In the managing aggression module we introduce the character of “Arnie Asbo”, a man who has problems with aggression. Arnie is vital for our overall mission, however, as he has engineering skills that we require.
On commencing the Managing Aggression Module there will be a cut scene of a telephone call from Grandma. She will tell us that we are looking for an engineer for our ship.
Mission 1: Find an engineer.
Talk to the villager outside The Dive Nightclub, he has information about an engineer. The person most suitable is called Arnie, but unfortunately he is in prison at the moment. We see a cut scene of how Arnie managed to be sent to prison. The villager suggests we speak to the judge to see if we can get him released.
Mission 2: Find the courthouse.
You can either explore to find the courthouse, or speak to the Harbourmaster who can give directions. (As with all modules, the villagers, the Harbourmaster and the grandparents can often help with directions). Go to the village and the courthouse is second on the right by the far wall. There is a guard you can talk to if you wish, he will allow you in.
Mission 3: Talk to the Judge.
The judge informs us that we can have the prisoner released temporarily into our care, providing we can show her that we can recognize situations that may make someone angry. A phone call to grandpa is initiated for some advice on how to answer the questions correctly. Once the phone call is finished, we must answer the judge's questions. The correct answers are: -
A: Feeling frustrated and feeling trapped.
A: How people look at you
B: Being ignored
A: Being in new situations
Once the four correct answers are chosen, we are given some temporary release papers to get Arnie out of prison. We must return with him to the court for a full release by the judge.
Mission 4: Find the prison.
Leave the court and the court gardens and the Prison is located to the left on the other side of the village.
Mission 5: Talk to the prison guard.
The prison guard will inform you which cell Arnie is in (on the right). He will also give some further instructions on how to release Arnie.
Mission 6: Find Arnie's cell.
Once you find Arnie, you must speak to him. Then you place a phone call to Grandma for some advice on anger.
Mission 7: Release Arnie.
There are two posters on the prison walls, the one to the left of the cell says, “ select the phrases that show peoples reactions to aggression”. On the other side of the cell door is another poster which has several answers on it. You must remember the correct answers to the above question.
Correct answers are in bold .
Using the corresponding correct numbers, you can then type in the correct key code to release Arnie (Use the keyboard numbers to type in the correct numbers, i.e. 1 – 4 – 5 – 8, no hyphens or spaces are required, any order.)
Mission 8: Get Arnie to the court.
After leaving the prison, talk to the guard who has some advice for you. You are about to enter the “walk of shame” where some of the villagers have heard of Arnie's release and have come to show their disapproval. The guard also gives advice on how to stay calm, which is vital if Arnie is to be released fully.
Mission 9: Go and see the judge.
Return to the court, to the left on the opposite side of the village. On the way, Arnie will face abuse by the other villagers. Each time, a new technique is introduced to identify ways to manage aggression. During the walk across to court, you will stop four times and play a word game.
The game consists of words falling in random from the screen towards a target box. When a word or phrase appropriate to reducing aggression appears, the player presses the space bar when that word is inside the box. (Students with very low literacy may require supervision or help with this task).
The task speeds up as you progress and a decent level of hand-eye co-ordination is required to complete the task. The words to look out for (in order) are:-
Relax
Breathe deeply
Count to 10
On the final attempt, any of these words may be used.
In this mini-game, if the player is not quick enough, or presses an incorrect phrase, the danger bar on the right moves closer towards the top and eventually failure of the task where the player must try again (a cut scene showing the aftermath will let you know you need to try again!) A correct phrase selection will result in the danger bar receding and eventually disappear, as that part of the task will be complete. (The bar represents Arnie's anger levels).
The player may also see the phrase “walk away”. If they time it correctly, walk away will complete that part of the task straight away.
Mission 10: Convince the judge.
When you return to the judge you have completed all the tasks and so Arnie is released into your care. You are warned, however, that any repeat of this behavior will mean further trouble for Arnie.
Mission 11: Mission Complete.