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I Don't Like It: The Second Warehouse (Episode 17.2)

I Don't Like It: The Second Warehouse (Episode 17.2): official episode starting with Chirp, levels 160-250. Steps, places and rewards.

Updated 11 October 2026questsepisodeofficial
Quest
Official episode, levels 160-250
I Don't Like It: The Second Warehouse (Episode 17.2) is an official episode chain for levels 160-250 in 11 steps. It starts at Chirp. @guide shows your next step in game.

Walkthrough

  1. Chirp and the broken cleaners: From base level 160, once the mansion garden story has passed 'A guest of the mansion' (value 9), find Chirp in the second warehouse (ba_2whs01, 150,51). Hear why the cleaning robots went wrong, accept, kill 5 Broken Cleaning Robot Omega, and return for 3 Barmil Tickets. Quest log 17342 ("I don't like it"). Targets: 5
    Broken Cleaning Robot Ω
    . Reward: 3 Barmil Ticket.
    Chirp:
  2. A voice behind the door: Chirp hears a rattling that sounds like it comes from the basement. Go to the locked door at the top of the warehouse (276,290) and listen. The door is locked; you need the emergency keys.
    Lock:
  3. Chirp gives you the hints: Tell Chirp the door is locked. She explains that Varmundt hid three emergency keys in the warehouse, and gives you three riddles. Quest logs 17345-17347 (Staircase Key 1-3). Reward: 3 Barmil Ticket.
  4. Find the three emergency keys: Find all three Emergency Keys in the warehouse: at (110,218), (14,282) and (222,257). Walk up to each cell and the key shows itself; take it. All three are needed. Chirp's three riddles, in short: the spinning world, a place where your breath freezes, and a place where all air is hollow. The other two keys are at (14,282) and (222,257).
    Emergency Key:
  5. Open the door: With the three keys, go back to the locked door (276,290) and open it. It leads down into the basement (ba_2whs02).
  6. The Head in the basement: In the basement, find the talking Head near (37,312). It is a young automaton, the T2WH-0448, who thinks you are its master. It asks for parts to build itself a body. The first search is for a body.
    Head:
  7. The body: Search the junk pile at (31,50). Each try has a one-in-three chance of finding a usable body. Quest log 17350-17351.
    Junk:
  8. The arms: Search the junk pile at (129,82) for arms. One in three per try.
    Junk:
  9. The legs: Search the junk pile at (239,124) for legs. One in three per try.
    Junk:
  10. Put it together: Take the parts to the Head and let it assemble its body. It asks you to give it a name; promise to think about it. Quest log 17358 (Basement status check completed).
  11. Chirp's secret: Go back up to Chirp and tell her what is below. She decides to keep it secret and asks you to clear the warehouse and basement every day. You hand back the keys. This opens Chirp's two daily jobs (Warehouse Clearance and Basement Clearance); see the Mansion daily work page. Reward: 3,156,050 base EXP, 6 Barmil Ticket.

Rewards

StepReward
1. Chirp and the broken cleaners3 Barmil Ticket
3. Chirp gives you the hints3 Barmil Ticket
11. Chirp's secret3,156,050 base EXP, 6 Barmil Ticket