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The game is not quite what this title screen suggests it will be. |
Mystery Manor, huh? That's probably a reference to
Mystery House, because on the first screen, literally just a plain corridor with a sign, I'm told my goal is get the deed to the house. Also to bring along a pencil and paper, and remember to explore everything. The only thing we're missing is "save often." But since the game just gives me 200 health, some assumptions can be made.
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Imagine playing a more realistic game and there's just some massive lake full of sharks like this. |
North of the starting area is a crossroads and a locked red door, inside there is ammo, a centipede and a green key, guess I'll be coming back later. East of that is this. The water is just freaking saturated with sharks. The woman, however, is the woman of the lake, tells me that if I can find her the staff of the serpents, uncapitalized, she'll help me to pass. She then gives me the red key. Huh, the golden key there must open that door here.

Getting the stuff from the last crossroads, we get another crossroads. Only this time, it's full of bears. Not as difficult as it seems, since you simply just alternate shooting up and down until you have enough breathing room to just take them as they come. North is a hermit's house, requires another red key to enter, so further west it is. Here there's a white door, a couple of tigers and a man who offers me a medikit. For 50 gems, which I don't have, and the second I stop talking to him, he disappears. One more west is...I'll get back to that, there's a blue door there and a yellow key, which it turns out is what the hermit's house needs.
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I guess they already dealt with Goldilocks. |
More bears, quite easily dispatched, and a centipede with not much reason to fight. The ruffians are more tricky. Bad luck when you grab the ammo blocking them in can really hurt you, but if you're quick on the draw you can stop them in their tracks. North requires two green keys it seems, hopefully I'm just mistaking green for cyan. So, east it is.
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I don't know what it is about ZZT, but compared to a lot of other games, there's a big tendency for levels to have text telling you things you should already know. |
Don't get caught, huh? There's a premade save where the player is stuck in a wall here, for some reason. The walls move around and bullets appear out of thin air. And by thin air, from places it obviously shoots out of. So once you get the pattern, it's just waiting for the walls to slide just right. East is a charming scene, where you have to stop slime masquerading as a toilet overflowing so you can enter the door inside it.
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Why is there ammo inside a toilet? Well, let's just say that for a while the human body was a key component in the gunpowder process. |
The inside of the toilet is a dark room. I like how this game was pretending to be all mysterious and adventure-esque, now I'm fighting centipedes inside a toilet. Slowly going around because of the distance you get with a torch, I eventually find the key on the upper right. Okay, where's the other one then? Let's back up to the first room inside the hermit's house. We have three labeled objects, one of which has nothing, another of which can't go anywhere and another suspiciously close to the edge. That's right, there's a fake wall in the fireplace. Cliche, but because you have to check every time, oh, so annoying. Inside is another room with a centipede, a cyan key and more ammo. Man, if I run out now I'm going to be so annoyed with myself.
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Do people actually say that? I always thought it was high-pitched screaming or grim resolve. |
And the following screen is worth it, because it's one of the most tense ZZT screens outside of one where you're getting chased by cannibals in a dark cave. Instead, you're being chased by spiders in a dark cave. Though they do die in one shot and blindly chase after you, but somehow it's better than most encounters. Unfortunately there's not much here, just some gems in that thing in the middle of the area. And there's nothing else I can really do. I look around the areas I've so far reached without darkness enabled and don't really see what else I can do. Checking a walkthrough, it doesn't have much to say about where I'm at, since apparently the path into the manor isn't supposed to be as difficult as I've made it look.
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I didn't even consider that this would even happen, let alone that you could be around to object! |
It turns out that I was just foolish, because in order to advance I simply had to walk out the door. South, because you can actually walk up and get stuck at this point, because the hermit appears and locks the way back into the cabin. He's upset because I took the gems in the pipe, and will only allow me to take them if I can bring him the Shield of the Underworld, which is in the manor. So he gives me the key.
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I guess the previous owner accidentally dropped all his green keys here. |
Now it's finally time to explore the mansion. I wasn't expecting so much time spent outside. That scroll there warns me that I need to find some hidden torches or I have no chance of getting the secrets of Mystery Manor. The door opens, lets me in, then turns into a purple door. I only took a look in the bottom right before, but man, there are a lot of green keys here. A lot. At this point, the game opens up a lot. So let's go over this roughly in the order I went through them.
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Looks more like I inherited an industrial factory rather than a big mansion. |
What I presume is the entrance into the mansion is left of the gate. Let me tell you, I am loathing these tigers. Fighting them at such short distance, such as that entrance, I just don't have the reflexes to take them out consistently. Especially since I'm having to go back and forth to get keys to advance more. This is basically one big 3x3 tile with this being in the center.
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"You want to get HOW many sharks?" |
South of the mansion is this place. Gaze at the number of bears and sigh. So much for effectively infinite ammo. Also, sharks in the water, because there's nothing more fun that unavoidable, immortal enemies. Go get the keys in order and do the surgical movement of dashing in then dashing out and hoping you don't get too hurt. You'd think by now I would have mastered this.
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If I get the mansion, I don't have to keep all the spinning guns, right? |
Lower right. Same old, same old, now with spinning guns. The actual blue key is easy enough to get too, it's just that it needs a red key, which is of course, guarded by spinning guns. The intro very specifically talked about how you get points for each gem, but spinning guns don't shoot gems for some reason. Perfect excuse to block it off, allowing some quick in and out for the key.
After all the green keys and two blue keys, entering the central room causes my guy to stop appearing on-screen and lock the game. I think I caused it by using the ZAP cheat at the edge of the screen. (I didn't want to walk all the way around, clearly my impatience has cost me something) Most of the blue key rooms are basically just things we've seen in previous parts, nothing special.
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Can't let these tigers get out, they might join up with the other tigers and start a revolution. |
This one was a bit odd. There are four things that look like saplings, guarded by spinning guns. The answer is probably elsewhere, but you have to grab one of them to open up a seemingly shootable wall in the middle of the screen to get the key. By coincidence, guess what? The guns aren't really that troublesome compared to the tigers. Those guys are getting on my nerves. Now I need a purple key to finally enter the manor.
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Surprised they just let the dead lie. |
To get it, I need to head to the upper left, then north, where there's a crypt. The guy in the center there will allow me in if I can answer a riddle. "What did Frankenstein say to his bride?" It seems I need to figure that out, as touching him just has him demanding the answer again. The guy running around gives me ammo in exchange for 50 gems, which I take him up on for obvious reasons.
So the answer to the riddle is "I finally met the ghoul of my dreams." You get this correct by running around and touching tombstones in the correct order. Some of them are just your usual graveyard puns. This takes a bit, and makes sense as to why the intro told me to bring a pencil and paper along. There's also a perfectly functioning save system.

Inside is a puzzle room, starting with a block puzzle. It just takes a few tries to decipher. Move the block under the key, then the blocks above, move the key down, then left and slowly get the rest of the blocks out of the way. The next room is less complex than it seems, wall moves towards you, so grab key and rush through in order to not get crushed. You won't actually die, just lose health, because this was done kind of badly. This leads to the colored number section. Which requires you to move the blocks out of the way using the buttons. They only go in one direction, so you have to do it without the whole thing breaking. The black room is an invisible wall maze, not like it usually is, they're black walls, not ones you can see after touching them. That would be too easy.
More riddles, the guy tells me I have to get 10 questions right in order to get health, If I don't I lose gems. It's a series of "guess the next number" puzzles. I won't bore you with the details. It's not that I can't do them, it's just not something I find fun. This leads to a multi-colored shifting wall trap where you get past spinning guns. It's fast enough that it can be tricky to do right. The place with centipedes is weirder than it seems, I can't shoot in this section and you have to guess at which wall contains another key. Secret wall maze and then another block puzzle. At least I finally have the purple key.
Inside is another set of mini-rooms. The door opens and I have to find another purple key to get out. Because of course I do. Those are red doors, not yellow, so the yellow keys are just more busywork.
West is whatever this is. Don't be fooled by the red coin objects in front of the centipedes, they aren't centipedes. They're blocking them from entering the main room, touching them causes the coins to disappear, then you can kill the centipedes. At first, it isn't clear how you get into the key room, it's locked, but nothing seems to open it. I assumed I just had to get lucky with the coins until pushing the sides of the end of one tunnel caused of the doors to open. This is starting to be less annoying puzzle game and more the memetastically bad adventure game I keep insisting is a rare phenomena.

Further west is a mess of enemies, so I return to the entrance and head north. I take one glance at it, save and then quit. I return, sometime later. It can't be as bad as I thought right? No, it's worse. I thought it was four red keys, and then back and forth bringing green keys here to go further. No, it's twelve red keys. I clear out the nearest one, just to start bringing back the keys. No, it's four red keys and a bunch of tigers. I'll just take this back to the entrance and...hang on, what am I even getting out of this room but keys? So I open the door and realize what the other rooms are for. The firing rate of the spinning guns is such that you need cover, and there are blocks in the other room. That's right, I need to bring those blocks into there. Through the oddly designed room, because things apparently weren't difficult enough!
Going for the next green key, I decide that I've had enough of
ZZT's Revenge, they got it. I'm getting quite tired of
ZZT and the way that every time I think something unabashedly fun is about to happen I end up only getting busywork. We'll call it 5 out of 10. I know I still have another board left on the game, but I simply haven't the desire to play any more
ZZT for a while. Which is unfortunate, because even if I skip
Best of ZZT, there's still
Super ZZT to go through. But hopefully being more officially minded, those will be less tedious to go through.
This Session: 3 hours 00 minutes
Total Time: 14 hours 20 minutes