Town of ZZT Hints by David Fernau (The Official ZZT Advisor) INTRODUCTION. Before we get into the serious stuff, let me tell you a little story. I've been into computers for the last 10-15 years and have seen my share of PD or Shareware games. Until I ran across ZZT on Delphi, I had never been so taken with a game. Even KROZ, which is a fine game, got boring after a while. So what made me go nuts over ZZT? First, it is a very well- written game. Second, Town of ZZT had me sitting up nights trying to figure out the puzzles, where other games are more of a "shoot everything that moves" type. Third, very few games allow you to create your own puzzles; even fewer give you a chance to have your creations published. Anyway, I registered for ZZT almost immediately. On the comment card that Tim sends out with the registered copy of the program, I wrote him a note asking if he had ever thought of a complete hint file for ZZT. The rest is history. By the way, Tim... Can I be listed as "staff" now? [Sure thing, Dave. You are now the Official ZZT Advisor. -TIM] GENERAL HINTS. ZZT has a great save-game feature... Use it often. That way, if you die or get stuck, you can go back to your last saved game instead of starting over. Try anything! In finishing Town of ZZT, I did some things that I didn't expect to have to do. Sometimes the strange thing is the right thing. The worst that can happen is death, and... You did save your game, didn't you? Save torches and ammo as much as possible... You never know when you'll need them. If you're really stuck, quit for a while. No sense getting more and more frustrated. Two puzzles in Town (The Rube Board and The Throne Room) took me almost a week to solve... A week EACH, that is! SPECIFIC ROOM HINTS. Note: Not all rooms have identifiable names. I have made every attempt to identify the rooms clearly. Opening Room: Choose a path, any path. One way of dying is as good as another. Armory: Why bother the Vendor when the key to the stock room is right here? There are even two ways to get it. Bank: The combination is hidden somewhere in the game. A friend in a bad spot can help you find it. Path to Castle: Better go around the back way to get the key. Just don't get shot. Outside Castle: Can't kill the troll, may as well bribe him. Inside Castle: Grab those torches, the labyrinth is dark! Labyrinth: Yellow gets Blue, Blue gets White, White gets Purple. Too bad it isn't really that easy. Room of Annoyance: There are two ways in; use them both. And don't bump your nose too many times. Dragon's Lair: Feel free to re-arrange the yellow bombs. Throne Room: You'll need all 3 keys. You have to block a door open to get the sceptre. The Three Lakes: Put your running shoes on! The Rube Board: MOST of the hints in the board are correct... Which ones are wrong? Bug Maze: Walk softly and carry a big can of bug spray. Outside Prison: The guard will let you in, just ask! When you get out, right first! Inside Prison: Move quick... you only have a short time! Don't forget the key! And convicts sometimes have interesting stories to tell. "Here It Is" Room: Better save first, this one is deadly. Try moving the bombs. Sliding Puzzle: Don't block off something you might need later. You'll need to use the small passage on the right side, too. Think Fast: Better shoot fast, too! Path by Cave: Nothing much exciting here. The Forest: Use the Energizers wisely. More Forest: Be glad there's a shortcut on the way out. House of Blues: Sing the Blues Man a song. Watch the notes! The Mixer: The surgeon general has determined that entering The Mixer while the lions are alive is definitely hazardous to your health. Inside Palace: Go right first. Last Room: (Dark room in the palace) Don't go rushing in... Get the boulders out of the way first. OTHER HINTS. If you're really stuck, you can write to Tim or you can contact me for better hints. I can be found on Delphi as WhyteTyger, on Odyssey as Whytetygr, or you can write me at: David Fernau P.O. Box 18251 San Jose, CA 95158 ATTN: ZZT Hints! [TIM'S NOTE: Thanks for the hint file, Dave.]