|
Zombies FAQ
ZOMBIES / ZOMBIES ATE MY NEIGHBOURS
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
Super Nintendo Entertainment System
Guide and walkthrough
By Hammerite Heretic
Final version, released on Tuesday the 29th of May 2003
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
This text document is by Hammerite Heretic. You are permitted to download and
print copies of this file, and to distribute it, including posting it on your
web site.
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
CONTENTS
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
SPOILERS: This guide contains spoilers for events within the game. I have
attempted to keep each new development contained within the proper part of the
walkthrough, but you should be aware that you could have parts of the game
spoiled for you if you read this document. In particular, be warned that the
list of level walkthroughs below includes the names of levels.
SEARCH TAGS: Copy and paste a search tag into your browser's find function, and
you will be taken to the beginning of the section specified.
-----
Section Search Tag
i) Basic Playing Guide ............................................. srch10
a) Controls and Basic Game Mechanics ............................ arch1a
b) More on Victims .............................................. srch1b
c) Other Map Features ........................................... srch1c
d) The Special Items, and their uses ............................ srch1d
e) How to Use the Level Walkthroughs ............................ srch1e
ii) Tips, Tricks and Strategies ..................................... srch20
a) Tourist-Werewolf exploit ..................................... srch2a
b) Clearing the machine's memory ................................ srch2b
c) Where to start playing? ...................................... srch2c
d) Keeping your Victim numbers high ............................. srch2d
e) A list of the bonuses ........................................ srch2e
f) Cheat: Avoiding the final boss fight - ***SPOILERS*** ........ srch2f
iii) Walkthrough ***WARNING - Possible spoilers below*** ............ srch300
1) Rescue the Neighbours in: Level 1: Zombie Panic ........... srch301
1-B) Bonus Level: Day of the Tentacle .......................... srch3b01
2) Level 2: Evening of the Undead ............................ srch302
3) Level 3: Terror in Aisle Five ............................. srch303
4) Level 4: Lumberjack Hedgemaze Mayhem ...................... srch304
(U.S. "Level 4: Chainsaw Hedgemaze Mayhem")
5) Level 5: Weird Kids on the Block .......................... srch305
6) More Shocking than Level 5: Level 6: Pyramid of Fear ...... srch306
7) Level 7: Dr. Tongue's Castle of Terror .................... srch307
8) Forty Feet of Terror in: Level 8: Titanic Toddler ......... srch308
9) Level 9: Toxic Terrors .................................... srch309
9-B) Bonus Level: Mushroom Men ................................. srch3b09
10) Level 10: No Assembly Required ............................ srch310
11) Plants Go Berserk in: Level 11: Weeds Gone Bad ............ srch311
12) They Came to Earth for One Thing: Level 12: Mars Needs .... srch312
Cheerleaders
12-B) Bonus Level: Cheerleaders Versus the Monsters ............. srch3b12
13) Terrifying to the Bone! Level 13: Chopping Mall ........... srch313
14) Level 14: Seven Meals for Seven Zombies ................... srch314
15) Level 15: Dinner on Monster Island ........................ srch315
16) From the Depths of the Earth: Level 16: Ants .............. srch316
17) Level 17: Office of the Doomed ............................ srch317
17-B) Bonus Level: Someplace Very Warm .......................... srch3b17
18) The Terror is Back in: Level 18: Squidmen of the Deep ..... srch318
19) Level 19: Nightmare on Terror Street ...................... srch319
20) Level 20: Invasion of the Snakeoids ....................... srch320
21) Level 21: The Day the Earth Ran Away ...................... srch321
22) The Scary Sequel to Level Seven: Level 22: Revenge of ..... srch322
Dr. Tongue
22-B) Bonus Level: The Son of Dr. Tongue ........................ srch3b22
23) Level 23: The Caves of Mystery ............................ srch323
24) Level 24: Warehouse of the Evil Dolls ..................... srch324
25) Huge Discounts On: Level 25: Look Who's Shopping .......... srch325
26) Level 26: Where the Red Fern Growls ....................... srch326
27) Level 27: Dances With Werewolves .......................... srch327
28) Scream in Horror on: Level 28: Mark of the Vampire ........ srch328
29) More Shocking than Level 28: Level 29: Zombie House Party srch329
30) Level 30: The Horror of Floor Thirteen .................... srch330
31) Level 31: Look Who's Coming to Dinner ..................... srch331
32) Get Ready for Big Terror: Level 32: Giant Ant Farm ........ srch332
33) Level 33: Fish and Crypts ................................. srch333
33-B) Bonus Level: Curse of the Pharaohs ........................ srch3b33
34) Level 34: I Was a Maniac Lumberjack ....................... srch334
(U.S. "Level 34: I Was a Chainsaw Maniac")
35) Level 35: Boardwalk of Terrors ............................ srch335
36) Prepare for the Terror: Level 36: Monster Phobia .......... srch336
36-X) Boss Guide: Dr. Bug ....................................... srch3x36
37) Level 37: Labyrinth of Horrors ............................ srch337
38) Level 38: Monsters of the Blue Lagoon ..................... srch338
39) Level 39: Destroy All Vampires ............................ srch339
40) More Terror than Before: Level 40: Pyramid of Fear Two .... srch340
41) They Are Back! In: Level 41: Martians Go Home! ............ srch341
42) Terror has a New Name! Level 42: Spikes ................... srch342
43) Level 43: Super Fund Cleanup Site ......................... srch343
44) Level 44: The Curse of Dr. Tongue ......................... srch344
45) Level 45: Danger in Picnic Park ........................... srch345
46) A Shocking Sequel to Level 34: Level 46: Day of the ....... srch346
Lumberjack ..... (U.S. "Day of the Chainsaw")
47) More Shocking than Level 46: Level 47: Gridiron Terror .... srch347
48) Level 48: Curse of the Tongue ............................. srch348
48-X) Boss Guide: Dr. Tongue .................................... srch3x48
48-B) Credit Level: Monsters Among Us ........................... srch3b48
iv) Passwords ........................................................ srch4
v) Thanks ........................................................... srch5
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
i) INTRODUCTION AND PLAYING GUIDE srch10
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
a) CONTROLS AND BASIC GAME MECHANICS srch1a
====================================
CONTROLS AND THE BASICS OF NAVIGATION:
[NOTE - This guide deals with the Super NES version of Zombies. Controls for
the Sega Genesis version, which I don't own, are different.]
The regular controls are as follows:
+ shaped pad - Move around the world.
- Swim, while in the water.
Y button - Fires your currently selected weapon.
X button - Uses your currently selected special item.
B button - Changes your selected weapon to the next in the list.
A button - Changes your selected special item to the next in the list.
- Allows you to check how many Keys and Skeleton Keys you have
as well, as they're listed in there too.
L and R buttons - Toggle your Victim Radar on and off (more on that in section
"c").
Start button - Pauses the game. Both players can toggle "paused" status.
Also note the following:
- To dive into water, walk up to the edge of it.
- To get out of water again, swim back to the edge.
- There is only one Monster which can attack players and Victims in the water.
- To jump onto a trampoline, walk up to its edge.
- To jump off a trampoline, hold down the direction you want to jump. When you
fall back to the trampoline, your character will jump in the direction you
are indicating. (You will sometimes be unable to jump in certain directions.)
- No Monsters are able to attack players and Victims who are on trampolines.
The world of Zombies is seen from an angled overhead view, allowing you to see
your character and his surroundings. In this walkthrough, movement instructions
are given in terms of compass directions, "north" being directly up-screen. You
will find locked doors as you explore the levels; these can be opened with the
aid of Keys, which are used automatically when you walk into the doors. You
will need to find one Key for every door you want to open (although you can use
force to open doors instead, if you have the right weapons for the job).
-----
YOUR HEALTH:
Each player begins the game with a Water Pistol, a First Aid Kit, a full health
bar and three lives. Whenever you are hurt by a Monster, you will lose
one-tenth of your health bar; when you have lost all of your health bar, you
will faint and lose a life. If you lose all of your lives, it's game over for
you. (You cannot see how many lives you have while on a level - only at the
end-of-level bonus screen.) However, if your health bar is not full, you may
use a First Aid Kit to make it full again. It's best to leave it until you have
rather less than half of your health bar left (say, two-tenths left) before
healing using a First Aid Kit, in order to strike the right balance between
being too daring, and using First Aid Kits unnecessarily.
-----
VICTIMS:
Although your characters are fighting through the Monster hordes primarily in
order to get to Dr. Tongue's laboratory and show him the error of his ways,
they're also defending the Victims in each area they visit. The Victims are
your neighbours, referred to as "Victims" because they're who the Monsters are
after (for the most part). It's one of your goals in the game to save as many
of the Victims as you can, as you play through. Victims are saved by walking
into them, which results in them disappearing in a cloud of gratefulness and
bonus points. However, if a Monster makes contact with them in the same way,
they're history...
You start on level 1 with ten Victims, and on each level they must all be
either saved by you, or killed by the monsters, after which the Exit Door will
materialise and allow you to leave. Whenever you progress to the next level,
the same number of Victims will be placed on it for you to save, as were
collected on the last level. Beware - if all the Victims on a level die,
without you saving any of them, it's an instant game over... Thus, from even
the most cynical point of view, it's definitely in your interests to keep as
many Victims alive as possible, for as long as possible.
The Victims come in ten varieties (in addition to a secret Victim who appears
only once in the game, and gives you a bundle of points). Your neighbours
comprise the following types of people:
- Cheerleaders (1000 points each)
- Babies (700 points each)
- Dogs (500 points each)
- Explorers (500 points each)
- Trampoline Girls (300 points each)
- Tourist Couples (200 points each) - These are pairs of people standing
together; each couple counts as just one Victim, though.
- Barbecue Guys (105 points each)
- Soldiers (100 points each)
- Swimming Pool Guys (100 points each)
- Teachers (10 points each)
--------------------------------+++++++++++++++--------------------------------
b) DETAILED GAME MECHANICS srch1b
==========================
VICTIM DEATH AND REBIRTH, AND VICTIM PROVISION ORDER:
As explained above, the number of Victims appearing on a level is mostly
determined by the number you saved in the previous one. If you allow two
Victims to die in a level, you will have two less in the next one. But as
you'll appreciate, this arrangement on its own would result in every player
eventually losing all their Victims but for one, which they would then have to
worry about on every level. This is not the case - because the game also offers
you a way of reinstating the Victims who've previously died, by earning new
ones.
Every time your score breaks a multiple of 40,000 points, you earn an "Extra
Bonus Victim". To clarify: if, when the game finishes adding up your bonus
points after you've exited a level, you have broken at least one new multiple
of 40,000 points since you began the level, you are awarded exactly one Extra
Bonus Victim, which is added to your number of Victims in time for the upcoming
level. (A "multiple" just means a number that divides by 40,000 to give an
integral answer: 40,000, 80,000, 120,000, 160,000, and so on.)
If you saved five Victims in a level but also earned yourself an Extra Bonus
Victim, then you'll have six Victims to save as you start the next level. If
you're playing in two-player mode, you can both earn Extra Bonus Victims at the
same time, if you both break a score barrier in the same level; this means that
you can generate up to two new Victims per level. Note that the last two levels
in the game do not allow you to earn any bonus points at all after exiting, nor
do they allow you to earn Extra Bonus Victims.
Each level has nine "potential" Victims and one "Always There" Victim. The
"Always There" Victim (hereafter referred to as "Victim #A") is, as the term
suggests, always there - even if you have only one Victim. The other Victims
are numbered two to ten and are added according to how many Victims you have;
thus, "Victim number seven" is present if you have seven (or more) Victims, but
he is not present if you have six (or less).
This "Victim Provision Order" means that a player can predict exactly which
Victims are going to appear on a level, and choose different routes through the
map in order to visit each place he needs to. In my walkthrough, I've assumed
that you keep your number of Victims squarely at ten the whole way through -
which actually isn't all that hard to do if you keep on racking up points to
earn Extra Bonus Victims.
Each level walkthrough will direct you to every place you need to visit to find
all ten Victims. If you haven't got ten then most of the time you should tag
along anyway, as it doesn't add much distance to your route and you will often
pick up items that you need along the way. The main situation that arises in
which you should not do this, is when the route suggested appears to be a
detour that would result only in your needlessly using items or putting
yourself in danger.
----
TOURIST-WEREWOLVES:
On several levels, Tourists present must be saved quickly, or after a certain
time limit is reached, they will turn into pairs of Werewolves when they are
brought on-screen. Werewolves are powerful monsters which take several hits
from most weapons to kill, and can jump between points on the map in order to
keep up with you. If Tourists change into Werewolves, they effectively die, so
it's important to try and get to the Tourists as quickly as possible on the
levels on which this occurs. (In some situations, it is possible to save
Tourists even after the time limit has been exceeded, by exploiting the game's
programming - see section two, "Tips, Tricks and Strategies", below.)
-----
VICTIM RADAR:
The Victim Radar is toggled on and off by pressing the L or R shoulder buttons
on the Super NES controller. The radar is a simple visual display in the corner
of the screen; it shows all of the Victims within the radius of one and a half
screen's lengths of you, with each Victim being represented by one dot. Despite
being such a simple device, the Radar is often very helpful in searching an
unfamiliar area for Victims, and when you need to know exactly how far you are
from a Victim in danger. Although I only specifically direct you to use the
Radar a few times in the whole game, it does no harm to have it on at other
times as well.
-----
PASSWORDS:
After every fourth level you clear, you are presented with a new password. This
password will allow you to return to your current point in the game (that is,
the start of the upcoming level) with your current amount of Victims (after any
Extra Bonus Victims that you've earned, have been applied). You will not
restart with all the weapons you had; you'll just have the standard Water
Pistol, First Aid Kit and three lives. This makes levels much harder, as you
will not have so many special items.
--------------------------------+++++++++++++++--------------------------------
c) OTHER MAP FEATURES srch1c
=====================
CUPBOARDS AND OTHER STORAGE SPACES:
As you explore the levels of Zombies, you'll come across a variety of storage
units, which can be opened. The contents of a unit vary randomly and are
different in each game you play: it may contain an item or weapon; it may
contain nothing at all; or it may contain a Bogeyman, which is essentially a
booby trap that reduces your health. Some storage units can be opened from
their north as well as from their south - this eliminates the Bogeymen, but it
seems to also reduce the probability of finding a useful item inside.
-----
RESPONSIBLE USE OF BAZOOKAS:
The Bazooka is a fine, powerful weapon, but it has another important use: it
can be used to blast down obstacles that are obstructing your progress. This
includes regular doors, weak plaster walls, hedgerows, and fences, among other
things. You'll rely on this use of the Bazooka quite a lot, which is why it's
such a valuable weapon to have. The Monster Potion also allows you to knock
down weak obstacles by punching them, but that's a useful side effect more than
anything else. Here is a list of things that may be blasted down with Bazooka
shells, and what to target to achieve this:
OBSTACLE: | FIRE AT:
---------------------------|---------------------------------------------------
Plaster wall | Cracks in the top. If there are no cracks, you
| can't blast it down.
Hedges |
- (east-to-west hedges) | The sections with the lower, slightly darker tops.
- (north-to-south hedges) | The sections which appear more gnarled, with dark
| patterns on them.
Fences | The sections with the pointy tops.
Supermarket aisle walls |
- (east-to-west walls) | Towards the western sides of the rows of red tin
| cans on the top shelves.
- (north-to-south walls) | The large groups of red tin-cans.
Rows of boxes | The cracked ones.
---------------------------|---------------------------------------------------
Regular door | Just fire straight at it.
Shop window | "
Giant cobwebs | "
Cracked box | "
Collapsing Roof Gate* | "
*These are archways that collapse after you have walked through them.
Some items are hidden in areas where you can only access them with the
Bazookas; for example, a First Aid Kit, a Monster Potion and a Fire
Extinguisher are hidden in this way on level 4. Such items are usually hidden
inside things I call "hedge blocks" - they're large blocks of greenery which
have weak hedge sections at the front, which can be blasted down to expose a
hollow area inside, that may contain goodies.
-----
SKELETON KEYS:
In the world of Zombies, a Skeleton Key is a differently shaped Key used to
open a special kind of door. These are the Skull Doors, easily identifiable
from their skull design. You cannot use a normal Key to open a Skull Door;
likewise, you cannot use a Skeleton Key to open a regular door. Also, unlike
regular doors, you cannot blast open Skull Doors with the Bazooka. You can
check how many Skeleton Keys you are carrying by using the A button, as they
are listed as one of the special items, just like regular Keys.
Skeleton Keys mostly appear towards the end of the game, hidden in levels or
held by a boss monster. This is a way of forcing you to explore the level (or
fight the boss) before you can get in to save the final Victim (generally the
"Always There" Victim), who will be in a cell behind a Skull Door. So, for the
most part, Skeleton Keys are an element of level design, and the way they are
rationed out tends to prevent you from keeping one to use on another level.
However, you can find Skeleton Keys in Cupboards (though very rarely), and
there are a total of two other Skeleton Keys in the game, which are available
to anyone who cares to earn them and which do not need to be used to save
Victims (however many of them you have). The first of these is on level 15, on
which a Key is located on a small island and is easy to obtain. This should be
used on level 22 to access a very worthwhile secret. The second free Skeleton
Key is on level 25, held by a boss, and can be used on that level to obtain an
Extra Life or kept for use later in the game...
There is a certain degree of investment in the use of a Skeleton Key; will you
use it now, or will you put it aside to bypass part of a level that you dislike
or aren't any good at, later in the game? If you can avoid using a Skeleton Key
on one level, you might find it pays off when you can escape a level quickly
later on. The following table tells you how many Skeleton Keys are available on
each level in the game, how many must be used on each level (never more than
the number present), and how many you have the option of using on each level,
to access various bonuses. You can use this to plan an entire game from start
to finish if you want.
LEVEL | AVAILABLE | MUST USE | CAN USE
---------|-----------|---------------------------------------|-----------------
1-B | 1 | 1 | 0
8 | 1 | 1 | 0
15 | 1 | 0 | 0
20 | 3 | 2 or 3 (depends on number of Victims) | 0
22 | 0 | 0 | 1 (recommended)
22-B | 1 | 1 | 0
24 | 0 | 0 | 1
25 | 1 | 0 | 1
28 | 4 | 4 | 0
32 | 3 | 2 or 3 (depends on number of Victims) | 0
34 | 2 | 1 or 2 (depends on number of Victims) | 0
38 | 0 | 0 | 1
39 | 2 | 2 | 0
40 | 2 | 1 or 2 (depends on number of Victims) | 0
44 | 1 | 1 | 0
46 | 2 | 2 | 0
47 | 3 | 1 or 2 (depends on number of Victims) | 0
48 | 5 | 4 or 5 (depends on number of Victims) | 0
*Remember that Skeleton Keys may appear in Cupboards too.
--------------------------------+++++++++++++++--------------------------------
d) THE SPECIAL ITEMS, AND THEIR USES srch1d
====================================
The special items can be very useful, but often only in specific situations.
Here is some information on how best to use them:
-----
- The FIRST AID KIT fills your health bar. I recommend using it when your
health falls to two-tenths of the bar, in most cases; but when you're in an
area containing Jelly Blobs, you should use one as soon as your health falls to
three-tenths of the bar, as that's how much damage the Jelly Blobs deal in
total with one of their Jelly Bomb attacks.
-----
- SPEED SHOES allow you to run across land at twice your normal speed for 15
seconds after you use them. They're therefore very useful for approaching
Victims who are likely to be in danger, very quickly; in particular, there are
a few occasions throughout the game in which Speed Shoes are very useful in
getting to Tourist-Werewolves before the time limit is up. (If you need to use
Speed Shoes directly at the start of the level, a notice at the end of the
previous level's walkthrough will tell you that you need to prepare.) The only
problem with the Speed Shoes is that it can be difficult to collect the Victims
when you've actually got to them, because your control over your high-speed
character is so much less accurate.
-----
- PANDORA'S BOXES are little golden chests; when opened they let out energy
blasts which whiz around the screen for a fraction of a second, dealing damage
to Monsters. Although weak Monsters will usually be killed, and tough Monsters
will usually take a dent to their health, you cannot predict exactly whom the
blasts will target. In particular, some enemies, like Frankenstein's Monster,
are barely ever targeted.
Apart from their use as an offensive weapon against bosses, Pandora's Boxes can
also be used to defend Victims that are in danger as you approach. For example,
let's say you have to approach a Baby who's in the northeast corner of the
level, in the middle of a Zombie spawning area, from around the wall. As you
approach, a Zombie rises up and heads for the Baby; you can't kill the Zombie
with your Water Pistol, but you can with a Pandora's Box. The only thing wrong
with this is that sometimes, the bolts of energy don't get to the Monster you
particularly want killed (in time), so the Victim dies anyway.
-----
- MONSTER POTION: The red liquid in the laboratory flask transforms you into a
Purple Monster for about 35 seconds. While in Purple Monster form, you are
invulnerable, but you can deal considerable and repeated damage to Monsters
with your punch attack - press the A, B, X or Y buttons. The punch will also
bring down regular doors and weak sections of wall, etc. as the Bazooka does.
The Monster Potion is very useful for fighting tough Monsters, particularly
bosses; and also for fighting *through* Monsters if you want to get somewhere
fast, and not worry about taking damage. Note that as the Purple Monster, you
cannot open Skull Doors, you cannot swim, and you cannot use trampolines.
-----
- GHOST POTION: The blue liquid in the laboratory flask turns you into a ghost
for about 25 seconds. While in ghost form, you are invulnerable, and you can
also walk across the surface of water. This makes it useful for approaching
Victims without having to worry about being held up by Monsters, or by having
to dive into the water. This is most useful in areas containing Squidmen, as
they can get to Victims very quickly, whether in the water or not, and so you
need to be able to as well. Note that as a ghost, you cannot use weapons, open
any doors, or use trampolines.
-----
- The MYSTERY POTION is a laboratory flask overlaid with a question mark. It
can have any of six effects. The random nature of Mystery Potions makes them
unsuitable for critical uses such as helping you to save Victims, but they can
be useful when fighting bosses, as a time-wasting tactic; as a source of random
health boosts; and for the occasional Purple Monster transformation. The six
effects of the Mystery Potion are as follows:
1) You are turned into the Purple Monster, as with the Monster Potion.
2) You are turned into a ghost, as with the Ghost Potion.
3) Your speed increases, as with the Speed Shoes.
4) Your health bar is filled, as with the First Aid Kit.
5) You lose some of your health (you will never fall below two-tenths of your
health bar as a result of using the Mystery Potion, though).
6) You turn into Mr. Hyde.
Mr. Hyde is an evil alternate form for yourself; you know that you have turned
into him when your skin and clothes change to sickly colours and
skull-and-crossbones icons appear in your weapon status bar. You have no direct
control over Mr. Hyde; he walks around randomly, and if he gets near to a
Victim (or the second player), he will dash over at high speed and kill him (or
deal him damage). It seems that if you press the directional controls, you may
be able to influence Mr Hyde's movement in a very limited way, but he will just
as often purposely disobey you as he will obey, so don't count on being able to
steer him away from trouble. You remain as Mr. Hyde for about 25 seconds.
-----
- DECOY CLOWNS are inflatable clown toys that act as substitute Victims,
drawing Monsters' attention away from you and the real Victims. They will
occupy the Monsters' attention until they burst. Unmolested, the Clowns last
about 17 seconds, but when under attack they will burst rather more quickly
(the exact time depending simply upon how they are attacked). You can only have
three Decoy Clowns inflated on the level at any one time.
-----
- KEYS AND SKELETON KEYS: These icons are just present to allow you to check
how many of each type of Key you have.
--------------------------------+++++++++++++++--------------------------------
e) HOW TO USE THE LEVEL WALKTHROUGHS srch1e
====================================
(An example data section and walkthrough)
-----
##) THE INTRODUCTORY TEXT DESCRIBING THE LEVEL
-----
DIFFICULTY: 1/10 to 10/10
// The difficulty rating system is self-explanatory. Sometimes the difficulty
// of a level varies according to how many Victims you have, or how many useful
// items you have managed to collect since starting your playing session, in
// which case the difficulty rating is expressed as being within a certain
// range. The text beneath the difficulty rating acts as an introduction to the
// level, and will tell you which aspects are hard and which are easy, though
// not usually in specific terms.
NEW HAZARD: Shiny disco balls. Don't look directly at them or you will be
overpowered by the groove and have to dance frenziedly on the spot for a full
five seconds.
// If included, this section is just to notify you that some new trap or exotic
// element of level design is introduced on the level.
NEW MONSTERS: Ewoks
Rubber Chicken with a Pulley in the Middle
// If included, this section simply tells you that a new monster will appear on
// this level, that you haven't come across before. You should check out the
// Monster List section, just below, for information on where it is and in what
// abundance.
MONSTER LIST: Doppelgangers [Vicious] (intensity: very low, location: one
place)
Pod Plants (seven)
Werewolves (source: from Tourists after 10 seconds: #s 9 & 10;
spawning randomly after 60 seconds, intensity: high,
location: the northwest corner of the map)
Zombies [Normal and Vicious] (intensity: ranges from medium to
very high, location: two places)
// The monsters appearing on the level are listed in alphabetical order, and
// after each monster's name is further data that gives you a good idea of how
// plentifully it is to be found. This data can be interpreted as follows:
-- If a number is given in brackets after the monster's name, then that means
// there are exactly that many on the level. If the monster is one that simply
// spawns inexhaustibly around a given area (or areas), then it will have a
// sub-entry for "intensity" which tells you at what rate it appears (very low,
// low, medium, high or very high), or the greatest and least rates at which it
// appears.
-- The "location" sub-entry tells you where the monster appears - not usually
// in specific terms, rather as a general expression of how prevalent the
// monster is throughout the map.
-- As noted above in sub-section "c", on some levels, Tourists turn into
// Werewolves after a time limit is up. If so, this time limit is given, along
// with the Victim numbers of the Tourists (e.g. 9 and 10 here). The
// sub-entries describing "normal" Werewolves' spawning patterns on the level
// are the same as for any other Monster. However, Werewolves tend not to start
// spawning immediately, preferring instead to wait until a certain amount of
// time has passed. That approximate amount of time will also be given here.
-- Zombies and Doppelgangers come in two varieties: "Normal" and "Vicious". The
// Vicious ones are harder. The square brackets after the Monster name describe
// which types appear, though not in what ratio to each other.
BOSS: Angry Pet Hamsters (two)
// If the level features a boss creature, it is pointed out here. The number
// present is also given, as there can be more than one.
VICTIM LIST:
A) Cheerleader - Behind the Skull Door on the eastern edge of the map.
2)
3) // This lists all ten Victims present on the level, sorted according to
4) // the Victim Provision Order (see above) with Victim number A first,
5) // and tells you where they are found. Don't expect detailed
6) // directions - just a description that links each to the appropriate
7) // part of the level, and perhaps to a nearby landmark.
8)
9) Tourists - In the northeast corner of the level, next to the drums of toxic
waste.
10) Tourists - In the northwest corner of the map, near the house where the
Skeleton Key is hidden.
IMPORTANT PICKUPS: Two Bazooka pickups
Skeleton Key (which you will have to use)
// If there are any items lying around which you really must get, they will be
// listed here.
BONUSES AVAILABLE: Victim collection bonuses
Bonus for Dividing by Zero (5000 points)
// This section lists all the ways in which the level allows you to earn extra
// points, which are added to your total before the next level begins. "Victim
// collection bonuses" describes the normal group of three bonuses which are
// nearly always available. A full list of other bonuses is given in the "Tips,
// Tricks, and Strategies" section, below.
BEST PLACE TO SCORE BONUS POINTS: Go to the southeast corner of the level, far
away from the Werewolves, and rack up points by wasting the Zombies.
// As described earlier, you have the opportunity of earning an Extra Bonus
// Victim (or even two) on each and every level in the game (apart from the
// last two), provided that you score enough points. The best areas for points
// scoring are documented in this last entry for the level data section.
-----
// After the dashed line, the walkthrough begins. On some occasions
// (particularly in the later levels), there will be more than one walkthrough,
// catering to players in different situations. If so, each walkthrough will be
// clearly labelled.
PREAMBLE:
// This section tells you anything that you specifically need to know about
// before beginning the level (such as Tourist-Werewolves). You will be
// prompted to read it at the end of the previous level's walkthrough.
TOURIST-WEREWOLVES:
// If there are Tourists on the level who change into Werewolves after a time
// limit, you will need to go and save them first of all. This is the first
// part of the walkthrough, and tells you how to do just that.
VICTIMS:
// Assuming there are no Tourist-Werewolves on the level, this is the first
// part of the walkthrough, and guides you through the best way to save all ten
// Victims. If there were Tourist-Werewolves, then this section follows on from
// the previous one.
PICKUPS:
// If there are any items to find which you don't come by while following the
// "Victims" part of the walkthrough, this section will tell you how to get to
// them, and back to the Exit Door again.
WALKTHROUGH:
// If the best route through the level allows you to get all the pickups before
// you've got all the Victims, there is no point having separate sections, or a
// "Victims" section on its own, so the "Walkthrough" heading is used for the
// whole thing.
// Further notes on the walkthrough:
//
// For the purpose of emphasis, the names of Victims and of pickups are treated
// as proper nouns - every initial letter is capitalised, for example Swimming
// Pool Guy and Martian Bubble Gun. All Victims have a number in brackets after
// their name whenever they are mentioned; this tells you where in the Victim
// Provision Order they are (see above). For example, if a Victim is marked
// with a (6), you will only find him there if you had six or more Victims when
// you started the level.
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
ii) TIPS, TRICKS AND STRATEGIES srch20
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
a) TOURIST-WEREWOLF EXPLOIT srch2a
This is an exploit that allows you to save some Tourists on levels in which
they would turn into Werewolves, even after the time limit has expired. In
particular, this exploit is useful in saving Victim number 9 on level 28,
because that particular Tourist Couple is much too far away from the start of
the level for you to have any hope of getting to them in addition to the other
two Tourist Couples present. However, for all its usefulness, this exploit may
be looked upon as cheating by some, and they will not want to use it.
While running Zombies, your Super NES machine has only a limited amount of its
resources dedicated to the Monsters that are present on-screen; in particular,
it only has the capacity to animate a certain number of sprites on the screen
at once. "Sprites" here means all objects that switch between frames of
animation, which includes Victims too. When a certain number of Monsters are
present, no more can be spawned until some have died, because otherwise the
Super NES would be unable to cope with all the work and would slow to running
the game at a snail's pace.
Tourist Couples are just one sprite, but each Werewolf is two sprites. More
importantly, if there are more than a certain number of enemies on screen, the
Werewolves are two enemies too many. So, if you have a certain number of
enemies following on close behind when you approach the Tourists, the machine
won't allow them to transform into more enemies, and you'll be able to collect
them. After collecting the Tourists, you are then free to kill the enemies
following you, as they have served their purpose - unless you want to collect
another Tourist Couple in this way, of course...
On level 28, for example, there is an area to the south of Victim #9 where
Vicious Zombies spawn at a reasonable rate. If you go there and wait around,
dodging the Zombies until there are five or six of them (but killing the
randomly spawning Werewolves that jump in), you will have a force of Monsters
that will prevent the Tourists (9) from transforming while they are in the
Super NES' memory. Shuffle along ahead of them, not allowing them to fall
behind and off the screen, and make your way north through the system of
passages to where the Tourists (9) stand. (The system might start working
slightly sluggishly when the Tourists come on-screen - this is normal.) You
will be able to collect them safely - after which you can get rid of the
Zombies chasing you, by shooting them all.
This tactic can also be used on, for example, level 48, to collect two
consecutive Tourist Couples (4 and 5) who are east across a stone walkway from
an area where Zombies spawn. An example of a level in which this approach is
unfeasible is level 17: here, the Tourists (9 and 10) are just past an area of
the level where a variety of enemies appear, and where other Victims can be
found. It is not a good idea to attempt to bring a group of Zombies through,
because they will try to kill the other Victims along the way, and because
there is nowhere nearby that can suitably be used to recruit them.
--------------------------------+++++++++++++++--------------------------------
b) CLEARING THE MACHINE'S MEMORY srch2b
Another limitation of the Super NES that may be exploited is the game's
inability to preserve the locations of most Monsters when they are too far away
from the player. For all but the most powerful, semi-boss-like Monsters (Crazy
Lumberjacks, Vampires, and Frankenstein's Monsters), the game will discard them
as soon as they are a certain distance off-screen. Even those three varieties
of Monster can do nothing of any consequence if the player is not nearby to
witness them doing it; that means that they can't kill Victims (and Lumberjacks
can't use their axes to demolish bits of the level, either).
This is convenient because sometimes when you arrive near a Victim, you'll see
that they are in danger, about to be killed by some Monster, and that you
definitely cannot do anything in time. What should be your reaction? Well,
perhaps you should consider just walking away - if you do that, then you could
easily manage to escape from the scene before the Zombie (or whatever it is)
makes the kill. If that happens, the Victim lives on, and you have another
chance. Remember, it's not over until you hear them scream!
--------------------------------+++++++++++++++--------------------------------
c) WHERE TO START PLAYING? srch2c
How long do you want your game of Zombies to be? Do you want to finish in an
hour of play? Less time? Or do you want to spend the afternoon playing through
all 55 levels from the start? The position in the game where you start playing
affects not only how long your game will take (if you intend to finish it), but
also how easy a time you'll have of it. To take either extreme: those who start
at level 1 (or even on level 1's bonus level) will have a much easier time than
those who start on level 45.
The reason why playing for longer makes the game easier is mainly to do with
collecting items. If you start on an early level and stockpile your items as
you rise through the levels, you will arrive at the end boss with a stack of
weaponry with which you can easily beat him. However, if you start nearer to
the boss, you will not have nearly as much at hand to fight him with. You might
want to sweep through the bosses in the game with ease - or you might be hoping
for more of a challenge. Anyway, whatever difficulty you hope to experience,
check this table for advice on where to start:
START LEVEL | DIFFICULTY OF GAME
-------------|-----------------------------------------------------------------
1 or 1-B | This is the easiest of the lot. You will have no problem beating
| the game starting here - but it will take you a while...
5 | This is still a very easy place to start... and it will still
| take you a long time to finish the game if you start from this
| point.
9 | This is not quite as easy as starting at the previous two
| milestones, but you won't have any major problems.
13 | This is where the difficulty level starts to get a little more
| noticeable. You will have difficulty on the first few levels you
| play, but by the time you reach the end of the game, they'll be
| things of the past and you'll find it as easy as anyone else.
17 | Start here and you'll have a tougher time of things. The first
| few levels are hard to clear from starting with just Water
| Pistol and a First Aid Kit; but as with level 13 you'll be
| coping fine by the end of the game.
21 | This is actually an easier place to start than level 17, as the
| first few levels are not too bad. You won't find it hard.
25 | Halfway through and it's still not all that challenging. You can
| still get through the last level easily, although it's not as
| effortless as starting from level 1.
29 | Starting from here, you'll find the first two levels difficult
| because of a lack of Keys. We are moving into harder territory
| here; you'll find the boss on level 36 something of an obstacle.
33 | The difficulty here takes a sharp turn upwards. There's a boss
| on level 36, and to beat him you'll need to put in a top
| performance. Afterwards, your health and item stocks will be
| shattered, and you will need to recover well to be ready for the
| final boss on level 48.
37 | Starting here is considerably easier than starting on level 33,
| because you will not just have fought a major boss from only
| four levels' preparation. You will find the end-of-game boss
| tough, but not too tough.
41 | This is just the right level to start on if you want a good,
| challenging assault on the level 48 boss. It's hard, but not
| excruciatingly so.
45 | You must be either a highly skilled player, or just crazy to
| begin playing here. You'll be given a beating by the four
| super-tough levels at the end of the game, and you're very
| unlikely to get through them.
--------------------------------+++++++++++++++--------------------------------
d) KEEPING YOUR VICTIM NUMBERS HIGH srch2d
You already know (if you read section one of this guide) about the Victim
Provision Order and the way that Extra Bonus Victims work, but how do you take
advantage of it to make sure you always have as many Victims as you can manage?
Of course, you must make sure to protect your Victims well, but the other thing
you must do is to replace them when they die - which is to say, you must earn
enough points for an Extra Bonus Victim, so that they are returned to you.
For every level during which you break through a new multiple of 40,000 points,
you earn an Extra Bonus Victim. So, score a lot of points. The best way to do
this is:
- If there are areas where a particular type of Monster spawns fast, and you
have good weapons to use on them, go there and have a ball. Zombies are great
for this, as they only take one hit with the Water Pistol to kill, and you
get 100 points a pop. Meanwhile, Werewolves are harder to kill and don't give
as much value for the ammo you have to use (plus, the best weapon for the
job - Silverware - is in short supply, and you don't want to run out of it).
- Do all the optional stuff on the map. There is generally a variety of things
you can do, from killing Pod Plants, and tough enemies such as the
Lumberjacks, to collecting out-of-the-way Bonus Points Pickups. These things
all earn you points, so do them.
- Earn all of the bonuses. This ties in closely with the second point above,
because it's as a result of going out of your way to do everything that you
get most bonuses. All of the bonuses that the game awards are listed in the
section just below; those of them that are awarded on a level, are listed in
the level data section in the walkthrough. The bonuses that are added to your
points total on the screen at the end of the level, definitely do count
towards your Extra Bonus Victim.
You should realise that if you have ten Victims and you earn an Extra Bonus
Victim, you will receive an Extra Bonus Player (an Extra Life) instead. If you
have ten Victims and six lives (the maximum), you will be given the "Perfect
Player Bonus" (5000 points) to help you towards your next target. So, it is
never a waste of time to earn points (unless you do it in a really pointlessly
slow and/or hazardous way, such as trying to kill huge numbers of Jelly Blobs).
Remember that if you are playing in the two-player mode, it is possible for
both players to earn Extra Bonus Victims on the same level, thus supplying two
replacement Victims.
--------------------------------+++++++++++++++--------------------------------
e) A LIST OF THE BONUSES srch2e
Victim Collection Bonuses:
- 50 points per Victim saved, up to a maximum of 500 points per player.
- All Victims Saved Bonus - 1000 points - Save ten Victims.
- Ten Cheerleaders Bonus - 1000 points - Save all ten Victims in the level.
This bonus is awarded on three levels - but oddly, one of them (level 47)
has only six Cheerleaders to save, in addition to four Victims of other
varieties. On levels 12 and 47 this replaces the All Victims Saved Bonus,
but on level 30 it's awarded in addition to it. (Levels 12, 30 and 47)
- You Saved More Victims Bonus - 1000 points - If you're playing a two-player
game, and one of the players collects more Victims in a level than the
other, he will receive this bonus.
Other Bonuses:
- Alien Invasion Repulsed - 9900 points - Destroy the Martian Spaceship by
throwing ten Soda Cans into the hatch when it opens. (Levels 12 and 21)
- Axeman Begone Bonus - 5000 points - Kill all the Crazy Lumberjacks on the
level. (Levels 4, 34 and 46)
- Bonus for Pass Completion - 5000 points - Successfully pass American
Footballs to ten or more American Football Players. (Levels 12 and 47)
- Chainsaw Begone Bonus - See "Axeman Begone Bonus".
- Extermination Bonus - Kill a lot of Ants. (Levels 16 and 32)
- Fish Fry Bonus - 1000 points - Kill a lot of Squidmen. (Levels 18, 33, 35, 38
and 40)
- Massive Destruction - 2000 points - Make sure the level is a mess by the time
you leave. That means tearing down as many hedges or walls as you can -
with a little help... (Levels 4, 34 and 46)
- No Bazooka Fired Bonus - 1000 points - Simple! Don't fire any Bazookas.
(Levels 4, 16, 22-B, 34, 46)
- Secret Bonus - 2000 points - This is usually awarded when you have collected
a Bonus Level Pickup, and usually indicates that you are about to enter a
bonus level. On level 12 you earn your bonus points and bonus level
by collecting all ten Victims. On level 47, as well, it is awarded if you
collect all ten Victims - so that you get a total of 3000 points for
doing so - despite the fact that you are not taken to a bonus level
afterwards. (Levels 1, 9, 12, 17, 22, 33 and 47)
- Weed Cutting Bonus - 1000 points - Sweep up a large quantity of weeds over
the course of the level. Killing Pod Plants does not affect your
chances of getting this bonus. (Levels 9, 9-B, 11, 26, 36 and 44)
- Vampire Destroyed - Kill both Vampires. (Level 39)
[Extra Bonus Victim variants - See Above]:
- Extra Bonus Victim - A new Victim, to replace one who has previously died.
- Extra Bonus Player - This is an Extra Life, given to you if you break an
Extra Bonus Victim score barrier, but you already have ten Victims.
- Perfect Player Bonus - 5000 points - This is given to you if you break an
Extra Bonus Victim score barrier, but you already have ten Victims and
six lives.
--------------------------------+++++++++++++++--------------------------------
f) CHEAT: AVOIDING THE FINAL BOSS FIGHT - ***SPOILERS*** srch2f
Level 48's final boss fight can be entirely avoided by exploiting the level
design - there is a way to bypass it and exit the map prematurely, which will
nevertheless result in the game behaving as though you killed the boss
properly. Although the level contains an important boss whom the game's plot
demands you must destroy, the only element of the game's mechanics that
actually prevents you from leaving the level is the fact that you are not able
to access the "Always There" Victim, a Cheerleader, until the boss has died;
and so the Exit Door will not appear - as it only appears when all of the
Victims are gone from the level.
However, it is possible to get that Cheerleader (A) killed, and when this is
done you can (after the other Victims are also gone) cause the Exit Door to
appear, allowing you to leave - whether the boss is dead or not. (You will
obviously need more than one Victim, because if you only had the one, you would
fail the game as soon as you allowed her to die.)
What you need to do is to provoke the Vampire into following you, and go
through the level without killing him. When you are through to the boss arena,
walk into the northwest corner and wait there. The Vampire will arrive and
attack you with his bat missiles; wait until your health bar empties, and you
lose a life and faint. (So, you obviously need at least two lives, as well as
at least two Victims.)
At this point, the Vampire flies north, over the wall, into the dungeon that
holds the Cheerleader (A). If you continue to wait in the corner of the boss
arena, he will proceed to kill her. (This may take him a short while.) This
will result in the Exit Door opening up immediately, provided that you have
collected all the other Victims. Of course, if you don't then go on to
conscientiously kill the boss, this does not mean that you've properly finished
the game - it's just an exploit arising from some ill-thought-out level design.
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
iii) WALKTHROUGH srch300
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
----------------<<<<<<<<<<<<<<<<--------------->>>>>>>>>>>>>>>>----------------
1) RESCUE THE NEIGHBOURS IN: LEVEL 1: ZOMBIE PANIC srch301
-----
DIFFICULTY: 1/10
Well, it is the first level... It's not even possible to lose all the Victims
if you enter the level in the regular fashion, because there's a Pool Guy but
no Squidmen. I say "one"... you would probably have to make an effort to lose
all three of your lives on this level.
NEW MONSTER: Zombie
MONSTER LIST: Zombies [Normal] (intensity: ranges from very low to high,
location: everywhere)
VICTIM LIST: (Note: As it is not possible to access this level with less than
three Victims - unless you use a cheat device or something like
that - three of the Victims are considered to be "always there".)
A) Teacher - Northwest of your start point, standing by the western wall.
A) Barbecue Guy - North from where you start, in the picnic area in the
northwest corner of the level.
A) Tourists - North from where you start, standing near the Barbecue Guy (A)
in the picnic area.
4) Cheerleader - On the lawn just northwest of your start location.
5) Cheerleader - In the northeast corner of the level, south of a small hut
containing a Fire Extinguisher.
6) Dog - Near the northeast corner of the level, between two flowerbeds to the
west of the Cheerleaders (5 and 9).
7) Baby - Northwest of where you start, near the picnic area.
8) Swimming Pool Guy - In the pool, roughly in the centre of the level.
9) Cheerleader - In the northeast corner of the map, alongside Cheerleader #5.
10) Baby - In a hut at the northern edge of the map, to the northeast of the
picnic area. You'll need a Key to get in.
IMPORTANT PICKUPS: Bonus Level Pickup (if you have Bazookas, or get some during
the level)
First Aid Kit (ditto)
BONUSES AVAILABLE: Victim collection bonuses
Secret Bonus - 2000 points
BEST PLACE TO SCORE BONUS POINTS: The graveyard. But you'd have to use
practically all your ammo to meet the first Extra Bonus Victim target, so don't
bother going that far.
-----
VICTIMS:
1. Walk northwest and you'll find first a Cheerleader (4) and then a Teacher
(A). North of the Teacher is a Bin; open it then head northeast. You'll come to
a Key, followed by a Baby (7) and then a Barbecue Guy (A). North of the
Barbecue Guy is a Tourist Couple (A); to their east is a Water Pistol. Past the
end of the bench, head south and a little west to find another bench with Soda
Cans on the floor nearby. From the Soda Cans, head southeast, through a gap in
the wall, and dive into the swimming pool. In the middle is a Swimming Pool Guy
(8). Jump out again to the northwest and head due north.
2. You come to a hedge; head east from here and you'll see a door to your
north. Go inside to find a Baby (10) and a Cupboard. Exit and head southeast
and you'll come to a pair of trampolines side-by-side. Jump onto one and then
jump off east into a walled-off yard with a Key inside. Exit the yard via the
western gap in the hedge to your south. Continue south, keeping west of the
gravestones, until you come to a batch of toxic waste barrels next to a pond.
Walk east and dive in where the pond extends to the north, and swim east past a
little island with more barrels on it to come out of the water on a muddy strip
of land.
3. Head southeast around the edge of the other, smaller pond to find a Key.
Return north along that strip of land to arrive back on the edge of the
graveyard area, where there's a Water Pistol lying on the ground. Having
collected that, head north, through a gap in the gravestones, and northwest
over to what looks like a large square of greenery. There's actually a passage
through there under the ivy - just walk into the eastern side and out the
north. You come out into another grassy area; head northwest for a Dog (6), and
from him, go east to find two Cheerleaders (5 and 9) practising their technique
together. Before leaving, head northwest into the hut for a Fire Extinguisher
and a Cupboard to open. You need that Fire Extinguisher on level 4.
IF YOU HAVE BAZOOKAS:
4. If you're carrying Bazookas or a suitable Potion, from whatever source, then
head west from the hut all the way across the gardens, past the trampolines and
the first hut, to find a hedge block on the north wall. This can be demolished
by firing Bazookas at the front; go inside to find a Bonus Level Pickup, which
will let you into the bonus level when the current level ends. (If you just
came from there then you can still go one last time - and all the Victims
you're due, and all the items, will be replaced.)
5. Exit south and return all the way east to where the exit door is, but if you
have Bazookas still remaining, don't go through yet; instead, examine the
wooden fence to the north. The sections with the splintered tops are weak, so
blast one of them down and step through. There's a First Aid Kit, hidden by the
fence, near the eastern wall of the hut. Walk southwest, pushing into the
fence, to pick it up (you'll hear a "bleep" when you do). That's the last
pickup left on the map, so leave the fenced off area and make use of the Exit
Door.
--------------------------------+++++++++++++++--------------------------------
1-B) BONUS LEVEL: DAY OF THE TENTACLE srch3b01
-----
DIFFICULTY: 4/10
Tentacles can be evil when it comes to getting to Victims quickly. Be quick,
and be sure to provide defensive shots as you approach. Precisely four Victims
on this level are in bad places, so there's potential to do very badly out of a
visit. But you've got to play the level at least once, right?
NOTE: This level is what is termed an "Easter egg" - a noticeable feature in a
game that also serves as a heavy reference to another, unrelated game made by
the same developer or publisher. In this case, the game being alluded to is
Maniac Mansion Two: Day of the Tentacle, a comedy adventure game for the PC
that runs on the ancient MS-DOS operating system. Day of the Tentacle was the
work of LucasArts, who were Zombies' developers.
NEW MONSTERS: Tentacle
Pod Plant (new if you haven't played beyond level 4 before)
MONSTER LIST: Pod Plant (one)
Tentacles (location: nearly everywhere)
VICTIM LIST:
A) Barbecue Guy - In the garden accessed by opening the Skull Door and then
passing through the second, isolated area of the house.
2) Swimming Pool Guy - Safe in the swimming pool, in the same garden where the
Barbecue Guy (A) is.
3) Soldier - Standing at the side of the road, in the southeast corner of the
map.
4) Cheerleader - At the northern edge of the level, past a patch of weeds,
standing by the Skeleton Key. Access this area by heading north along the
eastern side of the level.
5) Trampoline Girl - In the southeast corner of the yard just behind the Skull
Door.
6) Baby - At the western end of the road which runs along the southern side of
the map.
7) Soldier - Towards the eastern end of the road at the southern side of the
level, but west a little way from the other Soldier (3).
8) Baby - In an alleyway leading out of the northeast corner of the house, at
the northern edge of the level.
9) Teacher - In the second room, inside the isolated section of the house
which is behind the Skull Door.
10) Swimming Pool Guy - At the southern end of the green pond on the eastern
side of the level.
IMPORTANT PICKUPS: Bazooka (Lets you re-enter once, if you used the password)
First Aid Kit
Weedkiller (before its normal first appearance)
Martian Bubble Gun (before its normal first appearance)
Extra Life
BONUSES AVAILABLE: Victim collection bonuses
BEST PLACE TO SCORE BONUS POINTS: The road; tentacles appear fast there, and
they are equivalent to Zombies, as far as points per Water Pistol shot goes.
-----
WALKTHROUGH:
1. Head north to the wall first, then west and collect a Baby (6); you ought to
fire a few Water Pistol shots in case of the sudden appearance of a Tentacle.
Now walk to the south side of the road and head eastwards until you find Water
Pistol ammo. Go back to the north side and then continue east to find two
Soldiers (7 and then 3), one after the other. Again, firing in advance could be
a tactic that pays off, particularly for #7. After you have saved both, collect
a Bazooka pickup to the south of #3's position, and then move west for a Key.
Your Bazooka ammo is important; don't use it as an offensive weapon yet.
2. Walk all the way west along the road back to where the Baby (6) was; you can
see a First Aid Kit to your north, past a hedge. Blast through with Bazooka
fire and get it, then blast the hedge block to its west. You can now go through
an alleyway to a large garden containing nowt but a Weedkiller pickup, which
will be useful in a moment. Exit the garden the way you came in and once more,
go east along the road, past the Skull Door, until you see a gap in the hedge
to your north. Head in there, go east for a Key, and then north into another
large garden. In the southwest corner is a Water Pistol.
3. Move north and jump into the green water to save a Swimming Pool Guy (10),
somewhat improbably enjoying himself in the slime. After him you can swim to
the northeast bank for a Mystery Potion. Jump out of the water past the opening
in the fence and go west. Once at the wall, head south and then west into a
ruined bathroom, and find a Baby (8) in the alleyway to the north. Back in the
house, walk west along the passage and open a Cupboard. Go through the door to
the north, open another Cupboard, and head out of this room into a
weed-infested back yard.
4. Cut through the weeds and kill the Pod Plant with your Weedkiller, then
continue to use the Weedkiller while walking west until out of the weed patch.
You'll find a Cheerleader (4) and a Skeleton Key. It's time to head all the way
back to the Skull Door... remember the way? East through the weeds, southeast
into the house, south into the passage, east all the way to the pond, swim
south, head south through the garden to the road at the end, and head west
until you see the Skull Door in the north wall. Go through, and then over to
the east; collect a Trampoline Girl (5).
5. Jump off the trampoline to the west. If you have some, then switch your
weapon to Soda Cans. Walk north, through the door, and lob one over the wall
ahead quickly if there are any Tentacles in there - otherwise, they'll kill the
Teacher (9). Collect another Key to your west, and open a Cupboard and then the
door over to the east. Walk through to the north, walk west (while throwing
another Soda Can west just in case), and collect the Teacher (9) quickly.
6. Collect Decoy Clowns and a Key, and open a Cupboard, then head east quickly,
as there is another Victim in danger while you stand in this room. Open a door,
collect a Martian Bubble Gun, and head west and out of the building. Move
southwest as soon as you can, and collect a Barbecue Guy (A). As with the first
three Victims, fire a couple of shots as you approach to protect him.
Northwards is another Swimming Pool Guy (2) in unappealing water. Emerge at the
west side of the pool and collect an Extra Life, then leave through the Exit
Door.
--------------------------------+++++++++++++++--------------------------------
2) LEVEL 2: EVENING OF THE UNDEAD srch302
-----
DIFFICULTY: 2/10
Some of the Victims are in mild danger of kicking the bucket if you're new to
the game. There are still two which the Zombies can't get at. Zombies are
everywhere, but they don't spawn very fast.
MONSTER LIST: Zombies [Normal] (intensity: medium, location: everywhere)
VICTIM LIST:
A) Soldier - Standing by a couple of Bazooka pickups, just east of where you
start.
2) Swimming Pool Guy - In the pool northeast of where you start, past the long
hedge. Blast through or go around to the east.
3) Barbecue Guy - In the garden north from where you start, past the long
hedge. Again, blast through or take the long route to pick up more Victims.
4) Cheerleader - In the northeast corner of the tree-filled area which is in
the southeast corner of the map.
5) Baby - In the house on the western side of the level. There's an open door
at the northern side of the building.
6) Explorer - Standing by some waste drums in the northeast corner of the map.
7) Trampoline Girl - At the southern edge of the garden to the north, through
the hedge, from where you start.
8) Cheerleader - At the northern edge of the level, at the corner of a strip
of tarmac with some Bonus Points Pickups on it.
9) Teacher - Just to the north of the house where the Baby (5) is.
10) Explorer - At the northern end of the alleyway on the western edge of the
level, just west of the house where the Baby (5) is.
IMPORTANT PICKUPS: Your first Bazookas (if you didn't visit DOTT)
Monster Potion
Decoy Clowns
BONUSES AVAILABLE: Victim collection bonuses
BEST PLACE TO SCORE BONUS POINTS: The area where you start.
-----
WALKTHROUGH:
1. Head east to find a Soldier (A), standing just north of two Bazooka pickups.
Go east again until you come to the end of the hedge to your north, and then
walk northeast over to a corner where you'll find a Cheerleader (4) near a
tree. Head west past a tree and a trampoline and dive into the water for a
Swimming Pool Guy (2). Exit the swimming pool by jumping out the western side,
and head first northwest for a Barbecue Guy (3) and then south for a Trampoline
Girl (7). Jump north off the trampoline, and then head northeast from the
barbecue grill for a Bin.
2. Walk east and past the protruding hedge to the north, and then head
northeast and into an alcove for Soda Cans. Switch to your Bazookas, head round
the front of the hedge block to the east, and blow it up. Inside is a Mystery
Potion; collect it then head southeast, through a hole in the hedge and north.
You come to a choice of routes; take the eastern one and when the alleyway
opens out, go northeast for a Bin. Continue northeast from there to find an
Explorer (6) behind some waste drums.
3. Having saved him, head around the waste drums and south over to what looks
like a massive hedge to your south. It actually isn't - there are three hidden
passages through under the greenery. To enter the first one, just continue
south. Once in, head east to exit. Walk a little south from there, so as to
line yourself up with the mass of ivy that's visible sticking out to the west,
and then walk west again into another passage. At its end, head north into a
dead end containing a Water Pistol. Head south and east again, then head south
to the end of the alley, where you'll find a Key. Head through the final
passage to your west, and you'll find a Bonus Points Pickup where you come out.
4. Continue west, through a couple of holes in the hedge, past the grill where
the Barbecue Guy (3) was standing earlier, and you'll come to a Bin. Open it
and then give the same treatment to a door to the south. Inside this little hut
are a Water Pistol and a Cupboard. Exit the hut and head northwest; you come to
a wall that has the entrance to another of those hidden passageways in it. Walk
into the part that looks entirely green, and then walk to the north end of the
alleyway to find an Explorer (10). There might just be a Zombie about to attack
him, so be ready with your Water Pistol.
5. A short distance to the east of the alley's exit is a Teacher (9), also in
possible peril. Enter the house to your south to find a Cupboard. Head into the
doorway to the south of this and go over to the west to find a second Cupboard.
Return east and north, and then west for a Baby (5) and a Monster Potion (in
the southwest corner of the building). There's a Cupboard to the north of the
Potion; around the kitchen unit to the north is a final one. Head east and exit
the house through the northern door, and use your Bazookas to blast down the
front of the hedge block to the north. This gets you some Decoy Clowns (useful
for level 4.) Head due east to save a Cheerleader (8), and pick up the Bonus
Points Pickups scattered around to her southwest before exiting.
--------------------------------+++++++++++++++--------------------------------
3) LEVEL 3: TERROR IN AISLE FIVE srch303
-----
DIFFICULTY: 2/10
The difficulty isn't noticeably higher than that of level 2, despite the
appearance of a new type of monster - Evil Dolls. Also, a more tenacious
variety of Zombie (the "Vicious Zombie", as I call it) can be found in the
southeast corner of the map, but you don't need to go there unless you want to
rack up bonus points (as Zombies spawn very quickly there).
NEW MONSTERS: Evil Doll
Fire Baby
Vicious Zombie
MONSTER LIST: Zombies [Normal and Vicious] (intensity: ranges from very low to
very high, location: nearly everywhere)
Evil Dolls (intensity: low, location: patchy)
Fire Babies (from Evil Dolls only)
VICTIM LIST:
A) Cheerleader - In the back room of the grocery shop in the northwest corner
of the level. Head through the door to the north and go east.
2) Soldier - Standing just southeast of where you start.
3) Baby - Standing still on the "up" escalator, just northwest of your start
location.
4) Soldier - Standing with #2, just southeast of where you start.
5) Tourists - At the front of the store on the eastern side of the level, in
danger from the Evil Dolls.
6) Cheerleader - In the northeast corner of the clothes shop to the north of
the escalators.
7) Tourists - In the far corner of a dingy shop, near the southwest corner of
the map, second along from the slightly larger store containing a Baby (9).
8) Baby - Standing in an aisle, at the western side of the store in the
northwest corner of the level.
9) Baby - Behind the counter, in the store in the southwest corner of the map.
10) Cheerleader - On the balcony, accessed by heading east from the top of the
escalator and then south.
IMPORTANT PICKUPS: First Aid Kit
Three Decoy Clowns pickups
BONUSES AVAILABLE: Victim collection bonuses
BEST PLACE TO SCORE BONUS POINTS: Get right into the southeast corner, near
where you start. Zombies pop up from the ground at a made rate here.
-----
WALKTHROUGH:
1. Directly you start, move southeast and save the two Soldiers (4 and 2)
quickly. After that, head northwest and collect the Baby (3) who is somehow
remaining motionless while standing on the "up" escalator. You should now head
back down onto the lower floor and Bazooka-blast two shop windows to the
northeast of the escalators, for a First Aid Kit and Decoy Clowns. When you're
finished looting, head southwest from the smashed windows and up the escalator
once more. Walk east along the raised area over to a protruding balcony, for a
Cheerleader (10).
2. Walk north and you'll reach a shop. Don't waste a Key on opening the door;
walk through the broken shop window and quickly rescue the Tourists (5) to the
north, who are about to get scalped by Evil Dolls. There are two Water Pistols
to the west, around the display. Head north and out the back of the shop to
find a Key, in the dead end to the east. Return south through the shop and out
through one of the broken windows again.
3. Move west, and enter the next door to the north. It's an
unimpressive-looking clothes shop. Head into the northeast corner for a
Cheerleader (6), and then over into the northwest to find Speed Shoes next to a
display mannequin. Head southeast and out the front door, and then southwest
past the escalators. Ignore the shop to the north, and the first open door to
the south, and use the second entrance on the south side. To the south, past a
ruined display of goods and the cash register, is a Baby (9). Behind the till,
he's probably safe from the Evil Dolls and Zombies, but collect him quickly
anyway.
4. On the other side of the counter, in the middle of the shop floor, are Decoy
Clowns. Pick them up, and then head north to exit this store, and then east.
You may now head south into the other shop on the south side, which you ignored
earlier for the Baby's (9) sake, and in it you'll find a Tourist Couple (7) in
the southwest corner, in complete safety. Head northeast and leave the shop,
and then walk over to the western edge of the level. To the north of there is
the entrance to a supermarket. North past the tills and an (inactive) display
of "Fun Baby" boxes is an aisle containing an abandoned Baby (8).
5. You'll find Soda Cans to the northwest, in a corner. Head back south again,
east alongside the tills, and you'll come to a bay containing Decoy Clowns. Go
north of here, around a fruit and veg display, to find two pickups of Tomatoes.
Get through the back door, to the north, by whatever means you see fit. Take
the second right and carry on until you come to two pickups of Ice Lollies; now
double back and take the southern corridor east for a Cheerleader (A) and a
Mystery Potion. There are no more items, but don't exit just yet - read the
preamble to level 4, below, so that you're ready.
--------------------------------+++++++++++++++--------------------------------
4) LEVEL 4: LUMBERJACK HEDGEMAZE MAYHEM srch304
(U.S. "LEVEL 4: CHAINSAW HEDGEMAZE MAYHEM")
-----
DIFFICULTY: 5/10
While the previous three levels increased in difficulty in small gradations,
this is more of a challenge, especially if you don't know how to deal with it.
NEW MONSTER: Lumberjack
MONSTER LIST: Lumberjacks (seven)
VICTIM LIST:
A) Barbecue Guy - In the clear area at the northern side of the level. You
need to get all the way through the maze to reach him.
2) Cheerleader - Near the eastern side of the level, in a dead end passage
guarded by a Lumberjack.
3) Baby - In a small cell, accessed through an ivy-covered passageway, to the
west of the Cheerleader (2).
4) Tourists - At the northern end of a clear area near the southern edge of
the level.
5) Explorer - To the west of where you start, past a few hedges, standing to
the east of an ivy-covered passageway.
6) Explorer - North of your start location, through a hedge, and to the west
of the hedge block holding a First Aid Kit.
7) Teacher - Standing in a dead end, near the western side of the level.
8) Trampoline Girl - In the southwest corner of the level.
9) Tourists - West of where you start, past a hedge, in a small clearing.
10) Tourists - Standing by a bench in the southeast corner of the map.
IMPORTANT PICKUPS: Monster Potion
First Aid Kit
BONUSES AVAILABLE: Victim collection bonuses
No Bazooka Fired Bonus - 1000 points
Massive Destruction - 2000 points
Axeman Begone Bonus - 5000 points
BEST PLACE TO SCORE BONUS POINTS: You can't obtain limitless points on this
level - once all the Lumberjacks are dead, they're all dead. Go for the
bonuses, though, because some of them pay out a lot of points.
-----
PREAMBLE:
1. This level is quite different to the three previous ones. As soon as you
move beyond your starting point, you'll be challenged by at least one Crazy
Lumberjack. These are high-powered enemies that are able to move around the
level on their own once they have become alerted to your presence. They can't
kill Victims unless you are nearby; however, they have a tendency to gang up
against you if you let them, and they can destroy hedge sections (as with your
Bazooka) to get to you.
2. I've described a FAST method of getting through the maze, which involves
killing every Lumberjack as you find him. You may not manage to get it done
very fast the first time around, and so you might lose your monster form too
early; however, you can use an alternative method to kill the last few
Lumberjacks, as described below. A certain amount of intuition, sense of
direction and reasonable short-term memory regarding the route you've taken is
assumed for this walkthrough. This maze is, after all, a complicated layout for
a level!
3. An alternative method for killing Lumberjacks (use on the last one, and any
which you encounter after both your Monster Potions have worn off): Blast with
the Fire Extinguisher (ten blasts should do it), and then fire at him with the
Water Pistol until he explodes (about fifty to seventy-five shots will be
enough). Your shots will appear to go right through him, but that doesn't mean
they aren't hurting him. If he comes back to life at any time and attacks you,
it's because you didn't use enough Fire Extinguisher; freeze him again and
carry on shooting.
4. You may decide to just freeze and run, or to make use of the Decoy Clowns;
it's all good, but remember that you get a fat package of bonus points if you
kill all seven Lumberjacks. If both Monster Potions wear off and you want to
get through a hedge, you can look for a way round, get a Lumberjack to bust it
for you, or use your Bazooka (which will bar you from the No Bazooka Fired
Bonus).
VICTIMS:
5. Head northeast from your start point, without relaxing the controls, and go
east once in the passageway north of the tree, to find a hedge block to the
north. At this point, use the Monster Potion you picked up on level 2. Punch
through the front, pick up another Monster Potion, and head out and west. (Be
aware that at some point a little later on, your Monster Potion will wear out;
you should switch to and use the second one when this happens.) When you come
to another hedge block to your north, punch it open and then nip in for a First
Aid Kit.
6. You can see an Explorer (6) to the north of your path; bash through and save
him. Go west, and when you find your first Crazy Lumberjack, walk up to him and
start punching. He may fall over occasionally, but just keep on punching until
he explodes. Now punch through the hedge to your south, head west for Tourists
(9) and punch through two more hedges to the west for another Explorer (5).
Walk south from the Explorer, punching through hedges, until you meet another
Crazy Lumberjack. Punch him out as you did the first one; then punch through
hedges for an easily visible Teacher (7), and southeast of her, a Tourist
Couple (4).
7. Return to the passage that held the Teacher and head east. You'll find a
Lumberjack to your north; beat him about and then carry on heading east. Punch
open a third hedge block, to your north, to get a Fire Extinguisher, then knock
down a hedge to your south to find a Baby (3). Walk south through an ivy-hung
passage and carry on to the east. Assault greenery to your north to obtain a
Cheerleader (2) and then carry on northeast and engage a Lumberjack in combat.
8. When he is dead, move south and punch through a few hedges to reach a
Tourist Couple (10) and then north all the way along the eastern edge of the
level. You'll come to another Lumberjack along the way; cane him and move on.
At the end of a long walk is a hedge for you to plough through, with a hedge
block directly north. There is a Lumberjack concealed inside, so knock down the
entrance and give him what for. When he is dead, head out and west, and knock
down the door to a small room (you cannot get the cupboard inside yet -
punching it open will not yield any items!) Further west is a Barbecue Guy (A)
and hedges. Knock at least one hedge section down, because at the end of the
enclosed yard is a Bin and two Bazooka Pickups.
9. Now, wait until you have returned to human form. Open the bin, and return
east to open the cupboard inside the little hut, then head southeast from the
barbecue grill, and east when you reach the wall. The last victim is at the
opposite corner of the level, but can't be killed by the one remaining
Lumberjack, which is why I've ignored her until now. Depending on whether you
want to go for the fairly self-explanatory No Bazooka Fired Bonus, I have
prepared two different routes you may take, one much longer than the other...
Following are directions through the maze to the last Victim: a Trampoline Girl
(8). (These routes do not take any collapsed hedges for granted.)
10. USING BAZOOKAS: Ignore turning, head south at clearing, blast three
southward hedges, move southwest, go into ivy tunnel, blast hedge down to north
(if it is still standing after you came through here earlier), go west until
you come to a dead end; then blast through south (again, if hedge is not
already blasted down), walk around a couple of inconvenient hedges, head
southwest and blast the northernmost of the hedge intersections to get through
to the trampoline.
11. NOT USING BAZOOKAS: Ignore turning, take northern route at clearing, go
south at first opportunity and take pre-demolished fence slightly to the east,
head south until you reach the southeast corner of the level, head west, north
and west again at fork, freeze Lumberjack with fire extinguisher (about ten
blasts only needed). (At this point you can finish him off if you want by
squirting him with your Water Pistol until he explodes, or leave him if you
want to get more useful items and perhaps the Massive Destruction points bonus
later.) Head past him, west, and around all the bends. Next time you have a
choice other than demolished hedges, go north, around some hedges, north again
(without using any chance gaps in hedges, remember) and find a long passage
east. First chance you get, head north and then west. Ignore the T-junction, go
through an ivy-covered tunnel and then head south to the trampoline.
PICKUPS:
12. Far north of the trampoline, still on the western edge of the level, are
two ivy tunnels - the southern one is used in the non-Bazooka route, above,
while the northern one is a dead end and contains Bonus Points Pickups. After
you have these, go to the place where the last Lumberjack is to be found
(return south to the trampoline and jump east, head east along the passage
skirting the southern wall of the level, and turn north at the corner). Even if
you disturbed him before, he shouldn't be far from where you left him.
13. Have this last Lumberjack follow you through the level, massacring innocent
greenery as he goes (for the Massive Destruction bonus). It is possible to
control him safely if you know what you're doing. Go to stand on the other side
of a hedge from him, and he'll walk into it and (usually) knock it down. As you
get more experienced, you'll have more of an insight into what he's going to
do, and when, and you can use this knowledge to your advantage. Once you've
finished, kill the Lumberjack with the Fire Extinguisher/Water Pistol combo,
and exit.
--------------------------------+++++++++++++++--------------------------------
5) LEVEL 5: WEIRD KIDS ON THE BLOCK srch305
-----
DIFFICULTY: 3/10
Three new monsters, but only one is of any concern - and you'll soon master
those overgrown weeds. There are one or two Victims who might get in a spot of
trouble, admittedly, but don't let that music get you down. Smile! :)
NEW MONSTERS: Doppelganger
Mushroom Men
Pod Plant (new unless you visited Day of the Tentacle)
MONSTER LIST: Doppelganger [Normal] (intensity: low, location: nearly
everywhere)
Mushroom Men |