---------------------------------------- kudzu walkthru (for kudzu, the ZZT game by cly5m) ---------------------------------------- this guide corresponds to kudzu version 2.1, released in april of 1999. if you have an earlier version, you will find that your game is quite different in places than the one described here. you can get the updated version at the land of zzt: http://www.autofish.net/zzt/index.html the purpose of this file is to help those who are stuck in kudzu. (not literally, but referring to the ZZT game). in theory, you could read it as you played, or even worse- _before_ you played, but that would to an extent ruin the game. so find what you need, and resist the temptation to read any more. this game is meant to be non-linear, with many things you can do (not to be confused with things you _must_ do to progress). I will only list the imperative, and leave the discovery of extras (there are many) to the player. so here it is- the walkthru. ---------------------------------------- you start out on the roof. go south one screen and down the grey stairs at the lower edge of the board, and you will find yourself inside the building. five barrels are lined up nearby, which you can play with. you will find a yellow key in the second from you. go left from that screen and you will find a room with a table. head for the passage in that room, and you will end up among harmless green creatures. take the passage on the same latitude of that from which you emerged, and you will find some ammunition. retrace your steps back to the roof and go through the yellow door in the second board (with the three statues). in the next screen, quickly exterminate the liquid attackers, then destroy the eye by firing at the shine on its pupil. collect the square peg and the green key and proceed south. press the blue panel at the halfway point of the next screen, disabling the force field. insert your square peg in the round hole and move through the opening. in the next screen, follow the stream of bullets to find the round peg. then move north past the grey arrow to jump back to the starting point and leave the room. return to the main lobby with the aquarium and the barrels, and go through the south exit. move left and quickly place your peg in the hole. then go back around to the screen with the green creatures and take the stairs (through the force field's gap on the left side of the room), and this time go south. you will pass the yellow guards and proceed to the biological path. go left, then up. push the red blocks into the slots above until the gate opens. then jump off the two ledges and go through the gate. if you talked to the man in the dining room, his hint will help you on the next board. walk into the fourth dark grey aisle from the top. the yellow man inside will give you the white key if you say the right things. go left and back down, and in the screen where you pushed the red blocks, find the abnormal wall at the bottom. eliminate the strange brick and go through. go under the bridge in the next screen and under the aqueduct in the screen after that, then through the white doors. go to the right, and bridge the gap (there is an error in this screen, by the way). enter the building and once on the roof, walk out to the elge of the I-beam. move through the fray and proceed right. follow the grassy path all the way to the passage. go through the maze (sorry, no map. it's not that difficult). in the gallery, you can gain some health from the drink machine if you have money. then go into the northernmost passage. move south from there and enter the passage (of course after collecting the ammo, but I hope you've been doing that all along). move up the wooden arch, save your game, then go into the brown passage. in the next screen, it becomes quite obvious what you must do. if you find it difficult, use the side passages and aim for the feet. that is probably the easiest way. when it is over, go north, then east. go through the grey glittering passage created at the top of the screen, and you can take it from here.