your party and Chongara will be able to summon her, but only in certain locations. But then, you have to go UP though ALL the 50 levels again, in order to get out. If you die, all the hours of work will have gone towards nothing! So be sure to be well prepared before going down there. TalkingTalk to many of the people when available. If you talk to them annoyingly (over and over), they just might give you some nifty items. For example, the announcer at Needle will eventually get sick of you and will give you a book that will make you immune to all poison statues. -------------------------------------------------- ------------------------------Winter Scene As the introduction sequence begins to unfold, you will first see a wintry scene with Kukuru, the young and only daughter of the Whito family, whose destiny was laid forth as the guardian of the mystic spirit shrine of the mountain of Toville, and one of the village leaders. Kukuru, at this point, faces a certain dilemma in which she must marry the prince of Palencia, a dilemma she feels she should have no obligation to follow through with.

Thus, the village leader has given her the prerogative (option) to her own will, only if she goes to the mystic spirit shrine of the Toville mountain and release the ancient fire. Without question, she does so, not even realizing the consequences of what she is about to do. When she does blow out the ancient fire, a demonic voice speaks out, cursing the 3000 years it has been enslaved within the depths of the ancient fire. Perplexed (stunned) at what has happened, Kukuru returns to the village leader, who is plotting in something beyond the realization of Kukuru. Kukuru questions the village leader of what she heard, only to find ridicule by the skepticism of the plotting village leader. So, this wintry scene ends as the village leader secretively revealing his greedy plot in gaining his reward for following the orders of the evil Lord Andel. -------------------------------------------------- ------------------------------Arc's House At this point of the intro sequence, Arc is seen, seemingly grieving over the long absence of his father. He attempts to open the chest that contains his father's armor and sword, only to find it locked.

As his mother, Polta, comes in the scene, Arc questions her of the true nature for his father's absence. Though she only would speak of his father's death as a result of monsters within the mountains, Arc, with denial, increasingly becomes determined to find the true nature of his father's absence, believing that his father was too skilled and strong to perish under the hands of a mere monster. Seeing the strong nature and determination in Arc, she gives in and opens the chest, and leaves the room. His mother, in the other room, recalls of what Arc's father said 10 years ago, and thus, a flashback scenery is shown. In the flashback sequence, Arc is 5 years old and is seen sleeping in his bed. His father explains to Polta of his destiny to fight the monsters for the sake of his world and his only son, Arc.

Polta, reluctant of listening to his reasonings, pleads for him to stay, only to find her husband's determination perpetual (unchanging) to her appeal. He leaves, asking for her to take good care of Arc, and notes that Arc will 10 years from now, embark on the same journey, as it was his destiny to do so. As the flashback ends, the player (you) will now begin your game.... -------------------------------------------------- ------------------------------Arc's House Now that the chest is open, you now have access to the sword and armor. Before you leave the room, make sure to look for hidden items. There is a medicine (HP revive) in one of the pots on the left side of the room. Talk to your mother in the other room. As all mothers are, she will be concerned and will make sure you are well prepared before you go outside.

She will give you... Kaisarg Robe (Raises throwing level +1) Cure Potion (HP revive) Poison Repellant Life Potion (Revive a dead member) Make sure to look for hidden items. There is a rock hidden in the upper right corner of the room. You can use it to throw it against enemies. Make sure to have your Kaisarg Robe equipped before you throw it. It will raise the amount of damage you inflict upon your enemies.

Leave the house. You will then head towards the mountains. -------------------------------------------------- ------------------------------The Mystic Mountain and The Fire Shrine Back at the wintry mountain scene, you will see Kukuru and hear a demonic wail (scream) in the background. Arc will meet Kukuru for the first time, and Arc will insist, with strong determination, on going to the mystic shrine to light the fire, in hopes of finding out anything that might lead to the whereabouts of his father. Arc takes the light and heads towards the depths of the mountain. When Arc encounters the Demon, it questions him if he is the one that released the fire. Assuming he was, the demon attacks Arc, leaving him to die in the cold.

A light shines on him, and he is revived by the guardian spirit of the mountains. It speaks to him of his true destiny and enhances his fighting will/power to battle the monsters. After that sequence, you will begin your first battle against 6 green slimes. They should be of no difficulty, as they only have 3 Hps each. But note that they can replicate themselves at will to create more slimes. Another sequence will thereafter follow, as Arc lights the fire of the shrine.

Once he reaches his house, he is summoned by the king of Palencia. Another scene with Kukuru and Arc will follow, and his destined journey begins -------------------------------------------------- ------------------------------The Castle Of Palencia As Arc reaches the castle, the little sequence with the Palencia army and Poco is shown. In the castle, Arc is greeted -- but with skepticism due to his youthful appearance -- by the King, whose interest lies in Arc's newfound 'power' that was bestowed upon him by the mountain spirit guardian. Lord Andel, the king's most 'trusted' advisor, suggests that Arc should prove his worth by fighting the monsters in Colbo. Arc accepts. Head towards the Colbo fields, the middle area. There, you will meet Poco, who will be the first to join your group.

Fight the enemies. (Colbo Enemies: Zombies, spirits, green slime, fireballs) Return to Palencia to see the king again. When you see the king, you will encounter even more skepticism than before. Then a guard will come in to inform the king of the monsters invading the castle. Arc will take this chance to prove to the king and subjects of his worth. At the bridge, Kukuru will be surrounded by monsters. Kukuru will now be a member of your cast. Battle the monsters.

(Palencia Bridge Enemies: green slime, spirits, evil monk, priest) Back at the King's throne room, the king gives his full pardon for his skepticism and doubt of Arc's worth. The scene will follow with the myth of the ancient treasure of light and darkness -- a relic that is foretold to hold the destiny of the world and its fate. The king then speaks of his brother's absence after an incident in the Toyoke woods. The king then asks Arc to find out the truth behind the incident and go to the Toyoke woods. Another scene will follow, with Lord Andel reporting of Arc to an evil source in a mirror. Now head towards the Sumaria Airbase where you must travel to Millmana. -------------------------------------------------- ------------------------------Millmana On arriving at the Millmana airbase, commander Yagun's right-hand-man will be expecting you, as he will take you to Yagun.

On meeting him, he will greet you with extreme ridicule/mockery of Arc's age and appearance. He will even suggest that Arc is too weak and young to venture into the Toyoke woods. Eventually it will come to the point where Arc will, again, have to prove his worth and skills by battling monsters in the woodlands. Battle enemies at the woods (3 sections) (Millmana Enemies: Skeletons warriors, priests, monks, spririts, poison plants, evil knights) After defeating the enemies in all three sections, it will prove Arc's worth/skills -- which evidently Yagun believes to be a threat to his hidden plans/eugenda and thus, sends his monsters to kill Arc and his friends. Another battle will take place, as Arc travels through the Toyoke woods. (Toyoke Enemies: Ninja warriors, spirits, giant insects, poison plants) After reaching to the mystic tree of Toyoke, Arc will be visited by the spirit guardian. She will speak of Arc's father and his journey through the woods 20 years ago, and about Arc's destined fate to save the world. Your task in Millmana is done. Though, it is advisable to battle more enemies to gain levels and strength.

Head back to Sumaria (Palencia castle) -------------------------------------------------- ------------------------------Sumaria - Palencia Castle When you reach Sumaria, you will notice that there are more battle areas to explore. Though they are battle areas, they contain secondary level enemies. They have more offensive and defensive tactics, so it is advisable to come back to these areas after your characters are at stable levels. Before you enter the Palencia castle, you will see Tosh being taken in by the Palencia guards to the dungeon. As Arc and his party reports of his recent expedition to Lord Andel, Kukuru becomes increasingly suspicous of the true nature ....

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