3451 Anchor Way

* Loading Screen
* Map View
* Exterior

**3451 Anchor Way** is the second, third, fourth, or fifth level of *Around The Clock at Bikini Bottom*, unlocked after beating Glove World, and being the easiest out all four home levels. While being considered the fifth level by the developers and by few players, most players consider it the second level because of its difficulty.

The level starts off as Mr. Krabs' side of the invasion, heading towards his home to collect his money and ensure his daughter's safety, unaware that she had already been caught and cloned as a result.

This level has a **Time Trial** achievement.

## Story

*"While Squidward brings SpongeBob and Patrick to their neighborhood to gather their belongings, Mr. Krabs is doing the same. He arrives to his home in search of his booty, and to assure that his daughter is safe at home."*

*"But upon approaching the front door, he realizes that it's ajar. Someone could steal his money at any moment, or worse..."*

## Progression

### Opening Cutscene:

The opening cutscene begins with Mr. Krabs arriving at his house and praying that his daughter is safe and sound. He then enters his home.

### Check on Pearl

#### ***Me Precious Pearl***

* *Check on Pearl within the Aft Cabin.*

Upon entering the level, the player must make their way to the Aft Cabin where Pearl's room resides in. When going there, the player encounters a Pinkie, who will wake up and flee once the player enters the Mess Hall. Most of the level is inaccessible at first and a prompt will appear saying *"I don't need to go here yet"*. Upon entering Pearl's room, she appears to be asleep at first, but it is actually a clone of her. The player can't interact with her just yet, and Mr. Krabs is relieved to see Pearl safe.

#### ***Greedy, Grubby Claws***

* *Locate the wad of cash within Pearl's Room.*

After checking on Pearl, The player has to grab the wad of cash on Pearl's makeup table to start the next task.

### Main Objective

* *Collect the rest of the money.*

Once the player collects the cash wad on Pearl's makeup table, Mr. Krabs will start wondering where the rest of his money is, thus starting the main objective. The player then can leave Pearl's room to search for the rest of the money in the anchor, in which more of the house is accessible. Money spawns randomly, but still spawns in every location of the house after the first cash wad is collected. The house consists of the Mess Hall (dining room), the Captain's Quarter (Mr. Krab's room), the entrance, the Gallery (Kitchen), the Crow's Nest (bathroom and roof), and the basement.

The main objective is to collect 18 cash wads, or 17 since the player has already gotten their first cash wad in Pearl's room. After collecting 3 cash wads (including the one in Pearl's room), the house clock will chime, and Pearl will wake up. She will sprint out of her room and down the stairs until she reaches near the Crow's Nest and falls back asleep. After this, the player still needs to collect cash wads, but also has to avoid hazards (such as Creaky Floorboards) that evolve around Pearl, who cannot be disrupted from her slumber, and will kill the player if they wake her up.

Pearl herself also serves as a hazard for the player. For most of the level, Pearl will sleepwalk around most of the house. However, after 10 seconds-1 minute, Pearl can wake up. However, as long as the player remains hidden from her view, she will fall back asleep and continue to sleepwalk. The roof in the Mess Hall and the basement serve as safe spots for the player since Pearl cannot enter these areas. After 9 wads of cash are collected, the Pinkie from earlier will break into the house again and will roam the house. Should it see the player it will chase them and, if it catches them, will sting them, which will wake up Pearl.

#### *Visit the workbench in the basement and pick up the secret weapon.*

After all the money is collected, the player has to head to the basement ASAP to grab Mr. Krab's secret weapon. Pearl's sleep cycle resets, and hazards no longer serve as a major obstacle.

### Escaping the Anchor

#### ***Time To Go***

* *Leave the Anchor.*

After grabbing the secret weapon, the house loses its lights, and Pearl is heard angrily breaking the house clock. The Pinkie and the Creaky Floorboards will despawn, and if the player goes outside of the basement, they can find the clock dismantled. Upon trying to leave the Anchor, an enraged awakened Pearl Clone will charge at the player. They then have to use the secret weapon to shoot her down, normally when she becomes visible. After a certain amount of hits, the Pearl Clone will melt onto the ground, ending the level.

### Ending Cutscene:

Pearl melts into a puddle of goo, as Mr. Krabs stares in horror. Afterward, Mr. Krabs sadly exits his house with his bag of money, the secret weapon, and a music box with a picture of Pearl as a baby in his claws. After a brief moment of silence, Mr. Krabs drives off, leaving his bag of money behind.

## Enemies

### Pinkie

*Main Article: Pinkie*

The Pinkie will wake up after the player walks into the living area, floating away at high speeds. The Pinkie later returns after 9 wads of cash has been collected, indicated by Glass Shattering, and will then wander around until it has seen the player, in which case the Pinkie will float towards them. Most of the time, the Pinkie will wander into rooms the Pearl Clone cannot. If touched, the Pinkie will shock the player, causing Mr. Krabs to scream and instantly trigger the Pearl Clone's jumpscare due to this promptly waking her up. Its underwhelming speed makes it relatively easy to avoid, but the player must actively avoid getting cornered by it.

### Pearl Clone

*Main Article: Pearl Clone*

The Pearl Clone is the main threat of 3451 Anchor Way. When the player goes to check on her in her bedroom, she will be asleep and cannot be interacted with. After 3 wads of cash are collected, the Pearl Clone awakes and rushes downstairs screaming before falling back asleep. She will then begin waking up at random times. Although she sleepwalks for most of the level, her pattern of waking up is confusing for some players. In most cases when she wakes up, she will look around the place searching for the player and, if they fail to hide from her view, will become enraged and chase down the player until she catches and kills them. Upon being spotted, the chance of escaping her is nearly impossible without hacking/glitching, making her one of the fastest enemies in the game. A cycle found at the bottom-left of the screen indicates which cycle of sleep Pearl is in, which starts at green for asleep and sleepwalking, yellow for her stirring, and red for her awake and hostile. At the end of the level, the Pearl Clone will instantly chase the player upon stepping into her view. During this, the player can begin shooting Mayo at her to stop and melt her.

Other colors of Pearl's cycle also appear, which include burgundy (a dark red-purple color) for enraged if the player gets into her view while awake, white and red when she is getting shot by mayo, and grey when she is subdued by mayo.

## Tips

* Because of the Pinkie's speed, the player can slip around it before it can sting them. This allows the player to escape the Pinkie while cornered but also makes a huge risk.

* There is only one checkpoint in the level after the main objective is initiated, so the player has to be very cautious when collecting money.

* The Pinkie has poor eyesight, so it cannot see the player from far away. The Pearl Clone, on the other hand, has great eyesight, so the player has to be cautious more on her rather than the Pinkie.

* The safest places to get the third wad of money (the one that triggers the grandfather clock that wakes up the Pearl Clone) is either in the basement or the crow's nest because she never goes into either location and neither do Creaky Floorboards spawn in either location.

* Conversely, it is very risky to get the third wad of money in the Main Hall since The Pearl Clone goes there first after waking up, and there might not be enough time to find a hiding spot before she detects the player and kills them.

* Since the time Pearl has to wake up is 10 seconds to 1 minute, the player should count to ten when she falls back to sleep. If she doesn't wake up by then, that means the player can safely roam without worry.

* If the player is not attempting to ace the level, they should keep track of Pearl and the Pinkie's location at all times, and mark Creaky Floorboards that can get in the way.

* If in an emergency, the player should hide behind furniture when the Pearl Clone wakes up. Because she cannot move when she is awake, she cannot get a different angle.

* If the player is trying to beat the level's Time Trial achievement, they need to be wary of all of their surroundings, and should not dawdle while trying to avoid Pearl and the Pinkie.

## Hint Clams

* *"During your escapades, you'll come across foes who are sound asleep. It's best to avoid interrupting their sheep-counting activities by evading environmental hazards that could cause a ruckus. If they're stirred from their slumber, may Neptune have mercy on your soul."*
* *"Forced into a corner, with no way out? Armed with a Mayo Minigun, you can hold the left mouse button that'll fire a never ending barrage of mayo pellets at any enemy in front of you. No ammo, no cooldown, no problem... just make sure to watch your six!"*

## Secrets/Extras

* At the far end of the cellar, part of the wallpaper can be peeled back to reveal a hidden room with a Berry the Bear plush seated on a table. After picking it up, it can be added to a display found near the galley that is noticeably decorated with various other plushies. Once the Berry plush is placed onto the empty shelf, the Goofy Goober token will appear.

* On the roof, behind a set of boxes lies the Golden Spatula.

* Also on the roof, a monochrome figure of Mr. Krabs is hidden. This is not required for acing the level, since it is considered a miscellaneous extra and exists only as a one-time unlockable.

* On the gallery wall, near the back room, there is a painted dollar on the wall. Interacting with it removes the paint and triggers an unlockable.

* In Pearl's room, in the corner next to the shelf, a vial of ketamine can be spotted. Clicking it will unlock an extra.

* In Mr. Krabs' room, his first dime can be found and interacted with.

## Trivia

* 3451 Anchor Way is the only home level that had none of its content or gameplay featured in the demo.
* 3451 Anchor Way contains paintings, some of which contain references to let's players and other good friends of the developers.
* 3451 Anchor Way is the first level that introduces the mechanic of the Enemy Health Circles if played before Patrick's Rock.
* 3451 Anchor Way is one of the only 7 levels not in the demo to have known footage before the trailer was released.
	+ The other six are Patrick's Rock, Tentacle Acres, Barg’N-Mart, Mrs. Puff's Boating School, The Krusty Krab, and Sandy's Treedome.
* The squeaky window in Mr. Krabs' bedroom is a reference to the episode Squeaky Boots.
* Pearl's monstrous side in the game is referred from One Coarse Meal.
* Mr. Krab's doll-orama seen in the main hall and the dollar seen covered in paint and drawled on with crayons are both references to the episode Wet Painters.
* The music playing in the background of the level after collecting the first dollar seems to be a slowed-down horror remix of *The Drunken Sailor*.
* If the player attempts to enter the roof in the Crow's Nest or the basement as a getaway after being spotted by the Pearl Clone, the game will kill the player and falsely claim they stepped on a Creaky Floorboard.