ZAMN Any% Guide
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ZAMN Any% Guide
Updated 5 years ago by beattyriley

Zombies ate my Neighbors Any % Speedrun Guide.


Goal: The goal of this guide is both to provide a walkthough that is as brief as I can make it for speedrunning the Any % category and to point out areas of potential improvement for this category. The goal is not to provide any details of the game that are covered elsewhere. For a good overview of those, see Hammerite Heretic's guide here: https://gamefaqs.gamespot.com/snes/563219-zombies-ate-my-neighbors/faqs/19111. I'm using his terms, along with Josiah P88's weapon terms here: https://gamefaqs.gamespot.com/snes/563219-zombies-ate-my-neighbors/faqs/38090


Disclaimer: I've never run the game. I'm just a dude who loved the game as a kid and noticed there was no guide on speedrun.com. I'd like to see it run more, and I think this will make it easier for people to get into it. Please, if you've run the game (I'm looking at you Allbeert), read through this, make improvements, and repost it. I don't care if I don't get credit for the work: the reason I'm making this is to see more and faster runs of the game.


Overview (Search Term):

  1. Rules (rulez)
  2. Constants (constantz)
  3. Variables (variablez)
  4. Levels (levelz; to find a specific level, search for that number + z; for level 24, search for "24z". Levels with a bonus after them have just the number, as in 1z. bonus levels have the letter b between the number and the z, as in 1bz.)
  5. Summary (zummary)

Rulez (As of April 2019):

  1. Timing begins on pressing start on character select screen.
  2. No passwords.
  3. Deaths are allowed.
  4. Timing ends upon entering the door on the ending credits level, Monsters Among Us.

See https://www.speedrun.com/zamn/full_game for an up-to-date list


Constantz: There are some things about the game that have to be done to beat the game (duh). This guide labeles these "have-to-dos" as "constants". You must do them in order to beat the game. The obvious examples are saving certain neighbors such as the swimming pool guys on levels without enemies that can kill them, beating the forms of Dr. Tongue, etc. Each level guide will have a section listing the constants for that level.


Variablez: Variables are the sections of the game that determine your time. This section gives an overview of variables that affect every level of the game or the gameplay as a whole. Each level lists variables that are unique to itself, but not the variables listed in this section. For instance, the items dropped from cabinets and trash cans are variables on (virtually) every level. They are listed in this section. Variables in a level might include skipping the titanic toddler on level 8 if you have a skeleton key (which you should).

Variables are also divided into three categories: necessary, optional, and uncontrollable. When the level requires you to do something (such as pass through a skeleton key door, or walk somewhere), that is a necessary variable. When there is a way of beating a level faster, but you have the choice of how to do it, that is considered an optional variable. When there is something completely out of your control, that is an uncontrollable variable.

HUGELY IMPORTANT NOTE: The list of variables in this guide is (hopefully) incomplete, or I may list something as a constant that is a variable. I fully expect future runners to find more variables that we can manipulate to lower times. Assume that I missed something here so that we can find better ways to get better times.

Alright, finally to the list of variables that exists in every level. This section lists the variable, with an explanation and a suggestion (as of April 2019).

  1. System (necessary; you gotta choose one). Yes, I know, you should run the game on SNES. However, the point of this guide is to list ALL variables, and that is a variable. Let's say someone figures out a way to beat Dr. Tongue faster without the Flamethrower, and then finds something in the Genesis version that is faster than SNES. In that case, we should move over to Genesis. But, as for now, run the game on SNES (or a SNES emulator, per Allbeert's comment here: https://www.speedrun.com/zamn/thread/qpwc6)
  2. Random Item Drops (and maybe frames) (generally uncontrollable but it is okay to manipulate the very first one?. Every level has random item drops from Cabinets, Trash Cans, Hedges, etc. In general, you should grab them if they are skeleton keys, monster potions, running shoes, ghost potions, keys, pandora's boxes, and bazookas, medical kit. If you are low on ammo, you should grab these items: Weed Whacker, Fire Extinguisher, Decoy Clowns, and ancient artifact. Don't grab other items, except maybe the silverware. maybe. Grabbing items gets less important as the game goes on, and every time you open a cabinet that takes a second or two (which slows you down). Keep those things in mind when making decisions. It is up to you to find good drop locations, and to determine how many you need to check. That is a huge part of optimizing the pathing. The current thought is, if you're walking right by one, check it. Even going slightly out of the way to check it seems unnecessary (many top runners do it here and there but I can't see why). It seems like based on the Metronome
  3. Victim Provision (necessary): You must save at least one neighbor per level, and you want to keep as few neighbors alive as possible on each level so pathing is easiest. When you hit 40,000 points and kill the Titanic Toddlers you'll get an extra neighbor spawn, so managing when/if this happens is key. This includes getting enemies to spawn near them to kill them, which is key on the first couple levels.
  4. Running shoes (optional). Obviously if you have an unlimited amount (see ), it'd be nice to virtually always use them. But that's not true, so deciding when to use them is key, since they increase your movement speed and decrease you time. Also, if you can grab a pair, you should probaly go out of your way to grab it since it'll save you time (saves 5-7 seconds every time you grab a pair, based on doubling the movement speed for 14-15 seconds and accounting for an increased chance for the player to do extra movement or get hurt during that time), so if it takes less than 5 seconds to grab, grab them.
  5. Monster spawns. Sometimes monsters spawn right beside your neighbors and it sucks.
  6. ALWAYS victim (constant). You must always save (generally) or kill (rarely) the neighbor/victim that always appears in the level. The first level has 10 victims that always appear; every other level has 1.
  7. Bazookas (necessary). I mean, you can beat the game without bazookas (if you're a masochist), but it's a necessary variable to speedrun the game. When you shoot, you're pushed away from the direction you're facing. In order to avoid this, put your back to a wall if you can (or shoot diagonally so you bump into a wall that way). Also, since bazooka projectiles continue as far as the level goes, there are times when putting your back to a wayy and shooting multiple shots is helpful.
  8. Opening Doors (necessary). For some levels, you must open doors. You can open doors with keys, bazookas, or the monster. Generally, you should use keys on these doors as keys can only be used on them, while bazookas and the monster potion have other uses as well. However, in some levels (such as 7), you may not have enough keys to open multiple doors that are in a line. In this case, it is fastest to stand with your back to a wall, shoot enough bazookas to open the doors (2 in this case), and walk through. This saves you time as opposed to using a key, then shooting one bazooka and getting thrown back (getting thrown back slows you by a half second or so).
  9. Another way to increase movement speed is by shooting a bazooka when you're doing a 180 degree change in direction. If you have enough extra ammo, feel free to do this.
  10. Pathing exists on every level, and is (obviously) specific to every level. However, the routes in this game aren't overly complex, and there is little to be done on pathing improvements. There are small changes here and there that could be made (such as not walking .1 second out of your way to get an item drop), but the runner will need to make those decisions after they're familiar with the level layouts and requirements. This is more of an introduction to new runners and a way for old runners to think about how to improve it.

Levelz:

Note1: if the word ALWAYS preceeds a neighbors name, that indicates that they are the victim that will always spawn on that level. Note2: Some levels are spirals. Those levels are noted as such and what direction they spiral. THe pathing of these levels isn't described in detail, but in a clockwise/counterclockwise pattern.

Level 1 (1z): Constants: a. Gotta get the guy in the swimming pool. No way to kill him. Necessary Variables: a. Pathing: hold up + left to get the Cheerleader, open the trash can, and hopefully get a skeleton key (see below in Optional Variables for info on the skeleton key drop). Go down to gather a zombie from the graveyard (or just north of it). Up to have the zombie kill the teacher, graab the skeleton key, the regular key, have the zombie kill the baby, barbeque guy, and tourists. go eas to open the door and grab the baby. Go south to grab the swimming pool guy, get out on the east side of the pool, use the trampoline to jump over the wall north, zombie kill the dog, zombie kill the two cheerleaders, exit. Optional Variables:
a. how fast you can kill the other neighbors. b. Skeleton Key Drop. Current fastest path includes manipulating RNG to ensure a skeleton key drop. (see https://www.speedrun.com/zamn/thread/m81bz). From what I can tell without finding an explanation is that the RNG item drops are based on the frame when the cabinet/etc. is opened. So the metronome allows you to time when to start the level, then you can hold up+left until you open the trash can, and you can open it on the right frame to get the skeleton key, which you'll use to bypass the titanic toddler fight in level 8. c. entering level 1b. Current thought is to avoid it. Theoretically it could help by providing a sure way to get certain items in the level. See other walkthroughs for a list of those items. d. bonus level exit item. Skip it.

Level 1b (1bz): Skip it.

Level 2 (2z): Necessary Variables: a. You should probably kill the ALWAYS solider. Zombies spawn almost immediately, making it easy. b. pathing: make sure the ALWAYS soldier is killed. Grab the bazookas. Shoot a hole in the wall directly to the north. If you saved three enemies in level 1, go north and spawn a zombie to kill the barbecue guy. After that or after ignoring that, go east to a swimming pool. Save the guy inside, get out (eastern edge is closest) and exit the level. Now you're down to 1 neighbor.

Level 3 (3z): Necessary variables: a. pathing. Go up the up escalator, through the north door, around the left most aisle in that room, grab the running shoes, go out the north door, go left, go into the open door, switch to bazooka, right, down, grab the cheerleader, exit.

Level 4 (4z): Necessary Variables: a. pathing: up, shoot a hole in the hedge directly north with a bazooka, get the med kit there, go east until there is another hedge directly north of you, go south until the path turns west (but don't go west). turn right blow a hole in the two hedges next to you, turn north and blow a hole in two hedges, go north to a hole in the wall on your left, go northwest to get a barbeque neighbor, exit. Optional variables: a. you don't need to grab the med kit at the start of the level, and it spends a bazooka shot. You don't need it if you're good at keeping health. It'd save less than a second.

Level 5 (5z): Necessary Variables: a. pathing: grab weed whacker, go southeast then south, grab the key, switch to weed whacker, southeast through the hole in the fence, then southeast onto the trampoline, south over the fence, weed whack through the plants, open the trash can, grab the cheerleader, optionally grab the drop, exit.

Level 6 (6z): Necessary Variables: a. Pathing: directly east until the hall bends north, then go north and make an eastern U-turn, then south and another eastern U-turn, grab the explorer, the pandora's box, and exit.

Level 7 (7z): Necessary Variables: a. northeast to open one door, north, east and then north again (stay on the red carpet), grab the key and the fire extinguisher (under a wall in the southeast corner of the room with the fireplace, switch to the fire extinguisher, freeze or avoid the mummy, extinguish the fireplace, go north through the hidden passage, then east after you exit, slightly south, then east again. Open the first northern door you come to, which has another door directly north of it (use keys if you have 2, use 2 bazooka shots with you back to the southern wall if you have 1 key), go northwest, open the door, grab the cheerleader, exit.

Level 8 (8z): Necessary Variables: a. pathing: east around the brick wall, open the trash can, west around the house, go onto the tile south of the house, head east again. avoid the toddler as much as possible, grab the bazooka any keys you want, blow a hole in the northwestern hedge, open the skeleton key door, grab the ALWAYS cheerleader, exit. Optional: a. If you don't have a skeleton key here, you'll need to kill the titanic toddler (with pandora's boxes and the bazooka). Hopefully you used the metronome technique to get past this.

Level 9 (9z): Necessary Variables: a. Pathing: Shoot a hole in the northest hedge. go through the hole, put your back against the hedge, shoot a hole in the plaster wall. Grab the item hidden by the tree in that area (I don't know what the item is so this may not be necessary), go north through the hole you made, exit that room to the north, head east, gray the key laying out, wrap around the wall, go south around the toxic waste pond, grab the ALWAYS explorer, exit. Optinoal variables: a. bonus level exit item. Skip it.

Level 9b (9bz): Skip it.

Level 10 (10z): Necessary Variables: a. pathing: grab stuff, go west (going south of the conveyor then around it), you'll come to a hallway. Shoot a hole in the southern side of the hallway before the conveyor starts, go into that hole and continue west. Once you pass a soda machine on your southern side, shoot a hole in the southern wall immediately west of that soda machine, go through, south, then east around the end of the wall, follow the maze of boxes north, shoot a hole in the wall just southeast of a bazooka on the ground, grab the ALWAYS soldier, the bazooka, switch to weed whacker, then exit. Optional Variables: a. There's a bazooka/med kit at the start of the level that aren't necessary. It'd save around a second.

Level 11 (11z):
Necessary Variables: a. go directly west using the weed whacker to grab the ALWAYS cheerleader. Exit.

Level 12 (12z):
Necessary Variables: a. West, open the door on the south of the house, grab the running shoes, exit that door and go west, go southwest while doing your best to avoid aliens and football players, grab a key at the ten yard line and running shoes past the end zone, go north, shoot a hole in the wall above the northern edge of the end zone, go east through the corridor, shoot two holes in the wall once you see that there are cracks that line up, grab the always cheerleader, grab the key, exit. This is one of those levels where pathing could be improved, but it is worth it to go get the running shoes in the southwest. Optinoal variables: a. bonus level for saving all neighbors. Definitely Skip it.

Level 12b (12bz): skip it.

Level 13 (13z):
Necessary Variables: a. pathing: go east, grab the key beside the soda machine, go east, open the door, go through it, go northeast and shoot a hole in the aisle under the two bazookas, grab the two, and the decoys, shoot another hole in the northern aisle, keep heading north in the room, shoot a hole in the aisle to get a ghost potion, go back into the shopping room, grab the always tourists, exit.

Level 14 (14z):
Necessary Variables: a. pathing: go west, then south, then east, then south, then west, then south, then west, then south for a ways. grab the always explorer, switch to bazooka, exit.

Level 15 (15z):
Necessary Variables: a. pathing: shoot a bazooka east before moving. Go south, slightly west, grab the key, west until the water, south along the water, jump off the peninsula, go southwest to the island, grab the skeleton key off the island, go back to where you began the level, weed whacking as needed, go east from the start of the level, grab the key, go through the hole you made the very beginning, then slightly north but mainly east, switch to running shoes and bazooka, grab the always barbeque guy, exit.

Level 16 (16z):
Necessary Variables: a. pathing: grab the bazooka beside you, put on running shoes, wrap around clockwise 360 degrees, shoot a hole in the northern wall, head counterclockwise. grab bazooka, shoot a hole through the southern wall, go through it and continue counterclockwise, shoot another hole and go through the southern wall, go clockwise and shoot a hole and go through the eastern wall. Go counterclockwise and shoot a hole in the southern wall, go clockwise until you reach the always tourists. Grab them and exit.

Level 17 (17z):
Necessary Variables: a. pathing: go southeast onto the hall with a tile floor with no door. east through the hole, south upon exiting (when you reach the squirt gun), grab the always teacher, exit. Optinoal variables: a. bonus level exit item. Skip it.

Level 17b (17bz): skip it

Level 18 (18z):
Necessary Variables: a. pathing: head north, use a ghost potion after 2-3 seconds. walk north and slightly west over a few docs until you see an island that is tall but not wide. Go to the end of the island, grab the always baby, exit.

Level 19 (19z):
Necessary Variables: a. pathing: go northeast. when the hedges end, go north. shoot a hole in the wall where the running shoes are. Grab them, head south, use the running shoes, go across the road and into the graveyard, grab the key on the eastern edge, wrap around the southern side of the graveyard, shoot a hole in the hedge where the running shoes are, grab them, go west and slightly north, go through the opening in the hedges, northwest for a ways, cross the road, continue west until you see the always barbeque guy, shoot a hole in the hedge, grab the always barbecue guy, grab the burgers if you aren't at full health, switch to bazookas, exit.

Level 20 (20z):
Necessary Variables: a. pathing: kill a snakeoid or two. go west, put on the running shoes, wrap around the wall and get the bazookas, go northwest through a hole. Going north, open a door, then a skeleton door, then a hole going north. Open the sand/dust covered door, continue north. Feel free to check the item drops as you head east. go south when you reach the skeleton key door (don't open it), then east when you can't go south, more item drops. wrap around to the northern dirt area, kill another snake oid or two (three total), open the skeleton key door on the northern side, contineu north to the always explorer, come back out of that room on the south, exit. Optional Variables: a. method of killing the snakeoids. THe best known method is to stay along the south of where they can spawn. They'll come out of the ground when they are close and diagonal to you. since you'll be south of them, shoot a bazooka or plates north. If you do this three times without being hit, you'll kill them. If you're hit once, you'll need to shoot them four times. If you get hit three times, you'll need to hit them five times. If you're hit five times, hit them seven times, etc.

Level 21 (21z): Necessary Variables: a. pathing: head north the entire time while avoiding aliens. grab a bazooka along the way. snake around the easter side of the ponds, grab the ray gun, grab the soldier, the bazooka, then exit.

Level 22 (22z):
Necessary Variables: a. pathing: go north through a door, put on running shoes, up the stairs to the left, north, then east, continue east as the intersection, then south down the stairs. Weed whack through the plants, go east then north through the hidden passage, slightly west then north through two doors, east when you see frankenstein, south through the hidden passage, east and weed whack again, north through a hidden passage, open the skeleton door, avoid the bonus level item but to the right of it, go into a hidden room and grab the flamethrower. exit and retrace your steps until you come to frankenstein again. go south from frankenstein's room through the two doors you opened. east after them, then north through the things that close after you pass through. GO west when you see Dr. Tongue (you'll be north of him), continue west until you see the always explorer, grab him and exit. Optional Variables: a. Bonus level exit item. skip it.

Level 22b (22bz): skip it

Level 23 (23z):
Necessary Variables: a. pathing: northwest to the tracks, through the northern tunnel, east upon exiting (if you need to grab bazooka ammo, here's a convenient spot; otherwise skip it). continue east and north hugging the southern wall. when you come to more tracks on the southern wall, head through them and the tunnel, freezing enemies with the extinguisher. When you see the always explorer, grab him and exit.

Level 24 (24z):
Necessary Variables: a. pathing: head south, blow a hole in the wall, head east through the hallway. Blow another hole in the southern wall just east of the room with two keys. go east again. you'll see two open doorways to the south. Shoot a bazooka through them, then go through them. head south through the hole in the wall that your bazooka made. head east and grab a key. shoot a hole in the wall just north of that key. head east again. shoot a hole in the wall on the south, right beside the one you just made. Head east. go through the first door you come to on the southern wall. Head south. go through another door, head east until you see a crack in the northern wall. shoot it, head north, grab the always cheerleader, exit.

Level 25 (25z):
Necessary Variables: a. pathing: continue up the escalator, going east when you exit, get on the down escalator, head west when you're on the lower floor, grab keys as you need them, avoid the titanic toddler, grab a bazooka. When you see more escalators, go to the west of them and shoot a hole in the wall where there are running shoes. head south, grab a bazooka, jump on the trampoline, jump off it to the southwest (near the other tramoline you see), go south to see the always barbeque guy, grab him and exit. Optional Variables: a. the titanic toddler has a spare skeleton key, but it's not worth the time it takes.

Level 26 (26z):
Necessary Variables: a. pathing: go northwest, weed whack through plants, grab the cheerleader, exit.

Level 27 (27z):
Necessary Variables: a. pathing: go south under the hedges and exit east. continue east, shooting two bazooka shots when you can put your back to a tree in that area. continue east through the holes you made, grab the cheerleader to the northeast, exit.

Level 28 (28z):
Necessary Variables: a. pathing: go north for a short time then east. Go slightly south then east again. after you cross over the large set of spikes, conveniently timed to not appear until after you've crossed them (if you do it right). Put on some running shoes somewhere in here. Go slightly north, then west, then slightly north, east, north, up stairs, west, grab the skeleton key and head south, grab another key on the floor (optional) and head further south. You'll be at two small sets of spikes. cross them, snake around, and head back over the large spikes. head east of the large spikes, going north when you can, up stairs to a skeleton door. Go left of the skeleton door into a hidden tunnel in the wall, north in the tunnel to a skeleton key, turn around and head back to the skeleton door. Go through it and two other skeleton doors, snake through the hallway and head north. continue north until you can make an western U-turn into a room with money. Get the skeleton key from the room and try to be at about 28000 points here (get as much or as little money as you need to do that). head back out, down the hallway you came up. drop decoys in the hallway as needed to distract vampires. south down the stairs you see, wrap around through the skeleton door and regular door to find the always cheerleader, exit. Optional variables. a. Theoretically, at some point around crossing the large spikes and before you come to the two small spikes, you could put on your running shoes so that you time the two small spikes appearing and therefore avoid damage. This saves less than a second, and may not even be possible. In order to make it worth it, you'd need to get hit by spikes zero times; otherwise just put them on as soon as you cross over the large spikes the first time.

Level 29 (29z): Necessary Variables: a. pathing: head east. Immediately there will be two doors to your north (going into two different rooms). Go directly south of the right side of the door on the right, with your back against the southern wall. Face this door and shoot your bazooka five times. walk north through the five holes you just made. go east toward the trampoline. When you're about 3/4 of the width of a trampoline away from the trampoline, your back should be against the southern brick wall. Shoot five bazooka shots, grab the food if you need it, grab the potion (idk what kind) inside the fence, head north through the first four holes you made. When you come out of the fourth hole, continue north but wrap around the furniture to get the running shoes. Go through the fifth hole, then head east, then south, then east. Shoot a hole in the northern side of the room you are in, grab the always cheerleader, exit. Optional Variables: You can use the monster potion here. The time it takes you to drink it will be saved by the time you don't spend shooting bazooka shots.

Level 30 (30z): Necessary Variables: a. pathing: go west a tiny bit; with your back to side of the green couch, shoot a hole in the southern wall. grab the key, go through the hole you made below the key, go southwest to get the always cheerleader, exit. Be careful for enemies spawning near her.

Level 31 (31z): Necessary Variables: a. pathing: go north to get the med kit, blow a hole in the northern wall of that room, go west, blow a hole in the hedge to the south, grab the always barbeque guy, exit.

Level 32 (32z): Necessary Variables: a. pathing: go south through the door, put on some running shoes, head east along the road, slightly south into the cacti but mainly still east, go through the cacti to grab a skeleton key, be careful with your health as you hit the cacti (use med kits as needed). head north from this skeleton key, go into the room to the north and grab another skeleton key, retrace your steps to the first skeleton key, go northwest from it (being mindful of your health again). grab bazookas as needed and cross the road into the tunnel with the tracks. head west when you come to a skeleton door, head west, then north, then east to grab a skeleton key. go back to the skeleton door, open it and head north, then east, grabbing a key, continueing south and east to another skeleton door, north, grab the always explorer, south, exit.

Level 33 (33z): Necessary Variables: a. pathing: Go west through a long hallway, then south as soon as you can. Go east, swim through water, grab the always explorer, exit.

Optional variables: a. grab the bonus level item. Don't do it.

Level 33b (33bz): skip it.

Level 34 (34z): Necessary Variables: a. pathing: go west to a dead end. Shoot a hole in the southern wall. get the skeleton key you see by shooting another hole. head back to where you started the level, getting on the conveyor. head through the southern opening when the conveyor ends. shoot a hole in the crack in the wall below that, then shoot another hole in the crack on the south of that room to get a second skeleton key. retrace your steps to the end of they conveyor, and head north through two holes to the northeast of the end of the conveyor. go northwest and open a skeleton door, grab the always cheerleader, exit.

Level 35 (35z): Necessary Variables: a. pathing: head northeast onto the pier. go around the house, and jump into the water on the north of the pier. come out onto the pier north of you. Head east to get the always tourists, exit. c. Hitting 40,000 points on this level. If you do, you'll have a very easy time killing one of the victims on the next level. However, this takes a lot of careful planning since you're not going to be on this level long. You'll need to make sure that you end level 34 as close to 39999 points as possible since there's not a good way to get lots of points in this level. But, if you can do it, this is a great place because the second victim in level 36 is easy to kill and right near your path.

Level 36 (36z): NOTE: THe cheerleader at the end of the level may disappear. The game doesn't register her as dying, just despawning. If this happens (and if she's the only neighbor on the level when she despawns), your run is dead. Sorry. There are theories on how to avoid it, but no proven methods. Necessary Variables: a. pathing: head south, grab the key, go through the door. Go to the southwest corner of the room, and blow a hole in the wall. go south, then blow a hole in the southwestern wall very close to the hole you just made. go south and blow another hole. go south through the spider's webs (blowing as many holes as needed to be efficient). When you are through the spider's webs, continue south then west to come to a crack in the purple wall that leads to a porch. blow a hole, then weed whack over the plants going west. Blow another hold on the edge of the porch, then make a western U-turn and blow another hold in the grate/window in the wall. walk along the roof, blowing another hole when you see another grate. go slightly north, then east, then north. Blow a hole in two spider's web (the two western most ones) and continue north down a hallway. You'll come to the first form of Dr. Tongue. Check for item drops until he changes forms, beat him, exit to the northeast, avoid spiders grab the always cheerleader, go back east and exit.
Optional Variables: a. Using the Monster potion. Since there are around 15 times you need to blow a hole in a wall in this level, and enemies galore, it's very nice to be the monster here (it saves time since you avoid enemy hits and bazooka blow-back). b. getting the bonus level item. Skip it. c. Killing the second victim: if you chose to hit 40k points on the previous level, you'll have an extra victim here: the soldier. Before you begin the normal path, walk northeast, grab the bazookas, wait for the soldier to die (normally isn't bad), then come back to the start of the level and continue as normal. d. I'd suggest hammerite heretic's weapon suggestions, but since we are speedrunning, skip the monster potions. Also, the weedwhacker has been shown to do good damage via TASbot, but that's hard to do. always wiggle when you're in spider webs.

Level 36b (36bz): skip it.

Level 37 (37z): Necessary Variables: a. pathing: head south. slightly east through an opening in the wall, then south. slightly east again, south down a hallway that's partially covered, then snake around the ending of that hallway and head east. go across the spikes to get the baby. exit. Optional Variables: a. If you have some way to avoid spikes here, go for it. It'll save less than a second. b. If you can hit 40k points on this level, that is great (this level or no level is really ideal).

Level 38 (38z): Necessary Variables: a. pathing: jump south off the pier. jump back onto the southern land, walk south until you see grass in the water on your right, jump back in and swim across that water. get out on the land, go south through a hole in the wall above a green soda machine. go east and grab a med kit. go through the southern door in that room. jump off the pier, jump back onto the southern pier, jump off going south, go to the always tourists on the island to the southeast, grab the always tourists, exit. Optional variables: a. If you hit 40k points on the previous level, you'll need to kill the tourists or the baby here. The great thing about doing it on this level is that both victims are close to one another, but not too close. Also, the squidmen are bad about killing neighbors quickly, so you'll have two chances to save someone. As you're going along the piers toward the end of the path, a baby will be on one. If he dies, that's fine; continue to the tourists. If not, grab the baby and continue south toward the tourists. Either grab the tourists or let them die depending on what happened with the baby, and exit. Staying in the water for a little longer seems to help the tourists die faster.

Level 39 (39z): Necessary Variables: a. pathing:head north through the hall, then east when you can. Down some stairs, then east and north through a tunnel. protect yourself from frankenstein with the ancient artifact, get the skeleton key north of him, and return down the tunnel you came through. after you've gone back up the steps you came down earlier, continue north through a skeleton door. wrap around to the other skeleton door, grab the always cheerleader, and exit.

Level 40 (40z): Necessary Variables: a. pathing: kill the snakeoid (see above on level 20). head north through the skeleton door, continuing north while hudding the easter wall. once you see a tunnel entrance on a southern edge of the eastern wall (you'll see rooms over to that side that seem inaccessible from where you are), go south through the tunnel. exit by opening a passage behind dirt/dust, then open another passage of dirt/dust right beside it. continue north to a skeleton key, but open the dirt/dust passage beside it. Go north, grab the always explorer, head south, grab the aforementioned skeleton key, exit.

Level 41 (41z): Necessary Variables: a. pathing: go north, blow a hole in the hedge going north through it, go into the door in the house, north, snake around the the bathroom to get some running shoes, exit the house southwest. continue southwest around another house until you see a covered hedge. Shoot a hole in the right-hand side of the covered hedge, and go through it, exiting on the north side of it. shoot another hole in the wester hedge from there, and another bazooka shot through the hole you made. Follow the shot west through the hole it made off-screen, then go southwest and into the door west of the trampoline. go northwest in the house, grab the always baby, exit.

Level 42 (42z): Necessary Variables: a. pathing: this level is all about spikes on the floor. It has very specific movement requirements. Head northwest to start. you'll come to a place where there are three non-spiked squares on the floor forming a right-triangle. as soon as you're inside the triangle they form, head due west. when you're even with the left-most corner of the triangle, head due north, crossing over that unspiked square, then a spiked area, then another unspiked square. here's where things get tricky. When you are coming onto the spikes north of the last unspiked square, you'll actually come onto spikes that are rising up, then walk to the right as the spikes beside it are lowering. If you time it right, you'll take no damage. If you time it wrong, you'll take damage and lose a split second. Regardless, head northwest, avoiding spikes, pickup the always teacher, exit. optional variables a. if you have a spare ghost potion from item drops, feel free to use it here. It'll save a second. Be aware that you'll need one for the very next level.

Level 43 (43z): Necessary Variables: a. pathing: head east, drink a ghost potion. walk south and then east across the water. you'll see the always pool guy. grab him and exit.

Level 44 (44z): Necessary Variables: a. pathing: head east. put on your running shoes and weed whack. go north at the pool. go through four tunnels. After the fourth one, go right around the plant, then south through a tunnel. U-turn to the right, then north through a longer tunnel. When you see frankenstein's room, hug the left wall for a tunnel. go through it, bend south, grab the skeleton key, and retrace your steps to the plant. Go north up some stairs, enter the skeleton door, grab the cheerleader, then the med kit, then exit.

Level 45 (45z): Necessary Variables: a. pathing: grab the bazooka, shoot a hole in the northern hedge. continue northeast until you see a hollowed-out hedge. To the northwest of that, shoot a hole in the hedge. go through that, then west through a covered hedge. exit north, then make a western U-turn toward another covered hedge. go south into that one, exit east. Then go slightly south and enter the covered hedge below the one you just exited. Enter it from the east, exit west. Head north, then east, grab the always soldier, leave.

Level 46 (46z): Necessary Variables: a. pathing: pull out your decoys. head south through the hole in the fence (a little west). continue southwest and blow a hole in the hedge. Go south from there. shoot a hole in the southeastern corner of the area you are in, and shoot an extra bazooka shot through that hole. Continue south, going through the second hole you made. continue south and east until you see a skeleton key door. shoot a hole in the hedge to get to that door, then open it and another skeleton door to get the always cheerleader. Exit. Optional Variable: a. Get a monster potion: From the first hole you make in a hedge, make a western U-turn, go north and blow a hole in the hedge. when you go through it, head west and blow another hole. You'll come to a hedge square. blow a hole in it, grab the monster potion inside (I think that's the item), avoid the chainsaw man if you can. exit and go back to the first hedge hole you made.

Level 47 (47z): Necessary Variables: a. pathing: head south, grab the running shoes, head east. when you come to the benches on the south side of the field, that's a good place to kill a snakeoid or two. kill as many as you need to get enough skeleton keys (you should have 3 before leaving the football field; 1 for this level, and 2 for 2 of the 4 skeleton doors on the next level; you'll grab 2 skeleton keys on the next level for the other two). after you get enough skeleton keys, head northeast. Blow a hole in the northeast corner of the fence close to the northeast corner of the football field. wrap around the passageway heading east, open the skeleton door, grab the baby, exit.

Level 48 (48z): Necessary Variables: a. pathing: spend any extra running shoes you have here folks. go south, west, south, east, south, east, south through a skinny hall, west, northwest (not up the stairs), west, slightly south then west, north up stairs to where you see dr. tongue, then wrap around and head south down the hall. grab the skeleton key at the end of the hallway and turn around, heading back to where dr. tongue was. open the three skeleton doors behind where he was standing. go down the stairs to the east, grab the med kit hidden by the block sticking out over the south side of the rug, then through a tunnel on the eastern wall. grab the skeleton key in that room, and as soon as you grab it, shoot a bazooka across the chasm to the east. This will blow you back toward the hidden tunnel (you should have enough extra ammoe by now; this will not open a door). Go through the hidden tunnel again, then head north, going through a skeleton door then some electric coils. As Dr. tongue changes his form, go to the northwest corner of the room to grab a pandora's box. switch to your flamethrower and pandora's boxes and get ready to fight. Beat him, Optional variable a. Skipping the boss fight. This requires planning and luck. The planning requires you to hit a multiple of 40,000 points on the last level, therefore getting the victim bonus and have two of them spawn on this level (the always cheerleader behind the boss door and the cheerleader near frankenstein and the vampire(s)). You'll also need at least two lives. The luck is that you'll need to have the vampires or werewolves follow you all the way back to dr. tongue, then kill the always cheerleader. If you want to try, here's how to do it. After you get the first skeleton key mentioned above, head back to where Dr. Tonuge was. Go down the stairs and head though a hidden tunnel on the southeast corner of the room at the bottom of his stairs. If you have running shoes, use them. head through that tunnel and continue through the windy passage (there are some branches but they quickly lead to dead ends). Once you pass see red carpet, head toward it and continue into frankenstein's chamber. Use anything to protect yourself. go to the northeastern corner of it and grab a skeleton key. head west, then south. Go up the stairs to your right, then east again and open the skeleton door. Grab the cheerleader, and retrace your steps back to Dr. Tongue. As you retrace your steps, make sure that a vampire/werewolf stays on screen (you can't go full speed, and you'll likely take damage, which is fine; you want it to be low when you get to the boss arena. How low you want it depends on how much risk you are willing to take). Once you get back to dr. tongue, continue on the normal route, going through the skeleton doors. after you get into the room with the boss first, stand in the northwest corner, and die. that's right. While you are respawning, the vampire/werewolf will go toward the cheerleader and kill her. Once he kills her, the exit will appear and you can skip the Dr. Tongue. This generally takes 2 minutes, while an adept runner can kill Dr. Tongue in 1 minute and 30 seconds. In other words, youd need a pair of running shoes and some good luck to make it happen, but it's possible. b. I'd again suggest hammerite heretic's weapon suggestions, but since we are speedrunning, skip the monster potions. Also, the weedwhacker has been shown to do good damage via TASbot, but that's hard to do. always wiggle when you're in spider webs. Also, when he changes to his head form (after the spider form), clear the floor with your weed whacker and then you can use your monster potions and water pistol. The squirt gun/pistol will do just fine and I'm sure you have enough ammo at this point.

Level 48b (48bz): Necessary Variables: a. pathing: head south, enter the office building, head west. Once you've passed a muscular guy without a shirt, keep heading west until you see a blone woman. head north up the hallway, then go around the jack-in-the-box and grab the always cheerleader. exit, and revel in your accomplishment.


Summary (zummary) In conclusion, here are the main points you need to know to get close to the WR. 1. use the SNES version so you can get the flamethrower. 2. Use the metronome technique on level 1. It'd really be nice if someone posted an emulator save state file with a skeleton key on level 1, since there is no luck involved in getting it. Perhaps play through until the skeleton key spawns, save the file, and post it online? We'd also need to know how much time to add to the runs that start from the save state. 3. memorize the pathing. watching runs and playing is probably easier than memorizing my guide, but this will tell you some things that aren't obvious if you can't tell what is going on. Pathing is close to optimized (we think), so watch the current WR run(s) and keep an eye out for small deviations. a. this involves getting the skeleton keys that are convenient so you can avoid the ones that aren't (I'm looking at you titanic toddler). 4. Gather and use special items effectively a. use running shoes on levels that you'll be on for a while, especially vampires and werewolves. b. use monster potions when you need to break through a lot of walls and when you expect to take a lot of damage otherwise. c. Use ghost potions on water levels. There's also potential to use them on levels where you'll take a lot of damage, but the key to those levels seems to be avoiding damage. It's not faster to use the ghost potion there, just safer). d. don't pickup extra items. going out of your way for a med kit won't save you time; it is safer but we don't do "safe runs", we do "speed runs". 5. Get good at beating the forms of Dr. Tongue.

Other ways I see that could potentially save time and beat the current WR. 1. Small alterations to the current method: a. beat the bosses faster. This is obvious, but for thoroughness, that could be done by beating snakeoids and Dr. Tongue faster. b. there are also some small pathing changes to be made; mainly, avoiding going off the fast path to get anything extra and by being accurate with movement (this would save very little time) c. taking less damage d. finding better places to use special items (I don't know of any). e. staying under 40k points the entire run to avoid a couple seconds waiting for the tourists to die on level 38. 2. bazooka blasting backward to move faster (maybe). This uses up ammo quickly, but someone should see if it saves time to look opposite the way you want to go and shoot a bunch of bazooka blasts down a long hallway. It'd only be useful in the last few levels since you'd need to be sure you have enough ammo, but who knows? 3. Figuring out ways to bypass requirements, such as the boss skip on level 48. However, these seem few and far between. 4. Getting a skeleton key or the running shoes through a random drop. Good luck with this.

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