Bathroom And One Other Exit And Back example essay topic

2,311 words
If you go back to the Old House, it's in ruins and the Clock Tower is gone. But remember this place to come back later when you have some items that you don't have at the moment... At Father's House, the baby bird is spreading its wings. Unfortunately, it doesn't say anything with a Relay. One of the books you may be able to read now is here too: Level 15 (Shield Pack). Don't worry if you " re not up this high yet; if you keep fighting monsters you " ll either get there, or you " ll spend so much on curing damage that you " ll eventually figure out you need to kill easier monsters for a while to get levels so you can add points to the Robots.

It helps too if you raise the levels of the Robots' weapons, or build and give them better Boots or Shields. If you did manage to get to Level 19 already, read the book for Weather and follow the instructions in the Scraps section to get Scrap B. You can do this later though, with no ill effects. OK, let's go on a trip to South Isle! Go to the Harbor area, which is monster-free. Talk to the man in the grass skirt, then walk onto the boat. Wait while it toils across the seas of Quinte nix.

You " ll arrive at the Pier area on South Isle. When you leave the area, the path to the Village area is revealed. Mint and more natives are in there, and the screen shakes along with a sound effect like a helicopter (on my emulator, at least); that's the Volcano. There's a Tool Shop in the Village, but it has the same stock as the one in Rococo and the prices are 50% higher.

Find the Shaman's house in the northwest, and then enter the Elder's house in the northeast. Now visit the Shaman's house, and note that blocked door in the first room for later. Or you can skip all the background information, including talking to the Mayor, and just talk to the native in the Inn and then moving into the left bed. There will be a dream sequence with a gold robot at the Volcano. Talk to the native standing near the exit, and the path to the Volcano area will be revealed when you leave. The Volcano area is monster-free (for now).

Explore it and get the Celt is 1 and $300 treasures before you talk to the native blocking the stairs to the hole. Now climb the rope, or fall in, and you " re in the Volcano Cave. This has monsters in it, but you can always climb out and get back to Rococo, at least until you walk a bit west of the rope and you get a strange message from the guide and the rope disappears. I think it's trying to say that you " re now a sacrifice to the Deity / Volcano.

Anyway, clear out the monsters here and get the $500 treasure, then go north to the next room. The treasure in the northeast corner here is a Repair. Leave through the northwest corner, and you " re now in what's obviously a man-made (or at least Hacker-made) area! Welcome to the Factory Experience! Stella and Pops from Rococo are here, but you can leave either through the south door, or by pressing the button on the north wall and then riding a conveyor belt (red is north, white is south in this room). I suggest exploring south first, as the conveyor belt area is tricky to navigate (return from it by letting a patrolling guard see you).

I can understand why Stella and Pops don't leave, but the Hackers are beyond dumb for not taking everything from you including the 3 Robots. But if they did, it wouldn't be much of a game. OK, from Stella and Pops go south, west (get Cure treasure), east, south to the Bio Lab Ent. There's a strange thing on the north wall, and the Hacker guard won't let you go further.

So let's go back and do the conveyor belts instead. As said above, you get sent back if a guard spots you. But they don't 'see' very far or off to the sides. So do a lot of hiding in corners and just out of their range, and follow them around.

There's several things to do here: 1. Get to the northeast corner with the locked door and mouse, talk to the mouse via the Relay. You " ll be doing quite a bit of mouse hole movement later. Remember this locked door for later. 2.

Dodge the guard again, go southwest and notice the other mouse hole near the doorway to the Hacker executive washroom. Go in, and the talkative Hacker will let slip some useful info, and put a Stamp on your hand (which doesn't actually show up anywhere, and it doesn't stop the patrolling guards from sending you back to Stella). He won't move out of the way either, so go on to... 3.

It's not easy to tell from the graphics, but you can go west from the washroom door area 'under' to get the Cure treasure. 4. This part is a little tricky: while dodging the guards, make your way to the southwest portion of the big conveyor room and press the button near that corner. That will reverse the conveyors, and allow you to go north. Now you " re in another bathroom. The conveyor reverse button is on the north wall.

You can talk to the guard blocking the west doorway here, and because you have that Stamp, he " ll let you through! You " re now in still another bathroom, but this one has monsters in it! Also has mouse holes on the north end, and $600 treasure too. Go through the exit in the southwest, and walk up to the 'Boss' door. You " ll overhear some talking between Dr. Einst and a Hacker, then they notice an eavesdropper! Luckily, it's another Hacker, not you.

Also, notice the mouse holes here too. Now make your way back through this bathroom to the Executive one where a Hacker was blocking your way. After doing all that other stuff, the Hacker blocking the way now turns into Kotetsu. Talk to him and he wants you to follow him to the north. In there, he " ll show you a garbage chute. But to be ornery, check out the toilet with yet another mouse hole next to it, and the door to the Chief Exec. toilet.

Open the door behind Kotetsu, then go in to fall back into somewhere under the Volcano. That annoying 'earthquake' effect is back... The treasure in a southwest corner of your entry room is a Cure. Take the west-most of the 2 exits on the south side; the eastern one just leads to one monster in a dead end.

Keep going, and leave through the stairs in the southeast, but if you " re willing to get through a few more fights you can notice an altar-like structure on the northeast side of this room before you leave. Now there are two small rooms with invisible monsters. These things are rather nasty, and can easily cause you to lose the game (bet you didn't know that you lose when all of your robots are junk! ). A Masker is worth 2.6, and a Beret is 2.5! Most of the time they run away if you inflict damage, and you get 0.0 out of it.

Best strategy is to Escape, then run away from them while they are visible and shaking their heads. There are two in each room. If you " re lucky, you " ll make it through both rooms without meeting any of them. To be fair to those of you playing without cheating, I didn't hang out here and get even more levels. But after these 2 rooms, you return to the outside world in the Shaman's House! This is now your opportunity to take a break and go back to Rococo or your Father's House to read more books, do other R&D stuff, or just build up your supplies (Clean, Cure, Repair).

You won't get another chance, until you get to the R&D in the Volcano, to do this stuff. So ignore all the villagers thinking you " re a ghost, and just go back to Rococo to rest up from your 'vacation'. The Volcano area now has Power mole monsters, and the rope is back so you can climb into and out of the Volcano Cave. The guard that wouldn't let you out of the 'Bio Lab Ent. ' room is also gone, so you can freely walk into and out of this Hacker base under the Volcano. So if you want to go scouting and build up levels, go ahead!

I strongly suggest you be at least level 16 before starting up with following the story again. It makes combat easier, and you can avoid retracing your steps to find books. When you talk to the Elder of the village, you begin a long sequence back in the Bio Lab. Basically, you " re forced to walk into a wooden box decorated with a green scarab, and be carried to the Shrine, then the Director's Office.

And Mint is in there with you! Dr. Einst shows up and tries to mack on Mint before mutual recognition occurs. Search the room: read the level 16 book (Quick Pack), notice yet another mouse hole, take the Key treasure, try talking to the skull device on the wall (it's Deity Com! ).

One strange thing but pointless thing about that scarab box is that while it appears wider than one 'square', you can walk through the 'half squares' on the sides. Hopefully you were level 16 already, and can now leave this room behind. If not, you " ll either have to come back to read the book, or go to Kiara later, if you really must get them all. Walk out of the 'Chief's Room' and find yourself on the far side of the Hacker bathrooms. The Hacker guard that looked at your Stamp earlier now can tell you that the Chief was chased to the Toilet.

So, dodge patrolling guards, ride conveyors and press buttons as necessary to get to the big toilet where you got your hand stamped and met Kotetsu. Mint will be in there, and asks you to follow Einst further into the men's' room (some reporter! ). The Hacker inside will tell you Kotetsu is the cleaning person, mention the Lunchroom, and tell you to check the Exec. facilities; you won't be allowed to go in the garbage chute again.

Go in, and walk a step towards the toilet, and this small room (which has a mouse hole of its very own) does something strange, like move in an elevator fashion. Don't worry, you can walk out, into another bathroom and one other exit, and back in to get back where you started. By the way, the last place you could save the game was just outside the toilet where Mint is now. Those flashing lights on the side of the walkway are alarms; trip one and 4 groups of Cmdrs will show up! Go to the northeast exit to find the Earthquake Device door (which won't open with your Key), a hole, and a $400 treasure. Brave the alarms and go through the southeast exit to find a Secret Lab room with a hole and 'Boss' design, but no door! (at least that you can see at the moment...

) So return back to Mint and tell her it was a dead end. She " ll run off, and you can go try out your Key on the only other locked door you can now get to: northeast of the big bathroom, where there's a mouse out in plain sight (told you to remember that! ). You " ll have to travel through this room with 2 Turbo monsters several more times, but for now head north. This is the Lunchroom. Kotetsu is all the way on the right, and will tell you to go get Chameleon Glasses from R&D. Go in the opening to the left of Kotetsu, and you " ll find the Hacker Cook.

If you like, go to the southeast opening and listen to Hackers order food. But talk to the Cook, and he " ll tell you what to say to get into R&D by delivering food. So now head south (2 Turbo room), east (several monsters), north (the 'Gunrobot' monster first shows up here, a hole and a $800 treasure), north (alarm on walkway for 4 groups of Cmdrs), north again (the 'Biolion' and 'CannonX' monsters first show up here, alarm on walkway for 3 groups of Cmdrs, another treasure), west (ignore the stairs down and the southwest exit, just head all the way to the left and press A at the door).