This one starts off in an unusual way, the player, in his many journeys, has come across a small town plagued by an evil located to the east of the starting location. Very few people remain, as most have either left or gone insane. The unusual bit is that it acknowledges that the hero has done this many times. It's a ZZT expansion, why wouldn't you?
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I never tried to reach past the guy in the church, but why bother? |
So to start with, we get supplies in the upper right, the thing in the center is just a weird store, 1 gem for 5 ammo or a torch. Then we have...wait, a gem spawner? I'm unprepared for such generosity...wait, why do I need infinite gems? Alas, you need to grab each one as it spawns, they're not spitting out of that hole. Dude on the left tells me that west is the Asylum, where the crazy villagers are. The church will sell me a healing salve, 10 health for fifteen gems. The guy in the south just wants me to save his two sons.
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This is a dark room, so reminder that I'm using a cheat to get this screenshot, but I'm not experiencing it this way. |
Let's start by going west. It's dark, the door is locked and I'm not alone. The guy here wants 5 gems to let me past, so waiting out some money later, and I'm in. Now what? That teleport goes down, there's another guy blocking south, and the guy is also blocking south. Which seems to be a trap anyway and...oh, the second guy shot himself. How like my luck, to be playing ZZT to be getting away from the darkness of
Dracula Hakushaku for a couple of days only to have darkness assert itself again.
This leads me to a zoo. Simple enough, then more exposition. The architect of the building was committed, though it seems he wasn't too sane to begin with. Since the power was ran by a mouse wheel, and since the inmate who thought he was a rat died, nobody's been using it. Inmates have been vanishing in greater numbers, from something with bright eyes. There's nothing else to do but go through the teleporter in this section.
This teleports to the lower left section. A weird puzzle occurs, one of the walls pushes you back into the teleporter, then back to the left edge, guy south. Guy doesn't do anything, he's just flavor. You're just supposed to go north. I take the second down, leading to another inmate, who is surrounded by a centipede. Carefully taking it out, he says that the Guardians of the crypt require great sacrifices. Guess I was wise to come here first. That's basically it here, there's a maze with single centipedes, and then reaching that last guy in the upper right. She just mutters about invisible ones.
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Don't shoot the red things or you'll get a ton of homing bullets back. |
Now I've been sufficiently warned about the dangers, I gather up some gems for ammo to replenish my stores and...go for the arcade. At first, it seems like some bizarre puzzle, but I didn't notice that I can just take a backdoor path to the centipede spawner. Free ammo and 10 gems, very generous. Suspiciously generous, what's going to happen when I reach the crypt?
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How overdramatic. |
First, I need to get past this path. Get hit by those arrows, they jump out when you're vertical to them, and you restart at the start of this screen. Yes, there is a secret path to the treasure, unfortunately it's on the other side and isn't a path back. So going back to town is...inconvenient. There's no secret otherwise, just rush past the shrine of death.
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Because of the whole flashing sharks do, you can't see them here. Something I missed the first time through. |
Now we come to the entrance of the crypt, where there's an invisible wall blocking my path. Oh, and sharks are roaming in the water. What you're supposed to do is head towards that symbol, the Guardian I was warned about. You're given five options, but only give 100 gems removes the wall. Time to grind out some gems then. This took almost as long as reaching this point to begin with. I pay and there's still an invisible wall maze before reaching the door.
This leads to a nexus of doors. I wonder what the first game to do the whole
Yume Nikki nexus thing was? The door behind me has closed itself, not that there was much point when it was a tricky trip back. Glad I did this the way I did. Six doors, the blue one links to itself. Six ways to win. Six holy roads to hell. Well, let's start from the top, I'm sure the bottom one is supposed to be special. And it's a maze of doors. Find the right sequence and you get out.
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The area with all the bears had those shootable tiles pop up on it at some point, guessing when I pressed the switch next to the top spawner. |
To here, in the bottom left, it's dark, as per usual. I get some free stuff for surviving this far and oh, I hear a spawner. It's probably not a gem spawner this time. There's a door to my north, so the key is on the side path down here. The gems turn into cougars, because of course they do. Fortunately I have nothing to worry about here, and I get more torches and ammo, along with the key. Up top, it's a one-way trip back down, hope you have some ammo for those centipedes. The bombs are just there so you can find the false wall, otherwise it's fairly simple.
The yellow door leads to...actually this is clever. At first it seems like a classic risk for reward situation, but those torches are actually both guiding you to the exit and protecting you from a second set of lasers to the right. Past that, the spinners are easy to get past. That scroll is a rotting skeleton, it has a note telling me that a single "b.-." can defeat the High Emporer. [sic] Probably a bomb.
This leads to the spawners I've been hearing. One for ruffians, and one for cougars. I don't figure it out until after disabling both of them, but there's a switch you can use to get to the spawnees. There's nothing that can be reached from here, one of the walls near the lasers has turned into a green key and I can reach that central area full of bears.
After clearing that out, I end up in the lower right. A shopkeeper is there, he sells a wooden mallet, a t-shirt with Bob on it, torches and a healing potion. No ammo, hope I don't need that. Well, I buy some torches and then more health. I think I have enough torches. It turns out I really do have enough, firstly, because there's a maze through the walls, which is less charming than it sounds. Secondly, the guy in the upper right is the Emporer.
After talking to him, you get what feels like a dozen options, none of which sound like they'll work in my favor. Each wrong answer gets you a graphic and juvenile description of your death, which I eventually end by picking the right answer of bonking him on the head. Oh, a single bonk. The sliders turn into gems and I go through after getting them.
We get the usual victory celebrations, grand party, key to the town, from the baron, and this rather nice little visual display. I must admit, outside of the final screen this one was quite clever, but on the short side. Let's see
Smiley Guy next.
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Unmentioned, somewhat disgusting. |
Oh, biomechanical, cool. I mean, ZZT, so probably underwhelming, but I like the idea in theory. It'll be weird though, because there are no ZZT levelsets that aren't weird.
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Considering there are a dozen enemies in this game, I wonder why swamp flies are so special. |
Informative text. I guess ZZT mods could be standalone, seeing as I never played the original levelsets until I first blogged about it. There's a fairly robust in-game hint system now, each screen seems to have these hints.
Here, those dots are swamp flies. At first I think I have to just go through, but then, aha, there are side paths. Despite being weird, the flies still die to bullets, so doing that, then taking out the spawner and I can go to that cabin safely. Bog there wants to talk to me.
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This could have been explained in the intro text. |
He's just telling me what I already know, go Dr. Z is doing something weird, go and stop him. The weird bit is the puzzle here, that object next to the key is actually just a score booster. The actual next step is to get out via a secret passage on the left.
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I'm glad there's a sign here, I couldn't tell otherwise. |
The lab. That's supposed to be a giant spider on the left. Charming. How am I getting in? Shoot the eyes, then you can get the key. That purple one is just going to have to wait, inside I go.
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I guess the thing in the middle must be the tongue, or a laser cannon. |
That guy on the left is a postman seemingly to get merch for this levelset, since it includes a real address. I didn't spot this at first, but we're in a guy's mouth. Seems like it isn't underwhelming after all. Since up is to the head, that means I need to go down. Those aren't pushers, those are teeth, which hurt when you go between them. Or touch them at all, because ZZT doesn't descriminate. I'm really not sure how you're supposed to be able to get past this one safely, because these things movement is just too random to safely get past. I cheated a little for health.
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In retrospect, it was extremely obvious as to what to do on this screen. |
The heart. Those centipedes are actually white bloodcells and change between two icons. They still die just the same. That's sort of all I can do here now, because I don't know what those arrows do. Down leads to the lower plumbing, a maze, which links back up two ways and has another path further down. Going down results in a part of the building that has been closed. I'll leave you to guess what it would have been. There's a party balloon I can't inflate down there.
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The way this body links up with itself is kind of weird. |
There's another section to the lower plumbing, which leads here eventually. Those lines are toxic worms, touch them, they awaken and chase after you. Go for the blue key, they all awaken and chase after you. The green J on the left is the king worm, you can talk to him, which does nothing. Shoot him, and all the worms awaken. You can't shoot the worms, either. Way you're supposed to do is shoot the barrel object next to the king. That kills all of them. West leads to deep throat, surprised they didn't do a more vulgar joke earlier, which is another maze, except there's a key in one of the rooms.
One of the paths through is to the lungs. This is something that helps with the balloon, it's just a big air pump. Back through the maze to the jaws, this time without having to deal with the teeth, and I go right to the neck. Here there's a sentient booger who wants me to get him a sneeze bomb. Charming. Further east is a store that requires ten gems to leave.
At this point, I get very tired with how much back and forth I'm expected to do. Another exit down from the lower plumbing is a long corridor, which is dark, which leads to another cyan key. Three rooms down, with lasers. At this point I just break down and start using the ZAP cheat to make it less tedious to move around. I find out that in order to get to the final area, I need to get five keys, the two cyan keys are one for the purple key outside and one for the door inside. I'm almost about to get them all until I find out that I need to go back to the swamp to get the pepper to get the red one, and just cheat through.
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I'd probably think this was more clever if it wasn't such a grind to get here. |
And it's another maze. Go through a bunch of doors until you reach the end. I'm getting very annoyed by this one, since it ran out of ideas at the shop. There are weird enemies which sometimes appear and hurt you badly, but eh.
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The game explains why Dr. Z is inside, Bog trapped him there, but why is there a head inside his head? |
This leads to the boss, who is the guy inside the head inside the body. A thousand homing shots chase after me when I enter. What you're supposed to do is just go back to the white door. This leads to the mental void. Just walk back through the door and you teleport past the lasers and you have to chase Dr. Z into the ear. It's annoying and longer than it needs to be, and then you win. No grand final screen, just text telling you where the rest of the special points items are. I'm just glad it's over.
Next time, we see the weird space action game
Codename Mat.
This Session: 3 hours 00 minutes
Total Time: 11 hours 20 minutes