Episode Z2
We started to explore the underground which we had just entered at the end of Z1. We found a chasm—it’s no more jumpable than the fissure in Adventure. We discovered some capacity limits, both in what the player can carry and in what containers (like the sack) can hold. Going south from the Cellar, we passed through the Gallery and the Studio, discovering (and destroying) a valuable painting on the way. The chimney in the studio is a way out of the underground, possibly the way we’re meant to take treasure out to put it in the case, but it allows you to take up only a few items at a time.
North of the cellar is the Troll Room. After exploring non-violent options, we eventually killed the troll with the sword. The experience of combat shows that the player character can get injured, and that injury reduces carrying capacity. After being killed once by the troll, we made the informal decision not to use the save/restore feature, and instead to play in a permadeath style, like Adventure.
Going east from the Troll Room took us to the Round Room. Choosing the SE exit at random, we toured through the Engravings Cave, Dome Room, Torch Room, Temple, and Egyptian Room, where there is a coffin and a sceptre. “XYZZY” is not a magic word in this game… but “hello sailor” might be! Leaving the temple, we found a mysterious mirror but were unable to do anything useful with it. We finished the episode at the Entrance to Hades!
New personal best: 57/350 points, rank of Novice Adventurer.
- z2.txt game transcript
- z2.qzl save game
- z2-map.jpg underground map
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