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Ktulu Calls Zaphod (BIG mistake)

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Bear with me... I know sometimes I don't care what the story is behind the level - I JUST WANT TO PLAY - but I think you'll be glad you read this first.

Zaphod Beeblebrox, our galactic hero and just an all-around great guy, was zipping around in his speedboat on an uncharted watery planet when one of his two heads realized the other knew where he was going. Unfortunately his two heads had previously had a profound disagreement and were not talking to each other. So the uninformed head just had to sit tight (although this gave Zaphod a neck ache) and wait. Soon enough an expansive wall of shimmering blues and reds could be seen closing in from all direc- tions. Despite the circumstances, the informed head remained calm (too calm - a bit trance-like in fact), while the oblivious one remained so. Eventually something could be seen ahead in the distance as the shimmering wall was almost upon him. Soon Zaphod's speedboat came to a splashing halt in front of a large dock. Suddenly his purpose was all too clear! Despite their differences, both heads thought as one (with twice the brain power)! Zaphod had been called to the Land of Ktulu!! There were bits and scraps in in the HITCHHIKER'S GUIDE about such a place - but many thought it was just a myth. But now Zaphod knew they had been mythinformed. Supposedly an unknown being (except it's name) named Ktulu had/has a hunger for humans (specific- ally battle-trained) and "calls" them from all over the far reaches of the galaxy to it's land. Apparently Ktulu appreciates a good fight before it overcomes them, but before they are worthy enough to be devoured by Ktulu, they must fight their way through it's minions and find Ktulu's lair! (Zaphod always thought it was just an excuse to soften up the victim). With Zaphod's newly acquired oneness of his two heads, he became acutely aware that his speedboat was sinking. The corrosive waters surrounding Ktulu (the land) work pretty fast, he thought. Luckily his previously only-informed head had gotten Zaphod to wear his neato-cool eLiTE battle armor which would protect him from most corrosive substances - not to mention also bringing the other battle supplies... Zaphod's heads agreed it was a BIG mistake for Ktulu to have called Zaphod Beeblebrox. Zaphod just hoped he could find enough ammunition from fallen predecessors to last through the gauntlet he knew was waiting for him...

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Unknown date

This is dated Christmas Day, 1994; you fight 300+ baddies in an entertaining although frustrating castle-dungeon-thing level. It's large and mazey and smacks of 1994, but it's imaginative. Reminds me a bit of Yak World, although the progression is a lot harder to work out, and there's far more running (including an interminable intestine section). "Interminable intestine section" would be a good name for an early Pink Floyd track, you know?

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Unknown date

A nice, unorthodox level. You start in a boat that promptly sinks as soon as you step out. Sarges are replaced with small spiders (who still drop shotguns), there are a few decent new sounds. The supplied DeHackEd patch doesn't change the gameplay. The exit works, and there is no problem getting 100% kills and secrets, but it takes close to 20 minutes - see my demo at DSDA. - N_A

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Unknown date

The level is a bit strange, but more in an interesting way than a bad one. It is sometimes hard to figure out where to go. The included .deh patch seems not to work. I'm not sure if it's possible to exit (perhaps due to the failure of said .deh patch).

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  • File Reviews

    • By StevenC21 · Posted
      Umm... this isnt Doom 64? Or even remotely related to it?   In addition, its a shitty wad. You are expected to fight 2 arch-viles with a pistol, and then a cyberdemon witha  chaingun in an enclosed space.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)