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Overview[]
The Comms Sector is a large sector that only appears during Garten of Banban II it contains 2 main areas with different locations which is why its classified as a sector. This Sector connects to many different important locations.
Communications Center[]
The Communications Center is a medium sized room that is the main hub of the Communications Sector in Garten of Banban, walking into the room you will be greeted with a front desk and The Banban's Kindergarten logo, at the other side of the room there is a large mural of every mascot of The Kindergarten smiling together, there are also 8 desks (4 red desks, and 4 blue desks) they all have Keycard Readers attached to the desk and The Player must look at a depiction on the wall showing which employee has each desk and their score, from there The Player must activate each Keycard Reader in the order of the employees scores lowest to highest, upon completing this puzzle a closet will open in the side of the room that has a keycard in it. There is another door that leads to the Security Office, another door that leads to Uthman's office, also in the corner there was a small area where meeting were held, there is also a door to The Break Room, and at the other end of the room there is a door to the Maintenance Room.
Uthman's Office[]
Uthamn's Office is a secret office in The Communications Sector of Garten of Banban II that is unlocked using a secret Red Keycard that unlocks the door to Uthman's Office.

Story[]

In Garten of Banban II it is possible to grab an extra Firework Rocket in the Cannon Game Room this will allow The Player to run all the way back to The Medical Sector and then are able to insert the extra Firework Rocket into the cannon, this will shoot The Firework Rocket into the empty room where Cyan Fiddles used to be, The Firework Rocket will hit a hidden Wall Button that illuminates lights in the darkness. Revealing a table that has a secret Red Keycard that The Player can pick up.
The Player then can run all the way back to The Communications Sector and they can use The Red Keycard to open Uthman's Office. Inside The Player can find 3 notes as well as 2 Whiteboards that display tests on The Monsters.
Testing Whiteboard[]

THIS IS ALL SPECULATIONยก
This whiteboard seems to show the success or failure of certain monsters.
Rejections[]
Nabnab is considered a failure most likely because it is a savage monster that dumbly runs after all living things. Also because it gives people the creeps. This is most likely because of Nabnab's DNA being Givanium (an aggressive genome) with another aggressive genome (spider).
Sheriff Toadster could be considered a failure because there arenโt any bad guys in town, and if there arenโt any bad guys in town, there is no reason for a sheriff.
Mediums (Round 56)[]
Slow Seline was considered a failure because "it wouldn't seem like it would be any hyperactive child's favorite."
Jumbo Josh is most likely considered a Success because "it would seem like a hyperactive child's favorite." (Because of Slow Seline's reason, Jumbo Josh's reason would probably be the opposite.)
Approved[]
Stinger Flynn, Banbaleena, Banban, Captain Fiddles, and Opila Bird are all successes, although there is no stated reason, at least not in Garten of Banban II or Garten of Banban III.
Notes[]
Security Office[]
The Security Office is a small office area that is located in The Communications Sector in Garten of Banban II. It has a couple boxes in the corner and a desk in the corner, itโs thought that there used to be security computers on the desk but they have been removed. On the desk there is a small note, The Player must pick up the note. The note says that the writer is going to knock out the Player, then they are knocked out by the writer who is revealed to be Banban. Banban then has a chat with the Player and takes them to the Storage Room in The Medical Sector.
The Maintenance Room[]
The Maintenance Room is an extremely large room located in the Communications Sector during Garten of Banban II. Itโs a room full of many shelves that are all empty, they are arranged in a way that allows the Player to walk a zig zag pattern to the end of the room. At the start of the room, a sign explaining what the employees need to do to keep safe from Nabnab can be found:
! REMINDER TO ALL WORKERS !
1 - Work in groups no smaller than 2.
2 - Carry flashlights at all times. Flashlights are in the equipment room.
3 - If in direct confrontation with the spider, cause as much noise as possible until help arrives.
At the end of the room there is a clearing that contains a small presentation area, a pair of forklifts, a sign regarding the blue and pink arrows, a mural of Banbeleena and Jumbo Josh, and a locked room on the wall as well as stairs that allow The Player to walk to the top of the room to activate 3 Wall Buttons with The Drone. Upon activation of all of the buttons the locked room (presumably the equipment room) will open where The Player can find mural of Nabnab, a table, multiple lifts, and a light blue keycard. Upon grabbing the keycard and walking out of the room, Nabnab begins pursuit. They must follow the blue arrows direction and the opposite direction from the pink arrows, these arrows on the floor will lead the Player to a swift escape from Nabnab.
Break Room[]
The Break Room is a small room that can be found in The Communications Sector during Garten of Banban II. During the game the door to The Break Room is locked until Banban assists The Player by unlocking the door. Inside there are 2 tables, 4 chairs, a pair of vending machines, a Happy Birthday sign, and "Emergency Alarm" button, and a counter where there are different useful things like a coffee maker, cake, and paper plates.
Story[]
The Break Room appears in the intro scene of Garten of Banban II.